c7bfa18f-86bf-4c59-808b-4ec8625fa8d91.0.292015Game Engine TemplateMark Taylor234wt_clock_visibletimeTime (hours:minutes): !wt_clock_ticksElapsed Time (Total Minutes): !000player
game.wt_clock_hour = 15
game.wt_clock_minute = 30
game.wt_clock_visibletime = game.wt_clock_hour + ":" + game.wt_clock_minute
.*) (on|in) (?.*)$]]>Testing CenterThe room is gloomy.
msg ("You have been moved to the testing center.")
nonwt2rock2tablecandlestick100falsetorchfalsea woodenfalsestrongtestlight #object#; ignite #object#; burn #object#You see no such thing here.aboutlight #object# with #object1#You see no such thing here.Testing Center, South Roommatch21falseweak1
do (this, "wt_fire_EventOnDrop")
candle50strong3false10backpackfeel; feel aroundfeel #text#douse #object#; extinguish #object#feel for #object#You don't seem to find it.This is a world template object.falsefalsefalsefalsefalsefalse50false00
msg ("The " + this.alias + " ignites, giving off a " + this.lightstrength + " light.")
item.wt_fire_DefaultMaxBurnTicks) or (game.wt_clock_ticks - item.wt_fire_StartingTickCurrentBurn > item.wt_fire_DefaultMaxBurnTicks) THEN
// Below, we reset the point at which we're tracking when the most recent burn for the object started. Igniting it again using LIGHT or LIGHT [object] WITH [object1] sets it again.
this.wt_fire_StartingTickCurrentBurn = 0
]]>
if (this.wt_fire_IsConsumableYN=true) {
msg ("The " + this.alias + " burns out completely, leaving nothing behind.")
RemoveObject (this)
this.lightsource = false
}
else {
msg ("The " + this.alias + " burns out.")
this.lightsource = false
}
if (this.wt_fire_IsBurningYN=true) {
if (this.wt_fire_ExtinguishesOnDropYN=true) {
this.wt_fire_IsBurningYN = false
this.lightsource = false
msg ("The " + this.alias + " extinguishes.")
}
else {
msg ("You drop the " + this.alias + ", but it's still on fire.")
}
}
msg ("The " + this.alias + " feels ordinary.")
do (this, "wt_fire_EventOnDrop")
item.wt_fire_DefaultMaxBurnTicks)
// For compressed time, where the player has done something to add time to the clock, such as FEEL AROUND or FEEL [dir], we run the second calculation: (game.wt_clock_ticks - item.wt_fire_StartingTickCurrentBurn > item.wt_fire_DefaultMaxBurnTicks)
// If either test results in true, the object burns out.
if ((item.wt_fire_CurrentBurnTicks > item.wt_fire_DefaultMaxBurnTicks) or (game.wt_clock_ticks - item.wt_fire_StartingTickCurrentBurn > item.wt_fire_DefaultMaxBurnTicks)) {
item.wt_fire_IsBurningYN = false
if (ListContains(ScopeVisible(), item)) {
do (item, "wt_fire_EventOnBurnout")
}
}
}
}
}
]]> 60) {
minutes = 59
}
if (hours > 23) {
hours = 23
}
game.wt_clock_minute = game.wt_clock_minute + minutes
game.wt_clock_hour = game.wt_clock_hour + hours
game.wt_clock_ticks = game.wt_clock_ticks + (hours * 6)
game.wt_clock_ticks = game.wt_clock_ticks + minutes
wt_updateclock
]]> 59) {
game.wt_clock_minute = 0
game.wt_clock_hour = game.wt_clock_hour+1
}
if (game.wt_clock_hour > 24) {
game.wt_clock_hour = 0
}
game.wt_clock_visibletime = game.wt_clock_hour + ":" + game.wt_clock_minute
]]>
result = NewObjectList()
foreach (exit, AllExits()) {
if (exit.parent = room) {
if (exit.visible) {
list add (result, exit)
}
}
}
return (result)
test
light match
light candle with match
put candle in backpack
10