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Changelogs
Version 1.0.9
Added immediate action support for other mods
Added an option to fix the action type of activating an item storing a full-round spell
Added an option to fix inspecting enemies can cause errors in certain condition (in fact it's forced on since the bug can break this mod)
Improved some patches to prevent this mod from being broken by outer bugs
Fixed units could end its turn faster while standing up from prone
Version 1.0.8
Added an option to fix Spellstrike will apply a touch effect twice when hitting target with a natural weapon (or a unarmed attack)
Added an option to fix the action type of swapping weapon
Changed standard action and move action will always be regarded as cooling when it's not in units turn (for compatibility reason)
Changed logging warnings instead of stopping loading if the mod fails to patch the game (for compatibility reason)
Fixed activating an item storing a full-round spell is considered as a full-round action instead of a standard action
Version 1.0.7b
Update Deutsch translation
Version 1.0.7a
Update Russian translation
Version 1.0.7
Added an option to fix Dweomer Leap
Added an option to fix Acrobatics (Mobility)
Added an option to fix that certain neutral units can attack their ally
Added an option to fix that certain aura effect will be triggered repeatedly when you inspect its owner
Fixed the exact range of movement is still slightly shorter than the indicator range
Fixed when the "Auto cancel ..." options are turned on, actions will be cancelled if you just reach the target but run out of the movement
Version 1.0.6a
Reuploaded 1.0.6, the package of 1.0.6 was 1.0.5
Version 1.0.6
Added Russian translation (much thanks to Msarc)
Adjusted the font size of buttons on combat tracker for Deutsch & French
Changed the minimum distance of charge is now euqal to the distance of 5-foot step plus 2 feet
Changed units can no longer move and charge in the same turn even using the five-foot step
Fixed the exact range of movement is slightly shorter than the indicator range
Version 1.0.5
Fixed when AI do not have enough actions they still try to use full-round abilities
Version 1.0.4a
Added French translation (much thanks to slipenbois)
Version 1.0.4
Fixed time scale doesn't work properly
Fixed when a unit appears on the end of the combat tracker, the red icon of surprise round will be displayed in a short time
Version 1.0.3a
Updated Deutsch translation
Version 1.0.3
Added Deutsch translation (much thanks to michalnh)
Added an option to fix the damage bonus of certain abilities (Blast Rune, Moonfire)
Changed combat tracker and indicators can be hidden with other HUDs (using the hotkey in UI Extensions mod)
Fixed a path issue for Linux
Fixed combat tracker isn't refreshed instantly when changing language
Version 1.0.2
Changed to exit combat as soon as possible when there is no enemy
Fixed some bugfix options do not take effect unless re-enabling turn-based mode
Version 1.0.1
Fixed missing the "Localization" folder causes a critical error
Fixed if you set more than one of "Ctrl", "Alt" or "Shift" in a hotkey, it won't be displayed properly
Version 1.0.0
Added a check to reset all settings when upgrading from beta version
Added localization support
Added a button to enable / disable full attack (plus a hotkey)
Added an option to set the max delay between iterative attacks
Added an option to prevent unconscious units from instantly leaving combat
Addad an option to fix the damage bonus of Blast Rune
Added an option to fix the missing effect of Shadow Evocation Sirocco
Added an option to fix that you can somehow make an AoO to an unmoved unit just as it's leaving the threatened range
Changed to mark the units who can act in current round instead of who cannot act
Changed the setting of "Turn-Based Mode" will be saved now
Changed 5-foot step will be auto turned off (if possible) if you get a returned move action after attack
Fixed a confused player unit is still uncontrollable on turn start even if it should act normally this turn
Fixed you can't delay after just trying to do something but failing at the beginning of turn
Fixed the circle of indicators won't disappear when the unit dies if the mouse is hovering on it
Version 0.9.40
Added round number to the combat log
Added a mark in front of the name of the units which cannot act before the next round
Added a time scale multiplier for invisible units
Added an option to fix the distance of Blind-Fight
Added an option to prevent abilities from targeting untargetable units
Added an option to prevent confused units from trying to attack dead units
Fixed some issues of confusion
