Stonewall382
Knight at Arms
Okay, so we all know that time doesn't pass while you're in a battle, so really, you could fight a battle that takes three hours real-time, and it would take no time in world-map time ingame.
Assuming we want to fix this, I have a question and a suggestion.
I was looking through the mission templates Python file, and I noticed that triggers are being used in battle mission templates. And they're using time, rather than just "ti_before_mission_start." So, how does the game calculate that time? Is it basically the same way as with the world map (however that's done)?
Couldn't we just have a trigger running during the battle to check how much time has passed in the battle (say it fires every six time-units in battle), then add that amount to some variable ("$battle_time"), then, after the battle is over, have the player's party "rest" for that value (or that value divided by ten, or however it works out best) of time? It's kind of kludgy, but it would do the job at first, right? And we could work on perfecting it and making it less crappy, right?
Assuming we want to fix this, I have a question and a suggestion.
I was looking through the mission templates Python file, and I noticed that triggers are being used in battle mission templates. And they're using time, rather than just "ti_before_mission_start." So, how does the game calculate that time? Is it basically the same way as with the world map (however that's done)?
Couldn't we just have a trigger running during the battle to check how much time has passed in the battle (say it fires every six time-units in battle), then add that amount to some variable ("$battle_time"), then, after the battle is over, have the player's party "rest" for that value (or that value divided by ten, or however it works out best) of time? It's kind of kludgy, but it would do the job at first, right? And we could work on perfecting it and making it less crappy, right?