Prodigy ideas

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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Parcae2
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Posts: 709
Joined: Sat Jan 14, 2012 12:02 am

Re: Prodigy ideas

#46 Post by Parcae2 »

Is the effect type Other? Because, if not, you would have a problem with Shaloren.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Prodigy ideas

#47 Post by SageAcrin »

In /uber/cun.lua:

Code: Select all

uberTalent{
	name = "Tricks of the Trade",
	mode = "passive",
	on_learn = function(self, t) 
		if self:knowTalentType("cunning/stealth") then
			self:setTalentTypeMastery("cunning/stealth", self:getTalentTypeMastery("cunning/stealth") + 0.3)
		elseif self:knowTalentType("cunning/stealth") == false then
				self:learnTalentType("cunning/stealth", true)
		else end
		if self:knowTalentType("cunning/scoundrel") then
			self:setTalentTypeMastery("cunning/scoundrel", self:getTalentTypeMastery("cunning/scoundrel") + 0.1)
		else
			self:learnTalentType("cunning/scoundrel", true)
			self:setTalentTypeMastery("cunning/scoundrel", 0.8)
		end
		self.invisible_damage_penalty_divisor = (self.invisible_damage_penalty_divisor or 0) + 2
	end,
	info = function(self, t)
		return ([[You have friends in low places, and have learned some underhanded tricks.
		Gain 0.3 Category Mastery to the Cunning/Stealth Category(or unlock it, if locked), and either gain +0.1 to the Cunning/Scoundrel category(or learn and unlock the category at 0.8, if you lack it.).
		Additionally, all of your damage penalties from invisibility are permanently halved.]]):
		format()
	end,
}
In damage_types.lua, small change to the invisibility formula:

Code: Select all

		if src:attr("invisible_damage_penalty") then
				dam = dam * util.bound(1 - (src.invisible_damage_penalty / (src.invisible_damage_penalty_divisor or 1)), 0, 1)
			print("[PROJECTOR] invisible dam", dam)
		end
Strongly recommend the unlock for this be siding with the Assassin Lord. This ability gives specific niche builds a powerful sidegrade reason to side with him and lose access to the randarts, which is very interesting.

Edit:

Yes, Victory Rush is Other, just doublechecked. Thanks for thinking of that, though. :)

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Prodigy ideas

#48 Post by SageAcrin »

In /uber/dex.lua:

Code: Select all

uberTalent{
	name = "Vital Shot",
	no_energy = "fake",
	cooldown = 12,
	range = archery_range,
	tactical = { ATTACK = { weapon = 3 }, DISABLE = 3 },
	requires_target = true,
	on_pre_use = function(self, t, silent) if not self:hasArcheryWeapon() then if not silent then game.logPlayer(self, "You require a bow or sling for this talent.") end return false end return true end,
	archery_onhit = function(self, t, target, x, y)
		if target:canBe("stun") then
			target:setEffect(target.EFF_STUNNED, 6, {apply_power=self:combatAttack()})
			target:setEffect(target.EFF_CRIPPLE, 6, {speed=0.50, apply_power=self:combatAttack()})
		else
			target:setEffect(target.EFF_CRIPPLE, 6, {speed=0.50, apply_power=self:combatAttack()})
		end
	end,
	action = function(self, t)
		local targets = self:archeryAcquireTargets(nil, {one_shot=true})
		if not targets then return end
		self:archeryShoot(targets, t, nil, {mult=4.5})
		return true
	end,
	info = function(self, t)
		return ([[You fire a shot straight at your enemy's vital areas, wounding them terribly.
		Enemies hit by this shot will take 450%% weapon damage, and will be stunned and crippled (Losing 50%% physical, magical and mindpower attack speeds) for six turns due to the incredibly disabling impact of the shot.
		Stun and Cripple chances increase with your Accuracy stat.]]):format()
	end,
}
Boring, but effective, and there's no straightforward Archery Prodigy yet, so it fills that role.

I think I'm more or less done, now. Since two people posted good talent code, I plan on using those two in the plugin I'm making(unless there's objections?), which gives a total of 18 talents. So, once I get some quick talent icons and see if I can make a decent particle effect for Crushing Will, I'll be finished. :)

Thanks everyone for helping with feedback, etc.!

