Dodge roll invulnerability
dodge-roll-invulnerability · an adoption of Timed window, version 1
Use in your game
Opens the authoring tool with these answers and settings already filled in. You still add your game's own rules and tuning.
What is in the ZIP
The ZIP holds the adoption and its acceptance tests. In the authoring tool, choose Add contract and pick this ZIP. If you keep your design as files, put them in contracts/.
The contract behind it
Covers named time windows such as invulnerability, cooldowns, status effects, and restart locks. It says what happens when a window opens again, pauses, ends early, or expires. What opens each window, and how long it lasts, stays with your game.
Questions
The supplied answer is marked on each question. Pick other answers to see what changes. Nothing is saved here: the ZIP and the authoring tool use the supplied answers.
Numbersno numbers
This contract has no numbers to set.
Rulesno rules
A rule is a check between the numbers. Validation reports a rule that fails.
This contract has no rules between its numbers.
Lists1 list
Each list holds the rows this adoption supplies. A list can be empty.
Windows
windows
| Id | Opens at | Duration | Duration unit | Clock | While suspended | On retrigger | Retrigger cap | Ends early | Early end |
|---|---|---|---|---|---|---|---|---|---|
dodge-roll-i-frames | 02-mechanics.md#dodge-roll-start | player.dodge_roll_iframe_seconds | seconds | 02-mechanics.md#real-time-clock | stops | ignore | — | expiry-only | — |
dodge-roll-cooldown | 02-mechanics.md#dodge-roll-start | player.dodge_roll_cooldown_seconds | seconds | 02-mechanics.md#real-time-clock | stops | ignore | — | expiry-only | — |
Test inputsscope and seeds
Some tests need a scope or seeds from the adoption before they can run.
declared-window-set
Declared window set
- Scope
- the player's dodge-roll windows: invulnerability from roll start through 400 milliseconds (0.4 seconds), and cooldown from roll start through 800 milliseconds (0.8 seconds); the four-unit and six-unit numbers in the suspension check are neutral teaching units, not this game's timing
Acceptance tests9 tests apply
The contract comes with 7 tests. A test that runs once per row is counted once for each row. Tests that do not apply to these answers are still listed, with the reason.
declared-window-set
the declared window list matches the game
Applies to dodge-roll-invulnerability.
The window list in dodge-roll-invulnerability is complete for the player's dodge-roll windows: invulnerability from roll start through 400 milliseconds (0.4 seconds), and cooldown from roll start through 800 milliseconds (0.8 seconds); the four-unit and six-unit numbers in the suspension check are neutral teaching units, not this game's timing: every window in scope has one row, no window has two rows, and no row names something outside the scope.
Test steps and diagnostics
- Scope
the player's dodge-roll windows: invulnerability from roll start through 400 milliseconds (0.4 seconds), and cooldown from roll start through 800 milliseconds (0.8 seconds); the four-unit and six-unit numbers in the suspension check are neutral teaching units, not this game's timing- Holds
every timed window in scope has exactly one row in
dodge-roll-invulnerability, and every row indodge-roll-invulnerabilitynames a timed window in scope
opens-and-expires · dodge-roll-i-frames
dodge-roll-i-frames opens and expires on its declared clock
Applies to the dodge-roll-i-frames row.
dodge-roll-i-frames opens on the occurrence defined at 02-mechanics.md#dodge-roll-start, reads its seconds duration from player.dodge_roll_iframe_seconds, and closes after that much progress on the clock defined at 02-mechanics.md#real-time-clock.
