ToME: the Tales of Maj'Eyal

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 Post subject: Re: Necromancy+ v2.1.5
PostPosted: Sat Jul 04, 2015 2:30 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5743
Patched:
Blighted Summoning talents fixed.
Blighted Summoning no long grants the Mag bonus twice.

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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Sat Jul 04, 2015 11:35 am 
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Higher

Joined: Fri Dec 21, 2012 12:33 pm
Posts: 51
Wew. I'll have to try that build again. Appreciate all the work you put into your addons!


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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Tue Jul 21, 2015 4:27 am 
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Halfling

Joined: Fri Dec 12, 2014 9:39 pm
Posts: 86
I can't stand mismatched skill icons.

These should help, and I'll make more soon.


Attachments:
N.zip [18.1 KiB]
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N M.zip [18 KiB]
Downloaded 51 times
D S.zip [18.86 KiB]
Downloaded 47 times


Last edited by trenggiling on Tue Jul 21, 2015 8:48 am, edited 1 time in total.
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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Tue Jul 21, 2015 2:40 pm 
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Halfling

Joined: Fri Dec 12, 2014 9:39 pm
Posts: 86
2 more.


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G.zip [33.1 KiB]
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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Tue Jul 21, 2015 6:00 pm 
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Halfling

Joined: Fri Dec 12, 2014 9:39 pm
Posts: 86
Last 2


Attachments:
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A N M.zip [20.43 KiB]
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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Tue Jul 28, 2015 12:26 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5743
Updated with shiny new icons.

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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Wed Jul 29, 2015 5:33 pm 
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Halfling

Joined: Fri Dec 12, 2014 9:39 pm
Posts: 86
HousePet wrote:
Updated with shiny new icons.


:D


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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Tue Aug 04, 2015 4:06 am 
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Halfling

Joined: Fri Dec 12, 2014 9:39 pm
Posts: 86
After making the icons for the necromancer overhaul I decided to make some for spiritmancers...
Then I proceeded to procrastinate doing that for a few days... and then ended up doing them all at once in one random "gotta draw stuff!" fit.
I don't get me sometimes...

Oh, and by the way.
While testing to see what color the justice skills used in game I noticed that indignation doesn't work, it just keeps putting up an error message...

Anyway, hope you like the icons :)


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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Thu Aug 06, 2015 6:20 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5743
...You reported that an error pops up and didn't post the error message...
:evil:

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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Thu Aug 06, 2015 1:13 pm 
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Halfling

Joined: Fri Dec 12, 2014 9:39 pm
Posts: 86
Oh sorry!

stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:138>
Lua Error: /engine/interface/GameTargeting.lua:120: /engine/interface/ActorTalents.lua:148: /engine/Entity.lua:110: Entity definition has a closure: act has upvalue dam
stack traceback:
[C]: in function 'error'
/engine/Entity.lua:110: in function 'init'
/engine/Trap.lua:36: in function 'init'
/mod/class/Trap.lua:39: in function 'init'
/engine/class.lua:104: in function 'new'
/data-necromancy+/talents/spells/justice.lua:135: in function </data-necromancy+/talents/spells/justice.lua:125>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:145: in function </engine/interface/ActorTalents.lua:138>
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:120 fct
At /engine/interface/GameTargeting.lua:126 targetMode
At /engine/interface/GameTargeting.lua:255 targetMouse
At /mod/class/Game.lua:2133 fct
At /engine/Mouse.lua:56


Here you go, hope it helps :P


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 Post subject: Re: Necromancy+ v2.1.7
PostPosted: Sat Aug 08, 2015 1:25 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5743
Updated with new icons for Spiritmancer.

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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Sat Aug 29, 2015 10:02 am 
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Yeek

Joined: Sat May 22, 2004 11:00 am
Posts: 14
Is the Cunning/Dead Secrets left on purpose on the Spiritmancer? Not really sure it fits thematically and the references to Essence of the Dead and Surge of Undeath are a bit misplaced. How bout instead have Celestial/Light there unlocked or better yet, some new skillzes?

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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Sun Aug 30, 2015 2:01 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5743
It is purposely left there locked. They potentially could explore that aspect of their abilities, but thematically they aren't inclined to.
Sometime I will integrate some extra benefits for Spiritmancers who wish to dabble in darkness.

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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Sun Sep 20, 2015 9:59 am 
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Higher

Joined: Sun Oct 10, 2010 7:26 pm
Posts: 55
Question: Is there a necromancy addon that JUST removes minion friendly fire?

I've been testing Eternal Darkness and Necromancy+, but I kind of wonder if that single fix would be enough to give a boost to necromancers.


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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Sun Sep 20, 2015 11:00 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5743
Probably not. It really isn't a big deal.

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