Fixed turn-based mode cannot auto start in certain cases
Fixed player's unit cannot end its turn if it's unable to act
Fixed the resource of activated abilities won't be consumed even if the unit delays to the next round
Version 0.9.39
Improved settings menu, added subtitles
Added an option to ignore dead units if they cannot be targeted
Added an option to re-roll perception dice against stealth once per round
Changed units remembered by enemies can enter stealth in combat (when they're out of LoS)
Changed units in stealth won't be spotted by neutral units
Changed when the mouse is hovering on a unit's view, the indicators will show its circles instead of current unit's ones
Fixed turn-based mode cannot auto start if enemies spawn in player's sight
Fixed some minor errors
Version 0.9.38
Implemented proper "Stand Up" action (standing up from prone will cost a move action)
Changed an unactable unit will lose one turn instead of being frozen
Changed units that are summoned before combat won't get additional duration anymore when combat start
Changed the later the unit is summoned, the higher the order of its turn (after its caster)
Changed the "Auto End Turn" options
Changed units remembered by any enemy cannot leave the combat (regardless LOS)
Fixed combat start and end instantly in specific cutscene
Fixed minor UI issues
Version 0.9.37
Added an option to reset settings
Added an option to scale the size of the combat tracker
Added an option to toggle 5-foot step when right click on the ground
Added an option to toggle "Surprise Round" feature
Changed the conditions for acting in the surprise round
Changed when a hidden unit is acting, it will be shown as "Unknown" on the combat tracker
Changed when the mouse hover on a unit's view, the unit will be highlighted on the combat tracker
Fixed charging units can sometimes get infinite movement and attacks after it's stuck
Fixed charging units will circle around and never end turn when there is no valid path to its target
Fixed summoned units will exist one more round when they should be "dismembered"
Fixed an error happens when clear a hotkey
Version 0.9.36
Separated all bugfixes to a new settings tab and make them toggleable
Added a notification that will be shown when switching between the combat modes
Added an option to ignore the "Pause On Combat Start" setting when the turn-based mode is enabled
Added an option to set Overrun ability as a full round action
Added an option to set Angelic Form ability as a move action
Added an option to auto deactivated certain abilities after combat (Inspire Greatness, Inspire Heroics)
Added an option to fix Spellstrike does not take effect when using Metamagic (Reach) on a touch spell
Changed the background color of the combat tracker, now it has better contrast
Changed the disabled color of the special action buttons
Changed summoned units can act in surprise round if the summon is finished and their caster can act in surprise round
Changed summoned units that is not summoned using a full round action can act immediately after their caster's turn
Fixed the duration of the summon spells is one-round less than what it should be
Fixed using 5-foot step after a charge is accidentally allowed by the previous update
Fixed sometimes the movement speed become twice after a charge
Fixed clicking an enemy during charging causes the unit attack twice
Fixed combat will start when using any ability on non-enemy objects
Version 0.9.35
Changed unseen enemies will be able to act in the surprise round
Changed AI units will try to approach the target with 5-foot step if possible
Version 0.9.34
Added the "Show Ability Range Instead Of Attack Range When Using Auto Cast" option
Fixed "Inspect" is broken by the previous update
Version 0.9.33
Added the "DO NOT Moving Through Non-Ally" option
Added the "Try To Avoid Overlapping When Charging" option
Added the "Auto Cancel Actions On Turn-Based Combat End" option
Added the "Do Not Mark Invisible Units" option
Added the "Do Not Show Invisible Units On The Combat Tracker" option
Added the "Minimum FPS" option, and auto decrease Time Scale to prevent FPS drops below this value
Changed the conditions for acting in the surprise round
Changed units will trigger the combat before attacking or using an offensive ability, even when they are in-stealth or invisible
Changed units can take a standard action to use a full round ability in surprise round (except making a full attack)
Changed joining combat during regular rounds won't cause flat-footed anymore
Fixed sometimes Charge ability could be interrupted (due to many reasons)
Fixed queued actions can't be canceled on turn start (e.g Kinetic Blade and Gather Power)
