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Ranger Class Early Work in progress Testing needed
Posted: Fri Mar 11, 2011 4:13 am
by Goblinz
Well After playing tome for a while I decided there needed to be more content. I found that the surest way to get stuff is make it your self (at least in this case). I rather ignorant with lua so most of this code is copied from other talents
The class is called the Ranger and is a wilder subclass. it can either specialize in dual wielding or bows. I am have added 4 trees in addition to already made ones.
Stalking
Garrote - melee attack that silences + bleeding damage. Must be used from stealth -NEED BALANCING
Hit and run - Hit with a melee attack and then jump back - NEED BALANCING
reappear- switch places with another target and confuse-NEED BALANCING
Nature's compliance - while stealth ed probability travel can be used -NEED BALANCING
Hunting
Multi arrow -Fire multiple arrows - NEED BALANCING
Reducing Shot - Acid damage with % blind and reduce eq - NEED BALANCING
Split arrow - fires a cone at range - NEED BALANCING
Snake Shot - chain lightning effect with small added poison damage -NEED BALANCING
Fury
Balance of weapons - percent based of of dex to restore eq - NEED BALANCING
Fang strike - Use two weapons to hit for poison damage - NEED BALANCING
Lunge - rush and hit for slime damage - NEED BALANCING
Fury of the storm - calls targets close to you and then unleashes lighting with a chance to daze - NEED BALANCING
Wrath
Vine Growth - AOE DOT with chance to pin - NEED BALANCING
Winter's chill - infuse weapons with ice damage - NEEDS BALANCING
Tree growth - Summons trees - NEEDS BALANCING
Nature's energy - restore stamina -NEED BALANCING (might make this heal also)
descriptions are incomplete. I would appreciate any constructive criticism or advice in regards to anything related to this. *PARTICULARLY how to balance actual numbers* Also Any idea for an unlock would be great. I am having trouble coming up with a good solid one.
EDIT
just unzip contents into the tome directory and merge and over write not sure which versions this works on
Re: Ranger Class Early Work in progress
Posted: Fri Mar 11, 2011 10:30 pm
by marvalis
You should probably say which are general and class talents.
Reappear and nature's compliance feel as if they do not belong in a melee talent tree. It should probably be available for people who decide to use bows. Lunge belongs in a melee category.
I reworked some of your skills to incorporate this idea.
Your character needs some kind of survival. A healing skill, damage prevention skill, armor increase or whatever.
Code: Select all
techniques - dagger_stalking (class)
Fang strike - Use two weapons to hit for poison damage - NEED BALANCING
Lunge - rush and hit for slime damage - NEED BALANCING
Garrote - melee attack that silences + bleeding damage. Must be used from stealth -NOT DONE
Hit and run - Hit with a melee attack and then jump back - NOT DONE
techniques - bow_hunting (class)
Multi arrow -Fire multiple arrows - NOT DONE
Reducing Shot - Acid damage with % blind and reduce eq - NOT DONE
Split arrow - fires a cone at range - NOT DONE
Snake Shot - chain lightning effect with small added poison damage
wild gift - Fury (general)
Balance of weapons - percent based of of dex to restore eq - should work but does not trigger
Winter's chill - infuse weapons with ice damage - NEEDS BALANCING
reappear- switch places with another target -NOTE DONE
Nature's compliance - while stealth ed probability travel can be used -NOT DONE
wild gift- Wrath (class)
Vine Growth - AOE DOT with chance to pin - NOT DONE
Furry of the storm - calls targets close to you and then unleashes lighting with a chance to daze - NEED BALANCING
Tree growth - Summons trees - NEEDS BALANCING
Wild bloom - Summon 2...5 nettle blooms that live for 10 turns. Nettle blooms use spores that deal xxx ranged nature splash damage. Spores infest living creatures with wild growth dealing x nature damage per turn for y turns. When a creatures infected with wild growth dies a nettle bloom spawns that lives for 5 turns. Nature damage heals nettle blooms.
"Infect enough creatures and you will understand the meaning of bloom."
