[1.7.4.] Simple Man

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Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

[1.7.4.] Simple Man

#1 Post by Tradewind_Rider »

Hi Al!

Welcome to the class: Simple Man.

Addon:

https://te4.org/games/addons/tome/simple-man


This addon adds a new Adventurer class, the Simple Man.

Simple Men just needs: Cunning, Mental Critical Chance and Critical Multiplier.
Their main damage type is Physical.

Well... it's pretty simple. :)
You will see. ;)

I will be glad for any feedback.
Thanks for playing!

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: [1.7.4.] Simple Man

#2 Post by visage »

Ah, finally! A class for which Adept isn't a good choice! :)

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: [1.7.4.] Simple Man

#3 Post by visage »

Unless I'm misreading things, Delay is much better than intended:

Code: Select all

	callbackOnTakeDamage = function(self, t, src, x, y, type, dam, tmp)
		local lastdam = dam
		local absorb = dam * t.getAbsorb(self, t)
		local val = absorb * t.getPercent(self, t)
		dam = math.max(0, dam - absorb)
		
		self:setEffect(self.EFF_DELAY, t.getDuration(self, t), {power=val/t.getDuration(self, t)})
		print("[PROJECTOR] after static reduction dam", dam)
		game:delayedLogDamage(src or self, self, 0, ("%s(%d delayed)#LAST#"):tformat(DamageType:get(type).text_color or "#aaaaaa#", lastdam - dam), false)
		
		return {dam=dam}
	end,
Shouldn't the power of EFF_DELAY be based on absorb-val, not val?

Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

Re: [1.7.4.] Simple Man

#4 Post by Tradewind_Rider »

Hi!

Thank you for trying Simple Man!
I hope you liked it. :)

It seems, i created the percentage in a reverse way yes, the intention was to make it:

1 - util.bound(self:getTalentLevel(t) / 60, 0.03, 0.5) , so then the later part is correct as i wrote.

But becasue silly me forget to add that "1 -" then what you are writing is correct. :)
This way, at the end it is the same, but at the earlier stages it is better than intended.

Thanks, i will change it (also a bit fine tune it).

Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

Re: [1.7.4.] Simple Man

#5 Post by Tradewind_Rider »

Hi All!

Thank you for the former feedbacks!

I made a new patch for Simple Man, where:

1, I fixed the oversight in Delay

2, Nerfed a bit Solidify and Enhance

3, Added a new prodigy, a class evolution for Simple Man


NOTE: Simple Man is an adventurer subclass, so it is definitely powerful and can break the game, so that is fine, the main point is the fun and the very different class concept.

So, Simple Man can now evolve into: LUA Man

LUA Man is a “Luamancer”, so the original Simple talents become erratic and can trigger weird things.

It has a special resource, the LUA and have a LUA bar.

It can gain LUA by triggering LUA Errors.

It gains a special talent, just for triggering a LUA Error, but it is only usable once per zone level.
If it has LUA, this talent is replaced with a weird & powerful offensive talent.

LUA Man also gives extra defense due to its LUA powers and some weird interactions.

Feel free to explore the depths of the LUA Errors …


Thank you for playing and for any feedback. :)

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