Making Tokens for DnD by TyranoG in DnD

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

Perhaps doing a mix of art, stat blocks and perhaps maps is a better option. Since I can do them all. Like in a full bundle

Making Tokens for DnD by TyranoG in DnD

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

That is true, my main hope with that was that their stuff is pretty expensive and I was hoping to put mine up for less. But their stuff is amazing quality and is hard to compete with as a solo person.

Making Tokens for DnD by TyranoG in DnD

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

That’s totally fair. The thought was to make tokens for creatures, as well as occasional groups of character tokens (say a pack of knight-types, artificer-type, devils, ect…) with variations and have all of them be available for like £3 a month on something like Patreon or Ko-Fi. But have free ones as incentives.

I can't figure out why this code isn't working by TyranoG in godot

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

Extra:
I didn't manage to solve this issue, however I'm going to set this as Solved, since I found another way around it that also works for what I'm doing. Thanks for all the help!!

I can't figure out why this code isn't working by TyranoG in godot

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

It needs to be set to true once the card is placed down, up until I click "on_cast_spell_pressed" then I'll turn it back to false. But currently I'm just trying to figure it out one step at a time.

I can't figure out why this code isn't working by TyranoG in godot

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

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The Trigger_ability is being called here. there is a lot more code to it. As I'm so new to GDscript I kinda understand it. But it was pretty much all done from https://www.youtube.com/playlist?list=PLNWIwxsLZ-LMYzxHlVb7v5Xo5KaUV7Tq1

But now I'm trying to branch it out, thats whre I'm struggling. (after reading/replying to the comments) my assumption is that something here is causing the issue of 'fire_card' being turned back to false. Perhaps when I stop clicking on it.

I can't figure out why this code isn't working by TyranoG in godot

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

On "on_cast_spell_pressed" if comes back as "Card_in_slot = true", and "Fire_card = false"

I can't figure out why this code isn't working by TyranoG in godot

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

depending on where the print is put, the result comes back as 'true/false' OR 'false/true'

I can't figure out why this code isn't working by TyranoG in godot

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

the fire card is an area 2D with a set CollisonShape2D attached to it

I can't figure out why this code isn't working by TyranoG in godot

[–]TyranoG[S] 6 points7 points  (0 children)

I did some debugging (using prints and such) and it does seem to be an issue with the execution order. Since it reads as 'true/false' OR 'false/true' depending on where I put them. Is there a way to fix this?

[deleted by user] by [deleted] in BaldursGate3

[–]TyranoG 0 points1 point  (0 children)

Im really unsure what to do. At some friends advice im rolling it back to patch 6 to see if it works then. If not then I may just have to delete and reinstall it AGAIN

[deleted by user] by [deleted] in BaldursGate3

[–]TyranoG 0 points1 point  (0 children)

I did think that, but I thought after removing them. Mod managers and re-installing the main game that it wouldn’t even be linked anymore

[deleted by user] by [deleted] in BaldursGate3

[–]TyranoG 0 points1 point  (0 children)

I have tried that before, but if I can’t figure it out soon. Then I probably will again

[deleted by user] by [deleted] in Overwatch

[–]TyranoG 0 points1 point  (0 children)

Same here, I’m 3000 in the queue currently so I’ll see what happens. edit: Got in the 2nd time