joshuaskelly / delver-community-mods Goto Github PK
View Code? Open in Web Editor NEWA collection of example mods for the game Delver.
License: MIT License
A collection of example mods for the game Delver.
License: MIT License
Repro:
"Show Hud", "Head Bob" and "Shadows" are missing in the localization strings.
When you pick up gold, that string is missing too (3 gold)
A potion can only be consumed in the inventory. This is different to food, which can be consumed by having it equipped in the hot bar and pressing the left mouse button.
Maybe it's something to do with the item condition?
If that's the case, when negative it shouldn't be "more" negative
When I pushed Subscribe
it doesn't install the mod
Enchanted Hunter's Bow does not show the type of additional damage it does. Here it is fire damage (red particle effect on arrows).
Maybe this information can be derived from the name color. But maybe this information is just not supplied, because the Bow only has a certain probability to trigger the fire effect?
Can the button trigger be used to create a custom dungeon?
The trigger at the start camp has the property triggersID set to STARTGAME. Could this be changed to STARTCUSTOMDUNGEON, which then loads up the level in /generator/customdungeonstage1?
My idea is to create a side quest path at the start camp.
I was trying to assign some baseMods to some weapons I'm working on but as soon as I add the baseMod property to the item it fails to load the json file. I've checked the json file with the validator and it is correct, but it fails to load anyway
Repro:
Using the existing default items in Delver, there are 5 groups of weapons (1-5) and 7 groups of armor items (1-7)
Temporary BAD solution:
If you add an empty weapon group 6 and an empty weapon group 7, it solves the issue and now the armor item is added correctly.
(It's a bad solution because, apparently empty groups of items crash the game if the game is trying to pick an item from that group)
An enemy with a melee weapon can hit the player through a closed door.
im not sure if there is a way right now to add new behaviour to mods, besides reusing old classes there is no compiler / scripting engine for the mods, atleast for as far as i know. would be great if that was added.
as well as maybe a npc example added to the mod. like a dungeon enemy wielding a gun just so people get an idea of how to create their own enemies.
When creating End sections (levels) in DelvEdit they are only accessible ingame when connected by a floor on the left side. All other sides do not work (will generate a wall).
Is this the intended behavior? If so, it is quite confusing.
Looks like it sets your health to your maximum base health without taking into account your items.
When you are at maximum health and you level up, you end up with less health than before.
When creating a level in DelvEdit the left exit (seen from when started DelvEdit initially, red line) extends out of the grid region to infinity as a straight floor when entering game mode (P).
This is an example level. The level only extends to the grid boundary.
When entering game mode, notice the minimap displays the infinite floor.
When using the level in Delver it is not accessible because a wall is spawned (may be due to this or not), although the exits seem to be placed correctly.
The same is happening with the TriIntersection example in /dungeon-section-basic/generator/Template.
Hi, sorry if this is a dumb question, but i am new to the DelvEdit tool and am having some troubles getting around it. Would it be possible to have a tutorial (written or video) explaining how to make mods and use the DelvEdit tool?
-The Done button (when you're choosing your fate on level up)
-Camp, etc ( the location where you are in the save game and in the map)
-Cave, etc (in a loading of a new floor)
-Greater Ice wand ( don't working on a translation)
-Note in the Cold area and other notes
-Haste Effect
I remember this bug happened before but I thought you fixed it in a stream :O
One of the armors disappears.
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