New Gems

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Doctornull
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Re: New Gems

#16 Post by Doctornull »

Looks really good!

For the Mindslayer, maybe one of the rocks could offer Psi regen?
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

HousePet
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Re: New Gems

#17 Post by HousePet »

But they already have a talent that does that.
My feedback meter decays into coding. Give me feedback and I make mods.

jayseesee
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Re: New Gems V1.0

#18 Post by jayseesee »

rexorcorum wrote:
jayseesee wrote:Thank you SO very much to rexorcorum for the icons!
You're welcome :). Pity for the chrysocolla - I've grown very fond of it. Feel free to reuse / recolour / remix / etc. the remaining pics for an artefact or three.

About the geodes - it feels a bit weird to have weightless enormous chunks of rock, but on the other hand adding weight just for them kind of sucks. Also - "Alchemist enormous geode" :?. I just can't stop imagining the poor alchemist hauling a cart full with cracked geodes and tossing (or, rather rolling) them around, :lol:. Not that I have much better suggestions though - pebbles, rocks, minerals, marbles?
Yeah, initial idea was just to have them get prettier. But as a geode is traditionally cut then polished, that's a bit harder to do on the road. I'll probably always have the standard gems be weightless, and yeah it's a bit clunky, but look at it this way, by what definition is it enormous? An enormous diamond is still probably pretty small ;)

Doctornull
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Re: New Gems

#19 Post by Doctornull »

HousePet wrote:But they already have a talent that does that.
They have several.
Just like Mana-users have several talents which can get them back Mana.
And yet, many players like having other ways to regenerate their resource.
Is this really news to you?
jayseesee wrote:Yeah, initial idea was just to have them get prettier. But as a geode is traditionally cut then polished, that's a bit harder to do on the road. I'll probably always have the standard gems be weightless, and yeah it's a bit clunky, but look at it this way, by what definition is it enormous? An enormous diamond is still probably pretty small ;)
Anyone who wants one of these is either a magic-user or has psionic powers.

Therefore, you don't gotta explain squat: "it's magic!" or "it's brain magic!" are entirely adequate explanations for polishing or cutting or whatever is necessary to make the gem in the narrative end up looking like the really nice artwork in this thread. ;)
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

rexorcorum
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Re: New Gems

#20 Post by rexorcorum »

jayseesee wrote:Yeah, initial idea was just to have them get prettier. But as a geode is traditionally cut then polished, that's a bit harder to do on the road. I'll probably always have the standard gems be weightless, and yeah it's a bit clunky, but look at it this way, by what definition is it enormous? An enormous diamond is still probably pretty small ;)
Eyal - the planet of the small geodes. I'm at peace now :).
Doctornull wrote:Therefore, you don't gotta explain squat: "it's magic!" or "it's brain magic!" are entirely adequate explanations for polishing or cutting or whatever is necessary to make the gem in the narrative end up looking like the really nice artwork in this thread. ;)
He-he, thanks (/me bows). I'll put them in the ToME wiki under "Resources" one of these days, when I have the time, so anyone can use them.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

HousePet
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Re: New Gems

#21 Post by HousePet »

Doctornull wrote:They have several.
Just like Mana-users have several talents which can get them back Mana.
And yet, many players like having other ways to regenerate their resource.
None of the gems offer mana regen.
Only Alchemist can use the mana gain on bomb effects, so unless you have some secret way of having Mindslayers explode gems, you are asking for a psi regen on weild/imbue. In which case, why are you not suggesting a mana regen on weild/imbue too?
Alchemists don't have many other mana restoration options, which I presume is why they can explode gems for mana.
Mindslayers get a talent specifically for turning gems into psi.
So they both have a way of making gems into resources.
My feedback meter decays into coding. Give me feedback and I make mods.

Doctornull
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Re: New Gems

#22 Post by Doctornull »

HousePet wrote:
Doctornull wrote:They have several.
Just like Mana-users have several talents which can get them back Mana.
And yet, many players like having other ways to regenerate their resource.
None of the gems offer mana regen.
Some of the ones in this addon do, in fact, add mana regen.
On equip.
Which a Mindslayer can do.
Those are the ones I'm talking about.
HousePet wrote:Only Alchemist can use the mana gain on bomb effects, so unless you have some secret way of having Mindslayers explode gems, you are asking for a psi regen on weild/imbue. In which case, why are you not suggesting a mana regen on weild/imbue too?
Because that's already in the addon.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

HousePet
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Re: New Gems

#23 Post by HousePet »

Oh, I missed the Geode effect, (or it wasn't there when I looked).

Carry on. (it should do psi regen too)/
My feedback meter decays into coding. Give me feedback and I make mods.

jayseesee
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Re: New Gems

#24 Post by jayseesee »

Psi regen added to geodes.

Crystal race added! Imbue a gem into your body! Completely immobile by standard, only moving when a damage reducing sustain is active, great for auto-explore and world map!

Please report any bugs as per usual! I'm not 100% about it, but I've polished it into decent shape!

Doctornull
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Re: New Gems

#25 Post by Doctornull »

jayseesee wrote:Please report any bugs as per usual! I'm not 100% about it, but I've polished it into decent shape!
Cool, lemme see if I can break this one... ;)
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

jayseesee
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Re: New Gems

#26 Post by jayseesee »

_3 disallowed, _4 uploaded, able to interchange at will. Fixed Crystal Stasis as it was not working (can't believe I forgot to test this previous!)

jayseesee
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Re: New Gems

#27 Post by jayseesee »

_4 disallowed, _5 updated, Crystal Stasis fixed (again, I promise this time!)

Doctornull
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Re: New Gems

#28 Post by Doctornull »

Geode and Enormous Geode are both Tier 3; I suspect the latter ought to be higher tier.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Hachem_Muche
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Re: New Gems

#29 Post by Hachem_Muche »

Speaking of resource regeneration. The Mana/Psi regen on geodes looks about 10x too high. Even greater egos rarely give more than about 0.5 regen on tier 5 item.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Doctornull
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Re: New Gems

#30 Post by Doctornull »

Hachem_Muche wrote:Speaking of resource regeneration. The Mana/Psi regen on geodes looks about 10x too high. Even greater egos rarely give more than about 0.5 regen on tier 5 item.
Yeah, I've been kicking around with a Geode installed, and it's making my Mana & Psi regen muuuuuuuuch easier than they ought to be.

---

Regarding the movement mode, here's a crazy thought...

Would it be possible to loop through every talent on game start and add or wrap its on_pre_use() function? Specifically, look for a non-nil tactical.ATTACK value, and if that value is there, then wrap the on_pre_use such that if the actor has talent T_CRYSTALLINE_STRUCTURE and the move mode is mobile, then return false.

Obviously you only do this wrapping thing if the character is a Crystal. ;)
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

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