Open GhostwheelX opened 1 year ago
In that case, there should indeed be a way to define a group, and this group should remain consistent throughout the entire battle. Do you have any suggestion on how to achieve that?
Here's a raw idea for defining groups that came to my mind: We could consider treating all combatants with the same actor as groups when the group option is enabled. For example, if there are 3 combatants representing 3 different actors for the PC, 10 combatants with the same actor for the zombies, and 5 combatants with the same actor for the Beholders, we would have a total of 5 "groups": 1 group for each PC, 1 Zombies group, and 1 Beholders group.
When you select any zombie as the next combatant, all the zombies would be assigned the same or subsequent initiative. As soon as you press "End turn," if there are zombies that have not yet performed their turn, they would immediately take their turns without prompting the Selection Window.
I would let you create groups and then assign creatures to them, either by a dialogue created by right-clicking, or by dragging each creature into a group.
While I might want all the zombies to go together, I really wouldn't want the beholders to do so in the above scenario 😅
Hmm, okay. I need to give this some more thought. I'd prefer not to introduce an additional configuration window with this module, as that could complicate matters and require ongoing maintenance with each iteration. So, I'm looking for a more straightforward solution.
I've been considering an alternative approach: adding a button that allows you to toggle group mode selection on or off. When the "group mode" is enabled and you select one of the Beholders, both will proceed together. However, if you have the "group mode" disabled, only the selected one will proceed.
Sometimes there are far more enemies than there are player characters. In such cases, it doesn't make sense for each individual member of the "horde" to have their own initiative. Would it be possible to add "groups" of initiative to this variant, where when you designate an enemy, it "sets off" the turn of all creatures within that group?