View Full Version : CoreRPG - Initiative Nanny
Farratto
February 24th, 2025, 16:48
Initiative Nanny
Current Version: v1.1.0
Updated: 2025-03-14
Uses combat tracker effects to to set initiative. This is the rebranding of Temporal Fixation by MeAndUnique, now maintained by Farratto.
Installation
Recommend disable and hide Temporal Fixation from Fantasy Grounds Forge and delete TemporalFixation.ext from your extensions folder.
Install from the Fantasy Grounds Forge (https://forge.fantasygrounds.com/shop/items/2089/view).
You can find the source code at Farratto's GitHub (https://github.com/Farratto/InitiativeNanny).
You can ask questions at the Fantasy Grounds Forum (https://www.fantasygrounds.com/forums/showthread.php?84346-CoreRPG-Initiative-Nanny).
Details
Initiative Nanny provides the following effects when used with with any ruleset based on CoreRPG:
AFTERTURN - Locks the bearer's initiative to be the same as the target, or source if there is not a single a target, of the effect. And ensures that the bearer of the effect immediately precedes the target in turn order.
BEFORETURN - Locks the bearer's initiative to be the same as the target, or source if there is not a single a target, of the effect. And ensures that the bearer of the effect immediately follows the target in turn order.
SHARETURN - Locks the bearer's initiative to be the same as the target, or source if there is not a single a target, of the effect. And ensures that the bearer of the effect immediately precedes the target in turn order. When it becomes the bearer of the effect's turn any start of turn effects are activated as normal and then the turn skips to the target of the effect. When the turn ends for the target of the effect any end of turn effects for the bearer are activated as well.
FIXINIT: n - Locks the bearer's initiative to be n, where n is any number.
Additionally, there is an extra "Roll ALL" option for "Combat: Auto NPC Initiative" which results in dice being physically rolled for any initiative operation on the Combat Tracker as well as any relevant effects or other extension initiative operation to be handled accordingly.
Attribution
MeAndUnique is the original author of Temporal Fixation. Initiative Nanny is maintained by Farratto under the MIT license.
Icon made by Lorc (https://lorcblog.blogspot.com/) from Game-icons.net (https://game-icons.net/1x1/lorc/stopwatch.html).
SmiteWorks owns rights to code sections copied from their rulesets by permission for Fantasy Grounds community development.
'Fantasy Grounds' is a trademark of SmiteWorks USA, LLC.
'Fantasy Grounds' is Copyright 2004-2022 SmiteWorks USA LLC.
Change Log
v1.1.0: FIXED: not using the 2024 monster init stat. Obsolete inititive box removed
v1.0.9: Rebranding of Temporal Fixation to Initiative Nanny by Farratto
v1.0.8: Problem with new native init swapping. FIXED
BaneTBC
February 24th, 2025, 18:44
Thanks for taking this up, it is greatly appreciated.
MrDDT
February 24th, 2025, 21:44
Thank you.
mattekure
February 24th, 2025, 23:15
awesome!!! thank you for taking this up
metaldm007
March 12th, 2025, 22:37
Noticed that the new initiative system for 5.5e isn't properly compatible with this extension; it disregards the modified initiative in the NPC sheet and defaults to their dexterity modifier.
Great extension, just wanted to bring this error up.
Farratto
March 14th, 2025, 03:08
Noticed that the new initiative system for 5.5e isn't properly compatible with this extension; it disregards the modified initiative in the NPC sheet and defaults to their dexterity modifier.
Great extension, just wanted to bring this error up.
That initiatve box was written at least 3 years ago. I'll take a look and see if it's easy to fix.
metaldm007
March 14th, 2025, 23:50
That initiatve box was written at least 3 years ago. I'll take a look and see if it's easy to fix.
Figured I'd include a visual of what I'm experiencing for clarity's sake.
63789
I also ran into this issue with bratch9's Advanced Spell Damage (https://www.fantasygrounds.com/forums/showthread.php?61703-extension-Advanced-Spell-Damage-Extension-casting-spells-at-higher-level/page19), so I assume it's got something to do with modifications made to the Combat Tracker NPC record.
Farratto
March 15th, 2025, 01:49
Figured I'd include a visual of what I'm experiencing for clarity's sake.
63789
I also ran into this issue with bratch9's Advanced Spell Damage (https://www.fantasygrounds.com/forums/showthread.php?61703-extension-Advanced-Spell-Damage-Extension-casting-spells-at-higher-level/page19), so I assume it's got something to do with modifications made to the Combat Tracker NPC record.
The picture did help actually. I thought you were talking about something else. I got it fixed. Thanks for reporting.
metaldm007
March 15th, 2025, 02:48
The picture did help actually. I thought you were talking about something else. I got it fixed. Thanks for reporting.
Awesome. Out of curiosity, what changes did you make for the code? I was hoping to reverse-engineer a fix for Advanced Spell Damage as the extension's creator seems preoccupied right now and hasn't been able to look into it. I'll be sure to credit you in his thread.
