
Artifact & Ego ideas
Moderator: Moderator
Re: Artifact & Ego ideas
And I'll work on some new ones today. Not sure if those above where missed or if you just didn't like them Darkgod
So figured I'd repost if it was the former. If you hate them it's cool, I won't post them again.

Re: Artifact & Ego ideas
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Artifact & Ego ideas
Bolbum's Big Knocker made it in? Awesome :)
We clearly need more artifact slings and heavy/massive armours. And more weapons in general.
We clearly need more artifact slings and heavy/massive armours. And more weapons in general.
Re: Artifact & Ego ideas
Obviously!
I updated the spreadsheet to show the power sources
I updated the spreadsheet to show the power sources
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Artifact & Ego ideas
No idea why the formating is getting destroyed. I swear everything is tabbed on my side.
Code: Select all
newEntity{ base = "BASE_DIGGER",
power_source = {technique=true},
unique = true,
name = "Pick of Dwarven Kings", color = colors.GREY,
unided_name = "crude iron pickaxe",
desc = [[This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people.]],
level_range = {22, 42},
rarity = 220,
cost = 150,
material_level = 3,
digspeed = 12,
wielder = {
resists_pen = { [DamageType.PHYSICAL] = 10, },
inc_stats = { [Stats.STAT_STR] = 3, [Stats.STAT_CON] = 3, },
combat_mentalresist = 7,
combat_physresist = 7,
combat_spellresist = 7,
max_life = 50,
},
on_wear = function(self, who)
if who.descriptor and who.descriptor.race == "Dwarf" then
local Stats = require "engine.interface.ActorStats"
local DamageType = require "engine.DamageType"
self:specialWearAdd({"wielder","inc_stats"}, { [Stats.STAT_STR] = 5, [Stats.STAT_CON] = 5, })
self:specialWearAdd({"wielder","inc_damage"}, { [DamageType.PHYSICAL] = 10 })
self:specialWearAdd({"wielder", "talents_types_mastery"}, { ["race/dwarf"] = 0.2 })
game.logPlayer(who, "#LIGHT_BLUE#You feel the whisper of your ancestors as you wield this pickaxe!")
end
end,
}
Re: Artifact & Ego ideas
An artefact weapon pair for melee TWs. Apologies for it only being 95% complete (see comments).
Code: Select all
newEntity{ base = "BASE_SWORD", define_as = "ART_PAIR_TWSWORD",
power_source = {arcane=true},
unique = true,
name = "Sword of Potential Futures",
unided_name = "under-wrought blade",
desc = [[Legend has it this blade is one of a pair; twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time.]],
level_range = {20, 30},
rarity = 200,
require = { stat = { str=24, mag=24 }, },
cost = 300,
material_level = 3,
combat = {
dam = 28,
apr = 10,
physcrit = 8,
dammod = {str=0.8,mag=0.2},
melee_project={[DamageType.TEMPORAL] = 5},
},
wielder = {
inc_damage={
[DamageType.TEMPORAL] = 5, [DamageType.PHYSICAL] = -5,
},
},
set_list = { {"define_as","ART_PAIR_TWDAG"} },
on_set_complete = function(self, who)
-- A 10% chance to create the status effect "Turn Back the Clock (level 3)," but not an actual bolt to do damage.
self:specialSetAdd({"combat","melee_project"}, {[engine.DamageType.RANDOM_CLOCK]=10})
self:specialSetAdd({"wielder","inc_damage"}, {[engine.DamageType.TEMPORAL]=5, [engine.DamageType.PHYSICAL]=10,})
game.logSeen(who, "#CRIMSON#The echoes of time resound as the blades are reunited once more.")
end,
on_set_broken = function(self, who)
game.logPlayer(who, "#CRIMSON#Time seems less perfect in your eyes as the blades are separated.")
