Necromancy+ v2.2 (Although now mostly Spiritmancer)

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Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: Necromancy+ v1.6

#76 Post by Orangeflame »

Well, use Arcanum and learn both Aegis and Restoration!
It takes two category points, but you can pop up 3k+ damage shields at a whim, from *4* easy-to-use talents!
(Arcane Reconstruction (x2), Consume Soul, Darktouched)

HousePet, Is this really intended?
When in trouble / or in doubt / run in circles / scream and shout.

HousePet
Perspiring Physicist
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Re: Necromancy+ v1.6

#77 Post by HousePet »

Intended? No.
But you are a master of giving undeath to the dead, so giving yourself undeath healing is not really out of context.
My feedback meter decays into coding. Give me feedback and I make mods.

Razakai
Uruivellas
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Re: Necromancy+ v1.6

#78 Post by Razakai »

I remember you mentioning a problem you had ordering the talents so Soulwinds would appear in the wrong place. I was talking to Darkgod about this and he gave the following code to go into spells.lua or the superloaded talent file (he said it didn't matter which):

Talents.talents_types_def[Talents.T_BLURRED_MORTALITY.type[1]].talents

Where BLURRED_MORTALITY would be your talent name. I imagine you'd need to do this for all 4 talents, I've not put it into mine yet so can't test.

HousePet
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Re: Necromancy+ v1.6

#79 Post by HousePet »

I can't see that line of code actually doing anything? Should there be an equals something after it?
My feedback meter decays into coding. Give me feedback and I make mods.

Razakai
Uruivellas
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Re: Necromancy+ v1.6

#80 Post by Razakai »

Sadly I couldn't get it to work either. Being Darkgod provided it must be correct, but I imagine there's a bit missing. It appears to be trying to manually set the order in which the table is loaded in:

function _M:newTalentType(t)
assert(t.name, "no talent type name")
assert(t.type, "no talent type type")
t.description = t.description or ""
t.points = t.points or 1
t.talents = {}
table.insert(self.talents_types_def, t)
self.talents_types_def[t.type] = t
end

But I'm pretty new to LUA coding so I can't guess what the missing part would be. I'll catch Darkgod later tonight and see if he can provide an answer.

HousePet
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Re: Necromancy+ v1.6

#81 Post by HousePet »

Here is sample code for rearranging the order that talents appear in.


local temp = Talents.talents_types_def["celestial/star-fury"].talents[1]
Talents.talents_types_def["celestial/star-fury"].talents[1] = Talents.talents_types_def["celestial/star-fury"].talents[5]
Talents.talents_types_def["celestial/star-fury"].talents[5] = temp
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Necromancy+ v1.6.1

#82 Post by HousePet »

Updated with the talent rearrange code.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Necromancy+ v1.6.1

#83 Post by HousePet »

Teaser:

The dead do not always rest easy, even free from fell influences.
Some linger, wishing to finish some unfinished business.
Others want to pass on a message to a loved one.
Some seek another chance for glory in battle or revenge against those who killed them.
They all eventually find a Spiritmancer, and bargain temporary servitude for closure.
The Spiritmancer can give form to the lost souls, allowing them to fight again. They also have powerful light and lightning magic.


Spirit
Ghost Light: active. Summons Wisps of light. Melee light damage.
Spirit Guide. sustain. each summon you control increases your defense and saves.
Rest In Peace: active. bolt does light damage. more vs undead. becomes a beam at 5.
Spirit Form: active. can walk through walls temporarily. Light affinity.

Karma
Sprites: active. Summons Wisps of lightning. Ranged zappers.
Jolt of Fate: active. Lighting hits a random visible enemy.
Karmic Shield: active. Absorbs damage for a few turns then explodes based on damage absorbed.
Karmic Wave: active. weakish lightning damage cone. stronger when you are low on health.

Life Giver
Clay Golem: active. imbue a clay golem with the soul of a fallen warrior. Golem grants a physical resistance aura.
Poltergeist: sustain. randomly inflicts disarm or knockback against nearby enemies.
Gift of Life: active. give part of your life to your summons, healing them and making them tougher.
Hope: sustain. reduces debuff durations, increases fear resist.

Ghosts
Ghost Bulwark: active. summons a ghostly bulwark which can block attacks against adjacent allies.
Pale Veil: passive. allows your ghosts/wisps to Fade.
Ghost Berserker: active. summons a ghostly berserker. Choppy ghost.
Banshee: active. summon a banshee. Caster ghost.

Dawn
Shining Binds: active. ranged explosion for light damage and pin.
Pool of Light: active. Ground effect. Heals friendly. Lightblind enemies.
Holy Word: active. All nearby enemy undead/demons/horrors take light/arcane damage and are deafened.
Endless Light: sustain. increases light damage, light penentration and decreases spell cooldowns.

Justice
Lightning Flash: active. Throws a ball of lightning that explodes for lightning and blindness.
Righteous Fury: active. Increases your summoned creatures strengths and speeds.
Indignation: active. Inscribe a symbol of justice on the ground. After a short delay it explodes with high lightning daze damage.
Lightning Mastery that also adds lightning damage to minion attacks.
My feedback meter decays into coding. Give me feedback and I make mods.

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Necromancy+ v1.6.1

#84 Post by stinkstink »

Here's hoping you have suitably impressive VFX lined up for Indignation.

Rename talents #1 and #3 in the Ghosts tree to Boolwark and Booserker, please.

chronomancer
Cornac
Posts: 33
Joined: Thu Aug 07, 2014 4:17 am

Re: Necromancy+ v1.6.1

#85 Post by chronomancer »

Enjoying the mod, thanks for your work!

A question: is cold flames capable of removing sustained effects, or only of reducing durations of temporary effects? The description is a bit vague.

HousePet
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Re: Necromancy+ v1.6.1

#86 Post by HousePet »

Its only temporary effects.

As for Spiritmancer, it looks like I'll have a testable version by the weekend.
My feedback meter decays into coding. Give me feedback and I make mods.

chronomancer
Cornac
Posts: 33
Joined: Thu Aug 07, 2014 4:17 am

Re: Necromancy+ v1.6.1

#87 Post by chronomancer »

Ok, good to know. Another question: "Grave Resolve" adds Fear resistance. Does this refer to the Cursed/Fear tree? I tried to find what qualifies as a Fear effect in the wiki, http://te4.org/wiki/Effect , but it omits this category altogether.

HousePet
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Re: Necromancy+ v1.6.1

#88 Post by HousePet »

It does.
It is also checked by a couple of times in the Nightmare category, one horror talent, the Fear the Night damage type, the Paranoid effect and Daunting Presence.
My feedback meter decays into coding. Give me feedback and I make mods.

chronomancer
Cornac
Posts: 33
Joined: Thu Aug 07, 2014 4:17 am

Re: Necromancy+ v1.6.1

#89 Post by chronomancer »

Thanks! The wiki is never fully up to date, which is understandable for a game that just keeps growing. :D

HousePet
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Re: Necromancy+ v1.6.1 Spiritmancer beta version available

#90 Post by HousePet »

Spiritmancer beta version is now available here!
tome-necromancy+.rar
(209.46 KiB) Downloaded 254 times
Please try it out and give feedback about bugs and balance.

Oh and have fun as well.
My feedback meter decays into coding. Give me feedback and I make mods.

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