Farratto
March 15th, 2025, 14:06
Awesome. Out of curiosity, what changes did you make for the code? I was hoping to reverse-engineer a fix for Advanced Spell Damage as the extension's creator seems preoccupied right now and hasn't been able to look into it. I'll be sure to credit you in his thread.
Initiative Nanny (which was Temporal Fixation when this was written) was directly modifying the "init" field on the CT database node because it had a field that you could temporarily increase/decrease an individual NPC's initiative. That field is obsolete now because you can do this directly in the combat tracker actions tab now. So I just got rid of that code and the field. To be more specific it was this line in scripts/manager_combat_record_tf.lua:
DB.setValue(tCustom.nodeCT, "init", "number", nDexMod + tempInit)
metaldm007
March 15th, 2025, 22:40
Initiative Nanny (which was Temporal Fixation when this was written) was directly modifying the "init" field on the CT database node because it had a field that you could temporarily increase/decrease an individual NPC's initiative. That field is obsolete now because you can do this directly in the combat tracker actions tab now. So I just got rid of that code and the field. To be more specific it was this line in scripts/manager_combat_record_tf.lua:
DB.setValue(tCustom.nodeCT, "init", "number", nDexMod + tempInit)
Many thanks! I was able to get this fix to work with Advanced Spell Damage; I went into the manager_combat2_asd.lua, and replaced the whole code for "-- Set initiative from Dexterity modifier (tCustom version)" with the whole code in manager_combat_record_tf.lua. If this is okay, I'll post about it in ASD's thread.
Arnagus
March 16th, 2025, 09:37
Yes please do. B9/Pete has posted that he started working on an update for his extensions on DMG - any know fix is most likely welcomed.
Devistation
May 25th, 2025, 17:36
Does this work for players? I have a table of 12 and sharing initiative is something I want to do.
Devistation
May 25th, 2025, 18:12
I have no idea how to use this mod. there are no clear instructions. I know this was a mod that was taken over but I never used that. I would like for my PC's to share initiative, how do I make this work?
Arnagus
May 25th, 2025, 20:01
Original design was to have conjured or summoned NPC share the initiative with the owner. Best way to handle this (if not automated) is to create a custom effect on the Effect table and apply it to any new CT entry added due to such summoning.
This extension "just" provides the required effects - rest is up to the DM.
Paired with Generic Action (Layers) (https://forge.fantasygrounds.com/shop/items/152/view), Automatic Effects (https://www.dmsguild.com/product/352166/FANTASY-GROUNDS-5E-Automatic-Effects--Essentials-BUNDLE) and Equipped Effects (https://forge.fantasygrounds.com/shop/items/158/view), you could have a player cast "Spectral Weapon" and the NPC token is placed in CT and on map, with the effect applied and thus always sharing the turn with the player.
Arnagus
May 25th, 2025, 20:04
I have no idea how to use this mod. there are no clear instructions. I know this was a mod that was taken over but I never used that. I would like for my PC's to share initiative, how do I make this work?
Identify a "lead" player, and assign the SHARETURN effect with target to this player to all other players' CT tokens should do the trick.
Farratto
May 26th, 2025, 03:25
I have no idea how to use this mod. there are no clear instructions. I know this was a mod that was taken over but I never used that. I would like for my PC's to share initiative, how do I make this work?
The instructions are on page 1 of this forum post and the README.md included in the extension. If the instructions don't make sense, ask a specific question here on the forum.
Devistation
May 27th, 2025, 22:44
The instructions are on page 1 of this forum post and the README.md included in the extension. If the instructions don't make sense, ask a specific question here on the forum.
"SHARETURN - Locks the bearer's initiative to be the same as the target, or source if there is not a single a target, of the effect. And ensures that the bearer of the effect immediately precedes the target in turn order. When it becomes the bearer of the effect's turn any start of turn effects are activated as normal and then the turn skips to the target of the effect. When the turn ends for the target of the effect any end of turn effects for the bearer are activated as well."
This is an effect for the combat tracker we type in? What would that look like if I want PLAYER1 to share the turn with PLAYER2??
Trenloe
May 27th, 2025, 22:50
Does this work for players? I have a table of 12 and sharing initiative is something I want to do.
I think you need to clarify what you mean by this. Exactly what are you trying to accomplish?
Devistation
May 27th, 2025, 22:56
I think you need to clarify what you mean by this. Exactly what are you trying to accomplish?
Sure, I want two of my players to go at the same initiative roll so they can have more teamwork and speed up battles. So I want PLAYER1 to share PLAYER2's initiative roll. I was hoping this mod would let me do that.
So instead of 12 players all having there own turn I have 6. Does that make sense?
MrDDT
May 28th, 2025, 00:03
Sure, I want two of my players to go at the same initiative roll so they can have more teamwork and speed up battles. So I want PLAYER1 to share PLAYER2's initiative roll. I was hoping this mod would let me do that.
