http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=804

           Summary: Option to control or eliminate tick delay between
                    turns in battle.
           Product: OHRRPGCE
           Version: Nigtly WIP Builds (Ypsiliform)
          Platform: All
        OS/Version: All
            Status: NEW
          Severity: feature request
          Priority: P3
         Component: Battles
        AssignedTo: [email protected]
        ReportedBy: [email protected]


Spun off from bug 729

When you have two or more fully ready heroes, and one of them skips or
completes its turn, 1-4 ticks pass before the next fully ready hero gets a
turn.

When you have two or more fully ready enemies, and one of them completes its
turn, 1-8 ticks pass before the next fully ready hero gets a turn.

This is because turn cycling is done with a pair of variables, bat.next_hero
and bat.next_enemy which cycle through the available attackers one tick at a
time.

There is no good reason that it works that way, it is just because I was not a
very skilled programmer when I first implemented battle turns.

However, fixing it will require a backcompat setting, since eliminating those
ticks would cause a noticeable difference for some battle setups (I can even
think of one battle in Wandering Hamster which would become totally unwinnable
if that delay was eliminated)

But rather than a backcompat bitset, I am thinking a delay-between-turns
preference. 0 would be no delay, a positive number would be the number of ticks
to wait between ready heroes turns and ready enemies turns, and -1 would
emulate the old behavior.

Also a separate user-specifiable value for the delay after canceling a battle
menu will be useful so games like Wandering Hamster will be able to enable 0
turn delay without creating unendable battles against Jumping enemies.

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