Fixed queued actions can't trigger a surprise round
Fixed Kineticist doesn't remove the previous command if you command it to attack with Kinetic Blade before the combat
Fixed the small circle under the in-range ability targets is hidden when the attack indicator option is enabled
Fixed Eldritch Archer can spellstrike twice in surprise round
Fixed Spellstrike doesn't take effect when attacking a neutral target
Fixed the color of UI element doesn't change when attacking neutral units
Fixed using Charge right after disabling Defensive Stance will waste the action
Version 0.9.32
Added the "Try To Avoid Overlapping When Moving Through Ally" option
Changed the combat tracker won't be shown during a dialogue anymore
Fixed the "Fix x as y action" options are accidentally broken by the previous update
Fixed units won't leave combat when their in-game state changes (caused Call Forth Kanerah/Kalikke glitch)
Version 0.9.31
Added the Unity Mod Manager support for checking the availability of updates
Fixed the "Auto Turn On AI ..." option "is accidentally binding to the "Auto Turn Off AI ..." option
Version 0.9.30
Added a temporary bugfix, which fix a vanilla bug that the ability circle won't show up if you first select it via hotkey
Added the "Show Unit Description When Right Click The UI Element" option
Added the "Auto Turn On Unit's AI When Ending The Turn-Based Combat" option
Added an optional icon to indicate if a unit loses its dexterity bonus to AC to current unit
Changed the icon to indicate a "surprising" unit instead of indicating a "surprised" unit, and also changed the image usage
Restored a change, because I misread the rule: now units are flat-footed before their first turn again.
Fixed summoned units from a trap is unable to be targeted in the first round
Fixed the "Auto ... After Combat End" option doesn't work in the case you exit the turn-based combat by turning off the mode
Version 0.9.29
Changed the attack indicator will be auto-disabled when the mouse is hovering over an ability on the action bar
Changed if every unit has a command before the combat start (no unit is surprised), then there will not be a surprise round
Fixed if a unit delay during the surprise round, it will get full actions in the round
Fixed if a unit try to delay to a surprised unit in surprise round, it will be delayed to the prior of that unit
Fixed Ranged Legerdemain is broken by a previous change
Fixed if disabling the mod (not the mode) during a turn-based combat, some ability changes won't be reversed
Version 0.9.28
Implemented surprise round
Added an icon to indicate if a unit is "surprised"
Changed units won't be flat-footed before their first turn anymore, instead they will only be flat-footed in the surprise round
Changed units (or summoned units) that join the combat in the middle of the combat have to wait for exact one round (6s) to act
Changed summoned units will appear in the combat instantly, but they are unable to be targeted until they can act (right after the caster)
Fixed activating / deactivating Kinetic Blade in combat costs a standard action
Fixed quick-loading from a combat will cause the turn-based mode doesn't be disabled properly
Removed the toggle of the "Stop Action Cooling When A Unit Is Unable To Act" option, now it's the default (only) option
Version 0.9.27
Fixed sometimes the game won't consider a unit is moved even if it's moved, caused AOO inconsistent
Fixed sometimes a unit can't make an AoO to the target which leaving the threatened range when the unit is threatening multiple targets
Version 0.9.26
Fixed a critical bug that causes 0.9.25 cannot be loaded
Fixed sometimes (e.g. during specific cutsense) the game won't trigger the combat-ended event and causes the TB mode bug out
Version 0.9.25
Added options to show the attack indicator
Fixed when the main character is not in the party, the game will never consider the player is in combat (causes TB mode cannot be triggered)
Version 0.9.24
Fixed Bardic Performance alway cost a standard action with the "fix" option
Version 0.9.23
Added an option to fix the cost of action to start Bardic Performance
Fixed sometimes a Charge ability would be interrupted due to an unexpected obstacle
Fixed if a unit used Charge ability on its turn, other units can move through or overlap with the charged unit in the next one second
Version 0.9.22
Added the "Auto Select The Entire Party After Combat End" option
Fixed the icon of the standard action won't disappear if you take the second move action in place of a standard action
Fixed when using the "Select Unit When Click The UI Element" option, clicking an uncontrollable unit through UI will prevent giving command