So instead of 12 players all having there own turn I have 6. Does that make sense?
In the action tab on the PC you want to be the "leader" of the INIT chain
SHARETURN
Effect, Drag that effect on to whoever you want to be linked to this PC's turn.
If you have 6 PCs and you have 6 "leaders" you would have each one, link to their "buddy" shared turn using this effect drag and drop it on their buddy.
Devistation
May 28th, 2025, 00:27
In the action tab on the PC you want to be the "leader" of the INIT chain
SHARETURN
Effect, Drag that effect on to whoever you want to be linked to this PC's turn.
If you have 6 PCs and you have 6 "leaders" you would have each one, link to their "buddy" shared turn using this effect drag and drop it on their buddy.
I don't see anything in the actions tab. This is compatible with 5e? Is there another mod I need for it to work?
Devistation
May 28th, 2025, 00:53
I figured it out by looking that the Temporal Fixation boards. On the combat tracker I add an effect AFTERTURN and using the target for the effect I selects the PC that I want to be the Leader. Seems to work fine
MrDDT
May 28th, 2025, 01:25
I don't see anything in the actions tab. This is compatible with 5e? Is there another mod I need for it to work?
You have to make your own action, it's not automatically going to know you want to do this.
So right click on one of the PC's action tab and add a power, then right click on that power and add effect. Then make the effect.
KnightMark
July 25th, 2026, 20:28
I've been troubleshooting this for a while now, and I don't understand what is going on. One of my PCs has a summoned Yeth Hound that acts as Find Steed. It should be sharing his initiative but its turn comes second. In one of my games, no matter what effect I use, the hound always is put before the PC in the Tracker. In every other campaign, using every extension that I could possibly think would affect anything, using the AFTERTURN effect correctly places the hound after the PC. I even imported that PC into another campaign, no other extensions except for this and Pets, and it worked there but not in the main campaign. Can anyone shed some light on this? I have the logs that I'm attaching.
MrDDT
July 25th, 2026, 21:12
I've been troubleshooting this for a while now, and I don't understand what is going on. One of my PCs has a summoned Yeth Hound that acts as Find Steed. It should be sharing his initiative but its turn comes second. In one of my games, no matter what effect I use, the hound always is put before the PC in the Tracker. In every other campaign, using every extension that I could possibly think would affect anything, using the AFTERTURN effect correctly places the hound after the PC. I even imported that PC into another campaign, no other extensions except for this and Pets, and it worked there but not in the main campaign. Can anyone shed some light on this? I have the logs that I'm attaching.
I'm not sure the issue however, I saw you have some exts loaded that have been moved into the CORE FG coding no longer need an ext.
Turbo
ResistanceIsFutile
UndeadFortitude
I would start by not loading those 3.
Next if it's still happening, I would start by turning off 1/2 of the exts at a time until it fixes, then turn 1/2 back on until its broken, until you find out which one is causing it.
Farratto
July 25th, 2026, 21:18
I've been troubleshooting this for a while now, and I don't understand what is going on. One of my PCs has a summoned Yeth Hound that acts as Find Steed. It should be sharing his initiative but its turn comes second. In one of my games, no matter what effect I use, the hound always is put before the PC in the Tracker. In every other campaign, using every extension that I could possibly think would affect anything, using the AFTERTURN effect correctly places the hound after the PC. I even imported that PC into another campaign, no other extensions except for this and Pets, and it worked there but not in the main campaign. Can anyone shed some light on this? I have the logs that I'm attaching.
Initiative Nanny has also been absorbed into the ruleset.
bwatford
July 26th, 2026, 06:02
Initiative Nanny has also been absorbed into the ruleset.
I was not aware of that. Was still loading the extension as well. Wasn't having any issues.
MrDDT
July 26th, 2026, 11:15
Initiative Nanny has also been absorbed into the ruleset.
I know this is your EXT, but are you sure? I'm not seeing it in CORERPG.
FIXINIT: n is not working either.
Farratto
July 26th, 2026, 12:21
Initiative Nanny has also been absorbed into the ruleset.
Sorry, I was mistaken. It has not been absorbed into the ruleset, apparently.
Farratto
July 26th, 2026, 12:39
I've been troubleshooting this for a while now, and I don't understand what is going on. One of my PCs has a summoned Yeth Hound that acts as Find Steed. It should be sharing his initiative but its turn comes second. In one of my games, no matter what effect I use, the hound always is put before the PC in the Tracker. In every other campaign, using every extension that I could possibly think would affect anything, using the AFTERTURN effect correctly places the hound after the PC. I even imported that PC into another campaign, no other extensions except for this and Pets, and it worked there but not in the main campaign. Can anyone shed some light on this? I have the logs that I'm attaching.
I don't see any errors in your logs and I just did some quick testing and all the tags are working for me. Do you want to zip up your campaign and share with me and I can check it out? If it's too large, you can leave out the image files.
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