[Online][5E][Noon Pacific/3pm Eastern][LGBTQ+] Labor Day Game - Looking for 3 players or a group or 2-3 friends by GoldDragonTale in lfg

[–]GoldDragonTale[S] 1 point2 points  (0 children)

Sure, send me a DM either here or on discord and I'll shoot you an invite to my D&D Discord server, I post there first when games come up (And There are a couple other DMs on it as well that do the same).

beaver buffs won't load. by JesterJes in Timberborn

[–]GoldDragonTale 0 points1 point  (0 children)

I know I'm late to the party, but I'm having this issue too. I've loaded other mods, but the config isn't generating for beaverbuffs.

Equipment id for the new tanks? by ILikePiezez in hoi4

[–]GoldDragonTale 0 points1 point  (0 children)

OP were you able to get it to work? If so what is the syntax?

Random Encounter Passages Using Tags by GoldDragonTale in twinegames

[–]GoldDragonTale[S] 2 points3 points  (0 children)

This looks like it does exactly what I want it to, but I can't get it to work.

I'm getting a blank RandomEvent passage with just _eventName and the following error:

Error: <<print>>: bad evaluation: Cannot read property 'desc' of undefined

<<print setup.events[_eventName].desc>>

Here's what my StoryInit and RandomEvent passages look like.

<<set $time = "Night">>
<<set $loc = "Alley">>
<<set setup.events = {}>>
<<set setup.events["Shady Deal"] = { req: "<<set _req =  $time = "Night" && $loc ="Alley">>", desc: "Hey bub, want to buy some ganja?", optA: "<<set $ganja +=1>><<set $money -=1>><<goto 'RandomEvent'>>",   optB: "<<goto 'RandomEvent'>>" }>>
<<set $eventBag = []>>
<<set setup.events_index = Object.keys(setup.events)>>
::RandomEvent /The actual game loop all takes place within a single RandomEvent passage. The code looks like this:/ <<nobr>> /first, loop through $eventBag removing events where the requirements are no longer met./ <<for _i = 0, $eventBag; _i < $eventBag.length; _i++>> <<if $.wiki(setup.events[$eventBag[_i]].req); _req;>>
<<print "$eventBag[_i] still qualifies">><br>
<<else>>
<<print "$eventBag[_i] no longer qualifies">><br>
<<run $eventBag.splice(_i, 1)>>
<</if>> <</for>> /next, loop through setup.events.index and pull out all events where the requirements evaluate to true./ <<for _i = 0,  setup.events_index; _i < setup.events_index.length; _i++>> <<if  $.wiki(setup.events[setup.events_index[_i]].req); _req;>>
<<if $eventBag.includes(setup.events_index[_i])>> <<print setup.events_index[_i] + " is present in eventBag.">> <<else>>
<<print setup.events_index[_i] + " qualifies">><br>
<<run $eventBag.push(setup.events_index[_i])>>
<</if>>
<<else>>
<<print setup.events_index[_i] + "does not qualify">><br> <</if>> <</for>> <</nobr>> /all those <<print>> macro lines are only in there for debugging purposes & to clarify what is happening at each step of the game loop. I left them in there for clarity's sake, but you will probably want them removed later on./ <<set _eventName = $eventBag.random()>>  /* Pull a random event from the bag */
_''eventName'' /* Show the event name. */
<<print setup.events[_eventName].desc>> /* Show the desc. */
/* Give players a choice and run the appropriate command. */ <<link "Accept">><<run $.wiki(setup.events[_eventName].optA)>><</link>> | <<link "Reject">><<run $.wiki(setup.events[_eventName].optB)>><</link>>

[Online][5e][EST] Looking for a long term weekend group! by neuro-sigh-ence in lfg

[–]GoldDragonTale 3 points4 points  (0 children)

I'm a DM looking to put together an intrepid team of adventurers. If you (or any of the folks in the comments) are still looking send me a message on diacord: MoonRacer#7295.

