Artifact & Ego ideas

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Artifact & Ego ideas

#256 Post by Frumple »

Ahaha, awesome!

E: Round two! A longsword hovering between steel and d-steel quality. Might be able to code this one myself after ripping off some code from other items :P Starting outline and mechanical trick. A singing sword!

Code: Select all

Agrimley's Raucous Rockcutter

newEntity{ base = "BASE_LONGSWORD",
	name = "Agrimley's Raucous Rockcutter", define_as = "SINGING_SWORD"
	unided_name = "a noisey longsword", unique = true,
	level_range = {15, 30},
	require = { stat = { str=16 }, },
           rarity = 200
	cost = 100,
	material_level = 2,
	combat = {
		dam = 20,
		apr = 3,
		physcrit = 3,
		dammod = {str=1.1},
	},
	
	10% chance on hit, not strike, to call:
	20%, war (booms out a confusing echo), shattering (lets rip a vicious roar), battle shout (hollers an uplifting yell), battle cry (shrieks a demoralizing cry)
	10% 'sing' (lets slip a dirty limerick, bolts out an old folktune, mutters nonsense words, hums a distracting melody)
	5% howl (lets loose primal howl), blood spray (emits a disgusting cough)
	
	or
	
	90% chance to sing, then 10% chance to do above, with howl and blood spray at 10%.

Talents called probably low tlvl, 1-2 or thereabouts. Base stats to include either physical pen or +damage versus constructs, with either silence resistance... or vulnerability. Maybe some +str, +will, and minor fire/cold/acid/lightning (alchie bomb) resistance. Also needs a desc, hum.

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

Re: Artifact & Ego ideas

#257 Post by lukep »

Artifact Idea:

Brawler endgame gloves, also good for other fighters. Should work, but not tested.

Code: Select all

newEntity{ base = "BASE_GAUNTLETS",
	power_source = {technique=true},
	unique = true,
	name = "Garkul's Spiked Gauntlets", color = colors.STEEL_BLUE,
	unided_name = "cruelly shaped gauntlets",
	desc = [[Garkul wore these to battle, smashing his foes between mighty blows of his weapons.]],
	level_range = {40, 50},
	rarity = 300,
	cost = 2000,
	material_level = 5,
	wielder = {
		inc_stats = { [Stats.STAT_STR] = 6, [Stats.STAT_CON] = 6 },
		inc_damage = { [DamageType.PHYSICAL] = 8 },
		combat_armor = 8,
		resists_pen = {[DamageType.PHYSICAL] = 15},
		talent_on_hit = { [Talents.T_DOUBLE_STRIKE] = {level=3, chance=10} },
		talents_types_mastery = { ["techniques/pugilism"] = 0.2, },
		combat = {
			dam = 50,
			apr = 10,
			physcrit = 10,
			physspeed = -0.3,
			dammod = {dex=0.3, str=-0.3, cun=0.3 },
			damrange = 0.5,
		},
	},
}
EDIT: removed physical bleed damage type, increased physical power from 35 to 50.
Last edited by lukep on Thu Aug 04, 2011 10:00 pm, edited 1 time in total.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Artifact & Ego ideas

#258 Post by edge2054 »

The above won't work. The unarmed code doesn't support changing the weapons base damage type. It could project some bleed damage but replacing the base damage with physicalbleed will require extra code (and for someone who understands it better then myself to do it, I spent many hours trying to get flamewrought to do pure fire damage without any luck).

Hedrachi
Uruivellas
Posts: 606
Joined: Tue May 11, 2010 8:58 pm
Location: Ore uh gun, USA

Re: Artifact & Ego ideas

#259 Post by Hedrachi »

Dunno where unarmed damagetype is defined, otherwise I'd try to plug some pseudocode at least... but wouldn't it be a matter of slapping something like "if replacement_unarmed_damagetype is not null, use replacement_unarmed_damagetype, otherwise do physical"?
Having satellite internet is a lot like relying on the processes described in those RFC's for your internet. Except, instead of needing to worry about statues interrupting your connection, this time you worry about the weather. I have satellite internet. Fun, no?

