Just thought I'd open up a discussion on the kinds of skills we'd make if we weren't restricted by XML hooks. In other words, if we could hardcode things, what would you do with this power? Personally, I'd love to make a rogue skill set revolving entirely around the manipulation and abuse of doors. Level 1, "My Knob is Enormous", would grant you the ability to loot throw-able doorknobs from every door you destroy. Level 2 would give you the skill "Door Slam", which would let you close a door even if it's blocked by enemies, inflicting knockback and slight damage on any enemies in the way. Level 3 would give you "Universal Remote", which would let you close/open doors from a distance. Level 4 would be "Restore The Door", letting you repair a door you've destroyed, this time unlocked. Level 5, "Go In With A Bang", would make it so that, whenever you kick down a door, the door EXPLODES, sending splinters flying and dealing damage to all the enemies in a large cone in front of the doorway, also stunning them. But that's just what I'd do. What would YOU GUYS do?
By god, let me gather my thoughts before listing what I'd do, lol. There are a good number of functions I wanted to add as far as mod making goes....
A skill that includes a level that spawns bbq grills on command. Use them as tactical blockers, or a way to consolidate/upgrade the steak varieties without backtracking.
SO many things. The ability to conjure up functional dungeon elements on the fly could have a whole host of skills built around them. I'd love to make a skill that involved directly manipulating weapon enchantments. Adding specific ones, subtracting specific penalties, and basically custom-crafting your own Excalibur from the ground up.
I'd create a new spell type that could draw a beam between the player and the selected target, but also move beyond the selected target as though the ray were a projectile until the beam collides with a blocker or wall. This spell type could be used to make spell effects that could penetrate multiple targets in a line without being limited to vertical/horizontal anchored templates.
Also I'd like to code the ability for spells to target specific items in the inventory, rather than just item types. Furthermore, the ability to produce a separate spell effect depending on the item targeted. On a seperate, but related note... Another thing I would like to do is the ability to create a pop-up prompt (similar to using the ability "it belongs in a museum") that offers more options than simply yes or no-- and depending on the choice selected, a different spell effect would be produced. For example: for my runecaster mod, the abilty "Inscribe 1st circle rune" could target a "rune item" after which a prompt comes up asking which of the four rune types to inscribe (or cancel).
I just now found out what I would've done if I wasn't limited by XML hooks. Chargeable skills. Ones that have a different effects depending on whether certain buff{s} are placed on your character, and how many of them, or something like that.
I'm not sure if this is possible or not, but a mod that makes later shops more useful would be nice. Kinda sick of seeing fruit, unenchanted leather gear, and iron weapons in a eighth floor shop.
The ability to make pit traps that drop you into the next level of the dungeon or other cross level sneaky stuff.
Also the beta videos showed trapdoors in which the player fell (and that's where the falling in water animation is from).
Huh. I did not know this! Must've been a long time ago because when I got invited to the beta they weren't there.
Hm... I'd make a mode that revolved around the use (and abuse) of magne... scratch that. Um... How about... nah. Maybe... ahah! A mod the revolved around the use of transforming things! Level 1: Randomificator Transforms any item into another item (except runes)! Level 2: Transmorgifier Transforms any non-organic into organic and vice versa! Level 3: Abra Kadabra! Transforms an item into a specified 'genre' (gem, food, etc.) Level 4: Where art thou? Transforms an item into a SPECIFIC item. Level 5: Terraformer Transform the dungeon interiors! Level 6: What just happened? Transforms YOU into ??? and terraforms the entire dungeon level to either the next level or the previous level! (That means there could be 2 floors of each floor, each would be named Level N X? And it's enemies are tougher!)
Just noticed your signature changed again. For everyone's convenience, maybe you should make a thread, called "hall of badasses", which lists what everybody did to get on your signature? I'm interested to know what Null did
I would really like to get into the enchantment/cursing catagories. I would also like to have control over some of the in game fixed variables (success rate for anvil of krong, what the shops will have, etc) I had a concept for an enchanter skill, but something like 4 of the 6 abilities I wanted were not possible (Initiate specific item corruption, improve success rate with anvil of krong, enchant item, use some function of the number of enchantments on an item to an effect IE 6 enchantments == 60 damage in an attack)
That's something I would love to see applied to bolts, as well. The corkscrew/drill bolts should have a possibility of going through one monster and into the next, and regular bolts on crit should also be subject to blasting through monsters. Maybe it's too much to hope for this to be applied to current equipment, but perhaps future recipes could allow for it. Plus, it's got a built-in negative...wouldn't want to accidentally hit Brax or your summoned monsters, right?
He's just always helpful and has a deep understanding of obscure aspects of the code that few other people do.
Ah, thanks for the reply I still think the hall of badasses might be a fun idea though I mean that, and not just because I'd be on it. Seriously. Exclude me from it if you like, I'd still like to see it