User:IDK/Speed Rework: Difference between revisions
speed rambles |
End Turn Lock |
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which is exactly the same as the number of directions in the flow of time itself: forwards and backwards. | which is exactly the same as the number of directions in the flow of time itself: forwards and backwards. | ||
This causes regression in another problem: Normally, Summon Trap turns on the Move Use flag to prevent the summoned enemies from immediately attacking (only for enemies). | |||
<pre> | |||
0:Player steps on a summon Trap. Move Use flags are set for the newly summoned enemies. | |||
0:Allies take their turn | |||
0:Enemies skip due to Move Use flag | |||
1/4: Player/allies can move, Enemies skip | |||
1/3: Player/allies can move, Enemies skip | |||
1/2: Player/allies can move, Enemies skip | |||
2/3: Player/allies can move, Enemies skip | |||
3/4: Player/allies can move, Enemies skip | |||
--- End Turn, Move Use clears -- | |||
0:Player reacts to the new summons | |||
0:Enemies (including the new summons) move or attack | |||
</pre> | |||
And Orb/Chest-activated Monster Houses turn on the Move Use flag to prevent everyone from immediately attacking or reacting, until it's the leader's next turn: | |||
<pre> | |||
0:Player opens a chest, triggers a monster house. Move Use flags are set for everyone on the floor. | |||
0:Allies skip due to Move Use flag | |||
0:Enemies skip due to Move Use flag | |||
1/4: Allies skip, Enemies skip | |||
1/3: Allies skip, Enemies skip | |||
1/2: Allies skip, Enemies skip | |||
2/3: Allies skip, Enemies skip | |||
3/4: Allies skip, Enemies skip | |||
--- End Turn, Move Use clears -- | |||
0:Player reacts to the Monster House | |||
0:Allies react to new summons | |||
0:Enemies can move | |||
</pre> | |||
Because of the new move use flag mechanics, enemies are able to attack immediately in both scenarios, respectively: | |||
<pre> | |||
0:Player steps on a summon Trap. Move Use flags are set for the newly summoned enemies. | |||
0:Allies take their turn | |||
-- Move Use Clear -- | |||
0:Enemies can move or attack! | |||
1/4: Player/allies can move, Enemies can move | |||
1/3: Player/allies can move, Enemies can move | |||
1/2: Player/allies can move, Enemies can move | |||
2/3: Player/allies can move, Enemies can move | |||
3/4: Player/allies can move, Enemies can move | |||
--- End Turn -- | |||
0:Player reacts to the new summons | |||
0:Allies react to new summons | |||
0:Enemies can move | |||
</pre> | |||
And Orb/Chest-activated Monster Houses turn on the Move Use flag to prevent everyone from immediately attacking or reacting, until it's the leader's next turn: | |||
<pre> | |||
0:Player opens a chest, triggers a monster house. Move Use flags are set for everyone on the floor. | |||
0:Allies skip due to Move Use flag | |||
-- Move Use Clear -- | |||
0:Enemies can move or attack! | |||
1/4: Player/allies can move, Enemies can move | |||
1/3: Player/allies can move, Enemies can move | |||
1/2: Player/allies can move, Enemies can move | |||
2/3: Player/allies can move, Enemies can move | |||
3/4: Player/allies can move, Enemies can move | |||
--- End Turn, Move Use clears -- | |||
0:Player reacts to the Monster House | |||
</pre> | |||
We must still have a variable that prevents movement or attacking that gets cleared at the end of a round/beginning of a round, like the original Move Use flag. We will call it the End Turn Lock. As long as Move Use OR End Turn Lock are on, the character cannot act. For example, with summons: | |||
<pre> | |||
0:Player steps on a summon Trap. End Turn Lock are set for the newly summoned enemies. | |||
0:Allies take their turn | |||
-- Move Use Clear -- | |||
0:Enemies skip due to End Turn Lock | |||
1/4: Player/allies can move, Enemies skip | |||
1/3: Player/allies can move, Enemies skip | |||
1/2: Player/allies can move, Enemies skip | |||
2/3: Player/allies can move, Enemies skip | |||
3/4: Player/allies can move, Enemies skip | |||
