ToME: the Tales of Maj'Eyal

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Do we need new classes/subclasses anyway?
You can never have enough of either! 39%  39%  [ 9 ]
Some more general classes would be good. 13%  13%  [ 3 ]
We are in dire need of subclasses! 26%  26%  [ 6 ]
There's enough now! I'm drownin' in them! 17%  17%  [ 4 ]
Who cares? Thaumaturgists are worth TEN classes! 4%  4%  [ 1 ]
Total votes : 23
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 Post subject: New Subclass: Reaper
PostPosted: Sun Aug 01, 2004 2:41 am 
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Spiderkin

Joined: Mon Jul 26, 2004 5:20 am
Posts: 480
Location: Blighty
Alright, maybe I'm being a tad prolific with these ideas and posts, but this just popping into my head whilst writing the next part of my Olim DitL (Go on, read it... make the newbie smile...).

Class: Rogue
Subclass: Reaper
Melee: Paladin level
Magic: Lower than mages, but usable regularly
Hit Dice: +1
Str: 0
Int: +1
Wis: -2
Dex: +1
Con: 0
Chr: -3
Exp+: 35%
Beginning Equipment: Scythe, robe, leather gloves
Magic Realms: Necromancy, Divination, Temporal

Description:
A mysterious class that revells in death.
They reap countless enemies, powering their magic.


Style: Most important thing about this class is the mana system. You always have 0 mana. Potions of restore mana don't raise it, neither does resting.

You do have a max mana, which raises with levels normally. The schtick is; for each monster you kill in melee, you get mana! This could be both level dependant and monster dependant (Grey mold for a lvl 1 reaper: 2 mana, GWoP for a lvl 50 reaper: 100 mana) This mana slowly disappears, but very slowly mind; about 1 every 50-100 steps. Some sort of modifyer would have to be made to stop fast reapers losing mana quickly.

Only kills made with swords or polearms counts, hence the 'reaping' part.

Breeders and pets do not get you mana upon their deaths. Enemy summoned monsters do. Monster-lore would let you get mana from pet/companion kills like EXP.

The necromantic abilities of a reaper are enhanced when wielding either a scythe or scythe of slicing.

Kills with bolts and arrows get mana, pebble/shots and other thrown items do not.

Finally, reapers get undead form at level 45.

Bangin' idea? Or not so bangin'? INFORM ME

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"I wanted it to be able to crush you like a mouse! Now it'll only be able to crush you like a... spaniel." - STAR


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 Post subject:
PostPosted: Sun Aug 01, 2004 11:39 pm 
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Sher'Tul

Joined: Mon Mar 29, 2004 8:24 pm
Posts: 1004
Location: LOST
There are 2 classes that I believe are in need of a few subclasses, the one that has been touched on by this interesting idea, and the archer class.

one question, I don't understand why the reaper would need access to the temporal school, I can see the necromancy (from abut 10 miles off) and understand the divination (think, the wyrd sisters.) but I can't fathom as to why the temporal. Good idea, me likes it a lot! :D

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Eyes burning, reaction rate diminished, vocabulary deteriorating...you have just been infected with the TOME addiction bug causing you to stay up to the wee hours of the morning playing this great game! :D


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 Post subject:
PostPosted: Mon Aug 02, 2004 12:11 am 
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Spiderkin

Joined: Mon Jul 26, 2004 5:20 am
Posts: 480
Location: Blighty
Well... I chose temporal firstly because I could only find two other classes suitable for the Reaper, necromancy and divination.

I sorta chose it because of time's association with death; mortal things die over time. I was going to limit the mana gaining to only mortal kills, but later on a lot of things are immortal and it would be too hard.

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"I wanted it to be able to crush you like a mouse! Now it'll only be able to crush you like a... spaniel." - STAR


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 Post subject:
PostPosted: Mon Aug 02, 2004 5:48 am 
How about a Spy subclass for Rogue? (High stealth modifier, decent stealing modifier and mapping abilities, perhaps invisibility at high levels)

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BlU_sKrEEm


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 Post subject:
PostPosted: Mon Aug 02, 2004 11:40 pm 
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Higher

Joined: Fri Jun 04, 2004 12:15 am
Posts: 70
Location: Jersey C.I.
I'm definitely for more classes and subclasses - they provide greater freedom to have the type of character I want to have.

