ToME: the Tales of Maj'Eyal

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 Post subject: Hedgeknight Class
PostPosted: Thu Apr 10, 2014 2:51 pm 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see.
While most people are sane enough not to enter, those that do never come out the same, if at all.
The Hedge forever changes them... empowers them... to what end, nobody knows.
A Hedgeknight is a worthy foe, capable of laying wound upon wound on enemies, and inflicting them with the most dangerous of poisons.

---

This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs.

http://te4.org/games/addons/tome/hedgeknight

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Talents

Ivy

All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently.
All will have 15% of your max health, and all will have a Resist All rating equal to a certain stat. (Will be listed below.)
Using one talent in this tree will put every other talent in this tree on a 3 turn cooldown.

Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy.
Doing so will kill the Ivy, apply it's effect, and restore 3 Equilibrium to you.

Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another.

Poison Ivy

Resist All is equal to 50% of your poison resistance.
This Ivy will deal weapon Damage split between Nature and Poison damage.

Crippling Ivy

Resist All is equal to 50% of your physical save.
This Ivy will cripple the target, reducing melee, spellcasting and mind speed for 5 turns.

Razorleaf Ivy

Resist All is equal to 50% of your bleeding resistance.
This Ivy will deal weapon Damage split between Physical and Bleeding damage.

Medicinal Ivy

Resist All is equal to 50% of your heal mod.
This Ivy will heal your health.
Amount healed is equal to your constitution + 25% of your max health.



Thorns

Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights.
Also includes a passive that grants some immunities, as well as reducing the immunities of nearby enemies based on it's value.

Thorn Whip

Attack a nearby enemy within range 4 for Nature weapon damage.
If you hit, you pin them, and pull yourself to them.
If used while in melee range, also deals a high amount of Physical weapon damage.
Can be cast on an Ivy, which will refund your cost, and half your cooldown.
Higher talent levels allow you to control your landing.

Thorn Graze

Attack an enemy in melee range for Nature weapon damage.
Also deals a high amount of weapon damage split between Bleeding and Poison.
If used while your Bushy Friend is within melee range of your target, applies a regeneration effect onto your Bushy Friend.

Thorn Rose

Grants passive Pin, Poison, and Bleeding resistance.
Also passively reduces the Pin, Poison, and Bleeding resistance of nearby enemies based on this value.

Thorn Body

Sustain that grants passive Armor and Strength.
Also adds bonus Bleeding damage when hit in melee, and on weapon attacks.



Bush Guardian

A tree that revolves around a moderate damage pet, that uses him for mobility and damage options.

Bushy Beard

Passively grant yourself Constitution and Accuracy.
Sustain this talent to bring your Bushy Friend to the battlefield.
Your Bushy Friend's stats are based on your Willpower and Max Life, and he gains bonus Life Regen and Resist All for every Ivy on the field.

Bush Taunt

Requires your Bushy Friend to be on the battlefield.
Deals damage in a radius 1 around your Bushy Friend.
Taunts any enemies hit.

Bush to Bush

Requires your Bushy Friend to be on the battlefield.
Deals damage in a radius 1 around both yourself, and your Bushy friend.
You deal Physical damage, Bushy friend deals half Nature, half Bleeding.
If your Bushy Friend is more than 2 tiles away, you also jump near him.

Bush Whacker

Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself.
Kicks your Bushy Friend across the battlefield, dealing damage in a radius 1 around his landing position, and stunning targets hit.



Hedgecraft

A tree that revolves around using your control over the hedge to do weave 'Impossible' feats.

One With the Hedge

Link yourself into your Plant Network, sharing and receiving damage though it.
Talent points reduce the values you give and recieve.

Hedgify

Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage.
Confuses all targets hit.
With One with the Hedge sustained, this talent's cooldown is reduced to 4, and it additionally heals all allies within range.

Hedge Portal

Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns.
With One with the Hedge sustained, this talent requires you to target a friendly Ivy for the teleport(which will die), but it's cost and cooldown are removed.

Hedge Grasp

Pull in a nearby enemy with the power of the hedge, pinning and blinding them.
With One with the Hedge sustained, if your Bushy Friend is on the field, he'll pin and blind all enemies around his current position.



Petals

A tree that revolves around low to mid ranged melee combat.