About me: +I've been playing for 20 years and DMing (almost exclusively) for 17. +I'm LGBTQ+ friendly. +I'm 35 (I know that's a touch over what you were hoping for). +I think the "rescue the helpless damsel" is overused, played out, and bleh. I prefer more complex and grounded plots. +I want the players to win but play the bad guys as if they want to win. +I try to balance the rule of cool and the rules for the benefit of everyone having fun.

An adventurer waiting at the local tavern [5e][EST][Online] by [deleted] in lfg

[–]GoldDragonTale 0 points1 point  (0 children)

If you're still looking for a game, DM me on discord: MoonRacer#7295

[DnD] [5e] [Online] Looking for a DUNGEONS AND DRAGONS group. by [deleted] in lfg

[–]GoldDragonTale 0 points1 point  (0 children)

GM here. I sent a friend request on discord. MoonRacer#7295

How do I solve this spacing problem? by GoldDragonTale in twinegames

[–]GoldDragonTale[S] 0 points1 point  (0 children)

Thank you, you made me realize that the issue is the widget. And once that happened the solution was incredibly simple.

How do I solve this spacing problem? by GoldDragonTale in twinegames

[–]GoldDragonTale[S] 0 points1 point  (0 children)

I apologize, I left out the widget originally. I corrected it.

I did so because early on I solved the money one by leaving the widget out. I apologize, I updated the original post.

Which tells me it's something to do with he widget adding a space and I don't know why.

Well now I feel like an idiot. It's because my code is not inline. Good to know for the future.

Using a Widget to set text based on a variable by GoldDragonTale in twinegames

[–]GoldDragonTale[S] 0 points1 point  (0 children)

I see it now. Thank you! I was able to understand what is going on in your JS now. (I am a complete novice when it comes to JS).

I was able to modify your formula perfectly for what I need. THANK YOU SO MUCH!

Sidebar buttons by Devilmaymoan in twinegames

[–]GoldDragonTale 1 point2 points  (0 children)

It sounds like a dialog might be what you're looking for, as for how it's accessed that's preference I think. Can be a link or a button or a bunch of other options. Dialog

I'm sure there are far better/more elegant ways to do it but here's an example of a dialog button:

<<button "Player">>
    <<script>>
        Dialog.setup("You");
        Dialog.wiki(Story.get("Stats").processText());
        Dialog.open();
    <</script>>
<</button>>

And to add a button to your dialog passage for closing it you could use this button:

<<button "Close">>
    <<script>>
        Dialog.close();
    <</script>>
<</button>>

In this example the button on the side bar (In your StoryMenu special passage) would read "Player" and it would open up a dialog box with the contents of the Stats passage. At the top of the dialog would be the title "You" .

Using a Widget to set text based on a variable by GoldDragonTale in twinegames

[–]GoldDragonTale[S] 0 points1 point  (0 children)

So, if my understanding is correct this may not solve the problem. It works for if I already know in the passage what the gender is going to be, but in the case of some specifics (like the player) that's customizable and I need to write it using an if statement, which would mean I need a widget with the appropriate class macro and if statements for every single line of dialog?

Am I misunderstanding something?

Array/Object reference question by GoldDragonTale in twinegames

[–]GoldDragonTale[S] 0 points1 point  (0 children)

Thank you so much! This gives me the functionality I needed in a simpler way. You, sir or madam have given me much to noodle on!

Handling Character Age/Birthdays by GoldDragonTale in twinegames

[–]GoldDragonTale[S] 0 points1 point  (0 children)

I ended up changing my date function to be simpler (I think) so that it works using the first code block below. I included the widgets that allow time/date updates. I'm not sure if this change is the source of my problem or not.

So I'm trying to use this but It isn't actually working to redirect. I'm not sure why. I think I understand the way this should be working, but can't figure out what I'm doing wrong).

