Martin R Crowther on Fri, 11 Mar 2005 14:36:04 -0600 (CST)


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[s-d] Re: [s-b] [auto] Wonko submits p2034


Which reminds me: what are wdays and wweeks for? [[they only seem to track when the clock is off]] and, had anyone ever made use of this feature?

Well, tried to. I don't think I noticed much in the archives.
*although e goes back to check anyway*

RW

----- Original Message ----- From: <automailer@xxxxxxxxxxxxxxx>
To: <spoon-business@xxxxxxxxx>
Sent: Friday, March 11, 2005 7:39 PM
Subject: [s-b] [auto] Wonko submits p2034


Wonko has submitted a new proposal, p2034.

---------------------------------
Proposal 2034/0: Consolidation of Time
A Standard Proposal by Wonko
Last modified on nweek 82, nday 6

[[
At the moment, the description of Ntime consists of one big rule (r3), and a bunch of tiny one-or-two-sentence rules (like r1910).

It's irritating having these strewn all over the ruleset - 1910, for example, states only 'No two Game Actions make take place simultaneously, unless explicitly stated otherwise in the rules." and is nestled in between the rules on Thorn Seeds and on the Store.

So this prop moves all this extra sentences into r3, putting all the important facts about time together in one easy-to-find location.
]]

Amend rule 3 to read:
{{
__On the Nature of Ntime__

A. The Clock and the Watch

There exist two entities known as The Clock and The Watch. The Clock shall consist of two numbers, representing nweeks and ndays. The Watch shall consist of two numbers, representing wweeks and wdays. The Clock shall always be either On or Off.

If The Clock is On, then at 00:00:00 UTC, the number of ndays on The Clock shall increase by one, unless the number of ndays on The Clock is equal to nine, in which case it shall become equal to 0 and the number of nweeks on The Clock shall increase by one.

If The Clock is Off, then at 00:00:00 UTC, the number of wdays on The Watch shall increase by one, unless the number of wdays on The Watch is equal to nine, in which case it shall become equal to 0 and the number of wweeks on The Watch shall increase by one.

One nday shall be defined as the time between two consecutive changes in the number of ndays on The Clock. One nweek shall be defined to be 10 ndays, or the time between two consecutive changes in the number of nweeks on The Clock.

One wday shall be defined as the time between two consecutive changes in the number of wdays on The Watch. One wweek shall be defined to be 10 wdays, or the time between two consecutive changes in the number of wweeks on The Clock.

Whenever any rule other than this one specifies a certain amount of time, that time shall be measured according to The Clock, unless that rule specifies otherwise. [[Thus, if a rule gives someone 1 nweek to do something, and The Clock is turned Off when the person has 6 days left, then the person still has 6 days left once The Clock is turned back on]]

The Clock may not be changed from On to Off or from Off to On except in ways explicitly permitted by the rules. When the Clock is turned Off, the number of wdays and wweeks on The Watch shall be set to zero.

Whenever the current value of The Clock is displayed or referred to, it shall be displayed or referred to with the number of nweeks increased by one and the number of ndays increased by one. [[because The Clock is zero-based]].

A period of 10 nweeks is known as an nyear. A period of 10 wweeks is known as a wyear. Hence the first 10 nweeks (0-9 on the Clock) comprise nyear 0, the second (10-19 on the Clock) comprise nyear 1 and so on.

B. Timing of Actions

Actions posted to a Public Forum occur when they reach the forum. Non-action events occur at exactly the times specified in the Rules.

However, while the Clock is Off, actions taken by players aren't implemented until the Clock is turned back on, except when the rules specify otherwise.

Actions related to the submitting and judging of CFIs, as well as those related to States of Emergency, happen upon reaching the forum regardless of the state of the Clock.

No two actions may take place simultaneously, except when the rules explicitly state otherwise.

See also: Rule 1896 (Game Actions)

C. Timing of Events

When multiple rules specify that an event takes place at a certain time [[ i.e. "at the beginning of an nweek" ]], those events occur in order of rule precedence, with higher precedence events happening before lower precedence events. The previous sentence defers to all rules which contradict it.

D. Thou Shalt Not Screw With Time

Events and Actions may occur only in the present, and may not alter the past. However, this does not forbid changing the gamestate to match what it would be had things gone differently, provided that the state being changed to can be easily calculated (for example, a proposal might say "change the gamestate to what it would have been had X happened", and that's ok as long as it's fairly easy to see what would have happened after X).
}}

Repeal rules 1318 [[Precedence and Timing]], 17 [[Timing of Events]], 204 [[Thou Shalt Not Screw With Time]], 573 [[Writs of Delay]], 819 [[The Show Must Go On]], and r1910 [[The Show Must Go On]]
---------------------------------



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