Recent Posts

Pages: [1] 2 3 ... 10
1
Dungeon Craft - Troubleshooting / Re: Dual class not working
« Last post by manikus on Today at 12:31:54 PM »
Woot! I will get on testing this right away. After goind home yesterday, I re-did my script into many scripts in order to get ready for the new Hooks. I discovered that I indeed had missed multiple alignment requirements. There are no race references because in the defualt DC, only humans can change class and they can be all of the classes if their abilities scores and alignment allow it.

As for where to document the new escape character feature. Where do we document the current escape character? I will find out where we do that and get back to you, as that seems the likely spot.
2
Dungeon Craft - Module Previews / Re: PREVIEW? Some Screenshots Anyway
« Last post by manikus on Today at 12:20:25 PM »
I culdn't find the right words to describe the cragginess, but I know I can for a tutorial on how to turn a backdrop into a floor-wall. ;) Shall we collaborate, Dinonykos? How about you donate a backdrop, and I write up the tutorial and have you look it over before posting it?
3
Dungeon Craft - Module Previews / Re: PREVIEW? Some Screenshots Anyway
« Last post by Uatu on Today at 06:52:51 AM »
I will probably try to do a craggy version next...  (Just to see how it goes...)
4
Dungeon Craft - Module Previews / Re: PREVIEW? Some Screenshots Anyway
« Last post by Dinonykos on Today at 04:34:14 AM »
Yes, I think Adam's "enhancements" are improving the already nice art. It can definitely be done, as Manikus wrote. My main problem concerning tutorials is that it is really hard to find the right words to explain things (even Manikus as a native speaker admits that above :) ). The "floor wall" thing is not that complicated, but I'd say it is also not explained in a few sentences... :(
5
Dungeon Craft - Troubleshooting / Re: Dual class not working
« Last post by Paul R. Stevens on September 19, 2017, 10:31:22 PM »
Engine Version 3.18 is released.
Documentation for Change Class hooks updated.

Neither the modified color escape character nor the
new Change Class Hooks are tested.

I have no idea how to document the escape character feature.
6
Dungeon Craft - Troubleshooting / Re: Dual class not working
« Last post by Paul R. Stevens on September 19, 2017, 07:41:09 PM »
I will have that (and the new colored font escape
character) tomorrow.  Thankfully, hooks are easy to
implement.  Easier to implement than to use, I bet.

AND.....

All those numbers.  They probably belong as parameters
in the SpecialAbility definition.  But I won't insist that it
is better that way.

Also, I notice that your script does not make any checks
for character alignment or race.
7
Dungeon Craft - Troubleshooting / Re: Dual class not working
« Last post by manikus on September 19, 2017, 07:18:23 PM »
I was (as in the past tense) concerned about the naming of the SAs, since now we are required to use ChangeClass. IF there were required SA names for the new scheme, that would be a step in the wrong direction.

What you propose makes perfect sense to me, and I will be happy to write the scripts for when implemented.

As to the factoring, no arguing with that. Take my comment as snarky if you like, since you now were offereing short scripts after I had written a (relatively) long one. ;)
8
Dungeon Craft - Troubleshooting / Re: Dual class not working
« Last post by Paul R. Stevens on September 19, 2017, 06:47:58 PM »
Quote
bunch of little scripts

It is called 'factoring'.  Commonly thought of
as a good thing.

See:
https://en.wikipedia.org/wiki/Decomposition_(computer_science)
9
Dungeon Craft - Troubleshooting / Re: Dual class not working
« Last post by Paul R. Stevens on September 19, 2017, 06:11:58 PM »
My vision:

Every class that allowed 'to' or 'from' changes
would have a Special Ability.  I would call it
'ChangeClass<class>'.  For example, "ChangeClassRanger".
I would not give such a Special Ability to '$$Help'.

The Special ability for Cleric, for example, would
have a script named 'CanChangeClassTo' and a script
named 'CanChangeClassFrom'.

That seems to make reasonable, intuitive sense.
Changing to or from a class is an ability of that class.
Cleric has ability "ChangeClassCleric" and bard has
ability "ChangeClassBard", etc.  The scripts are
very simple, easily understandable, and easy for a
newcomer to extrapolate into a newly defined class.

Now, when a fighter wants to change to a cleric, the
engine will first call any fighter's scripts named
'CanChangeClassFrom'("Cleric") and, if successful, will
call any cleric's scripts named 'CanChangeClassTo'("Fighter").
Notice the plural.....'scripts'.  You could have additional
Special Abilities (perhaps added temporarily during
gameplay) that would modify the ability to change class.
You cannot do that now.

And we would change the return parameter to be positive
("Y") instead of negative ("N") so that the absence of a
script implies a negative response (So $$Help is
automatically not legal).

Notice that the parameter (in parenthesis) is not used in
your scheme.  But I included it so that someone could
define more complex algorithms that might have restrictions
based on both the 'from' and 'to' classes.  Such 'class interactions'
would wind up extremely messy in the present scheme.
For example, a fighter could change to a ranger only if the
sum of the primary abilities is be 28 or more and only if the
fighter is at least 34 years old.  But he could change to a
Cleric without the age restriction.

Special Abilities are wonderful.  If you can wrap your head
around  them.  A challenge for me.
10
Dungeon Craft - Module Previews / Re: PREVIEW? Some Screenshots Anyway
« Last post by steve_mcdee on September 19, 2017, 04:26:02 PM »
They look great. My first critical thought was that perhaps the elements seem a bit too separate, rather than being an organic whole. That can often be an issue when elements are combined in DC, with its relatively high resolution. The misting and crags would address that issue.
Pages: [1] 2 3 ... 10
anything