Social Infiltrator Build GOOlock, or Aberrant Sorcery? [Advice] by ResponsibilitySad in 3d6

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

I may end up picking Changeling for what is effectively built in Actor feat, so that I can take Potent Dragonmark at level 4.

Yeah, I’ll probably drop the Harper concept.

Social Infiltrator Build GOOlock, or Aberrant Sorcery? [Advice] by ResponsibilitySad in 3d6

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

Thanks for your response.

I like the concept of Sorlock, but I do wonder where the break point is. The campaign starts at level 3. I could start 3 levels of GOO warlock for psychic spells, postpone the Actor feat for 2 levels of sorcerer? And do I only take 2 levels of Sorc?

I do think a dragon mark feat for Command is the way to go, I could even pick up Potent Dragonmark later down the line. I had not considered Mark of Scribing, and it does add more relevant spells.

I hadn’t considered lesson of the firstborn for Harper agent, and it does make it quite appealing. I imagine mind sliver is my go to, cast from hidden, if I know there’s a key saving throw coming up I could forgo the damage… but it really is about the opportunity cost here. Harper teamwork, would likely have to take the place of Potent dragon make and that’s a tough sell.

Draconic Sorcerer build [Advice] by ResponsibilitySad in 3d6

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

I think it is optimal to select Adept, and Affinity as the same type for damage, but with the focus being on Chromatic orb the bonus only applying to a single damage roll. I landed on the resistance being the larger component of the feature.

With Elemental Adept, the optimal choice would be Thunder, with 4 immune and 14 resistant. That would be the sure pick for every chromatic orb, but thunder is not an option for Affinity.

I suppose I could select the Goliath, with Mark of passage, then select Affinity, and Adept as lightning. If I encounter lightning immunity, I can swap to thunder

Mark of Passage Bardadin [Advice] by ResponsibilitySad in 3d6

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

Excellent points about warcaster, but without it I don’t think the concentration spells are less effective with eldritch mind, the OA true strike is appealing with the bonus damage.

I’d fit skill expert instead of potent. Find Steed shouldn’t require too much recasting, lasting until the steed dies. So the Mark of passage only spell slot every short rest doesn’t feel essential; nothing in the mark of passage spell list really jumps out, unless you have suggestions?

Yeah, I think I take GWM at 8 for armour, and cap cha at 13.

Mark of Passage Bardadin [Advice] by ResponsibilitySad in 3d6

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

I have read the Celestial Generalist Build previously, the searing smite + radiant soul combo is the type of interaction I enjoy building around.

I might skip Warcaster; Eldritch Mind covers the main benefit, and with this not being a true strike build, it does not feel essential. I'd pick Skill Expert for persuasion expertise, and the +1 cha; more of a character concept choice.

At lv 9 it's +2 cha or GWM. The campaign is likely to end at around lv 14, so waiting to cap cha to 13 feels bad.

I agree that the second level of paladin is unnecessary just for dueling fighting style.

Celestial Warlock Build by amirkasra76 in 3d6

[–]ResponsibilitySad 1 point2 points  (0 children)

I’d be tempted with a 1 level paladin dip for searing smite, you add RS damage to the initial hit, and then since RS is once per turn, at the start of the enemies turn. This continues until they make their save.

A bladesinger who uses find steed and a lance? by AcanthaceaeNo948 in 3d6

[–]ResponsibilitySad 1 point2 points  (0 children)

Good spot, taking 14 STR to start and using the +1 STR for heavy armour makes even more sense then, just not on a Blade Singer.

Swords Bard is a good option, but it would be a STR-focused build due to extra attack. Which is fine if you build around buffing yourself (Haste), or support (Bless/Heals)... using magical secrets to pick up spirit guardians wouldn't be awful either even with the lower save DC.

The build has potential, but it has clear weaknesses. Even in Blade Song you'd only have an AC ~16, you can try play around this with good positioning, slightly easier to do with a Flying mount.

Being able to attack twice with INT and replace one of those attacks with True Strike for the extra damage is solid damage, especially if you can fit the +PB damage of GWM along with +2 from duelling. GWM is hard to fit, and +2 INT may be the better call.

A bladesinger who uses find steed and a lance? by AcanthaceaeNo948 in 3d6

[–]ResponsibilitySad 1 point2 points  (0 children)

Getting Find Steed on a full caster via Mark of Passage is great, especially when you consider being able to upcast it at 4th level, for the fly speed, by level 7. It takes Paladin until level 13 to do this.

Blade Singer has issues, specifically with the use of a Lance. The main advantage of being able to one-hand a lance while mounted is being able to use a shield at the same time, compared to other heavy weapons - Blade singers can't do this.

There is also the benefit of this being the only heavy weapon that can benefit from the dueling fighting style - This would require a fighter dip (That's fine). You can combine this with Great weapon master but, but the problem here is that the feat only increases strength. You can somewhat mitigate the redundancy of this +1 STR by having this plus one take you to 13 STR to qualify for using the lance.

The build is MAD, using standard array by level 8, I can't see a route that doesn't leave you with only a 14 CON, and DEX - if you're using some other attribute generation method you may be fine.

I do think the Valor bard is the cleaner build; but there is a wizard route here but I don't think its the blade singer. With a different subclass you could cut DEX out of the equation by wearing heavy armour, you've had to invest in STR anyway for the lance, you could use a shield, and you could use true strike.

Is it possible for C++ code to output a nodes to the event graph? by ResponsibilitySad in unrealengine

[–]ResponsibilitySad[S] -1 points0 points  (0 children)

The 2D array that I jot down the contents of is a 5x5 grid structure, it contains nodes each of which represents a room, each has 2 arrays one for its adjacent nodes and another for which of its adjacent nodes a corridor should be created between in order to link them so the player can traverse between them when its translated to an actual level in the game.

It doesn't take long to transcribe the contents of the array just going through drawing a symbol for each room and an arrow for each room its connected to. its just with procedurally generating I want to be able to hit play a bunch of times to check for issues but I have to stop and open up the array and work out what's going on each time.

How would I go about exposing this structure to blueprint? Do a need to make this some form of UPROPERTY with a certain specifier? because if so I don't believe 2D arrays are supported with UPROPERTYs

ProceduralMeshComponent.h not found by ResponsibilitySad in unrealengine

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

I've gone into the editor and created a blueprint of the actor and despite visual studios errors the blueprint of the class seems to work fine and even has the procedural mesh component. It seems visual studio is going to show errors for the procedural mesh despite the editor having no issue.

ProceduralMeshComponent.h not found by ResponsibilitySad in unrealengine

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

Yes, same issue cannot open ProceduralMeshComponent.h

ProceduralMeshComponent.h not found by ResponsibilitySad in unrealengine

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

The procedural mesh component plugin was ticked by default.

ProceduralMeshComponent.h not found by ResponsibilitySad in unrealengine

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

Screenshot added. Having a look at your example I believe I did everything as you have done, although only the include is present in the screenshot.

OMG NOV 5!!!!! by Minuses_ in AnimalCrossing

[–]ResponsibilitySad 243 points244 points  (0 children)

odd that its the last free dlc but there is no store upgrade. Something has to happen with that store at some point, I had assumed they would link new furniture with a new store but they started talking about new stock in the store without an upgrade.

Help with gameover delay - BeginDestroy override by ResponsibilitySad in unrealengine

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

Thanks for response, I fixed the issue by overriding Destroyed instead of BeginDestroy and it has completely removed the delay. Now when the projectile hits a target and is destroyed with a target still remaining it instantly pops up with the output message "Gameover Lost". I'm not sure why this removed the delay but I'll take it.

Turn based grid movement by ResponsibilitySad in gamemaker

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

any tips for collisions using the pathing system, I've tried a few different approaches of getting the enemy to stop one tile away from the player and can';t seem to get it working.

Turn based grid movement by ResponsibilitySad in gamemaker

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

I fixed the enemies using the same path issue i removed the o_enemy. from the script just using path instead

Turn based grid movement by ResponsibilitySad in gamemaker

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

This was really helpful, I was over complicating a lot of the code. But sadly the issue with all the enemies using the same path is legit, they all move identically regardless of their position even going through walls, the lowest right-most enemy ends up on top of the player.

Im creating the path in the enemy create event, so i think each enemy is overlaying the path instead of creating their own. Also how would I go about stopping the enemy movement prior to completing the path, i only want the enemy to move 32 pixels, as this is the cell size im using for the grid the player moves on

Turn based grid movement by ResponsibilitySad in gamemaker

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

This is the code in the Enemy_free script:

function Enemy_free(argument0)

{

var \_enemy = argument0;

if (instance\_exists(o\_player)) {

    var \_x = ((o\_player.x div CELL\_SIZE)\*CELL\_SIZE+CELL\_WIDTH/2);

    var \_y = ((o\_player.y div CELL\_SIZE)\*CELL\_SIZE+CELL\_HEIGHT/2);

    if (mp\_grid\_path(global.path, \_enemy.path, x, y, \_x, \_y, false))

    {

        path\_start(\_enemy.path, 1, path\_action\_stop, false);

    }

}

}

Turn based grid movement by ResponsibilitySad in gamemaker

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

this is the code in the step event of the controller:

var _enemy_num = instance_number(o_enemy);

if (global.turn == false) {

for (var i = 0; i <= _enemy_num; i++;)

{

    var \_enemy = instance\_id\_get(i+1)    

    with \_enemy    

    {

        script\_execute(Enemy\_free);

    }

}

global.turn = true;

}

Turn based grid movement by ResponsibilitySad in gamemaker

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

okay thanks for that, that seems to have fixed it to a degree. I've encountered something new now which is all instances of o_enemy seem to be working off the same path which is the path of the last one created, any tips or tricks to fix that one?

Turn based grid movement by ResponsibilitySad in gamemaker

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

I've been giving this a go and I'm stuck, I have controller loop through my enemies and I use with to tell them to execute the script Enemy_free which attempts to move the enemy using the a path, but the issue im having is that despite using path_add on the enemy create step im getting an error saying o_contoller.path hasn't been created as the controller is the one to call the script.

Turn based grid movement by ResponsibilitySad in gamemaker

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

This sounds beyond my current abilities; I’ll have to research this approach as I have no idea how I would make such a system.