One Hundred Seconds Weapons: Difference between revisions
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<table><tr valign="top"><td><!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--> |
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{{iteminfo |
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|type=Mechanical <!-- REQUIRED: Mechanical or Fluff. OPTIONAL: If an item is feature altering or crafting, as well, please enter "Feature altering" or "crafting" below this line for "type2=" --> |
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|itemclass=Weapon <!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous. If more than one classification, additional lines can be added with "itemclass2=" & "itemclass3=" --> |
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|itemtype=Weapon <!-- REQUIRED: What items can this apply to. Up to 8 can be specified by setting "itemtype2" - "itemtype8". --> |
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|alter=No <!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --> |
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|ld=No <!-- REQUIRED: Is this item able to be lightened or deepened? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --> |
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|feature= <!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting "feature2=" - "feature8=". --> |
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|customize= <!-- OPTIONAL: Enter "Yes" if the item is customizable beyond an ALTER. If no, leave blank. --> |
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|custom= <!-- OPTIONAL: This area is REQUIRED if customization is indicated. Up to 5 customizations can be entered with "custom2=" - "custom5=". If the messaging is alterable, simply enter "Verb".--> |
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|origmerch= <!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter "Quest" ONLY. Otherwise, leave blank.--> |
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|releasevenue=Grand Auction of 5123 <!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --> |
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|releaseyear=2023 <!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --> |
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|questitem= <!-- OPTIONAL: Enter "Yes" if the item's release was part of a quest/storyline. If no, leave blank. --> |
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|tiered= <!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. --> |
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|tiersnumber= <!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --> |
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|unlock= <!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked. Valid options are "Merchant", "Certificate", or "Quest" ONLY. If more than one, enter at unlock2.--> |
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|legendary= <!-- OPTIONAL: Enter "Yes" if the item/script was released/distributed at an auction or was a jackpot prize. Extremely limited release only (3 or less in existence). --> |
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|demeanor= <!-- OPTIONAL: Enter "Yes" if the item's messaging is affected by DEMEANOR. If no, leave blank. --> |
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|loresong= <!-- OPTIONAL: Enter "Yes" if the item has a loresong as part of the base script. If no, leave blank. --> |
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|corrscript= <!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants). Additional slots can be added with "corrscript2=" - "corrscript5"= --> |
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|attune= <!-- OPTIONAL: This area is for indicating if an item attunes. If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken). If there is none, leave blank. --> |
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|attunement= <!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are "Character" or "Account". Please note, "Temporary attunement" will ALWAYS be "Character". --> |
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|affinity= <!-- OPTIONAL: Enter "Yes" if the item requires affinity to work. If no, leave blank. --> |
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|spell= <!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY. Up to 4 may be specified with "spell2=" - "spell4=". Example to enter: Call Familiar (920). If no, leave blank. --> |
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|enhancive= <!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY. Answer YES. If no, leave blank. --> |
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|swap= <!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping. Answer YES. If no, leave blank. --> |
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|add= <!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item. Answer YES. If no, leave blank. --> |
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|restrictions= <!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with <br>. DO NOT ENTER ON A SEPARATE LINE. --> |
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}} |
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==Properties== |
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'''One Hundred Second''' weapons (sometimes known as '''Temporal Weapons''') are scripted weapons that have a variable enchant. They were first sold at the [[Grand Auction of 5123]]. They have an enchant that varies from +1 to +100 and flares determined by timestamp when {{boldmono|CLENCHed}}. |
'''One Hundred Second''' weapons (sometimes known as '''Temporal Weapons''') are scripted weapons that have a variable enchant. They were first sold at the [[Grand Auction of 5123]]. They have an enchant that varies from +1 to +100 and flares determined by timestamp when {{boldmono|CLENCHed}}. |
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Due to the nature of the script, it takes up both the script and the flare/defender item property slots, as well as the material slot. According to Wyrom the weapon will check that it is made of air each time it is used. |
Due to the nature of the script, it takes up both the script and the flare/defender item property slots, as well as the material slot. According to Wyrom the weapon will check that it is made of air each time it is used. |
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Once every 24 hours, the wielder can set the enchant and flare. Flares are fire, ice, electric, impact, acid, vacuum, plasma, steam, disintegration, and disruption. Enchant is between +1 to +100. All are determined by {{boldmono|TIME}} |
Once every 24 hours, the wielder can set the enchant and flare. Flares are fire, ice, electric, impact, acid, vacuum, plasma, steam, disintegration, and disruption. Enchant is between +1 to +100. All are determined by {{boldmono|TIME}} in Unix. The base enchant is +1, and when it resets it returns to +1. Effects last until 8am the next day, however the weapon must be used before it will revert. |
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Some other properties can be added to it as with normal weapons, including ensorcell, bless, creaturebane, weighting, etc. It cannot be enchanted, have ability flares added or changed, or be altered or lightened. |
Some other properties can be added to it as with normal weapons, including ensorcell, bless, creaturebane, weighting, etc. It cannot be enchanted, have ability flares added or changed, or be altered or lightened. |
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{{TOC limit|2}} |
{{TOC limit|2}} |
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==Analyze== |
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<pre{{log2}}> |
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You analyze the temporal arming sword and sense that the creator has provided the following information: |
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This weapon can change its enchant and flare based on the time you CLENCH it. It only lasts for 24 hours from the time you last used CLENCH and will revert on the next attack. The enchant can range between +1 to +100. You can WAVE the sword to show it off. RAISE will also give you a temporary title of "Temporal Guardian." You can GAZE to check if you can CLENCH again. |
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This cannot be altered, enchanted or have its flare changed at all. It can, however, have other merchant and player services done. |
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You can tell that the sword is as light as it can get. |
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The sword has Custom Flare messaging that is valid for ANY flare type: |
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1st person: A dark shadow quickly slithers from the hilt of the [ITEM] along the surface in a serpentine fashion. Upon reaching the tip, it abruptly snaps towards [TARGET] in a streak of cold darkness. |
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3rd person: A dark shadow quickly slithers from the hilt of [ATTACKER's] [ITEM] along the surface in a serpentine fashion. Upon reaching the tip, it abruptly snaps towards [TARGET] in a streak of cold darkness. |
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Target: A dark shadow quickly slithers from the hilt of [ATTACKER's] [ITEM] along the surface in a serpentine fashion. Upon reaching the tip, it abruptly snaps towards you in a streak of cold darkness. |
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</pre> |
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==Usage== |
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{| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. --> |
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|- {{verbtableheader|90}} |
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! scope="col" style="width:5em;"|Verb |
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! scope="col" style="width: 45%"|First |
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! scope="col" style="width: 45%"|Third |
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|- |
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! scope="row" role="rowheader" rowspan="2"|CLENCH |
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| You clench your temporal arming sword and slice into the air before you, cutting into the fabric of time. As you pull back your sword, it has a white glow shrouded in black wisps. |
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| Person clenches his temporal arming sword and slices into the air before him, cutting into the fabric of time. As he pulls back his sword, it has a golden glow wavering in and out of existence. |
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|- |
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| colspan="2" style="text-align:center"|Sets the item based on the current Unix timestamp. |
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|- |
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! scope="row" role="rowheader" rowspan="2"|GAZE |
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| You sense that you can CLENCH the sword again to absorb power from a temporal rift. |
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| N/A |
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|- |
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| colspan="2" style="text-align:center"|Shows the time remaining until the weapon can be {{boldmono|CLENCHed}} again. |
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|- |
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! scope="row" role="rowheader" rowspan="2"|RAISE |
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| You raise your temporal arming sword heavenward in triumph, causing a faint ripple in the air around you. |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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| colspan="2" style="text-align:center"|Gives the wielder a temporary prename [[title]] of Temporal Guardian. |
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|- |
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! scope="row" role="rowheader"|WAVE |
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|<!-- First Person View --> {{addmetext}} |
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|<!-- Third Person View --> {{addmetext}} |
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|} |
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==Additional Information== |
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== Konami Code for Flares & Enchant == |
