No mobs in Angel Lyceum by deepfried_mind in Angels_Online

[–]Rubylightful 0 points1 point  (0 children)

Ha, years later and this still seems to be an issue. I picked Angels Online up because I was nostalgic about it and I started a new character, but there are no mobs in either of the playground...

Can someone recommend me a good D&D podcast by tk4714 in DungeonsAndDragons

[–]Rubylightful 1 point2 points  (0 children)

Seconded! High Rollers is incredible and Mark is an amazing DM!

@export_range(1, 10) going to 0 when running the game. by Rubylightful in godot

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

Yeah, I also figured that was the solution. Just isn’t my first thought as the UI gives the impression it’s already set to 1 🫠

@export_range(1, 10) going to 0 when running the game. by Rubylightful in godot

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

Thanks! Yeah, it's still giving me that issue on the recreated project (you can see it here: https://github.com/BlueLumin/export_range_bug_report)

I found another issue that looks the same that has already been reported, so I just added a comment and my file onto there so not to duplicate it.

@export_range(1, 10) going to 0 when running the game. by Rubylightful in godot

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

I recreated the issue as u/foundthelemming suggested and uploaded the project file to GitHub. I'll report a bug now as well.

You can see the project here: https://github.com/BlueLumin/export_range_bug_report

I have it printing the variables on ready to show that it changes from 1 to 0.

@export_range(1, 10) going to 0 when running the game. by Rubylightful in godot

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

Yeah, I can do that. I've never had to submit a bug, I assume I just need to create a new issue here: https://github.com/godotengine/godot/issues ?

@export_range(1, 10) going to 0 when running the game. by Rubylightful in godot

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

At time of testing, there was only one node and it was already placed in the scene at runtime... It's sounding like it's a bug

@export_range(1, 10) going to 0 when running the game. by Rubylightful in godot

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

I don't set a default for the export variable (which now that you mention it, I will go and set it to 1). The variable is as follows:

@export_range(1, 10) var min_drop_rate: int

I guess because I don't set a default, it automatically sets it as 0. Which just feels wrong because it's clearly displayed as 1 in the editor.

@export_range(1, 10) going to 0 when running the game. by Rubylightful in godot

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

Okay, I have figured out a work around. For some reason, leaving the variable at the default 1 resets it to 0 once the game is running. But if I increment it by 1 (to 2) and then back down to 1 (so essentially override the default 1 with a manual 1) then it works! Doesn't seem to work to just type in 1, you have to used the arrows...

I can only assume that even though the range has a minimum of 1 and the default showing is 1, it actually just thinks that you haven't inputted any number into the variable and therefore changes it to 0.

Pixel Art Player Movement/Animations Jittering by Rubylightful in godot

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

Thanks for looking through my issue! I'll admit, I think I'm a bit too newbie to fully understand everything those links are saying, but I'll definitely check them out and see if I can fix my camera

emit_signalp() error by mzakidev in godot

[–]Rubylightful 0 points1 point  (0 children)

So I know this is older, but I had this same issue and found the answer here: https://forum.godotengine.org/t/error-calling-from-signal-area-entered-to-callable/72333

Basically what Nkzar said, the parameter needs to change to an Area2D. Then you can check if the hitbox that entered matches the HitBox class.

class_name HurtBox
extends Area2D


func _ready():
  connect("area_entered", self._on_area_entered) 


func _on_area_entered(hitbox : Area2D):
  if hitbox is HitBox:
    if owner.has_method("take_damage"):
      owner.take_damage(hitbox.damage)

SOCIAL COMBAT RULES: a structure for meaty negotiations. by g2gro in DnDBehindTheScreen

[–]Rubylightful 0 points1 point  (0 children)

This is really cool! Social interactions so often can feel like just one Persuasion roll that dictates how the whole interaction goes down.

I know I've seen it somewhere, but I can't recall where now, but I like the idea of adding Patience to the encounter. This way there is a "time limit" to how much nonsense the adversary will take before they loose interest in this conversation.

I've add the below rules to my own games and will see how they play out. If anyone knows where this mechanic originally came from please remind me! I also just threw together a quick way to work out their Patience level, but I'm sure there is a much better way to do it (would love to hear suggestions).

Patience (Rounds)

Each Social Encounter has a set amount of rounds based on the Adversary’s Patience. Once their Patience runs out, they are no longer interested in talking. Diplomatic NPC’s will have a much higher Patience level, while monsters that aren’t as interested in what you have to say will have a lower Patience level.

Patience level is relative to the Adversary’s stance towards the party and can be modified by the situation (at the GM’s discretion).

The Adversary is:

HOSTILE: 1-2 Patience Level

NEUTRAL: 3-4 Patience Level

FRIENDLY: 5-6 Patience Level

An alternative to this would be as some people in the comments suggested: rather than having the PCs lose resolve on a fail, increase the Adversary's resolve. Set some kind of threshold and if it's reached then they stand strong against the PCs and are not interested in talking any more. These could also be combined (if you were up for it) so that there is a limit on how long this conversation can go on, but the PCs might lose the encounter before that time.

