Spielerando

A speed stat of 150 should mean one and a half turns, so why do fast heroes get more?

In turn-based fights a speed number decides who acts how often, and rounding quietly decides it too. Fast and slow characters end up with a gap that is bigger or smaller than their numbers say. This entry shows the counting mistake and how to keep the promise.

Why this works

A promise of speed is a promise of a ratio, and a ratio only holds if nothing is thrown away. Carrying the leftover into the next tick keeps what a fast unit earned, so the number on the screen matches how often it really acts.

When not to use it

Skip it when turns are strictly alternating, one after the other, or when you want a fast unit to act only once per round for clarity. Then the order is simple and a meter would only confuse people.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 35 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 "A speed stat of 150 should mean one and a half turns, so why do fast heroes get more?" (read_entry rpg-speed-stat-turns-per-fight) 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