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[Brainstorming] Dreadbound

Discussion in 'Modding' started by Onamar, Jul 10, 2012.

  1. Onamar

    Onamar Member

    So I've had this idea for a while now for a mod based on Earthbound, I've started working on it a bit and have most of it sorted out in my head, but I'm stumped on a few things. Without further ado...

    What I Have Planned:
    Items
    Lots and lots, Bats, the whole ____ of Kings set, a few frying pans, Franklin Badge, Bottle Rockets, you name it

    Skills
    Lil' Slugger
    Level 0: Batter Up!
    +:crit:
    A brittle buff that gives you some :melee_power: and :crit: for one attack, 12 turn cooldown.

    Level 1: SMAAASH!!
    +:crit:
    A chance to get a SMAAASH!! when you get a crit.

    Level ? (One below the Capstone): Magicant Brand Performance Enhancers
    +:burliness:
    +:crit:
    Increased chance for a SMAAASH!!

    Capstone: Rock Out
    Basically, an initial hit in a big cone shaped area starting from the player's location, and then a bunch of random zig-zagging lines in that area that do a bunch of different damage types. The only square GUARANTEED to be hit every time is the one directly in front of you. I was thinking :dmg_aethereal:, :dmg_conflagratory:, :dmg_existential:, :dmg_hyperborean:, :dmg_blast:, :dam_voltaic:, :dmg_transmutative:, and maybe the occasional :dmg_righteous: for possible damage types. I'm not sure what I should make it scale on.

    Psychic Prodigy
    Level 0: Pray
    Very low :mana: cost, causes one of many effects, from stunning nearby enemies, healing you, putting yourself to sleep, draining all your mana, restoring some mana, doing nothing, basically as many stupid effects as I feel like putting in there.

    Level 1: PSI Freeze
    Low :mana: cost, single target :dmg_hyperborean: damage with a chance to stun for one turn.

    Level 2: PSI Shield
    A small :magic_resist: buff with upkeep

    Level 3: PSI Fire
    Think something like Dragon's Breath, except expanding sideways from a point a few tiles away from you. :dmg_conflagratory: damage, medium :mana: cost.

    Level 4: PSI Counter
    :reflection: buff, higher upkeep than PSI Shield

    Level 5: PSI Thunder
    You have to have a target to actually use it, but the four bolts hit randomly in an area that looks like this:
    Code:
    ...#...
    ..###..
    .#####.
    #######
    .#####.
    ..###..
    ...#...
    Each bolt deals :dam_voltaic: in a 3x3 square area, with the center doing extra damage, so it's more useful for blowing up groups of monsters than trying to take out one target. High :mana: cost.

    Boy Genius
    Would give few levels of :tinkerer: and some other stats, but the real draw would be that you get a recipe each level, by the end you would be able to make all three types of Bottle Rockets and Jeff's gadgets in the form of some special crossbows, like the Hungry HP Sucker or the Heavy Bazooka.

    Prince of the East
    Yeah, I'm pretty much stumped on how to handle Poo. Maybe some kind of Warrior/Wizard hybrid?

    What I Need Your Help With
    1) Brainstorming a few more skills for Lil' Slugger, and basically all of Prince of the East
    2) Any other ideas/suggestions/feedback you guys have

    I'll try to get something semi-playable out as soon as I get all the basics sorted out.
     
    Giygas likes this.
  2. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Dost thou need some sprites, or are you going to direct-port over?
     
  3. Giygas

    Giygas Member

    IMO I would see a Jeff skill kind of being like a Rouge Scientist/Clockwork Knight mixture.

    He should get the recipes for bottle rockets as he levels up, like how Clockwork Knights get their various recipes. As you said, he should get :tinkerer: and possibly :wand_burn: on level up.

    HP sucker and the Hungry HP sucker should be abilities (HP sucker has a long cooldown but can fire anywhere for a vampire effect, Hungry HP Sucker also does an AOE with the same effect). I suppose the Slime Generator could be used for a short-ranged attack that confuses and deals :dmg_acidic:, and maybe the Shield Snatcher that steals buffs off of enemies. The Heavy Bazooka could be a crossbow gained at the capstone or the capstone skill.


