Spielerando

Add or remove a fighter mid-battle without skipping or repeating a turn

A reinforcement arrives, a hero falls, and suddenly the same person acts twice, or someone loses their turn. The list of who goes when is easy to build and easy to break once it changes during play. Here is how to keep the pointer on the right person.

Why this works

A turn order is really a pointer to whoever acts now, and everything else must keep that person in place. Changing the list by inserting or removing and then fixing only the pointer avoids the double turn that a fresh sorting causes.

When not to use it

Wrong for games where speed changes constantly during the fight, as with a timeline that is re-calculated after each action. There the order is not a fixed list, so work out the next actor fresh each time instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 34 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Add or remove a fighter mid-battle without skipping or repeating a turn" (read_entry turn-order-join-and-leave-midfight) 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