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Dungeon Craft - General / Re: Possible Bug - Dying From Poison
« Last post by ProphetSword on Today at 03:22:54 PM »
In most games that I've played (and of their games most memorably "Eye of the Beholder"), the Slow-Poison spell lessened the rate of damage dealt by poison, while Neutralize Poison stopped all further damage from existing poison in the PC; (both only on a living PC).   I had always taken Gold-Box games where poison kills on the spot as having been bugged, because neither spell seemed to matter before a poisoning, and neither seemed suitable after they were dead.


IRRC, this was fixed (or changed) in latter GB games? (or am I not remembering it correctly?)


It was not changed as far as I'm aware, and works the same way in all Gold-Box games, even in FRUA.


Poison on a character "kills" them (though, not really).  This can be reversed completely if Neutralize Poison is cast on them within a certain time frame (if not, the character truly becomes dead).  If Neutralize Poison isn't available (due to the game being a low level adventure, for example), then Slow Poison will slow the progression of the poison during the spell's duration, allowing the player to get the character to a temple to neutralize it.  If they don't get there in time, the character will die again of the poison and actually be dead.


The Gold-Box games and the Eye of the Beholder series have different engines and do not work the same.  There were concessions made in both engines in regards to how the rules for AD&D worked at the table, but that was to be expected given the limitations of the day.  Just because it worked a certain way in one series does not mean it will work the same in another.
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Dungeon Craft - General / Re: Possible Bug - Dying From Poison
« Last post by ProphetSword on Today at 03:16:45 PM »
I forget what might be needed during these bug reports.  Is it one of the "record" log files?  I'll include the most recent one if it helps.  If not, let me know what file you need...

Her you go, ProphetSword.
http://ua.reonis.com/index.php?topic=2588.0


I will try to get this to you later tonight. On my tablet at the moment.
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Dungeon Craft - General / Re: Possible Bug - Dying From Poison
« Last post by manikus on Today at 03:07:51 PM »
I have no documnetation for either one of these keywords. The hehlp at the start of the spells.txt file ends like this...
Code: [Select]
//  Activate Script
//
//  Modify Script
//
//  Saving Throw Script
//
//  Saving Throw Failed Script
//
//  Saving Throw Succeeded Script
//
//  Begin Script
//
//  End Script
//

I don't see any of these terms defined in the web Help, either.

I would appreciate being able to sue Attacker, Target, as well as both Combatant and character
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Dungeon Craft - Artwork / Re: art requests for Dinonykos
« Last post by manikus on Today at 02:55:09 PM »
Your color coding makes sense - I saw this in reference to the default release and underwater add-ons, where you were doing Uatu-style walls.

I think you should repost your Hero Machine portraits, because someone might want to use them.
As for a repository...we could do that. i don't want to do the leg work (putting the archives together from sorted images), but I would be willing to put them on a page here at Reonis and maintain said page.
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Dungeon Craft - General / Re: Possible Bug - Dying From Poison
« Last post by Paul R. Stevens on Today at 02:50:32 PM »
1) Is the use of this script documented anywhere?

2) No context is defined whatsoever.  Neither Character
nor Target. It appears to only expect that the script
will modify the text that is displayed as a result of the
saving throw failure.

3) Ditto for "savingThrowSucceeded".


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Dungeon Craft - Artwork / Re: art requests for Dinonykos
« Last post by Dinonykos on Today at 02:33:07 PM »
Nice walls. :D Thanks for posting them.
I am currently working on making a two-floor version of Uatu's medieval walls. :)

I don't know if I already mentioned this somewhere, but I really like the color-coding for the different resolutions. I have used this in the Underwater add-on, and will use it in any future add-ons with walls, probably next in the Superhero add-on/remake.
Unfortunately I have not yet used this consequently. My idea was originally to do all Uatu-compatible walls with blue-yellow, my black-outlined with magenta, and surely it would be wise to use a third colour for the 102-resolution... :)

I think the Hero Machine generated character does indeed go quite well with your wall.
The question is if should repost the 20 or so characters I made with Hero Machine as attachments... The question is if anybody is going to use them.

Maybe we should make a kind of archive somewhere in which art for different styles (e.g. outlined comic-style, "Uatu style", "3D-model-style") can be found in packs...
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Dungeon Craft - Artwork / Re: art requests for Dinonykos
« Last post by manikus on Today at 02:21:25 PM »
Nice walls. :D Thanks for posting them.
I don't know if I already mentioned this somewhere, but I really like the color-coding for the different resolutions. I have used this in the Underwater add-on, and will use it in any future add-ons with walls, probably next in the Superhero add-on/remake.

I think the Hero Machine generated character does indeed go quite well with your wall.
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Shadow Warrior (2013): Special Edition
is currently free at the Humble Store (to be redeemed on Steam). Promo is running for another ~45 hours from now on.
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Dungeon Craft - General / Re: Possible Bug - Dying From Poison
« Last post by manikus on Today at 02:02:23 PM »
I would say that there are two bugs here:

1) Manikus' script appears to have attempted to
use $CharacterContext() inappropriately.
2) The diagnostic appears not to have displayed the
script name properly.

This script is attached to a spell in "savingThrowFailedScript". The rest of the script is using $TargetContext(). I wrote this years ago, but I would guess I used $CharacterContext() because even though this is being used in combat, it needs to effect the character, too.

Her eis the spell:
Code: [Select]
\(BEGIN)
name = monsterPoisonCentipede
casting sound = none
cast msg = /c poisons /t.
missile sound = none
coverage sound = none
hit sound = none
linger sound = none
cast art = none
missile art = none
target cover art = none
target hit art = none
target linger art = none
school = Monster
cast by = magicUser
can target friend = no
can target enemy = yes
cumulative = yes
can memorize = no
allow scribe = no
auto scribe = no
in camp = no
in combat = yes
can be dispelled = yes
lingers = no
linger affects once = no
save versus = Par/Pois/DM
save result = negates
Special Ability = DamageNonMagical,poison
Special Ability = StandardDisplaySpellEffect
Special Ability = monster_Poison
targeting type = selectByCount
target quantity = 1
target range = 0
level = 1
casting time = 0
casting time units = initiative
duration = 0
duration units = instantaneous
target duration = 0
price = 0
priority = 500
spell effect 1 = $CHAR_AC,-1,delta,target,yes
savingThrowScript =
savingThrowSucceededScript = $SET_HOOK_PARAM(5,"/t is unaffected.");
savingThrowFailedScript = $SkillAdj($CharacterContext(), "Save Vs PP", "monsterPoisonCentipede", "-","4");$SET_CHAR_HITPOINTS($IndexOf($TargetContext()), $GET_CHAR_HITPOINTS($IndexOf($TargetContext())) -# 30);
begin script =
end script =
\(END)

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Dungeon Craft - General / Re: Possible Bug - Dying From Poison
« Last post by manikus on Today at 01:54:07 PM »
I forget what might be needed during these bug reports.  Is it one of the "record" log files?  I'll include the most recent one if it helps.  If not, let me know what file you need...

Her you go, ProphetSword.
http://ua.reonis.com/index.php?topic=2588.0
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