Test steps and diagnostics
- Given
the
dodge-roll-i-frameswindow closed, with its opening defined at02-mechanics.md#dodge-roll-start, its duration atplayer.dodge_roll_iframe_secondsinseconds, and its clock at02-mechanics.md#real-time-clock- When
- the opening defined at
02-mechanics.md#dodge-roll-startoccurs once, with no repeat trigger and no declared early ending
- the opening defined at
- Then
dodge-roll-i-framesbecomes open when that occurrence happens- a change to the value or calculation at
player.dodge_roll_iframe_secondsafter that moment does not move this copy's endpoint; the copy still closes after the duration read at opening - it is still open when the clock at
02-mechanics.md#real-time-clockhas advanced by exactly that duration - it is closed at the first observable step after the clock has advanced beyond that duration
- Diagnostics
dodge-roll-invulnerability-dodge-roll-i-frames-open-close-tracedodge-roll-invulnerability-dodge-roll-i-frames-clock-trace
opens-and-expires · dodge-roll-cooldown
dodge-roll-cooldown opens and expires on its declared clock
Applies to the dodge-roll-cooldown row.
dodge-roll-cooldown opens on the occurrence defined at 02-mechanics.md#dodge-roll-start, reads its seconds duration from player.dodge_roll_cooldown_seconds, and closes after that much progress on the clock defined at 02-mechanics.md#real-time-clock.
Test steps and diagnostics
- Given
the
dodge-roll-cooldownwindow closed, with its opening defined at02-mechanics.md#dodge-roll-start, its duration atplayer.dodge_roll_cooldown_secondsinseconds, and its clock at02-mechanics.md#real-time-clock- When
- the opening defined at
02-mechanics.md#dodge-roll-startoccurs once, with no repeat trigger and no declared early ending
- the opening defined at
- Then
dodge-roll-cooldownbecomes open when that occurrence happens- a change to the value or calculation at
player.dodge_roll_cooldown_secondsafter that moment does not move this copy's endpoint; the copy still closes after the duration read at opening - it is still open when the clock at
02-mechanics.md#real-time-clockhas advanced by exactly that duration - it is closed at the first observable step after the clock has advanced beyond that duration
- Diagnostics
dodge-roll-invulnerability-dodge-roll-cooldown-open-close-tracedodge-roll-invulnerability-dodge-roll-cooldown-clock-trace
retrigger-behavior · dodge-roll-i-frames
dodge-roll-i-frames handles a repeat trigger in the declared way
Applies to the dodge-roll-i-frames row.
Repeat triggers of dodge-roll-i-frames follow one rule: a repeat trigger leaves the open copy and its remaining time unchanged and opens no new copy; in a worked trace with four units left, four remain. The worked arithmetic fixes the meaning even when the game's own duration uses another number or unit.
Test steps and diagnostics
- Scope
repeat triggers of
dodge-roll-i-frameswhile at least one copy is open- Holds
a repeat trigger leaves the open copy and its remaining time unchanged and opens no new copy; in a worked trace with four units left, four remain
- Diagnostics
dodge-roll-invulnerability-dodge-roll-i-frames-trigger-tracedodge-roll-invulnerability-dodge-roll-i-frames-remaining-time-tracedodge-roll-invulnerability-dodge-roll-i-frames-open-copy-count
retrigger-behavior · dodge-roll-cooldown
dodge-roll-cooldown handles a repeat trigger in the declared way
Applies to the dodge-roll-cooldown row.
Repeat triggers of dodge-roll-cooldown follow one rule: a repeat trigger leaves the open copy and its remaining time unchanged and opens no new copy; in a worked trace with four units left, four remain. The worked arithmetic fixes the meaning even when the game's own duration uses another number or unit.
Test steps and diagnostics
- Scope
repeat triggers of
dodge-roll-cooldownwhile at least one copy is open- Holds
a repeat trigger leaves the open copy and its remaining time unchanged and opens no new copy; in a worked trace with four units left, four remain
- Diagnostics
dodge-roll-invulnerability-dodge-roll-cooldown-trigger-tracedodge-roll-invulnerability-dodge-roll-cooldown-remaining-time-tracedodge-roll-invulnerability-dodge-roll-cooldown-open-copy-count
retrigger-extends-to-cap
Row.id extends on a repeat trigger without passing its cap
Does not apply to dodge-roll-invulnerability: no row in windows matches on-retrigger extend to cap.
expiry-is-the-only-ending · dodge-roll-i-frames
dodge-roll-i-frames cannot end early
Applies to the dodge-roll-i-frames row.
dodge-roll-i-frames has no early ending: using it, removing related state, or changing the world does not close it. A retrigger's own rewrite of remaining time is not an early closure. Only its duration ending closes the copy.
