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

TeeEmCee teeemcee at users.sourceforge.net
Sat Mar 23 21:57:32 PDT 2019


I think that the "reset ... register" bits belong in an Effects submenu, not in the Bitsets submenu. Also, the Bitsets menu has been reorganised in the next version anyway; it's an awful mess in Etheldreme.

Of course the advantage of being able to target elemental resists like other stats is that you can make use of all of the existing damage machinery, but if you want to change more than one elemental resist, it's a poor solution. And the damage settings aren't all the flexible anyway. So I suppose that, again, having both methods would be useful. 

The time bar showing as full when an attack is about to happen is maybe something it shouldn't do, but a pretty minor thing; but what confused me is that it shows as empty while you're waiting for a blocked attack *even though* the time bar is continuing to fill up during that time. Once it fills up, then it shows as full.



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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:** Sun Mar 24, 2019 12:43 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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