"Odyssey of The Summoner" is OUT!! Find it here...

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nekarcos
Uruivellas
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#136 Post by nekarcos »

@rexorcorum
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

echo42
Cornac
Posts: 43
Joined: Wed Sep 16, 2015 12:56 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#137 Post by echo42 »

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.

Micbran
Sher'Tul
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Location: Yeehaw, pardner

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#138 Post by Micbran »

@rexorcorum
I have bad news for you :lol:
"Engraft" talent description:
Note that unequipping impermanence weaponry will immediately destroy it.
Perhaps that note should be somewhere a little bit more noticeable...?
... 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).
Try putting that part of the desc in red with #RED# and then #WHITE# at the end.

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.

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#139 Post by nekarcos »

Image
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

rexorcorum
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...

#140 Post by rexorcorum »

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! 8)
~ [ 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) ] ~

nsrr
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#141 Post by nsrr »

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:

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

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#142 Post by nekarcos »

@rexorcorum
Oooh... If I knew you were doing something like this, I would have given you my unscaled, 256x512 versions of each character! :lol:
Don't worry though-- They don't look nearly as detailed as these. You would just have a little more detail to work with :D

@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. :lol:
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

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#143 Post by HousePet »

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.
That's not how it works. It would call your alterations first, and then it would be overwritten by the other addon.
My feedback meter decays into coding. Give me feedback and I make mods.

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#144 Post by nekarcos »

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

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#145 Post by HousePet »

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.

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#146 Post by nekarcos »

@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. :lol: )
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

rexorcorum
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...

#147 Post by rexorcorum »

nekarcos wrote: Oooh... If I knew you were doing something like this, I would have given you my unscaled, 256x512 versions of each character! :lol:
Don't worry though-- They don't look nearly as detailed as these. You would just have a little more detail to work with :D
Ahahaha, neat :). Pass them along (here or pm), I'll see what can be done about them.
~ [ 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) ] ~

echo42
Cornac
Posts: 43
Joined: Wed Sep 16, 2015 12:56 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#148 Post by echo42 »

The fire drake's Torrential Blaze will frequently knock back enemies without damaging them.

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#149 Post by nekarcos »

echo42 wrote:The fire drake's Torrential Blaze will frequently knock back enemies without damaging them.
Fixed. Apparently, the knockback was happening BEFORE the damage was projected onto the spot they were standing. How silly of me :lol:
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#150 Post by nekarcos »

rexorcorum wrote:Ahahaha, neat :). Pass them along (here or pm), I'll see what can be done about them.
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 about :lol: )

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

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