"Odyssey of The Summoner" is OUT!! Find it here...
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Re: "Odyssey of The Summoner" is OUT!! Find it here...
@rexorcorum
All excellent ideas-- I'll see what I can do for the next patch!
All excellent ideas-- I'll see what I can do for the next patch!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Yeah, the heart of the gloom debuff lingered when exiting to the worldmap the usual way, not via rod of recall or anything.
I think -25 would be a good idea, or whatever value necessary for some level of equilibrium regen. It's not especially hard to climb out and regenerate your equilibrium on the surface, so zero equilibrium regen just makes the dungeon more tedious without being significantly harder.
I think -25 would be a good idea, or whatever value necessary for some level of equilibrium regen. It's not especially hard to climb out and regenerate your equilibrium on the surface, so zero equilibrium regen just makes the dungeon more tedious without being significantly harder.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Try putting that part of the desc in red with #RED# and then #WHITE# at the end.@rexorcorum
I have bad news for you![]()
"Engraft" talent description:Perhaps that note should be somewhere a little bit more noticeable...?Note that unequipping impermanence weaponry will immediately destroy it.
... Anywho, to prevent players from simply transmogrifying a weapon at 1 Durability or something (and also to make your choice of weapons a little more committal), Impermanent weapons CANNOT be unequipped-- With one exception: You use the "Reject" talent, which chucks the weapon like a projectile WITHOUT destroying it (but causing considerable durability damage).
Code: Select all
[[...#RED#Note that unequipping impermanence weaponry will immediately destroy it.#WHITE#...]]
A little bit of a starters guide written by yours truly here.
Re: "Odyssey of The Summoner" is OUT!! Find it here...

Featured: The "Hallucinations" bug.
AHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!
Update: Why did I post this? Because I must suffer FURTHER for allowing such a horribly game-breaking bug to exist.
Nevertheless, rest assure... This bug is now GONE.
... But, somehow... I doubt my fight against Hallucinations will be at an end quite so easily...
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
-
- Graphical God
- Posts: 482
- Joined: Wed Jan 05, 2011 8:05 am
- Location: There and Back again
Re: "Odyssey of The Summoner" is OUT!! Find it here...
So, I've decided to express my gratitude for the superb work you're doing in my own way, that is by providing visual stuff
. These are the upscaled, sharpened, cleaned and enhanced player dolls with the proper 128x256 resolution - for better looks in the inventory and character screens: here.
Cheers!

Cheers!

~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Ok, it is definitely Improved Auto-explore and Rest.
After a bit of digging in IAER, I have to assume it's this bit of code in superload/mod/class/interface/PartyLore:
After a bit of digging in IAER, I have to assume it's this bit of code in superload/mod/class/interface/PartyLore:
Code: Select all
local _M = loadPrevious(...)
require "engine.class"
local Dialog = require "engine.ui.Dialog"
local LorePopup = require "mod.dialogs.LorePopup"
function _M:learnLore(lore, nopopup, silent, nostop)
local l = self:getLore(lore, silent)
if not l then return end
local learnt = false
self.lore_known = self.lore_known or {}
if not config.settings.tome.lore_popup and profile.mod.lore and profile.mod.lore.lore and profile.mod.lore.lore[lore] and not l.always_pop then
nopopup = true
nostop = true
end
if not self:knownLore(lore) or l.always_pop then
game.logPlayer(self, "Lore found: #0080FF#%s", l.name)
if not nopopup then
mod.dialogs.LorePopup.new(l, game.w * 0.6, 0.8)
game.logPlayer(self, "You can read all your collected lore in the game menu, by pressing Escape.")
end
learnt = true
end
self.lore_known[lore] = true
if learnt and not self.additional_lore[lore] then game.player:registerLoreFound(lore) end
print("[LORE] learnt", lore)
if learnt then if l.on_learn then l.on_learn(self:findMember{main=true}) end end
if game.player.runStop and not nostop then
game.player:runStop("learnt lore")
game.player:restStop("learnt lore")
end
end
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@rexorcorum
Oooh... If I knew you were doing something like this, I would have given you my unscaled, 256x512 versions of each character!
Don't worry though-- They don't look nearly as detailed as these. You would just have a little more detail to work with
@nsrr
As new as I might be, even I know that's how NOT to write an add-on.
Since the function doesn't callback to the previous function, it has no compatibility with anything else that also calls the function. For example, if DarkGod suddenly decided that learning lore would level you up 20 times, this add-on would prevent that from happening since it doesn't even call base ToME's function.
Strangely enough though-- I think there's an "add-on priority" system, so if I were to put my add-on to "lowest" priority, I might be able to call my own functions first, THEN call everything else, creating a sort of pseudo-compatibility.
Oooh... If I knew you were doing something like this, I would have given you my unscaled, 256x512 versions of each character!

