ToME: the Tales of Maj'Eyal

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 Post subject: Chaocrasher
PostPosted: Mon Feb 09, 2015 12:08 pm 
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Halfling

Joined: Fri Jul 11, 2014 7:43 am
Posts: 97
Iunno. couldnt think of a great name... but, a class that revels in chaos.

things like the chrono/flux tree, random elemental damage, terrain modification.

using mag/cun probably. so either dagger/staff? maybe light-med armor... iunno... is about as far in thought as i got... but dont wanna lose the thought. so... idears? suggestions?


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 Post subject: Re: Chaocrasher
PostPosted: Mon Feb 09, 2015 3:02 pm 
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Uruivellas

Joined: Fri Oct 10, 2014 4:00 pm
Posts: 872
I would recommend coming up with some in-depth ideas and descriptions before posting them here. Unless you plan to create this addon yourself, it's unlikely that anyone is going to do it based on the info you provided in your post.


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 Post subject: Re: Chaocrasher
PostPosted: Mon Feb 09, 2015 3:59 pm 
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Halfling

Joined: Fri Jul 11, 2014 7:43 am
Posts: 97
no, am fine coding it myself (or at least trying... been a while). just a matter of getting enough of the idea together. and my memory is skittish at the best of times.


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 Post subject: Re: Chaocrasher
PostPosted: Mon Feb 09, 2015 4:16 pm 
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Uruivellas

Joined: Fri Oct 10, 2014 4:00 pm
Posts: 872
Ah, fair enough.

Well, I would personally avoid basing it around staff just because I feel like most Magic-based melee are encouraged to use staff to be optimal. Staff is cool in its way, but I just end up using it so much I get bored with it. The problem is that conventional weapons don't get damage from Magic, so if you're pumping Magic you're naturally drawn to staff. If your class had a passive that makes other weapons use Magic in place of Strength for damage, it would be more attractive to use conventional weapons. You could probably steal and modify code from the Lethality talent to accomplish this.

The random element damage is always nice. I love using weapons with the elemental explosion ego.

It would be cool to have a skill that makes nearby enemies get a random negative effect whenever a negative effect is put on you. Could be very useful, but it doesn't seem abusable since you wouldn't want to be putting negative effects on yourself.

Could have a debuff that makes enemies have a chance to target another enemy instead of you.

Regarding terrain modification, maybe have a skill the relocates a terrain object (walls, trees, stairs even?) to a random position within a certain radius.


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 Post subject: Re: Chaocrasher
PostPosted: Mon Feb 09, 2015 4:38 pm 
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Retired Ninja

Joined: Fri May 28, 2010 4:38 pm
Posts: 3756
When I started the chronomancy rewrite I went through a lot of old threads. There's been some ideas that mirror your's over the years.

Anyway here's my old google document.

https://docs.google.com/document/d/1Wz_ ... ncGhI/edit

Take a look at some of the TW links. I think you'll find some fun ideas in there :)

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 Post subject: Re: Chaocrasher
PostPosted: Mon Feb 09, 2015 5:13 pm 
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Halfling

Joined: Fri Jul 11, 2014 7:43 am
Posts: 97
heh. thanks.
the random element i got the idea from the wands.



main part... is trying not to think how long ago it was i coded anything... :D


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 Post subject: Re: Chaocrasher
PostPosted: Mon Feb 09, 2015 6:06 pm 
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Uruivellas

Joined: Wed Apr 30, 2008 5:55 pm
Posts: 708
Here's a quick idea. Not sure if it's what you're going for or not:

Have a tree full of medium-strength elemental attacks (one fire, one lightning, one temporal - whatever you want) with different targeting types, etc.
Give them a sustain which inflicts a random elemental weakness on nearby enemies.
So basically, each enemy you're fighting will have a randomly chosen "favored" attack from among your abilities that does more damage to it.

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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: Chaocrasher
PostPosted: Mon Feb 09, 2015 6:31 pm 
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Halfling

Joined: Fri Jul 11, 2014 7:43 am
Posts: 97
can always use random ideas :P i'm getting old and my mind is a lemon... :P

the example addon on the wiki? does that methodology still generally work?

also... step 1: figuring out how to add a class (if dirty way), success! :D


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 Post subject: Re: Chaocrasher
PostPosted: Tue Feb 10, 2015 12:38 pm 
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Halfling

Joined: Fri Jul 11, 2014 7:43 am
Posts: 97
well, that's all i've done all day is figure stuff out :P

a question, though... how do the classes know to give a mana/soul/feedback bar? and is there an easy way to get a resource bar to even out at a certain percentage? or is that messing too much with the core game files?

hmm... syntax errors i can't see... biggest problems...

Code:
   activate = function(self, eff)
      src = self
      damag = self:addTemporaryValue("inc_damage",{eff.damageEle = eff.damageIncrease})  <--
      resist = self:addTemporaryValue("resists", {eff.resEle = -eff.resReduction})
      eff.target:setEffect(eff.target.EFF_ELEMENTAL_BREACH,eff.dur, {src = src, target = eff.target, damageIncrease = eff.getDamageIncrease, resReduction = eff.getReduction, damageEle = eff.getEle, resEle = eff.getEle2})
   end,


in timed_effect. its saying its looking for a } near =... damageEle and resEle are both damage types. i use it in the talent file just fine, and call this from there...


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 Post subject: Re: Chaocrasher
PostPosted: Wed Feb 11, 2015 3:11 pm 
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Halfling

Joined: Fri Jul 11, 2014 7:43 am
Posts: 97
well, figured that problem out...

so far, I am working with:
a table of 10 damage types (all basic, cause couldnt think until just now how to stack new things into table...)
an chaos elemental class tree.
- First ability is a bolt that deals damage, scaling like firebolt (every mages first new toy) 3 CD
- Second ability is a buff/debuff for you and an enemy. +ele damage and - ele resistance. thinking may make 4th talent enhance it in your favor. that, in theory can stack? but not sure if it do or not.
-- maybe 3rd being... ?
-- thinking 4th will be an enhancer for other abilities, exploding dice for the first, improving the effects,

thinking another class tree that upgrades / adds damagetypes. lets you choose next 'n' rolls, passive res/boosts maybe a ward/boneshield kinda thing.

have a generic tree
- negates most healing (wanting to get a few methods around it, but not quite figured out yet.) in return for high mana regen (and possibly vim)
- a heal (that cancells the previous). may try to readd the negating effects if i can get it to cooperate.
- wanting to add a random chance to reduce damage. i assume i need to use self:onHit ? and is that for each type?
- ?

currently set to use mana (has some vim/stamina/dox) abilities, but kinda wanna set it to use a different resource. but cant quite figure out how to get it to equalize (assuming i can figure out how to add)... probably increasing oomph the further from balanced it is.

also has atm: stealth,shadowmagic (though thinkin of nixing it), flux, gloom (thikning of repurposing it), phantasm (ehh..), vile-life, and the ever present survival.

starting eq = leather + daggers... main stat cun, mag, luck... though haven't factored luck into too much... more than baseline effects.


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