[Implemented] Salamander Self-defense System

Hanzo

Well-Known Member
Oct 10, 2015
235
123
Hello there.

I had an idea for an item so I decided to write it. It's an accessory that triggers an attack when the user's shields reach zero. I'm writing one that deals fire damage and I plan to do another one that paralyzes instead of dealing damage.
However, I've never written something for TiTS or used google docs, so it's likely that I've made mistakes, hence why I'll wait to see what I've done wrong before starting the second one.

This is the link to the doc.


At first I had doubts about making it a shield or an accessory, but I made it an acc at the end.

Update - I've added the code for the item file using another accessory from the repository as a template. I lack the coding skills and the game's code knowledge to code its special function, I'm afraid.

Update 2 - Second item added.

Update 3 - Third one finished.

Update 4 - Submitted.
 
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wallpaper

Well-Known Member
Nov 29, 2017
141
62
I like the idea, too... But it seems more like it ought to be an electrical attack as though the shields accumulate excess energy when struck and deliver a charge back when overloaded. This could possibly be nerfed with range attacks though.

If fire is key (I mean it must be to be named the salamander shield) then it might make more sense for the shield to disperse accumulated energy in heat that has a side effect of melting or igniting things nearby? It seems unlikely that Steele would not get some backsplash from an event like that.

Anyways, I like it!
 

Hanzo

Well-Known Member
Oct 10, 2015
235
123
I like this idea a lot! This reminds me heavily of those elemental shields on Borderlands that release an aura when the shield is depleted. Did you get the idea from that? Cause if so, props!

Nope, I rarely play shooters...

I like the idea, too... But it seems more like it ought to be an electrical attack as though the shields accumulate excess energy when struck and deliver a charge back when overloaded. This could possibly be nerfed with range attacks though.

If fire is key (I mean it must be to be named the salamander shield) then it might make more sense for the shield to disperse accumulated energy in heat that has a side effect of melting or igniting things nearby? It seems unlikely that Steele would not get some backsplash from an event like that.

Anyways, I like it!

Yes, electric damage feels more natural, but the other one I'm planning to write gives "electric vibes" because it causes paralysis, so I decided to not use electric damage for this one. I quickly found a name, seller, etc. when I thought about making it fire elemental, so I kept it this way.

The heat attack sounds better so I've changed it, it hits all enemies now because I felt like it should.

Edit - I've added the code for the item file using another accessory from the repository as a template. I lack the skill and the game's code knowledge to code its special function, I'm afraid.
 
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iamreek

Member
Nov 25, 2017
24
10
38
So we could chain use it? Have the shields fail = item fires, then recharge shields and next time they fail it fires again? I mean this in the nicest way...if it hits hard my tech specialist is abusing the heck out of it and I will love every second.

Edit: A constructive criticism now, 15 shield is very low. You could easily increase it so the attack is not firing all the time. Something higher like 50 would make it worthwhile, but not OP.
 

Hanzo

Well-Known Member
Oct 10, 2015
235
123
So we could chain use it? Have the shields fail = item fires, then recharge shields and next time they fail it fires again? I mean this in the nicest way...if it hits hard my tech specialist is abusing the heck out of it and I will love every second.

Err, I don't think that the Rapid Recharge perk was intended to "bring back to life" shields again and again, given that the description only mentions it regenerates shields and there's another perk explicitly made to "revive" shields but only once per fight (I'm fine with the latter).
I'll ask, and if it's working correctly then the item should be coded in a way that it triggers only the first time.

Edit - Damage depends on your shields, so it'll deal low damage if you use it alongside a shield generator with low shields to trigger it easily.
 
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iamreek

Member
Nov 25, 2017
24
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Well, its an accessory that supplements the shield you are wearing, not a shield generator.

Ohhh that makes sense now. I think the code should be so that you cannot trigger it multiple times in 1 round of combat. If not it would be abused by jerks like me.
 
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Hanzo

Well-Known Member
Oct 10, 2015
235
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I've added the second item.

Rapid Recharge is working correctly, so a once per fight restriction has been added to avoid Rapid Recharge shenanigans. I tested a bit how the perk works and I had fights I would've been able to get 6-7 triggers.
 
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Hanzo

Well-Known Member
Oct 10, 2015
235
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I can't think of anything whithin my reach that I've missed so unless somebody sees something, I guess it's ready to submit.
Which brings me to the next point - how does someone submit content?
 

Zavos

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May 7, 2016
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Perhaps you should consider allowing shield regen (tech specialist perk, recharges shield a round after they go down, once per fight) to reset the 1/fight variable on this.
 

Hanzo

Well-Known Member
Oct 10, 2015
235
123
Perhaps you should consider allowing shield regen (tech specialist perk, recharges shield a round after they go down, once per fight) to reset the 1/fight variable on this.
Unless I can think of a reasonable (from a lore standpoint) and concise way to explain to the player why it works with X skill but not with Y, I'd prefer not to because it'll confuse people.

The item is already better for Tech Specialists than the other classes due to them having more shields so it's not like they need more help.
 
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Emerald

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Jun 8, 2016
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