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=== Determining Flares & Enchant === |
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The **Konami Code** for determining flares and enchantment on temporal warpikes uses a Unix timestamp format. The focus is primarily on the **last three digits** of the timestamp: |
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To determine flares and enchantment on temporal warpikes, the wielder must rely on a Unix timestamp format. The focus is primarily on the '''last three digits''' of the timestamp: |
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- The '''third-to-last digit (X)''' determines the flare type (see tables below). |
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- The '''last two digits (YY)''' determine the enchant level: |
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- ''00'' = +100 enchant |
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- ''99'' = +99 enchant |
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- ''98'' = +98 enchant |
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- ... |
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- ''01'' = +1 enchant. |
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--- |
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:The '''third-to-last digit (X)''' determines the flare type (see tables below). |
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=== Example === |
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:The '''last two digits (YY)''' determine the enchant level: |
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Given the Unix timestamp: '''1682485XYY''' <br/> |
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::''00'' = +100 enchant |
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::''99'' = +99 enchant |
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::''98'' = +98 enchant |
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::... |
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::''01'' = +1 enchant. |
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For example, given the Unix timestamp: '''1682485XYY''': |
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Concrete Example:<br/> |
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:'''X''' = Flare Type <br/> |
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:'''YY''' = Enchant <br/> |
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- '''Enchant Level:''' +99<br/> |
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- '''Description:''' A temporal warpike encased in ice with +99 enchant.<br/> |
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As another example: |
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--- |
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:'''Timestamp:''' 1682485299<br/> |
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:'''Flare:''' Ice<br/> |
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:'''Enchant Level:''' +99<br/> |
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:'''Description:''' A temporal warpike encased in ice with +99 enchant.<br/> |
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=== Flare |
=== Flare Typess (0–9) === |
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{| class="wikitable" |
{| class="wikitable" |
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|+ Flare Types (0–9) |
|+ Flare Types (0–9) |
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! scope="col"| Code |
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! Code !! Flare Type !! Description |
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! scope="col"| Flare Type |
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! scope="col"| Description |
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|- |
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| 0 |
| scope="row"| 0 || '''Disintegration''' || A temporal warpike wavering in and out of existence |
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|- |
|- |
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| 1 |
| scope="row"| 1 || '''Fire''' || A temporal warpike suffused with flames |
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|- |
|- |
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| 2 |
| scope="row"| 2 || '''Ice''' || A temporal warpike encased in ice |
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|- |
|- |
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| 3 |
| scope="row"| 3 || '''Lightning''' || A temporal warpike crackling with lightning |
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|- |
|- |
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| 4 |
| scope="row"| 4 || '''Earth''' || A temporal warpike camouflaged by earthy material |
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|- |
|- |
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| 5 |
| scope="row"| 5 || '''Acid''' || A temporal warpike dripping with acid |
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|- |
|- |
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| 6 |
| scope="row"| 6 || '''Void''' || A temporal warpike void of features |
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|- |
|- |
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| 7 |
| scope="row"| 7 || '''Disruption''' || A temporal warpike writhing with black tendrils |
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|- |
|- |
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| 8 |
| scope="row"| 8 || '''Plasma''' || A temporal warpike consumed by heat |
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|- |
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| 9 |
| scope="row"| 9 || '''Steam''' || A temporal warpike enveloped in steam |
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|} |
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==== Special Flare Types ==== |
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--- |
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=== Special Flare Types === |
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Special flare types exist, and are considered easter eggs and not widely known. Good luck! |
Special flare types exist, and are considered easter eggs and not widely known. Good luck! |
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===Loresong Recall=== |
