Race/Class Idea: Elementals [Coders aquired?]

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AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals [Coders aquired?]

#106 Post by AlexMdle »

Resource bars:

Essence is of an off-green color, thematically it's tied to your life regeneration and healing modifier. I know Gray has already implemented a specific tone for it.
Jagged body is darker gray color and is a separate bar.

Heat - Whichever would be more fun? Bar of fire, or bubbling lava?


Player dolls:

Well, it's pretty much earth guy, fire guy, water guy and wind guy. I have written up a little bit of lore on them, could pm those if you want a more picturesque view.

Also, body armor displays as normal. No need for special treatment on that.

Narindor
Wayist
Posts: 17
Joined: Fri Oct 11, 2013 6:49 am

Re: Race/Class Idea: Elementals [Coders aquired?]

#107 Post by Narindor »

Um, I have a question, will this (amazing) thing be implemented in the vanilla version, or will it be an addon?

rexorcorum
Graphical God
Posts: 482
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Location: There and Back again

Re: Race/Class Idea: Elementals [Coders aquired?]

#108 Post by rexorcorum »

AlexMdle wrote:Resource bars:

Essence is of an off-green color, thematically it's tied to your life regeneration and healing modifier. I know Gray has already implemented a specific tone for it.
Jagged body is darker gray color and is a separate bar.

Heat - Whichever would be more fun? Bar of fire, or bubbling lava?
Ok, I'll grab the addon to adjust the frames accordingly. As for Heat, afaik the actual resource is visualised with code and only the "containers" are in my field of expertise, but I'll come with something cool, aah... hot.
AlexMdle wrote:Player dolls:

Well, it's pretty much earth guy, fire guy, water guy and wind guy. I have written up a little bit of lore on them, could pm those if you want a more picturesque view.
Lore is always nice to read, so by all means, gimme! One more question here - will they be gender-specified?
[quote="AlexMdle"Also, body armor displays as normal. No need for special treatment on that.[/quote]
Neat, a bit less work for me.
Narindor wrote:Um, I have a question, will this (amazing) thing be implemented in the vanilla version, or will it be an addon?
First to get it rolling as an addon, and then - who knows :).
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals [Coders aquired?]

#109 Post by AlexMdle »

Narindor wrote:Um, I have a question, will this (amazing) thing be implemented in the vanilla version, or will it be an addon?
Former would be rad, but I don't take it for granted :)

Narindor
Wayist
Posts: 17
Joined: Fri Oct 11, 2013 6:49 am

Re: Race/Class Idea: Elementals [Coders aquired?]

#110 Post by Narindor »

Hooray, can't wait for it to be available.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Race/Class Idea: Elementals [Coders aquired?]

#111 Post by grayswandir »

I've gotten Jadir up to 4 class trees and 2 generic trees (none advanced though), so it's probably ready for at least early game testing if anybody wants to give it a shot.
Next I should probably sit down and actually play a game with them for a bit.

Edit: For clarification, this is for 1.1.5.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals [Coders aquired?]

#112 Post by AlexMdle »

Current changes:

-Composure planned to increase armor hardiness by level, to a higher total.

-Unleashed grants you stacks of Brutish Stride for every penality you negate.

-Earthen Gun works as actual archery, rather than a spell.

-Some undocumented changes to water and wind elementals.

-Earth Elemental can use shields. This has a number of implications:

First - A new shield tree:



Elemental/Cliffside

Pestle (Passive)

Allows you to strike with your shield for 100/105/110/115/120% weapon damage alongside your melee attacks. The chance for an attack is 40/50/56/60/63%. Also allows you to counterattack on incomplete blocks.

Counterattack: The shield strike is 100% guaranteed and gains the Crushing Blows property. (Amplified by 50% of your critical modifier if it should be enough to kill an enemy)



Shield Stomper (Active)
Essence: 10%
Cooldown: 13 turns

Buries the target enemy under the sheer power of your shield, dealing 100/120/135/145/150% of the shield's block value as physical damage.

Counterarrack: Target is constricted for 2/2/3/3/4 turns.


Parade (Sustained)
Essence: 10%
Cooldown: 26 turns

Your shield becomes connected to your very being, it's power increasing massively in return.

Increases the maximum jagged body value by 30/36/40/43/45% of your shield's blocking value. Counterattacks now lasts 1/1/1/2/2 turns longer on the enemies.



Earth Render (Active)
Essence: 15%
Cooldown: 11 turns

Ruptures the very ground under the target enemy, dealing 100/120/140/160/180 physical damage and throwing them off-balance for 3 turns.

