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General Discussion / Re: Inspirations: Movies, Music, Websites etc.
« Last post by hans on October 04, 2017, 01:40:26 PM »
Halloween mood: an animated short, "Tainted Goods"...
(Language warning: beware, does include a quick F-bomb)
https://www.youtube.com/watch?v=adi9Ijhvn1Y
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General Discussion / Re: Inspirations: Movies, Music, Websites etc.
« Last post by Milos Gulan on October 04, 2017, 03:10:41 AM »
A little bit about programming: How to Learn Code (The 3 Main Ways) https://www.youtube.com/watch?v=z0m9O39IRPE

And a song:
Imagine Dragons - Thunder https://www.youtube.com/watch?v=fKopy74weus
Imagine Dragons - Thunder (Lyrics / Lyric Video) https://www.youtube.com/watch?v=wFhs7WVvuXk

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Dungeon Craft - Troubleshooting / Re: Guarding attacks after movement
« Last post by Mechanaut on October 04, 2017, 02:37:53 AM »
Could one write a script that tracks where a target is moving and moves the target back to the square they last occupied? 
If so, I would like it if DungeonCraft implemented the same behavior of the ESC key in the game combat. The IBM versions of the Gold Box Games allowed the moving PC to expend their entire range—and optionally (if they chose) UNDO that entire movement, and revert to where the PC was at the start of their turn.

This allows the player to change their mind on the path their PC takes from point A to point B during combat.

**Notably: this does not undo and attack-of-opportunity damage they may have taken that turn before they canceled the move.  However, this may have been an engine limitation... It seems like it might be exploitable to use up the enemy's single Guard attack with one PC, so that another PC might pass them unharmed.

I would not mind if undoing the move negated AOO attack damage, and restored the guard attack to the NPC.
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Dungeon Craft - Troubleshooting / Re: Guarding attacks after movement
« Last post by Nol Drek on October 03, 2017, 08:42:56 PM »
Is it acceptable to you folk that the solution to this problem is that an attack of opportunity can not result in a "IsHugged" outcome?

Maybe. What about an attack of opportunity that results in an "IsParalyzed", "IsEngulfed", or "IsHeld" outcome?
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Dungeon Craft - Troubleshooting / Re: Guarding attacks after movement
« Last post by StultusTemporis on October 03, 2017, 08:02:46 PM »
That would fix the problem for the time being.  It would stop the trouble I observed, and would prevent the player from ending up in an unwinnable situation.

That said, this might be a good problem to put a pin in for later.  The current way attacks of opportunity work is a little different from how a player, or module creator, would expect them to work at first glance.  Sometimes this is harmless, such as a character dying one square away from where one would expect them to die.  Sometimes it has the potential to break the game, such as in this example. 

Question:

Your question suggests that attacks of opportunity can be differentiated from normal attacks, and can be used to trigger scripts separate from normal attacks.  Could one write a script that tracks where a target is moving and moves the target back to the square they last occupied?  Could one then trigger this script if the "IsHugged" condition is applied due to an attack of opportunity?  Not only would this eliminate the problem, but it would also add a tool to the module creator's toolbox.  For instance, it could be used to create a creature that, when guarding, pushes characters that try to engage in melee away, forcing characters to either engage it at range or have it engage them first.
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Dungeon Craft - General / Re: CombatActions txt file
« Last post by manikus on October 03, 2017, 06:45:58 PM »
Thank you, Paul.

You can get the  engine here:
http://www.dianneandpaul.net/UAF/DungeonCraft_327.7z

You can get an updated config.txt file attached below.
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Dungeon Craft - General / Re: CombatActions txt file
« Last post by Paul R. Stevens on October 03, 2017, 05:52:07 PM »
Engine version 3.27 implements a config.txt entry:

LOG_COMBAT_ACTIONS = 1
LOG_COMBAT_ACTIONS = 0

to turn on (or off) the logging of combat actions.

Debug version defaults to 1 and release version defaults to 0.

This is untested.
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Dungeon Craft - Troubleshooting / Re: Guarding attacks after movement
« Last post by manikus on October 03, 2017, 04:29:17 PM »
Is it acceptable to you folk that the solution to this problem is that an attack of opportunity can not result in a "IsHugged" outcome?
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General Discussion / Re: Inspirations: Movies, Music, Websites etc.
« Last post by hans on October 03, 2017, 03:08:44 PM »
Halloween mood: "The Little Man Who Wasn't There" song...
https://www.youtube.com/watch?v=GZR3k13OJyg 

...that jazzy song was inspired by the famous poem: 

Antigonish by William Hughes Mearns

"As I was going up the stair
 I met a man who wasn't there!
 He wasn't there again today,
 Oh how I wish he'd go away!"

 When I came home last night at three,
 The man was waiting there for me
 But when I looked around the hall,
 I couldn't see him there at all!
 Go away, go away, don't you come back any more!
 Go away, go away, and please don't slam the door...

 Last night I saw upon the stair,
 A little man who wasn't there,
 He wasn't there again today
 Oh, how I wish he'd go away...
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Dungeon Craft - Development / Re: Special graphics circumstnce requests
« Last post by manikus on October 03, 2017, 12:37:57 PM »
Haha. Thanks for the hint. That could be exciting!

you can very easily even have MoonPhase1, MoonPhase2, and MoonPhase3 scripts - 3 different graphics. :D
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