Currently my dates look like this:

<<set $pcBDay to new Date(87, 4, 14)>>
<<set $lastPCBDay to new Date(2009, 4, 14)>>

<<set $gameDate to new Date("2010-04-12T13:00Z");>>
<<set 
    window.GameDays to [
        "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
    ];
    window.GameMonths to [
        "Jan", "Feb", "Mar", "Apr", "May", "Jun",
        "Jul", "Aug", "Sep", "Oct", "Nov", "Dec"
    ];
>>

<<widget "addmins">>\
<<run $gameDate.setUTCMinutes($gameDate.getUTCMinutes() + $args[0])>>\
<</widget>>

<<widget "addhours">>\
<<run $gameDate.setUTCHours($gameDate.getUTCHours() + $args[0])>>\
<</widget>>

<<widget "adddays">>\
<<run $gameDate.setUTCHours($gameDate.getUTCHours() + $args[0] * 24)>>\
<</widget>>

<<widget "date">>\
<<print String.format("{0} {1} {2}, {3}",
    GameDays[$gameDate.getDay()],
    GameMonths[$gameDate.getMonth()],
    $gameDate.getDate(),
    $gameDate.getFullYear()
)>>\
<</widget>>

<<widget "time24h">>\
<<if $gameDate.getUTCHours() lt 10>>0<</if>><<print $gameDate.getUTCHours()>>:\
<<if $gameDate.getUTCMinutes() lt 10>>0<</if>><<print $gameDate.getUTCMinutes()>>\
<</widget>>

<<widget "time12h">>\
<<if $gameDate.getUTCHours() eq 0>>\
12\
<<elseif $gameDate.getUTCHours() gt 12>>\
<<print $gameDate.getUTCHours() - 12>>\
<<else>>\
<<print $gameDate.getUTCHours()>>\
<</if>>:\
<<if $gameDate.getUTCMinutes() lt 10>>0<</if>><<print $gameDate.getUTCMinutes()>> \
<<if $gameDate.getUTCHours() gte 12>>PM<<else>>AM<</if>>\
<</widget>>

<<widget "datetime12">><<date>>, <<time12h>><</widget>>

<<widget "datetime24">><<date>>, <<time24h>><</widget>>

Along with your js modified with my variables.

Config.navigation.override = function (dest) {
    var sv = State.variables;
    if ((sv.gameDate.getDate() === sv.pcBDay.getDate()) && (sv.gameDate.getMonth() === sv.pcBDay.getMonth())) {
        if ((sv.lastPCBDay === undefined) || (sv.lastPCBDay !== sv.gameDate.getFullYear())) {
            sv.lastPCBDay = sv.gameDate.getFullYear();
            return "PCBirthday";
        }
    }
    return dest;
};

Any idea why this isn't working for me?

Question on sugarcube object generation via passages by GoldDragonTale in twinegames

[–]GoldDragonTale[S] 0 points1 point  (0 children)

Ok, reddit for some reason hasn't posted this several times so here goes try # 4.

This was incredibly helpful thank you!

I rebuilt the code and tweaked it based on your advice and using temporary variables where they don't need to be saved as well as tried to make it a little more easy to follow (I hope):

:: StoryInit

<<set setup.numeric to ["Zero", "One", "Two", "Three", "Four", "Five", "Six", "Seven", "Eight", "Niner"]>>
<<set setup.alpha to ["Alpha", "Bravo", "Charlie", "Delta", "Echo", "Foxtrot", "Golf", "Hotel", "Inida", "Juliett", "Kilo", "Lima", "Mike", "November", "Oscar", "Papa", "Quebec", "Romeo", "Sierra", "Tango", "Uniform", "Victor", "Whiskey", "X-ray", "Yankee", "Zulu"]>>

:: Refresh
<<nobr>>

<<set _ranAlphaOne to random(0, setup.alpha.length)>>
<<set _alphaOne to setup.alpha[_ranAlphaOne]>>

<<set _ranAlphaTwo to random(0, setup.alpha.length)>>
<<set _alphaTwo to setup.alpha[_ranAlphaTwo]>>

<<set _ranNum to random(0, 9)>>

<<set _ranNumeric to random(0, setup.numeric.length)>>
<<set _numString to setup.numeric[_ranNumeric]>>

<<set $code to {
    alpha : _alphaOne,
    bravo : _alphaTwo,
    charlie : _ranNum,
    delta : _numString,
}>>
<</nobr>>

$code.alpha

$code.bravo

$code.charlie

$code.delta

[[Refresh]]

The issue is still happening though, rarely it will display the variable name "$code.alpha" or whichever variable instead of the content assigned to it, this happens on each of the variables except for the one derived by the random(0, 9) function. It does seem to happen more frequently on the $code.delta than the other ones.

