Ranged masteries and Archery availability

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Elkan
Archmage
Posts: 336
Joined: Wed Aug 08, 2007 12:23 pm

Ranged masteries and Archery availability

#1 Post by Elkan »

I think it would be a good thing for "Sling Mastery" and "Bow Mastery" to be merged into one talent "Ranged Mastery" and moved into "technique/combat-training" along with the other weapon masteries. This allows a slinger or archer to make use of that great artifact sling/bow (albeit without their class abilities) until something more appropriate to their class comes along reducing "dungeon clutter" and slightly alleviating the sting of finding a neat randart for "the other shooty class" This also enables a melee build with free points to do non trivial damage with a ranged weapon whilst waiting for an enemy to close.

Now there are several immediate problems with this but I believe I have solutions for each of them.

1:) Q: Where do I get the generic talent points for this?
A From the Cunning/packing Tree. which is largely redundant now, with shooters having their own internal infinite ammo, rune/infusions and wands being immune to destruction in the next build and should probably be dumped.

2:) Q what about the abilities to replace these two skills in the Bows/Slings Tree?
A I have ideas for these :
For the bows tree
[Quick Draw] your familiarty with bows has given you great speed allowing a [5/10/15/20/25%] chance to fire a second shot at the same target when using the Shoot ability
And for slings:
[Ricochet] Your mastery of of the sling has taught you the knack of bouncing your shots you have a [5/10/15/20/25%] chance of causing your shots fired by the Shoot ability to richochet off a second target within [1,1,2,2,2] distance

These are both fun abilities which I feel would not be overpowered and fit well with the image of the classes in question

Secondly I think an archer escort quest would be a nice addition to the pool of available escorts. upon succesful rescue he would always teach the character Shoot if unkown in addition to his usual rewards of:
+2 Dex
+1 Cun
+1 Talent point in "Ranged Mastery"
+1 talent point in "Steady Shot"
Enable learning the talent tree "technique/archery-training" at 0.70 skill

Elkan
Archmage
Posts: 336
Joined: Wed Aug 08, 2007 12:23 pm

Re: Ranged masteries and Archery availability

#2 Post by Elkan »

I have very little knowledge of coding but I think I can probably cut and paste stuff to get the ranged mastery working for myself, but what would i have to insert to get the two other abilities I described to function, could someone assist?

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

Re: Ranged masteries and Archery availability

#3 Post by edge2054 »

Quick Draw is really simple. I can probably help with that after I get my boys fed and situated.

The other one is a bit more difficult. If you want it to actually ricochet I have no idea how to do it. If you want to simulate a ricochet by giving it a chance to damage an adjacent or nearly adjacent target I might be able to figure that one out (but I'm pretty terrible with the targeting code honestly).

Elkan
Archmage
Posts: 336
Joined: Wed Aug 08, 2007 12:23 pm

Re: Ranged masteries and Archery availability

#4 Post by Elkan »

edge2054 wrote:Quick Draw is really simple. I can probably help with that after I get my boys fed and situated.

The other one is a bit more difficult. If you want it to actually ricochet I have no idea how to do it. If you want to simulate a ricochet by giving it a chance to damage an adjacent or nearly adjacent target I might be able to figure that one out (but I'm pretty terrible with the targeting code honestly).
Simulate by damaging an adjacent target. one way of doing it would be a chance of proccing a one jump chain lightning effect, sort of thing if that makes sense

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

Re: Ranged masteries and Archery availability

#5 Post by edge2054 »

Here's your Quick Draw code. This should go in the shoot talent.

The quick draw talent itself should be passive and really shouldn't do anything other then provide a valid argument for shoot.

Code: Select all

	action = function(self, t)
		local targets = self:archeryAcquireTargets()
		if not targets then return end
		self:archeryShoot(targets, t)
		if self:knowTalent(self.T_QUICK_DRAW) then
			local chance = self:getTalentLevelRaw(self.T_QUICK_DRAW) * 5
			local range = rng.range(1, 100)
			if chance <= range then
				self:archeryShoot(targets, t)
				game.logSeen(self, "%s shoots a second arrow.", self.name:capitalize())
			end
		end
		return true
	end,

Elkan
Archmage
Posts: 336
Joined: Wed Aug 08, 2007 12:23 pm

Re: Ranged masteries and Archery availability

#6 Post by Elkan »

Thanks very much edge, that's exactly how I wanted it.

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