Re: Ranger Class Early Work in progress
Posted: Fri Mar 11, 2011 11:19 pm
by Goblinz
You bring up some good points. This class does need some defensive capabilities that don't rely on blocking incoming projectiles. The idea behind this class was to be able to bog down or funnel enemies while attacking them and then either running away when disadvantaged. My idea on the stalking tree would to be enhance stealth and mobility, not melee. Perhaps I just give it a 'combined arms' approach make the talents fit better.
Re: Ranger Class Early Work in progress
Posted: Fri Mar 11, 2011 11:35 pm
by Susramanian
Although I suppose it is conceivable that a ranger could have furry-themed abilities, you probably mean fury.
http://en.wiktionary.org/wiki/fury
http://en.wiktionary.org/wiki/furry
That can be a particularly unfortunate misspelling these days. To see what I mean, do a couple searches on Google Images-- one for 'fury' and one for 'furry'. One of them will not be work safe.
edit: I wouldn't have posted (forum grammar police are no fun), except that this misspelling is also present in your code. You definitely don't want it in the game!
Re: Ranger Class Early Work in progress
Posted: Sat Mar 12, 2011 12:14 am
by edge2054
I don't know, Fang Strike sounds pretty Furry to me. Maybe he has it right.
Jokes aside feel free to hit me up on IRC Golbinz if you need any help getting stuff to work. Balance of Weapons, assuming this is meant to trigger on hit, probably needs a call in combat to work and I'd be happy to take a look at it if you want.
Re: Ranger Class Early Work in progress
Posted: Sat Mar 12, 2011 12:25 am
by Goblinz
Whoops I mean fury as in rage and destruction. Though looking back it is quite funny.
Re: Ranger Class Early Work in progress
Posted: Sat Mar 12, 2011 12:41 am
by marvalis
Goblinz wrote:My idea on the stalking tree would to be enhance stealth and mobility, not melee.
Then you could edit it so it does not have melee attacks. Example:
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Stalking
Calculated strike - Whenever you attack from stealth you do +10%...100% dmg
Disengage -Jump back (does not consume a turn) - NOT DONE
reappear- switch places with another target -NOTE DONE
Nature's compliance - while stealth ed probability travel can be used -NOT DONE
Goblinz wrote:Balance of weapons - percent based of of dex to restore eq - should work but does not trigger.
How can it trigger? There is no code to activate it (you did not put it in the zip file anyway, I only find the talent files and no other edits)!
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activate = function(self, t)
return {}
end,
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newTalent{
name = "Balance Weapon",
type = {"wild-gift/furry", 1},
require = gifts_req1,
mode = "sustained",
points = 5,
sustain_equilibrium = 15,
no_energy = true,
cooldown = 5,
tactical = { BUFF = 2 },
do_trigger = function(self, t, target)
if rng.percent(20 + self:getTalentLevel(t) * (1 + self:getDex(9, true))) then
game.logPlayer(self, "you regain equilibrium %d%",self:getTalentLevel(t))
self:incEquilibrium(-self:getTalentLevel(t))
end
end,
activate = function(self, t)
return {}
end,
deactivate = function(self, t, p)
return true
end,
info = function(self, t)
return ([[Allows one to use a melee weapon to focus spells, granting %d%% chance per melee attack to reduce %d equilibrium
The chance increases with dexterity.]]):
format(20 + self:getTalentLevel(t) * (1 + self:getDex(9, true)),self:getTalentLevel(t))
end,
}
What did you edit in combat.lua?
Re: Ranger Class Early Work in progress
Posted: Sat Mar 12, 2011 12:58 am
by Goblinz
I did not edit combat.lua .That is the reason why its not working. I do agree with you on having the stalking tree not include melee attacks. I will probably thinks of something, though I do like the calculated strike talent.
Re: Ranger Class Early Work in progress
Posted: Sat Mar 12, 2011 4:18 am
by catwhowalksbyhimself
Since it's a wilder subclass, the add some of the wilder skills, including the one with the heals and such. That would help fill out the skill trees and make it not a pure fighter class like it seems to be now.
Re: Ranger Class Early Work in progress
Posted: Sun Mar 13, 2011 6:13 pm
by marvalis
Nature's compliance - while stealth ed probability travel can be used -NOT DONE
Since all skills have 5 levels, it feels like this skill needs something.
I read somewhere on the forum that stealth reduces your vision of the terrain to one square (because of no light in dark area's).