    Poo could have an effect similar to Veganism's effect, but it would probably only be a -:life:/:life_regen: buff instead of crippling you. The problem is, you would need to introduce a bunch of new food and water solely for Poo because none of the in-game foods fit his bill (except maybe fruit but that would be like a Veganism copy). The capstone would, of course, be PSI Starstorm. Perhaps he gets the alpha version halfway through and then he learns the omega version at the end.

    The Magicant Performance Enhancer skill could also give you a Magicant Bat and it's crafting recipe. I'm stumped for more ideas for Lil' Slugger, too.
     
  4. BladeOfGrass

    BladeOfGrass Member

    Lil' Slugger should have ...And, Casey Steps Up to the Plate with a 50% chance of hitting something for extreme damage or very light damage.
     
  5. Giygas

    Giygas Member

    I thought the Casey Bat hit rate in-game was lower? But yeah, that's a good idea. I second that.
     
  6. Onamar

    Onamar Member

    I was actually planning to add the Casey Bat as an actual item. That proc BladeOfGrass came up with would be a good idea to add onto it, as if it isn't crazy enough with its absurd amount of :dmg_crushing: , 100% SMAAASH!! proc on crits, and -100:edr:, among other stats.

    And I believe its hit rate is closer to 25% in Earthbound.

    That would be fantastic if you could help out with sprites Fax.

    EDIT: Oh, I think I just had a decent idea for a level 0 skill for Poo. How about a drinkbuff that gives him some extra :mana_regen: for a few turns after drinking something. That would definitely be useful for Warrior/Wizards using stuff like Viking Wizardry or Warlockery.
     
  7. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Alright. Lemme know what items you need drawn up and I'll see what I can do.
     
  8. Onamar

    Onamar Member

    Alright, thanks, I sent you a PM with a list of the items.
     
  9. Onamar

    Onamar Member

    Alright, I think I've managed to horribly break something, and I'm not sure what. There are two issues: For some reason, all Bottle Rockets are digging through walls even though I never set them to, and for some reason Big Bottle Rockets and Multi Bottle Rockets are a little bit recursive, they keep on looping back to the first explosion over and over and over for some reason, it doesn't seem to end until several minutes have passed. This is probably easy to fix, but I'm new to all this.

    EDIT: Oh, oh, oh wow I'm dumb. I think I just figured it out. I have to link the item to a single spell that triggers all the other spells at once, or else it will spawn a new chain of explosions for everything the first one hit. That still doesn't fix the digging problem though.

    Code:
    <!-- Rockets -->
    <spell name="Bottle Rocket Blast" type="template" templateID="10" >
        <effect type="damage" blasting="3" conflagratory="3" blastingF="0.2" conflagratoryF="0.1" primaryScale="5" affectscaster="1" />
        <anim sprite="sprites/sfx/blastB/blastB" frames="4" framerate="70" centerEffect="1" sfx="explosion"/>
    </spell>
     
    <spell name="Big Bottle Rocket Blast" type="template" templateID="10" >
        <effect type="damage" blasting="6" conflagratory="6" blastingF="0.2" conflagratoryF="0.1" primaryScale="5" affectscaster="1" />
        <anim sprite="sprites/sfx/blastB/blastB" frames="4" framerate="70" centerEffect="1" sfx="explosion"/>
        <effect type="trigger" spell="Big Bottle Rocket Blast 2" />
    </spell>
     
    <spell name="Big Bottle Rocket Blast 2" type="template" templateID="99" >
        <effect type="damage" blasting="3" conflagratory="3" blastingF="0.2" conflagratoryF="0.1" primaryScale="5" affectscaster="1" />
        <anim sprite="sprites/sfx/blastB/blastB" frames="4" framerate="70" centerEffect="1" sfx="explosion"/>
    </spell>
     
