Templates - dredmor-com/dungeons-of-dredmor GitHub Wiki

This contains some information about Templates and how DoD handles them. It's simpler than other sections, but still worth explaining.

  1. Making Templates
  2. Visual Template
  3. See Also

Making Templates

To create your own templates, you'll have to add a file called manTemplateDB.xml to your mod folder. The file has to start with <templateDB> and end with </templateDB>.

You make templates like this:

<templateDB>
 <template width='13' height='7' name='1337' affectsPlayer='0'>
  <row text='.....@@@.....'/>
  <row text='...@@...@@...'/>
  <row text='..@.......@..'/>
  <row text='.@.........@.'/>
  <row text='.@.........@.'/>
  <row text='@...........@'/>
  <row text='@.....#.....@'/>
 </template>
</templateDB>

Using the tags at top and bottom as instructed. To add a template, you add <template></template> between the tags and declare how big the template will be, what its name is and whether it affects the player.

The 'width="x"' should represent your template's width, as should 'height="y"' with its height. The name shouldn't conflict with other templates, so either choose an arbitrarily big number or find empty spots between the lots of mods there are with templates. If affectsPlayer is '1', the #, representing the player, will get the same damage/effect/treatment as the @ tiles, which are the Area of Effect.

If you want a tile to be affected by your template, add an @ on that tile. The place where the player casts the spell has to have a # on the tile. Everything else should have full stops (.) to indicate those tiles should not be affected.

Visual Template

Rareified Horse Meat's Visual Template

Image created by: Rarefied Horse Meat

See Also

Spell System Reference

Spell Types

Spell Effects

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