Xorn Race [0.03] Any Class Edition

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twas Brillig
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Re: Xorn Race [0.03] Any Class Edition

#16 Post by twas Brillig »

Time for some quality cheese.

One quick thing: the file name is xorn-race-.teaa and not xorn-race.teaa, so it can cause some issues with the older version.

Also, not that this will probably matter in the long run, but the secondary weapon slots don't have tinker slots (for demonologist).

edit: And having two mainhand weapons doesn't count has having two weapons, at least for Reavers and Rend.

Trea
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Re: Xorn Race [0.03] Any Class Edition

#17 Post by Trea »

twas Brillig wrote:Time for some quality cheese.
CHEEESE
One quick thing: the file name is xorn-race-.teaa and not xorn-race.teaa, so it can cause some issues with the older version.
I don't control how it names it, it's a website bug unfortunately
Also, not that this will probably matter in the long run, but the secondary weapon slots don't have tinker slots (for demonologist).
I have no idea how to fix this, to be quite honest. [EDIT:] Found where it's coded: In the Player.lua:

Code: Select all

if ok and self.can_tinker and self.can_tinker['demon-seed'] then
		if      checkSeed(self, "MAINHAND", 1) and
			checkSeed(self, "OFFHAND", 1) and
			checkSeed(self, "BODY", 1) and 
			checkSeed(self, "FINGER", 1) and 
			checkSeed(self, "FINGER", 2) then
[/EDIT]
edit: And having two mainhand weapons doesn't count has having two weapons, at least for Reavers and Rend.
Yeah, because (I haven't checked the code but I assume it works like this ) it checks Mainhand and offhand to check if wielding two weapons. Edit: Yep.

Code: Select all

--- Check if the actor dual wields
function _M:hasDualWeapon(type)
	if self:attr("disarmed") then
		return nil, "disarmed"
	end

	if not self:getInven("MAINHAND") or not self:getInven("OFFHAND") then return end
	local weapon = self:getInven("MAINHAND")[1]
	local offweapon = self:getInven("OFFHAND")[1]
	if not weapon or not offweapon or not weapon.combat or not offweapon.combat then
		return nil
	end
	if type and weapon.combat.talented ~= type then return nil end
	if type and offweapon.combat.talented ~= type then return nil end
	return weapon, offweapon
end
If you can't read code that basically says: I check the first mainhand and the first offhand and if both have weapons then he must be dual wielding. If not then he isn't. So there really isn't much I can do there without introducing a lot of bugs.
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Jurriaan
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Re: Xorn Race [0.03] Any Class Edition

#18 Post by Jurriaan »

I vote for either removing the ability to wear gloves/gauntlets, or dual-wielding them - being a four-handed creature with one pair of gloves on is strange...

twas Brillig
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Posts: 279
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Re: Xorn Race [0.03] Any Class Edition

#19 Post by twas Brillig »

a
Jurriaan wrote:I vote for either removing the ability to wear gloves/gauntlets, or dual-wielding them - being a four-handed creature with one pair of gloves on is strange...
This would be a hilarious buff to brawlers/flexible combat (especially when quad wielding). I'm alright with a little weirdness in the name of balance, and if nothing else there's always the "something-something magical attunement something-something" handwave for why everyone isn't wearing ten rings.

So, unless I'm really underestimating how easy it is to mod the ToME, adapting existing multiweapon talents is going to be painful. For that matter, shield talents probably work the same way. Maybe they could have a talent (passive; shared between the classes, either generic or class as needed to give them a good mix of trees) that gave them attacks with their secondary weapons during talent use? Alternatively, change the way offmainhand attacks work to depend on an effect wholesale and just trigger them for all primary weapon attacks (Probably triggering off of primary mainhand to avoid silliness with e.g. shield attacks). Although, actually, you'd still be constrained based on your primary weapons...

Alternatively, for custom talents at least, Xorns could be checking both sets of weapons to see if they're valid and either using the talent with them or tacking on a partial bump as appropriate.

