Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Order of triggered actions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 5400509" data-attributes="member: 82106"><p>I think your list is at the wrong level of abstraction. The events that should be reported would be the individual steps where the game state changes. So when a creature moves one square the game state receives a message describing the change. If say a power has created an effect which might be triggered by some kind of movement then a handler for move events would be hooked to the game state and invoked whenever anything moves. Once it has control it can perform tests like "X moved closer to Y" or anything else under the sun. When new elements are added to the game they can simply implement handlers that meet their needs.</p><p></p><p>As far as retroactive kinds of situations there are a couple things that can happen. First of all paying close attention to the way that events are processed by RAW will help. In the dragon case the rules state that all attack rolls happen, then damage and effects are applied. Strictly following this should work. In some cases there could be things that require rolling back game state to work, like the example of an interrupt triggering on applying damage of an AoE invalidating the attack. One answer would be to use a transactional style of state updates and providing a rollback to a checkpoint. Properly implemented at the core of the game state engine that would be feasible, though not trivial.</p><p></p><p>One of the key things that comes out of all this is there pretty much needs to be a single unitary game state engine through which all modifications happen in the form of granular events. Performance in that engine would be a critical factor.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5400509, member: 82106"] I think your list is at the wrong level of abstraction. The events that should be reported would be the individual steps where the game state changes. So when a creature moves one square the game state receives a message describing the change. If say a power has created an effect which might be triggered by some kind of movement then a handler for move events would be hooked to the game state and invoked whenever anything moves. Once it has control it can perform tests like "X moved closer to Y" or anything else under the sun. When new elements are added to the game they can simply implement handlers that meet their needs. As far as retroactive kinds of situations there are a couple things that can happen. First of all paying close attention to the way that events are processed by RAW will help. In the dragon case the rules state that all attack rolls happen, then damage and effects are applied. Strictly following this should work. In some cases there could be things that require rolling back game state to work, like the example of an interrupt triggering on applying damage of an AoE invalidating the attack. One answer would be to use a transactional style of state updates and providing a rollback to a checkpoint. Properly implemented at the core of the game state engine that would be feasible, though not trivial. One of the key things that comes out of all this is there pretty much needs to be a single unitary game state engine through which all modifications happen in the form of granular events. Performance in that engine would be a critical factor. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Order of triggered actions
Top