I love the Reaper and Spy ideas mentioned previously - I'd certainly give both of them a go.. :)

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"I am a servant of the Secret Fire, wielder of the flame of Anor."


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 Post subject:
PostPosted: Tue Aug 03, 2004 7:57 am 
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Halfling

Joined: Thu Jul 08, 2004 7:57 pm
Posts: 91
Location: south of the border
Yes, the Reaper class is very interesting. Not just a variation on existing starting abilities, but something unique which would require its own player strategy.

Very nice indeed! I'd certainly like to play one!

Would be fun with a vampiric weapon - draining both mana AND life! :twisted:

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 Post subject:
PostPosted: Tue Aug 03, 2004 4:20 pm 
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Sher'Tul

Joined: Mon Sep 30, 2002 9:52 pm
Posts: 1120
Location: Germany
In p_info.txt, a subclass must have the stats, experience penalities, mana etc. of the main class. Some of these can be changed in a script, but not in p_info.txt.

For a first version, put this after the Assassin subclass in p_info.txt
Code:
C:a:N:Reaper
C:a:D:A mysterious class that revels in death.
C:a:D:They reap countless enemies, powering their magic.
C:a:k:+0:+100:Combat
C:a:k:+0:+100:Weaponmastery
C:a:k:=0:=0:Sword-mastery
C:a:k:=0:=0:Critical-hits
C:a:k:+1000:+300:Polearm-mastery
C:a:k:+0:+50:Magic
C:a:k:+0:+500:Necromancy
C:a:k:+0:-500:Stealth
C:a:k:+0:-500:Backstab
C:a:k:+0:-1500:Stealing
C:a:b:45:Undead Form
C:a:O:36:2:1d1
C:a:O:31:1:1d1
C:a:O:22:17:1d1


Combat and Weaponmastery are at [1.0, 0.8], Sword-mastery was replaced by Polearm-mastery [1.0, 0.3], Magic is [1.0, 0.75], and the magic schools of Divination, Conveyance, Temporal and Necromancy are [0.0, 0.5]. On the other hand, some sneakiness skills were lowered.


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 Post subject:
PostPosted: Tue Aug 03, 2004 6:42 pm 
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Spiderkin

Joined: Mon Jul 26, 2004 5:20 am
Posts: 480
Location: Blighty
Hey, wow, I never thought it'd get this far. Thank you, Monsieur Moarangio, this will be of great use as I've started messing around with Scribe and making a mod (Nothing much, hacking apart/renaming the various *_infos, almost completely non-Tolkien, having completely random/self-made monsters, artifacts and races. Plus there's an accountant class; the equivalent of the Yeek race :twisted: It'll probably not be released.)

I've tried out this race in my 'Bmoddi' Mod. It's looking good: The lack of a history, but I always make my own anyway. They may be a bit too good: All skills at the beginning were good or very good. The beginning of the game is smooth enough (Nice idea with the secondary dagger, MM). A difficulty for the current reaper is that at the beginning of the game they can't wield their scythes properly (Just realised that when you can't wield a weapon properly the equipment screen changes from 'wielding' to 'just lifting' :lol: ), that's where that dagger could come in handy.

Of course, the mana idea can't be implemented without oodles of codes and scripts, which I simply can't do. Maybe I could alter the p_info entry so monster-lore is TERRIBLE, or non-existant, so that for experience it HAS to be you doing the killing.

Lastly, since this is my first mod I'm jabbering about here, it's not coming out at all/anytime soon, some maybe somebody out there would have the heart to give a homeless class a home, hmm? :D

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"I wanted it to be able to crush you like a mouse! Now it'll only be able to crush you like a... spaniel." - STAR


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 Post subject:
PostPosted: Thu Aug 05, 2004 9:11 am 
I wish I could help with the coding. I'm currently trying to make my own module as well, with little to no coding experience (unless you count Q-basic.)

How about a Pirate subclass, combination Thief / Warrior?

