A morning event fires twice on loading, or is skipped after sleeping several days
Markets open, guards change, a messenger arrives at dawn. When the player saves exactly at that moment or sleeps through days, events repeat or vanish. Here is the one number to save and how to count what is due, including when to merge several missed days into one.
Why this works
Instead of asking whether an event happened, remember how far time has been dealt with. Every moment then belongs to exactly one stretch, so the edges never overlap or leave a gap, and any jump in time, however long, gets the same careful treatment.
When not to use it
Do not catch up on missed events when time away should simply be skipped, such as an arcade game or a world that pauses when the player leaves. Running them anyway makes a long wait feel like a punishment or a flood.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 26 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A morning event fires twice on loading, or is skipped after sleeping several days" (read_entry rpg-daily-events-not-missed-or-doubled) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP