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necromants-tome-7d2d-3-2/NEXUS_DESCRIPTION.bbcode
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AlexCubeandClaude Opus 5 d97f83e972 ИИ питомцев переписан, добавлен Дух крысы, пороги разнесены по шкале
Работа по указаниям 2026-09-18. В релиз пока не выходит.

НОВЫЙ ПИТОМЕЦ "Дух крысы" (necroRatSpirit), Некромантия 3 (60 убийств):
модель зомбоволка в масштабе 0.28, урон 5, кроличьи звуки. Сам не нападает
никогда, держится справа-сзади в двух блоках, упёршись в препятствие проходит
СКВОЗЬ него и блоков не ломает. Укус замедляет, оставляет метку духа (видна на
компасе, +25% получаемого урона) и рвёт жилу. Обгрызая труп, лечится.

СВОЯ ЗАДАЧА ИИ. Задачи "иди за сущностью" в игре нет вовсе - проверены все 32
типа EAI*. Написана NecroFollowOwnerTask по образцу EAIApproachSpot: сектор
"3-6 часов" от хозяина, FindPath с canBreak:false, проход сквозь препятствие
через Entity.IsStuck. Вешается в рантайме, минуя Type.GetType.

ПРИКАЗ АТАКОВАТЬ. Повторное применение свитка при живом питомце натравливает
его на цель под прицелом: EntityPlayerLocal.HitInfo + ItemActionAttack.
GetEntityFromHit. Торговцы и игроки отсеяны. Нет цели - "Нет цели для атаки".

ЗОМБОЖИВОТНЫЕ ПРИВЕДЕНЫ К ТОМУ ЖЕ ОБРАЗЦУ. Сняты BreakBlock, Territorial,
ApproachSpot, Wander, BlockingTargetTask и поедание трупов; цель они больше не
выбирают сами. Лестница урона 20/35/45/60 плюс расчленение у Пса, Медведя и
Волка. Кровотечение всем, метка и ослабление - только у крысы.

УБИЙСТВА ПИТОМЦЕМ ЗАСЧИТЫВАЮТСЯ ВЛАДЕЛЬЦУ, включая добивание кровотечением.
Префикс на AwardKillXPServer подменяет убийцу владельцем; для смерти от баффа
заведена память укусов, потому что в DamageSource от баффа нет того, кто его
наложил. Зомби под Камнем духов это не задело - решение от 17.09 в силе.

ГРИФ откачен на летающую ветку EntityVulture и переименован в Могильного
стервятника: модель наконец соответствует имени. Держится у игрока сам, через
собственный механизм "дома" (setHomeArea), на время погони дом отвязывается.
Попытка натянуть птичий префаб на наземный класс провалилась и записана - так
делать нельзя.

ПРОЧЕЕ: призрачный вид распространён с торговцев на питомцев (у Пса, Медведя и
Волка выключен по указанию), у Пса светятся фиолетовые глаза, белая иконка
книги снята со всех свитков призыва, "Жуки Властелина" переименованы в "Рой
фараона" на всех 13 языках.

ПОРОГИ: крыса 60, стервятник 500, пёс 1300, медведь 2000, волк 4000.

ИСПРАВЛЕНО ПО ХОДУ ИГРОВЫХ ПРОВЕРОК: питомцы не призывались обычным кликом
(AnimWait требовал удержания), отзыв срабатывал не с первого раза (автомат
состояний ItemActionSpawnEntity), крыса проваливалась сквозь мир (IsStuck
отключает и пол), питомец подбрасывал хозяина (коллайдеры разводились до
появления модели).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 20:51:42 +03:00

