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[#53] Do Not Switch Turns if an Active Ability Blocks the End of Turn
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This prevents the active character's turn from ending if they're in the
middle of an attack. Without this logic, the turn would end as soon as
the character is out of action points to spend, leading to inconsistent
behavior during post-attack logic that depends on knowing who
the active character is (e.g., shifting initiative on a knocked-out
character to be right before the initiative of the character who knocked
them out).
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GuyPaddock committed Dec 29, 2023
1 parent 3c9cc45 commit 493e68e
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Showing 3 changed files with 6 additions and 2 deletions.
1 change: 1 addition & 0 deletions Config/Tags/PF2GameplayAbilities.ini
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,7 @@ GameplayTagList=(Tag="GameplayAbility.Type.DefaultMovement",DevComment="Tag appl
GameplayTagList=(Tag="GameplayAbility.Type.DefaultFaceTarget",DevComment="Tag applied to Gameplay Abilities that have a character rotate to face another actor.")
GameplayTagList=(Tag="GameplayAbility.Type.QueueableAction", DevComment="Tag applied to Gameplay Abilities that can be queued during encounters. This should also be used as a blocking tag to prevent it from being run concurrently with other actions at the time it is de-queued.")
GameplayTagList=(Tag="GameplayAbility.Type.DirectlyInvokable",DevComment="Tag applied to Gameplay Abilities that can be directly invoked by the player (e.g., from an ability dialog or input binding).")
GameplayTagList=(Tag="GameplayAbility.Type.BlocksEndOfTurn",DevComment="Tag applied to Gameplay Abilities that prevent a character's turn from ending while they are active (e.g., an attack that is in progress).")

; Tags that identify additional metadata that has been passed along for an ability activation.
GameplayTagList=(Tag="GameplayAbility.Activation.Metadata.HasTarget.Character", DevComment="Tag that a Gameplay Ability activation includes a target character (for healing or attack) chosen by the player.")
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