    <spell name="Multi Bottle Rocket Blast" type="template" templateID="10" >
        <effect type="damage" blasting="9" conflagratory="9" blastingF="0.2" conflagratoryF="0.1" primaryScale="5" affectscaster="1" />
        <anim sprite="sprites/sfx/blastB/blastB" frames="4" framerate="70" centerEffect="1" sfx="explosion"/>
        <effect type="trigger" spell="Multi Bottle Rocket Blast 2" />
    </spell>
     
    <spell name="Multi Bottle Rocket Blast 2" type="template" templateID="99" >
        <effect type="damage" blasting="6" conflagratory="6" blastingF="0.2" conflagratoryF="0.1" primaryScale="5" affectscaster="1" />
        <anim sprite="sprites/sfx/blastB/blastB" frames="4" framerate="70" centerEffect="1" sfx="explosion"/>
        <effect type="trigger" spell="Multi Bottle Rocket Blast 3" />
        <effect type="trigger" spell="Multi Bottle Rocket Blast 3" />
        <effect type="trigger" spell="Multi Bottle Rocket Blast 3" />
    </spell>
     
    <spell name="Multi Bottle Rocket Blast 3" type="self" >
        <effect type="triggerfromlist" >
            <option name="Mini Rocket Blast 1" />
            <option name="Mini Rocket Blast 2" />
            <option name="Mini Rocket Blast 3" />
            <option name="Mini Rocket Blast 4" />
            <option name="Mini Rocket Blast 5" />
            <option name="Mini Rocket Blast 6" />
            <option name="Mini Rocket Blast 7" />
            <option name="Mini Rocket Blast 8" />
        </effect>
    </spell>
     
    <spell name="Mini Rocket Blast 1" type="template" templateID="1990" >
        <effect type="damage" blasting="3" conflagratory="3" blastingF="0.2" conflagratoryF="0.1" primaryScale="5" affectscaster="1" />
        <anim sprite="sprites/sfx/blastB/blastB" frames="4" framerate="70" centerEffect="1" sfx="explosion"/>
    </spell>
     
    <spell name="Mini Rocket Blast 2" type="template" templateID="1991" >
        <effect type="damage" blasting="3" conflagratory="3" blastingF="0.2" conflagratoryF="0.1" primaryScale="5" affectscaster="1" />
        <anim sprite="sprites/sfx/blastB/blastB" frames="4" framerate="70" centerEffect="1" sfx="explosion"/>
    </spell>
     
    <spell name="Mini Rocket Blast 3" type="template" templateID="1992" >
        <effect type="damage" blasting="3" conflagratory="3" blastingF="0.2" conflagratoryF="0.1" primaryScale="5" affectscaster="1" />
        <anim sprite="sprites/sfx/blastB/blastB" frames="4" framerate="70" centerEffect="1" sfx="explosion"/>
    </spell>
     
    <spell name="Mini Rocket Blast 4" type="template" templateID="1993" >
        <effect type="damage" blasting="3" conflagratory="3" blastingF="0.2" conflagratoryF="0.1" primaryScale="5" affectscaster="1" />
        <anim sprite="sprites/sfx/blastB/blastB" frames="4" framerate="70" centerEffect="1" sfx="explosion"/>
    </spell>
     
    <spell name="Mini Rocket Blast 5" type="template" templateID="1994" >
        <effect type="damage" blasting="3" conflagratory="3" blastingF="0.2" conflagratoryF="0.1" primaryScale="5" affectscaster="1" />
        <anim sprite="sprites/sfx/blastB/blastB" frames="4" framerate="70" centerEffect="1" sfx="explosion"/>
    </spell>
     
    <spell name="Mini Rocket Blast 6" type="template" templateID="1995" >
        <effect type="damage" blasting="3" conflagratory="3" blastingF="0.2" conflagratoryF="0.1" primaryScale="5" affectscaster="1" />
        <anim sprite="sprites/sfx/blastB/blastB" frames="4" framerate="70" centerEffect="1" sfx="explosion"/>
    </spell>
     
