This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
battle_mechanics [2020/02/15 14:55] – [Run Buffering] simbu | battle_mechanics [2021/04/19 05:08] – [The Timer System] - removing dead video links antidale | ||
---|---|---|---|
Line 83: | Line 83: | ||
[[https:// | [[https:// | ||
[[https:// | [[https:// | ||
- | [[https:// | + | |
- | [[https:// | + | |
==== Relative Agility ==== | ==== Relative Agility ==== | ||
---- | ---- | ||
- | At the start of every fight, FF4 runs a calculation to determine the "base speed" of every character. We refer to this as **Relative Agility (RA)**. This is how many atb ticks the character will have to wait after their last action until they can join the character | + | At the start of every fight, FF4 runs a calculation to determine the "base speed" of everyone in battle, both party members and enemies. We refer to this as **Relative Agility (RA)**. This is how many atb ticks the character/ |
\\ | \\ | ||
In order to keep fights a somewhat consistent speed, the vanilla game determines everyone' | In order to keep fights a somewhat consistent speed, the vanilla game determines everyone' | ||
Line 106: | Line 105: | ||
\\ | \\ | ||
This is a pretty complicated topic, but the gist of this is, if more then 1 timer is expired on an atb tick, the game handles only 1 of the timers, then advances to the next atb tick. In practice, this means if you add timers quickly enough, the game must handle the actions in character order.\\ | This is a pretty complicated topic, but the gist of this is, if more then 1 timer is expired on an atb tick, the game handles only 1 of the timers, then advances to the next atb tick. In practice, this means if you add timers quickly enough, the game must handle the actions in character order.\\ | ||
- | If you want to see this in action, watch the [[https:// | + | |
\\ | \\ | ||
As well, since each person can have multiple timers on them at once, and only 1 can be processed each time this can lead to some timers never getting processed. An example of this is if you use enough very fast zerkers against plague, even when the count reaches 0, your characters won't die, as it processes the attack timers before the count timer. \\ | As well, since each person can have multiple timers on them at once, and only 1 can be processed each time this can lead to some timers never getting processed. An example of this is if you use enough very fast zerkers against plague, even when the count reaches 0, your characters won't die, as it processes the attack timers before the count timer. \\ | ||
- | This can be see in the [[https:// | + | |
\\ | \\ | ||
This can also lead to virus/sap, wall, and other status effects never running out. \\ | This can also lead to virus/sap, wall, and other status effects never running out. \\ |