Don't worry though-- They don't look nearly as detailed as these. You would just have a little more detail to work with

@nsrr
As new as I might be, even I know that's how NOT to write an add-on.
Since the function doesn't callback to the previous function, it has no compatibility with anything else that also calls the function. For example, if DarkGod suddenly decided that learning lore would level you up 20 times, this add-on would prevent that from happening since it doesn't even call base ToME's function.

Strangely enough though-- I think there's an "add-on priority" system, so if I were to put my add-on to "lowest" priority, I might be able to call my own functions first, THEN call everything else, creating a sort of pseudo-compatibility.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
That's not how it works. It would call your alterations first, and then it would be overwritten by the other addon.nekarcos wrote: Strangely enough though-- I think there's an "add-on priority" system, so if I were to put my add-on to "lowest" priority, I might be able to call my own functions first, THEN call everything else, creating a sort of pseudo-compatibility.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@HousePet
No no-- I mean there might be a way for me to call MY "learnLore()" changes, which would in turn call any other "learnLore()" changes. It doesn't matter if their add-on's logic is dead-end-- As long as mine get called at one point. That's what I meant by the pseudo-compatibility
No no-- I mean there might be a way for me to call MY "learnLore()" changes, which would in turn call any other "learnLore()" changes. It doesn't matter if their add-on's logic is dead-end-- As long as mine get called at one point. That's what I meant by the pseudo-compatibility
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
You want yours to load last, that way you can store their learnLore() and then make yours call the stored one.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@HousePet
Exactly, since I wrote my entire add-on with the intention to be coupled with anything else whatsoever, I can (quite confidently) presume that my add-on cooperates nicely with anything its paired with (with exception to a few things, like naming conflicts and whatnot.
)
Exactly, since I wrote my entire add-on with the intention to be coupled with anything else whatsoever, I can (quite confidently) presume that my add-on cooperates nicely with anything its paired with (with exception to a few things, like naming conflicts and whatnot.

Creator of the (rather large) "Odyssey of The Summoner" add-on pack
-
- Graphical God
- Posts: 482
- Joined: Wed Jan 05, 2011 8:05 am
- Location: There and Back again
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Ahahaha, neatnekarcos wrote: Oooh... If I knew you were doing something like this, I would have given you my unscaled, 256x512 versions of each character!
Don't worry though-- They don't look nearly as detailed as these. You would just have a little more detail to work with![]()

~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~
Re: "Odyssey of The Summoner" is OUT!! Find it here...
The fire drake's Torrential Blaze will frequently knock back enemies without damaging them.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Fixed. Apparently, the knockback was happening BEFORE the damage was projected onto the spot they were standing. How silly of meecho42 wrote:The fire drake's Torrential Blaze will frequently knock back enemies without damaging them.

Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
I'll leave an archive file in the GFX folder in the next update, so look for 'em there. Maybe there are others that might want to give it a shot too (I won't pretend like my rather-blurry artwork is anything to brag aboutrexorcorum wrote:Ahahaha, neat. Pass them along (here or pm), I'll see what can be done about them.

Edit: Note that male/female is just a simple color tweak. If you're going to sharpen the images or something, try to do it with a layered-images program like Photoshop and put the male/female images underneath. That way, you can effectively cut your work in half.

Creator of the (rather large) "Odyssey of The Summoner" add-on pack