Time

PlayerStep

"PlayerStep" operates like the passage of time for turns in combat.

This triggers persistent status effects, covering "Trance", "Hypnotized", "Paralysis", and "Aphrodisiac", letting their duration and/or potency tick down.


AdvanceTime

Moves forward time. Note there are 6 chunks in a single day.

"AdvanceTime", "1"

"DelayNotifications" can optionally be used thereafter, delaying perk decay notifications until the next time jump, so you don’t interrupt a scene.


RestPlayer

"RestPlayer" heals the player as if using a rest point and advances time by 1 chunk.

"DelayNotifications" can optionally be used thereafter, delaying perk decay notifications until the next time jump, so you don’t interrupt a scene.


SleepPlayer

"SleepPlayer" advances time until morning and fully heals the player. Also will trigger a dream unless stated otherwise via ‘DelayNotifications’.

"DelayNotifications" can optionally be used thereafter, delaying perk decay notifications until the next time jump, so you don’t interrupt a scene.


IfDelayingNotifications

Lets you check if "DelayNotifications" was called letting you jump to a different scene if true. Only works in events. This is so "TimePassed" events can comply with the above functions, but still let them have the opportunity to silently operate.

"IfDelayingNotifications", "SilentScenes"

TimeBecomesNight & TimeBecomesDay

"TimeBecomesNight" sets the time to false night, while "TimeBecomesDay" sets it to false day respectively. The former will clear false days and start false nights, the latter, vice versa.

False nights last until you return to town, use "TimeBecomesNormal" below, or the next day starts. False days during the night ends in the next time advancement or when returning to town.


TimeBecomesNormal

"TimeBecomesNormal" returns a false night or day back to its normal variant. Does nothing if there is no false night or day.


IfTimeIs

Can check for the following: Day, Night, DayFaked, DayTrue, NightFaked, NightTrue, Morning, Noon, Afternoon, Dusk, Evening, Midnight.

Only works in events.

"IfTimeIs", "Night", "SceneNameHere"

HealingSickness

"HealingSickness" starts a global trigger for tracking if the player healed with a refresh point. Lasts a whole day, or 6 chunks.


IfHealingSickness

Jumps to the given scene if healing sickness is active. Used to actually avoid the refresh scenes for rest points. Only works in events.

"IfHealingSickness", "SceneNameHere"