Therefor I would suggest the following change:
Nature's compliance - while under stealth you can see up to 2...6 tiles of terrain within line of sight even in complete darkness. At level 3 you can use probability travel while under stealth -NOT DONE
Re: Ranger Class Early Work in progress
Posted: Fri Mar 18, 2011 8:48 pm
by Goblinz
Over half of the new talents are done but are not balanced. Any help/suggestions would be great
Re: Ranger Class Early Work in progress
Posted: Sat Mar 19, 2011 3:45 pm
by marvalis
Goblinz wrote:Over half of the new talents are done but are not balanced. Any help/suggestions would be great
What part(s) do you want some help on.
I noticed you updated the code in your first post.
Minor text bug, the description in combat.lua should be balance weapons
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name = "Lunge",
type = {"wild-gift/fury", 3},
require = gifts_req3,
points = 5,
random_ego = "attack",
stamina = 45,
equilibrium = 10,
cooldown = function(self, t) return math.floor(40 - self:getTalentLevel(t) * 4) end,
tactical = { ATTACK = 1, CLOSEIN = 3 },
requires_target = true,
range = function(self, t) return math.floor(5 + self:getTalentLevelRaw(t)) end,
action = function(self, t)
local weapon, offweapon = self:hasDualWeapon()
if not weapon then
game.logPlayer(self, "You cannot use Dual Strike without dual wielding!")
return nil
end
Text bug: game.logPlayer(self, "You cannot use Dual Strike without dual wielding!")
You should probably add on pre use:
on_pre_use = function(self, t, silent) if not self:hasDualWeapon() then if not silent then game.logPlayer(self, "You require a two weapons to use this talent.") end return false end return true end,
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name = "Reducing Arrow",
damtype=DamageType.ACID_BLIND
The description of reducing arrow does not mention the 25% chance to blind.
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name = "Reapear",
if not target:canBe("teleport") then game.logSeen("%s resists the portal!") return end
Maybe change the text to something else, perhaps just to game.logSeen("%s resists!")
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local tg = {type="ball", radius=3, range=self:getTalentRange(t), talent=t}
Ok just wondering, why does reappear uses a 'ball'?
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name = "Vine Growth",
return ([[Causes a vines to grow up and grapple the target for %0.2f physical damage and %0.2f Nature damage in a radius of %d each turn for %d turns and potentially stuns all creatures it affects.]]):
The damage type 'VINE' does not stun but pin. The description says it stuns. This is inconsistent.
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name = "tree growth",
return ([[Summons an tree for %d turns. At talent level 3 and 5 additional trees are summoned]]):format(4 + self:getTalentLevel(t))
Perhaps change description to (also, it should be 'a tree' and not 'an tree'):
return ([[Summons a tree for %d turns. At talent level 3 and 5 one additional tree is summoned]]):format(4 + self:getTalentLevel(t))[/code]
Re: Ranger Class Early Work in progress Testing needed
Posted: Sat Mar 19, 2011 4:24 pm
by Goblinz
Thanks for pointing those out
What part(s) do you want some help on.
I am spending time trying to figure out how snake shot is going to work. However at the moment balance is the biggest issue so any suggestions in regards to that would be helpful.
Re: Ranger Class Early Work in progress Testing needed
Posted: Mon Mar 28, 2011 11:37 am
by Canderel
I am very much looking forward to trying this (I am as we speak)... A Ranged Rogue... Looks awesome. I just dunno where to put points! So much variety.
BTW. You "Chain Lightning Arrow"'s description still reads like chain lightning.
EDIT: The names of the hunting tree should not be so "bow" or "sling" orientated. Using shot is good, because it doesn't prejudice towards any launcher. (I had to double check that I can in fact use both)
Personally I think i'm gonna go with slings... But I'll see... Thing is Dex, Wil and Cun, and Str if you want a bow build. So slings suits better.
Grow vine is *really* good (read almost stupidly good). Activate it, do some AOE damage, fire with your launcher, pins the targets and then, after the spell ended, they are still pinned for some turns.
Re: Ranger Class Early Work in progress Testing needed
Posted: Mon Mar 28, 2011 1:28 pm
by Final Master
If there were to be more overlap with current archers, I'd prefer for this to become the new Archer class...