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One Hundred Seconds Weapons: Difference between revisions

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== Using the Atomic Clock to Sync Actions ==

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.

=== Steps to Sync ===

1. ''Check Your Clock Offset''
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''').

2. ''Figure out how long you need to wait in what direction''
Think of it as:
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.
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.


3. ''Use the Base Script''
The following script will loop until the Unix timestamp matches the desired condition (e.g., ending in '''666'''):
<syntaxhighlight lang="ruby">
;e until Time.now.to_i % 1000 == 666 do sleep 0 end; fput "clench my sword"; echo Time.now.to_i
</syntaxhighlight>
That will work if you're perfectly in sync or just a little bit ahead. However lets look at a couple of common examples:

====Ahead by .7====
"If I'm ahead, when my clock is at 666, then its actually only 665. 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.
<syntaxhighlight lang="ruby">
;e until Time.now.to_i % 1000 == 666 do sleep 1 end; fput "clench my sword"; echo Time.now.to_i
</syntaxhighlight>


====Behind by .3====
"If I'm behind, when my clock is at 666, then its already only 667. 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:
<syntaxhighlight lang="ruby">
;e until Time.now.to_i % 1000 == 665 do sleep 0 end; fput "clench my sword"; echo Time.now.to_i
</syntaxhighlight>

====Behind by more than 1 full second====
The short answer is "always round up" If you're behind by 1.3 seconds, then you would do % 1000 == 664. If you're ahead by 1.5 seconds then change the sleep value to 2.

Revision as of 07:45, 25 January 2025

One Hundred Seconds Weapons Information
Type Mechanical
Item Classification Weapon
Item(s) Applied to Weapon
Alterable No
Light/Deep No
Original Release Venue Grand Auction of 5123
Original Release Year 2023

Properties

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.

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.

Konami Code for Flares & Enchant

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:

- The third-to-last digit (X) determines the flare type (see tables below). - The last two digits (YY) determine the enchant level:

 - 00 = +100 enchant
 - 99 = +99 enchant
 - 98 = +98 enchant
 - ...  
 - 01 = +1 enchant.

---

Example

Given the Unix timestamp: 1682485XYY
- X = Flare Type
- YY = Enchant

Concrete Example:
- Timestamp: 1682485299
- Flare: Ice
- Enchant Level: +99
- Description: A temporal warpike encased in ice with +99 enchant.

---

Flare Types (0–9)

Flare Types (0–9)
Code Flare Type Description
0 Disintegration A temporal warpike wavering in and out of existence
1 Fire A temporal warpike suffused with flames
2 Ice A temporal warpike encased in ice
3 Lightning A temporal warpike crackling with lightning
4 Earth A temporal warpike camouflaged by earthy material
5 Acid A temporal warpike dripping with acid
6 Void A temporal warpike void of features
7 Disruption A temporal warpike writhing with black tendrils
8 Plasma A temporal warpike consumed by heat
9 Steam A temporal warpike enveloped in steam

---

Special Flare Types

These special flares are when the trailing digits are equal to this pattern. For example: 1682485666 or 1682666666

Special Flare Types
Code Flare Type Description
666 Death +66 enchant with death flares
666666 Death +100 enchant with death flares. Lasts for 48 hours.

Due to the nature of time not syncing properly globally it is possible that a character with a temporal weapon may try to activate it to an enchant higher than that character can hold. If this occurs, the enchant of the item will recall as higher than what the character can hold, however the effective enchant (what is actually applied) will be capped at `<character level> x 2`. Please be cautious as this could cause complications in the event that the character gets disarmed.


Analyze

You 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.

Loresong

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.


Usage

Verb Description First Third
CLENCH Sets the item based on the current Unix timestamp 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. 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.
GAZE Shows the time remaining until the weapon can be CLENCHed again. You sense that you can CLENCH the sword again to absorb power from a temporal rift. N/A
RAISE Gives the wielder a temporary name prefix of `Temporal Guardian`. You raise your temporal arming sword heavenward in triumph, causing a faint ripple in the air around you.

Using the Atomic Clock to Sync Actions

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.

Steps to Sync

1. Check Your Clock Offset

  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).

2. Figure out how long you need to wait in what direction

 Think of it as: 
 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.
 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.


3. Use the Base Script

The following script will loop until the Unix timestamp matches the desired condition (e.g., ending in 666):

   ;e until Time.now.to_i % 1000 == 666 do sleep 0 end; fput "clench my sword"; echo Time.now.to_i

That will work if you're perfectly in sync or just a little bit ahead. However lets look at a couple of common examples:

Ahead by .7

 "If I'm ahead, when my clock is at 666, then its actually only 665. 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.
   ;e until Time.now.to_i % 1000 == 666 do sleep 1 end; fput "clench my sword"; echo Time.now.to_i


Behind by .3

 "If I'm behind, when my clock is at 666, then its already only 667. 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:
   ;e until Time.now.to_i % 1000 == 665 do sleep 0 end; fput "clench my sword"; echo Time.now.to_i

Behind by more than 1 full second

 The short answer is "always round up" If you're behind by 1.3 seconds, then you would do % 1000 == 664. If you're ahead by 1.5 seconds then change the sleep value to 2.