Time (Trap Quest)

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Although TrapQuest is a "turn-based" game, there is still a timer running in the background, which progresses with every action.

Time Updates

Whenever the player "passes time", it causes a certain amout of seconds to pass. Not every action passes time, and some actions pass more seconds than others. Here's what happens (in order) when any time at all passes:

Periodic Game Effects

Periodic game effects are checked in the following order:

Early Time Rules

Early time rules, are a series of procedures the game runs through before monsters get to do anything. These rules can be further separated into normal and global rules, or time based and all time based, respectively. Normal rules don't run while the player is in the Slut School region, while global rules run irrespective of region.

Normal Time Based Rules

The following is a list of "normal" time based procedures. They happen every single turn, though not in any particular order:

Global Time Based Rules

The following is a list of "global" time based procedures. They happen every single turn, though not in any particular order:

Clothing Periodic Effect

Periodic effects for clothing can vary slightly depending on whether the player is in the school region, but its usually the same regardless. There are also a few non-unique effects, such as the Exposure, Expansion, [Magical Attributes#Rejuvenation|Rejuvenation]], [Magical Attributes#Augmentation|Augmentation]] enchantment effects.


Monster Time

Monsters get to take turns after periodic game effects are resolved, and "early time based rules" have been checked through.

Monster Periodic Effects

Monster periodic effects are handled as soon as monster turns are done being handled. This happens even if the monster didn't get a turn for some reason.

Later Time Rules

Later time rules, are a series of procedures the game runs through after monsters get to do things. These rules can be further separated into normal and global rules, or later time based and later all time based, respectively., while global rules do.

Normal Later Time Based Rules

TODO

Global Later Time Based Rules

TODO

Other Timer-Related Mechanics

There are many mechanics that are directly connected to the in-game timer. Note that "time", "timer" and "seconds" specifically refer to the in-game context, not real-life context.

  • Some flavor text changes if not a lot of time has passed, such as the player commentary for the wardrobe.
  • Summoning Portals timers only begin once 100 seconds have passed.
  • Used to track how long the player has spent as a Living Sex Doll
  • Used to track how long it's been since the player's penis was detached
  • If at least 300 seconds pass between the start of the game and the player's first meeting with the Headmistress, the player's starting rank in the Slut School is influenced by the player's Appearance and Humiliation scores.
    • The player can start as high as Ruby this way.
  • Spells and Recipes will only start appearing in Containers after at least 100 seconds have passed.
  • When you open a High quality container, the chance of finding a rare item is affected by the timer.
    • Alchemy Products only appear if at least 100 seconds have passed since the game's start.
    • Rare clothing and Food are most likely to appear when the timer is closest to 0 or a multiple of 10,000
      • In other words, the best time to look for rare items is when timer is 1, 10,001, 20,001, etc.
  • If the player changed Regions more than 30 seconds ago, Puddle will dry out.
    • Each liquid type dries at the same time, so a puddle containing multiple liquids goes away faster than a single-type puddle of a similar size.
  • The Charisma bonus from the Make-up Kit lasts for 1000 seconds.
  • Bladder holding quests always check for progress whenever the timer just passes a multiple of 120 seconds.
    • The timer only controls guaranteed updates. Sometimes it can check earlier.
  • The game checks for spontaneous Lactation every 60 seconds.
  • Wardrobe Malfunction have a timer based cooldown where they can't happen, which is higher the closer the player's chest is to being Fully Covered.
    • Note that wardrobe malfunctions don't happen when the player's chest is Fully Exposed or if it is fully covered.

Trivia

In earlier versions of the game, the player started with a fixed amount of money that would slowly run out as time went on. Fainting increased this timer, and if it ran out before they escaped the game, they would get a "bad ending" and go into debt. Endings are no longer handled this way, but the variable used to track in-game time is still called earnings.