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BlU_sKrEEm


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 Post subject:
PostPosted: Thu Aug 05, 2004 9:37 am 
Offline
Sher'Tul

Joined: Mon Nov 24, 2003 2:31 pm
Posts: 1252
Location: South Africa
What I like about the class that MM quickly made (looks great) is that it's got more HP than the normal necro. (Rogues have bigger hit die than mages)

I'm playing a necro, and I have just more than 100 HP at level 15, and I die so easily to monsters that curse me. :(


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 Post subject:
PostPosted: Fri Aug 06, 2004 10:54 pm 
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Wyrmic

Joined: Fri Sep 05, 2003 1:19 am
Posts: 210
Location: Florida
Canderel wrote:
What I like about the class that MM quickly made (looks great) is that it's got more HP than the normal necro. (Rogues have bigger hit die than mages)

I'm playing a necro, and I have just more than 100 HP at level 15, and I die so easily to monsters that curse me. :(


I'v always loved the necromancer class, but being a mage type class really does hurt! And the necro needs a bigger weapon mod!

POWER TO THE NECROS!!!! :twisted: :twisted: :twisted:

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 Post subject:
PostPosted: Sun Aug 15, 2004 5:30 pm 
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Wyrmic

Joined: Sun Aug 15, 2004 1:19 am
Posts: 249
Location: Plainville, CT
If no one minds here, I may implement some of these ideas for new subclasses in my mod, namely the pirate and reaper. As for the reaper, coding the death=mana would not be as hard as its sounds, I dont think. Maybe in a few days I will try it and post the results.


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 Post subject:
PostPosted: Sun Aug 15, 2004 8:38 pm 
Offline
Wyrmic

Joined: Sun Aug 15, 2004 1:19 am
Posts: 249
Location: Plainville, CT
Sometimes, I just can't resist a challange. Anyways, I coded most of the reapers abilities. Every 25 steps, he loses one mana, if he gains any mana for any reason, he loses it again the nest step he takes. If he kills a monster, the mana gain is bases on monster and character level, although I don't know how to differentiate bewteen player and pet kills. With no further ado, here's what I came up with:

Code:
add_loadsave("MANA_DELAY",0)
add_loadsave("LAST_MANA",0)

function reaper_slay(m_idx)
   local div, man, incr, mul
   m_ptr = monster(m_idx)
   if (get_class_name() == "Reaper")
   then
      div = m_ptr.level / player.lev
      mul = player.lev / 5
      incr = mul + 5
      man = div * incr
      if man < 1 then man = 1 end
      increase_mana(man)
      LAST_MANA = player.csp
   end
end

function reaper_mana()
   if get_class_name() == "Reaper"
   then
      MANA_DELAY = MANA_DELAY + 1
      if player.csp > LAST_MANA
      then
      local incr
      incr = player.csp - LAST_MANA
      increase_mana(-incr)
      end
      if MANA_DELAY > 25
      then
      increase_mana(-1)   
      MANA_DELAY = 0
      end
      LAST_MANA = player.csp
   end

end

add_hook_script(HOOK_PROCESS_WORLD, "reaper_mana", "reaper_mana")
add_hook_script(HOOK_MONSTER_DEATH, "reaper_slay", "reaper_slay")
[/code]


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 Post subject:
PostPosted: Sun Aug 15, 2004 9:35 pm 
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Spiderkin

Joined: Mon Jul 26, 2004 5:20 am
Posts: 480
Location: Blighty
Excellent, excellent. It's all falling into place... :twisted:

But seriously, I never thought it'd get this far. I just wanna thank catwhowalksbyhimself and Massimiliano Marangio for the coding they've done about this. :D

Al~so, if I ever get around to making a proper mod and uploading it, would anybody mind if I use all the coding here? (Naturally, the walking cat and M. M. would get mucho credit) And also, where would catwhowalksbyhimself's coding go in the folders; is it a lua script? I'm lua illiterate :) .

_________________
"I wanted it to be able to crush you like a mouse! Now it'll only be able to crush you like a... spaniel." - STAR


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 Post subject:
PostPosted: Mon Aug 16, 2004 1:10 am 
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Sher'Tul

Joined: Mon Sep 30, 2002 9:52 pm
Posts: 1120
Location: Germany
Put the script in a new file in the scpt folder, e.g. scpt/newclass.lua, and load it in init.lua with
Code:
tome_dofile("newclass.lua")
.


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