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TOPIC: True Dungeon Character Generators (App)

True Dungeon Character Generators (App) 3 years 4 months ago #853

Dave wrote:

Dave wrote: Just updated my iPad. First item, Cranston helpful hat did not increase my spell damage.


Looking at Dreugar's Sacred Necklace, I think that may be quite a challenge.
Need to add an additional Restore Spell and Restore Power, that may be the easy part.

Divine Intervention is going to be a real challenge in virtual. If the cleric rolls an 11 or higher, than all combat slides in the next round should automatically reflect max damage on the damage wheel of the token for all players. It's almost like everyone will need to enter "receive divine intervention" (probably in consumables section) and then on their next melee or ranged attack it will automatically use their max damage. It should then revert back to normal in the following round. If something like this isn't done, then everyone will need to manually know what their max number is on the damage wheel of their weapon, what they rolled and then manually calculate and add the difference. I can see this being very messy. More than likely a lot of players will just say "forget it".

Resurrection and Divine Intervention should be powers added to the list of those available for clerics who equip the legendary.

I do need to add the extra Restore Spell and Restore Power.

For the Divine Intervention, that will be between the player and DM, although the d20 button is available. Sorry, Divine Intervention is beyond me ;-)

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True Dungeon Character Generators (App) 3 years 4 months ago #854

AAckeret wrote: Using updated app on iPad. Changing to Tooth of Cavadar (7) in combination with the Semi Lich Skull, does not add any HPs. Using Tooth of Cavadar (1) - (6) seems to work fine.

Thanks,

Correct. It will be corrected on the next rev. Thanks!

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True Dungeon Character Generators (App) 3 years 4 months ago #855

I kind of thought divine intervention might be a little tough to chew, but totally understand. The fact you are able to get so much into the app is simply amazing.

Did you catch the extra spell damage for Cranston's Helpful Hat?

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True Dungeon Character Generators (App) 3 years 4 months ago #856

Dave wrote: I kind of thought divine intervention might be a little tough to chew, but totally understand. The fact you are able to get so much into the app is simply amazing.

Did you catch the extra spell damage for Cranston's Helpful Hat?

Yes, I did. Thank you. Fixed for the next revision.

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True Dungeon Character Generators (App) 3 years 4 months ago #857

Charm of the Wind, it should also be adding to spell damage.

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True Dungeon Character Generators (App) 3 years 4 months ago #858

Not a new token, but was playing around and when my fighter equipped Triton Helm my AC did not go up 1.

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True Dungeon Character Generators (App) 3 years 4 months ago #859

Sorry these notes are being done in seemingly random pieces as I have time to play with the app.

Also, not a new token, but the app is letting me equip Ioun Stone Beryl Prism in my eye slot. Not a bad token for that slot, but probably shouldn't be there unless I've missed something. I am able to correctly equip the token in the IS slot. If I do, it is no longer available in the eye slot.

Also, it is letting me equip Rod of the Meek, even if my To Hit Bonus is 10. It doesn't increase the bonus, but does let me equip the weapon. According to the token db, you should not be able to even equip it if the resulting bonus were to exceed 10.
Edit: Just read an update where you indicated this is how the rod would work. Assuming the token db is correct, is there a plan to update this in the future on the app. Not an issue to me, just asking.

Very, very minor thing that is not really a problem, but in the description for the Medallion of Keenness, the word "equipped" is spelled wrong.

In addition, the description for Pants of the Nimble says +2 Dex/+2 Str, although it correctly subtracts 2 strength if you equip it.

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Last edit: by Dave.

True Dungeon Character Generators (App) 3 years 4 months ago #860

Charm of the elements should also have a sonic option. I only see cold, fire or shock.

Medallion of Charmed Life increased my hp by 2 when it was the only charm I equipped Should increase hp by 3 if it is the only charm equipped and by 2 if I equip additional charms. Should probably also update the description to reflect that.

ioun Stone Granite Ovoid did not increase my hp by 1 when equipped.

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Last edit: by Dave.

True Dungeon Character Generators (App) 3 years 4 months ago #861

Dave wrote: Charm of the Wind, it should also be adding to spell damage.

I suspect you mean a different token. Charm of the Wind reduces Cold damage by 1. No damage bonus is provided by the token.

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True Dungeon Character Generators (App) 3 years 4 months ago #862

Dave wrote: Charm of the elements should also have a sonic option. I only see cold, fire or shock.

Medallion of Charmed Life increased my hp by 2 when it was the only charm I equipped Should increase hp by 3 if it is the only charm equipped and by 2 if I equip additional charms. Should probably also update the description to reflect that.

ioun Stone Granite Ovoid did not increase my hp by 1 when equipped.

Charm of the Elements: Fixed
Ioun Stone Beryl Prism: Fixed
Triton Helm: Fixed
Ioun Stone Granite Ovoid: Fixed
Medallion of Keenness: Fixed
Pants of the Nimble: Fixed
Medallion of Charmed Life: In process

Rod of the Meek: This is where rules and code diverge. In order to make this match the ruling in the Tokendb will require a circular reference resulting in a minimum of a substantial increase in clock cycles (I'm pushing it already) or at worst, an endless loop. In order to equip the item, I need to have the final total To Hit and Damage, but To Hit is affected by the item, so say I limit To Hit to +6, but what about when you equip a bonus after the Rod is already equipped, so the item becomes unusable, but a player can go into Virtual TD, thinking he has a weapon, which he doesn't. I can remove it from the slot, but that gets messy, and now the total is below +10, and it's again valid. The cycle of calculate stats, before validating an item to be chosen, and then calculate again, just gets to be too much, especially for weapons which have many options. If that isn't enough, when I calculate stats, now I have to do it in a specific order, as when I get to the weapons (about 1/2 way through the token list) it may be valid, but not after I get through the whole list. Sorry for droning, but the short answer is, this is the only code way that works.

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True Dungeon Character Generators (App) 3 years 4 months ago #863

Cranston wrote:

Dave wrote: Charm of the Wind, it should also be adding to spell damage.

I suspect you mean a different token. Charm of the Wind reduces Cold damage by 1. No damage bonus is provided by the token.


You are right because token db is never wrong. I was looking at token descriptions in the QTR, which for some reason reads
Charm of the Wind: ranged attacks (missile or Spell, but not scrolls or items) deal +2 damage as Shock; not part of the Wind set.

Its listed as a participation token.

Maybe this discrepancy was pointed out elsewhere and I missed it.

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True Dungeon Character Generators (App) 3 years 4 months ago #864

Dave wrote:

Cranston wrote:

Dave wrote: Charm of the Wind, it should also be adding to spell damage.

I suspect you mean a different token. Charm of the Wind reduces Cold damage by 1. No damage bonus is provided by the token.


You are right because token db is never wrong. I was looking at token descriptions in the QTR, which for some reason reads
Charm of the Wind: ranged attacks (missile or Spell, but not scrolls or items) deal +2 damage as Shock; not part of the Wind set.

Its listed as a participation token.

Maybe this discrepancy was pointed out elsewhere and I missed it.


The -1 cold is Charm of the WARM Wind. That is different than Charm of the Wild.
tokendb.com/token/charm-of-the-wind/
tokendb.com/token/charm-of-the-warm-wind/
You either discover a star or you don't. You arrogant punk.

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Last edit: by jedibcg.
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