Necromancy+ v2.2 (Although now mostly Spiritmancer)

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

Re: Necromancy+ v2.1.5

#151 Post by HousePet »

Patched:
Blighted Summoning talents fixed.
Blighted Summoning no long grants the Mag bonus twice.
My feedback meter decays into coding. Give me feedback and I make mods.

jayseesee
Higher
Posts: 51
Joined: Fri Dec 21, 2012 12:33 pm

Re: Necromancy+ v2.1.4

#152 Post by jayseesee »

Wew. I'll have to try that build again. Appreciate all the work you put into your addons!

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: Necromancy+ v2.1.4

#153 Post by trenggiling »

I can't stand mismatched skill icons.

These should help, and I'll make more soon.
Attachments
N.zip
(18.1 KiB) Downloaded 286 times
N M.zip
(18 KiB) Downloaded 415 times
D S.zip
(18.86 KiB) Downloaded 412 times
Last edited by trenggiling on Tue Jul 21, 2015 8:48 am, edited 1 time in total.

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: Necromancy+ v2.1.4

#154 Post by trenggiling »

2 more.
Attachments
C.zip
(27.4 KiB) Downloaded 372 times
G.zip
(33.1 KiB) Downloaded 347 times

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: Necromancy+ v2.1.4

#155 Post by trenggiling »

Last 2
Attachments
S.zip
(15.9 KiB) Downloaded 374 times
A N M.zip
(20.43 KiB) Downloaded 296 times

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

Re: Necromancy+ v2.1.4

#156 Post by HousePet »

Updated with shiny new icons.
My feedback meter decays into coding. Give me feedback and I make mods.

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: Necromancy+ v2.1.4

#157 Post by trenggiling »

HousePet wrote:Updated with shiny new icons.
:D

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: Necromancy+ v2.1.4

#158 Post by trenggiling »

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 :)
Attachments
SM.zip
(128.75 KiB) Downloaded 335 times

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

Re: Necromancy+ v2.1.4

#159 Post by HousePet »

...You reported that an error pops up and didn't post the error message...
:evil:
My feedback meter decays into coding. Give me feedback and I make mods.

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: Necromancy+ v2.1.4

#160 Post by trenggiling »

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

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

Re: Necromancy+ v2.1.7

#161 Post by HousePet »

Updated with new icons for Spiritmancer.
My feedback meter decays into coding. Give me feedback and I make mods.

CoccoBill
Yeek
Posts: 14
Joined: Sat May 22, 2004 11:00 am

Re: Necromancy+ v2.1.4

#162 Post by CoccoBill »

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?
"A very wise choice, sir, if I may say so. Very good." it said. "I'll just nip off and shoot myself."

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

Re: Necromancy+ v2.1.4

#163 Post by HousePet »

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.
My feedback meter decays into coding. Give me feedback and I make mods.

DarthImbreedous
Higher
Posts: 55
Joined: Sun Oct 10, 2010 7:26 pm

Re: Necromancy+ v2.1.4

#164 Post by DarthImbreedous »

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.

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

Re: Necromancy+ v2.1.4

#165 Post by HousePet »

Probably not. It really isn't a big deal.
My feedback meter decays into coding. Give me feedback and I make mods.

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