end,
}
newEntity{ base = "BASE_KNIFE", define_as = "ART_PAIR_TWDAG",
power_source = {arcane=true},
unique = true,
name = "Dagger of the Past",
unided_name = "rusted blade",
desc = [[Legend has it this blade is one of a pair; twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.]],
level_range = {20, 30},
rarity = 200,
require = { stat = { dex=24, mag=24 }, },
cost = 300,
material_level = 3,
combat = {
dam = 25,
apr = 20,
physcrit = 20,
dammod = {dex=0.5,mag=0.5},
melee_project={[DamageType.TEMPORAL] = 5},
},
wielder = {
inc_damage={
[DamageType.TEMPORAL] = 5, [DamageType.PHYSICAL] = -10,
},
},
set_list = { {"define_as","ART_PAIR_TWSWORD"} },
on_set_complete = function(self, who)
--Redo the next line to only have a 10% chance to do flawed design.
self:specialSetAdd({"combat","special_on_hit"}, {target:setEffect(target.EFF_FLAWED_DESIGN, 3, {})
self:specialSetAdd({"wielder","inc_damage"}, {[engine.DamageType.TEMPORAL]=5, [engine.DamageType.PHYSICAL]=10,})
self:specialSetAdd({"wielder","resists_pen"}, {[engine.DamageType.TEMPORAL]=15,})
end,
}
Re: Artifact & Ego ideas
I think this will work. Haven't figured out how to compile since the openAL dependency was added so can't test right now. Switched the procs around so the blade of potential futures does flawed design and the dagger of the past does turn back the clock (purely for thematic reasons.
If it doesn't work as is I suspect the comma at end},) in the special_on_hit fields would be to blame.
If it doesn't work as is I suspect the comma at end},) in the special_on_hit fields would be to blame.
Code: Select all
newEntity{ base = "BASE_SWORD", define_as = "ART_PAIR_TWSWORD",
power_source = {arcane=true},
unique = true,
name = "Sword of Potential Futures",
unided_name = "under-wrought blade",
desc = [[Legend has it this blade is one of a pair; twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time.]],
level_range = {20, 30},
rarity = 200,
require = { stat = { str=24, mag=24 }, },
cost = 300,
material_level = 3,
combat = {
dam = 28,
apr = 10,
physcrit = 8,
dammod = {str=0.8,mag=0.2},
melee_project={[DamageType.TEMPORAL] = 5},
},
wielder = {
inc_damage={
[DamageType.TEMPORAL] = 5, [DamageType.PHYSICAL] = -5,
},
},
set_list = { {"define_as","ART_PAIR_TWDAG"} },
on_set_complete = function(self, who)
self:specialSetAdd({"combat","special_on_hit"}, {desc="10% chance to reduce the target's resistances to all damage", fct=function(combat, who, target)
if not rng.percent(10) then return end
target:setEffect(target.FLAWED_DESIGN, 3, {power=20})
end},)
self:specialSetAdd({"wielder","inc_damage"}, {[engine.DamageType.TEMPORAL]=5, [engine.DamageType.PHYSICAL]=10,})
game.logSeen(who, "#CRIMSON#The echoes of time resound as the blades are reunited once more.")
end,
on_set_broken = function(self, who)
game.logPlayer(who, "#CRIMSON#Time seems less perfect in your eyes as the blades are separated.")
end,
}
newEntity{ base = "BASE_KNIFE", define_as = "ART_PAIR_TWDAG",
power_source = {arcane=true},
unique = true,
name = "Dagger of the Past",
unided_name = "rusted blade",
desc = [[Legend has it this blade is one of a pair; twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.]],
level_range = {20, 30},
rarity = 200,
require = { stat = { dex=24, mag=24 }, },
cost = 300,
material_level = 3,
combat = {
dam = 25,
apr = 20,
physcrit = 20,
dammod = {dex=0.5,mag=0.5},
melee_project={[DamageType.TEMPORAL] = 5},
},
wielder = {
inc_damage={
[DamageType.TEMPORAL] = 5, [DamageType.PHYSICAL] = -10,
},
},
set_list = { {"define_as","ART_PAIR_TWSWORD"} },
on_set_complete = function(self, who)
--Redo the next line to only have a 10% chance to do flawed design.
