1. Allow items to demand prerequisites from unitstats. Items can already require user level. I would like the possibility of making an item only useable if you have a certain unitstat, let's say strength, above a certain limit. Ideally, it would use the current prereq modifier, but instead of only accepting unitlevel it would also accept any unitstat.
<Prereq>
<Type>UnitStat_ThisIsMyNewUnitStat</Type>
<Attribute>5</Attribute>
</Prereq>
This would also need reflecting in the UI, the item should be unequippable unless the current hero has the right stats. Hovering over an unequippable item should tell the user what stat is needed, and what amount of it is needed.
The purpose of such a tag can be making certain items, like magic items, require a certain skill-level in unitstats before it can be equipped. For example a tome teaching a character a new spell level might require a very high intelligence. Or Thor, the god of thunder, may be the only one who can lift his hammer since only he is UnitStat_Worthy.
2. MeleeAppliesSpell is a trigger used to automatically apply things to a target when the unit owner hits it in melee. Currently, the trigger can only affect whoever is the target, and the target only. I would like spells cast with this trigger to respect the <ApplyToCaster> tag found inside modifiers. For example, I should be able to have a modifier that says "every time this unit strikes an enemy in melee, this unit gains 1 hitpoint". (implemented)
3. The spell "chaos" allows us some limited access to randomness in spells. I would like to increase how we can actually use this. Currently, it functions by having the tag <AppliesRandomModifier>1</AppliesRandomModifier> in the spelldef, and it then randomly chooses any one of the modifiers in the spell. I want to expand on this, by introducing one of two possible additional tags. The purpose of both of these tags is to limit what modifiers get chosen, and what modifiers ALWAYS happen no matter what modifier gets chosen.
A new tag that says "This Always Happens" in a spell with <AppliesRandomModifier>. In the below quote, the first modifier should always happen, and the game should randomly choose between the other two.
<GameModifier>
<ModType>Unit</ModType>
<Attribute>DefendableDamage</Attribute>
<AttackStat>UnitStat_Attack_Cold</AttackStat>
<Value>12</Value>
<ThisAlwaysHappens>1</ThisAlwaysHappens>
</GameModifier>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>DefendableDamage</Attribute>
<AttackStat>UnitStat_Attack_Cold</AttackStat>
<Value>12</Value>
</GameModifier>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>DefendableDamage</Attribute>
<AttackStat>UnitStat_Attack_Cold</AttackStat>
<Value>6</Value>
</GameModifier>
In other words the spell should do either 12+12 cold damage, or 12+6 damage. This kind of tag would GREATLY expand on the possible uses of randomness in spells.