Please create an account or Login! Have fun!

Difference between revisions of "Move order"

Jump to: navigation, search
m (Tylersontag moved page move order to Move order over redirect: revert)
m ((meant to do this last edit))
(One intermediate revision by the same user not shown)
Line 1: Line 1:
The '''move order''' in [[Chip's Challenge]] is the order of "turns" in Chip's Challenge. [[Chip]] and enemies make their moves one after the other, not at the same time. The below list may not be completely accurate, but should serve as a solid guideline for when things act in relation to each other.
+
The '''move order''' in [[Chip's Challenge]] is the order of "turns" made by ([[Movable object|movable]]) [[object]]s. The way moves are processed is similar between [[Lynx ruleset|Lynx]] and [[Steam ruleset|Steam]], which differ greatly from [[MS ruleset|MS]].
 +
 
 
==Mechanics==
 
==Mechanics==
  
 +
===MS===
 +
[[Chip]] and enemies make their moves one after the other, not at the same time. The below list may not be completely accurate, but should serve as a solid guideline for when things act in relation to each other.
  
The [[Sliplist]] executes first under normal conditions, before anything else.
+
# The [[sliplist]] executes first under normal conditions, before anything else.
 +
# [[Chip]]'s voluntary move processes next, if one is made at any point in the first half of the move window, followed by any involuntary (sliding) moves at the half-move boundary.
 +
# The sliplist then executes a second time.
 +
# Chip can then make a voluntary move if he has either not yet moved in this move, or has completed an involuntary move. This behavior is why rapid 10 [[m/s]] boosting sequences can exist in the MS ruleset. [[Microsoft's version of Chip's Challenge|MSCC]] initiates mouse clicks here, while [[Tile World]] resolves mouse clicks at this time under all circumstances, as of 1.3.2 and 2.2.
 +
# Chip's involuntary move is then executed, if necessary, just before the following move.
 +
# [[Monster]] voluntary moves are processed last, at the very end of each move. This is why monsters that stop sliding will sometimes seem to move again too soon- the sliplist executes, dropping the monster onto acting floor, and when the move ends the monster will immediately move, if able.
 +
# If Chip has completed an involuntary move with the mouse in MSCC, then his voluntary move at the beginning of the next move occurs ''before the sliplist''. His involuntary move will still resolve at the standard time.
  
[[Chip]]'s voluntary move processes next, if one is made at any point in the first half of the move window, followed by any involuntary (sliding) moves at the half-move boundary.
+
The fact that monsters and Chip move on separate turns is what causes Chip to be unable to pass through a space between two monsters that are moving the other way through that tile.
  
The sliplist then executes a second time.
+
===Lynx and Steam===
 
+
{{stub}}
Chip can then make a voluntary move if he has either not yet moved in this move, or has completed an involuntary move. This behavior is why rapid 10 [[m/s]] boosting sequences can exist in the MS ruleset. MSCC initiates mouse clicks here, while [[Tile World]] resolves mouse clicks at this time under all circumstances, as of 1.3.2 and 2.2.
 
 
 
Chip's involuntary move is then executed, if necessary, just before the following move.
 
 
 
[[Monster]] voluntary moves are processed last, at the very end of each move. This is why monsters that stop sliding will sometimes seem to move again too soon- the sliplist executes, dropping the monster onto acting floor, and when the move ends the monster will immediately move, if able.
 
 
 
If Chip has completed an involuntary move with the mouse in MSCC, then his voluntary move at the beginning of the next move occurs ''before the sliplist''. His involuntary move will still resolve at the standard time.
 
 
 
''<nowiki/>''
 
 
 
The fact that monsters and Chip move on separate turns is what causes Chip to be unable to pass through a space between two monsters that are moving the other way through that tile.
 
  
'' ''
 
 
[[Category:Terminology]]
 
[[Category:Terminology]]
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]

Revision as of 05:09, 24 March 2020

The move order in Chip's Challenge is the order of "turns" made by (movable) objects. The way moves are processed is similar between Lynx and Steam, which differ greatly from MS.

Mechanics

MS

Chip and enemies make their moves one after the other, not at the same time. The below list may not be completely accurate, but should serve as a solid guideline for when things act in relation to each other.

  1. The sliplist executes first under normal conditions, before anything else.
  2. Chip's voluntary move processes next, if one is made at any point in the first half of the move window, followed by any involuntary (sliding) moves at the half-move boundary.
  3. The sliplist then executes a second time.
  4. Chip can then make a voluntary move if he has either not yet moved in this move, or has completed an involuntary move. This behavior is why rapid 10 m/s boosting sequences can exist in the MS ruleset. MSCC initiates mouse clicks here, while Tile World resolves mouse clicks at this time under all circumstances, as of 1.3.2 and 2.2.
  5. Chip's involuntary move is then executed, if necessary, just before the following move.
  6. Monster voluntary moves are processed last, at the very end of each move. This is why monsters that stop sliding will sometimes seem to move again too soon- the sliplist executes, dropping the monster onto acting floor, and when the move ends the monster will immediately move, if able.
  7. If Chip has completed an involuntary move with the mouse in MSCC, then his voluntary move at the beginning of the next move occurs before the sliplist. His involuntary move will still resolve at the standard time.

The fact that monsters and Chip move on separate turns is what causes Chip to be unable to pass through a space between two monsters that are moving the other way through that tile.

Lynx and Steam