Time Difference Help

Ok so I'm making a game using the Clock Library found on the help page (I had set up my own clock a long time ago with help from people on the forums, but this one is just so much easier to use lol.) My problem however is I am having main game time run on the premise that each action takes a minute, but in fights (like D&D) turns change to only being 6 seconds each. So what I'm wondering is although I know I need to disable the main clock increase when shifted to a fight, how do I set it so that going back to main time from a fight only adds to the clock 1 minute for every ten turns, and everything in between those ten turns is ignored?

for what you described... you can just divide by 10, as when working with integers, the rounding is truncated in quest (I think, lol):

game.minutes = game.minutes + (game.combat_rounds / 10)
// 5 / 10 = 0
// 10 / 10 = 1
// 14 / 10 = 1
// 15 / 10 = 1
// 19 / 10 = 1
// 20 / 10 = 2

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though, if you wanted to do more advance stuff, there's:

the 'modulus ' Operator: %

this is a division operation, except it finds the remainder

the modulus operator is great for 'cycles', such as 0-59 seconds/minutes or 0-11/0-23 hours, etc etc etc

for example:

game.military_hours = game.turns % 24
// turn: 0, hour: 0
// turn: 1, hour: 1
// turn: 23, hour: 23
// turn: 24, hour: 0
// turn: 25, hour: 1
// turn: 47, hour: 23
// turn: 48, hour: 0

game.civilian_hours = game.turns % 12
// turn: 0, hour: 0
// turn: 1, hour: 1
// turn: 11, hour: 11
// turn: 12, hour: 0
// turn: 13, hour: 1
// turn: 23, hour: 11
// turn: 24, hour: 0

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also, the modulus allows for stuff like this:

is the number even or odd?

if (game.number % 2 = 0) { msg ("The number is even") } else { msg ("The number is odd") }
// any number divided by 2, not having a remainder, is even
// 10 / 2 = 5 R 0 = even
// 11 / 2 = 5 R 1 = odd
// 19 / 2 = 9 R 1 = odd
// 20 / 2 = 10 R 0 = even

and so you can use this for many other things, which use other values besides (divisible by) 2... and probably able to use other values besides '=0' too.

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here's some links of my own work with trying to learn date+time coding:

viewtopic.php?f=18&t=4162 // this was before I knew of the modulus operator, lol
viewtopic.php?f=18&t=4317 // and here's more of me struggling with date+time coding, lol

Ah that is so damn simple it could have bit me! Thanks very much.

P.S.

also, if you don't know of a way to do the disabling, here's a way:

simply put the actual time scripting within an 'if' Script, using a Boolean Attribute as a toggle for when do the actual time vs not (combat actions/rounds or whatever other actions/events such as for example checking a "character info screen" or whatever).

for example, using Pixie's 'notarealturn' Boolean Attribute (search forum for it, if you want to find/see his threads/posts on it):

<game name="sample">
<attr name="notarealturn" type="boolean">false</attr>
<attr name="minutes_count" type="int">0</attr> // this is your minutes total count tally, also displayed in the status attribute pane
<attr name="minutes_time" type="int">0</attr> // this is for your 0-59 minutes, to be, displayed in the status attribute pane
<statusattributes type="simplestringdictionary">minutes_count = Total Minutes: !; minutes_time = Clock Time (minutes): !</statusattributes>
</game>

<turnscript name="global_turnscript">
<enabled />
<script>
if (not game.notarealturn) {
game.minutes_count = game.minutes_count + 1
game.minutes_time = game.minutes_count % 60
}
</script>
</turnscript>

<object name="orc">
<attr name="fight" type="script">
game.notarealturn = true // toggling off the Boolean Attribute, to stop your actual time keeping while you fight the orc
// your fight scripting...
// and when the fight is over, toggling back on the Boolean Attribute, for your actual time keeping to continue:
if (orc.current_life <= 0) {
game.notarealturn = false
}
</attr>
<attr name="displayverbs" type="simplestringlist">fight</attr>
</object>

<verb>
<property>fight</property>
<pattern>fight</pattern>
<defaultexpression>You can't fight that.</defaultexpression>
</verb>