Difference between revisions of "Time"
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*'''[[Actions|Action Time]]''': Every action in-game is measured in [[aut]], or '''arbitrary units of time'''. Certain actions may be faster or slower relative to each other; you could perform 2 fast actions in the span of one slow one. This is what the "Time" counter in the status bar is measuring. | *'''[[Actions|Action Time]]''': Every action in-game is measured in [[aut]], or '''arbitrary units of time'''. Certain actions may be faster or slower relative to each other; you could perform 2 fast actions in the span of one slow one. This is what the "Time" counter in the status bar is measuring. | ||
*'''[[Turn]]s''': Every command uses up 1 turn, no matter if it was fast or slow (actions like [[autoexplore]] or [[wait|resting]] count as multiple commands). This is used for a few game mechanics (such as [[stealth]]), is the main component in determining [[high score]]s, and the focus of a [[speed_running#low_turn_count|turncount speedrun]]. Turn count can be viewed in the '''%''' screen. | *'''[[Turn]]s''': Every command uses up 1 turn, no matter if it was fast or slow (actions like [[autoexplore]] or [[wait|resting]] count as multiple commands). This is used for a few game mechanics (such as [[stealth]]), is the main component in determining [[high score]]s, and the focus of a [[speed_running#low_turn_count|turncount speedrun]]. Turn count can be viewed in the '''%''' screen. | ||
− | *'''[[Speed_running#Real Time|Clock Time]]''': How long, in minutes and hours, a game has been running. This is recorded | + | *'''[[Speed_running#Real Time|Clock Time]]''': How long, in minutes and hours, a game has been running. This is recorded ingame and is measured for [[Speed_running#Real Time|realtime speedruns]]. However, ''Crawl'' is turn-based; monsters won't move and the game won't progress no matter how much clock time passes. Clock time can also be viewed in the '''%''' screen. |
− | *'''System Time''': The real life time of day, according to the computer/server you're playing on, which progresses even if the game is off. | + | *'''System Time''': The real life time of day, according to the computer/server you're playing on, which progresses even if the game is off. Ingame, this is used for a singular cosmetic [[titles|player title]] for [[Meteorae]]. Outside of it, system time is obviously used for various discussions relating to the outside world (when was a game played? and such). |
Revision as of 17:23, 28 November 2022
Time is measurement of intervals in which actions take place. In Crawl, time has multiple definitions:
- Action Time: Every action in-game is measured in aut, or arbitrary units of time. Certain actions may be faster or slower relative to each other; you could perform 2 fast actions in the span of one slow one. This is what the "Time" counter in the status bar is measuring.
- Turns: Every command uses up 1 turn, no matter if it was fast or slow (actions like autoexplore or resting count as multiple commands). This is used for a few game mechanics (such as stealth), is the main component in determining high scores, and the focus of a turncount speedrun. Turn count can be viewed in the % screen.
- Clock Time: How long, in minutes and hours, a game has been running. This is recorded ingame and is measured for realtime speedruns. However, Crawl is turn-based; monsters won't move and the game won't progress no matter how much clock time passes. Clock time can also be viewed in the % screen.
- System Time: The real life time of day, according to the computer/server you're playing on, which progresses even if the game is off. Ingame, this is used for a singular cosmetic player title for Meteorae. Outside of it, system time is obviously used for various discussions relating to the outside world (when was a game played? and such).