I also really want to see four-handed weapons. Maybe as part of that Rock to Weapon effect you were talking about?

Trea
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Re: Xorn Race [0.03] Any Class Edition

#20 Post by Trea »

Jurriaan wrote:I vote for either removing the ability to wear gloves/gauntlets, or dual-wielding them - being a four-handed creature with one pair of gloves on is strange...
With the way unarmed combat works, I'm not sure adding a second pair of gloves would actually do anything
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Trea
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Joined: Sun Dec 21, 2014 9:31 am

Re: Xorn Race [0.03] Any Class Edition

#21 Post by Trea »

twas Brillig wrote:a
Jurriaan wrote:I vote for either removing the ability to wear gloves/gauntlets, or dual-wielding them - being a four-handed creature with one pair of gloves on is strange...
This would be a hilarious buff to brawlers/flexible combat (especially when quad wielding). I'm alright with a little weirdness in the name of balance, and if nothing else there's always the "something-something magical attunement something-something" handwave for why everyone isn't wearing ten rings.

So, unless I'm really underestimating how easy it is to mod the ToME, adapting existing multiweapon talents is going to be painful. For that matter, shield talents probably work the same way. Maybe they could have a talent (passive; shared between the classes, either generic or class as needed to give them a good mix of trees) that gave them attacks with their secondary weapons during talent use? Alternatively, change the way offmainhand attacks work to depend on an effect wholesale and just trigger them for all primary weapon attacks (Probably triggering off of primary mainhand to avoid silliness with e.g. shield attacks). Although, actually, you'd still be constrained based on your primary weapons...

Alternatively, for custom talents at least, Xorns could be checking both sets of weapons to see if they're valid and either using the talent with them or tacking on a partial bump as appropriate.

I also really want to see four-handed weapons. Maybe as part of that Rock to Weapon effect you were talking about?
Yeah, hence why I was looking at custom classes/talents. Thankfully there are ways to make it use every wielded weapon, and basic bump attacks work fine. Shield stuff should work fine at least the ones that work with stone warden anyway. Four handed weapons sound awesome, kinda like that 6handed weapon in savage species for Mariliths
(Using tablet to type so sorry for bad formatting)
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HousePet
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Re: Xorn Race [0.03] Any Class Edition

#22 Post by HousePet »

Trea wrote:
Jurriaan wrote:I vote for either removing the ability to wear gloves/gauntlets, or dual-wielding them - being a four-handed creature with one pair of gloves on is strange...
With the way unarmed combat works, I'm not sure adding a second pair of gloves would actually do anything
It would stack the stats.
My feedback meter decays into coding. Give me feedback and I make mods.

twas Brillig
Wyrmic
Posts: 279
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Re: Xorn Race [0.03] Any Class Edition

#23 Post by twas Brillig »

Clearly they need some kind of hideously complicated megastaff/scientific equipment that needs four hands and a foot to properly calibrate.
HousePet wrote:
Trea wrote:
Jurriaan wrote:I vote for either removing the ability to wear gloves/gauntlets, or dual-wielding them - being a four-handed creature with one pair of gloves on is strange...
With the way unarmed combat works, I'm not sure adding a second pair of gloves would actually do anything
It would stack the stats.
Not to mention some (potentially) crazy Procs. The raw damage would probably only checking the first glove slot, though. Most additional glove boosts are "when used to attack" and not "when worn", right? So that part wouldn't be too awful.

HousePet
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Re: Xorn Race [0.03] Any Class Edition

#24 Post by HousePet »

I'm pretty sure it would stack the base damage too.
My feedback meter decays into coding. Give me feedback and I make mods.

Trea
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Re: Xorn Race [0.03] Any Class Edition

#25 Post by Trea »

HousePet wrote:I'm pretty sure it would stack the base damage too.
Sort of, Did a test and it didn't increase it as much as you'd think. Two Iron gauntlets 11.5 - 16.1, checking on the Damage thing in the Character menu, went from 7 damage (Unarmed), 12 damage (one gauntlet), 14 damage (2 Gauntlets)
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Scol
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Re: Xorn Race [0.03] Any Class Edition

#26 Post by Scol »

Any plans for making it 1.3.0 Compatible?

