
Hi folks, I'm looking for someone to help me with a script that will allow combat turns to be tracked the way Continuum does it. The method Continuum uses is (I'm told) not unique, but I don't know which games are similar. Sorry. I can describe it below. The core Initiative statistic is called "Quick". It ranks from 1 to 10 (though it can go higher at great expense). Combat is divided into Bouts, and each Bout has 5 Stages. Characters act on their Stage. Once all Stages have passed, the Bout ends and the next Bout begins. Characters can act only on the Stages that their Quick allows. If this is possible, I would love to know what would be expected by way of compensation to the author of such a script. Thanks Stage #1 Stage #2 Stage #3 Stage #4 Stage #5 Quick 1 to 2 NO NO YES NO NO Quick 3 to 4 NO YES NO YES NO Quick 5 to 6 YES NO YES NO YES Quick 7 to 8 YES NO YES YES YES Quick 9 to 10 YES YES YES YES YES In case of a Quick higher than 10, return to the top of the chart after 10 is reached to determine when the remaining actions are. That character gets multiple actions on repeated stages. Actions are declared in the order of lowest Quick to highest, and then the characters act in the order of highest to lowest. On each Stage, the GM asks the players who are allowed to act on that Stage what their intended action for that stage is. If they dither, they lose their action that Stage and may only react to being attacked. Once all players have declared, the GM then asks all players who may act on that round to execute their declared actions, from highest Quick to lowest. Then the fight moves on to the next Stage in the Bout. Ideally I'd like to know if it's possible to build a tracker that lets combat flow in that way. It would link to the Continuum character sheet's Quick stat. It would have a NEXT button, and just step thought the Stages and the Bouts as outlined above. Ideally each player would get a little ping when it's their time to declare or act.