Version 0.9.21
Added an option to set Vital Strike ability as a standard action
Fixed sometimes the movement indicator appears outside the combat after the group being teleported (thanks to Soldier9)
Fixed the list of in-combat units won't be updated properly during certain cutscene
Fixed the initiative order sometimes get wrong in the next round after using Delay
Fixed the move action will be returned even if the unit attack more than once during full attack
Fixed nauseated unit can not take any action (now they can start a turn with single move action)
Fixed if you turn off "Defensive Stance" on turn start, you can't move unless performing any other action first
Version 0.9.20
Changed the move action will be returned if current unit attacked only once during a full attack
Added an option to prevent auto end turn when current unit still has swift action left
Added an option to adjust the distance of 5-foot step
Added an option to auto enable 5-foot step on player's turn start
Fixed 5-foot step can provoke Attack Of Opportunity on the last step
Fixed a unit with a speed of 5 feet or less can take a 5-foot step (now it can't)
Fixed a unit can take a 5-foot step after Charge (now it can't, but it can still take a 5-foot step before Charge)
Fixed sometimes there is a minor distance error between the indicator and the actual movement
Fixed units keep consume their movement when trying to move even if they are unable to move (e.g. Defensive Stance)
Fixed sometimes AI units can not end their turn (e.g. Duergar Geokineticist)
Fixed Pounce doesn't take effect when using Charge as a full round action
Version 0.9.19
Fixed sometimes the movement indicator isn't cleared after combat
Version 0.9.18
Remade 5-foot step, it's now a real 5-foot step
Added options to show the movement indicator
Added an option to set Charge ability as a full round action
Changed the combat tracker now will always stay behind the combat log
Version 0.9.17
Removed "DO NOT Auto Cancel ..." options because they're useless (you can re-demand a touch action through the action bar)
Fixed "toggle off TB mode" does not work properly if you toggle it BEFORE the combat
Fixed hotkeys will be broken after you exit to the main menu
Fixed sometimes buffs can last one more round than the duration they should have
Fixed units keep consume their movement when trying to move even if they are stuck
Fixed Spell Combat cost only one standard action instead of a full round action (now it eats the move action after attack with its weapon)
Fixed if Magus is not close enough to target when ordering Spell Combat, it will perform a single attack instead of a full attack
Fixed if Magus has moved in current turn, it will not perform Spell Combat (it should perform Spell Combat unless it has no move action)
Version 0.9.16
Added options make "Moving Through ..." not affect the enemies
Added the "Radius Modifier Of Collision" option
Added an option to select a unit via turn based UI
Version 0.9.15
Improved combat UI, better skin and offering more info
Improved time accuracy
Implemented "Moving Through ..." as an option
Changed some code logic, supposed to make it work more properly, but might cause new bugs
Fixed the turn will be more than 6s if the time goes too fast
Fixed the confusion effects sometimes does not work properly
Fixed a confused unit can move after self harming
Version 0.9.14
Added "Time Scale" options
Added an option to toggle the flanking mechanic change
Fixed units can touch their targets unlimited times until hitting
Version 0.9.13
Adjusted settings UI
Added a custom hotkey to toggle turn-based mode
Added an option to speed up the animation of full round spell
Added the "Camera Lock On Current Non-Player Unit" option
Changed flanking do not consider opponents' command anymore
Changed camera lock will not work when the game is paused
Fixed some cutscene animations are skipped during TB combat (e.g. Amiri rushes into the combat in the boss fight of the prologue)
Fixed when there are no enemies in sight, but there are still enemies outside of the sight, the combat will end instantly
Fixed when two units can start their turn at the same time, the order list will confuse
Version 0.9.12
Made the "Scroll To ..." and "Auto Select ..." options separate
Fixed certain AI units can not end their turn
Version 0.9.11
Fixed the turn order list becomes invisible but still blocks the screen area when outside of combat
Fixed the units can't switch stealth in combat
Fixed if an aoo interrupts an enemy's spell and they fail the concentration check they can just immediately try again with no loss of action
