[Ohrrpgce] [ohrrpgce:bugs] #2041 Multiple attacks cannot occur on the same clock tick

Santino Labbate santinolabbate at users.sourceforge.net
Sat Mar 23 17:43:17 PDT 2019


I like the idea of targeting the ready meter and elemental resists directly via the Damage Setting menu. It makes sense from a user standpoint, but I'm not sure how this would work with a varying number of element types. Maybe the "target stat" list could always have the element types at the very end to accomodate the varying number of them? Or maybe they could be indexed with negative numbers?

I like the Damage setting idea better than the submenu since we would be able to see it as a popup, rather than it being hidden like the "reset poison register" bitset, etc.

On a side note, how about if the time bar didn't momentarily show as full when a delayed attack is being executed? (not sure why it does that anyways)


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** [bugs:#2041] Multiple attacks cannot occur on the same clock tick**

**Status:** open
**Milestone:** OHRRPGCE
**Labels:** active time queued attacks attack waits 
**Created:** Sat Mar 23, 2019 06:51 AM UTC by Santino Labbate
**Last Updated:** Sat Mar 23, 2019 11:23 AM UTC
**Owner:** nobody


At first glance this might not look like a bug, but allow me to persuade you!

If two attacks would occur on the same tick of the combat clock, one of them always occurs first and the other occurs on the next tick, allowing "energy meters" to advance by one tick in between them.

For example, I create a chain of attacks: the first greatly increases the hero's speed, and the second returns it to normal with a delay of 1 tick *(this creates a sort of "quick recover" effect where the energy bar gains a chunck all at once)*. If an enemy happens to do another attack right when that second attack was scheduled to happen, the enemy's attack will occur first and the clock will tick one more time before the hero's speed returns to normal, giving the player *two* ticks of "super speed" rather than one.

This isn't a "bug" per se, but it does randomly goof with our ability to precicely schedule interesting effects using chains and delays.

If all attacks scheduled for a particular tick would resolve *before* the clock ticked, it would fix the issue.


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