[1.2.3] Predator Update

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NemesisZeru
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Re: [1.2.3] Predator Update

#31 Post by NemesisZeru »

Sradac wrote:Keep in mind shadowstrike still dosent actually work for archery. I'm working on that right now, apparently in GIT they've added support for ranged shadowstrikes from ranges 3-10 and damage drops off, to a total of 0% extra damage at range 10.
Oh? Alrighty. Not sure why it doesn't work for archery, but well....code for the stealth tree in general is -scary-. I wouldn't touch that junk if I didn't have to. Dx

HousePet
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Re: [1.2.3] Predator Update

#32 Post by HousePet »

Do you have a definition of DamageType anywhere?
The full code would be more useful.
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Sradac
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Re: [1.2.3] Predator Update

#33 Post by Sradac »

Code: Select all

-- Physical damage + daze chance
newDamageType{
	name = "impact", type = "IMPACT",
	projector = function(src, x, y, type, dam)
		if _G.type(dam) == "number" then dam = {dam=dam, daze=dam/2} end
		DamageType:get(DamageType.PHYSICAL).projector(src, x, y, DamageType.PHYSICAL, dam.dam)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and dam.daze > 0 and rng.percent(dam.daze) then
			if target:canBe("stun") then
				game:onTickEnd(function() target:setEffect(target.EFF_DAZED, 2, {src=src, apply_power=dam.power_check or math.max(src:combatSpellpower(), src:combatMindpower(), src:combatAttack())}) end) -- Do it at the end so we don't break our own daze
			else
				game.logSeen(target, "%s resists!", target.name:capitalize())
			end
		end
	end,
}
It's this. Like someone pointed out, I think it might not be in the base 1.2.3 yet which means it wont work. Or I could be totally wrong and I'm just not applying IMPACT properly. I stole it from Edges dev version.

Granted, I don't need to do this whole IMPACT damage type. I just want a way to apply Daze when a target hits. What I'm trying to do is take Flare, convert it to Mind damage instead of fire (done) then make it Daze instead of Blind (not done):

Code: Select all

newTalent{
	name = "Dazzling Shot",
	type = {"cursed/shadow-archer", 3},
	no_energy = "fake",
	points = 5,
	cooldown = 15,
	hate = 8,
	range = archery_range,
	radius = function(self, t)
		local rad = 1
		if self:getTalentLevel(t) >= 3 then rad = rad + 1 end
		if self:getTalentLevel(t) >= 5 then rad = rad + 1 end
		return rad
	end,
	require = pred_dex_req3,
	require = pred_wil_req3,
	tactical = { ATTACKAREA = { MIND = 2 }, DISABLE = { daze = 2 } },
	on_pre_use = function(self, t, silent) if not self:hasArcheryWeapon() then if not silent then game.logPlayer(self, "You require a bow or sling for this talent.") end return false end return true end,
	requires_target = true,
	target = function(self, t)
		return {type="ball", x=x, y=y, radius=self:getTalentRadius(t), range=self:getTalentRange(t)}
	end,
	archery_onreach = function(self, t, x, y)
		local tg = self:getTalentTarget(t)
		self:project(tg, x, y, DamageType.LITE, 1)
		if self:getTalentLevel(t) >= 3 then
			tg.selffire = false
			self:project(tg, x, y, DamageType.IMPACT, 3)
		end
--		game.level.map:particleEmitter(x, y, tg.radius, "ball_light", {radius=tg.radius})
	end,
	action = function(self, t)
		local targets = self:archeryAcquireTargets(nil, {one_shot=true})
		if not targets then return end
		self:archeryShoot(targets, t, nil, {mult=self:combatTalentWeaponDamage(t, 0.5, 1.2), damtype=DamageType.MIND})
		return true
	end,
	info = function(self, t)
		local rad = 1
		if self:getTalentLevel(t) >= 3 then rad = rad + 1 end
		if self:getTalentLevel(t) >= 5 then rad = rad + 1 end
		return ([[You instill some of your will into an arrow and fire a dazzling shot, doing %d%% mind damage to the target and lighting up the area around the target in a radius of %d.
		At level 3, you are able to completely Fascinate those viewing the shot, in effect Blinding (To be replaced with Daze) them.]]):
		format(self:combatTalentWeaponDamage(t, 0.5, 1.2) * 100, rad)
	end,
}

Sradac
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Re: [1.2.3] Predator Update

#34 Post by Sradac »

eh nevermind, I found another way to make this work. I just copied PHYSICAL_BLIND, gave it a new name, changed it to mindpower, and made it daze instead of stun.

Works perfect.

Sradac
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Re: [1.2.3] Predator Update

#35 Post by Sradac »

New Version!
Changelog:

General Changes:
1. Now starts with custom talents (Hooray!)

2. Changes to Cursed / Shadow Archer:
a. Swift Hunter properly reports the move speed increase in the description.
b. Dazzling Shot is now functioning 100% as intended.
I. Inflicts Mind damage to primary target
II. Lights up surrounding area (similar to Flare, you're creating a flash of dazzling lights after all)
III. Dazes target(s) caught in the area.
IV. Stole the particles from Blast because I felt it was fitting.
c. Weakspot has been tweaked to become more in the lines of exploiting an enemies Weak points
I. Has an increased chance to score a critical hit.
II. Per point invested, this increased chance goes up (To a max of around 40% I believe?)
III. Because of this buff, cooldown has been increased to 8 turns.
d. Killshot unchanged, but it might need to be buffed. This is supposed to be your archery capstone ability so it might need to be a bit more powerful, with a longer cooldown. Maybe. Need feedback.
e. Everything has a proper short name.

