Add-on race: Ghost

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Forger101
Halfling
Posts: 91
Joined: Sun Oct 20, 2013 3:40 pm
Location: Dreamscape

Re: Add-on race idea: Ghost

#31 Post by Forger101 »

Yay! Rexo you're the best :mrgreen: .
<[Relic]> Az lonk as yu hav a hiskool dipooma you be ok wit dat gr8 speakin

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Add-on race idea: Ghost

#32 Post by rexorcorum »

All right then, commencing ingame visibility tests and mass-ghosting afterwards :mrgreen:.
~ [ 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) ] ~

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Add-on race idea: Ghost

#33 Post by rexorcorum »

Tada! The ghostly visuals are being served! Grab them here.

There is one annoying thing that must be dealt with codewise - the engine displays an "@" symbol behind the playerdoll (because of the exuberant transparencies involved, I think). In the worst case scenario I'll rework the package to cheat the game into thinking that the ghosts are actually material (which they are not, ha!). Cheers, :mrgreen: !
Last edited by rexorcorum on Thu Mar 02, 2017 1:18 pm, edited 1 time in total.
~ [ 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) ] ~

Forger101
Halfling
Posts: 91
Joined: Sun Oct 20, 2013 3:40 pm
Location: Dreamscape

Re: Add-on race idea: Ghost

#34 Post by Forger101 »

The @ symbol being displayed was tied with something to do with base_shadow_01.png I edited and resaved that image and the @ disappeared. I will post the addon to the tome site later today, after I take care of some real life stuff.
<[Relic]> Az lonk as yu hav a hiskool dipooma you be ok wit dat gr8 speakin

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Add-on race idea: Ghost

#35 Post by rexorcorum »

Yay, nice! Now nothing can stop the onslaught of ghastly apparitions in the unsuspecting world of Eyal :twisted: .
~ [ 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) ] ~

Forger101
Halfling
Posts: 91
Joined: Sun Oct 20, 2013 3:40 pm
Location: Dreamscape

Re: Add-on race idea: Ghost

#36 Post by Forger101 »

Addon has now been posted to the tome site. Get it here, and go have fun.
<[Relic]> Az lonk as yu hav a hiskool dipooma you be ok wit dat gr8 speakin

joebobjoe
Higher
Posts: 51
Joined: Mon Feb 17, 2014 8:59 pm

Re: Add-on race idea: Ghost

#37 Post by joebobjoe »

Minor oddity I have discovered with latest version. First of all playing as cursed putting a point into one of the generics corresponding to a locked tree does not unlock that tree but does increase its talent multiplier (uncertain if that bit is intentional or not). Also putting a point into a ghost's appropriate generic and then removing that point during the same levelup causes a the appropriate skill to become locked if it was not already but does not decrease the multiplier. You can constantly put a point in and then remove it in order to get potentially infinite multiplier in exchange for being unable to add more talent poinst to those skills without spending a category point to unlock them again.

Forger101
Halfling
Posts: 91
Joined: Sun Oct 20, 2013 3:40 pm
Location: Dreamscape

Re: Add-on race idea: Ghost

#38 Post by Forger101 »

Alright new version is out. It fixes the mastery buffing and I made the descriptions a little clearer.
<[Relic]> Az lonk as yu hav a hiskool dipooma you be ok wit dat gr8 speakin

Noel
Thalore
Posts: 121
Joined: Fri Dec 15, 2006 1:49 am

Re: Add-on race idea: Ghost

#39 Post by Noel »

Whee, now this is fun! (Or maybe I'm crazy?)

I'm running a Ghost Archmage, which gets 1 hp/level and 2 hp/con...but with careful shields, and Ghost Form converting 76% of damage to mana, it looks like it might still be reasonably survivable.

I've made it to level 17 so far -- and only have 236 hp (109 of that from equipment).

Assassin Lord was a bit tricky, but Incorporeal Body allowed me to escape when needed by sneaking into one of the closed rooms.

I'm looking forward to seeing how Ghost Form interacts with Disruption Shield. Does the Disruption Shield conversion apply to only the 24% damage after Ghost Form is applied, or does it apply to the whole damage amount before Ghost Form?

http://te4.org/characters/1768/tome/470 ... c5460c1998

Forger101
Halfling
Posts: 91
Joined: Sun Oct 20, 2013 3:40 pm
Location: Dreamscape

Re: Add-on race idea: Ghost

#40 Post by Forger101 »

I'm glad to hear that you like it. The damage reduction from ghost form is taken into account after all other damage reducer's like shields and solipsism. So basically when disruption shield is active ghost form does nothing.

I'm thinking of giving ghosts some better survivability against mana clash, maybe some innate arcane resistance or something like that. Also would you guys like me to make ghost form not deactivate sustains when reaching 0 mana? Would be as simple as making sure to leave at least 1 mana after damage reduction. We could keep it in as extra challenge :twisted: .
<[Relic]> Az lonk as yu hav a hiskool dipooma you be ok wit dat gr8 speakin

Noel
Thalore
Posts: 121
Joined: Fri Dec 15, 2006 1:49 am

Re: Add-on race idea: Ghost

#41 Post by Noel »

May have found a bug. Dogroth Caldera spawned for this char, but there were no timers on either level, and no dreams on the final level.

Or is this expected behavior, since I've already got the achievement/unlock?

http://te4.org/characters/1768/tome/470 ... c5460c1998

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: Add-on race idea: Ghost

#42 Post by Marson »

Dreams spawn due to the fumes, and several undead don't breath.

Noel
Thalore
Posts: 121
Joined: Fri Dec 15, 2006 1:49 am

Re: Add-on race idea: Ghost

#43 Post by Noel »

Marson wrote:Dreams spawn due to the fumes, and several undead don't breath.
Ah, that makes sense. Thanks.

ElKabong
Posts: 2
Joined: Wed Jun 04, 2014 10:17 pm

Re: Add-on race: Ghost

#44 Post by ElKabong »

Ghost Sense does not seem to cause the gloom tree to appear for me. Is this currently broken or is it more likely another mod is interfering? Incorporeal made the cursed aura tree show up fine.

ElKabong
Posts: 2
Joined: Wed Jun 04, 2014 10:17 pm

Re: Add-on race: Ghost

#45 Post by ElKabong »

Okay, in regards to my last post (which I'd have edited if I knew how) I checked the .teaa file and think I may know why it didn't work.

For incorporeal and spook you have the lines "t.wasreveal = true" whereas for ghost sense you have "t.wasreveal = 1"

I've not done any modding for ToME before so I can't say for sure, nor am I familiar with lua, but if it's picky about its booleans using 1 instead of true could cause the issue.

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