I want to make a Kung Fu mod. Each level will be an Animal Style (you know, Crane-Tiger-Dragon-Snake-Diggle-etc.) Problem is that I want each level to produce a buff that doesn't go away except when you activate the buff granted by a different level of the same skill. I tried looking up how the Diggle God buffs work, but they're not in the XML. So far my best idea is to have each of the buffs labeled "bad="1"", and each of the skills start by Remove Cursing you (so they would remove the old buffs). Problem here is that the player would be basically immune to DoTs, including Necronomiconomics. So, I'm looking to you guys to come up with a clever workaround. I'm sure between all of the various crazy mechanics like Runecrafting, Chronology, and the like there's a way to pull this off -- any ideas?
Only way to achieve this right now as far as I know is with the 'buff icon bug'. If two buffs have the same icon you can only have one of them active at a time. The first buff you receive will override any later buffs with the same icon. You can see this in-game with Radiant Aura and Potions of Radiance. Make all the buffs use the same icon and set them as removable.
What J-Factor said. Other than that, we can only wait for the developers to include a command/function/however you want to call it, that would allow us to cleanse our character of particular buffs (which, as you are probably aware, somebody had already asked for in the modding request thread). Because right now there's only "flush buffs" available, and that is not something you want, as you wrote.
Not a solution but I'd just like to add that the stuff for the diggle gods is in the xml in its entirety, the statues and spells themselves I think both are in the spellDB, while the rooms for the statues are in the rooms.xml obviously.
Yes, they are. But they use {diggleGod="1"} to make it impossible to get more than one, which is a parameter I highly doubt we could use here.
Strange-yet-weird: I (independently) had the same idea (and reached the same conclusion) while running errands not half an hour ago. Dredmor-modders-looking-to-expand-their-horizons think alike much? Lacking any better ideas, I'll third J-Factor's suggestion -- though from his wording it seems you'd want to include a caveat (perhaps in the download thread for the mod itself) that the player needs to exit the style manually before entering the new one.
I don't think that's possible right now. You should totally do it once it is though, I love stance dancing.
J-Factor, you're a genius and that's exactly why I start threads like this. It'll probably be a month or so -- gotta polish up Wild Magic and a secret second "metamagic" skill first -- but I'm plotting to release those two plus Kung Fu as EDoDSIII in the semi-near future.