I know, one of the first things I do when I get a new game is investigate the files to see what I can mod :P I'm happy making skinpacks (and I've got some more planned), which at least do work - I've done a couple of runs with the Doctor to see if I could get him a teleport staff, but no luck. I'll get there eventually!
/dm1
/weapons
This actually gives me an extra weapon idea, a small staff (could be called something like "sonic wand" or "magical screwdriver" for the joke/reference, but I think it could be good to have even without that). Ability 2 (or maybe 3) mana, opens a door or shuts off a shooting trap (assuming you're standing next to one or the other). And perhaps a starting orb hit of 7?
I know, one of the first things I do when I get a new game is investigate the files to see what I can mod :P I'm happy making skinpacks (and I've got some more planned), which at least do work - I've done a couple of runs with the Doctor to see if I could get him a teleport staff, but no luck. I'll get there eventually!
The game has a built-in control console. Press T to open the chat prompt and type this:Quote/dm1
That activates the "dungeon master" mode. Then press T and type:Quote/weapons
To get all the weapons.
At that point you can also move all the objects around with a mouse, use a mouse wheel to create or change objects and even create new levels. You can get a full list of commands if you type /help (just make sure you activate /dm1 first). If you're interested more about this, I can write a detailed explanation how it works.QuoteThis actually gives me an extra weapon idea, a small staff (could be called something like "sonic wand" or "magical screwdriver" for the joke/reference, but I think it could be good to have even without that). Ability 2 (or maybe 3) mana, opens a door or shuts off a shooting trap (assuming you're standing next to one or the other). And perhaps a starting orb hit of 7?
That's a really cool idea. I'm adding it to my "weapons to add" list.
Edit:
Perhaps it would have a special type of orbs that stop the traps, and the mana ability would be used to open the doors? In that case, 2 mana would be too low. Imagine if you had a Lizard pet, you could simply just walk through all the rooms without fighting. Even with 3, it would mean skipping 50% of the game and you could skip every boss fight... When I think about it, I'm not sure if having a refillable item that opens doors is a really good idea balance-wise. Currently you can skip the boss fight only with the Escape scroll, and those are rare. Maybe if the cost was very prohibitive, like 8 mana or something like that... but still.
Maybe a better effect would be unlocking chests and locked doors? In that case I would even go for 8 orb damage.
Or, another alternative, it could be a single-use item which you can use to open a single door or a chest. It wouldn't be used as a weapon at all.
I see your point on the door opening thing (though the lizard wouldn't let you run right through everything, it only triggers after you finish/win battles).
Also, I figured my tiny Capaldi should have some enemies, and I've been feeling ill and not getting work done, so I made some Sontarans...