Environmental damage keeps ticking for frozen participants off turn
Nobody has claimed this yet.
Assessment
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Newbie friendliness
- 62/100
Research direction
Trace how freeze/skip-turn is applied to participants and where air, fire, poison, and wither damage is applied each tick versus per turn. Align environmental damage so it only runs on a frozen participant's own turn, matching the 5e-style per-turn rule in the issue. Verify with an underwater or burning encounter: after ending your turn, frozen actors should not keep taking that damage during other participants' turns.
Written by the indexing model from the issue text.
Description
Steps:
- Start an encounter while underwater or on fire / poisoned / withered
- End your turn
Current: you keep losing air and taking damage during other participants' turns even while frozen and unable to act.
Expected: frozen participants don't tick environmental damage (air, fire, poison, wither). It ticks only during their own turn.
Why: player turns (30s) are much longer than mob turns (6s), so real time ticking can be exploited fx setting mobs on fire and idling out your turn so they burn 5x longer. It also matches 5e, where ongoing damage resolves per turn.
- Dominant language
- Java
- Stars
- 0
- Forks
- 2
- Avg merge
- 26m
- Merged PRs (30d)
- 7
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