3. Changes to Cursed / Lonewolf
a. Everything has a proper short name. Tree needs work still. Feedback can help.

4. Changes to Cursed / Unseen Hunter
a. Begin the Hunt uses a totally new stealth mechanic that I, erm, "Borrowed" from Edge.
b. Because of this, Deadeye(should) now work properly with Archery (although at dimished effects from a long range. I'd like to tweak this.

jotwebe
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Re: [1.2.3] Predator Update

#36 Post by jotwebe »

Icons, you say?

Unseen Hunter!
ImageImageImageImage

Lone Wolf!
ImageImageImageImage

Shadow Archer!
ImageImageImageImage
Ghoul never existed, this never happened!

Sradac
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Re: [1.2.3] Predator Update

#37 Post by Sradac »

omg beautiful. I think every single one of them really hits the theme except maybe weakspot. They'll be in the new version once I fix the stat / level reqs of talents for sure.

jotwebe
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Re: [1.2.3] Predator Update

#38 Post by jotwebe »

Any preferences for Weakspot? Just pick one from http://game-icons.net/tags.html, and I'll color it like the others (I was going for the stag as a prey animal, thought it was more interesting than yet another arrow in a bulls eye).
Ghoul never existed, this never happened!

Sradac
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Re: [1.2.3] Predator Update

#39 Post by Sradac »

ooh this one is kind of cool. You pick the best spot to aim at depending on the target...

http://game-icons.net/lorc/originals/anatomy.html

Sradac
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Re: [1.2.3] Predator Update

#40 Post by Sradac »

Another Update: Who Needs Strength?!

Code: Select all

http://te4.org/games/addons/tome/predator-class

Code: Select all

1. All new Icons for the three class trees, all credit goes to jotwebe because he is awesome like that!
2. Shadow Archery now requires both Dex AND Cunning.  Dexterity to use the bow, Cunning to make use of your heightened predatorial senses.
3. Endless Hunt is now locked.
4. New Generic tree in the works, "Umbral Stalker"
  a. Right now, the only talent in this tree that is finished is the first one.  But its a VERY important one!
  b. "Stalker" now works like Lethality, except for both Knives AND Bows.  Now this class will never need to worry about Strength so the stat spread isnt as bad.
  c. Plans for the rest of the Umbral Stalker tree: 
    I. Passive Darkness damage similar to Weapon Folding (It might even generate a minor amount of hate.
    II. A talent that does massive damage if used from stealth.  If not used from Stealth, disable target.  Probably Pin.
    III. Some kind of shield / absorption / Regen / Heal.
5. Still need to finish out Lonewolf.  But this class is approaching "Feature Completeness"

Sradac
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Re: [1.2.3] Predator Update

#41 Post by Sradac »

Added to steam, I think it's ready.

I'm probably going to be bundling this, Dread Knight, and a pure mindpower focused Afflicted into a "Tormented Souls" class pack similar to HousePets Arcanum pack or DoctorNulls class packs.

malboro_urchin
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Re: [1.2.3] Predator Update

#42 Post by malboro_urchin »

Sradac wrote:Added to steam, I think it's ready.

I'm probably going to be bundling this, Dread Knight, and a pure mindpower focused Afflicted into a "Tormented Souls" class pack similar to HousePets Arcanum pack or DoctorNulls class packs.

Consider me excited! Also, what do you mean by a pure mindpower focused Afflicted? Aren't those Doomed?
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

Sradac
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Re: [1.2.3] Predator Update

#43 Post by Sradac »

yes :lol: I realized that after the fact

which is why I'm about to start up a new thread for the Warlock, I basically want to bring back the style of the OLD doomed class that was a mixture of mindpower and spellpower.

jotwebe
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Re: [1.2.3] Predator Update

#44 Post by jotwebe »

How's this for Weak Spot?

Image

By the way, I'd recommend splitting up the names on some of the talents. Like, Blind Spot instead of Blindspot, Lone Wolf instead of Lonewolf, Vicious Slashes not Viscious, Weak Spot instead of Weakspot. Kill Shot on the other had would work as Killshot, I think, but I guess Kill Shot is okay, too.

Not going to spellcheck the talent descriptions (unless you want me too) as I guess those might be still subject to change. Although I don't think the quotes really work, to me they come across as trying too hard. Let the talents speak for themselves.

Can't really playtest all that well while stealth is still unbreakable, but some theorycrafting:

I think the class should start with Survival unlocked, or they should get some other means of getting infravision and stealth detection.
Ghoul never existed, this never happened!

Sradac
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Re: [1.2.3] Predator Update

#45 Post by Sradac »

perfect, thanks so much
Buncha updates that I honestly dont remember because im tired.

Biggest one being for the time being, unseen hunter is gone. I can't quite get stealth working properly under new talent names so until I do, it's just using generic stealth.

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