Making time pass


5 Dec 1995 02:19:22 -0500

How does one force more than one turn to pass? For example I've got...

Object big_guy "Really Big Guy"
has animate
with name "really" "big" "guy",
life [;
Attack:
<Wait>;
<Wait>;
<Wait>;
<Wait>;
<Wait>;
"When you pick yourself up off the ground, you decide, just \
maybe, that wasn't a good idea."
];

However, all it does it print...

> kill the really really really big guy.
Time passes...

Time passes...

Time passes...

Time passes...

Time passes...

When you pick yourself up off the ground, you decide, just maybe, that wasn't a
good idea.

[Other characters do stuff now]

What I WANTED to happen was have the characters all go about their
lives while you lie sprawled on the ground. Is that easilly possible?

Also, I have a "where" verb. When you ask a certain character,
"Where is right-hand man?" or anything else, she is able to tell you.
To do this, I have to put everything in scope. However, it STAYS in
scope the whole turn, so at the end of the turn, everything does stuff it
really shouldn't. Most bewildering of all to the player is when the
[ne_to/react_before] property of a room goes off, and they are told they
just slamed themselves into a wall!! What's the fix here?

Hmm...