torre-time-system

Manage cycle-based timing with day/night and season endings in SQLite.

Updated Feb 25, 2026
One-click install
npx skills add https://github.com/lfggarcia/dnd-app --skill torre-time-system
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: torre-time-system
Source: https://github.com/lfggarcia/dnd-app/tree/main/.github/skills/torre-time-system
Command: npx skills add https://github.com/lfggarcia/dnd-app --skill torre-time-system

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provides a formal time-management layer for a tower-based game, enabling deterministic cycle progression, day/night transitions, and season-end outcomes.

Core Features & Use Cases

  • Deterministic batch AI simulations driven by player-initiated cycle advances.
  • Per-party cycle counters and independent timing, with a final ranking at season end.
  • Time-aware events and pacing controls that influence encounters, resources, and progression.

Quick Start

Integrate torre-time-system to drive cycle progression and trigger deterministic AI simulations through player actions.

Frequently Asked Questions about torre-time-system

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement a deterministic cycle progression system for a tower simulation game?

A deterministic cycle progression system coordinates day/night transitions and season-end outcomes using a self-contained simulation engine with per-cycle SQLite persistence, ensuring consistent batch AI simulations triggered by player actions.

What is the best way to manage per-party timing and rankings in an offline AI batch simulation?

Managing per-party timing in an offline AI batch simulation requires independent cycle counters for each party, culminating in a final season-end ranking calculated deterministically from persisted cycle progression data.

How do day-night transitions work in a deterministic time management layer for tower games?

Day-night transitions in a deterministic time management layer operate through cycle-based timing triggers that influence encounters and resources, driven by player-initiated cycle advances rather than real-time clocks.

Does this cycle timing simulation require external dependencies to run offline?

No external dependencies are required to run the cycle timing simulation offline, as it uses a self-contained frontmatter-driven design with built-in SQLite persistence for deterministic state management.

Can I use SQLite for per-cycle persistence in a tower game season-end ranking system?

Yes, SQLite supports per-cycle persistence in a season-end ranking system by storing deterministic cycle states, enabling accurate tracking of per-party progression and final ranking calculations.