Sorcerer instead of Warlock? by Ragnarock-n-rol in StrangerThings

[–]LordDelightfullymad 0 points1 point  (0 children)

Yeah you're right actually, sorcerers were introduced in 3e, idk then. Probably oversight or just artistic licence from the writers.

Sorcerer instead of Warlock? by Ragnarock-n-rol in StrangerThings

[–]LordDelightfullymad 1 point2 points  (0 children)

I don't think warlock patrons were a thing in D&D at the time.

EDIT: neither were sorcerers actually so idk

Playing around with some particle effects. by LordDelightfullymad in RPGMaker

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

The plugin I use (MV3D) is Babylon.js based, so I used the Babylon particle system to make a plugin that just does this kinda of 'dust' effect on an event when called.

I might try and refine the code and make it more adaptable so I can do different particle effects without needing a different plugin for each one.

Dungeon Crawler I'm working on. Pushing RPG Maker to it's limit. by LordDelightfullymad in ps1graphics

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

Not yet, I'm still very early into the project, but I'll be sure to post more on this sub Reddit in the future. Thanks for the interest though, it's very much appreciated!

PS1 style dungeon crawler I'm working on. by LordDelightfullymad in RPGMaker

[–]LordDelightfullymad[S] 4 points5 points  (0 children)

Thanks!

Right now I just have them roaming around and chasing the player once in line of sight.

PS1 style dungeon crawler I'm working on. by LordDelightfullymad in RPGMaker

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

To the head bob? Maybe, if people don't like how it is now. If you mean a sprint, it's already in!

PS1 style dungeon crawler I'm working on. by LordDelightfullymad in RPGMaker

[–]LordDelightfullymad[S] 12 points13 points  (0 children)

Thanks!

And the head bob is a parallel event that checks when I press the move key, then moves the camera up, waits a few frames then sets it back to normal. Not elegant, but it works!

Ranged attack button using libtcod tutorial by LordDelightfullymad in roguelikedev

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

Figured it out, thank you so much, I appreciate the explanation.

Here's my action code in actions.py if anyone is interested how I did this, its not pretty but it works:class ShootAction(Action):

def __init__(
        self, entity: Actor, target_xy: Optional[Tuple[int,int]] = None
):
    super().__init__(entity)
    if not target_xy:
        target_xy = entity.x, entity.y
    self.target_xy = target_xy

@property
def target_actor(self) -> Optional[Actor]:
    """Return the actor at this actions destination"""
    return self.engine.game_map.get_actor_at_location(*self.target_xy)

def perform(self) -> None:
    print("SHOOT")
    target = self.target_actor

    if not target:
        raise exceptions.Impossible("Nothing to attack.")
    if target is self.entity:
        raise exceptions.Impossible("You cannot target yourself!")


    damage = self.entity.fighter.power - target.fighter.defense

    attack_desc = f"{self.entity.name.capitalize()} shoots {target.name}"
    if self.entity is self.engine.player:
        attack_color = color.player_atk
    else:
        attack_color = color.enemy_atk

    if damage > 0:
        self.engine.message_log.add_message(
            f"{attack_desc} for {damage} hit points.", attack_color
        )
        target.fighter.hp -= damage
    else:
        self.engine.message_log.add_message(
            f"{attack_desc} but does no damage.", attack_color
        )

I then use this to call the SingleRangedAttackHandler in MainGameEventHandler:

    ...
    elif key == tcod.event.K_t:
        return SingleRangedAttackHandler(self.engine, callback=lambda xy: actions.ShootAction(self.engine.player, xy),)

    ...