-- End Turn, End Turn Lock cleared -- | |||
0:Player reacts to the new summons | |||
0:Allies react to new summons | |||
-- Move Use Clear -- | |||
0:Enemies can move | |||
</pre> | |||
Chest/Orb Monster Houses: | |||
<pre> | |||
0:Player opens a chest, triggers a monster house. End Turn Locks are set for everyone on the floor. | |||
-- Move Use Clear -- | |||
0:Allies skip due to End Turn Lock | |||
0:Enemies skip due to End Turn Lock | |||
1/4: Allies skip, Enemies skip | |||
1/3: Allies skip, Enemies skip | |||
1/2: Allies skip, Enemies skip | |||
2/3: Allies skip, Enemies skip | |||
3/4: Allies skip, Enemies skip | |||
-- End Turn, End Turn Lock cleared -- | |||
0:Player reacts to the Monster House | |||
-- Move Use Clear -- | |||
0:Allies react to new summons | |||
0:Enemies can move | |||
</pre> | |||
Revision as of 01:05, 19 July 2025
The current speed system that everyone moves on is:
0: All movement Speeds
1/4: Quad Speed
1/3: Triple Speed
1/2: Double, Quad Speed
2/3: Triple Speed
3/4: Quad Speed
-- End Turn. Clear all used-move flags --
I tried changing it to
1/4: Quad Speed
1/3: Triple Speed
1/2: Double, Quad Speed
2/3: Triple Speed
3/4: Quad Speed
0: All movement Speeds
-- End Turn. Clear all used-move flags --
this would in theory solve the speed-up delay
because previously it was:
0: Use speed-up move, player is marked as used-move 0: Enemy moves 1/2: Player is at double speed and would be able to move again, but is marked as used-move so they can't -- Next Turn. Clear all used-move flags. -- 0: Player walks 0: Enemy walks 1/2: Player can walk again
Now it would be:
1: Use speed-up move, player is marked as used-move 1: Enemy moves -- Next Turn. Clear all used-move flags. -- 1/2: Player walks 1: Player can walk again 1: Enemy gets to move
HOWEVER
this design would reveal a favoritism to enemy:
1: Player attacks 1: Enemy used Silver wind! Enemy is at double speed! (Marked as move-used) -- Next turn. All used-move flags cleared. -- 1/2: Enemy used Silver Wind! Enemy is at triple speed! (Marked as move-used) 2/3: Enemy would normally be able to move AGAIN, but is marked as used-move so they can't (thank god) 1: Player can respond
technically, this issue also occurs in the current system, just with a one-turn delay. But our current system slightly favors enemies too. But what if...
-- All used-move flags for ENEMIES cleared --
0: All movement Speeds
-- All used-move flags for PLAYERS cleared --
1/4: Quad Speed
1/3: Triple Speed
1/2: Double, Quad Speed
2/3: Triple Speed
3/4: Quad Speed
or rather
0: All movement Speeds (Player)
-- All used-move flags cleared --
0: All movement Speeds (Enemies)
1/4: Quad Speed
1/3: Triple Speed
1/2: Double, Quad Speed
2/3: Triple Speed
3/4: Quad Speed
This doesn't look very clean, but it would result in fairness:
0: Player: Agility. Used-Move set -- Used-move flags cleared -- 0: Enemy: Move. 1/2: Player: Move -- Next turn -- 0: Player: Move 0: Enemy Move 1/2: Player: Move -- Next turn -- 0: Player: Move etc.
and
0: Player: Move -- Used Move flags cleared -- 0: Enemy: Silver Wind. Used-Move set. 1/2: Enemy: Used-move, not allowed to move. -- Next Turn -- 0: Player: Move 0: Enemy: Move 1/2: Enemy: Move -- Next Turn -- 0: Player: Move 0: Enemy: Move 1/2: Enemy: Move
also...
0: Player: Move -- Used Move flags cleared -- 0: Enemy: Silver Wind (Double speed). Used-Move set. 1/2: Enemy: Used-move, not allowed to move. -- Next Turn -- 0: Player: Move -- Used Move flags cleared -- 0: Enemy: Silver Wind (Triple speed). Used-move set. 1/3: Enemy: Used-move, not allowed to move. 2/3: Enemy: Used-move, not allowed to move. -- Next Turn -- 0: Player: Move
if both the player and the enemy get to move on a sub-turn like 1/2, the player gets to move first and then the enemy moves right after
0: Player: Agility. Used-Move set -- Used-move flags cleared -- 0: Enemy: (Already at 2x speed) Move. 1/2: Player: Move 1/2: Enemy: Move -- Next turn -- 0: Player: Move 0: Enemy Move 1/2: Player: Move 1/2: Enemy: Move -- Next turn -- 0: Player: Move etc.
