DICE PACKS BUNDLE
Page 1 of 2 12 Last
  1. #1
    Oberoten's Avatar
    Join Date
    May 2006
    Location
    Älvsbyn, Sweden
    Posts
    2,620

    Combat Tracker...

    Once again it is that time of the month... where the clueless sit down and try to code.

    My current victim is the combat-tracker. We are using a rather... non-standard to say the least resolution of time segments not the combat round but actions take more floating time. AKA, if you have a certain initiative it will mean that an attack takes n segments (half-seconds) to complete.

    I'd love to rebuild the combat tracker to handle this.

    I know that MOD should be able to handle it... but I don't get it.

    I also know that the code I need to modify is probably in utility_combattracker.xml
    For your Ars Magica needs :
    https://fgrepository.com




    Atque in perpetuum frater, Ave atque vale.

  2. #2
    Foen's Avatar
    Join Date
    Jan 2007
    Location
    Suffolk, England
    Posts
    2,007

    Very happy to lend a hand ... if it helps

    It would be really helpful to have a clear understanding of the problem and the objective.

    Stuart

  3. #3
    Oberoten's Avatar
    Join Date
    May 2006
    Location
    Älvsbyn, Sweden
    Posts
    2,620
    Example then :

    Danel has a Act-Level of 7, this means he will act at every 7 segments, I want the combat tracker to count up when I click the normal "next" button and show the people with the current initative go in order of Initiative value.
    Initiative Act
    Goblin 12 8
    Danel 16 7
    Peasant 10 8


    Segment 0 - Start of Counter.
    Segment 1 - Nothing
    Segment 2 - Nothing
    Segment 3 - Nothing
    ..
    ..
    Segment 7 - Danel acts
    Segment 8 - Goblin acts, followed by Peasant
    ..
    ..
    Segment 14 - Danel Acts again.
    ..
    Segment 16 - Goblin, Peasant
    ..
    Segment 21 - Danel acts
    ..
    Segment 24 - Gobbo, Peasant
    ..
    Seg 28 - Danel

    etc etc.
    For your Ars Magica needs :
    https://fgrepository.com




    Atque in perpetuum frater, Ave atque vale.

  4. #4
    Foen's Avatar
    Join Date
    Jan 2007
    Location
    Suffolk, England
    Posts
    2,007
    I've not forgotten you Obe, and I think this is doable, but I'm just focusing on the Call of Cthulhu ruleset at the moment.

    Stuart

  5. #5
    Oberoten's Avatar
    Join Date
    May 2006
    Location
    Älvsbyn, Sweden
    Posts
    2,620
    No worries. I am looking forward to that one so...
    For your Ars Magica needs :
    https://fgrepository.com




    Atque in perpetuum frater, Ave atque vale.

  6. #6
    Sounds a lot like the HERO system initiative process, where a turn is 12 segments, and depending on your SPEED, you go 'n' # of segments of the 12. If there is a HERO system ruleset worker out there, they might be able to help you as well...

    Good Luck...
    It matters not how straight the gate, how charged with punishments the scroll;
    I am the Master of my Fate, I am the Captain of my Soul.

  7. #7

    Taking a psuedocode shot at it...

    Essentially in your system, initiative is composed of two numbers instead of one. You have a value you titled 'Act-Level' and something you're calling initiative. For the sake of clarity I am going to call this 'Init-Level'.

    What you could do is combine these in such a way that you make an initiative that works in the traditional way. I'm making the assumption here that the Init-Level value can never exceed 100
    Consider the following formula for initiative:

    Code:
    initiative = actlevel * 100 -  initlevel
    From your example this gives:

    Goblin 8 * 100 -12 = 788
    Danel 7 * 100 - 16 = 684
    Peasant 8 * 100 - 10 = 790

    Which places them in the correct order....

    It should just be a matter of populating the init field on the combat tracker with the correct value.

    If you need to know the segment number...that'd be more complex

  8. #8
    Oberoten's Avatar
    Join Date
    May 2006
    Location
    Älvsbyn, Sweden
    Posts
    2,620
    This would work if the initiative was still running in rounds.

    It isn't. The Act-Level is a cost in half-seconds for an action. What I wanty is basically a script that will let me click up time, show WHO gets to act, then compare Initiative of those who gets to act.
    For your Ars Magica needs :
    https://fgrepository.com




    Atque in perpetuum frater, Ave atque vale.

  9. #9
    Foen's Avatar
    Join Date
    Jan 2007
    Location
    Suffolk, England
    Posts
    2,007
    I haven't looked at this yet, but I think that pressing the 'next actor' button should advance a segment counter; tracker oredering is based on next-segment values for each combatant (that is in descending order of when they act next); and each combatant has its next-segment counter incremented by its act-level once its turn is complete.

    Some extra coding should try to catch orphaned combatants (that have somehow fallen behind the current segment counter) and also skip segments that have no combatants available to act (so you don't have tedious clicking to do between turns).

    Just an initial guess.

    Stuart

  10. #10
    Oberoten's Avatar
    Join Date
    May 2006
    Location
    Älvsbyn, Sweden
    Posts
    2,620
    Exactly, and then all that one'd have to consider is a delay field. To see if someone comes in later in the action. (Like the fellow who is running towards them and will be there in 30 sec or so. )
    For your Ars Magica needs :
    https://fgrepository.com




    Atque in perpetuum frater, Ave atque vale.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
FG Spreadshirt Swag

Log in

Log in