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Skill: Applebucking [WIP it good]

Discussion in 'Modding' started by Catbread, Jun 15, 2012.

  1. Catbread

    Catbread Member

    I know next to nothing about modding or game balance or art. I will now attempt to mod something.
    Here's what I've got so far, if you're curious. All of this is heavily subject to change, of course.

    Applebucking
    "You make an honest living selling apples and apple accessories. You can find apples in the unlikeliest of places, and all your harvesting work has made you extra tough."

    [​IMG]
    (Here is an image of an exploding apple I found on the internet and am using for Splatter. It is the only art I have at the moment. I'll root around in a dumpster for more later.)

    Applebucking is a survivability-oriented Warrior skill which revolves around acquiring as many apples as possible, then using them for things. It includes a number of bonuses to strength, health, alchemy, and more, as well as a few special moves and secret recipes.

    I looked around to see whether anyone else had already done a mod centered around apples. Equestrian Expatriate does contain some Applebucking and Honestycraft, but that does not deter me, as that mod doesn't have nearly enough apples in it.

    Rank Zero: Harvest Season
    "Inexplicably, you have a chance to find apples on the bodies of slain foes."
    +1:burliness: +1:edr:
    10% chance of all enemies dropping an apple on death. I have almost worked out how to implement this. I basically just need to copy the code for Green Harvest or Plunder.
    Note: Would :life_regen: work well here?

    Rank One: Splatter
    "Your knowledge of apples allows you to use them as deadly projectile weapons."
    +1:burliness: +3:edr:
    Ability get: Splatter. Allows you to throw an apple at enemies on a 12 turn cooldown.
    This is a tricky one. There are a number of ways I can go about implementing this.
    IDEAL: The ability would consume an apple from your inventory when used and act as a missile attack that scales with your strength and causes damage similar to a thrown item. I have no idea how to do this.
    BACKUP: You learn a recipe that coverts apples to thrown weaponry. This would be a lot easier to implement, but less fun.
    Note: Learn recipe for Apple Pie here?

    Rank Two: Cider Prodigy
    "You've learned how to brew a variety of apple-based beverages, as well as a few others which, strangely, do not contain apples."
    +1:burliness: +1:alchemy:
    Adds the chance for enemies to drop Hard Cider.
    Not sure what this should do besides allow you to brew stuff. It'll probably add a recipe, too.

    Rank Three: The Best Policy
    "Hard work and honest living allows you to see the truth. You more easily avoid traps and other dishonest things."
    +1:stubborness: +1:trap_level: +1:trap_sense: +3:edr: +5:reflection: +2:magic_resist: +2:resist_existential: +2:resist_transmutative: -3:dodge: -3:sneakiness:
    A mixed bag of defensive stat boosts that help you resist traps and magic, but some penalties to rogue-ing due to honesty.
    Note: Possible ability that lets you "see the truth"?

    Rank Four: Fruity Rituals
    "Intense apple study has granted you an understanding of even the most mysterious fruits."
    +1:burliness: +1:alchemy: +1:life_regen:
    Ability get: Fruity Rituals, which ideally would consume apples from your inventory and give you a random thing, such as cider, foodstuffs, potions, or other things. (Should I get this to work with other mods, like More Potions? That would probably be too dicey, but it's something to consider.)
    Backup: Learn a recipe that turns apples into a "grab bag" item, which gives you the random apple product.
    Backup II: Learn a bunch of recipes.

    Rank Five: Infinite Orchard
    "You can harvest ALL the apples. Don't let anyone tell you otherwise. Drops from enemies are much more frequent."
    +1:burliness: +1:edr:
    Just like it says. Also,
    Ability get: Apples to Apples, which lets you generate an apple every 30 turns or so. Not sure about this one.
    or: Splatter Mk.2, which would make the thrown apple explode and cause bleeding.

    Rank Six: You Didn't Learn Anything
    "All that harvesting has taught you nothing whatsoever. You can now do what you've been doing all along... but better. Oh, so much better."
    +2:burliness: +2:stubborness: +1:trap_level: +1:trap_sense: +3:edr: +2:magic_resist: +1:resist_existential: +1:resist_transmutative: -5:dodge: -5:sneakiness:
    This is where I should go crazy. This buff should do, but it could use something more, for example:
    Ability get: Buck Wild, a devastating physical attack that sends the target clear across the room. (I read up on how to implement this! Ha!)

    That's what I've come up with so far. It's just about fully formed, I just need to figure out how to code it all!
    Also, I'm not sure whether it's balanced. I've done my best at guessing numbers that aren't too high, but all I have is guessing.
    Should I have more stats? Different ones? More health, maybe? Different skills, or different recipes? (I also need to work on recipes and unique apple foodstuffs.)
    I'll work everything out in time, but feel free to comment if you have any... comments.
     
    Daynab likes this.
  2. ProtoMan

    ProtoMan Member

    I was expecting way more My Little Pony than I got...
    @Splatter
    It's impossible to take in apples specifically. There's a tag that takes in food, but it only takes in random food from the player's inventory. It's consumefood, if you were wondering.
    As for balancing:
    That might be a little to much :burliness: . It probably needs testing, but by the end of the tree you have +6 :burliness:, which is a lot.
    I have absolutely no idea why this skill gives you a pretty decent amount of trap expertise. Not exactly sure why you're giving out :edr: either.
     
    Catbread likes this.
  3. Catbread

    Catbread Member

    Aw, shoot.
    Oh well, at least that simplifies things- I just need to focus on recipes that turn apples into other things, rather than moves, if moves can't do it.
    I was wondering about that. Fortunately it'd be easy to cut back.
    They're meant to fit the theme, but they're not essential.
    I figured the trap expertise would contribute to general survivability, which is the main focus, but I can cut back a bit. Removing it from You Didn't Learn Anything should do.
    Besides the theme, :edr: is to help Splatter connect. I could probably cut back on it...

    Thanks for the comments.