This scenario is slightly in favor of the player, but only within the player's frame of reference, so it should be fine:
0: Player: (already at 2x speed) Move. -- Used-move flags cleared -- 0: Enemy: Agility. Used-Move set 1/2: Player: Move 1/2: Enemy: Can't Move -- Next turn -- 0: Player: Move 0: Enemy Move 1/2: Player: Move 1/2: Enemy: Move -- Next turn --
Additional scenarios:
0:Player used Agility! <Move used> 0:Ally moves -- Move use clears -- 0:Enemy moves 1/2:Player moves 1/2:Ally moves --- End Turn -- 0:Player moves 0:Ally moves -- Move use clears -- 0:Enemy moves 1/2:Player moves 1/2:Ally moves
0:Player is already at double speed, moves. 0:Enemy moves 1/2:Player used agility! <move use set> 2/3:Player qualifies for this tier but skips. already used move --- End Turn -- 0:Player skips. already used move -- Move use clears -- 0:Enemy moves 1/3:Player moves 2/3:Player moves --- End Turn -- 0:Player moves -- Move use clears -- 0:Enemy moves
this only works because there are two sides: player and enemy.
which is exactly the same as the number of directions in the flow of time itself: forwards and backwards.
This causes regression in another problem: Normally, Summon Trap turns on the Move Use flag to prevent the summoned enemies from immediately attacking (only for enemies).
0:Player steps on a summon Trap. Move Use flags are set for the newly summoned enemies. 0:Allies take their turn 0:Enemies skip due to Move Use flag 1/4: Player/allies can move, Enemies skip 1/3: Player/allies can move, Enemies skip 1/2: Player/allies can move, Enemies skip 2/3: Player/allies can move, Enemies skip 3/4: Player/allies can move, Enemies skip --- End Turn, Move Use clears -- 0:Player reacts to the new summons 0:Enemies (including the new summons) move or attack
And Orb/Chest-activated Monster Houses turn on the Move Use flag to prevent everyone from immediately attacking or reacting, until it's the leader's next turn:
0:Player opens a chest, triggers a monster house. Move Use flags are set for everyone on the floor. 0:Allies skip due to Move Use flag 0:Enemies skip due to Move Use flag 1/4: Allies skip, Enemies skip 1/3: Allies skip, Enemies skip 1/2: Allies skip, Enemies skip 2/3: Allies skip, Enemies skip 3/4: Allies skip, Enemies skip --- End Turn, Move Use clears -- 0:Player reacts to the Monster House 0:Allies react to new summons 0:Enemies can move
Because of the new move use flag mechanics, enemies are able to attack immediately in both scenarios, respectively:
0:Player steps on a summon Trap. Move Use flags are set for the newly summoned enemies. 0:Allies take their turn -- Move Use Clear -- 0:Enemies can move or attack! 1/4: Player/allies can move, Enemies can move 1/3: Player/allies can move, Enemies can move 1/2: Player/allies can move, Enemies can move 2/3: Player/allies can move, Enemies can move 3/4: Player/allies can move, Enemies can move --- End Turn -- 0:Player reacts to the new summons 0:Allies react to new summons 0:Enemies can move
And Orb/Chest-activated Monster Houses turn on the Move Use flag to prevent everyone from immediately attacking or reacting, until it's the leader's next turn:
0:Player opens a chest, triggers a monster house. Move Use flags are set for everyone on the floor. 0:Allies skip due to Move Use flag -- Move Use Clear -- 0:Enemies can move or attack! 1/4: Player/allies can move, Enemies can move 1/3: Player/allies can move, Enemies can move 1/2: Player/allies can move, Enemies can move 2/3: Player/allies can move, Enemies can move 3/4: Player/allies can move, Enemies can move --- End Turn, Move Use clears -- 0:Player reacts to the Monster House
We must still have a variable that prevents movement or attacking that gets cleared at the end of a round/beginning of a round, like the original Move Use flag. We will call it the End Turn Lock. As long as Move Use OR End Turn Lock are on, the character cannot act. For example, with summons:
0:Player steps on a summon Trap. End Turn Lock are set for the newly summoned enemies. 0:Allies take their turn -- Move Use Clear -- 0:Enemies skip due to End Turn Lock 1/4: Player/allies can move, Enemies skip 1/3: Player/allies can move, Enemies skip 1/2: Player/allies can move, Enemies skip 2/3: Player/allies can move, Enemies skip 3/4: Player/allies can move, Enemies skip -- End Turn, End Turn Lock cleared -- 0:Player reacts to the new summons 0:Allies react to new summons -- Move Use Clear -- 0:Enemies can move
Chest/Orb Monster Houses:
0:Player opens a chest, triggers a monster house. End Turn Locks are set for everyone on the floor. -- Move Use Clear -- 0:Allies skip due to End Turn Lock 0:Enemies skip due to End Turn Lock 1/4: Allies skip, Enemies skip 1/3: Allies skip, Enemies skip 1/2: Allies skip, Enemies skip 2/3: Allies skip, Enemies skip 3/4: Allies skip, Enemies skip -- End Turn, End Turn Lock cleared -- 0:Player reacts to the Monster House -- Move Use Clear -- 0:Allies react to new summons 0:Enemies can move
