Currently unamed Hate Grappler class!

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NemesisZeru
Archmage
Posts: 335
Joined: Wed Jan 15, 2014 12:56 pm
Location: Somewhere, probably.

Currently unamed Hate Grappler class!

#1 Post by NemesisZeru »

An idea I'm thinking on, based off the awesome Haunted. Sadly, Psywombats hasn't been on in a good 10 months, so I've been thinking about making an alternate take of my own. Isn't named yet or anything, though.

Anyways, my idea is a bit different, anyways(Although I'd love to get permission to use that locked grappling tree he made, I have no idea if I can. I THINK I found his twitter, so I've asked.)

Current trees

Cursed/Rampage
Cursed/Gloom
Cursed/Hunter(NEW!)
Cursed/(Currently unnamed) New!
Technique/Throws(If given permission)
Technique/Grappling
Cursed/Predator(Locked)

Cursed/Cursed Form
Technique/Combat Training
Technique/Unarmed Mastery
Technique/Conditioning
Cunning/Scoundrel(to simulate claws. :P )


New trees:

Cursed/????

Brutal Blow
Lowish cooldown.
Strike at a grappled foe, doing X% weapon damage and stunning them for X turns. This does not break grapples. At talent level 5, using this boost the damage of your grappling finisher, should you use it the turn after(Not sure how to code this)

Rising Madness
Each successive blow against a grappled foe fuels your madness, giving you +X Armor Penetration for X turns, stacking up to X times. In addition, each stack increases Hate you get from that foe by X%(So like Bleak Outcome)

Feast
Bite at your foe, doing X% weapon damage. This consumes all your hate, and does up to X%(currently X%) damage depending on your current hate. If this attack hits, it restores X Health.

?????(Currently unnamed)
Sustain
Every time you strike a Grappled foe, your hate violently explodes from them, doing X (some type.) of damage in a radius around the grappled target. Each activation costs X Hate.



Cursed/Hunter

Crazed Howl
Howl in a radius of X, sending foes fleeing with terror. If the affected can't move(such as by being grappled), they get a loss to saves and accuracy, instead.

Abduct
Sustain
You gain the ability to drag your grappled foes with you! Talent points increase your movement speed while dragging foes.

Hellish Vigor
Passive
Gain +X Life, lowers Fatigue by X%, and gives the ability to use grappling abilities in Massive Armor.
At Talent level 5, it also gives +5% Resist All.

Pounce(Could also work as the final skill of the other tree)
Rush at a foe, slashing at them wildly as you slam them to the ground. This does X physical damage, and causes them to bleed for X% damage for X turns. This initiates a grapple.



I have plans to give this a shot myself, now that my schedule is a bit freer! Outside of Abduct, none of it seems TOO hard to code, since there's other skills I can pull from generally. Idea of the class is to grab the biggest target into a room, go into a Rampage, drag the target into the center of the enemy group, then release novas of death as you wail on the dude at roughly mach 3 before finishing off the main target in a fittingly brutal manner.

Initial thought: They need a way to grapple bigger stuff. Gotta think on where to fit that.

NemesisZeru
Archmage
Posts: 335
Joined: Wed Jan 15, 2014 12:56 pm
Location: Somewhere, probably.

Re: Currently unamed Hate Grappler class!

#2 Post by NemesisZeru »

Still a bit of a work in progress, but...HATE HANDS

Image

c:

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Currently unamed Hate Grappler class!

#3 Post by stinkstink »

NemesisZeru wrote:Outside of Abduct, none of it seems TOO hard to code, since there's other skills I can pull from generally.
I've got a class about ready for release that does this, feel free to steal the code from it when it's out.

Edit: Eh, better yet I can the relevant bit now

Code: Select all

	callbackOnMove = function(self, t, moved, force, ox, oy, x, y)
		if game.zone.wilderness then return end
		if self:hasEffect(self.EFF_GRAPPLING) and moved and ox and oy and (ox ~= self.x or oy ~= self.y) then --let's not check for forced movement, it's funnier that way
			local target = self:hasEffect(self.EFF_GRAPPLING)["trgt"]
			if target and not target.dead and not self:isNear(target.x, target.y, 1) then
				--pull them to our old location if they're still pathable
				target:pull(ox, oy, core.fov.distance(target.x, target.y, ox, oy))
				if not self:isNear(target.x, target.y, 1) and self:hasLOS(target.x, target.y, block_move) then
					--if they aren't beside us (knockback, disengage, etc) try a pull to our current location
					target:pull(x, y, core.fov.distance(target.x, target.y, x, y))
				end
			end
		end
	end,

NemesisZeru
Archmage
Posts: 335
Joined: Wed Jan 15, 2014 12:56 pm
Location: Somewhere, probably.

