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Windows Application for Combat initiative

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ScytheKnight

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« Reply #15 on: <03-28-16/0353:17> »
Using Windows 7 on a laptop.

I hadn't really seen how to add new combatants... was trying to use Merge because with it being pregen content the groupings are already listed so was having them all saved as encounter files to toss in at the appropriate time.

It did have its issues, but overall it REALLY streamlined the combat at our table and saved us a lot of time.
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SirDamnALot

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« Reply #16 on: <03-28-16/1321:49> »
Using Windows 7 on a laptop.

I hadn't really seen how to add new combatants... was trying to use Merge because with it being pregen content the groupings are already listed so was having them all saved as encounter files to toss in at the appropriate time.

It did have its issues, but overall it REALLY streamlined the combat at our table and saved us a lot of time.
I fixed the bug with combat summoning/compiling and the merge function works now anytime. If the combat is already rolling, the new guys get their ini rolled and adjusted for ini passes.
The original idea was that you go back to the actor screen and add new combatants like you added the first ones. But that would mean you have to customize your archetypes at the table. Your way is better =)

I could not get the Mook error. Are your mooks marked as such with the "type" field ? Could you please send me an encounter file where your mooks have a stun track with 0 ?
And what kind of damage did you apply ? Stun, Physical, Tazer or the general damage ?

Thanks!

And happy to hear that the app helped besides it's problems  ;D

ScytheKnight

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« Reply #17 on: <03-28-16/1845:36> »
Using Windows 7 on a laptop.

I hadn't really seen how to add new combatants... was trying to use Merge because with it being pregen content the groupings are already listed so was having them all saved as encounter files to toss in at the appropriate time.

It did have its issues, but overall it REALLY streamlined the combat at our table and saved us a lot of time.
I fixed the bug with combat summoning/compiling and the merge function works now anytime. If the combat is already rolling, the new guys get their ini rolled and adjusted for ini passes.
The original idea was that you go back to the actor screen and add new combatants like you added the first ones. But that would mean you have to customize your archetypes at the table. Your way is better =)

I could not get the Mook error. Are your mooks marked as such with the "type" field ? Could you please send me an encounter file where your mooks have a stun track with 0 ?
And what kind of damage did you apply ? Stun, Physical, Tazer or the general damage ?

Thanks!

And happy to hear that the app helped besides it's problems  ;D


Awesome to hear about the improvements, next encounter won't be as dynamic but hey, all good.

Anyway also attached one of the Encounter files with the Mooks I had setup. I was attempting to apply damage to the track that it was displaying, but because the other one was blank it would KO them.
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SirDamnALot

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« Reply #18 on: <03-29-16/1113:07> »
Anyway also attached one of the Encounter files with the Mooks I had setup. I was attempting to apply damage to the track that it was displaying, but because the other one was blank it would KO them.

Ah, now I get what is happening. You are entering the damage directly into the override boxes. There you can set values without any regards to rules & logic. (by power of GM fiat ;) )
If you set a damange of x to a track that only goes to zero, then the char is instantly out.
Use the "Take damage" button to apply damage (or the little dropdown to specifiy the kind of damage) and the app will handle the rest. (Applying to the right track, overflow, etc)

The whole thing with the edit boxes will take some more time to fix.

ScytheKnight

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« Reply #19 on: <03-29-16/1830:32> »
Ahhh right.. missed that. So in this one case, user error.  ;D
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