Zelda Universe RPG

Initiative system 2.0 - Printable Version

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Initiative system 2.0 - Sephiroth - 01-22-2016

... Whelp, kinda a common theme here. With ZURPG entering 2.0 mode, so is the $init system in Navi.

Changelog:
  • Rewritten from scratch.
  • Bonus Round is fully supported now.
  • $removeme no longer exists.
    • You now use $remove me to remove yourself from battle.
  • New Features:
    • DM can now enter anyone's initiative with $init #d# [name]
    • DM can now remove anyone from the battle with $remove [name]
  • Bugfixes:
    • Remember when turns would flip/flop on $removeme? Well that's fixed.

This update is in beta mode. Needs testing.


RE: Initiative system 2.0 - WindStrike - 01-23-2016

Tis really good so far, though feedback:
  • Apparently, we need an '$init j [Name]' function.
  • You can add someone's [Initiative] to the battle multiple times.
    • For example, rolling '$init 1d10', and then doing '$init 1d10' again, which mimics the equivalent of '$init 2d10'.



RE: Initiative system 2.0 - Sephiroth - 02-11-2016

Initiative System v. 2.0.1:

Changelog:
  • Fixed the ability to enter [Initiative] multiple times before the battle officially starts.
  • Added the ability to $init j Name during battles for the DM.
  • Number of initiative dice to roll is capped to 50.
  • Number of initiative dice sides is capped to 100.



RE: Initiative system 2.0 - Sephiroth - 05-21-2016

Initiative System v. 2.0.2:

Changelog:
  • Added Round 1 turn order to bonus round display.
  • Disabled Debug Mode
  • Removed Herobrine

With this, I feel the Initiative system in Navi is about as solid as it's gonna get.