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[Magiclysm] Add feral stormshapers #76766

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merged 13 commits into from
Oct 3, 2024

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Standing-Storm
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@Standing-Storm Standing-Storm commented Oct 1, 2024

Summary

Mods "[Magiclysm] Add feral stormshapers"

Purpose of change

Still adding more feral mages

Describe the solution

Add the feral stormshaper and feral high stormshaper. They blast lightning around (of course), stun you with Wall of Fog, and cast Call Stormhammer and proceed to hammer the storms out of you. If you know Dispel Magic, you can dispel the stormhammer.

Also, the high stormshaper brings back Shockstorm (if anyone should have it, a lightning wizard should)

Describe alternatives you've considered

Testing

Feral stormshapers summon the stormhammer, which is dispellable. They use their spells appropriately (for monster AI). Don't end up in melee and get downed by Wall of Fog while they have their stormhammer out.

As with most of these feral wizards, they have no good defense against Bullet.

Additional context

@Standing-Storm Standing-Storm marked this pull request as draft October 1, 2024 19:24
@github-actions github-actions bot added [JSON] Changes (can be) made in JSON Mods Issues related to mods or modding Spawn Creatures, items, vehicles, locations appearing on map Monsters Monsters both friendly and unfriendly. Mods: Magiclysm Anything to do with the Magiclysm mod labels Oct 1, 2024
@github-actions github-actions bot requested a review from KorGgenT October 1, 2024 19:25
@github-actions github-actions bot added the astyled astyled PR, label is assigned by github actions label Oct 1, 2024
@Psithief
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Psithief commented Oct 1, 2024

So are they more annoying than an electric zombie? They'll break all my electronics as well?

@github-actions github-actions bot added the Mechanics: Enchantments / Spells Enchantments and spells label Oct 1, 2024
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github-actions bot commented Oct 1, 2024

Spell checker encountered unrecognized words in the in-game text added in this pull request. See below for details.

Click to expand
  • %1$s stormhammers 's %2$s!
  • %1$s stormhammers 's %2$s, but they do no damage.
  • %1$s stormhammers your %2$s!
  • %1$s stormhammers your %2$s, but they do no damage.
  • %1$s tries to stormhammer , but they dodge!
  • %1$s tries to stormhammer you, but you dodge!
  • %1$s tries to stormhammers you, but you dodge!
  • Designed to make any future stormhammers have a much longer cooldown than the first one so that dispelling them is tactically advantageous. You shouldn't see this.
  • Summon a stormhammer by effect. You should never see this.
  • You are a monster wielding a stormhammer, as this effect indicates.

This alert is automatically generated. You can simply disregard if this is inaccurate, or (optionally) you can also add the new words to tools/spell_checker/dictionary.txt so they will not trigger an alert next time.

Hints for adding a new word to the dictionary
  • If the word is normally in all lowercase, such as the noun word or the verb does, add it in its lower-case form; if the word is a proper noun, such as the surname George, add it in its initial-caps form; if the word is an acronym or has special letter case, such as the acronym CDDA or the unit mW, add it by preserving the case of all the letters. A word in the dictionary will also match its initial-caps form (if the word is in all lowercase) and all-uppercase form, so a word should be added to the dictionary in its normal letter case even if used in a different letter case in a sentence.
  • For a word to be added to the dictionary, it should either be a real, properly-spelled modern American English word, a foreign loan word (including romanized foreign names), or a foreign or made-up word that is used consistently and commonly enough in the game. Intentional misspelling (including eye dialect) of a word should not be added unless it has become a common terminology in the game, because while someone may have a legitimate use for it, another person may spell it that way accidentally.

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Hope I'm not overstepping by reviewing out of nowhere, I just like keeping up-to-date on mods and I've got enough json know-how to maybe help a bit?

data/mods/Magiclysm/monsters/feral_wizards.json Outdated Show resolved Hide resolved
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@Standing-Storm
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Standing-Storm commented Oct 1, 2024

So are they more annoying than an electric zombie? They'll break all my electronics as well?

Stormshapers don't have an EMP spell, so no. It's currently not possible to use magic to create EMPs. Since they have other magic, though, they'll definitely be more annoying than an electric zombie.

But if stormshaping does get an EMP spell, then why wouldn't feral stormshapers be able to cast it?

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rty275 commented Oct 1, 2024

Oh gosh, I just realized I reviewed while it was still in draft, you were probably going to catch that stuff yourself. I'm sorry, that was wrong of me.

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No offense taken! Reviewing is mostly thankless work and I won't complain about someone willing to do it.

@Standing-Storm Standing-Storm marked this pull request as ready for review October 2, 2024 03:12
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Psithief commented Oct 2, 2024

But if stormshaping does get an EMP spell, then why wouldn't feral stormshapers be able to cast it?

Feral monsters should be too smart to waste their time using an EMP spell when they can use a direct damage spell. An EMP wouldn't improve their chances to kill in almost all circumstances. Adding one would just be player punishment. Even the incandescent husk isn't firing off its EMP on purpose as far as a player is aware.

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Feral monsters should be too smart to waste their time using an EMP spell when they can use a direct damage spell. An EMP wouldn't improve their chances to kill in almost all circumstances. Adding one would just be player punishment. Even the incandescent husk isn't firing off its EMP on purpose as far as a player is aware.

That is more tactical acumen than the feral mages have. That's why the feral magus will put multiple debuffs on you and then cast dispel magic (removing all the debuffs they put on you). A feral stormshaper with an EMP spell would just be firing it off at an enemy, especially considering any such spell would probably do lightning damage and EMP, rather than just being an EMP. If you put one in combat with a mi-go they'd try to EMP it too.

@github-actions github-actions bot added json-styled JSON lint passed, label assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions labels Oct 2, 2024
@Maleclypse Maleclypse merged commit c9f96e6 into CleverRaven:master Oct 3, 2024
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Do you want some feral amateur spellcaster variants? Like one that randomly casts faerie fire or whatever the equivalent Magiclysm spell is on enemies at night time?

@Standing-Storm Standing-Storm deleted the feral-stormshaper branch October 6, 2024 00:13
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Do you want some feral amateur spellcaster variants? Like one that randomly casts faerie fire or whatever the equivalent Magiclysm spell is on enemies at night time?

I actually put Faerie Fire into Magiclysm as a Magus spell! #76240

If there's some way to give random ferals a chance to have a single spell that would be amazing--Magiclysm lore is that ~25% of the population could cast at least 1 spell so a huge portion of ferals should know magic (though only 10% of those people knew more than 1, so the proportion of feral mages to other ferals is probably right).

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So it would require doing the same shenanigans as the ratkin, where you have a new mon_id that is identical to the pre-existing except the small change and then drop that into spawngroups at an appropriate ratio.

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5 participants