Fixed the confusion effect "do nothing" just makes the unit idle for 6s without causing any action lost
Fixed "Pause On ..." and "Auto Cancel ..." options will be triggered even when you can't perform any action anymore in current turn
Version 0.9.10
Added two "DO NOT Auto Cancel ..." options to prevent some spells be lost after casted
Fixed if the mod is disabled by version incompatibility, it will not be properly disabled and will cause some creepy issues
Fixed staggered unit can not delay or turn off abilities without costing charges
Fixed you can select a unit which is unable to act as a delay target when ""Stop Action Cooling When The Unit Is Unable To Act"" is on
Version 0.9.9
Added new options to auto cancel actions after moving
Changed the function of "Pause On Player's Unit Finished The First Move Action" to "... Move Action Through Move"
Fixed if a cutscene is triggered during TB combat, some event animations could not be run properly (because it's not their turn :p)
Version 0.9.8
Changed the mod shouldn't cause a crash again, instead it will pause the game and write the message to logs when a critical bug happened
Fixed a critical bug that crash the game to main menu after a summoned unit disappeared (thanks to Pinrri)
Fixed if you turn off toggleable abilities outside of combat, the effect will not be removed
Version 0.9.7
Fixed the compatibility with 2.0.0m
Version 0.9.6
Refactored the code to make it more readable, maintainable and extensible
Removed the turn-based mode button (because there is already an in-game button that can turn off the mod in UMM)
Replaced the word "round" with "turn" to be consistent with the information on d20pfsrd
Implemented Delay (with a custom hotkey)
Changed if a unit is unable to act when it's turn began, it will be delay by 6s (pass 1t)
Improved toggleable ability mechanic, you can turn off abilities before doing anything in current turn, and without losing charges or actions
Fixed actions of the toggleable abilities can be triggered outside of the unit's turn (when the ability buff is timeout)
Fixed the combat order list does not show up after a zone transition
Fixed units can still take second move action after used the standard action
Fixed units can still cast a full-round spell after used one move action
Fixed the count of Attack Of Opportunity isn't reset at turn start, instead it's reset by it's own timer
Fixed ray spell effect glitch (the animation is frozen by time, e.g. Lightning Bolt)
Fixed another ray effect glitch (multi-ray only comes after turn end, e.g. Scorching Ray)
Fixed some area effect moves in real time (e.g. Cloudkill)
Version 0.9.5
Fixed the unit's turn order will be delayed if you demand to end turn during its action processing
Fixed if two units can start their turn at the same time, the order may be different with the list on the order list
Version 0.9.4
Fixed a blank row on the order list after someone leave or die in combat
Fixed "cancel actions" not properly work
Version 0.9.3
Improved UI behaviors
Added an option to auto turn off AI
Added options to auto cancel actions on turn end
Added a custom hotkey for end turn (thanks to Spacehamster)
Version 0.9.2
Fixed a bug that caused the game crash to main menu when the mod is checking for units' command
Version 0.9.1
Fixed can not load saves when the mod is disabled
PF:WotR will have an official turn-based mode! https://www.kickstarter.com/projects/owlcatgames/pathfinder-wrath-of-the-righteous/posts/2755596 The official turn based mode will reference some good part of this mod and... make it even better! It will also add some new features which are missing in this mod but desired by many people. The most important thing is: you won't have to wait months for a mod anymore, just support WotR!! p.s. Owlcat contacted me in November 2019, but I promised to keep this news in secret. They sent me a present and I love it very much!
Note
Read the mod description if you're not familiar to tabletop (or read the rule reference if my description is not clear), PLEASE.
Units can charge (double move + attack) when they don't perform any other kind of movement in the same round, and the reverse is the same.
Units having the pounce feat can make a full attack during a charge if they can normally make a full attack on their turn.
According to paizo FAQ, units can get its full attack from pounce even if they have only a standard action on their turn. But since you can't charge using only one standard action in game except during surprise round, and units can always move up to double their speed during a charge, pouncing in surprise round is not allowed by this mod (furthermore pouncing in surprise round is too OP).