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[size=5][b]Description[/b][/size]
Every other survivor in this world ends the same way: one bad night, one horde, and you are part of it. [b]Necromancer's Tome[/b] gives you the other road. Necromancy here is an answer to a curse, not a side branch of crafting - you learn to command the dead instead of joining them. Infect zombies with madness so they tear into each other, cut with a blade that heals you as it kills, raise your own undead to walk beside you, and plant a ward that turns your attackers into your defenders.
It starts with a note. Reading it, your character sees a blurred flashback - a fragment of whatever happened to them before they woke up in this world. It ends, five thousand kills later, with the Black Portal: a full-screen finale that finishes the story the note began, and closes on a choice that is yours to make.
[size=5][b]Installation instructions[/b][/size]
[list=1]
[*]Turn [b]EasyAntiCheat off[/b]. The mod ships Harmony DLLs and will not load with EAC enabled.
[*]Download the archive and unpack it.
[*]Drop the [b]NecromancerTome[/b] folder into your [b]Mods[/b] folder, so that you end up with [i]Mods/NecromancerTome/ModInfo.xml[/i]. The Mods folder sits either next to the game executable or in [i]%APPDATA%/7DaysToDie/[/i] - either location works, create it if it is not there.
[*]Start the game. A new [b]Necromancy[/b] skill appears in the crafting skills panel right away, at level 0, and rises by one for every 20 zombies you put to rest.
[/list]
To uninstall, delete the folder. The mod adds items and one block, so a save that used them will lose them - start a fresh world if you want a clean state.
[size=5][b]Main features[/b][/size]
[b]A skill that levels from kills, not perk points.[/b] Necromancy counts every zombie you put down: twenty of them make one level, up to level 250 (5000 zombies). The skull in the status bar shows the level, the purple bar beside the experience bar shows the progress inside it. Five tiers, each threshold opening part of the arsenal (zombie counts, level in brackets):
[list]
[*][b]Adept[/b] (from the start, level 0) - Spirit Stone, Necromancer's Knife, Blue Portal Stone, Pyramid of Spirits
[*][b]Adept[/b] (20 / 60 / 100 / 300, levels 1 / 3 / 5 / 15) - Spatial Bracelet and Blood Sphere, then four knife mods: Tears of the Dead, Scavenger's Feast, Grave's Repose, Dark Sense
[*][b]Journeyman[/b] (500 / 1400 / 1700) - Scroll of Deviation, knife mods Dead Man's Grip and Dead Storm
[*][b]Apprentice[/b] (2000) - Summon Zombie Dog, Pharaohs Swarm, Summon Grave Vulture, Blood Stone
[*][b]Necromancer[/b] (3000) - Summon Zombie Bear, Summon Zombie Wolf, Banshee's Scroll
[*][b]Master[/b] (5000) - Black Portal Stone
[/list]
[b]Turn the horde on itself.[/b] The [b]Spirit Stone[/b] is thrown; the zombie it touches switches sides and starts tearing into the others instead of you. The [b]Scroll of Deviation[/b] does the same to everything in the blast radius at once.
[b]A blade that grows with you.[/b] The [b]Necromancer's Knife[/b] scales its damage with your Necromancy level - nearly useless in unskilled hands, lethal once you are levelled. It heals you for half the damage dealt and marks the wounded zombie as a Victim, guaranteeing a bag of necromantic ingredients on its death. [b]Six mods fit this knife and nothing else[/b]: water and food drawn straight out of corpses, protection from heat and cold, slowed victims, an area power-attack storm bought with your own health, and every nearby zombie marked on your compass and map.
[b]Undead that fight for you.[/b] Summoning books raise a [b]zombie dog, bear, wolf or griffin[/b] - permanent companions, one of each kind at a time, recalled into the book with a power attack. [b]Pharaohs Swarm[/b] release a swarm that scatters wide and stings zombies onto your side. The [b]Banshee's Scroll[/b] screams up a small horde that is [i]not[/i] on your side at all - use it on purpose.
[b]Base defence that converts instead of killing.[/b] The [b]Pyramid of Spirits[/b] is a deployable block. While you stand in its radius it charms any uncharmed zombie nearby on its own and sets it alight with cold purple flame, turning it against the rest instead of your walls. Its block menu toggles the effect and shows the radius.
[b]Necromancer's tools.[/b] The [b]Blue Portal Stone[/b] teleports you to your bedroll after a ten-second channel that any damage interrupts, and is never consumed. The [b]Spatial Bracelet[/b] opens a personal storage rift that grows with your Necromancy level - and holding its regular attack on a block pulls that block straight into the rift, ten seconds up close and one more per block of distance, while the world drains to black and white around you. That pull runs on a charge in the bracelet's mod slot: the [b]Blood Sphere[/b] is spent a point per second and crumbles when empty, while the [b]Blood Stone[/b] from the third grade is never spent at all. [b]Necromancer's Blood[/b] is paid for in your own health. [b]Tin cans[/b] add a reusable water cycle - fill, boil on a campfire without a pot, drink, keep the can.
[b]The dead keep shop.[/b] Every trader in the world is rendered in black and white, half-transparent and matte. Nothing about the trade changes - but the necromancer deals with the dead, and the only people still doing business out here are not quite alive.
[b]A real ending.[/b] The [b]Black Portal Stone[/b] is the last thing the skill tree gives you, and it is the end of the mod's story - a full-screen finale that stops the game and closes on a choice of two. One of them ends the run and returns you to the main menu; the other lets you come back and keep playing. What waits on the far side is better seen than described.
[b]Fully localized into 13 languages[/b]: English, German, Spanish, French, Italian, Japanese, Korean, Polish, Brazilian Portuguese, Russian, Turkish, Simplified and Traditional Chinese. Every string, not just the item names.
[size=5][b]Requirements[/b][/size]
[list]
[*][b]7 Days to Die 3.2.[/b] Other versions are untested.
[*][b]EasyAntiCheat must be off[/b] - the mod uses Harmony patches.
[*][b]No other mods required.[/b] Harmony itself ships with the game.
[*][b]Single-player.[/b] The story scenes rely on the game's own pause, which vanilla only applies in single-player; in multiplayer they play without stopping time. Everything else works, but the mod was built and tested solo.
[*]Client-side install: every player who wants it installs it themselves.
[/list]
[size=5][b]Shout outs[/b][/size]
Thanks to [b]The Fun Pimps[/b] for a game that survives this much rewriting, and to [b]Andreas Pardeike[/b] for Harmony, without which none of the runtime side of this mod would exist. Thanks to the 7 Days to Die modding community, whose forum posts and open-source mods answered questions the XML documentation does not.
[b]AI disclosure:[/b] the item icons and the finale artwork in this mod are AI-generated. Everything else - the code, the design, the mechanics and the writing - is my own.
Source code, full change history and issue tracker: [url=https://git.08h.ru/alex/necromants-tome-7d2d-3-2]git.08h.ru/alex/necromants-tome-7d2d-3-2[/url]
Mod page on my site: [url=https://www.alexcube.ru/7-days-to-die-moi-mody/kniga-nekromanta-necromancer-s-tome/]alexcube.ru[/url]
My YouTube channel: [url=https://www.youtube.com/@alex_cube]@alex_cube[/url]