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Okok111's Adventurer Class Shop.
Posted: Fri Oct 11, 2013 12:05 pm
by okok111
This is something that I've been debating doing for quite a while now, and I've decided to do it.
Adventurer builds are some of the most awesome things ever to make, and I'm willing to make an add-on that adds your adventurer classes as parts of an addon. There are a few details you need to include (see below) but after that, I can set up your class and your once-adventurer class is now a birth option! There is one very important rule though: The starting talent categories MUST be available from the start of an adventurer, but there is no real limit to your locked categories. If you wish you can also base your character upon the Adventurer Plus add-on's hero, but please do note if you are.
Template:
Class name: E.G Dark Pyropsionic (please do try to be more creative than me XD)
Class description: E.G A mage which not only wields the power of fire, but that of their mind and the night around them or that will shortly arrive as well.
Stat modifiers: You don't need to do these, and if they're too unreasonable they'll be what the default is (This being +2 to everything, and this is what I'll set those which don't include stats)
Most important stats per level: E.G Magic and Willpower
Class categories: E.G Spell / Explosive admmixtures, Psionic / Absorption, Spell / Nightfall, Spell / Necrosis
Beginning class talents: E.G Alchemist bomb 1, Kinetic shield 1, Blurred mortality 1, Invoke darkness 2
Locked class categories: E.G Spell / Infusions, Spell / Necrotic Minions, Psionic / Auras
It's the same deal with Generic categories.
Equipment: E.G Linen robe, Greatsword, Staff
Life per Level: E.G +5
Should this be on random bosses (The named monsters with the purple border)? E.G Yes
Aaaand that's about it. If there's any important details I missed, feel free to let me know.
I would like to thank starkeep for his help, without it I'd probably still be fumbling around with the example class.
Re: Okok111's Adventurer Class Shop.
Posted: Sun Oct 13, 2013 3:18 pm
by loimprevisto
How about this:
Class name: Nature's Champion
Class category: Wilder (Thalore and turtles only, if possible)
Class description: Peaceful ascetics who have been moved from their contemplation of nature by the world's plight. Nature itself cries out for a champion to protect it from a horrible blight, and the some have answered the call.
Stat modifiers: Strength +2, Dexterity +0, Constitution +1, Magic -10, Willpower +3, Cunning +4
Most important stats per level: Willpower and Cunning
Class categories: Wild/Mucus, Wild/Ooze, Psionic/Absorption, Psionic/Psychic Assault, Cursed/Rampage
Beginning class talents: 1 in each category
Locked class categories: Wild/Summoning (meele), Wild/Summoning (ranged), Psionic/Thoughtforms
Generic Categories: Wild/Antimagic, Psionic/Feedback
Locked generic categories: Wild/Fungus, Wild/Call of the Wild, Cursed/Gestures, Cunning/Survival
Equipment: 2 mindstars, greatsword, infusions
Life per Level: +2
Should this be on random bosses? No
Re: Okok111's Adventurer Class Shop.
Posted: Sun Oct 13, 2013 7:21 pm
by Atarlost
Mindwarden:
Unlocked:
Psi/Solipsism
Psi/Absorption (1.2)
Psi/Feedback
Some combination of 3 offensive psi trees or maybe shield offense.
Locked:
Cunning/Survival
Some of the other psi trees.
The defensive core of this build is extremely powerful in the second half of the game so it may not be a balanced class. I've cleared with psi/projection, psi/focus, and psi/psi-fighting as the unlocked trees and double unlocking distortion later on, but I'm not sure that's the best way to go. Shield Offense would be thematic, but probably not very good. I've also thought of doing this as a physical damage specialist using the above 4 cat point defense with Chrono/Temporal-Combat, Spell/Earth, and Psi/Distortion. Unfortunately paradox doesn't come with its non-tree regen talent for adventurers.
Green Dragon:
Unlocked:
Technique/Combat-Techniques
Wild/Slime
Wild/Sand-Drake
Wild/Venom-Drake
Wild/Moss
Wild/Call-of-the-Wild
Wild/Mindstar
Locked:
Technique/Dual
Wild/Oozing Blades
Wild/Corrosive Blades
Wild/Fungus
Wild/Higher
A subset of wyrmic with some of the good but not broken oozemancer stuff and the possibly broken oozemancer mindcrafter trees locked.
Re: Okok111's Adventurer Class Shop.
