Cycle timer
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This is a timer written by Evangeline for Mitsu, which produces a rotating cycle of events, with a ten-second interval between events.
Events can be in the same room or in different rooms - these values are returned for a given timer stage by calling the event_list and cycle_location properties.
Code cycle_init:
sched(10, cycle_setup, repeat=True) # Calls the cycle_timer to make an event every ten seconds. If you go any shorter than this, it will fail silently.
Code cycle_setup:
eventloc(locations.backstage, cycle_timer("The timer is running.")) # This is useful to know that your timer is still going, since its events may vary in location. # Having this also means that the initial sched() call only has to run one line of code itself, which was a necessary workaround for me.
Code (args) cycle_timer:
args: message
realm.cycle_stage = realm.cycle_stage + 1 if realm.cycle_stage > 5: # 'How many cycle stages, maximum.' Make sure to call the Realm property or you'll end up with location variables mucking everything up. realm.cycle_stage = 0 # Start over when you reach the end. sched(5, cycle_event(cycle_location(realm.cycle_stage), (random.choice(event_list(realm.cycle_stage))))) # Calls a random event from the event list for the given room. return message
Code (args) cycle_event:
args: loc, message
eventloc(loc, message) #This is just a wrapper class. Feel free to leave it out if you're very confident that you'll only ever want to call eventloc when your timer triggers.
Code (args) cycle_location
args: stage
if stage == 0: return locations.es_hall elif stage == 1: return locations.lounge ... etc, for all cycle stages.
Code (args) event_list
args: stage
if stage == 0: return eh_list elif stage == 1: return lng_list ... etc, for all cycle stages.
Each event list is a Value field filled with strings, eg: ['A cold breeze passes by you.', 'Was that a footstep?'], etc.