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Artifact & Ego ideas

#260 Post by Frumple »

Ah, right! An idea to improve the dragonskull helm, which is pretty bloody lackluster. Give it a fair chance (10-20%) to retaliate against attacks (probably just melee, but possibly any) with a random breath attack.

Similarly with the spydric robe, a chance (probably smaller, 2-5%) to retaliate against an attack with a spydric poison shot.

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: Artifact & Ego ideas

#261 Post by marvalis »

Artifact sling and dagger, made with summoner in mind but they are balanced so they can also be used by slingers or rogues. I was not sure if level range 20-40 is correct, but I wanted these to be an early weapon with mid-level stats. Finding this early as a slinger or rogue should be a good boon until they find some good end-game weapons.

I was also unsure about "power_source = {nature=true}," on the dagger but I think it is fitting since it has some slime damage. 20% nature damage might seem a lot but there are only a few powers that benefit from this. For summoners, this is the poison breath of the hydra and the spit from the spider.

Code: Select all

newEntity{ base = "BASE_SLING",
	power_source = {technique=true},
	unique = true,
	name = "Cunning Determination",
	unided_name = "A rune-carved sling",
	desc = [[Marvalis Tolakson, the legendary Norgal runecarver, carved the runes on this sling. This weapon provides the user with cunning wits and a sturdy mind.]],
	level_range = {20, 40},
	rarity = 200,
	require = { stat = { dex=28 }, },
	cost = 250,
	material_level = 4,
	combat = {
		range = 10,
		physspeed = 0.6,
	},
	basic_ammo = {
		dam = 50,
		apr = 3,
		physcrit = 5,
		dammod = {dex=0.7, cun=0.5},
	},
	wielder = {
		confusion_immune = 0.1,
		inc_stats = { [Stats.STAT_WIL] = 10, [Stats.STAT_CUN] = 6,  },
		inc_damage={ [DamageType.PHYSICAL] = 25 },
	},
}

Code: Select all

newEntity{ base = "BASE_KNIFE",
	power_source = {nature=true},
	unique = true,
	name = "The Cunning Carver",
	unided_name = "A rune-carved dagger",
	desc = [[Marvalis Tolakson, the legendary Norgal halfling, used this dagger to carve his runes. It has been imbued with the power of nature to slow your opponents.]],
	level_range = {20, 40},
	rarity = 200,
	require = { stat = { dex=28 }, },
	cost = 250,
	material_level = 4,
	combat = {
		dam = 34,
		apr = 14,
		physcrit = 10,
		dammod = {dex=0.45,str=0.45},
		melee_project = { [DamageType.SLIME] = 10 },
	},
	wielder = {
		confusion_immune = 0.1,
		inc_stats = { [Stats.STAT_WIL] = 5, Stats.STAT_DEX] = 5 [Stats.STAT_CUN] = 4,  },
		inc_damage={ [DamageType.PHYSICAL] = 10, [DamageType.NATURE] = 20, },
		on_melee_hit = { [DamageType.SLIME] = 10 },
		resists_pen = { [DamageType.PHYSICAL] = 10 },
	},
}

Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: Artifact & Ego ideas

#262 Post by Aquillion »

When making gear intended for summoners, remember the things that are inherited by their summons (armor-piercing, resist-piercing, damage boost %, and status immunities, I think, though for damage boost % to be really useful for hydras it has to cover all their elements.) Good summoner equipment probably ought to improve those.

Asmageddon
Cornac
Posts: 33
Joined: Mon Aug 15, 2011 8:11 pm

Re: Artifact & Ego ideas

#263 Post by Asmageddon »

I'll try to not suggest obvious things, so pardon if these ideas are a bit weird/overpowered.

