[Ohrrpgce] SVN: teeemcee/10631 Fix atkq problems in turn-based mode when an attack has a negative delay

James Paige Bob at hamsterrepublic.com
Wed Sep 12 10:20:03 PDT 2018


This fix is wonderful. I think you are getting at what I wanted when I
first attempted this years ago :)

Attack delay also happening in ticks was definitely my bug :)

On Wednesday, September 12, 2018, <subversion at hamsterrepublic.com> wrote:

> teeemcee
> 2018-09-12 06:09:09 -0700 (Wed, 12 Sep 2018)
> 839
> Fix atkq problems in turn-based mode when an attack has a negative delay
>
> Active-time battles not affected
>
> This fixes a bug where attack delays were counted in attacks AND ticks:
> a delay of 180 attacks would cause battle to pause for 10 seconds!
>
> Also, if multiple attacks had a negative or zero delay, it would pick the
> first
> one instead of the one with the lowest delay.
>
> Also, if there was an attack with zero delay (which is normally the case
> for the
> first attack in a round!) it would start even if one of the conditions in
> turn_mode_time_passage tried to prevent the passage of time. I don't know
> whather that was a problem or whether it indicates that those conditions
> didn't
> actually do anything!
>
> Instead of counting down delays by 1 each tick, delays of all attacks get
> incremented or decremented so the next attack has delay 0.
> ---
> U   wip/bmod.rbas
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