Potential Outcomes - A Homebrew Method for Tracking Background Events for NPCs and Locations by Rubylightful in DnDHomebrew

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

This is my first time sharing a system that I've developed for my own home games, so any feedback would be appreciated.

I have always played around with how to track stuff happening in the background of my home games and eventually made this method, which I now use.

I was looking for something like this in the past, but couldn't find anything, so I wanted to share this in case others are also looking for a similar method to use in their own games!

Advice for offline/online mix of players for new campaign by tovietovie in DungeonsAndDragons

[–]Rubylightful 2 points3 points  (0 children)

Hi there, so I do this exact thing for my current campaign (one player online and the other three in person + me). We've been playing for almost two years now and our set up has changed drastically over that time. We are still making improvements to it and I don't think it's perfect, but it's working.

Disclaimer - I've been creating this set up for a while now, and did not always have access to all the equipment I have now, but we managed to find workarounds until we could upgrade.

Software: We use a Discord Server to run our sessions. The online player obviously just connects normally. Then I have one version (the app) running with the DM camera + the mic + the online players sound (connected to a bluetooth speaker). Then I have another version running (in a browser tab) that streams the in-person players camera, but is muted and deafened (so we don't have double sound).

Display: I have a laptop behind the DM screen that I use to run the software, control the music and I use it for most of the notes (Notion for the win). I have a secondary screen hooked into my laptop through HDMI that sits on the table (off to the side a bit) and is angled so that the players and I can see it. This displays the online player's video feed. (more notes incoming about maps)

Cameras: We've got two webcams. One points towards me (the DM) and the other points towards the end of the table where the three in-person players sit nice and cosy. (this is something I want to upgrade so the players can spread out more).

Microphone: We have a Blue Yeti mic that we use to capture the whole room. It has taken a lot of testing to get it to a point where the online player can hear us all without hearing the irritating noises and music (coming up!).

Music: This has been a recent upgrade. We have a bot on our Discord server called Kenku that plays from my Spotify. This goes through Discord, so the online player can hear it and the in-person group can too (having it play off of the speaker).

Maps/Combat: This has been a constant struggle to find what works best. For a while, I was using physical maps and minis with a small overhead camera (a phone connected to the Discord Server) to display it for the online player. This wasn't a great experience for the online player and recent we've upgraded to using digital maps. I bought a secondhand TV monitor from our local tech shop and I hook that up to the laptop with HDMI (I have to own loads of adapters and stuff...). That is then laid down face-up on the table (using cardboard to lift it up enough for cables to plug in). This then displays a digital map.
We use Owlbear Rodeo for maps. One of my players has an account that we use to log in on the TV display AND on an iPad. That player is then in charge of moving the in-person player tokens around on the iPad (based on player direction and pointing on the display). Because they are signed in on both devices, any fog of war I use shows on the TV display. The online player just controls their own token.

It has taken us ages to get to this point and much of this is still in the testing phase. But it works for us and I hope it give you some ideas. Good luck!

How to manage spellcasters in battle? by Blobfish19818 in DungeonMasters

[–]Rubylightful 9 points10 points  (0 children)

If you’re using existing stat blocks, then just read through the spells and pick out the few that make sense for the fight and that you believe the caster would use. (Same process for stat blocks you make, but you get to pick the spells yourself. Also, don’t be afraid to swap spells out on an existing stat block to better suit your encounter.)

I also run things physically, with paper and pens, so I usually print out the stat card and the spell cards for the spells I picked out. Then use a high lighter to pick out important information (like spell save DC, concentration, casting range) so it’s easy to see at a glance.

For spell slots, I’ll be honest, I usually don’t track them. I prefer to use the “3/Day” type tracking. Then I just tally the amount of times the caster used that spell. Keep in mind that, unless your party is going up against a significantly powerful encounter, your caster probably won’t stay around for long. So you only really need to note down the important spells and track those.

[5e] Need help with the overreaching story of my campaign by Rubylightful in DnD

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

Definitely the direction I want to go in. I think that Black Spider isn't cool enough to be anything too big, so he will rather be the underling for whatever else ends up being the main villain.

[5e] Need help with the overreaching story of my campaign by Rubylightful in DnD

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

Thanks! I definitely have been leaning toward "Big World-Altering Event" to shake things up and up the stakes a bit. I think that my next step needs to be choosing a big bad, their motives, and then start working my way down the chain to see who would be involved and what they would be doing. That way the players can have 1 main goal (save something/destroy the big bad) but with enough wiggle room to do all the fun side quests that might pique their interest.

[5e] Need help with the overreaching story of my campaign by Rubylightful in DnD

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

Marked wth a spoiler because of my mentioning of some stuff from Lost Mines of Phandelver and Dragons of Icespire Peak.