005: Cast Time

## What is Cast Time

Every action will have a Cast Time. Cast Times are what dictates what actions will occur at what part of the Timeline. The lower the number, for the cast time, the faster the action will occur. The start of the action will be the beginning of the action meanwhile the end of the cast time is when the action will be executed. This can be seen as time to execute.

## Determining an Action's Cast Time

Every Standard Action will have a Cast Time associated with it. There are a couple ways to modify the Cast Time of an action:

1. The user's [Speed] stat. The higher the user's [Speed] stat, the more the Cast Time is decreased. Having (-) Cast Time will make your action go faster.
2. Buffs that decrease Cast Times. This can be from either certain Features like [Handseal Expert] which will decrease cast times of Handseals. A decrease in cast time (e.g. -3 Cast Time) will speed up when your action is to take place.

To calculate the action's Cast Time, use the following formula: Action's Cast Time +/- Speed Bonus +/- Buff/Debuff. So if someone performs an action that has a +15 Cast Time, but they have [Handseal Expert] that will reduce Cast Times of Handseals by -5, the Cast Time of this action will now be +10 -- which will execute 5 ticks faster than it would have.

## Action Order

The actions that you submit to the BM will determine the order those actions are used. All actions will start at 0 'Ticks'. This is considered the beginning of the round. Everything that will be performed at the [Beginning of the Round] will occur at 0 Ticks. Each action will proceed higher on the [Tick Timeline] with each action taking place directly after the very next tick. So if the user has 2 AP and perform two 1 AP actions, the first 1 AP action will occur, ticking down the time before execution. Once that action is executed, their next action will begin ticking.

### Action Order Example

A shinobi has 2 AP and performs two basic strikes, each having a Cast Time of +15 Cast Time (With no modifiers for the sake of example). The user will begin their first action at 0 Ticks and the action will not execute until 15 Ticks have passed. At Tick 15, the user's first Basic Strike will execute. Their second action will start at 15 Ticks and another 15 ticks will pass before their second action will be executed at 30 ticks.

### Action Order with Multiple People

This will work the exact same way, regardless of the number of actions taken by another combatant. However, the turn order will be determined by whomever has the lower number of ticks required for their action. If 2 shinobi perform a 1 AP technique with Shinobi A's actions performing at 10 Ticks and Shinobi B's action performing at 12 Ticks, Shinobi A's action will be first to occur.

## Tick Timeline

This will be used, in the mod, to determine when actions will occur. A Tick is a measure of time equal to 1 Cast Time. An action with 5 Cast Time is equal to 5 Ticks.

* **Beginning of the Round**: Will occur at 0 Ticks. Everything that is automatically performed at the [Beginning of the Round] will occur at this point.
* **End of the Round**: Will occur at 50 Ticks. Regardless of if there are actions still being performed, anything going over 50 Ticks will be considered a "Carryover" action.

### Quick Bonus Actions on the Tick Timeline

When a user performs a Quick Bonus Action, they are required to state when, in the Tick Timeline, they wish to use this Quick Bonus Action. Anywhere between 1-50 on the Tick Timeline will be used. This will also apply to Free Actions.

### Carryover Action

If a user's action will have it's Cast Time exceed 50 Ticks, their action will remain casting. The remaining Cast Time on the action will then be deducted at the beginning of the next round and will continue casting until it reaches the time to execute. This will, naturally, adjust the user's Tick Timeline for the following round. Those who have a Carryover Action may, instead, elect to cancel the action in between rounds. This will not cost the user any Chakra for the cancelled action but will use their AP for that round. The AP for the cancelled Carryover Action will not be carried over into the next round.

## Tick Delay Modifiers

There are some actions that can cause the user's actions to take longer than intended. Here are some of the things:

### Entering Melee Range

If the user of a Melee Attack isn't already in Melee Range with their target, they are required to enter Melee Range with the target. Entering Melee Range will leave the user susceptible to features such as Paranoia and certain traps that call for it. However, to enter Melee Range with a target the user isn't already in Melee Range with will cause the action to be performed at an additional +10 Cast Time. However, once within Melee Range and maintaining Melee Range with the target, this additional Cast Time will be ignored until the user is required to re-enter Melee Range with this target. Being effected by Knockback will also kick the target out of Melee Range, making their next Melee Range action incur this Cast Time penalty.

### Handseals with Weapon Equipped

There are only 2 instances when Handseals cannot be used with a weapon equipped: Dual-Wielding and Two-Handing. Otherwise, the user is capable of performing Handseals with a weapon equipped. However, this will increase the time of the Handseal action. The total of both the Weapon's Cast Time and the Handseal Jutsu cast time will be added together. If the user's weapon has +10 Cast Time and they are performing a Jutsu with +15 Cast Time, the total Cast Time of the technique is going to be +25 Cast Time. There are some effects that can mitigate this.

### Wearing Heavy Armor

Without a specific feature, just wearing Heavy Armor will slow down all of the user's actions. The amount will be dependent on the armor, itself.

## Interruption

Actions with the ability to cause [Interruption] will cause the target's current action, in the middle of it's Cast Time, to be interrupted and stopped. The interrupted target will not have their Chakra expended (just their AP) and their very next action will occur at the point of them being interrupted.

## Bound and Early Release

If a target is bound, their Cast Time is paused for the moment. If they are released from the bind during the same round, their action will continue with it's Cast Time. Only 1 Action may be treated as a Carryover Action. However, if the target is bound and it is maintained until the next round, the user may submit a new set of actions (when prompted to send actions -- as normal). The target will begin their set of actions directly following when they are released from the bind.