All game logic that relies on real world time should process X ticks
All code events that are of the class or extended from the class DelayedEvent will need to pass in a number of ticks for which to delay rather than a number of milliseconds to delay. Additionally, once all of these changes are complete we will change the constructor of DelayedEvent to not convert MS to tick numbers.
Database respawn delays will need to be modified to be based on number of ticks as well.
TODO: Find and document other places. Anytime that a DelayedEvent or its subclasses are used are suspect.
Possible exceptions are any logic that is not placed in Runescript. Assume there are no exceptions unless we can find evidence.
- Combat Rounds
Do also note that while running events to delay on a number of ticks is authentic, it is poor design. We may want to consider for custom servers like cabbage to run on real time delays since it is a much more modern practice. We need to keep in mind that we are recreating an old game and not architecting a new one so better code design principles don't always take precedent over authenticity.