-
October 2nd, 2020, 13:28 #21
My idea is not to use the real clock but rather the in-game clock (in the calendar window and--by extension--the ClockAdjuster extension). Spells/effects don't expire after real-world intervals but rather in-game intervals, obviously.
The devs have said that some implementation of that is coming to Unity, eventually (after 'stable' release)Last edited by bmos; October 2nd, 2020 at 21:23.
bmos' extensions
he/them
-
October 2nd, 2020, 13:33 #22
- Join Date
- Aug 2019
- Location
- Michigan
- Posts
- 48
-
October 2nd, 2020, 13:50 #23bmos' extensions
he/them
-
October 2nd, 2020, 13:51 #24
I would love to see such an implementation! And I would love it even more if he was the "base" of the platform.
[FGU ULTIMATE LICENSE HOLDER][BRAZILIAN][GMT-3]
[RPG PLAYER]
[TWITCH] [YOUTUBE]
[Core RPG - Package] [Leather Theme Addition] [Rolemaster (Classic) - Shopping Stores] [Rolemaster (Classic) - XP Tab]
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks