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  1. #11
    Zacchaeus's Avatar
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    Same thing applies in 5e to regeneration if specific damage is taken. See any vampire.
    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

  2. #12
    Quote Originally Posted by Zacchaeus View Post
    Same thing applies in 5e to regeneration if specific damage is taken. See any vampire.
    ah, even better probably then

  3. #13
    @Stv If you add a few more actors between the start of round and the actor that is getting the ongoing damage, does that change the difference in timing between the static damage and the rolled damage? It may be that the static damage is going off at the start of round, and the rolled damage is going off at the actor's turn.

  4. #14
    Trenloe's Avatar
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    The rolled damage, like other rolls in FG, is initiated by the same code as the set damage (no dice). However, as the FG code doesn't wait for the dice to be rolled and land (if it did this FG would stop processing all code during this time) when the code for DMGO ends, the code for the actor end of turn runs, and so the code for the beginning of the next actor's turn also runs - then the dice stop rolling and the dice based DMGO code runs and applies the results of the roll. This is pretty standard throughout FG code - if actual dice are being rolled, then code continues while the dice are being rolled, and then the application of the roll occurs later, once the dice stop rolling.

    Some code, e.g. rolling of NPC initiative when they're added to the CT, is done via in script random number generation, so that the result is available to the code immediately. It would obviously take a bit of work to change DMGO to use a random number instead of a dice roll in the base 5e ruleset (and some users might not like it), but that might be something to look into for your code. Otherwise, you'll need to look into the DMGO result application code to see how to process the result of the dice based DMGO rolls.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  5. #15
    Quote Originally Posted by Trenloe View Post
    The rolled damage, like other rolls in FG, is initiated by the same code as the set damage (no dice). However, as the FG code doesn't wait for the dice to be rolled and land (if it did this FG would stop processing all code during this time) when the code for DMGO ends, the code for the actor end of turn runs, and so the code for the beginning of the next actor's turn also runs - then the dice stop rolling and the dice based DMGO code runs and applies the results of the roll. This is pretty standard throughout FG code - if actual dice are being rolled, then code continues while the dice are being rolled, and then the application of the roll occurs later, once the dice stop rolling.



    Some code, e.g. rolling of NPC initiative when they're added to the CT, is done via in script random number generation, so that the result is available to the code immediately. It would obviously take a bit of work to change DMGO to use a random number instead of a dice roll in the base 5e ruleset (and some users might not like it), but that might be something to look into for your code. Otherwise, you'll need to look into the DMGO result application code to see how to process the result of the dice based DMGO rolls.

    Yeah, I think I have some more work to do ^^

    Cheers, Steve.

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