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==Analyze== |
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One example of how this script appears via {{boldmono|LORESONG RECALL}}: |
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<pre{{log2}}> |
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You analyze the temporal arming sword and sense that the creator has provided the following information: |
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This weapon can change its enchant and flare based on the time you CLENCH it. It only lasts for 24 hours from the time you last used CLENCH and will revert on the next attack. The enchant can range between +1 to +100. You can WAVE the sword to show it off. RAISE will also give you a temporary title of "Temporal Guardian." You can GAZE to check if you can CLENCH again. |
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This cannot be altered, enchanted or have its flare changed at all. It can, however, have other merchant and player services done. |
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You can tell that the sword is as light as it can get. |
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The sword has Custom Flare messaging that is valid for ANY flare type: |
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1st person: A dark shadow quickly slithers from the hilt of the [ITEM] along the surface in a serpentine fashion. Upon reaching the tip, it abruptly snaps towards [TARGET] in a streak of cold darkness. |
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3rd person: A dark shadow quickly slithers from the hilt of [ATTACKER's] [ITEM] along the surface in a serpentine fashion. Upon reaching the tip, it abruptly snaps towards [TARGET] in a streak of cold darkness. |
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Target: A dark shadow quickly slithers from the hilt of [ATTACKER's] [ITEM] along the surface in a serpentine fashion. Upon reaching the tip, it abruptly snaps towards you in a streak of cold darkness. |
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</pre> |
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==Loresong== |
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<pre{{log2}}> |
<pre{{log2}}> |
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As you recall BardyMcBardBard's song, you feel a faint resonating vibration from the temporal arming sword in your hand, and you learn something about it... |
As you recall BardyMcBardBard's song, you feel a faint resonating vibration from the temporal arming sword in your hand, and you learn something about it... |
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| Line 124: | Line 118: | ||
It has a permanently unlocked loresong by BardyMcBardBard. |
It has a permanently unlocked loresong by BardyMcBardBard. |
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</pre> |
</pre> |
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</td><td> |
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{{iteminfo |
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|type=Mechanical <!-- REQUIRED: Mechanical or Fluff. OPTIONAL: If an item is feature altering or crafting, as well, please enter "Feature altering" or "crafting" below this line for "type2=" --> |
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==Usage== |
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|itemclass=Weapon <!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous. If more than one classification, additional lines can be added with "itemclass2=" & "itemclass3=" --> |
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{| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. --> |
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|itemtype=Weapon <!-- REQUIRED: What items can this apply to. Up to 8 can be specified by setting "itemtype2" - "itemtype8". --> |
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|- {{verbtableheader|90}} |
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|alter=No <!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --> |
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! scope="col" style="width:5em;"|Verb |
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|ld=No <!-- REQUIRED: Is this item able to be lightened or deepened? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --> |
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! scope="col" style="width: 30%"|Description |
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|feature= <!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting "feature2=" - "feature8=". --> |
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! scope="col" style="width: 30%"|First |
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|customize= <!-- OPTIONAL: Enter "Yes" if the item is customizable beyond an ALTER. If no, leave blank. --> |
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! scope="col" style="width: 30%"|Third |
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|custom= <!-- OPTIONAL: This area is REQUIRED if customization is indicated. Up to 5 customizations can be entered with "custom2=" - "custom5=". If the messaging is alterable, simply enter "Verb".--> |
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|- |
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|origmerch= <!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter "Quest" ONLY. Otherwise, leave blank.--> |
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! scope="row" role="rowheader"|CLENCH |
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|releasevenue=Grand Auction of 5123 <!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --> |
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|<!-- Description --> Sets the item based on the current Unix timestamp |
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|releaseyear=2023 <!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --> |
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|<!-- First Person View --> You clench your temporal arming sword and slice into the air before you, cutting into the fabric of time. As you pull back your sword, it has a white glow shrouded in black wisps. |
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|questitem= <!-- OPTIONAL: Enter "Yes" if the item's release was part of a quest/storyline. If no, leave blank. --> |
