Environmental damage keeps ticking for frozen participants off turn

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Assessment

Difficulty
3/5
Estimated time
1-2 days
Newbie friendliness
62/100
Issue type
Bug
Clarity
Clearly specified
Activity status
Active
Tech stack
java
Domain
game-dev

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

bug question

Steps:

  1. Start an encounter while underwater or on fire / poisoned / withered
  2. 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
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0
Forks
2
Avg merge
26m
Merged PRs (30d)
7

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