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  • more accurate system: * [[An elegant time-management system for roguelikes]]
    4 KB (663 words) - 16:28, 22 October 2011
  • A rule system has rules in the form of "IF condition THEN effect", which are constantly b An event system is more about the effect parts of the rules. It reifies events that cause c
    3 KB (451 words) - 18:39, 23 September 2020
  • ...the monster's speed. I provide Python code for the scheduling system--the system is a good match for use in Python. ==Scheduling non-monster actions==
    8 KB (1,293 words) - 00:24, 22 June 2021
  • ...ombines remarkable power with very clear syntax. It has interfaces to many system calls and libraries, as well as to various window systems, and is extensibl '''Scheduling:'''
    6 KB (866 words) - 11:30, 17 November 2022
  • = A priority queue based turn scheduling system = This is an implementation in Python of a turn scheduling system that uses a priority queue. Events include monster and player actions, and
    8 KB (1,058 words) - 00:22, 22 June 2021
  • * Modular core system for audio, graphics, input, and scripting (scripting currently disabled) us * OpenGL audio and video system, using [[OpenTK]].
    4 KB (548 words) - 14:22, 18 June 2010
  • ...logspot.com/2008/05/unangband-magic-system-part-one.html Designing a Magic System] * [[The Gramarye A Magic System for FUDGE]]
    11 KB (1,378 words) - 14:20, 25 November 2023
  • ...d to be subject to some debate, but in my opinion the best time management system is used in ADOM: Creatures have speed and actions cost a certain amount of Unfortunately not all roguelikes adhere to such a system - which results in creatures that are always as fast as the player, signifi
    11 KB (1,572 words) - 00:59, 22 June 2021
  • ...r some delay may require a complete redesign and rewrite of the scheduling system. * The [[Scheduling system]] (eg, how turns and speed work, whether and how actions can be interrupted
    84 KB (14,660 words) - 05:51, 22 June 2021