[v1.7.0+] Class: Lycanthrope

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paramecium
Posts: 3
Joined: Thu Apr 03, 2025 6:50 am

[v1.7.0+] Class: Lycanthrope

#1 Post by paramecium »

Lycanthropes are wilders who focus on making wounds and bleed enemy to death.
Class: Lycanthrope
Lycanthropes use offhand mindstar to absorb, store and utilize blood from himself and enemies.
He can transform into a beast when he collected enogh blood.

I'm not so good at English and the English text in this addon may have some erorrs.
Please let me know if there are any translate errors or other bugs.

monju3072
Posts: 4
Joined: Thu Apr 10, 2025 3:43 pm

Re: [v1.7.0+] Class: Lycanthrope

#2 Post by monju3072 »

Hello,
It seems that Totem still has an issue. Bear Totem removes beneficial mental effect on activation.
I believe this is occurring due to the precedence of 'and/or'.

Code: Select all

			if e.type == "mental" or e.type == "physical" and e.status == "detrimental" and e.subtype["cross tier"] then
				force[#force+1] = {"effect", eff_id}
			elseif e.type == "mental" or e.type == "physical" and e.status == "detrimental" then
				effs[#effs+1] = {"effect", eff_id}
			end

paramecium
Posts: 3
Joined: Thu Apr 03, 2025 6:50 am

Re: [v1.7.0+] Class: Lycanthrope

#3 Post by paramecium »

monju3072 wrote: Fri Apr 18, 2025 9:04 am Hello,
It seems that Totem still has an issue. Bear Totem removes beneficial mental effect on activation.
I believe this is occurring due to the precedence of 'and/or'.

Code: Select all

			if e.type == "mental" or e.type == "physical" and e.status == "detrimental" and e.subtype["cross tier"] then
				force[#force+1] = {"effect", eff_id}
			elseif e.type == "mental" or e.type == "physical" and e.status == "detrimental" then
				effs[#effs+1] = {"effect", eff_id}
			end
Thanks for reporting, this bug should have been fixed in the latest version (0.0.8, bear-totem_fix).

monju3072
Posts: 4
Joined: Thu Apr 10, 2025 3:43 pm

Re: [v1.7.0+] Class: Lycanthrope

#4 Post by monju3072 »

Now it works fine. Thank you!
By the way, an enemy creates a clone of my character, and the clone and my character attack each other with Blood Spine infinitely until my character is finally killed.
Therefore, it may be necessary to introduce a limitation on the number of counterattacks.

paramecium
Posts: 3
Joined: Thu Apr 03, 2025 6:50 am

Re: [v1.7.0+] Class: Lycanthrope

#5 Post by paramecium »

monju3072 wrote: Sun Apr 20, 2025 5:02 am Now it works fine. Thank you!
By the way, an enemy creates a clone of my character, and the clone and my character attack each other with Blood Spine infinitely until my character is finally killed.
Therefore, it may be necessary to introduce a limitation on the number of counterattacks.
Okay, now it only triggers once for each enemy.

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: [v1.7.0+] Class: Lycanthrope

#6 Post by visage »

Nice class! I particularly like the idea to make Meditation more interesting.

One suggestion -- I think the class would be more coherent if you removed the Technique and Cunning categories and let it be a pure Wilder. You already have two resource types, and including Stamina just dilutes things. ...and Poisons are just such an amazingly good category that they threaten to crowd out the interesting new categories you've added.

Bursade
Low Yeek
Posts: 8
Joined: Fri Apr 01, 2016 6:12 pm

Re: [v1.7.0+] Class: Lycanthrope

#7 Post by Bursade »

Wow, this class seems really interesting. Also, very on-topic with the upcoming DLC :D

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