Modding Gotchas - dredmor-com/dungeons-of-dredmor GitHub Wiki

Dredmor's XML modding is inconsistent code-wise. The following gotchas will help you debug your code without extensive testing.

  1. Gotchas
    1.1. Dungeon Levels
    1.2. Item Levels
    1.3. Percent, Percentage or Amount?
    1.4. Skill Levels

Gotchas

Dungeon Levels

Let's say we want to assign something between dungeon levels 1 and 10. This is done differently across XML files:

Floor 1 Floor 10
monsterDB.xml <monster level="0"/> <monster level="9"/>
rooms.xml <flags minLevel="0" maxLevel="0"/> <flags minLevel="9" maxLevel="9"/>
itemDB.xml1 <item level="1"/> <item level="10"/>

1see Item Levels for armour levels

Item Levels

Non-armour items need the level="" parameter in its <item>-tag, e.g. <item name="Bronze Dagger" level="3"/>.
On the other hand, all Armour has its own tag and parameter: <armour level=""/>.

Percent, Percentage or Amount?

Type Code Value Type Example
Most spell effects percent="" A percentage (0-100) <effect type="trigger" spell="Target Sleep" percent="50"/>
Buffs percentage="" A percentage (0-100) <targetHitEffectBuff percentage="50" name="Target Sleep"/>
Some spell effects amount="" A whole amount (1, 2, 3...) <effect type="sleep" amount="2"/>

Skill Levels

Skilltrees consist of several levels, startSkill="1" and level="0" to level="7".

Code Level-Ups Needed Description
startSkill="1" None The icon to the far left of the Skill Book, with a description of the skill tree.
level="0" None The skill you get when taking the skill tree, a.k.a. Starting Skill.
level="n" n The n+1th skill in the Skill Book. The biggest value of n is 7, for a maximum of 8 skills in the skill tree.
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