Best way to edit Initiative in .RPGRP
Posted: Thu Jul 16, 2009 10:07 pm
I am pre-creating a whole bunch of enemies for an upcoming game I'm running, and I just want to clarify the proper way of coding the *.rpgrp file.
I have a creature with a Dex of 13, plus Improved Initiative, which should give him a total of +5 on Initiative rolls. Now I use InitTool to roll NPC's initiatives for me, so there is no way for me to know if the code I'm using is correct.
I added a looked up entry and copied the code from there, and I see 3 distinct Initiative-related tags:
Previously I have been filling out <initiative> with the total Init number, and using the <initModefier> to display any non-Dex init modifers.
Yet when I ran that character in a mock encounter, I was getting a max of 21, and a min of 2, which tells me that the Dex was autocalculating, but my Imporved Initiative mod wasn't. Also, the actual stat block in the right-hand window was only showing Init of 1.
Can anyone help me out? What is the right way of coding in creature's initiatives straight in to the rpgrp code? I have a few characters with random modifiers, would be good to be able to have them roll properly.
I have a creature with a Dex of 13, plus Improved Initiative, which should give him a total of +5 on Initiative rolls. Now I use InitTool to roll NPC's initiatives for me, so there is no way for me to know if the code I'm using is correct.
I added a looked up entry and copied the code from there, and I see 3 distinct Initiative-related tags:
Code: Select all
<initiative>*</initiative>
Code: Select all
<itInitiative>*</itInitiative>
Code: Select all
<initModefier>
<userMod>*</userMod>
</initModefier>
Yet when I ran that character in a mock encounter, I was getting a max of 21, and a min of 2, which tells me that the Dex was autocalculating, but my Imporved Initiative mod wasn't. Also, the actual stat block in the right-hand window was only showing Init of 1.
Can anyone help me out? What is the right way of coding in creature's initiatives straight in to the rpgrp code? I have a few characters with random modifiers, would be good to be able to have them roll properly.