Petal Beam

Attack an enemy at short range with a Nature Weapon attack.
If the attack hits, you will deal additional damage to all enemies near your main target.

Petal Swarm

Attack an enemy at short to medium range with a Nature Weapon attack.
If the attack hits, you Stun them.
If the attack misses, or the Stun fails, you instead Daze them. This Daze cannot be resisted.

Petal Implosion

Attack an enemy in melee range with a high damage Nature Weapon attack.
This attack will than knock you back a small to medium distance.

Petal Dance

Sustain this talent to become one with your Petals.
While sustained, every single Weapon attack you do grants you a Petal charge.
If the enemy is in melee range, they are additionally knocked back 1 tile.
These petal charges will be expended whenever you take more than 5% of your max life in damage, and will reduce the damage.
You lose 1 charge per turn.
Damaging Ivy grant 2 charges each, while non damaging Ivy grant 0 charges.

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


Last edited by StarKeep on Tue Jul 29, 2014 1:54 am, edited 12 times in total.

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 Post subject: Re: Hedgeknight (W.I.P.)
PostPosted: Thu Apr 10, 2014 5:44 pm 
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Halfling

Joined: Sun Oct 20, 2013 3:40 pm
Posts: 91
Location: Dreamscape
Hey StarKeep I really like the concept of this class. You should probably change it so that the ivys only proc when you hit in melee because currently moss turns them into lots of little instant nukes that refund a lot of eq. Also I equipped a onehander than used ivy , lua error popped up saying that your superloaded Actor at line 102 attempted to index a nil value 'weapon'.

EDIT:Looked into it some more, the error only pops up when I use moss with a onehander then use ivy

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<[Relic]> Az lonk as yu hav a hiskool dipooma you be ok wit dat gr8 speakin


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 Post subject: Re: Hedgeknight (W.I.P.)
PostPosted: Thu Apr 10, 2014 7:06 pm 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 424
Location: Snowscape
Quite nice, StarKeep :)

Something vital is missing though - we MUST have shrubberies!

_________________
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:
~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~


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 Post subject: Re: Hedgeknight (W.I.P.)
PostPosted: Thu Apr 10, 2014 7:27 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
Cool!

rexorcorum wrote:
Something vital is missing though - we MUST have shrubberies!
You are a terrible person because I wish I'd thought of that first.

_________________
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.


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 Post subject: Re: Hedgeknight (W.I.P.)
PostPosted: Thu Apr 10, 2014 8:17 pm 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 424
Location: Snowscape
Muahaha :mrgreen: , ah..., I meant Ni, NI, NIIII!

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~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:
~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~


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 Post subject: Re: Hedgeknight (W.I.P.)
PostPosted: Thu Apr 10, 2014 10:34 pm 
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Uruivellas

Joined: Wed Apr 30, 2008 5:55 pm
Posts: 708
The ivies are an amazing mechanic.

Bugs and such:

Bushes currently have insane life (9 * talent level * your max life). Also, if you don't want them to gain extra life from Con, move the m.max_life = ... to after you add them to the map instead of before.

The bush speed bonus is currently 100 times what it should be.

_________________
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)


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 Post subject: Re: Hedgeknight (W.I.P.)
PostPosted: Fri Apr 11, 2014 1:06 am 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Forger101 wrote:
Hey StarKeep I really like the concept of this class. You should probably change it so that the ivys only proc when you hit in melee because currently moss turns them into lots of little instant nukes that refund a lot of eq. Also I equipped a onehander than used ivy , lua error popped up saying that your superloaded Actor at line 102 attempted to index a nil value 'weapon'.

EDIT:Looked into it some more, the error only pops up when I use moss with a onehander then use ivy


This class is intended to be a full Two-Handed class, and I forgot to put a check for it there.
It's trying to find the value of your Two-Handed weapon, and since it couldn't find it, it died a little.

As for the Moss thing: I'll move it to Combat.lua, and see what I can do there.

grayswandir wrote:
The ivies are an amazing mechanic.

Bugs and such:

Bushes currently have insane life (9 * talent level * your max life). Also, if you don't want them to gain extra life from Con, move the m.max_life = ... to after you add them to the map instead of before.

The bush speed bonus is currently 100 times what it should be.


Glad you liked the Ivy, it felt like a neat way to combine summoning with Melee, while being rewarding, and not allowing just summon-kiting.

:oops: At the speed, heh.