Re: Currently unamed Hate Grappler class!

#4 Post by NemesisZeru »

stinkstink wrote:
NemesisZeru wrote:Outside of Abduct, none of it seems TOO hard to code, since there's other skills I can pull from generally.
I've got a class about ready for release that does this, feel free to steal the code from it when it's out.

Edit: Eh, better yet I can the relevant bit now

Code: Select all

	callbackOnMove = function(self, t, moved, force, ox, oy, x, y)
		if game.zone.wilderness then return end
		if self:hasEffect(self.EFF_GRAPPLING) and moved and ox and oy and (ox ~= self.x or oy ~= self.y) then --let's not check for forced movement, it's funnier that way
			local target = self:hasEffect(self.EFF_GRAPPLING)["trgt"]
			if target and not target.dead and not self:isNear(target.x, target.y, 1) then
				--pull them to our old location if they're still pathable
				target:pull(ox, oy, core.fov.distance(target.x, target.y, ox, oy))
				if not self:isNear(target.x, target.y, 1) and self:hasLOS(target.x, target.y, block_move) then
					--if they aren't beside us (knockback, disengage, etc) try a pull to our current location
					target:pull(x, y, core.fov.distance(target.x, target.y, x, y))
				end
			end
		end
	end,
Ooh, interesting! Thanks! C:


Currently:

Starting stats:

Strength +3
Magic -3
Willpower +3
Cunning +2



--Class Trees--
Cursed/Rampage
Cursed/Punishments
Cursed/Fear Form
Cursed/Hunter
Cursed/Beast
Technique/Grappling
Cursed/Predator(Locked)
Technique/Throws(Locked)


--Generic Trees--
Cursed/Cursed Form
Cursed/Dark Sustenance
Technique/Combat Training
Technique/Unarmed Mastery
Technique/Conditioning
Cunning/Scoundrel



Cursed/Beast

Brutal Blow
Strike at a foe, doing X% Weapon damage, and gaining X Hate. If off cooldown, this replaces your normal attack, and this attack does not break grapples.

Rising Madness
Each successive blow against a grappled foe fuels your madness, giving you +X Armor Penetration for X turns, stacking up to X times. In addition, each stack increases Hate you get from that foe by X%(So like Bleak Outcome, I suppose.)

Feast
Bite at a grappled foe, doing X% weapon damage. This consumes all your hate, and does up to X%(currently X%) damage depending on your current hate. If this attack hits, it restores X Health.

Hate Unchained
Sustain
Every time you strike a Grappled foe, your hate violently explodes from them, X damage split between Mind and Darkness, in X radius around the grappled target. Each activation costs X Hate.



Cursed/Hunter

Crazed Howl
Howl in a radius of X, sending foes fleeing with terror. If the affected can't move(such as by being grappled), they get a loss to saves and accuracy, instead.

Abduct
Sustain
You gain the ability to drag your grappled foes with you! Talent points increase your movement speed while dragging foes.

Hellish Vigor
Passive
Gain +X Life, lowers Fatigue by X%, and gives the ability to use grappling abilities in Massive Armor.

Pounce
Rush at a foe, slashing at them wildly as you slam them to the ground. This does X physical damage, and causes them to bleed for X% damage for X turns. This initiates a grapple. If you kill a foe while grappling them, the Pounce immediately comes off cooldown.


Cursed/Fear Form(Thanks, Forger!)

Fear Claws
Project your hate into fearsome claws which deal X damage split between mind and darkness damage, these claws aren't part of physical reality so they won't interfere with your normal attacks.
While this sustain is active Willpower will replace Dexterity on gloves and gauntlets.

Mental Wounds
Empower your fear claws with your curse, each attack has an X% chance to unsettle the target, which reduces fear immunity by the percentage of their missing health.

Fearful Wake
Whenever you slay a foe, there is an X% chance for one of the following effects to occur based on the rank of the enemy slain.
Normal: Unsettle enemies in a radius
Bosses or Elites: Nearby enemies flee in terror while unsettling them

Fear Incarnate
Wrap your physical form with the essence of fear, while in this form your mind and darkness damage modifiers are increased, and you get a chance to shrug off enemy criticals.
Each turn the effect is active you will summon %d tormentors to fight for you.



Edit: Good news! Got permission to use stuff from Haunted, if I wish. :D

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