Initiative Dice

Discussion of initiative tool.

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Steel Rat
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Initiative Dice

Post by Steel Rat »

Right now the only thing keeping me from using Init Tool is the hardcoded initiative dice. I need this to be encounter-editable, so I can say this encounter uses a d6 for initiative, or 3d6 or 1d10, etc.
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Post by Steel Rat »

Oops! I just found where to change that!

DOH!
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Post by Steel Rat »

Here's something though. When I check the Manual Player Init checkbox, I get prompted for init for all "monsters" when I start the encounter, even though Manual NPC Init isn't checked.
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Post by jay »

I look into that this weekend.

Thanks!

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Post by Steel Rat »

Jay, did you get a chance to look into this?

Thanks,
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Post by jay »

Steel Rat wrote:Jay, did you get a chance to look into this?

Thanks,

No, I forgot :oops:
I just added a tracker for it this afternoon so i don't forget it this weekend. Sorry about that.

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Post by Steel Rat »

lol, no biggie!
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Post by jay »

I was looking at the code and it determines if a creature is a player by one of two things. The first is if it has a type that contains the string 'player'. The second is if it has a player name. I did it this way since there is no more formal way to tell. Since I allow all of the types to be deleted, including Player, I checked for a player name as well as type. I'm guessing that you had assinged player names to your monsters, so it assumed they were all players.

I need to fix this. I think I will just add a flag to the types that tells me what is and what is not a player, and just ignore the player property value. Is this OK? Does anybody have a preference on how I fix this?

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Post by Phergus »

Off the top of my head right now it would seem that being able to definitively flag a creature as Player or GM Controlled would be a good thing. Seperate from the "Player Name"

I could see where someone might run a session with one or more other people controlling monsters as assistant GMs.

Should the flagging be done at the Creature Type level?

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Post by Steel Rat »

What I did was create a group of "monsters" called "Drug Camp Guards", so they all had the same name. Not sure what you mean by giving them a "player name" I had assigned them to the GM, if that's what you mean.

My players will roll their own initiative, so those would all be manual, but "monsters" would be automatically rolled by IT.
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Post by jay »

Steel Rat wrote:I had assigned them to the GM, if that's what you mean.

Yeah, that is what was doing causing your monsters to show up as players.

Phergus wrote:Should the flagging be done at the Creature Type level?

That is what I was planning.

So I will add a new property to the creature type that determines if the creature is a player creature or not. It will then be the GM's responsibility to set the proper creature type for players vs. monsters.

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Post by Steel Rat »

I don't know if you've considered changing "monsters" to something more generic, since not all party opponents are monsters. Maybe "Opponents" is a better term.
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Post by dorpond »

"Enemies"
"Allies"
"Party"

Enemies can come in many different shapes and sizes as can allies.

Just food for thought

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Post by Phergus »

The root distinction we are trying to make here is GM controlled or Player controlled. Yes?

If so then GM Controlled or Player Controlled or some variation might be suitable?

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Post by jay »

dorpond wrote:"Enemies"
"Allies"
"Party"

Enemies can come in many different shapes and sizes as can allies.

Just food for thought

Phergus wrote:The root distinction we are trying to make here is GM controlled or Player controlled. Yes?

If so then GM Controlled or Player Controlled or some variation might be suitable?

Actually you can create as many or as few Creature Types you want. Go to the file menu and select Edit Creature Types, that will popup a dialog that allows you to edit all of the creature types, including creating new ones and deleting ones you don't like. So you could create the list above or anything else you needed in your game.

I'll update the editor for creature types so that you can choose which types are GM controlled and which types are not.

Having said all that, if there is a default set that we could agree on, I will add that to the code as well.

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