Thread: EXT: Old-School Initiative
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July 25th, 2017, 20:13 #11
So this is pretty much done. I'm ironing out the last few bugs, some of which are quite weird. There is an issue with how the ruleset cycles through entries in the Combat Tracker (they don't always go in the order of the sort, and if you remove something mid-round the CT skips people). I avoid this by not removing anyone until the end of the current round. Some other issue might arise; if they do let me know as much as you can remember about what you were doing when they happened.
Beta version is up.Last edited by Nickademus; July 25th, 2017 at 21:18.
I never claimed to be sane. Besides, it's more fun this way.
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July 28th, 2017, 00:44 #12
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Fantastic work! This is really great. I may not have my settings correct though. It won't cycle through each NPC, PC in the combat tracker correctly.
When I end the turn of the abjurer, it goes right to the PC Leovold, even though there are 2 more NPCs with better initiatives.
Attachment 19970
I have some screen captures for you, and my combat options are visible in the second one.
Attachment 19971
Also, I am unable to select the PC to choose their options. I have cleared the ownership of the pc and I still can't control it. I use the software at my table to run adventures, but other players don't bring computers. I did that for a while but we didn't like all of us hiding behind laptops.
For this to work for me I need to be able to select the pc's combat options for them and roll initiative for them and the NPCs.
Is there a way to have an auto roll option like there is in the combat tracker?
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July 28th, 2017, 00:56 #13
From the screen shot it appears as if it is cycling through them all in proper order. I did notice it skipping CT entries while I was playing around:Do you remove anyone from the Combat Tracker after rolling initiative? If not, I'll need some more information about the situation which is causing the skip (options won't really matter as there are no options being set for this extension).
This is not currently supported. Once the initial extension is more stable I'll add a couple features in, one of which is the ability for the GM to open a PC's sheet and pull up an individual tracker keyed to just that PC. But right now the tracker assumes that an FG client is accessing all the PCs.
I'm not sure what you mean by 'auto roll' as this style of initiative requires input each round rendering automation impossible.I never claimed to be sane. Besides, it's more fun this way.
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July 28th, 2017, 00:58 #14
Difficult to tell from the screenshots but it looks like you may have the NPCs not visible and the skip hidden actors option set.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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July 28th, 2017, 02:35 #15
It does look like that.
I never claimed to be sane. Besides, it's more fun this way.
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July 28th, 2017, 02:53 #16
Was going to say the same thing.
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July 28th, 2017, 03:32 #17
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Yes. That was the problem. Thanks!
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July 28th, 2017, 03:34 #18
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July 28th, 2017, 03:45 #19
I doubt I will implement that because the actions of the NPCs should usually be more fluid. I foresee too many situations where a GM will mindlessly click the Roll All button after locking all the NPCs only to go 'Shoot! I wanted to change what so-and-so did this round.' The point of this extension, and the rule system it enables, is to make you (and the players) think every round about tactics. The locking of actions should be enough to give the GM the speed to keep up with the players when choosing actions.
I never claimed to be sane. Besides, it's more fun this way.
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July 29th, 2017, 05:37 #20
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I have found that when I load in the encounter, or drop in a monster from the NPC menu, they load in with 0 HP, and all their actions, traits are blank in the combat tracker.
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