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Clock #47

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Chrezm opened this issue Sep 9, 2020 · 3 comments
Closed

Clock #47

Chrezm opened this issue Sep 9, 2020 · 3 comments
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question Further information is requested

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@Chrezm
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Chrezm commented Sep 9, 2020

We need to figure out what to do with the clock, because right now in theory we could use the timer for it

@Chrezm Chrezm added the question Further information is requested label Sep 9, 2020
@Chrezm Chrezm added this to the Class Trial Update Part 1 milestone Sep 9, 2020
@TrickyLeifa
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This issue would require more information because right now this wouldn't really provide any regarding the clock itself.

What exactly are the issues that the clock face?

@Chrezm
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Chrezm commented Sep 12, 2020

Jerm7008/24/2020
@Iuvee  Do we want to disable the clock animations in favor of using the actual clocks we have?
Because right now when clock happens
It will show a missing no.

Basically, the clock currently ties in to a server packet CL, which indicates an hour value from 0 to 23 and based on that hour value chooses an image to draw (or Missingno if unavailable(. We want to figure out if it's best to keep that system as is or to rework the clock so that it uses AOTimer/some revamp of timer.

@Cerapter Cerapter self-assigned this Sep 17, 2020
@Cerapter
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For reference, here are the relevant comments from the Discord chat:

I've been thinkin' about the clock, and here is my suggestion.

I consider the clock to be more of roleplaying thing than a "keep track of real time" thing.
We could keep the 0-23 values for it, or we could double it to 0-47, to express "half past X" times as well.
Maybe -1, too, to express the lack of a clock.

I doubt most RPs get any more specific, even half hours may be a bit of a stretch.

When it comes to displaying the clock, we could have a setting to display the time as an image, and one to display it as text. Both could be independently toggled on or off.

When displaying it as text, theme creators could maybe have an image they could place as the base of the clock, and the label itself that shows the time.
When displaying it with images, theme creators must supply at least 1 image, but they may supply up to as many as there would be separate values for the clock. The image that would be displayed would be the one that is the largest out of all the ones that display a time smaller than or equal to the current time.

So if a theme creator creates clock_0, clock_6 and clock_20 images for the times 0:00, 6:00 and 20:00, then the game would:

  • display clock_0 when the time is between 0:00 and 5:00,
  • display clock_6 when the time is between 6:00 and 19:00,
  • display clock_20 when the time is betwee 20:00 and 23:00.

I was thinking the following. If it cant find the current image, itll use the last one it had. Otherwise, itll shown the -1 / default one
In DR there is a special case of clock called unknown time. It happens when the time is deliberately unknown

I still think it should display the last image wherever possible
So in the example if the clock ticked from 23 to 0 clock should still show 22

@Cerapter Cerapter removed their assignment Sep 17, 2020
@Chrezm Chrezm closed this as completed Apr 6, 2021
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