(Weapon)[Ego] statically charged <item> - hits with lighting anything that's moving relative to you(so also hits targets when you move)
(Weapon)[Ego] <item> of shadows - Great penalty to enemy parrying, ignores armor but is hindered by (any) magical resistances.
(Weapon)[Ego] <item> of bloodthirst - greatly increased damage of weapon, but it needs to feed on blood. If you don't kill enemies it starts draining your blood. Cannot be taken of if not "full"

(Body armor)[Ego] <item> of pain - Increases damage done to you, but converts X(0 to 8 or so) percent of direct(not from poisons/bleeding) damage into experience, big chance to start bleeding
(Body armor)[Ego] <item> of burden - halves your move and attack speed, but increases experience gain.
(Body armor)[Ego] immovable <item> - allows you to push enemies, makes you immune to knockback

(Ring)[Ego] <item> of <creature> - summons a creature. Deals damage to you and breaks when it's killed.
(Jewelry)[Ego] <item> of money - increases amount of gold you gain by X percent
(Jewelry)[Ego] <item> of greed - increases stats randomly, scales logarithmically with amount of gems you feed it. Adjust it so it doubles bonuses with 100 gems or so. Alternative version would use money. Very rare.
(Necklace)[Ego] <item> of life saving - X attacks that would bring your life under 6/4/2% instead bring them down to this exact level. After using up all charges it breaks. 95% have only one charge, 4% have two and 1% has three. Extremely rare. Alternative to Phial of Life

(Weapon/Armor)[Ego] <item> of anger - every turn you don't move with enemy in sight, it accumulates 1 charge up to X, every charge increases damage dealt next attack by Y
(Necklace/Armor)[Ego] Runical <item> - Provides you with additional rune slot, ON item, so you need to have it on. Very rare

I'll try to brainstorm some more with my step brother and come back here and post some more ideas.

Grey
Loremaster
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Re: Artifact & Ego ideas

#264 Post by Grey »

I don't think items that fiddle with experience are a good idea... Seems a bit too meta.

Ring of creature summoning would be nice, but without the negative effects and recharging every 500 turns or so. Would be called "ring of enslaved <foo>", with foo based on the level it's generated in. Could find some cool stuff in late-game areas.
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Asmageddon
Cornac
Posts: 33
Joined: Mon Aug 15, 2011 8:11 pm

Re: Artifact & Ego ideas

#265 Post by Asmageddon »

I played a game with experience gain-enhancing gear that slowed down the character and it was actually quite balanced since it would make you much weaker.

A good idea would be to make changing equipment take time so you can't just put it on when boss is down to 5% hp.

Miruko
Halfling
Posts: 92
Joined: Sun May 15, 2011 11:58 am

Re: Artifact & Ego ideas

#266 Post by Miruko »

lifesteal x: you are healed for x% of the physical damage dealt

Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: Artifact & Ego ideas

#267 Post by Aquillion »

Question: Is it possible to easily make artifacts that grant you a specific talent while they're equipped? Obviously this would mostly be for passive talents, since activated ones can just be triggered by the artifact.

Similarly, would it be possible to make artifacts that grant you a particular status effect (or sustain) while they're equipped? Would it be possible to make, say, a Cloak of Probability Travel? (Not that you would; cool as it'd be as a late-game artifact, it sounds unbalanced. I'm just curious.)

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Artifact & Ego ideas

#268 Post by edge2054 »

Not directly Aquillion but indirectly many passives and sustains can be mimicked with the object code.

For instance, probability travel is an actor value. So setting a probability_travel value (or however it's defined in the code) on an artifact would let the wearer probability travel.

Stuff that can't be done this way are things that check specifically for the talent. For instance the thunderstorm check in actor triggers off the talent being active.

Keep in mind though that not everything is designed from the ground up with object support in mind. For instance the heightened senses talent overwrites everything else when it's learned and nils itself out when it's forgotten (infravision being the equipment/monster equivalent). I can't think of any other specific examples of behavior like this but it is something you'd want to look for when copying talent given attributes.