Posted: Sun Oct 13, 2013 11:28 pm
by okok111
I'll get to work on those right away

Re: Okok111's Adventurer Class Shop.
Posted: Mon Oct 14, 2013 8:25 pm
by random417
any chance of an add-on that lets us create them? I have adventurer but lvlup it's so slow I can't play them. this would fix that I think
Re: Okok111's Adventurer Class Shop.
Posted: Mon Oct 14, 2013 9:51 pm
by Crim, The Red Thunder
Fewer talents trees on screen would speed it up yes, every one of the tooltips gets updated whenever you change anything, which is the cause of the huge lag. Fewer trees to have tooltips updated results in less lag. There may be other calculations as well that I'm unaware of, so I don't know how MUCH difference it would make.
Re: Okok111's Adventurer Class Shop.
Posted: Mon Oct 14, 2013 11:07 pm
by okok111
random417 wrote:any chance of an add-on that lets us create them? I have adventurer but lvlup it's so slow I can't play them. this would fix that I think
I dunno about an add-on that lets you make them, but if you're having lag I find that swapping the tiles from graphical to ASCII helps a bit. It's a pain, I know, but it's certainly easier than an add-on. However, I have been considering making a web generator like the melee talent generator that was floating around (I forget who by).
Oh, in the case that anyone here is good at making adddons, I've been killing myself to death trying to figure out what I'm doing wrong (Whenever I click new character it loads slowly then stops at 100%). You'll find the .teaa file I'm struggling with in zip form attached to this post.
Re: Okok111's Adventurer Class Shop.
Posted: Mon Oct 14, 2013 11:37 pm
by StarKeep
Only a couple of errors.
Didn't load up everything you need in the hooks file. (went ahead and added in the vast majority)
Had the hooks file actually going towards the incorrect folder (forgot the classes folder)
Forgot a } around the copy area. (easier for you to just compare files to see)
Removed references to your main class directory, as displaying a class twice is ugly. (should be simple enough to add back in, if you like)
Shortened the name of the class itself, as the game wasn't showing it. I imagine some form of hidden character limit.
Removed the 'name' from the init file, as it was unneeded.
Do apologize if you hate any of the optional changes I made, they are all fairly simple copies to set back if you'd prefer them.
Re: Okok111's Adventurer Class Shop.
Posted: Tue Oct 15, 2013 1:13 am
by okok111
StarKeep wrote:Only a couple of errors.
Didn't load up everything you need in the hooks file. (went ahead and added in the vast majority)
Had the hooks file actually going towards the incorrect folder (forgot the classes folder)
Forgot a } around the copy area. (easier for you to just compare files to see)
Removed references to your main class directory, as displaying a class twice is ugly. (should be simple enough to add back in, if you like)
Shortened the name of the class itself, as the game wasn't showing it. I imagine some form of hidden character limit.
Removed the 'name' from the init file, as it was unneeded.
Do apologize if you hate any of the optional changes I made, they are all fairly simple copies to set back if you'd prefer them.
Thanks a ton, your help is very much appreciated. Now I can get to making the other ones

(Oh and, do you know how to set up the main class? I'm hoping to put the chars in there so they're not distorted all over the place. Just wondering, as I'm having trouble finding a way to get it working)
Re: Okok111's Adventurer Class Shop.
Posted: Tue Oct 15, 2013 1:40 am
by okok111
Atarlost wrote:Mindwarden:
Unlocked:
Psi/Solipsism
Psi/Absorption (1.2)
Psi/Feedback
Some combination of 3 offensive psi trees or maybe shield offense.
Locked:
Cunning/Survival
Some of the other psi trees.
The defensive core of this build is extremely powerful in the second half of the game so it may not be a balanced class. I've cleared with psi/projection, psi/focus, and psi/psi-fighting as the unlocked trees and double unlocking distortion later on, but I'm not sure that's the best way to go. Shield Offense would be thematic, but probably not very good. I've also thought of doing this as a physical damage specialist using the above 4 cat point defense with Chrono/Temporal-Combat, Spell/Earth, and Psi/Distortion. Unfortunately paradox doesn't come with its non-tree regen talent for adventurers.
