{"id":18246,"date":"2025-05-28T19:00:11","date_gmt":"2025-05-28T23:00:11","guid":{"rendered":""},"modified":"2026-04-09T07:45:09","modified_gmt":"2026-04-09T11:45:09","slug":"clock","status":"publish","type":"post","link":"https:\/\/havenrpg.net\/newsite\/2025\/05\/28\/clock\/","title":{"rendered":"clock"},"content":{"rendered":"<p><span style=\"color:#ffffff\">Syntax:<\/span> Clock<br \/>Start\/Stop\/Pause\/Pushback\/Speedup\/Slowdown\/List\/Info\/Delete\/Forcetick<\/p>\n<p>The &#8216;clock&#8217; command allows SRs to create, manage, and display<br \/>timed progress trackers. These clocks can represent anything<br \/>from the duration of a ritual, the approach of reinforcements, the progress of<br \/>a complex task, or rounds in the scenario.<\/p>\n<p>Clocks tick automatically at specified intervals (in real-world minutes). They<br \/>can optionally be divided into segments to track progress towards a goal.<br \/>If turn limited is enabled players will only be be able to use try and<br \/>attempt once per tick of that clock.<\/p>\n<p>Only the SR who creates a clock can manage it using these commands. Players in<br \/>the room will see messages when clocks start, tick, pause, stop, or complete,<br \/>based on the clock&#8217;s description.<\/p>\n<p>Creating Clocks:<br \/>Use the &#8216;make clock&#8217; command to initiate the clock creation process. You will<br \/>be prompted for the following information:<\/p>\n<p>Name: A unique name to identify this clock for commands (e.g.,<br \/>&#8220;RitualTimer&#8221;, &#8220;GuardPatrol&#8221;).<br \/>Desc: A description shown to players in the room when the clock<br \/>starts, ticks, etc. (e.g., &#8220;The arcane ritual pulses&#8221;, &#8220;Distant<br \/>footsteps grow louder&#8221;).<br \/>Minutes: The number of real-world minutes between each tick of the clock.<br \/>Segments: (Optional) The total number of segments (ticks) the clock needs<br \/>to complete. Enter 0 or leave blank if the clock should tick<br \/>indefinitely until stopped or deleted. Progress is shown as<br \/>&#8220;current\/total&#8221; (e.g., 3\/6).<br \/>TurnLimiting: Enter &#8216;Yes&#8217; or &#8216;No&#8217;. If &#8216;Yes&#8217;, each tick of this clock will<br \/>reset the ability to use try and assist for players.<\/p>\n<p>Type &#8216;done&#8217; when finished editing the clock details.<\/p>\n<p>Commands:<\/p>\n<p>clock list<br \/>Lists all clocks you have created, showing their name, status, minutes per<br \/>turn, and segment progress (if applicable).<\/p>\n<p>clock info &lt;clock_name&gt;<br \/>Displays detailed information about the specified clock, including its<br \/>name, description, status, minutes per turn, segment progress, turn<br \/>limiting status, next scheduled tick time, and last used time.<\/p>\n<p>clock start &lt;clock_name&gt;<br \/>Starts a stopped or paused clock.<\/p>\n<p>clock stop &lt;clock_name&gt;<br \/>Stops a running or paused clock.<\/p>\n<p>clock pause &lt;clock_name&gt;<br \/>Pauses a currently running clock. It retains its current progress and<br \/>remaining time until the next tick but stops counting down. Use &#8216;clock<br \/>start&#8217; to resume.<\/p>\n<p>clock pushback &lt;clock_name&gt; [number]<br \/>For a running, segmented clock, reduces the current segment count by the<br \/>specified number (default is 1). The segment count cannot go below 1.<br \/>If a clock represented some impending doom, this could be used to<br \/>represent players delaying that.<\/p>\n<p>clock speedup &lt;clock_name&gt; [minutes]<br \/>Decreases the time better ticks by the specified<br \/>amount (default is 1 minute). The interval cannot be reduced below 1<br \/>minute per turn.<\/p>\n<p>clock slowdown &lt;clock_name&gt; [minutes]<br \/>Increases the time between ticks by the specified<br \/>amount (default is 1 minute).<\/p>\n<p>clock forcetick &lt;clock_name&gt;<br \/>Immediately triggers a tick for a running clock, bypassing the normal timer.<\/p>\n<p>clock delete &lt;clock_name&gt;<br \/>Permanently deletes the specified clock from the database. This action<br \/>cannot be undone.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyrunnercommands\" target=\"_blank\">Storyrunner Commands<\/a><\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>Syntax: ClockStart\/Stop\/Pause\/Pushback\/Speedup\/Slowdown\/List\/Info\/Delete\/Forcetick The &#8216;clock&#8217; command allows SRs to create, manage, and displaytimed progress trackers. These clocks can represent anythingfrom the duration of a ritual, the approach of reinforcements, the progress ofa complex task, or rounds in the scenario. Clocks tick automatically at specified intervals (in&#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_bbp_topic_count":0,"_bbp_reply_count":0,"_bbp_total_topic_count":0,"_bbp_total_reply_count":0,"_bbp_voice_count":0,"_bbp_anonymous_reply_count":0,"_bbp_topic_count_hidden":0,"_bbp_reply_count_hidden":0,"_bbp_forum_subforum_count":0,"footnotes":""},"categories":[126,124],"tags":[],"class_list":["post-18246","post","type-post","status-publish","format-standard","hentry","category-commandfile","category-helpfile"],"_links":{"self":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/posts\/18246","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/comments?post=18246"}],"version-history":[{"count":0,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/posts\/18246\/revisions"}],"wp:attachment":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/media?parent=18246"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/categories?post=18246"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/tags?post=18246"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}