Here's a quick example of a possible item that mimics two sustains and how to convert sustain properties into item properties.

From invisibility and probability travel...

Code: Select all

		local ret = {
			invisible = self:addTemporaryValue("invisible", t.getInvisibilityPower(self, t)),
			drain = self:addTemporaryValue("mana_regen", - math.max(2, 7 - math.ceil(self:getTalentLevelRaw(t) / 2))),
		}

		return {
			prob_travel = self:addTemporaryValue("prob_travel", t.getRange(self, t)),
		}

Code: Select all

newEntity{ base = "BASE_CLOAK",
	power_source = {arcane=true},
	unique = true,
	name = "Aquillion's Overpowered Cloak of Imbaness",
	unided_name = "godly cloak",
	desc = [[A silky black cloak with the words "I WIN" embroidered in gold on the back.]],
	level_range = {1, 50},
	rarity = 1,
	cost = 200,
	material_level = 4,
	wielder = {
		prob_travel = 100,
		invisible = 100,
	},
}

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Artifact & Ego ideas

#269 Post by edge2054 »

Not sure if this one's a good idea or not. The murderblade is kinda meh but I haven't fought the boss that uses it in awhile so don't know if he needs a buff or not.

Anyway, here's a beefed up murderblade. 10% chance to frezny the wielder for three turns (buffing crit by 10%, global speed by 30%, and making it so they die at -20% of max life).

Code: Select all

newEntity{ base = "BASE_GREATSWORD",
	power_source = {technique=true},
	define_as = "MURDERBLADE", rarity=false,
	name = "Warmaster Gnarg's Murderblade", unique=true, image="object/artifact/warmaster_gnargs_murderblade.png",
	unided_name = "blood-etched greatsword", color=colors.CRIMSON,
	desc = [[A blood-etched greatsword, it has seen many foes. From the inside.]],
	require = { stat = { str=35 }, },
	level_range = {35, 45},
	rarity = 230,
	cost = 300,
	material_level = 5,
	combat = {
		dam = 54,
		apr = 19,
		physcrit = 4.5,
		dammod = {str=1.2},
		special_on_hit = {desc="10% chance to send the wielder into a killing frenzy", fct=function(combat, who)
			if not rng.percent(10) then return end
			who:setEffect(who.EFF_FRENZY, 3, {crit=10, power=0.3, dieat=0.2})
		end},
	},
	wielder = {
		see_invisible = 25,
		inc_stats = { [Stats.STAT_CON] = 5, [Stats.STAT_STR] = 5, [Stats.STAT_DEX] = 5, },
		talents_types_mastery = {
			["technique/2hweapon-cripple"] = 0.2,
			["technique/2hweapon-offense"] = 0.2,
		},
	},
}

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Artifact & Ego ideas

#270 Post by edge2054 »

A small buff to Skull Cleaver. Deals 10 blight damage as drain life (so heals the user for 4 life on each hit).

Code: Select all

newEntity{ base = "BASE_WARAXE",
	power_source = {arcane=true},
	define_as = "SKULLCLEAVER",
	unided_name = "crimson waraxe",
	name = "Skullcleaver", unique=true, image = "object/artifact/axe_skullcleaver.png",
	desc = [[A small but sharp axe, with a handle made of polished bone.  The blade has chopped through the skulls of many, and has been stained a deep crimson.]],
	require = { stat = { str=18 }, },
	level_range = {5, 12},
	rarity = 220,
	cost = 50,
	combat = {
		dam = 16,
		apr = 3,
		physcrit = 12,
		dammod = {str=1},
		talent_on_hit = { [Talents.T_GREATER_WEAPON_FOCUS] = {level=2, chance=10} },
		melee_project={[DamageType.DRAINLIFE] = 10},
	},
	wielder = {
		inc_damage = { [DamageType.BLIGHT] = 8 },
	},
}

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