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91
Dungeon Craft - Troubleshooting / Re: Upgrading Snow Tigress to DC 2.x/3.x
« Last post by Paul R. Stevens on August 15, 2017, 10:22:28 AM »
Where are we with this MIDI problem?  Did you ever find
the UafErr_Engine.txt file that we need?
92
Dungeon Craft - Module Reviews / Re: REVIEW: The case of stolen Masterpiece
« Last post by Uatu on August 15, 2017, 09:55:13 AM »
I have Windows 8.1...  weird, wonder why it does not work for me?
93
Dungeon Craft - Artwork / Re: art requests for Dinonykos
« Last post by Uatu on August 15, 2017, 09:45:47 AM »
Hmm - to be honest, I will have to spend some time comparing the D, etc. slots to see what I am doing wrong!  As for the tree, I actually did not use the generator that time (the wall is older than the generator), but maybe I misjudged the location of the tree for the A and B slots?  I thought that the trunks would be outside the PCs' line of sight...
94
Dungeon Craft - Artwork / Re: art requests for Dinonykos
« Last post by Dinonykos on August 15, 2017, 03:55:08 AM »
Two more "upgrades" (I hope Uatu forgives me using this term :) ) to walls made by Uatu.

I added a few more plants to Uatu's Taraxacum (dandelions) wall.
Uatu's oak did not show it's trunk in slots A and B, I am not sure if this is due to the way the wall generator handles it, but I think it iwas confusing.

There are generally two philosophies concerning slots A and B - concerning the perspectives, these slots should show more than half of the wall. This is how I handle it. Others (and I think also the wall generator) show only half of the wall in slot A and B. But as I saw in "Case of the stolen masterpiece", even if walls of both types are used together, it does not really jump into one's eye...

You can see the difference even in the examples below: If I had done the oak the way I would do it, the trunk would not be as close to the edge of the slot. Concerning the dandelions, I used my grid, thus you can see one more dandelion in slots A and B...
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Dungeon Craft - Artwork / Re: art requests for Dinonykos
« Last post by Dinonykos on August 15, 2017, 03:40:55 AM »
These are grids/early stage images which may be useful as guides.
96
That makes sense, but it's not what I was I was describing...  Guarded attacks happen (afaik) when the enemy (or PC) is approached—while guarding.  What I meant above, is the attack of opportunity that happens when an adjacent opponent steps away from their enemy. 


Do you mean that in DC this only happens when the combatant ended their turn with a guard action?

I agree with you that monsters should get a free attack of opportunity whenever a PC moves away from them, regardless of how many attacks they have previously taken in the current round.
97
That makes sense, but it's not what I was I was describing...  Guarded attacks happen (afaik) when the enemy (or PC) is approached—while guarding.  What I meant above, is the attack of opportunity that happens when an adjacent opponent steps away from their enemy. 


Do you mean that in DC this only happens when the combatant ended their turn with a guard action? 
98
Dungeon Craft - Module Previews / Re: Towers of Magic
« Last post by Milos Gulan on August 14, 2017, 08:10:08 PM »
I did half of the northern part too, better to leave ir for another time 3am now :)
99
Things have gone very well.  The dishes have been
washed, dried, and put away.  The family is settled
for the evening.  Editor version 3.07 has been posted.
It treats carriage returns in json files as whitespace.

Do you have other instances where carriage returns
have been an annoyance?

By-the-way....I think this might even be legal

Code: [Select]
    "Comment":"start of a long comment
and the continuation of a long comment
and the end of a long comment",
But I did not try it.
100
Dungeon Craft - Development / Re: Question about expoted levels and globaldata files
« Last post by manikus on August 14, 2017, 07:34:43 PM »
thank you, Paul. :)

Windows carriage return has been an annnoyance for a while - it always gives you a line in between.
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