[1.3.1] Magebow class

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MisiuPysiu
Archmage
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Re: [b42] Magebow class

#31 Post by MisiuPysiu »

Hey Lukep,

do you have any plans for the special shot? Right now according to the description, not much is happening.
Magical Draw converts up to 10/20/30/40/50 STR dammod into MAG
With this nerf you have to care about STR also. If you are sure this nerf is needed, then ok, but maybe a scaling of 20/40/60/80/100 would be good:) So you don't have to worry about STR anymore. Multi-stat dependant classes are always harder to get into.

Cheers.

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

Re: [b42] Magebow class

#32 Post by lukep »

MisiuPysiu wrote:Hey Lukep,

do you have any plans for the special shot? Right now according to the description, not much is happening.
Magical Draw converts up to 10/20/30/40/50 STR dammod into MAG
With this nerf you have to care about STR also. If you are sure this nerf is needed, then ok, but maybe a scaling of 20/40/60/80/100 would be good:) So you don't have to worry about STR anymore. Multi-stat dependant classes are always harder to get into.

Cheers.
I do have plans for special shot, perhaps I'll be able to code them up on the weekend.

It is percentage points that are being converted, not percent (I'm not sure how to communicate it well), so, for example, at level 3, it would be 70% dex, 20% strength, 30% magic, and at level 5 it would be 70% dex, 50% magic.

I'm not sure if it is needed or not, but as it was, Magical Draw was just a one point wonder, so this change should make it more attractive in the mid to late game.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: [b42] Magebow class

#33 Post by Sradac »

no message at all. I saw the arrows fly, not do any damage, but also not give a missed message.

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

Re: [b42] Magebow class

#34 Post by lukep »

Magebow v12

New:
Special shot coded, and mostly scaling and balanced.
- Normal: Shoot for 110-220% damage gives double the bonus of Mighty Shot, reloads (ethereal arrows talent level) arrows, and deals elemental damage instead of physical (I'm looking at a way to change the "smart" amount), as well as resetting the cooldowns of the sustains.
- Mighty: melee attack with an arrow for 150-300% damage. gives +50 * Mighty arrows talent level attack speed for that attack.
- Ethereal: targeted teleport . Makes you invisible when you land, and leaves an afterimage behind where you leave. I may look into target switching.
- Elemental: Burst of elemental damage in a medium radius, basically a damage spell. May need spicing up.

Fixed up Area Shot, but it still seems kind of bland, especially Elemental.

Updated descriptions to reflect changes.

Fixed a bug where trying to reload the game while an arrow sustain was active would make the load fail.

Known bugs:
- The invisibility from Ethereal/special move has the flyer from where you leave instead of where you land and does not activate the shader right away.

I think it's complete enough now, I'll try a full run through the game to get a hang of the balance and tuning issues, as well as testing for more obscure bugs.

EDIT: reuploaded to fix a bug with talent costs when Elemental Arrows is active.

Download Link
Some of my tools for helping make talents:
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Annotated Talent Code (incomplete)

lukep
Sher'Tul Godslayer
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Re: [1.0.0] Magebow class

#35 Post by lukep »

v13 is out, since I found out a few people are still using this. No major changes, but I removed one bad superload that would break compatibility. I'm planning on fixing it up the rest of the way, probably shortly after new year's.
Some of my tools for helping make talents:
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Annotated Talent Code (incomplete)

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: [1.1.3] Magebow class

#36 Post by StarKeep »

You kind of zipped it up incorrectly, :oops:.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

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

Re: [1.1.3] Magebow class

#37 Post by lukep »

Ugh, I've been away too long. Fixed.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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

Re: [1.1.3] Magebow class

#38 Post by lukep »

v14 out, mostly just a maintenance update, also fixed a couple minor bugs and a few small changes.

I can't seem to use the addon uploader though, so for now it's just on te4.org, and not on Steam's workshop.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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

Re: [1.1.3] Magebow class

#39 Post by lukep »

v15 now. I tried it to level 15 or so, and noticed some things that needed fixing.

Ethereal arrows changed from 0% stamina/300% mana to 50%/50%.
Buffed Ethereal arrows damage on miss from 0-100% to 50-100%.
Ethereal Arrows now reduce cooldown of Charged Techniques by up to 50%.

Magical Throw fixed, upgraded. Speed bonus now based on spell speed, crit bonus based on spellcrit and talent level. Range still based on raw level.

