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#11 |
Elite Waterdeep Guard
![]() Join Date: June 4, 2008
Location: Denver CO USA
Age: 50
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And... Thanks for the ideas and assistance, guys... I'm working on the mountainside refuge of Ironbane right now for "Ironbane: The Duchesne Chronicles #1". My plan is to make this one a fairly short intro adventure to get comfortable with the designer and get something out there to generate some enthusiasm for the series.
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#12 |
Horus - Egyptian Sky God
![]() Join Date: June 7, 2007
Location: Japan
Age: 47
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Wow, sounds like a very different module (the LARP pictures and all)!
Looking forward to seeing your module, ddggames! As far as I know, overlays basically "overlay" on top of walls - so you could use overlays as signs, windows, or even something less flat like treasure chests (if you are creative)...
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Original Dungeon Craft art at my home page: http://dhost.info/uatu/ My Blog: http://advanceddantiansanddragons.blogspot.com |
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#13 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
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The other thing to note about overlays is that they have to be the same formate as the wall they overlay (and there must be a wall to overlay- if you only want the overlay, just plug it into the wall slot).
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#14 |
Horus - Egyptian Sky God
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Hmm - come to think of it, how many overlays can you overlay in the same spot?
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Original Dungeon Craft art at my home page: http://dhost.info/uatu/ My Blog: http://advanceddantiansanddragons.blogspot.com |
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#15 |
Jack Burton
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There are 3 layers to each spot - wall, door and overlay. The wall is necessary for and provides the format for the other two.
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#16 |
Horus - Egyptian Sky God
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Oh, okay, thanks
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Original Dungeon Craft art at my home page: http://dhost.info/uatu/ My Blog: http://advanceddantiansanddragons.blogspot.com |
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#17 |
Elite Waterdeep Guard
![]() Join Date: June 4, 2008
Location: Denver CO USA
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Yeah, I guess I just haven't seen the mechanic for adding overlays yet, just walls, backdrops, and the other standard FRUA fare. I'll bang more on it today and see what I can come up with... I forgot my pen drive with the module I was working on and the art I was using, so today's just a "get comfortable with the toolset" day.
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#18 |
Elite Waterdeep Guard
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Aha, I've got it... Overlay and door layers are added when you've configuring the wall tiles. I thought the Wall / Door / Overlay buttons were just there to pre-configure the behavior of the wall tile (whether it was blocked, etc...) but now I'm getting it.
Makes for some nice combinations, I'm getting excited again... I just hope you guys have a solution for the spells known / spells per day problem I talked about in the other thread I posted... Otherwise the engine's problems could undermine all of its benefits. |
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#19 |
Symbol of Cyric
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The problem with the spells is caused by the incompleteness of the GDPL script integration. This is something that Tarlanon, our developer/programmer, has addressed. Tarlanon said that he was going to put some effort towards this in the next release, but until the GDPL scripts are completed it is hit-or-miss on whether the spells/magic effects work correctly.
ST
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#20 |
Jack Burton
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ST, that's not the issue with this problem. The mages couldn't access higher level spells because there aren't any.
As for spells not working properly, the list of spells is sleep, strength and the cure spells. The cure spells still provide healing, but apparently aren't changing the PC status if they have fallen in combat. Actually, FRUA doesn't change the status in combat either, but changes it as the combat event ends, whereas DC isn't doing that automatically, but only if you 'rest'. |
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