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[4e] Combat Tracker Utility
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<blockquote data-quote="Mortaneus" data-source="post: 5004774" data-attributes="member: 485"><p>You use the 'Delay' button. This takes character A completely out of the initiative sequence, and places them in 'Delay' status at the bottom of the list.</p><p></p><p>Then B would take their action, and you would press 'Next Turn' to move onto C, indicating that B is done. However, A decides to jump in at this point, so select A from the Delay list and do a 'Move to Top', which would push C out of the top spot back down to 2nd in line, and bump A to the top.</p><p></p><p></p><p>This was actually a bit tricky to get right, specifically with regards to 'Until Start of Next Turn' effects. The program actually handles them, though. For example, let's say that last turn C used a power that lasts until the start of their next turn. You press 'Next Turn' on B, and it moves on to C. At this point, the effect would end. However, by having A jump to the top of the roster, C's turn has not effectively not YET started, thus backing things up. If you try this in the program, you'll notice the effect reappears until C's turn actually starts.</p><p></p><p>Delays are the reason that I took so long in getting effect-tracking into the program...it's a bloody nightmare to deal with. Look up Delay in the PHB some time, and read the impact on ongoing effects. It's fairly messy, and is a pain to code.</p></blockquote><p></p>
[QUOTE="Mortaneus, post: 5004774, member: 485"] You use the 'Delay' button. This takes character A completely out of the initiative sequence, and places them in 'Delay' status at the bottom of the list. Then B would take their action, and you would press 'Next Turn' to move onto C, indicating that B is done. However, A decides to jump in at this point, so select A from the Delay list and do a 'Move to Top', which would push C out of the top spot back down to 2nd in line, and bump A to the top. This was actually a bit tricky to get right, specifically with regards to 'Until Start of Next Turn' effects. The program actually handles them, though. For example, let's say that last turn C used a power that lasts until the start of their next turn. You press 'Next Turn' on B, and it moves on to C. At this point, the effect would end. However, by having A jump to the top of the roster, C's turn has not effectively not YET started, thus backing things up. If you try this in the program, you'll notice the effect reappears until C's turn actually starts. Delays are the reason that I took so long in getting effect-tracking into the program...it's a bloody nightmare to deal with. Look up Delay in the PHB some time, and read the impact on ongoing effects. It's fairly messy, and is a pain to code. [/QUOTE]
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