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The conditioner (not the hair stuff)

Discussion in 'Modding' started by zellking, Jul 6, 2012.

  1. zellking

    zellking Member

    This is a idea I thought of after looking at a post null wrote when I was looking for a method of removing buffs based on your current health. Its a warrior skill based around certain conditions being met, if they are then you will receive big bonuses. If you don't meet the conditions however, you will receive a huge set of de-buffs which will completely screw you up. I might add a skill or two in here related to enemies having effects, but that's dependent on if I can do it or not. so here is how it goes:

    Level 1 skill: Basic training
    "Before learning how to condition yourself and your enemies, you must first train your body to withstand such ordeals, with this you have started your training."
    Adds
    +5 :life::mana: (training mind AND body kind of thing here.)
    +1 :armor_asorb::block::stubborness:
    No skills on this level (yet, might think of one related to it)

    Level 2 skill: Completed training
    "You have finally completed your training in order to learn how to condition yourself, but now the trials begin."
    Adds
    +5 :life::mana:
    +3 :burliness:
    +2 :stubborness::block:
    No skills on this level (might add something for a temporary light stat boost based on focusing, but until i can think of one, there's nothing here.)

    Level 3 skill: Hunger conditioning
    "You have learned how to condition your body and make it expect to be fed, but be warned, if your body thinks something is going to happen, and nothing does, it can cause some serious consequences."
    This is the first conditioning move, I'll make it check for the eating buff to be active every turn for 25 turns, then give you a 40 turn buff with high effects shown below the de-buff for failing to meet the condition will last 20 turns.
    The skill itself adds
    +1 :sagacity::stubborness:
    The buff for meeting the conditioning will add (this stuff is going to need heavy balancing)
    +5:armor_asorb::counter::crit::block:
    +2 :life_regen::sagacity::burliness:
    +1 :dmg_crushing::dmg_piercing::dmg_slashing:
    +10 :magic_resist::reflection:
    The de-buff for failing to meet the conditioning will add (this should hurt allot, but it might not be good enough)
    Deals 1 damage per turn to your health
    stops food and drink working
    -5 :armor_asorb::block::counter::dodge::crit::magic_resist::reflection:
    -3 :burliness::nimbleness::caddishness::sagacity::savvy::stubborness:

    Level 4 skill: (not too sure on this one, but I'l add it when i think of a good one, either drinking or having a certain buff.)

    Level 5 skill: Condition your enemies
    "you have learned to condition yourself very well, but can you condition your enemies effectively?"
    This ones a enemy de-buff check, if i cant get this working, i'll remove it and put the capstone skill at level 5.
    Im thinking some kind of easy to put on them effect, which is awkward, because not many warrior skills have effects, so might make it check for several different effects the enemies could have. If you succeed the check, you put a de-buff that makes them heavily vulnerable to all melee damage types, and causes them to take bleed damage. if you fail it, you give them +10 to all defences for 10 turns.

    Enemy debuff does:
    -10:resist_crushing::resist_piercing::resist_slashing:
    -2 health a turn
    a bleed effect
    -10:dodge::block::counter:
    make them unable to move
    The enemy buff does
    +10:resist_crushing::resist_piercing::resist_slashing:
    +10 :dodge:

    Level 6 skill (final skill): The final condition
    "You have reached the penultimate method of conditioning yourself, the condition to stay healthy."
    Im stuck between 2 different things for this, should I stop health regeneration (defeated by diggle god anyway) or take 1 health away per turn? either way it will last 100 turns and give you reasonably large bonuses to offensive and defensive skills, I might also add a proc on being hit to do small aoe damage. The main negative point of this is if you go below a certain health (checked by removing health and adding it), you die.
    Buff will add:
    -1 health per turn or minus 999999999 health regen (NEVER REGEN HEALTH)
    +5:block::counter::reflection::crit:
    +2 :burliness::caddishness::nimbleness::sagacity::savvy::stubborness:
    +4:armor_asorb:
    +15:reflection::dodge:
    So what do you guys think? Im heavily up to changing this, but i thought it would be a good idea.
    I have checked that the final skill works during testing (that was the only thing putting me off trying to make this) and works by having a zero turn buff that reduces health rather then a spell.
     
  2. Ruigi

    Ruigi Will Mod for Digglebucks

    Skill levels that offer straight up bonuses to stats aren't really that interesting. It's a common interest for new modders to offer some kind of passive stat bonus skill. I would invite you to explore spell effect scripting and skill modding to get some bigger ideas about what kind of stuff is possible.
     
  3. zellking

    zellking Member

    i was intending to add a bonus effect of a aoe chance on strike on the last moves buff, as well as potentially add more, but i decided it would be a good idea to have some people with experience within the modding scene (such as yourself good sir) tell me how off i am with the balancing, which im guessing is pretty heavy.

    also, from what I can tell it would be a bit evil to code anyway, what with how each of the conditions will require a buff to run at least one DOT spell for the requirements.
     
  4. AvzinElkein

    AvzinElkein Member

    I have a possibly different name for this one: Disciple of Pavlov.
     
    Kazeto likes this.
  5. zellking

    zellking Member

    thats a brilliant idea. i might actually use that.