Units can enter stealth whenever they are out of enemy's sight (even in combat), or they have feat/ability that allow them to hide in plain sight.
The stealth DC is D20 + Skill Modifier + Distance Bonus - Distance Penalty
Distance Bonus = the distance between the unit and the observer / 10 feet
Distance Penalty = +1 per second when there is any observer within 10 feet
When the unit is under an enemy's line of sight, it has to pass the perception check to stay in stealth.
The perception dice rolls only once per combat for each unit, or re-rolls when it's successfully against a stealth DC.
A unit in stealth will be spotted when: 1. it failed the check, 2. it's within 1.7 feet of any enemy, 3. it's within the range of enemy's Blindsense, 4. it performed any offensive action
A unit can cast a touch spell and make a free touch attack in the same turn. If the touch attack misses, the unit can hold the charge.
Using the charge to make a touch attack is a standard action.
If the unit cast another spell while holding a charge, the spell will dissipates.
If you somehow dismiss the command of the touch attack, you can re-order the touch attack through an ability icon on the action bar.
The unit may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. If the attack hits, it deals normal damage for the unarmed attack or natural weapon and the spell discharges.
A unit can cast a Magus touch spell, make a free single attack with any melee weapon, and deliver the touch spell with weapon in the same turn.
This free attack can be stacked with a full attack using Spell Combat.
This free attack can NOT be retained to the next turn.
Misc
Staggered units only have single standard action (can be used as a move action) in their turn.
Nauseated units only have single move action in their turn.
A unit could lose its Dex bonus to AC because of following reasons (it's not a mod feature, this mod just show the icon to indicate the state):
The unit is Flat-Footed The unit does not remember the attacker (it hasn't seen the attacker nor attacked by the attacker / or it has forgotten the attacker) The unit is Helpless The unit is Stunned The attacker has Total Concealment from the unit (or the unit is Blinded and doesn't have Blindsight, Blind-Fight, nor Uncanny Dodge) The attacker has Shatter Defenses feat and the unit is Shaken or Frightened The attacker has activated Impromptu Sneak Attack The unit lost its Dex bonus to AC because of other unlisted effects
Kingmaker version 1.3.3 / 2.0.x (2.0.8 has fixed certain bugs which was fixed by this mod, but those fixes won't be broken by this mod)
UMM version 0.14.1 and above
Mod Conflicts
Don't modify action cooldowns with other mods.
Don't use the following options of Bag of Tricks Cheats -> Spell & Ability Options -> No Cooldown Cheats -> Spell & Ability Options -> Main Character Has No Cooldown
The following options doesn't work if you are using Closer To Tabletop Gameplay -> Rule -> Flanking Count All Opponents Within Threatened Range Bugfix -> Fix you can use Acrobatics (Mobility) to avoid AoO even if the AoO is provoked due to reasons other than movement
The following options doesn't work if you are using Proper Flanking Gameplay -> Rule -> Flanking Count All Opponents Within Threatened Range
The following options will be overridden by Call of the Wild Bugfix -> Fix the action type of starting a Bardic Performance and the effect of Singing Steel Bugfix -> Fix the action type of swapping weapons (Standard Action => Move Action)
Races Unleashed breaks Summon Monster I, and it will cause an infinite loop in turn-based mode if AI tries to cast the spell.
Known Issues (some of them will be fixed, but some will not)
Drinking a potion is a standard action in PnP, but it's a move action instead in game, it's designed in base game.
You can change your weapon even when you have no standard action left in current turn, but the game will take your action in the next turn.
If you have a feat/ability that needs full attack, and it's applied to the first attack, the move action will still be returned if you did only one attack.
Turning on/off turn-based mode during combat could mess the turn order / action cooldowns (it's recommended toggling before combat).
* Sometimes if a unit provokes Attack Of Opportunity and is killed, it can still complete the last action before it dies (it's a base game issue).
Sometimes NPC can join the combat even if they are far from you (it's a base game issue).