Add mod documentation in seven languages
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# Time Engine — the game clock, day and night, lights
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Time Engine runs the in-game clock and makes scenes follow it: the same place looks different in the morning, at noon, in the evening and at night. It also lights scenes with lamps and windows and gives you a portable lamp after dark. It is an engine mod: games such as Cthangover and the tile-map RPGs include it, and you see its work in every scene rather than as a screen of its own.
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## The clock
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The time is shown in the top-left corner of the screen. One real second is one game minute, so a game hour passes in a real minute. Some actions take game time at once — for example, cooking or crafting moves the clock forward by the recipe's time.
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The calendar is simplified: 30-day months and 12 months a year.
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## Day and night
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Every scene background is drawn in four moods — **morning**, **day**, **evening** and **night** — and the picture blends smoothly between them:
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```text
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00 ─── night ─── 04 ⇢ 06 ─ morning ─ 09 ⇢ 11 ──── day ──── 17 ⇢ 19 ─ evening ─ 21 ⇢ 22 ─── night ─── 24
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(⇢ = a two-hour cross-fade from one mood to the next)
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```
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## Lights
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At night a scene is dark except for its lights. Windows, candles and lamps glow where the scene's author placed them, and each light has its own colour, radius and strength.
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**The portable lamp.** From 22:00 to 06:00 a lantern appears at the top of the screen. Drag it onto the scene to light the spot you want to look at.
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## For authors
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**Place lights in a scene** from its scenario with `light_set` and a list of lights. Positions are fractions of the screen (0 to 1), so they fit any window size; up to 10 lights per scene, plus the portable lamp:
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```scenario
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light_set [{"x":0.673,"y":0.461,"radius":500,"influence":1,"color":"#ffff00"},{"x":0.135,"y":0.315,"radius":500,"influence":1,"color":"#ffff00"}]
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```
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- `x`, `y` — position as a fraction of the width and height;
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- `radius` — how far the light reaches, in pixels;
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- `influence` — strength from 0 to 1;
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- `color` — a hex colour.
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An empty `light_set` removes the scene's lights. The light editor of Editor Tools places them with the mouse and writes this line for you. The `lighting.clear_map` scenario action turns off a scene's depth lighting when you switch to a scene that does not use it.
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**Night-aware backgrounds.** A background lights correctly when it has a depth map next to it, named like the picture with `_depth` (for example `bar.png` and `bar_depth.png`). A background can also have an `_albedo` companion. Without these maps, scene lights have no shape to shine on.
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**Other mods** read the same clock: the RPG tile map follows the same day as the backgrounds, and the time's change is announced to every mod once a game minute.
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## If something goes wrong
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1. **A scene stays bright at night.** Its background has no depth map, or the scene does not use time-of-day shading.
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2. **No lantern at night.** It appears only from 22:00 to 06:00 and only in games whose interface includes it.
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