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|<!-- Third Person View --> SwordOwner clenches his temporal arming sword and slices into the air before him, cutting into the fabric of time. As he pulls back his sword, it has a golden glow wavering in and out of existence. |
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|tiered= <!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. --> |
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|- |
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|tiersnumber= <!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --> |
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! scope="row" role="rowheader"|GAZE |
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|unlock= <!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked. Valid options are "Merchant", "Certificate", or "Quest" ONLY. If more than one, enter at unlock2.--> |
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|<!-- Description --> Shows the time remaining until the weapon can be CLENCHed again. |
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|legendary= <!-- OPTIONAL: Enter "Yes" if the item/script was released/distributed at an auction or was a jackpot prize. Extremely limited release only (3 or less in existence). --> |
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|<!-- First Person View --> You sense that you can CLENCH the sword again to absorb power from a temporal rift. |
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|demeanor= <!-- OPTIONAL: Enter "Yes" if the item's messaging is affected by DEMEANOR. If no, leave blank. --> |
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|<!-- Third Person View --> N/A |
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|loresong= <!-- OPTIONAL: Enter "Yes" if the item has a loresong as part of the base script. If no, leave blank. --> |
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|- |
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|corrscript= <!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants). Additional slots can be added with "corrscript2=" - "corrscript5"= --> |
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! scope="row" role="rowheader"|RAISE |
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|attune= <!-- OPTIONAL: This area is for indicating if an item attunes. If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken). If there is none, leave blank. --> |
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|<!-- Description --> Gives the wielder a temporary name prefix of `Temporal Guardian`. |
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|attunement= <!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are "Character" or "Account". Please note, "Temporary attunement" will ALWAYS be "Character". --> |
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|<!-- First Person View --> You raise your temporal arming sword heavenward in triumph, causing a faint ripple in the air around you. |
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|affinity= <!-- OPTIONAL: Enter "Yes" if the item requires affinity to work. If no, leave blank. --> |
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|<!-- Third Person View --> |
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|spell= <!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY. Up to 4 may be specified with "spell2=" - "spell4=". Example to enter: Call Familiar (920). If no, leave blank. --> |
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|} |
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|enhancive= <!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY. Answer YES. If no, leave blank. --> |
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|swap= <!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping. Answer YES. If no, leave blank. --> |
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== Using the Atomic Clock to Sync Actions == |
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|add= <!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item. Answer YES. If no, leave blank. --> |
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|restrictions= <!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with <br>. DO NOT ENTER ON A SEPARATE LINE. --> |
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Synchronizing actions with precise timing can improve gameplay by ensuring timing-dependent mechanics are executed accurately. Using [time.is](https://time.is/), you can determine your clock's offset and adjust your script accordingly. |
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}} |
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{{itemverb |
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=== Steps to Sync === |
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|verb=CLENCH <!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with "verb2=" - "verb28=". Verbs should be listed in alphabetical order, not by tier.--> |
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|verb2=GAZE |
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1. ''Check Your Clock Offset'' |
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|verb3=RAISE |
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Visit [time.is](https://time.is/) to determine how far ahead or behind your system clock is compared to the official atomic time. Note the offset (e.g., '''0.8 seconds behind''' or '''0.7 seconds ahead'''). |
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|verb4=WAVE |
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}} |
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2. ''Figure out how long you need to wait in what direction'' |
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</td></tr></table> |
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Think of it as: |
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If I'm behind, when my clock thinks it's 99, it's already 100. Which means I need to clench before I hit 100. |
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If I'm ahead... when my clock is at 100, it's actually only 99.... so i need to sleep for 1 second, then clench. |
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3. ''Use the Base Script'' |
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The following script will loop until the Unix timestamp matches the desired condition (e.g., ending in '''666'''): |