self:specialSetAdd({"combat","special_on_hit"}, {desc="10% chance to return the target to a much youger state", fct=function(combat, who, target)
if not rng.percent(10) then return end
target:setEffect(target.TURN_BACK_THE_CLOCK, 3, {power=10})
end},)
self:specialSetAdd({"wielder","inc_damage"}, {[engine.DamageType.TEMPORAL]=5, [engine.DamageType.PHYSICAL]=10,})
self:specialSetAdd({"wielder","resists_pen"}, {[engine.DamageType.TEMPORAL]=15,})
end,
}
Last edited by edge2054 on Mon Aug 01, 2011 8:51 pm, edited 1 time in total.
Re: Artifact & Ego ideas
I agree with the changes, but the desc fields need to be switched too heh.
Re: Artifact & Ego ideas
hehe.. doneHedrachi wrote:I agree with the changes, but the desc fields need to be switched too heh.
Re: Artifact & Ego ideas
Hrm. Sos, have idea for mace. How difficult would it be to have an artifact's name shift around?
Re: Artifact & Ego ideas
Open world-artifacts.lua, boss-artifacts.lua, or world-artifacts-far-east.lua in notepad++ (whichever has the artefact you want to rename), search for said artefact, rename said artefact, add new artefact (make sure the define_as fields are different if you're going to do something like give a boss a percent chance to drop it, or make it a part of a set.)Frumple wrote:Hrm. Sos, have idea for mace. How difficult would it be to have an artifact's name shift around?
If you mean get DG to approve, just post the idea you got here and let him decide.
Re: Artifact & Ego ideas
Ah, no. The question is how to get an artifact to change its own name around, as a part of how it functions. I'd like the weapon to fairly drastically change as you use it and the name to reflect the changes appropriately.
Being less circumspect about it, I'd like a stralite-level mace based on Ureslak. The gimmick is that, while it has a base physical form and alright stats, every once in a while (5-10% chance, maybe lower) it changes forms when you hit something with it -- changing base damage type and adding a different set of bonuses. While quite random, any of the forms (barring, perhaps, the base physical one) should be sufficient to make the weapon a contender for an end game weapon.
All I've got so far is thus:
Not nearly ready for actual use 
Being less circumspect about it, I'd like a stralite-level mace based on Ureslak. The gimmick is that, while it has a base physical form and alright stats, every once in a while (5-10% chance, maybe lower) it changes forms when you hit something with it -- changing base damage type and adding a different set of bonuses. While quite random, any of the forms (barring, perhaps, the base physical one) should be sufficient to make the weapon a contender for an end game weapon.
All I've got so far is thus:
Code: Select all
Ureslak's Femur
A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's violatile nature.
newEntity{ base = "BASE_MACE",
name = "Ureslak's Femur",
unided_name = "a strangely colored bone",
desc = [[A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's violatile nature.]],
level_range = {30, 50},
require = { stat = { str=40 }, },
rarity = 400,
cost = 300,
material_level = 4,
combat = {
dam = 41,
apr = 5,
physcrit = 2.5,
dammod = {str=1},
},
Base, fire/cold/lightning/nature +%10 dam/res, 10-15% phys pen -10 arcane res
Fire Burn damage, +global speed, increased fire res/dam, fire pen Ureslak's Flaming Femur
Ice Ice damage, +armor, increased cold res/dam, cold pen, " Frozen "
Lightning Shock damage, +stats, increased lightning res/dam, lightning pen, " Crackling "
Poison Insidious poison, +resists, increased nature res/dam, nature pen, " Venomous "
Darkness Darkness+blind damage, +saves, increased darkness res/dam, darkness pen, " Starry "
Arcane Arcane damage, +alldam, arcane pen, -res " Eldritch "

Re: Artifact & Ego ideas
They shouldn't all be, certainly! Many spells are not suitable, either because they're too complicated, or would be too overpowered for the wrong people, or are too iconic, or just mechanically don't make any sense like that.darkgod wrote:Err why should all spells be castable by items ????
