Auto damage/heal with conditions
| Project: | Virtual Combat Cards |
| Version: | 1.8.x-dev |
| Component: | Code |
| Category: | feature request |
| Priority: | normal |
| Assigned: | Nebulorum |
| Status: | closed |
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I have to say that VCC is my second choice. I have been using Anubisware's Encounter Manager and have liked it very much, but it had some limitations and now Anubisware is no longer on the web so I doubt there will be much in the way of enhancements. VCC has all the features that EM had except this one.
It would be nice to have the program automatically reduce the hit points of the creature that has the "ongoing 10 damage" effect on it every time you hit the "Start Round" button. I personally don't need to have the program worry about the resistances of the creatures because I figure that in when I place the effect. In EM if a creature has resist 5 fire and they take ongoing 10 fire, I put ongoing 5 fire as the effect. It the resistance would nullify the effect, I just don't put it on at all.
Also regeneration would be nice as well.
#1
I want to add this and regeneration on to VCC. But there are some issues with the rules, resistances and such. You comment in interesting, I could add a "apply X damage each start of round" feature. This means you rule out the effective damage and then simply ask VCC to do that. Would that make since?
On a more broader question, what to do with effect like the beholder disintegration (2D20)? Or Troll regeneration (if hasn't taken damage from fire)? I would love to handle all these cases automatically, but there are many exceptions and corner cases in the rules.
#2
That wasn't incorporated in Encounter Manager. It just added the damage and added the regen each round. In the case of the Troll that took fire or acid damage, I just added damage back to the troll equal to the regen amount. I do it now and doing it with this program would not be that different.
Just another point, I do not worry about the characters with this type of program. They take care of themselves and worry about their own hp and conditions. Like I said in a post on the forums, I use MapTools for my games so I can make the PC's with the condition and they worry about their own damage. I just worry about the NPC/Monsters.
I do not plan to use this to fight the battles for me. This is strictly a tool that I can use to keep track of the monster/NPC's hp and to keep track of the init order. I still roll the dice manually and play with "paper and pencil" it is just that my paper and pencil happen to be in the computer.
As for the "apply X damage each start of round" that would be about what you have now. What I am looking for is when you hit the "Start Round" button it would auto apply the ongoing damage that is listed in the effects and then apply the regen that is listed in the effects.
#3
I have been giving some though to this. My comment was to have VCC apply damage or healing automatically at the start of the Round. This makes a lot of since.
However one question I have it the following. If I have a effect like: Slow and 5 ongoing poison, save ends both. The way to do this correctly is to have both tied together. However the auto-damage would have to carry the auto damage and the extra information (i.e. slow).
The way VCC does it currently, I can either add something like Mark or a simple text. I could add another one of auto-damage and auto-heal, but this would disassociate the text from the auto-damage. This is the easy way. The right way is to have a composed effect associated with on end mechanism (like End of Round, or Save ends). This requires reworking the entire effect mechanism (which I want to do in the future).
Do you think having two unlinked effect (auto-damage and slowed) on the same end condition?
#4
I believe the work-around suggested would be an improvement. We will have to add them separate from other conditions to make it simpler. This means that if the effect causes: "5 ongoing and slowed" you would have to add two effects (one of the auto-damage type, and a normal text damage).
An alternative is to try to do some logic on the words you type. So if there is a word ongoing after a number we apply the damage. This is much more brittle since a typo could lead to problems. Will investigate this alternative as work progresses.
#5
I vote for mores item in drop-down Any/Mark
Any/Mark/Ongoing/Regeneration
In this case addition input for number of HPs should be shown and button should be shown on effects pane.
#6
I have been working on this, and the general idea is to use string matching to determine that a normal condition is either an ongoing damage or regenerations. So something like: "ongoing 5 fire" or "regenerate 6 while bloodied" will prompt user for how much hit points to apply (damage or heal).
DM ruling will still be needed to determine if conditions apply, but the value on the text will be provided as a hint.
#7
Implemented this feature and done some testing.
Current implementation applies regeneration effect first. But the order between ongoing and regeneration can produces different results. Here are some examples:
I'm not sure an automated solution is best in this case. Maybe leave this to the DM discernment, after all that why she/he's the master :)
#8
how about whatever condition is added first is applied first.
So if you add regen 5 when bloodies then next you add ongoing then regen first if you added ongoing first then ongoing is applied first.
Basicaly just make the VCC apply effects in the order they are added just like a player would apply saves, Alternatly you could have it cancile the effect (so regen 5 and ongoing 5 canciles each other out regen 6 ongoing 5 means regen 1) though this would be more work and I think it's better to apply first effect then second effect
#9
After some testing and consideration I decided to leave regeneration first. In the general case this will be more beneficial to the combatant. Of course the DM may have to tweak the values to maximize the recovered hit points. Maybe we can tackle this in the future if we find a clear strategy.
This features has been release in version 1.5.0.
#10
Automatically closed -- issue fixed for two weeks with no activity.