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<syntaxhighlight lang="ruby"> |
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;e until Time.now.to_i % 100 == 99 do sleep 0 end; fput "clench my sword"; echo Time.now.to_i |
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</syntaxhighlight> |
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That will work if you're perfectly in sync or just a little bit ahead. However lets look at a couple of common examples: |
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====Ahead by .7==== |
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"If I'm ahead, when my clock is at 100, then its actually only 99. So I need to sleep for an amount slightly more than my delay." To keep things simple, its probably okay to sleep for a full second here, which will account for any inaccuracies as well. If you find that your system clock is moving around a lot of is inaccurate you'll probably want to do a full second to offset it. |
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<syntaxhighlight lang="ruby"> |
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;e until Time.now.to_i % 100 == 0 do sleep 1 end; fput "clench my sword"; echo Time.now.to_i |
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</syntaxhighlight> |
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====Behind by .3==== |
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"If I'm behind, when my clock is at 99, then its already 100. So I need to take action before I hit my desired value." In this case we would adjust the above by subtracting an amount from our total. Because we have a whole second, its simplest to just go down by the full second, and clench when the local timer hits 1 prior to the desired value: |
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<syntaxhighlight lang="ruby"> |
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;e until Time.now.to_i % 100 == 99 do sleep 0 end; fput "clench my sword"; echo Time.now.to_i |
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</syntaxhighlight> |
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====Behind by more than 1 full second==== |
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The short answer is "always round up" If you're behind by 1.3 seconds, then you would do % 100 == 98. If you're ahead by 1.5 seconds then change the sleep value to 2. |
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Latest revision as of 09:26, 15 July 2025
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One Hundred Second weapons (sometimes known as Temporal Weapons) are scripted weapons that have a variable enchant. They were first sold at the Grand Auction of 5123. They have an enchant that varies from +1 to +100 and flares determined by timestamp when CLENCHed. Due to the nature of the script, it takes up both the script and the flare/defender item property slots, as well as the material slot. According to Wyrom the weapon will check that it is made of air each time it is used. Once every 24 hours, the wielder can set the enchant and flare. Flares are fire, ice, electric, impact, acid, vacuum, plasma, steam, disintegration, and disruption. Enchant is between +1 to +100. All are determined by TIME in Unix. The base enchant is +1, and when it resets it returns to +1. Effects last until 8am the next day, however the weapon must be used before it will revert. Some other properties can be added to it as with normal weapons, including ensorcell, bless, creaturebane, weighting, etc. It cannot be enchanted, have ability flares added or changed, or be altered or lightened. AnalyzeYou analyze the temporal arming sword and sense that the creator has provided the following information: This weapon can change its enchant and flare based on the time you CLENCH it. It only lasts for 24 hours from the time you last used CLENCH and will revert on the next attack. The enchant can range between +1 to +100. You can WAVE the sword to show it off. RAISE will also give you a temporary title of "Temporal Guardian." You can GAZE to check if you can CLENCH again. This cannot be altered, enchanted or have its flare changed at all. It can, however, have other merchant and player services done. You can tell that the sword is as light as it can get. The sword has Custom Flare messaging that is valid for ANY flare type: 1st person: A dark shadow quickly slithers from the hilt of the [ITEM] along the surface in a serpentine fashion. Upon reaching the tip, it abruptly snaps towards [TARGET] in a streak of cold darkness. 3rd person: A dark shadow quickly slithers from the hilt of [ATTACKER's] [ITEM] along the surface in a serpentine fashion. Upon reaching the tip, it abruptly snaps towards [TARGET] in a streak of cold darkness. Target: A dark shadow quickly slithers from the hilt of [ATTACKER's] [ITEM] along the surface in a serpentine fashion. Upon reaching the tip, it abruptly snaps towards you in a streak of cold darkness. Usage
Additional InformationDetermining Flares & EnchantTo determine flares and enchantment on temporal warpikes, the wielder must rely on a Unix timestamp format. The focus is primarily on the last three digits of the timestamp:
For example, given the Unix timestamp: 1682485XYY:
As another example:
Flare Typess (0–9)
Special Flare TypesSpecial flare types exist, and are considered easter eggs and not widely known. Good luck! Loresong RecallOne example of how this script appears via LORESONG RECALL: As you recall BardyMcBardBard's song, you feel a faint resonating vibration from the temporal arming sword in your hand, and you learn something about it... It imparts a bonus of +49 more than usual. It has been infused with the power of a dark substance. It is a small item, under a pound. It is estimated to be worth about 1,000,000,000 silvers. It is very heavily weighted to inflict more critical wounds than a normal weapon of its type. It is predominantly crafted of air. It has been ensorcelled 5 times. It has been sanctified 5 times. It has permanent Holy Fire flares. It is an overwhelming project (1,072 difficulty) for an adventurer to modify. It has some unknown (scripted) benefit. It has a permanently unlocked loresong by BardyMcBardBard. |
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