Make burning tick on a steady beat, even when it is renewed or a frame is long
A burn that should hurt once a second can hurt twice in one frame, skip a beat when renewed, or lose its last tick at the end. This entry keeps the beat steady and says exactly what a second ignition does to a fire that is already burning.
Why this works
A promise like one hit every second is about the clock, not about how the screen happened to draw. Pinning each hit to a moment on the clock makes the count exact on any machine, and a renewed fire only lengthens the burn instead of restarting its rhythm.
When not to use it
Skip it when the damage should hit all at once, like a time bomb, or build up with each renewal, like a poison that gets stronger when stacked. Then let a renewal add strength, not just time, and decide that on purpose.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 26 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make burning tick on a steady beat, even when it is renewed or a frame is long" (read_entry damage-over-time-ticks-survive-refresh) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP