When resetting combat, conditions with a number of turns do not reset. For example, a condition with 1 turn left on turn 7 of combat will have 8 turns left when combat is reset.
I kind of dislike how this is worded and I think that's because of the assumption of what the reset button is for. I've been using the reset button to turn combat to "round one" and essentially start a new combat. So for me, that button means the party is moving forward to the next challenge. Which should mean that conditions with time left should "expire" and disappear.
It sounds from this question like they want to use Reset to start the combat all over again and that makes no kind of sense in an actual game setting (who wants the run the same encounter over and over). Furthermore, just because someone is stunned, say, on turn 7 for two more turns doesn't mean they were stunned on the first turn for 9 turns. Most combatants enter combat with only permanent conditions (blindness and the like) and acquire them from events during the fighting.
At any rate, a patch is attached with the way I want things to work. i.e. on hitting Reset, it takes all conditions that have turns left and removes them.
I think your idea is logical. Conditions with a set number of turns may not have any meaning once combat ends. If the user is starting a new combat the conditions would go away unless a new combat is started within a game-time minute or so of the old combat ending. There's also a technical problem that condition turns are deeply tied to initiative values and when the combat is restarted those numbers lose meaning.
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Thanks. Yeah. So the above patch should make a "Reset" remove conditions with timers. You'll still have to manually update anything without a timer, but there's really no way around that.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
I kind of dislike how this is worded and I think that's because of the assumption of what the reset button is for. I've been using the reset button to turn combat to "round one" and essentially start a new combat. So for me, that button means the party is moving forward to the next challenge. Which should mean that conditions with time left should "expire" and disappear.
It sounds from this question like they want to use Reset to start the combat all over again and that makes no kind of sense in an actual game setting (who wants the run the same encounter over and over). Furthermore, just because someone is stunned, say, on turn 7 for two more turns doesn't mean they were stunned on the first turn for 9 turns. Most combatants enter combat with only permanent conditions (blindness and the like) and acquire them from events during the fighting.
At any rate, a patch is attached with the way I want things to work. i.e. on hitting Reset, it takes all conditions that have turns left and removes them.
I think your idea is logical. Conditions with a set number of turns may not have any meaning once combat ends. If the user is starting a new combat the conditions would go away unless a new combat is started within a game-time minute or so of the old combat ending. There's also a technical problem that condition turns are deeply tied to initiative values and when the combat is restarted those numbers lose meaning.
Thanks. Yeah. So the above patch should make a "Reset" remove conditions with timers. You'll still have to manually update anything without a timer, but there's really no way around that.