Trea
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Re: Xorn Race [0.03] Any Class Edition

#27 Post by Trea »

Scol wrote:Any plans for making it 1.3.0 Compatible?
What breaks on use?
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Scol
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Re: Xorn Race [0.03] Any Class Edition

#28 Post by Scol »

It freezes when it reaches 100% loading screen before race/class selection. Here's LUA Error from te4_log:

Code: Select all

Lua Error: /engine/Particles.lua:78: attempt to index a nil value
	At [C]:-1 __index
	At /engine/Particles.lua:78 loaded
	At /engine/Savefile.lua:424 loadWorld
	At /engine/Module.lua:964 instanciate
	At /engine/utils.lua:2197 showMainMenu
	At /engine/init.lua:162 
	At [C]:-1 dofile
	At /loader/init.lua:204 
Full log here: http://pastebin.com/sXXTxHS2

EDIT: Nvm, getting this error even with no addons enabled now, gotta reinstal the game
EDIT2: After deleting my setting files game (and the addon) works correctly. BTW is it intended that Xorns can't use 2nd weaponset? Wanted to make Xorn Temporal Warden. Also, thier tile seems to be 2 times higher than all other tiles.

xnd
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Re: Xorn Race [0.03] Any Class Edition

#29 Post by xnd »

Played the xorn some and died rather soon compared to some other regular characters I played, probably the low hp regen and xp penalty or just messed up.

But if that huge xorn really tried to put on human armor, gloves, boots, helmet, basically anything, rings, they would no way fit! The size is way off and armor with 4 arms also kills it. The hands and feet are not human either. Normal items really cannot be put on this guy! If they had some magic that even claimed to refit the items at least that would try to explain it. But if you take this issue into consideration, you could put penalties in this area and take them out of the hp regen and xp areas. If Xorn were able to use their natural abilities to somehow alter the items permanently into xornable items, that could work, maybe throw in a chance of wrecking the item keyed to a stat and make a talent slot get used, maybe one per tier of item, or make it take a whole day working on the item, maybe in some home xorn location that can enable this, many things you could try doing to fix this issue and put the penalties here where they physically should be and get rid of the healing and xp penalties.

Trea
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Re: Xorn Race [0.03] Any Class Edition

#30 Post by Trea »

xnd wrote:Played the xorn some and died rather soon compared to some other regular characters I played, probably the low hp regen and xp penalty or just messed up.

But if that huge xorn really tried to put on human armor, gloves, boots, helmet, basically anything, rings, they would no way fit! The size is way off and armor with 4 arms also kills it. The hands and feet are not human either. Normal items really cannot be put on this guy! If they had some magic that even claimed to refit the items at least that would try to explain it. But if you take this issue into consideration, you could put penalties in this area and take them out of the hp regen and xp areas. If Xorn were able to use their natural abilities to somehow alter the items permanently into xornable items, that could work, maybe throw in a chance of wrecking the item keyed to a stat and make a talent slot get used, maybe one per tier of item, or make it take a whole day working on the item, maybe in some home xorn location that can enable this, many things you could try doing to fix this issue and put the penalties here where they physically should be and get rid of the healing and xp penalties.
Ogres can put on gear that was once on halflings.. I'm not sure exactly what you're complaining about.

As for the healing/XP penalties, without them Xorn would be even more of a powerhouse than they already are, two-handed dual wielding is not intended and without at least some major penalties would make it far far more broken than it already is.

On that note I haven't been around the TE4 stuff for a while now, as it is there is no planned feature changes for the add-on only bug fixes if something serious breaks. That is of course unless I change my mind in the future and start spending more time playing TE4 again.
Creator of Half-Orcs [Forum] And Xorn [Forum]

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