So I’m doing what was suggested to me about figuring out the mechanics of specific things of the game before worrying about the entirety of it. I seem to have run into trouble with a certain mechanic involving the cause of a flood. If the player is wearing a certain thing, the player will survive. Otherwise, the player will die.
Here is the source I have:
[code]A vial is a container in Hills of Mantroche. Some water is in Hills of Mantroche. The indefinite article of the water is “some”.
The Lungs of Erdis is a proper-named thing in Hills of Mantroche. The Lungs of Erdis is wearable.
[YOU NEVER KILL WITHOUT WARNING! Change messages so that the player knows death is on its way if he/she doesn’t do something about it]
Last carry out going from Hills of Mantroche:
if the water is in the vial and the player carries the vial:
Erdis cries in five turns from now.
At the time when Erdis cries:
say “Erdis begins to cry.”;
the rain falls in two turns from now.
At the time when the rain falls:
say “Erdis’s tears rain from above.”;
the rain turns to torrent in two turns from now.
At the time when the rain turns to torrent:
say “The rain has turned into a heavy storm.”;
the lands flood in two turns from now.
At the time when the lands flood:
say “Erdis has flooded the land.”;
if the player is wearing the Lungs of Erdis:
say “Fortunately, since you wear the Lungs of Erdis, you manage to survive.”;
the skies clear in two turns from now;
else:
say “Water fills your lungs and you die.”;
end the story saying “You have drowned to death.”
At the time when the skies clear:
say “The skies have cleared and you’re good to go.”[/code]
So, this does what I want it to do, for the most part. After the player leaves the room “Hills of Mantroche”, it checks to see if the player is carrying a vial full of water. If the player is, then after five turns, the rain starts, then every two turns it increases into a larger and larger storm until it floods. But I have two issues with the way I’ve written this. For one, I’m positive there must be some more elegant way to write this as opposed to having one event linked to another. Also, as I’m sure you noticed, this whole thing will occur EVERY time the player leaves “Hills of Mantroche” (so long as he/she is carrying the vial of water), whereas I only want it to occur one time.
I am thinking using a scene is the answer to both my problems, but when I tried to do this, it got very messy very fast. I would post what I had for the source I had when I tried using a scene, but I forgot to save that version because I’m a genius like that.
Anyway, any ideas would be greatly appreciated. Thanks!