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Dungeon Craft - Troubleshooting / Re: Dual class not working
« Last post by manikus on September 21, 2017, 03:13:22 PM »
We have the Change Class optioin working, both engine and script. However, as I was testing the above asked about "one change only" rule - yes, it is in place - I decided to try training a PC in the new class and promptly crashed the engine. I have three PCs which had changed to 3 different classes, and training any of them results in CtD.

A little bit longer before I post scripts and links, etc.
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Dungeon Craft - Troubleshooting / Re: Dual class not working
« Last post by manikus on September 21, 2017, 12:33:24 PM »
The script listed is not going to be used, but it did handle correctly the "to" and "from" - I had tested it that far. ;)

I have added more checks to the new scripts, like all of the abilities and alignement options for a given class. As Paul stated, I have not put in any race checks as we are alrady doing that in the races database. However, for a designner doing her own thing, race checks would certainly be appropriate if applicable and work in a similar manner to the ability checks. You can also do sex checks - like if you want a "Priestess" class, for example.

I'm working on some snafus in at least one of my new scripts, so progress is being made, but not there yet.
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Dungeon Craft - Module Previews / Re: PREVIEW? Some Screenshots Anyway
« Last post by manikus on September 21, 2017, 12:26:38 PM »
Is the brown the backdrop or is the white? I guess it means he did a good job, since I can't tell. ;)
We should totally use a backdrop that when made into a floor-wall will be immediately usable.

However you want to do this is good with me. :D
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Dungeon Craft - Module Previews / Re: Towers of Magic
« Last post by Milos Gulan on September 21, 2017, 02:51:08 AM »
Ok now third post, but it is important :) here is my town for now, grey spaces are parks and gardens. I think it is big and I hope that I will be able to fill it (I also have plans for underground and aerial and underwater places) but as I don't have experience in modding with FRUA and DC I think I might have started a bit too big and I was thinking that I probably should have made a small town like Keep on the Borderlands first.

Anyway here it is just to be able to see and maybe to give me some ideas how to solve it eventualy :) for now I have 3 character walls there can be seen at the left entrance gate and probably will play with them a bit and add one more fighter like one, and I will have to work that port to the south (that means I will have to see how it is done in FRUA, water borders ect) and was thinking that town would look better with some trees around.
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Dungeon Craft - Module Previews / Re: Towers of Magic
« Last post by Milos Gulan on September 21, 2017, 01:57:25 AM »
Ok here it goes, now there seems to be a bug there in third picture only one rogue should be visible instead of 2. That seems to be a problem and it happened with 4th smallest front picture and that is why I deleted it.

I am not sure what to do maybe it can be fixed and I can post my figure walls with all 4 pictures or this newest with only 3. but still that problem seems to exist when looking at 3rd picture and it shows double instead of one.
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Dungeon Craft - Module Previews / Re: PREVIEW: Thieves' Run UPDATED
« Last post by Dinonykos on September 21, 2017, 01:10:53 AM »
I know I am a little late, but I want to state that I very much like the art style!
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Dungeon Craft - Module Previews / Re: PREVIEW? Some Screenshots Anyway
« Last post by Dinonykos on September 21, 2017, 01:08:15 AM »
Would it not make sense to use Uatu's brown backdrop (and the modifications made by Adam)? Uatu could then directly use it... :D If you like, I could give it a try and document what I do with screencaps and preliminary text, and you could go over my English afterwards... :)
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Dungeon Craft - Troubleshooting / Re: Dual class not working
« Last post by Paul R. Stevens on September 20, 2017, 10:33:13 PM »
Quote
check for whether a character has previously changed classes

The hard-wired code attempts to check for this.
Does it work?  It should.  But maybe it should be removed
from the hard-wired code so that the designer could
allow multiple changes.

Quote
race of the individual wishing to change classes is "Human"

This is handled in the races database.  An option named: "ChangeClass yes/no".
Does it work?  It should.
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Dungeon Craft - Troubleshooting / Re: Dual class not working
« Last post by Nol Drek on September 20, 2017, 10:19:21 PM »
As Paul noted, there should be a check that the race of the individual wishing to change classes is "Human".

I also don't see a check for whether a character has previously changed classes or not. It looks to me like a character could change back and forth multiple times, rather than being limited to a maximum of 2 classes (Dual-Classing).
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Dungeon Craft - Troubleshooting / Re: Dual class not working
« Last post by KTG on September 20, 2017, 08:57:43 PM »
Thanks guys, good to see this getting attention.  Please note that the requirements are 15+ in the ability score(s) of the FROM class and 17+ in the ability score(s) of the TO class.  If I read the sample scripts correctly, the FROM and TO requirements were reversed.  A class such as Paladin has multiple ability scores that should meet the requirement.  Also, a few combinations are not allowed due to alignment restrictions (e.g. Paladin / Thief), but otherwise any single class human character that meets the FROM requirements can change to any other class that he meets the TO requirements .
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