Test steps and diagnostics
- Scope
the finite list of events and world changes that the game's Fixed prose associates with
dodge-roll-i-frames, plus its game-local acceptance-test sample of ordinary play while a copy is open with time remaining- Holds
no event or world change in scope closes any open
dodge-roll-i-framescopy before its duration ends; a copy's remaining time changes only through ordinary progress on the clock at02-mechanics.md#real-time-clockor through this row's declared repeat-trigger behavior; a retrigger's own rewrite of remaining time is not an early closure- Diagnostics
dodge-roll-invulnerability-dodge-roll-i-frames-open-close-trace
expiry-is-the-only-ending · dodge-roll-cooldown
dodge-roll-cooldown cannot end early
Applies to the dodge-roll-cooldown row.
dodge-roll-cooldown has no early ending: using it, removing related state, or changing the world does not close it. A retrigger's own rewrite of remaining time is not an early closure. Only its duration ending closes the copy.
Test steps and diagnostics
- Scope
the finite list of events and world changes that the game's Fixed prose associates with
dodge-roll-cooldown, plus its game-local acceptance-test sample of ordinary play while a copy is open with time remaining- Holds
no event or world change in scope closes any open
dodge-roll-cooldowncopy before its duration ends; a copy's remaining time changes only through ordinary progress on the clock at02-mechanics.md#real-time-clockor through this row's declared repeat-trigger behavior; a retrigger's own rewrite of remaining time is not an early closure- Diagnostics
dodge-roll-invulnerability-dodge-roll-cooldown-open-close-trace
declared-ending-closes
Row.id closes at its declared early ending
Does not apply to dodge-roll-invulnerability: no row in windows matches ends-early declared ending.
suspension-behavior · dodge-roll-i-frames
dodge-roll-i-frames treats suspended play in the declared way
Applies to the dodge-roll-i-frames row.
Suspended play leaves an observable answer for every dodge-roll-i-frames copy: every open copy keeps its remaining time; the observed copy is still open with four units left when play resumes and closes only after four more units advance on its cited clock. Each remaining-time trace is read during the suspension so the two answers cannot pass on the same later state.
Test steps and diagnostics
- Given
one or more
dodge-roll-i-framescopies open, with an observed copy having foursecondsleft and a remaining-time trace for every copy- When
- ordinary play is suspended for an interval that would advance the clock at
02-mechanics.md#real-time-clockby sixsecondsduring ordinary play, while that clock and every open copy are observed
- ordinary play is suspended for an interval that would advance the clock at
- Then
- every open copy keeps its remaining time; the observed copy is still open with four units left when play resumes and closes only after four more units advance on its cited clock
- the remaining-time trace shows whether time advanced during the suspension, even if the stored open state after play resumes could look the same
- Diagnostics
dodge-roll-invulnerability-dodge-roll-i-frames-remaining-time-tracedodge-roll-invulnerability-dodge-roll-i-frames-suspension-trace
suspension-behavior · dodge-roll-cooldown
dodge-roll-cooldown treats suspended play in the declared way
Applies to the dodge-roll-cooldown row.
Suspended play leaves an observable answer for every dodge-roll-cooldown copy: every open copy keeps its remaining time; the observed copy is still open with four units left when play resumes and closes only after four more units advance on its cited clock. Each remaining-time trace is read during the suspension so the two answers cannot pass on the same later state.
