New Subclass: Reaper

Any new ideas that you'd like to see in the next version of ToME 2.x.x post here

Moderator: Moderator

Do we need new classes/subclasses anyway?

You can never have enough of either!
9
39%
Some more general classes would be good.
3
13%
We are in dire need of subclasses!
6
26%
There's enough now! I'm drownin' in them!
4
17%
Who cares? Thaumaturgists are worth TEN classes!
1
4%
 
Total votes: 23

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Burb Lulls
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Posts: 480
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Location: Blighty

New Subclass: Reaper

#1 Post by Burb Lulls »

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
"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

Serin
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Location: LOST

#2 Post by Serin »

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
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

Burb Lulls
Spiderkin
Posts: 480
Joined: Mon Jul 26, 2004 5:20 am
Location: Blighty

#3 Post by Burb Lulls »

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.
"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

Guest

#4 Post by Guest »

How about a Spy subclass for Rogue? (High stealth modifier, decent stealing modifier and mapping abilities, perhaps invisibility at high levels)

--
BlU_sKrEEm

Darklaw
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Joined: Fri Jun 04, 2004 12:15 am
Location: Jersey C.I.

#5 Post by Darklaw »

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

Se?or DogsBreakfast
Halfling
Posts: 91
Joined: Thu Jul 08, 2004 7:57 pm
Location: south of the border

#6 Post by Se?or DogsBreakfast »

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:
Olay!

Massimiliano Marangio
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Joined: Mon Sep 30, 2002 9:52 pm
Location: Germany

#7 Post by Massimiliano Marangio »

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: Select all

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.

Burb Lulls
Spiderkin
Posts: 480
Joined: Mon Jul 26, 2004 5:20 am
Location: Blighty

#8 Post by Burb Lulls »

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
"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

Guest

#9 Post by Guest »

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?

--
BlU_sKrEEm

Canderel
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#10 Post by Canderel »

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. :(

Makkoan
Wyrmic
Posts: 210
Joined: Fri Sep 05, 2003 1:19 am
Location: Florida

#11 Post by Makkoan »

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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catwhowalksbyhimself
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Joined: Sun Aug 15, 2004 1:19 am
Location: Plainville, CT

#12 Post by catwhowalksbyhimself »

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.

catwhowalksbyhimself
Wyrmic
Posts: 249
Joined: Sun Aug 15, 2004 1:19 am
Location: Plainville, CT

#13 Post by catwhowalksbyhimself »

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: Select all

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]

Burb Lulls
Spiderkin
Posts: 480
Joined: Mon Jul 26, 2004 5:20 am
Location: Blighty

#14 Post by Burb Lulls »

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

Massimiliano Marangio
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#15 Post by Massimiliano Marangio »

Put the script in a new file in the scpt folder, e.g. scpt/newclass.lua, and load it in init.lua with

Code: Select all

tome_dofile("newclass.lua")
.

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