TTopForums
Your support source for TTopRPG 2.0
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| Posts for thread: TTopForums Thread - Combat Initiative |
| Eldebryn February 6th, 2010 9:52 PM Join date: February 3rd, 2010 Posts: 10 | I just tried an encounter in Ttop and noticed these two things. 1) When rolling initiative, in the initiative window everyone's initiative also has decimal digits and I assume this is done so that 2 PCs never have the exact same initiative. In the case of equal initiative most players decide who plays first based on their initiative modifier. ( 1d20(10) + 3 =13 > 1d20(12) + 1 =13 ) Would it be possible to have an option to use the above method first and if 2 units still have same initiative AND same modifiers, THEN use random decimal digits? 2) When rolling initiative the units who participate in the battle have their icons appear in the top left of the screen. These icons though seem significantly small in large monitors (mine is 20" ). I think that a feature that allows the user to adjust the size of these top-left icons independently from the rest of the UI could be helpful. | |
| Pygon February 6th, 2010 10:11 PM Join date: May 22nd, 2009 Location: Fenton, MI Posts: 261 | Having 3 decimal places helps me avoid the troubles of figuring out what new init value to assign to icons as I scoot them around due to readied or delay actions. I figured since the init mods were what made the rolls equal in the first place, that the lucky roller with the smaller init mod shouldn't automatically lose his place. In the very lucky event that a new roller matches the .xxx value, the existing combatant would be forced down. No one has taken issue with it yet. I'll look into it. But there are complexities with how to handle delay and readying actions, which can adjust the .xxx number by .001 and make combatants differ by only that much as their orders move around. I'll have to think about how new combatants entering the fight will affect that (since after delays or triggered readies, combatants with higher init mods might now be after a combatant with a lower init mod, which screws up the comparisons should a new combatant enter the fight). I'll have to store the init mod of the combatant and compare it against the new roller. I'll see what I can do. As for the init icon list size, would it be good enough to automatically resize the init list depending on the vertical or horizontal size of the map window? I'd like to keep the number of controls on the screen down if I can. Or may I can make it a right-click option. Do you have a preference? | |
| Pygon February 6th, 2010 11:45 PM Join date: May 22nd, 2009 Location: Fenton, MI Posts: 261 | I've recoded the init list to resize with the map window. It will be in next week's upload. | |
| Eldebryn February 7th, 2010 12:47 PM Join date: February 3rd, 2010 Posts: 10 |
I suppose a right click option would be nice, but come to think of it, auto-adjust would be even better. Nice. Apparently initiative is more complex than it seems, especially if you want init/delayed/prepared actions to be handled easily. Keep forgetting that because my players never use these... ![]() | |
| Pygon February 7th, 2010 2:49 PM Join date: May 22nd, 2009 Location: Fenton, MI Posts: 261 | If the init methodology of TTop really becomes an issue to your players, let me know. Frankly, in my experience, when combat begins, everyone just hits I on their icons and combat proceeds. No one ever questioned it. I guess I'm falling back on Paizo's same method for accepting feedback - I'm hesitant to respond to theoretical needs. I'm much more likely to respond to needs that arise during actual play. So, if you're in a session and an issue comes up that seems important during play, by all means, let me know. | |
| Eldebryn February 7th, 2010 3:36 PM Join date: February 3rd, 2010 Posts: 10 |
By all means I didn't mean to undermine your effort and support, you have been doing a great job and I think all of us appreciate that, I simply mentioned another feature for initiative, which of course me and my players can use by hand (by adjusting initiative accordingly when 2 units have the same init. and different modifier) I just provide some brainstorming in hopes of giving ideas that can possibly make Ttop better, and the thing is that even if Ttop had half the features it has, I would still use it as it is the best freeware VT app I have tried over the last 2-3 months that also works "just like that" for every one in my group. | |
| Pygon February 7th, 2010 4:37 PM Join date: May 22nd, 2009 Location: Fenton, MI Posts: 261 | Thanks, I appreciate it. Don't worry, I don't take your requests personally. There are just some things that people usually do in the pen and paper game that don't always lend themselves all that well to a program that simulates the same thing. Usually we can look at our notes (like init order) and quickly fudge an adjustment when the need arises. A program can't do that - it needs very specific instructions. So I went with a solution that works, even though it doesn't match what a lot of player do on paper. I was only explaining why the change presented certain difficulties so you wouldn't take my hesitance as a simple "no". It is possible that I may tweak the init system to allow drag options, etc. to make it closer to how GMs work on paper. But my imaginative spark hasn't come up with an easy way to do that yet. Please, feel free to suggest anything else you'd like to see. |