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General Tabletop Discussion
*Pathfinder & Starfinder
Order of triggered actions
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<blockquote data-quote="tentfox" data-source="post: 5398611" data-attributes="member: 58988"><p>I am not going to go entirely with the stack method, but I do like the way you broke down an action into atomic sub actions.</p><p></p><p>Here is what I am thinking:</p><p>- Each action is built up of sub actions and action flows, and each of those can likewise be broken up. While this seems complex in most cases it will be as simple as an attack action is an attack roll which flows on to a damage roll on the condition of a hit, but allows for far more complex actions.</p><p></p><p>- Each action, and therefor sub action can potentially have interrupts and reactions. To model this before each action/sub action is performed I will gather all potential interrupts and resolve them in initiative order. Any of these actions will need to recursively go through this same process.</p><p></p><p>- After the interrupts are resolved attempt to perform the original action/sub action, testing for validity as an interrupt may have changed the condition of this succeeding (ie the performer is now dead or out of range).</p><p></p><p>- Now compile a list of all potential reactions and resolve them in initiative order, once again doing this recursively.</p><p></p><p>- Once the action or sub action has been completely resolved in this manner move on to the next action in the chain based on the final result of the first action.</p><p></p><p></p><p>And then this is further complicated by the granulation of these actions and sub actions. Potential interrupts could not just be being attacked, but being hit by an attack. So the chain might be, attack roll (result hit) -> hit (result ok)-> damage. This is easily going to be the most complicated part of this.</p></blockquote><p></p>
[QUOTE="tentfox, post: 5398611, member: 58988"] I am not going to go entirely with the stack method, but I do like the way you broke down an action into atomic sub actions. Here is what I am thinking: - Each action is built up of sub actions and action flows, and each of those can likewise be broken up. While this seems complex in most cases it will be as simple as an attack action is an attack roll which flows on to a damage roll on the condition of a hit, but allows for far more complex actions. - Each action, and therefor sub action can potentially have interrupts and reactions. To model this before each action/sub action is performed I will gather all potential interrupts and resolve them in initiative order. Any of these actions will need to recursively go through this same process. - After the interrupts are resolved attempt to perform the original action/sub action, testing for validity as an interrupt may have changed the condition of this succeeding (ie the performer is now dead or out of range). - Now compile a list of all potential reactions and resolve them in initiative order, once again doing this recursively. - Once the action or sub action has been completely resolved in this manner move on to the next action in the chain based on the final result of the first action. And then this is further complicated by the granulation of these actions and sub actions. Potential interrupts could not just be being attacked, but being hit by an attack. So the chain might be, attack roll (result hit) -> hit (result ok)-> damage. This is easily going to be the most complicated part of this. [/QUOTE]
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Order of triggered actions
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