c7bfa18f-86bf-4c59-808b-4ec8625fa8d9 1.0.29 2015 Game Engine Template Mark Taylor 2 3 4 wt_clock_visibletime Time (hours:minutes): ! wt_clock_ticks Elapsed Time (Total Minutes): ! 0 0 0 player 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 Center The room is gloomy. msg ("You have been moved to the testing center.") nonwt 2 rock 2 table candlestick 100 false torch false a wooden false strong test light #object#; ignite #object#; burn #object# You see no such thing here. about light #object# with #object1# You see no such thing here. Testing Center, South Room match 2 1 false weak 1 do (this, "wt_fire_EventOnDrop") candle 50 strong 3 false 10 backpack feel; feel around feel #text# douse #object#; extinguish #object# feel for #object# You don't seem to find it. This is a world template object. false false false false false false 5 0 false 0 0 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