New Subclass: Reaper
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- Spiderkin
- Posts: 480
- Joined: Mon Jul 26, 2004 5:20 am
- Location: Blighty
New Subclass: Reaper
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
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
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!
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!

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! 

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- Spiderkin
- Posts: 480
- Joined: Mon Jul 26, 2004 5:20 am
- Location: Blighty
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 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
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- Halfling
- Posts: 91
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- Sher'Tul
- Posts: 1120
- Joined: Mon Sep 30, 2002 9:52 pm
- Location: Germany
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
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.
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
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- Spiderkin
- Posts: 480
- Joined: Mon Jul 26, 2004 5:20 am
- Location: Blighty
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
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'
), 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?

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'

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?

"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
I'v always loved the necromancer class, but being a mage type class really does hurt! And the necro needs a bigger weapon mod!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.
POWER TO THE NECROS!!!!



www.carm.org
The severity of the itch is inversely proportional to the ability to reach it.
I didn't use to finish sentences, but now I
The severity of the itch is inversely proportional to the ability to reach it.
I didn't use to finish sentences, but now I
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- Wyrmic
- Posts: 249
- Joined: Sun Aug 15, 2004 1:19 am
- Location: Plainville, CT
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- Wyrmic
- Posts: 249
- Joined: Sun Aug 15, 2004 1:19 am
- Location: Plainville, CT
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]
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")
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- Spiderkin
- Posts: 480
- Joined: Mon Jul 26, 2004 5:20 am
- Location: Blighty
Excellent, excellent. It's all falling into place...
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.
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
.

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.

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
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- Sher'Tul
- Posts: 1120
- Joined: Mon Sep 30, 2002 9:52 pm
- Location: Germany
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")