Need idea for first addon

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noppa354
Wayist
Posts: 25
Joined: Tue Jul 23, 2013 9:33 pm

Need idea for first addon

#1 Post by noppa354 »

I want to start making addons, but don't have any good ideas. I'd be quite grateful if I could get some suggestions.
I'd prefer to make a class, but other things would work as well.

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

Re: Need idea for first addon

#2 Post by Zonk »

Search in this forum for addons that weren't actually developed or in the idea forum.

I suggest you start small by the way - you can do something smaller than a class but still adding content if you make a new talent tree or two for existing classes, for example.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

noppa354
Wayist
Posts: 25
Joined: Tue Jul 23, 2013 9:33 pm

Re: Need idea for first addon

#3 Post by noppa354 »

I didn't think of adding a talent tree to an existing class, that's a good idea. I'll look in the idea forum and see if anything interests me.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Need idea for first addon

#4 Post by 0player »

Sorry for that, but I'd recommend against trying to write an addon without having any ideas on your own. Try to sit down and think what excites/bugs you about this game, and try to extend/improve this. Or maybe even write your own module, who knows.
THe thing is, if you just want to flex your fingers, you'll run out of fuel pretty soon – pretty much as fast as you figure out how to write what you want to write. If you don't want to see thing done, you'll never get it done.
That said, if you really want to help, then you can help! I have this nice addon idea, but sadly RL kicks in and I have little to no time to work on it. Currently, only a little part of an addon is implemented.
The addon in question is Knights of Calculus (http://forums.te4.org/viewtopic.php?f=3 ... t=calculus). If you are interested, I'll share code on Github/Bitbucket/whatever you prefer.

Praxis
Cornac
Posts: 40
Joined: Tue Jul 23, 2013 10:12 am

Re: Need idea for first addon

#5 Post by Praxis »

Remove level cap in regular campaign. Simple enough, also might be worth trying underpowered classes on high difficulties end-game.

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

Re: Need idea for first addon

#6 Post by lukep »

If you are trying to find an idea for a new class to create, I'd suggest doing this:

Take one concept from this list,
- Melee (also choose sword/shield, dualwield, or twohanded)
- Caster (also choose mind or spell)
- Archer (also choose bow or sling)

choose two resources (or maybe one, but I find hybrids easier to think of) (eg. Stamina, Hate, Psi, Mana, Vim, etc),

and lastly, come up with a unique "hook" for the class, like the Arcane Blade casting spells on melee strikes, Temporal Warden's amazing mobility, Barbarians with the Bloodthirst tree and others.

This can work well for priming an idea for a class if you can come up with something compelling about the combination. Examples would be:
- a Paradox/Vim caster that uses its spells to distort and corrupt opponents
- an equilibrium/psi archer that can summon meatshields and enhance its combat with its mind.
- A mana/positive energy caster that focuses on shields and healing for defense, and fire and light for offense.

After you have a good idea that is interesting to you, we will be able to give better feedback.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Need idea for first addon

#7 Post by Canderel »

If you're up for a challenge try implementing autoexplore stopping when noticing an enemy with telepathy (as opposed to Line of sight).

MisiuPysiu
Archmage
Posts: 379
Joined: Tue Nov 11, 2003 10:54 am
Location: Wroclaw/Poland

Re: Need idea for first addon

#8 Post by MisiuPysiu »

Hi,

If you want another challenge try this one:

The possibility do define different autocast conditions is great. It allows for instance to play a class mostly using one key (in addition to direction keys). My latest solipsist had all the relevant damage dealing talents on autocast. This works very well on talents which have range 10 but is a bit tedious to use on talents with lesser range (solipsists have most of the ranged talents set to range 7).

It would be a great addition to the autocast menu if you could use the option:

"cast when enemy visible and in range"

Cheers:)

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

Re: Need idea for first addon

#9 Post by Zonk »

You could also alter existing things - artifacts, items, NPC ... in interesting ways.

Oh and don't forget to check out the #tome IRC channel on the rizon server, we have some addon discussions once in a while!
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Need idea for first addon

#10 Post by Doctornull »

Canderel wrote:If you're up for a challenge try implementing autoexplore stopping when noticing an enemy with telepathy (as opposed to Line of sight).
For a really awesome challenge, try stopping when JUST OUT OF SIGHT of that enemy. As in, keep exploring if the enemy is in telepathy but not sight, until the NEXT MOVE would put the enemy in sight.

Then telepathy would be almost as useful as being a Higher. ;-)
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Waladil
Halfling
Posts: 103
Joined: Tue Jan 10, 2012 10:40 pm

Re: Need idea for first addon

#11 Post by Waladil »

Here's a suggestion: Help me finish the Star Kitty addon! I'm too lazy to figure out how get hooks and stuff working for the last talent in the racial tree, but it's pretty much all designed. It'd be a great learning experience to get it working.

(Basically the design is that if the player would die, it rolls against their luck to save their life, with an increasingly-difficult roll each time they succeed. For tips on how to code it, figure out how Second Life and Cauterize work. That's where I was when I got code-exhausted.)

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