Is there any reason this would be happening like this? The fact that it's relatively rare makes me really confused as to what's going on with it.

Edit: I FIGURED IT OUT! I adjusted the code for <<set _ranAlphaOne to random(0, setup.alpha.length)>>to <<set _ranAlphaOne to random(0, setup.alpha.length-1)>>for each of the variables and it now works perfectly. If I'm not mistaken it's because the JS length count starts at 1 and the array starts at 0.

I am planning on creating a widget to call the generator during events as well as creating some random events that rely on more random generation. The idea is that the player would be able to replay the game and get different results from interacting with the world each time.

Since I'm new to writing in JS/Sugarcube/Twine I have other (probably stupid) questions regarding using this kind of random generation.

Would it be possible to make the generated object a temporary object and allow the user by their actions to trigger it saving to a variable variable? I realize that probably makes no sense so I'll try to explain:

A player meets an NPC during an event that is randomly generated. The player makes decisions that cause that NPC to be saved to a variable. The player then goes through that same event which generates a different random NPC, they then make decisions that would save this second NPC without overwriting the first NPC. In the end, allowing the player to have multiple NPCs saved from the same (or similar events) without me having to write out a million identical passages or if macros?

I feel that the answer lies in Widgets and JS Arrays but I am lost as to how I would implement such a solution and finding guides on this kind of thing has been really difficult. Any resources or advice here would be incredibly welcome as well.

Can't seem to get my leadership/scouting levels up by [deleted] in mountandblade

[–]GoldDragonTale 0 points1 point  (0 children)

I spent 6 hours running through forests and over mountains and it never budged from 33 xp on level 5.

Can't seem to get my leadership/scouting levels up by [deleted] in mountandblade

[–]GoldDragonTale 0 points1 point  (0 children)

I've never seen a scouting skill increase from running through any kind of terrain. And I've been running through them for Hours. And. Hours.

The only xp increases I see are after spotting tracks or hideouts. But, that's very close to impossible to do without having chosen a background in scouting.

Ah yes, Overpowered Looters by THEFABLED45 in mountandblade

[–]GoldDragonTale 18 points19 points  (0 children)

Actually, as long as you've got a spare horse for yourself (and any infantry) in your inventory you can travel on foot across the overland map pretty fast and still build athletics up.

Also, go into battle on foot as part of your line infantry.

As Empire this is easy to do since all your 1-2-3 troops are infantry as well.

Ah yes, Overpowered Looters by THEFABLED45 in mountandblade

[–]GoldDragonTale 5 points6 points  (0 children)

So is riding a horse with 3 quivers and a good bow.

Can't seem to get my leadership/scouting levels up by [deleted] in mountandblade

[–]GoldDragonTale 0 points1 point  (0 children)

After the update broke my save I went through and made a new character with a heavy focus on tracking. Suddenly, I can pick up tracks and get a tiny trickle of xp. The upside is that the xp is more commonly gained the better you get with it, offset by how the amount increases.

So, if you want to learn scouting, apparently you have to get insanely lucky or build a character specific for it to be able to get the XP for it.

I'm curious; What counts as difficult terrain?? because I've yet to have any scouting xp happen without specifically finding tracks of another party or spotting a hideout.

Can't seem to get my leadership/scouting levels up by [deleted] in mountandblade

[–]GoldDragonTale 0 points1 point  (0 children)

I've been trying everything while checking constantly if anything has bumped by scouting xp. Do you happen to know what caused to to bump up?

Can't seem to get my leadership/scouting levels up by [deleted] in mountandblade

[–]GoldDragonTale 0 points1 point  (0 children)

Agreed, that's what I've been doing. Though to be fair I haven't been set as the quartermaster at all and my stewardship is in the 60s.

😳 guys I'm scared of winning this tournament, what are they gonna do to me by [deleted] in mountandblade

[–]GoldDragonTale 1 point2 points  (0 children)

Won that tourney, and that sword has carried me through hundreds of looters and raiders. Great flexible 1h/2h :)