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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 Post subject: Re: Hedgeknight (W.I.P.)
PostPosted: Fri Apr 11, 2014 12:31 pm 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Alrighty, patch 2 coming out.

Included in this is a new level 10 tree: Hedgecraft.
It also adds poisons locked.

Alongside tons of other little changes that I'd be hard-pressed to list, but a few important notes:
Bush to Bush now stops you and the bush from hurting each other.
Ivy attacks now only proc on melee attacks.
All talents that now check for a two-handed weapon will now do so on_pre_use.(This basically means they grey themselves out.)

Gave a shot at a few custom icons (which are just the vanilla ones with slight changes, but... ye know.)
Let me know which you think fit, and which could be improved.

File should be updated on the main post.

Lastly, let me know if you think the class stands on it's own yet. I've got a few more tree ideas, but for now, I'm thinking it's in a playable enough state to be uploaded on the actual addon page for more wide playing. (After this has some time to simmer while I out bugs I/ya'll find while playing.)

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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 Profile  
 
 Post subject: Re: Hedgeknight (W.I.P.)
PostPosted: Fri Apr 11, 2014 2:11 pm 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Couple little blunders with Bush to Bush and Thorn Graze rendered them both partially broken.

Updated Post with updated version.

(New post instead of editing since I saw some people already nabbed it.)

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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 Profile  
 
 Post subject: Re: Hedgeknight (W.I.P.)
PostPosted: Sat Apr 12, 2014 6:15 am 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Tons of bug fixes.

Thorn Rose now debuffs nearby targets based on it's immunity value.

Updated main post to be more informative.

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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 Profile  
 
 Post subject: Re: Hedgeknight Class
PostPosted: Sat Apr 12, 2014 11:07 pm 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Hedgeknight V 1.2 - Ivy Spawn Targeting
http://te4.org/games/addons/tome/hedgeknight
---
Changes Ivy spawning from around the player, to allowing them to target a tile within range 3 to center their spawn location.
Should make them more usable, especially in corridors.

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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 Profile  
 
 Post subject: Re: Hedgeknight Class
PostPosted: Sun Apr 13, 2014 5:03 pm 
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Higher

Joined: Mon Feb 17, 2014 8:59 pm
Posts: 51
Latest version got a ton of errors using vampiric moss against a standard thief in the tunnels. Will have to double post to get the remaining 2.


Attachments:
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Screen Shot 2014-04-13 at 12.58.39 PM.png [ 146.38 KiB | Viewed 6168 times ]
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 Post subject: Re: Hedgeknight Class
PostPosted: Sun Apr 13, 2014 5:05 pm 
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Higher

Joined: Mon Feb 17, 2014 8:59 pm
Posts: 51
joebobjoe wrote:
Latest version got a ton of errors using vampiric moss against a standard thief in the tunnels. Will have to double post to get the remaining 2.

Here are the other 2 error messages I got. Quit after 5 errors in one fight. The class looks quite interesting though.


Attachments:
Screen Shot 2014-04-13 at 12.59.33 PM.png
Screen Shot 2014-04-13 at 12.59.33 PM.png [ 86.99 KiB | Viewed 6168 times ]
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Screen Shot 2014-04-13 at 12.59.24 PM.png [ 113.15 KiB | Viewed 6168 times ]
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 Post subject: Re: Hedgeknight Class
PostPosted: Sun Apr 13, 2014 7:37 pm 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Strange, that... you learnt Thorn Rose, so it should have applied those attributes.
I'll put some checks inside the check itself that should hopefully stop the lua spam in similar situations.

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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 Post subject: Re: Hedgeknight Class
PostPosted: Mon Apr 14, 2014 12:35 am 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Hedgeknight V 2.0 - Friendly Fire + Other
http://te4.org/games/addons/tome/hedgeknight
---
The vast majority of your melee talents will now no longer hit you or your allies.

Ivy Procs are now limited to 2 per turn, 1 if your attack misses.
Ivy can no longer Proc if you are farther than 5 tiles away.
Ivy can no longer proc on other Ivy.

Razorleaf Ivy's damage nerfed.

Ivy's health % now scales with talent levels.
Ivys now gain a flat health boost equal to your Constitution.

Thorns requirements normalized to be on par with other talent trees.

Now have Conditioning unlocked at 1.3 mastery.

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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