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Dungeon Craft

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Programming Languages: C, C++

License: GNU General Public License (GPL)

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browse code, statistics, last commit on 2009-11-25 cvs -d:pserver:anonymous@uaf.cvs.sourceforge.net:/cvsroot/uaf login

cvs -z3 -d:pserver:anonymous@uaf.cvs.sourceforge.net:/cvsroot/uaf co -P modulename

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  • Party Inventory

    From Olivier Leroux in the FRUA community forum: "So far I hadn't noticed there is no common "Inventory" in DC. In UA the PCs' inventories and the common Inventory are two entirely different things. You can access the common Inventory by pressing "I", it's a menu button alongside "Area", "Encampment" etc. And you can't manage it, it will just display the names of all special items and keys...

    2009-12-08 19:37:19 UTC by manikus

  • Comment: Sounds for zones

    You can scrub #1, as I learned there are already satisfactory solutions for that included in DC. But I've identified two more issues similar to #2: One is the Camp Music - if you choose certain options in the camp menu, then exit the submenus and return to the main camp menu, the camp music is aborted and starts from the beginning. The other is the Transfer Module event - as soon as...

    2009-12-04 23:36:46 UTC by olivierleroux

  • Expanding number of save slots

    DC saves games in slots A:J, a holdover from Gold Box games. As DC is not limited by the size of a floppy disk, this could be expanded to twenty six slots, A:Z. Then again you could make it like most programs and have an open ended number of save files, with the ability to give each a distinctive name. Saving a file for the first time you would choose name and save location.

    2009-12-02 08:00:59 UTC by ishadn_ha

  • Sounds for zones

    Two things I noticed - and it would be great if you could do something about it, although it might sound like a luxury complaint: 1. You can choose a different background music etc. for different zones within a level but not a different step sound. Imagine creating a dungeon with e.g. a small flooded area in it: The sound of stepping on stone wouldn't feel right if your characters actually...

    2009-11-30 15:38:48 UTC by olivierleroux

  • Dungeon Craft

    stevens-madison committed patchset 769 of module UAF to the Dungeon Craft CVS repository, changing 73 files.

    2009-11-25 22:00:57 UTC by stevens-madison

  • spell casting takes too long

    If the spell being cast has it's casting time set to 8 segments or less, it should happen the round it is cast, no matter the spell caster's segment number when casting. If the number of segments to cast plus the number of the segment when the spell caster starts is greater than 8, it happens at the end of the 8th segment after all other participants have taken their action. Related to this...

    2009-11-24 18:16:03 UTC by manikus

  • add 'sprites' picture option to events

    Have the option to use sprites with the following events: Question Yes/No Shops Taverns Temple Training Hall Vault Who Pays Who Tries Currently, only small picture is an option.

    2009-11-17 19:17:26 UTC by manikus

  • Comment: Display Spell Damage

    It has been brought to my attention by FRUA users, that FRUA tells you how much damage is done to a monster (or PC or NPC) no matter the source - item, spell, combatant or special ability.

    2009-11-17 19:12:53 UTC by manikus

  • Comment: portable Dungeon Craft

    This is already possible with version .914 and up.

    2009-11-17 19:10:22 UTC by manikus

  • Automove for combat

    Enable the NumPad keys to provide an automove option in combat instead of pressing 'M' or highlighting 'Move' first with the arrow keys. This option is to have only the NumPad keys be used for automove, and the not the arrow keys - this allows us to satisfy both camps of DC users.

    2009-11-17 06:26:36 UTC by manikus

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