Thanks. I'll take a look...
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Thanks. I'll take a look...
New update available - 1.79
fix init mod changes in options when running under 2E
fix changing init values in a ct record when using d6 for init - now properly reflects the change and moves the actor to the correct position in the list
fix dragging actors to different spots in the list and properly updating d6 init values
fix initiative grouping issues when grouping options have changed
fixes for dm generating init from ct menu, to ensure values higher than the max die value won't be generated regardless of init die
other minor fixes for occassional weirdness, particularly in init and combat scripts
* please test everything that you can and let me know if you find problems. I test as much as is reasonable, but a lot of these updates, lately, have carried a lot of changes and refactoring, so things sometimes get missed and/or reintroduced. Hope I didn't break something!
Many thanks for the quick response.
I've tested and played around with CT and initiative for most of the morning - can't find any errors. No doubt that'll happen 5 minutes into the next game :o
Will let you know if anything weird crops up
I might have reintroduced it, but I'm not sure I ever handled it when using the 2E ruleset vs. the OSRIC one. Thanks for the report.
It's now corrected in version 1.80 and I've also fixed a bug with incorrect currency weights calculating while the session is loaded. The latter was something I noticed while looking into this.
Turned out it took 10 minutes but . . .
First issue - spell duration in CT isn't clicking down, I know this was working a couple of weeks ago but not last night - also seems to be true for light sources.
Second issue - zombie initiative - they should always go last and have a INIT 80 effect in place which I assume is intended to put them on initiative 80 to ensure they go last (seems an odd number to pick but. . .) Anyway rolling NPC initiative on the CT kept rolling individual initiative for them. I could manually change it by overwriting for each on the CT but it was tedious.
Third issue (and this may be more OSRIC than general) but the PC sheets do not seem to be adding in the racial CON bonuses to saving throws for Dwarves and Gnomes - I can add this manually but would have thought it would be automated?
Similarly PC Thieves get neither racial or ability modifiers to their skills (oddly classed NPCs get their racial [but no ability] modifiers, I assume that's because they are pre-built in OSRIC)
Are these things meant to be automated?
1. Spell and light effects durations are counting down properly for me. Maybe you have another extension installed that is interfering? If you want, let me know of a specific spell and I'll test it out. I tested several, as well as a couple of light effects
2. Zombies are definitely broken. I handle them and other monsters with custom init in a specific way that I seem to have accidentally left out at some point - I'll get this fixed quickly
3 and 4. Not automated but shouldn't be too difficult. I'll work on this as a feature request. If you have any others, let me know. Yeah, the thief NPCs being pre-built in the OSRIC reference work would certainly explain why those appear to be "working"
Thanks!