But in general, the current list of spells cast by items seems a bit too "vanilla" -- it feels biased towards older spells, and misses a lot of things that it could be interesting and exciting to find an item capable of casting, without particularly breaking anything. So I think it'd be good to expand it a bit (especially in artifacts, which can have a somewhat more of a dramatic impact to help them feel special.)
Re: Artifact & Ego ideas
Moar moar!
(and updates to existing ones!)
(and updates to existing ones!)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Artifact & Ego ideas
Code: Select all
newEntity{ base = "BASE_MACE",
name = "Ureslak's Femur", define_as = "URESLAK_FEMUR",
unided_name = "a strangely colored bone", unique = true,
desc = [[A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature.]],
level_range = {42, 50},
require = { stat = { str=45, dex=30 }, },
rarity = 400,
cost = 300,
material_level = 5,
combat = {
dam = 52,
apr = 5,
physcrit = 2.5,
dammod = {str=1},
special_on_hit = {desc="10% chance to shimer to a different hue and gain powers", fct=function(combat, who, target)
if not rng.percent(10) then return end
local o, item, inven_id = who:findInAllInventoriesBy("define_as", "URESLAK_FEMUR")
if not o or not who:getInven(inven_id).worn then return end
who:onTakeoff(o, true)
local b = rng.table(o.ureslak_bonuses)
o.name = "Ureslak's "..b.name.." Femur"
o.combat.damtype = b.damtype
o.wielder = b.wielder
who:onWear(o, true)
game.logSeen(who, "#GOLD#Ureslak's Femur glows and shimers!")
end },
},
ureslak_bonuses = {
{ name = "Flaming", damtype = DamageType.FIREBURN, wielder = {
global_speed = 0.3,
resists = { [DamageType.FIRE] = 45 },
resists_pen = { [DamageType.FIRE] = 30 },
inc_damage = { [DamageType.FIRE] = 30 },
} },
{ name = "Frozen", damtype = DamageType.ICE, wielder = {
combat_armor = 15,
resists = { [DamageType.COLD] = 45 },
resists_pen = { [DamageType.COLD] = 30 },
inc_damage = { [DamageType.COLD] = 30 },
} },
{ name = "Crackling", damtype = DamageType.LIGHTNING_DAZE, wielder = {
inc_stats = { [Stats.STAT_STR] = 6, [Stats.STAT_DEX] = 6, [Stats.STAT_CON] = 6, [Stats.STAT_CUN] = 6, [Stats.STAT_WIL] = 6, [Stats.STAT_MAG] = 6, },
resists = { [DamageType.LIGHTNING] = 45 },
resists_pen = { [DamageType.LIGHTNING] = 30 },
inc_damage = { [DamageType.LIGHTNING] = 30 },
} },
{ name = "Venomous", damtype = DamageType.POISON, wielder = {
resists = { all = 15, [DamageType.NATURE] = 45 },
resists_pen = { [DamageType.NATURE] = 30 },
inc_damage = { [DamageType.NATURE] = 30 },
} },
{ name = "Starry", damtype = DamageType.DARKNESS_BLIND, wielder = {
combat_spellresist = 15, combat_mentalresist = 15, combat_physresist = 15,
resists = { [DamageType.DARKNESS] = 45 },
resists_pen = { [DamageType.DARKNESS] = 30 },
inc_damage = { [DamageType.DARKNESS] = 30 },
} },
{ name = "Eldritch", damtype = DamageType.ARCANE, wielder = {
resists = { [DamageType.ARCANE] = 45 },
resists_pen = { [DamageType.ARCANE] = 30 },
inc_damage = { all = 12, [DamageType.ARCANE] = 30 },
} },
},
}

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
