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Re: Race/Class Idea: Elementals [Coders aquired?]
Posted: Fri May 23, 2014 6:01 am
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.
Re: Race/Class Idea: Elementals [Coders aquired?]
Posted: Fri May 23, 2014 6:34 am
by Narindor
Um, I have a question, will this (amazing) thing be implemented in the vanilla version, or will it be an addon?
Re: Race/Class Idea: Elementals [Coders aquired?]
Posted: Fri May 23, 2014 12:28 pm
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

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Re: Race/Class Idea: Elementals [Coders aquired?]
Posted: Fri May 23, 2014 8:42 pm
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

Re: Race/Class Idea: Elementals [Coders aquired?]
Posted: Fri May 23, 2014 11:08 pm
by Narindor
Hooray, can't wait for it to be available.
Re: Race/Class Idea: Elementals [Coders aquired?]
Posted: Sun May 25, 2014 4:18 am
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.
Re: Race/Class Idea: Elementals [Coders aquired?]
Posted: Fri May 30, 2014 9:40 pm
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.
Re: Race/Class Idea: Elementals [Coders aquired?]
Posted: Wed Jun 04, 2014 3:18 am
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."

)
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?
Re: Race/Class Idea: Elementals [Coders aquired?]
Posted: Wed Jun 04, 2014 3:09 pm
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

.
Re: Race/Class Idea: Elementals [Coders aquired?]
Posted: Wed Jun 04, 2014 6:48 pm
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

Re: Race/Class Idea: Elementals [Coders aquired?]
Posted: Wed Jun 04, 2014 7:26 pm
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.
Re: Race/Class Idea: Elementals [Coders aquired?]
Posted: Sun Jun 08, 2014 7:49 pm
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.
Re: Race/Class Idea: Elementals [Coders aquired?]
Posted: Tue Jun 10, 2014 3:17 am
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.