Author Topic: Realtime time  (Read 1991 times)

Realtime time
« on: December 31, 2013, 02:39:08 am »
Is there anything to do if I wanted to change ingame time cycle.
I was thinking of changing the whole time system to realtime. 1 second in real life = 1 second in game.
« Last Edit: December 31, 2013, 03:32:09 am by Nykaen »

Offline Wipe

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Re: Realtime time
« Reply #1 on: December 31, 2013, 04:24:37 pm »
You can change time multiplier to 1 inside main@get_start_time; note that this function is called only when starting 'clean' world - without previous saves. Additionally, there's a ~settime function for manipulating time stuff runtime.
Games are meant to be created, not played...

Re: Realtime time
« Reply #2 on: December 31, 2013, 07:20:03 pm »
You can change time multiplier to 1 inside main@get_start_time; note that this function is called only when starting 'clean' world - without previous saves. Additionally, there's a ~settime function for manipulating time stuff runtime.
thank you, sir.
Edit: I had to edit battle timeouts aswell, seeing that modifying time multipliers affects also to battle timeouts aswell.
Code: [Select]
cr.TimeoutBase[TO_BATTLE] = 10;And I guess I have to edit every timeouts also. **sigh**
« Last Edit: December 31, 2013, 08:01:57 pm by Nykaen »

Offline Wipe

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Re: Realtime time
« Reply #3 on: January 01, 2014, 12:45:58 pm »
...and THAT'S why you should switch to defines from _time.fos :)
Games are meant to be created, not played...