That adding fighter style effect video is amazing - thank you!
Printable View
That adding fighter style effect video is amazing - thank you!
Zacchaeus
I think I understand.
I must have unchecked the boxes on the encounter by accident or lack of understanding (like 04.09.03 Mistshore: winter, which is the coach).
I was thinking that the boxes became checked as they were inserted in the CT and map rather than the correct understanding that they are checked as they are placed during authoring and should not be touched when playing.
It might be better if the check-boxes are locked when the encounter is locked to prevent GM's from making that error. If they want to deliberately modify the encounter placement the GM can unlock the encounter.
I had trouble locating generated encounters like story "04.09.00 Encounter 2: Mistshore", section "D1. Kraken's Folly", item "Pirate Ship: Bandits". That opens an encounter panel titled "04.09.00 Encounter 2: Mistshore" which is a 4d6 bandit generator panel. On the other hand if I look in encounters and select "04.09.00 Encounter 2: Mistshore" that opens the panel "04.09.00 Encounter 2: Mistshore" which is Obliteros.
Apparently the bandit generator encounter item in the Mistshore story exists but is not itself listed in the encounters table.
However when generate is pushed that does create a second identically titled "04.09.00 Encounter 2: Mistshore" item in the encounters table which contains multiple bandits that are not placed on the map.
If I place those onto the map they become checked off as expected. If I close that encounter they leave the map.
So my new understanding of proper generated encounter protocol is this.
If I want to be able to identify this specific encounter later (since it is a duplicate title along with the Obliteros encounter) I need to change the name of the generated panel to "04-09-00 Encounter 2: Mistshore - bandits" so I know which encounter that is. I can then unlock the story "04-09-00 Encounter 2: Mistshore", section "DK1: Kraken's Folly" and insert the "04-09-00 Encounter 2: Mistshore - bandits" encounter into the story there and re-lock it so the generated encounter is quick to find in the story itself (I no longer need to keep the encounter table open).
BTW, a generated 18 bandit encounter takes 18 seconds to push to the map and CT on a 4 Ghz, 6core, 16 gbyte, SSD windows machine. Classic took only a few seconds.
I can see in windows "process explorer" that the Page Fault (memory page mapping) rate exceeds 22k pages/second during the pause.
Perhaps you should increase the number of pages mapped per system call to speed that up.
When creating modules I try to stick to a naming convention which uses the story numbering. So in room 01.01 A room any encounter will be 01.01 A Room and any treasure parcel will be the same name. You don't really need (I wouldn't have thought) to look at the encounter lists at all really since you would be opening the encounter from the story entry and you would be opening the story entry from the map pin. However if you do then generally the encounter will follow the same name as the story entry. The exception to this would be random encounter tables usually where the encounter names might well depart from that naming convention.
In your explanation above I think you are confusing an encounter with a random encounter. An encounter is one which is set; you are told how many bandits appear and where they are. A random encounter however isn't set; it tells you a that a random number of bandits will appear. In this kind of case the encounter can't be pre-placed on the map - since we don't know until you generate the encounter how many bandits there are going to be. For random encounters you have two choices. Either you generate the encounter and place the tokens as part of your preparation or you generate the encounter during play and place them at that point - or don't bother putting them on the map at all and just do theatre of the mind. The naming convention for random encounters is the same as above - so it is possible to have two encounters with the same name - but one will be random and one not.
So don't go looking for encounters in the list use the links in the story entry or the reference manual to find the encounters for that entry.
Thanks very much.
Added video seven which is all about setting up effects for the Hexblade's Curse.
A couple more questions: Is there a way to click on a token on the map and have it jump to that record in the CT? Also, is there a way to hide/unhide a token in the CT from the token on the map? I'd like to be able to reveal tokens on the map and have them also be revealed in the CT, without having to scroll through all the entities in the CT to find the one I want. It slows the game down pretty considerably with more than a few NPCs on the map (me having to search through the CT is slow, not that the program slows down).
No. Token visibility is determined by the CT. If it's visible on the CT then it's also visible on the map (assuming that it is within the LoS of a token on the map). Likewise if it isn't visible on the CT then it is also invisible on the map.
There isn't a way to click a token on the map and have it highlight on the CT.
How to make a transparent wall for LOS, that is blocking the passage but not the view (a window)? If it is possible...