Comments (3)
Surprise round and drawing specific initiatives
The GM can right-click a combattant, select Update, and choose an initiative card before starting the combat.
BUT, with the reset of initiative at the start of each combat round in Dragonbane, that could possibly not work anymore.
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Due to abilities being Items, any associated automation should also take place in the Item unless it's something very generic. The "Lock Initiative" solution makes it possible to automate the Veteran ability in the future using eg. active effects or "on activation" scripts on abilities.
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I consider this issue fixed. Fixing initiative at start of combat works as intended, and now locking initiative works as intended.
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Related Issues (20)
- Deleting a token's actor causes damage application to break HOT 1
- Warning when deleting actors with tokens on scenes.
- Enhancement: Sub Catagorize Rolls HOT 7
- Feature Request: Training
- Bug: Weird calculations in inventory HOT 1
- update and corrections for french translation HOT 1
- (Un)Removed "selection" method for dealing damage for players. HOT 4
- Option to disable automatic improvement checkmarks on Dragon and Demon rolls.
- Abilities on hotbar HOT 1
- Color code success/failure
- Automation for adding damage on monster attacks vs prone targets
- Dragonbane Core Rules module - broken link in RollTable, "Random Events - Outskirt" HOT 1
- Active Effects support? HOT 1
- V12 Menu Issues HOT 1
- Set token size automatically based on actor size. HOT 1
- Improved currencies
- Adding a general spell doesn't work when core / foundry language doesn't match
- Refactor Kin/Profession abilities
- Add AE support for armor value
- Add effect script callback for "onDrop" + scripts for permanent injuries
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