Some conditions are easy to auto-handle if there is a concept of an "active group" (either a player or a monster). So work on this would almost certainly need to implement that first.
My brain-dump on the matter:
this would almost certainly require some concept of "active group," which
needs to be easy to distinguish (also "already activated" from "yet to be
activated")
there is room for a button or something on each creature (and creature
struct can easily accomodate activation status, though activating each
individual monster could be interesting too)
Some condition updates do not need the active group (e.g., remove the condition at the end of the round).
Auto-handling conditions like this would be a nice automation feature. One difficult part is removing conditions that disappear when damage is taken or healing is performed: there is no easy way to indicate whether HP is changing as a result of damage/healing or because the players needed to make adjustments. So that may need to be left manual.
Some conditions are easy to auto-handle if there is a concept of an "active group" (either a player or a monster). So work on this would almost certainly need to implement that first.
My brain-dump on the matter:
creature
struct can easily accomodate activation status, though activating each individual monster could be interesting too)Some condition updates do not need the active group (e.g., remove the condition at the end of the round).
Auto-handling conditions like this would be a nice automation feature. One difficult part is removing conditions that disappear when damage is taken or healing is performed: there is no easy way to indicate whether HP is changing as a result of damage/healing or because the players needed to make adjustments. So that may need to be left manual.