New Abilites Suggestions

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Re: New Abilites Suggestions

Postby Fran on Thu Jan 05, 2012 10:43 pm

Ah, I forgot that you could use it to unlock items and put them into the locker, good point.
But then I'd rather disable that for the class too instead of locking the class to selfmade dungeons.
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Re: New Abilites Suggestions

Postby The Avatar on Thu Jan 05, 2012 10:54 pm

I suppose, and no boss trophies too.
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Re: New Abilites Suggestions

Postby gjaustin on Thu Jan 05, 2012 11:57 pm

The Avatar wrote:I suppose, and no boss trophies too.


If this replaced the 9999 gold for beating the Tower, that wouldn't have to be a problem either.
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Re: New Abilites Suggestions

Postby The Avatar on Fri Jan 06, 2012 12:33 am

Actually, I am out of cash, and I've won the dungeon. 9999 isn't that much.
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Re: New Abilites Suggestions

Postby Darvin on Fri Jan 06, 2012 12:39 am

We're talking about mods; "unlocking" stuff is totally irrelevant to the discussion. The mod has full control to change the local state of the game, and if someone wants to use this as a cheating mechanism that is their business.

I am actually curious as to how moddable Desktop Dungeons will be, and look forward to creating a few dungeons/classes/items of my own.


9999 isn't that much.

Nope; you can get that much in a single sitting just by speed-running "bet on the boss" games on normal difficulty dungeons, and that has a much lower chance of failure than Gaan-Telet, plus you don't waste huge sums of money scumming over and over again.
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Re: New Abilites Suggestions

Postby The Avatar on Fri Jan 06, 2012 3:25 am

Darvin wrote:We're talking about mods; "unlocking" stuff is totally irrelevant to the discussion. The mod has full control to change the local state of the game, and if someone wants to use this as a cheating mechanism that is their business.


If only I knew how. That's why I suggested a dungeon maker. That would be awesome, but I doubt it's happening...

It sucks being a non-programmer.
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Re: New Abilites Suggestions

Postby Darvin on Fri Jan 06, 2012 4:17 am

Ideally, everything will be defined in external text files and loaded at launch time. For instance, using XML a fighter might look like this:

<Class>
<name>Fighter</name>
<flavortext> [insert class description here ] </flavortext>
<Ability>
<action>DeathProtection</action>
<activates>GameStart</activates>
</Ability>
<Ability>
<action>RevealMonsters</action>
<activates>Always</activates>
<condition>TargetIsEqualOrLowerLevel</condition>
</Ability>
<Ability>
<action>GainXP</action>
<argument>1</argument>
<activates>OnExpKill</activates>
</ability>
</class>

So, under this hypothetical model, you could change the fighter's death protection to also apply on level-up just by adding the line "<activates>OnLevelUp</activates>"

If the devs are doing their job right and not taking shortcuts, there should be some sort of system like this on the back-end that will mean that modders shouldn't need to touch the code unless they're doing something really complicated.
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Re: New Abilites Suggestions

Postby Fran on Fri Jan 06, 2012 10:31 am

But in this case, it would be fairly easy for the developers to implement a custom class in the game as well.
All they'd have to do is create a menu where you compose abilities from a drop-down-menü, give in some text for class name and class description and be done with it. The game would just change the custom XML file and you'd have your custom class.
This may be unnecessary in the way that you could easily do it yourself just as you described (and i guess tempering with the xml files would have a lot more options), but it would feel official, it would attract customers as customization is a big selling point and i bet most people wouldn't mod it via xml files just because they're scared that they might break something.
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Re: New Abilites Suggestions

Postby The Avatar on Fri Jan 06, 2012 12:10 pm

Being the non-programmer I am, how do you access the XML files?
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Re: New Abilites Suggestions

Postby Fran on Fri Jan 06, 2012 12:52 pm

I'm not sure but i guess you could simply open it up with your standard editor and rewrite the passages that you want to change.
Even if this is not the case, you'd only need to download a special editor for xml files and open them that way, the interface would be similar to that of the standard editor.

As long as the format would be similar to the way Darvin described them, all you had to do was to change a set of expressions which you could look up at the wiki. As long as you have the heart to do it, this should be no problem for you as it's really easy, even for someone that never programmed :)
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