Thread: PFRPG Time Manager
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February 17th, 2021, 18:38 #91
What does full processing do that quick mode doesn't?
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February 17th, 2021, 18:58 #92
It triggers effects that occur each round. FHEAL, REGEN, DMGO. It also rolls death saves. Possibly other things.
I'm considering having it use Full Processing when the number of rounds is less than 60 rounds/1 hour and having it switch to Quick Mode for longer amounts of time, but I don't like programs that act inconsistently.Last edited by bmos; February 17th, 2021 at 19:01.
bmos' extensions
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February 17th, 2021, 19:20 #93
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I think so long as it's clear as to which does what the DM should be able to figure out which method they want to do - quick vs full on a case by case basis. Or just add it as a configurable option in the options menu so each DM can set what they want. Not sure how much that complicates support.
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February 17th, 2021, 19:26 #94
From a coding point of view, you could for example have a separate script of FHEAL etc similar to the native one. Instead of calling then those effects each round, you just call them once and let them do their stuff all at once, taking the total number of rounds as multiplier (E.g. DMG: 2 and 100 rounds results to a damage of 100*2 applied just once, so, the function knows the number of rounds and takes that as extra info to avoid that the effect is called 100 times)
My extensions for 3.5e and Pathfinder
Bug reports please here
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February 17th, 2021, 19:44 #95
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What effect type is DMGO? Damage ongoing like a bleed effect? 2d4 bleed damage each round for example.
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February 17th, 2021, 19:45 #96bmos' extensions
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February 18th, 2021, 15:13 #97
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February 18th, 2021, 15:32 #98
yeah, you need to cater such effects also in a total A fixed damage number can be easily treated, for dice one rolls all at once but still needs to treat them somewhat separately when applying resistance
However, many of such effects have often a duration, probably simplifying thingsMy extensions for 3.5e and Pathfinder
Bug reports please here
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February 20th, 2021, 02:11 #99
I made mistakes in updating my code (I had missed something).
Please download v1.9 if you have updated to current version of FG.bmos' extensions
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February 27th, 2021, 12:40 #100
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I think I found a bug in a slow mode. There is some delay with applying stable status, which seems to result in multiple stabilization checks queued before Stable condition and damage is applied.
Not sure if this is in release 1.9 version or not, cause I've tested in on main branch, commit '148dbc9d330314f4d69493ad452a8b84df09461e'.
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