Necromancy+ v2.2 (Although now mostly Spiritmancer)

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Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Necromancy+ v2.1.4

#181 Post by Radon26 »

the spell is set to only activate when a living being (or a crystal apparently) is targetted.
howeved, that living being doesn't have to be within range.
if the creature targeted is outside range, the spell will still fire, at its maximum distance.
so if you target a creature that is 10 tiles away, there will be explosion 8 tiles away.

64legos
Thalore
Posts: 136
Joined: Wed Nov 14, 2012 2:24 am

Re: Necromancy+ v2.1.4

#182 Post by 64legos »

Radon26 wrote:the spell is set to only activate when a living being (or a crystal apparently) is targetted.
howeved, that living being doesn't have to be within range.
if the creature targeted is outside range, the spell will still fire, at its maximum distance.
so if you target a creature that is 10 tiles away, there will be explosion 8 tiles away.
Most spells work like that.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Necromancy+ v2.1.4

#183 Post by Radon26 »

then why can't i fire it just anywhere, why does it require a non undead target, when its an AOE.
AoE DON'T work like that. they can be fired anywhere.
this one requires a target, yet not really.

fireflash, can target anywhere anywhere, target or no target, will fire.
sun strike (or whatever its called) can be targetted anywhere.
so can oozy's acid splash.
so can alchemist bomb.
so can

then.
wave of power, if no target found, or outside of range, wont fire.

"blood burst:
causes targets bodily fluids to explode outwards..."
yet the targets doesn't have to be in center, or even RANGE of the explosion.

64legos
Thalore
Posts: 136
Joined: Wed Nov 14, 2012 2:24 am

Re: Necromancy+ v2.1.4

#184 Post by 64legos »

OK, after playing around with Blood Boil in-game, I think I got what you're saying now.

Normally, Blood Boil only works if it targets a creature. It will do nothing if it targets an empty square.

However, if you target a creature that is out of range (9 or more), the spell will still fire at range 8, letting the spell activate on an empty square.

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

Re: Necromancy+ v2.1.4

#185 Post by HousePet »

Seriously though, all you had to say was that Blood Burst was ignoring the range limitation.
My feedback meter decays into coding. Give me feedback and I make mods.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Necromancy+ v2.1.4

#186 Post by Radon26 »

i gave the name of the spell, and in line 4 i pretty much said its about range.
at what point do you stop, and decided "too long, wont read"?
i realy, want to be sorry, but at the same time i am fairly sure i gave all needed info to figure out whats wrong.

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

Re: Necromancy+ v2.1.4

#187 Post by HousePet »

Line 4 you mentioned that you were casting it without paying attention to the range. That doesn't tell me anything is wrong with the talent, just that there is something wrong with you. :P

Then you gave me a report on your attempt at debugging which seemed to be about confirming that when I said it must target a living creature, I really meant that.
I read it and had no clue what you were trying to tell me.
My feedback meter decays into coding. Give me feedback and I make mods.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Necromancy+ v2.1.4

#188 Post by Radon26 »

the spell is supposed to have a defined limit.
if i often fired at range 9, enemy died. no hint of anything being wrong there, until i checked.
still there wouldn't be, if not for a very brief flash of red on the target.

if the creature was at a distance of 50, the spell would still trigger the explosion at range 8, despite there being no target at that specific tile.

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

Re: Necromancy+ v2.1.4

#189 Post by HousePet »

Yes, I've gathered what the problem was...
My feedback meter decays into coding. Give me feedback and I make mods.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Necromancy+ v2.1.4

#190 Post by Hellcommander »

Found an error related in some way to this addon:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /hooks/necromancy+/load.lua:32: attempt to compare number with function
stack traceback:
/hooks/necromancy+/load.lua:32: in function </hooks/necromancy+/load.lua:28>
[string "return function(l, self, data) local ok=false..."]:1: in function 'triggerHook'
/data-Infinite500/damage_typesI500.lua:141: in function 'defaultProjector'
/data/damage_types.lua:722: in function 'projector'
/data-celestialoddities/damage_types.lua:274: in function 'projector'
...stialoddities/talents/celestial/firmamancer/rainfall.lua:151: in function 'damtype'
/engine/interface/ActorProject.lua:218: in function 'project'
...stialoddities/talents/celestial/firmamancer/rainfall.lua:148: in function <...stialoddities/talents/celestial/firmamancer/rainfall.lua:143>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:279 useTalent
At /mod/ai//tactical.lua:418 runAI
At /mod/ai//tactical.lua:446 doAI
At /mod/class/NPC.lua:72 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1271

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Necromancy+ v2.1.4

#191 Post by Hellcommander »

here is an error that I'm getting every turn at alt nur:
Lua Error: /data-necromancy+/talents/spells/dawn.lua:45: attempt to index global 'Map' (a nil value)
At [C]:-1 __index
At /data-necromancy+/talents/spells/dawn.lua:45 particles
At /engine/interface/ActorProject.lua:513 projectDoStop
At /engine/Projectile.lua:230 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1271
---------------- Stack Dump ----------------

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

Re: Necromancy+ v2.1.4

#192 Post by HousePet »

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

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

Re: Necromancy+ v2.2 (Although now mostly Spiritmancer)

#193 Post by HousePet »

Updated this.

Necromancer additions removed, so the game won't asplode now.
Cunning/Dead Secrets removed.
Spiritmancer now gets the Spell/Spectre category. (Which appears to also unlock the Lichdom option. Not sure how good it would be for a Spiritmancer.)
Revised the Spell/Charnel category.
Bonestaff aspects can be changed to Darkness/Cold/Physical/Blight, instead of having Acid for no apparent reason.

So it is now a fairly empty addon, but at least you can Spiritmancer again.
My feedback meter decays into coding. Give me feedback and I make mods.

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