Counterattack: Use the momentum to rush toward the enemy, getting a free shield attack at 140/160/180/200/220% weapon damage.



-Blocking will be able to block certain types of damage, with the efficiency based on the points taken in the magic trees:

5% fire and cold damage blocked per point taken in the Geothermal tree.

5% nature and blight damage blocked per point taken in the Symbiosis tree.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Race/Class Idea: Elementals [Coders aquired?]

#113 Post by grayswandir »

Alright, I've added the 2 advanced trees and the missing generic tree. There's still a few pieces of talents not implemented (they should be clearly marked), but none of the core stuff. All that's missing from Jadir now is the, er, new tree I inadvertently convinced Alex to make. ("You know, Alex, shields aren't really viable for a class that doesn't have a tree supporting them." :roll:)

It should work fairly decent in 1.1.5, and when I tried it out briefly in 1.2.0, it at least didn't blow up in my face. So, start testing, people? :) For bugs as well as balance, I think - I pretty much made up damage numbers and stuff.


For graphics, we need:
Jadir images and equipment and stuff.
The Jagged Body and Essence resource bars.
"Silicine Slicers" trap image - just a lot of pointy crystals on the ground, I'd imagine.
Maybe an artifact image for the "Genesis Plate" massive armour?
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Race/Class Idea: Elementals [Coders aquired?]

#114 Post by rexorcorum »

grayswandir wrote: For graphics, we need:
Jadir images and equipment and stuff.
The Jagged Body and Essence resource bars.
"Silicine Slicers" trap image - just a lot of pointy crystals on the ground, I'd imagine.
Maybe an artifact image for the "Genesis Plate" massive armour?
All goes in the to-do list, but it'll be finished within a week (or a bit more). I have a clear vision for the playerdoll and the bars (the trap also) and will look into the artefact also :).
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

DAllan7m
Wayist
Posts: 27
Joined: Wed May 28, 2014 7:29 pm

Re: Race/Class Idea: Elementals [Coders aquired?]

#115 Post by DAllan7m »

grayswandir wrote:So, start testing, people? :)
First: may be it's time to make a topic in addons? ;)
Second: Did essence supposed to refresh on level up? Because it dont.
Third: I'm pretty sure that Elementals must not be able to take Combat training.
Thats all for now. Still playing :)
...I should probably tell that English is not my native language, shouldn't I? And sometimes I just do dumb :P

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Race/Class Idea: Elementals [Coders aquired?]

#116 Post by grayswandir »

DAllan7m wrote:First: may be it's time to make a topic in addons? ;)
Good point. I think I'll go do that now.
DAllan7m wrote:Second: Did essence supposed to refresh on level up? Because it dont.
Huh, it doesn't. I really expected that sort of thing to be done automatically. Anyway - fixed.
DAllan7m wrote:Third: I'm pretty sure that Elementals must not be able to take Combat training.
That's on my list, actually. Maybe I should write up a proper todo list.


Thanks for the help.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Race/Class Idea: Elementals [Coders aquired?]

#117 Post by pheonix89 »

Does all of the Eyal Resolver tree require you be unarmed? Or is it just afterecho?

Edit: Trying to mouse-over composure causes some sort of weird interaction with HousePet's arcanum module.

Code: Select all

Lua Error: /hooks/arcanum/load.lua:87: attempt to concatenate field 'life' (a function value)
	At [C]:-1 __concat
	At /hooks/arcanum/load.lua:87 
	At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
	At /mod/class/Actor.lua:4999 getTalentFullDescription
	At /mod/dialogs/LevelupDialog.lua:881 getTalentDesc
	At /mod/dialogs/LevelupDialog.lua:657 tooltip
	At /mod/dialogs/elements/TalentTrees.lua:109 fct
	At /engine/Mouse.lua:76 receiveMouseMotion
	At /engine/Mouse.lua:96 delegate
	At /engine/ui/Dialog.lua:547 mouseEvent
	At /engine/ui/Dialog.lua:326 fct
	At /engine/Mouse.lua:76 
Looks to me like there's some kind of interaction between the cast from life skill he has and you adding a new resource. This may well happen any time multiple mods try to add new resources or make existing things (life, air) act like resources at the same time. I'll also be posting this in his thread.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Race/Class Idea: Elementals [Coders aquired?]

#118 Post by grayswandir »

That is either fixed or will be fixed in the next release, I forget which.

Only the first talent requires you to be unarmed. The second talent won't give you the cone-attack if you're not unarmed, since you don't have an echo in the first place.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

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