Time
Creates timers which can be used to keep track of elapsed time or activate groups after a given delay.
Options
StartTime overrides the previous value of the timer.
StopTime pauses the timer and spawns Target ID when the stop value is reached. This option is ignored if the tickbox is unselected.
The timer gets set to the stop value if it goes over the stop point. The timer will not stop if it starts or is unpaused from or past the stop value.
TimeMod modifies the timer multiplier. The default multiplier is 1.00. If TimeMod is 0.00 then the timer is unable to spawn groups.
Ignore Timewarp is currently bugged and has no effect.
Start Paused pauses the timer.
With Dont Override, StartTime is ignored when updating the timer (but it is used as the start value when creating a timer).
Timers
Time triggers create global timer instances, which are shared by Item ID. Timers store all of the Time trigger's groups, properties and remap information.
Activating a Time trigger while there is an already active timer for the given Item ID updates the timer with the trigger's settings and groups.
Timers update every tick, 240 times a second. Only timers initialized before the first timer spawn in the tick will be updated in the same titick. If a new timer is initialized during or after timer activation, it will be processed in the next update.
TargetID for Time triggers can only spawn if the timer crosses the StopTime, using Item Edit for this purpose will not work. This does not apply to Time Event triggers. The value of timers is checked prior to Time and Time Event trigger spawns.
Unlike Count which is bi-directional, timers are one-directional and this depends on the value of TimeMod:
- For
Target ID is spawned if . - For
Target ID is spawned if .
Assignment
Unlike Item Edit, timers are not limited between -9999999.00 and 9999999.00.
INF and NAN can be assigned using external editing. Assigning NAN to the timer's value breaks most functionality involving the timer.
Spawn Mechanics
Timers are processed in spawn order on PC but in reversed spawn order on mobile.
All IDs can be spawn remapped. For remap inheritance, the timer instance stores the remaps.
Remaps can only be set when creating a timer instance, updating a timer will not update the remaps. Updating the timer does not change the timer's spawn limit.
Stop, Pause and Resume
Stop triggers stop, pause or resume a timer given by group or control ID.
Resume will not resume a timer stopped by Time Control or Start Paused, and Time Control will not resume a timer stopped by Pause.
Stopping the timer clears all settings, remaps and current value.