Parcae2
Uruivellas
Posts: 709
Joined: Sat Jan 14, 2012 12:02 am

Re: Prodigy ideas

#49 Post by Parcae2 »

Just a reminder: If you make the stealth unlock quest-related, be sure to have it autovalidated in the ID and Arena.

I look forward to the addon!

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Prodigy ideas

#50 Post by SageAcrin »

Well, the one part I don't plan on coding is the actual requirement code.

For plugin testing purposes, requirements would get in the way. From an overall viewpoint, I think DarkGod's much more equipped to make decisions as to where he wants certain skills-for all I know he's got something planned fairly soon that would make a great spot for an unlock for one of these skills, etc.

Also I don't know how to make requirements, when they don't involve already-present variables. I don't think that'd stop me for long, but there's that too. :)

I'm probably going to make a list of suggestions when I post the addon, though.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Prodigy ideas

#51 Post by Zonk »

Four more ideas, 2 of which I already shared on chat:

Blood is Life
Requires Willpower(or Constitution), X Vim-using talents.
When you would gain Vim above your maximum, the excess turns to healing.

Hard to kill(I'd call it Juggernaut but it's already taken)
Requires Constitution, 5/5 Thick Skin.
You gain a soft cap on damage suffered, post-shields. If an attack would deal more than X% of your max life the excess is divided by Y.
I'm thinking it could be something like 25% / excess damage divided by 4. Basically spike damage protection.

Only mostly undead
Requires Willpower, must be undead and have drunk the Blood of Life.
You have managed to regain a small spark of true life, enough that you no longer require the cloak of Deception to pass for Human. In addition to this the unique mix of life and death energies has left you more resistant to decay both natural and eldritch, and thus you gain +20% to both nature and blight resistant.

(Since the 'gain one infusion slot' was too must get and I thought an undead-only prodigy would be nice. Might be mostly flavour, though, I think it's on the weak side?)

Versatile Learner
Requires Cunning.
You can respec further - that is go back one talent more for both class and generic. When you learn a new talent, it starts on half(rather than full)cooldown.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Prodigy ideas

#52 Post by Sradac »

get a golem or get a second golem!!!

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Prodigy ideas

#53 Post by Sradac »

bump until someone codes or shoots down my prodigy idea :D

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Prodigy ideas

#54 Post by Sradac »

ok fine I will do some of the work for you.

Reqs:
fiddy magic (Cause you need magic to make a golem ya know)
Must have killed atamathone

Description: (Something like this)
You learned quite a bit about the Anatomy and inner workings of Golems from having defeated the most powerful of them all.
You managed to piece together enough of his broken remains to construct yourself a golem! (Or a second one if you managed to already have one)

Make it!

And dont say this is too far into the game to make it worthwhile, I killed him at level 36 or 38 the first time I did it!

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: Prodigy ideas

#55 Post by Mewtarthio »

You know, golems can get prodigies too...

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Prodigy ideas

#56 Post by SageAcrin »

Nah, they can't.

They were able to get them in the ID/Arena, but I think that got fixed? Or maybe it was just the ID.

Regardless, they haven't been able to get them in the maingame since b43, the first release with Prodigies.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Prodigy ideas

#57 Post by lukep »

Deep reserves: CON based

gives you a passive blood casting/adrenaline surge effect (IIRC) which allows you to use health instead of vim or stamina
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

NeremWorld
Posts: 1
Joined: Sun Dec 30, 2012 5:56 pm

Re: Prodigy ideas

#58 Post by NeremWorld »

This is a pasting from IRC of an idea I came up with. It's a bit bare-bones for now but I think it's a pretty good idea.

The initial name I had for it was Great Summoning, a skill that'd grant extra summons to summon-using classes (perhaps ones better in terms of skillset but not numerically better in terms of damage numbers?) and give the non-summon using classes their own unique one. Perhaps alternates. It'd probably need to be modified for Blighted Summoning, but the idea was to give Summoning-type classes something extra while having some goodies to even appeal to non-summoners.

From what I was told, it'd be easy difficulty-wise to code, but it'd just take a lot of effort due to the amount of summons needed to be made.

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