Green Dragon:
Unlocked:
Technique/Combat-Techniques
Wild/Slime
Wild/Sand-Drake
Wild/Venom-Drake
Wild/Moss
Wild/Call-of-the-Wild
Wild/Mindstar
Locked:
Technique/Dual
Wild/Oozing Blades
Wild/Corrosive Blades
Wild/Fungus
Wild/Higher
A subset of wyrmic with some of the good but not broken oozemancer stuff and the possibly broken oozemancer mindcrafter trees locked.
This is all awesome, but I have no idea what the mindcrafter trees are. If you could give me more info, then I'd be able to set them up. I take it both classes use mindstars, also?
Re: Okok111's Adventurer Class Shop.
Posted: Tue Oct 15, 2013 2:57 am
by StarKeep
Quick example template, isn't that much different, other than enabling them on the campaigns.
Code: Select all
newBirthDescriptor{
type = "class",
name = "fluffykittenexplosions",
desc = {
"Description so great that even a turtle would cry at it.",
},
descriptor_choices =
{
subclass =
{
__ALL__ = "disallow",
examplesubclass = "allow",
['example subclass with spaces'] = "allow",
},
},
copy = {
max_life = 1337,
mana_regen = 42,
},
}
getBirthDescriptor("world", "Maj'Eyal").descriptor_choices.class.fluffykittenexplosions= "allow"
getBirthDescriptor("world", "Arena").descriptor_choices.class.fluffykittenexplosions= "allow"
getBirthDescriptor("world", "Infinite").descriptor_choices.class.fluffykittenexplosions= "allow"
Re: Okok111's Adventurer Class Shop.
Posted: Tue Oct 15, 2013 3:30 am
by okok111
StarKeep wrote:Quick example template, isn't that much different, other than enabling them on the campaigns.
Code: Select all
newBirthDescriptor{
type = "class",
name = "fluffykittenexplosions",
desc = {
"Description so great that even a turtle would cry at it.",
},
descriptor_choices =
{
subclass =
{
__ALL__ = "disallow",
examplesubclass = "allow",
['example subclass with spaces'] = "allow",
},
},
copy = {
max_life = 1337,
mana_regen = 42,
},
}
getBirthDescriptor("world", "Maj'Eyal").descriptor_choices.class.fluffykittenexplosions= "allow"
getBirthDescriptor("world", "Arena").descriptor_choices.class.fluffykittenexplosions= "allow"
getBirthDescriptor("world", "Infinite").descriptor_choices.class.fluffykittenexplosions= "allow"
Thank you so VERY, VERY much for your help, I have no idea how I'd be doing this without you.
Re: Okok111's Adventurer Class Shop.
Posted: Tue Oct 15, 2013 6:08 pm
by Doctornull
Here's a freebie for you, which works great as an Adventurer, the Grave Skulk.
Class
Cunning / Stealth
Cunning / Shadow Magic
Spell / Nightfall
Spell / Necrotic Minions
(locked) Spell / Advanced Necrotic Minions
(locked) Spell / Shades
(locked) Cunning / Poisons
Generic
Cunning / Scoundrel
Cunning / Survival
Spell / Staff Combat
Spell / Divination
It's a bit overpowered because of how Stealth interacts with spells in 1.0.4, so I'm not putting it in Nullpack, but if you're putting Oozemancer-level stuff in your pack this might be a good fit. (Heck, it's even kind of overpowered as an Adventurer, and they can't get perma-Stealth because of their 1.0 starting mastery.)
Enjoy!
Re: Okok111's Adventurer Class Shop.
Posted: Tue Oct 15, 2013 10:58 pm
by Atarlost
okok111 wrote:This is all awesome, but I have no idea what the mindcrafter trees are. If you could give me more info, then I'd be able to set them up. I take it both classes use mindstars, also?
Sorry. Mindslayer. Mindcrafter was the T2 class.
psi/projection *
psi/focus *
psi/psi-fighting *
psi/grip (level 10)
psi/augmented-mobility (level 10)
psi/voracity
psi/mental-discipline (first talent is useless without projection, but not far from useless with)
psi/finer-energy-manip (level 10)
* these three interact very heavily. There's no point in having one without having all
Re: Okok111's Adventurer Class Shop.
Posted: Thu Oct 17, 2013 10:47 am
by darkgod
I suggest you make the classes subclasses of the main Adventurer category.
And great idea
I could imagine a way for the addon to upload templates to the server and download them from there, so that neither player nor you would need to updae the addon for each new template .. hummm