Test steps and diagnostics
- Given
one or more
dodge-roll-cooldowncopies open, with an observed copy having foursecondsleft and a remaining-time trace for every copy- When
- ordinary play is suspended for an interval that would advance the clock at
02-mechanics.md#real-time-clockby sixsecondsduring ordinary play, while that clock and every open copy are observed
- ordinary play is suspended for an interval that would advance the clock at
- Then
- every open copy keeps its remaining time; the observed copy is still open with four units left when play resumes and closes only after four more units advance on its cited clock
- the remaining-time trace shows whether time advanced during the suspension, even if the stored open state after play resumes could look the same
- Diagnostics
dodge-roll-invulnerability-dodge-roll-cooldown-remaining-time-tracedodge-roll-invulnerability-dodge-roll-cooldown-suspension-trace
JSONthe adoption as one file
The adoption file as supplied. Answers you try on this page are not written into it; to change an adoption, open it in the authoring tool.
{
"contract": "timed-window",
"version": 1,
"origin": "https://opengdd.org/contracts/timed-window-1",
"summary": "Covers named time windows such as invulnerability, cooldowns, status effects, and restart locks. It says what happens when a window opens again, pauses, ends early, or expires. What opens each window, and how long it lasts, stays with your game.",
"mechanism": [
"Each row declares one timed window. The row cites the game's own Fixed material for what opens it, its duration, and the clock that advances it; the contract owns none of those game-specific rules or numbers. An opening is an event of the entity the window is given to. Each entity that the game's rules give the window gets its own instance, opened, advanced, and closed by that entity's own events, unless the adoption's Fixed prose explicitly names the window as shared. This per-entity reading is binding for every sentence and generated check that speaks of open copies. The validator cannot check this; a reviewer does.",
"When the cited opening occurs, the duration is read once and the window opens for that duration; later changes to the cited number or calculation do not move an open copy's endpoint. A fixed duration cites its tuning number; a duration computed from game state cites the Fixed prose that defines the calculation. A window includes its named last moment: it is still open exactly when the cited clock has advanced by that duration, and closed at any point after that, unless its row says it can end early.",
"A row's on-retrigger answer applies when its opening occurs again while that window is open. ignore leaves the open copy unchanged. new-duration replaces its remaining time with the newly granted duration. keep-longer keeps whichever is longer: the remaining time or the newly granted duration. extend-to-cap adds the newly granted duration to the time remaining, but never leaves more than the row's cited cap. The same open copy continues under ignore, new-duration, keep-longer, and extend-to-cap, and its history shows one opening; only stack creates a new copy. stack opens another independent copy and leaves every open copy unchanged. A game whose extension has a largest permitted duration names that duration as its cap; a game that permits no largest duration states the exception in its own prose and adopts this contract as promised rather than checked. A game whose stacking has a largest number of open copies states that limit in its own prose and adopts this row as promised rather than checked; this contract does not count copies.",
"Under expiry-only, nothing closes any open copy before its duration ends; a retrigger's own rewrite of an open copy's remaining time is not an early closure. Under declared-ending, the event or condition cited by the row closes every open copy on the entity the ending happens to, unless the cited prose names more; this covers copies being used, cancelled, dispelled, or otherwise ended by the game.",
"stops means the row's clock does not advance while ordinary play is suspended. keeps-running means it does. The cited clock definition decides what ordinary play being suspended means; this contract does not define pause or catch-up behavior.",
"The answers belong to each window row, not to the game as a whole. If one apparent window follows different repeat-trigger rules for different opening causes, this version does not model those causes separately; the game must name them as separate windows or state the exception in its own prose."
],
"questions": {},
"declares": {
"rows": {
"windows": {
"description": "List every named window. An empty list is a claim its author must defend. A cap uses the window's unit and cannot be shorter than its normal duration. The duration unit must match the clock. A real-time window cannot use turns to avoid the suspension choice. The validator cannot check this; a reviewer does.",
"record": {
"id": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"unique": true,
"description": "The window's stable name as your game writes it. A poison effect might be named poison."
},
"opens-at": {
"type": "citation",
"required": true,
"description": "Where your fixed game prose says what opens the window. A poison window might open when a poisoned attack lands."
