Final Fantasy V Research & Development / Re: Amusing Bit of Timer Code
« on: April 13, 2016, 02:32:07 AM »Pretty much all games use a 'frame' or a cycle as the smallest unit a game ticks, except that as PC developer it should be hardware timer, because of the different speed on different processors this frame/cycle may take in real-time.
So if I understood well that mean that for each participant in a battle the game holds a separate set of timers. That seems to me as a lot of memory ... but that is not important. For status effects that have Duration in their DF things are clear. What about statuses like Slow/Haste (mutually exclusive) or Mini, Toad, Protect, Shell - their Duration is 0 (like forever). To clarify ... do they use own timers or just a bit set in Status?
Duration for some statuses play a role of a duration - like Stop, when timer reach 0 status is removed. On other cases Duration plays a role of a timer - when it reach 0 it trigger event, like Regen you get HP. What about things like HP leak ... for example - what role a P2 plays in DF $29?
P.S. As implication of what you said about songs, if we get a turn in 80-100 ticks, that mean on next turn our party will have maxed stat for SNES/GBA and around 3 turns for PC/iOS. Thats very important if you do things like low level/stats boss battles :D