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Suggestion/Request : [Race : Ettin]

Posted: Thu Apr 07, 2016 7:21 pm
by Elkan
A suggestion for a race addon that is way beyond my ability to even begin coding. Possibly overpowered. but I think its fun both thematically and mechanically.

Character description and game start dialogue needs tweaking and cleaning up, and values for abilities are very much up for balancing, but I wanted to get some thoughts and interest out there first of all ^^;

Ettins

The two of you are the Ettin, Akin to a double headed Ogre. Though at first glance similar in stature you are not a true ogre, and the runes sustaining your existence are of an entirely different mettle. You were spliced together from two mortally wounded soldiers in a desperate triage measure to keep you both alive until more permanent healing could be accomplished. Unfortunately, Healer Asterid never got the chance to finish her surgery, and no-one alive today has the knowledge to complete her ambitious healing. All you can do is make the best of your new life together.

Healing Mod -15%
-20 air capacity
10% blindness, Confusion, Sleep and Silence immunity
9 life per level
two head and neck slots.

+2 Str, -2 Con, -2 dex, +2 cun
30% XP Modifier

[Split personality]
Although your heads have learned to work in concert you can still act independently.
You may take any two actions this turn save for moving, weapon attacks will be carried out solely by the mainhand on the first action, and by the offhand on the second. If wielding a two handed weapon, the second strike will be an unarmed attack.
The division of your focus causes the power of your abilities to be applied at 70%,75%,80%,85%,90%,95% etc.
Additionally You are able to wield a mainhand weapon in each hand, and when dual wielding will strike a second adjacent enemy with your offhand weapon, if your mainhand weapon kills your first target.

[Bound by fate]
Although intended only as a temporary measure the powerful runes supporting our existence continue to mend your makeshift frame and bind you ever closer together.
3% heal modifier, +1 constitution, dexterity and life per level, per rank.

[Two heads are better than one]
You have learned to split your attentions carefully, and little escapes your combined gaze You also have a much better chance of one of your heads avoiding detrimental effects that could incapacitate you.
Increases blindness, Confusion, Sleep and Silence immunity to 45% at 5/5 1.0 mastery
Grants stealth and invisibility detection

[Unity]
You are now two acting as one. Closer than twins acting in perfect complementary harmony.
The next non movement ability you use will be executed twice, the second cast will use the same target(s) as the first. Weapon attacks will be carried out solely by the mainhand on the first action, and by the offhand on the second. If wielding a two handed weapon, the second strike will be an unarmed attack.
The strenuous action is exhausting, and will use 40% 35% 30% 25% 20% more resources than the regular combined ability cost.


For the activated abilities, it is intended that when making weapon attacks each weapon is temporarily treated as a main and off hand weapon at the same time. (Like Razorlock) so that assault for example will complete all three strikes with the same weapon, flurry will be six attacks form the same weapon, etc..

Re: Suggestion/Request : [Race : Ettin]

Posted: Fri Apr 08, 2016 4:43 am
by Dracos
Modifying count of equipment slots puts this solidly in the extremely complicated and fragile mod zone.

Re: Suggestion/Request : [Race : Ettin]

Posted: Sat May 07, 2016 11:01 pm
by Frumple
Um, does it? Last I messed around adding equipment slots* is basically just adding a word or two to the race code. Can be a bit funky in how it works, but complicated isn't how I'd describe it. It's actually darn simple to get just the basic functionality running, though maybe a bit (though just a bit!) less simple to get the paper doll and quick swapping acting right (though the latter wouldn't really be an issue if you're not adding weapon slots). @OP, check the addon list for Xorns for an example of the coding you'd need to monkey around with. You can also check the alchemy golem's code in spells/golemancy to see some of the stuff you'd be tinkering with.

*Sometime last year, iirc, trying to give alchie golems full kit. Never actually put it up for addons or whatever 'cause I'm complete pants at coding and it was janky as all hell insofar as addon structure goes (i.e. I didn't actually make an addon, I just edited the base game files :P), but it did work, and I got it to stop throwing errors at me pretty easily.