    <spell name="Mini Rocket Blast 7" type="template" templateID="1996" >
        <effect type="damage" blasting="3" conflagratory="3" blastingF="0.2" conflagratoryF="0.1" primaryScale="5" affectscaster="1" />
        <anim sprite="sprites/sfx/blastB/blastB" frames="4" framerate="70" centerEffect="1" sfx="explosion"/>
    </spell>
     
    <spell name="Mini Rocket Blast 8" type="template" templateID="1997" >
        <effect type="damage" blasting="3" conflagratory="3" blastingF="0.2" conflagratoryF="0.1" primaryScale="5" affectscaster="1" />
        <anim sprite="sprites/sfx/blastB/blastB" frames="4" framerate="70" centerEffect="1" sfx="explosion"/>
    </spell>    
     
  10. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Are you sure they're digging and not just hitting fragile walls?
     
  11. Onamar

    Onamar Member

    Yeah I'm sure. The Multi Bottle Rocket made it really obvious that something was wrong, it basically doubled the size of one of those little Lutefisk rooms.
     
  12. Onamar

    Onamar Member

    Uhh, well, it seems I apparently did SOMETHING to stop the digging when I fixed the whole recursive mess. I never touched the regular Bottle Rocket spell either... Weird.
     
  13. Onamar

    Onamar Member

    Does anyone know what the "randoms" tag does? I can't seem to find it documented on the wiki anywhere. I noticed it on some items in the core game:
    Code:
    <item name="Clockwork Power-limb" iconFile="items/ring_clockwork_limb.png" craftoutput="1" overrideClassName="Attachment" >
        <price amount="1750" />
        <armour type="ring" level="5" randoms="0" />
        <description text="This byzantine collection of gears, springs, and braces will augment the power of any limb you strap into it. Keep this well oiled and don't splash too much ichor around the moving parts." />
        <primarybuff id="1" amount="-1" /> <!-- Nimbleness -->
        <secondarybuff id="7" amount="2"/> <!-- block -->
      <secondarybuff id="9" amount="-5" /> <!-- EDR -->
        <secondarybuff id="2" amount="3"/> <!-- melee power -->
        </item>
     
  14. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Randoms is supposed to give it random attributes.
     
  15. Kazeto

    Kazeto Member

    The 'randoms="1"' tag enforces rolling artefact bonuses on items that don't get them rolled naturally but have them.
     
  16. Megaron

    Megaron Member

    Lil' Slugger should be a gish spellcasting tree.
    Level 1 should be displaced (aka moved one level up) and given PK Rockin'--a severely scaled down version of Rock Out, in a 3x3 targetted area.
    Level 3 should have Offense Up - targetted spell that buffs for +3 melee and +5 magic power to whatever it hits, be it you or a monster. Having this buff up on anything also gives a chance to get a Smaaaash!!
    Level 4 should have PK Flash - targetted spell that deals Aethereal, and then causes a random effect--all of them beneficial, unlike Prayer.

    Prince of the East should be a bit like vampirism--would be overpowered, if it weren't for the fact you can only eat certain things. Do a really complicated mitchamabobber to ensure the player never or barely gets healed by regular food, then give a way to get Brain Lunches, and really powerful spells during the tree.

    EDIT: Pressed enter by accident whoopsie.
     
  17. Onamar

    Onamar Member

    I like the idea for PSI Flash and Offense Up, although I think a gish type setup would work better for Prince of the East, since Poo is kind of a hybrid like that already. Brainshock, Defense Down, Shield, Power Shield, and of course, Starstorm.
     
  18. Onamar

    Onamar Member

    Sorry progress is a bit slow here, the Steam Sale is very distracting. I've spent far too much time playing Civilization IV already, but rest assured that this mod will be completed at some point.
     
  19. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    <_< I've been playing a lot of Thief instead of spriting myself. I'll get them done for you soonish.
     
  20. Onamar

    Onamar Member

    No problem. No matter how long it takes you, you'll still finish before I do, now I have the Guild Wars 2 beta weekend ruining any chance I had of actually working on this.
     
    IchigoRXC likes this.