},
"duration": {
"type": "citation",
"required": true,
"description": "Where your game states how long the window lasts. Cite a number for a fixed duration, or fixed prose for a duration calculated from game state. The value is read when the window opens. For example, poison may read its turn count when the hit lands."
},
"duration-unit": {
"type": "string",
"required": true,
"options": [
"seconds",
"frames",
"ticks",
"turns"
],
"description": "The unit used by the duration and its clock. Seconds measure real time. Frames count updates. Ticks count clock steps. Turns count game turns. A poison effect might use turns."
},
"clock": {
"type": "citation",
"required": true,
"description": "Where your fixed game prose names the clock that closes this window. A poison effect may use the turn clock."
},
"while-suspended": {
"type": "string",
"when": {
"row": {
"duration-unit": [
"seconds",
"frames",
"ticks"
]
}
},
"options": [
"stops",
"keeps-running"
],
"description": "For a window whose clock runs with play — seconds, frames, or ticks — whether that clock pauses with ordinary play. If it stops, an invulnerability window keeps all its remaining time during a pause. If it keeps running, the window can expire before play resumes."
},
"on-retrigger": {
"type": "string",
"required": true,
"options": [
"ignore",
"new-duration",
"keep-longer",
"extend-to-cap",
"stack"
],
"description": "What a new opening does while this window is already open. Ignore leaves the poison window unchanged. New duration replaces its remaining time with the duration from the new poison hit. Keep longer uses whichever time is longer. Extend to cap adds time without passing its cap. Stack opens another independent poison copy. Only stacking creates a new copy. Every other choice continues the current copy and keeps one opening in its history."
},
"retrigger-cap": {
"type": "citation",
"when": {
"row": {
"on-retrigger": [
"extend-to-cap"
]
}
},
"description": "Where your game states the largest amount of time that can remain after an extension. A poison effect may cap all extensions at its maximum duration. Add this only when repeat openings extend up to a cap. Use the same unit as the duration."
},
"ends-early": {
"type": "string",
"required": true,
"options": [
"expiry-only",
"declared-ending"
],
"description": "Whether the window can close before its duration ends. Expiry only keeps a poison effect open until time runs out. A declared ending lets a cure close every open poison copy on the entity it cures, unless the cited prose names more."
},
"early-end": {
"type": "citation",
"when": {
"row": {
"ends-early": [
"declared-ending"
]
}
},
"description": "Where your fixed game prose names every event or condition that ends this window early. This includes using or cancelling it. For poison, this may be an antidote or cleansing the target. Add this only when the window can end early."
}
}
}
}
},
"pack": "sha256:0b00f8a7b2f1f165dbffc65ea394d7fad1cb9fdf6dc123b74bf78c675ad138ed",
"answers": {},
"values": {},
"rows": {
"windows": [
{
"id": "dodge-roll-i-frames",
"opens-at": "02-mechanics.md#dodge-roll-start",
"duration": "player.dodge_roll_iframe_seconds",
"duration-unit": "seconds",
"clock": "02-mechanics.md#real-time-clock",
"while-suspended": "stops",
"on-retrigger": "ignore",
"ends-early": "expiry-only"
},
{
"id": "dodge-roll-cooldown",
"opens-at": "02-mechanics.md#dodge-roll-start",
"duration": "player.dodge_roll_cooldown_seconds",
"duration-unit": "seconds",
"clock": "02-mechanics.md#real-time-clock",
"while-suspended": "stops",
"on-retrigger": "ignore",
"ends-early": "expiry-only"
}
]
},
"verification": {
"declared-window-set": {
"scope": "the player's dodge-roll windows: invulnerability from roll start through 400 milliseconds (0.4 seconds), and cooldown from roll start through 800 milliseconds (0.8 seconds); the four-unit and six-unit numbers in the suspension check are neutral teaching units, not this game's timing"
}
}
}