Link
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: [1.1.3] Magebow class

#40 Post by Sradac »

yayyyyy I loved this addon

StarKeep
Uruivellas
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Re: [1.1.3] Magebow class

#41 Post by StarKeep »

Code: Select all

stack traceback:
	/data-magebow/magebowt.lua: in function 'activate'
	/engine/interface/ActorTalents.lua:189: in function </engine/interface/ActorTalents.lua:180>
Lua Error: /engine/interface/ActorTalents.lua:232: /data-magebow/magebowt.lua:138: attempt to call global 'getWindSpeed' (a nil value)
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:232 useTalent
	At /mod/resolvers.lua:513 check
	At /engine/Zone.lua:630 addEntity
	At ...s/uniques/superload/mod/class/generator/actor/Random.lua:55 generateOne
	At /engine/generator/actor/Random.lua:118 regenFrom
	At /engine/generator/actor/Random.lua:47 generate
	At /engine/Zone.lua:889 newLevel
	At /engine/Zone.lua:801 getLevel
	At /mod/class/Game.lua:822 changeLevelReal
	At /mod/class/Game.lua:694 unload
	At /engine/Game.lua:367 unregisterDialog
	At /mod/dialogs/ShowEquipInven.lua:156 
	At /engine/KeyBind.lua:229 receiveKey
	At /engine/ui/Dialog.lua:542 keyEvent
	At /engine/ui/Dialog.lua:314 
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

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

Re: [1.1.3] Magebow class

#42 Post by lukep »

v 16 out, I ran through everything a couple of times for bugs, instead of playing a character.

Fixed the Wind Flow bug (Thanks StarKeep!)
Mighty/Area Shot is working as advertised now, but still not 100%. (starts at range 1 instead of 0, and targeting is working as shown, but a bit awkward)
Reduced crit power boost on Normal/Special Move by a factor of 100 to make it sane.
Magical throw doesn't work while disarmed (now disabled while disarmed to prevent bigger problems, may just leave it this way.)
Magical draw now gives spell crit as well.

Ethereal/Special Move still delays the Invisibility shader until after you do something, but it's just cosmetic, and the flyer is from the wrong place.
Not sure about Elemental/Power Shot only triggering on hit.
Code shuffled for easier maintenance (if I want to change one number, I don't have to chase it down all over the code)
Magical Throw isn't displayed for damage (etc) in the char sheet. May need to grab Beyond the Flesh's code to display it in the talent instead.

Next up will probably be a changeover to infinite scaling.

Direct download
Addon version page

PS: v16 should be backwards compatible to v12 characters, and probably more.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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

Re: [1.1.5] Magebow class

#43 Post by lukep »

v17 out, and also on Steam.

- Backwards compatible with v16

- Elemental/Area Shot damage increased by 50%, but there is a stacking 20% penalty for shooting multiple arrows at one target. Deals the same damage as before with three arrows on one target, less with four.
- Duration of Disabling Shot and radius of Normal/Area Shot changed to Infinite Scaling
- Magical Throw shows combat information in its description.
- Magebows start with an elm quiver in their inventory as well, that is the best available randomly (12 damage, 15 capacity)
- Minor bug with Ethereal/Special Shot
- Mighty/Special Shot greatly improved. It now gets various bonuses based on Mighty Arrows talent level. At level 2 it takes 1/2 a turn, at 3, it is range 3, at 4 it takes no time, at 5 it gives immunity to retaliation.

To Do:
- Code up improvements to Ethereal and Elemental Special Shots
- possibly add a new tree
- clean up the last few bits of code that's in multiple places
- get proper tactical info for the AI (both targeting and talent weights)

TE4 Page, Steam Page.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Doctornull
Sher'Tul Godslayer
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Re: [1.1.5] Magebow class

#44 Post by Doctornull »

I like the talent interactions, very nice to see a creative tightly-coupled class like this.

One issue, though, it doesn't seem like Magebow shows up in addon campaigns like Infinite Farportal. Maybe that's because Magebow is in its own class category or something?
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: [1.1.5] Magebow class

#45 Post by StarKeep »

Doctornull wrote:I like the talent interactions, very nice to see a creative tightly-coupled class like this.

One issue, though, it doesn't seem like Magebow shows up in addon campaigns like Infinite Farportal. Maybe that's because Magebow is in its own class category or something?
That would indeed be the issue. I have to manually add them in, (though I imagine they could also do so on their side, just like normal campaigns, can't say 100% though) and all the races you see are ones I've already enabled.


...I suppose this is a side-effect of being the only person to do a new 'campaign,' and having two of em, eh?
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

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