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TimeMod(*,**,***) (Triggers) (Read 3906 times)

Started by Ricepigeon, October 15, 2015, 03:49:25 pm
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TimeMod(*,**,***) (Triggers)
#1  October 15, 2015, 03:49:25 pm
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Returns the remainder when the state-time of the player is divided by the specified value.

The % operator subsumes the functionality of TimeMod, so it is recommended that you use % instead.

Format:
    TimeMod [oper] divisor, value1
Arguments:

    [oper]
        =, !=, <, >, <=, >=
    divisor (int)
        Positive number to use as a divisor.
    value1 (int)
        Value to compare remainder against.

Return type:
    boolean int (1 or 0)
Error conditions:
    Returns bottom if the divisor is 0.

Example:
Code:
trigger1 = TimeMod = 4, 3
  Triggers when the state-time is 3, 7, 11, 15, ...

Additional Notes:
Due to the implementation of the % operator, this Trigger can be considered deprecated. All instances of the TimeMod trigger can be rewritten using the Time trigger in conjunction with the % operator in the following manner:

Code:
TimeMod = X,Y --> Time%X=Y

thus.. in our above example, TimeMod=4,3 can be rewritten as Time%4=3
Re: TimeMod(*,**,***) (Triggers)
#2  October 18, 2015, 02:50:30 am
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And alternatively again you have

trigger1 = time >= 3
persistent = 4

In addition, i have had issues with timemod when the delay between activations is smaller than the starting time, or something like that

timemod = 5,2 has worked while timemod = 2,5 has not. Or something along those lines. The % option is more reliable and more readable


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