ToME: the Tales of Maj'Eyal

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 Post subject: Technicolor Golem Coats
PostPosted: Tue Feb 02, 2016 6:47 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 675
Yknow what really sucks about playing an alchemist? There's very little point putting points into more than one infusion tree, since the first two talents are mutually exclusive with the first two talents of each other. (The exception being smoke bomb)

This addon alters the second talents, making them apply with any infusion* active, not just their own. It is hardcoded compatible with Nullpack and/or Arcanum alchemy, meaning you can, with enough talent points, apply Caustic Golem, Ice Armor, Noxious Fumes, Poison Coat, Shrapnel Shell (don't view it, it's bugged, I think not cause of me), a heal-shield and a cooldown refresh, all with one bomb throw.

This addon uses a data file to overwrite the callbackonInfusionHitGolem function in each of the Infusions, when working with arcanum or Nullpack, or overwrites the action function for Throw Bomb if they aren't active.

Get it here!

*This is actually only true if you're using arcanum/nullpack. Due to the way I lazily coded this, if you have neither of those addons, the effects will apply even if no infusion is active, as a reward/consolation for using core alchemist.

IN ADDITION, as of 1.0.1, this addon allows you to multiclass your golem. Using code from the multiclass challenge, this option - found in game options - allows you to give a class and all its talents to a golem, making them essentially another character at the cost of significantly slowing your exp gain. Recommend you use it at level one. If you don't use this option, nothing changes.


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PostPosted: Sat Sep 17, 2016 5:11 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 675
1.0.1
-Golem school for golems.
-Golems can now be given a class.


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PostPosted: Wed Sep 21, 2016 9:42 pm 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 520
Location: Middle of Nowhere
Finally, a way to play Alchemist without the worst part... actually playing as an Alchemist!

Golem Reaver FTW :mrgreen:


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PostPosted: Thu Sep 22, 2016 12:33 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 675
nsrr wrote:
Finally, a way to play Alchemist without the worst part... actually playing as an Alchemist!

Golem Reaver FTW :mrgreen:

ngl I made this mod so I could use Vampire and this to not actually be an alchemist. I was a Deathknight with a necromancer golem. I unlocked drolem and walked away, never to play alchemist again until someone reworks it. :P


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PostPosted: Sat Jan 21, 2017 6:45 pm 
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Cornac

Joined: Fri Jun 06, 2014 11:16 am
Posts: 40
Nice golem mod. :) truly.

but it could use a few improvements. If i may offer a few suggestions or requests...

1. The golem should get at least a few more talent points generic points and category points to make use of those locked talent trees. these should ideally be rewards for leveling rather than a one time benefit.

2. The golem's master or mistress could use a few new talent trees. one could extend golem control /roaming range. Another talent could be Golem automated scouting. you can just order the golem to do simple tasks like scouting and mapping. have AI handle it. Another could add the missing equipment slots. this could be rationalized by another talent that refines the golem's construction so that boots, gloves, rings, amulets and so on can fit better or the Alchemist can just learn to modify such items so they fit a golem; golem, advanced golem, android, synthetic biological entity or similar levels. fictional examples of synthetic biological entities are alias of the azure bonds, replicants from the novel/movie Bladerunner and synthetics from the movie Aliens or Guri from star wars. of course RPG golems need to be more durable like guri was. http://starwars.wikia.com/wiki/Guri
There could be stat adjustments for the various levels of golem sophistication. speed, dex strength, constitution, intelligence, will, locked trees, bonus talent points and cat points.

Acid, poison or hypergolic "blood?" natural defense against attacks which do physical damage or cause blood splatter. does not require stamina or mana to work.


3. drolem construction or other synthetic non humanoid forms.

4. rare (but not unique artifact rare) containers or objects that contain skill downloads (for the golem and or for the player character) such containers when used impart either a locked or unlocked tree, talent, skillset or else add a level of an existing skill set. Or it could just add one or more levels of talent, cat point or generic points under the rationalization that it has reorganized nueral pathways to process information more efficiently. Alternatively such an object could steal a talent etc from the player char (and maybe NPCs) and give it to the golem. The container when used is destroyed unless it was found empty in which case the first use fills it and the second use destroys it. it should be rare but it should be possible to find more than one with no upper limit but that imposed by the RNG.

The code for the talent stealing and talent giving already exist in the tech paladin addon but needs serious nerfing to not be a blatant cheat. I believe the code for the tech paladin comes from an existing class perhaps the Tourist. The Tech Paladin custom class addon allows the farming not only of talents but also of talent points when paired with the respec addons or just the in-game respec capability. A one shot object would nerf that quite well even if you can find more than one in a typical run. about the only drawback of Tech Paladin is that you can accidentally acquire anti-magic pools and destroy your ability to cast spells and lose access to Angolwen without getting access to Zigur.

5. Golems should be able to train from any NPC the player character can. in vanilla this would just be the basic sling/bow skill from the store in last hope. but also it should be able to use academy tokens from the arcanum mod, or the additional trainers given by the various mods that provide other trainers if this can be done externally to those mods or if the mod providers are willing to code golems into thier mods provisions. If possible the escort quests should also allow tree grants for the golem even if the PC has the tree already.

6. additional golem-like things an alchemist should be able to build are Homonoculi, Similacrum, artificial elementaries and advanced thought forms called Tulpas. Parenthetically; Psionics using classes have a thought form tree already but elemental mages do not seem to have a tree for making artificial elementaries or summoning natural ones and they should.)an alchemist could have a golem, a homonoculus, a similacrum and one or more tulpas (there is a danger to having any Tulpa and having more than one is just asking for disaster.)


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PostPosted: Sun Jan 22, 2017 10:30 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 675
Some of these ideas are cool! They're also super complicated, though, I don't even know where to start with some of them.

I can answer point 1 with my Mighty Level Up addon, though. It applies to your golem too!


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PostPosted: Sun Jan 22, 2017 11:54 pm 
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Cornac

Joined: Fri Jun 06, 2014 11:16 am
Posts: 40
astralInferno wrote:
Some of these ideas are cool! They're also super complicated, though, I don't even know where to start with some of them.

I can answer point 1 with my Mighty Level Up addon, though. It applies to your golem too!


It's great but perhaps a little scant on cat points i think.

For mapping maybe ever couple of moves the golem has a clairvovance and track of short range short duration (1 turn?) centered on it. then the only (major) thing to do is copy the AI that allows other npcs to move on thier own. perhaps the player has to set a goal by clicking on an unknown square and the golem moves as best it can towards that?

of course the proposed AI is crude and perhaps the movement AI for the NPCs is more sophisticated.


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PostPosted: Mon Jan 23, 2017 12:17 am 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1456
Definite aside, but if you're looking for talent stealing that's not as unfettered as tech paladins, just check out the glutton addon, particularly with the other one that tweaks it around a little. It's what the paladins nabbed the code from, and significantly more reasonable at this point.


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PostPosted: Mon Jan 23, 2017 5:46 am 
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Cornac

Joined: Fri Jun 06, 2014 11:16 am
Posts: 40
Frumple wrote:
Definite aside, but if you're looking for talent stealing that's not as unfettered as tech paladins, just check out the glutton addon, particularly with the other one that tweaks it around a little. It's what the paladins nabbed the code from, and significantly more reasonable at this point.
will do, thanks!


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PostPosted: Sat Mar 11, 2017 8:29 pm 
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Cornac

Joined: Fri Jun 06, 2014 11:16 am
Posts: 40
just a quick question. after the new version release did this stop working for anyone else?

mine did but because i have started experimenting with editing stuff in the game files it could be my fault.

i am not getting the game settings toggle to activate it show up so i cannot turn multiclass option to turn on because there is no longer such an option (at least in my game.)


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PostPosted: Sun Mar 19, 2017 10:09 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 675
Just checked, the option's there for me.


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PostPosted: Mon Mar 20, 2017 1:30 am 
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Cornac

Joined: Fri Jun 06, 2014 11:16 am
Posts: 40
astralInferno wrote:
Just checked, the option's there for me.


I finally got it back. must have been a conflict with other add ons. but while it was gone i modded the heck out of regular golems and my drolem. So the outage forced me to learn a little about modding existing lua files. I now think i can probably make all new talents for the drolem, golem and alchemists if i get the motivation at some point. It's probably not to big of a leap to make simple but original content from the editing of pre-existing content from where i am now.

(right now my problem is my drolem is more powerful than my character is)

i altered talent, generic, cat and stat progression. I added higher draconic abilities and gave it a few more talents and even provisionally gave it tech paladin talent tree in case my point progression mod did not work right. but it did work right. eventually i want it to keep the progression but have a few dragony talents to fill out the drolem talent "tree." things like a bite attack, wing feather knives for throwing and stuff like that makes some sense. right now it has the throwing knives talent tree as a substitute. i will remove the ridiculous op stuff.


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PostPosted: Thu Mar 23, 2017 4:44 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 675
Ha! Whatever makes you happy, dude, that's what games are for! I'm glad you're learning to do stuff; I still feel like everything I do is cutting and chopping existing content.


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