Time and Plot

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The Passage of Time


Basic Real Time by Sarah Morayati version 2
Sun, 17 May 2009 01:24:04 GMT
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Allows the author to incorporate Glulx real time events into an Inform 7 project.
Native Time Control by Tim Pittman version 1
Fri, 6 Jun 2008 13:01:19 GMT
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Allows the author control of the speed at which time passes in a story without creating new rules or replacing old ones.
Variable Time Control by Eric Eve version 3
Sun, 20 Jun 2010 17:37:10 GMT
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Allows individual actions to take a different number of seconds, or no time at all. Also allows the standard time taken per turn to be defined as so many seconds, which can be varied during the course of play.
Real-Time Delays by Erik Temple version 1/100607
Sun, 20 Jun 2010 04:05:17 GMT
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Allows the author to specify a delay of a given number of seconds/milliseconds before continuing the action. Compatible with 6F95
Phrases for Adaptive Pacing by Ron Newcomb version 1
Sun, 12 Sep 2010 01:12:18 GMT
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We may ask the time when (a description of scenes) began/ended; the number of turns since (a description of scenes) began/ended; if (a future event) is soon; the time/turns until (a future event); the time/turns when (a future event). We may also un-schedule a future event with 'never shall'; begin or end a scene on an event; say a time 'as a time period'; repeat through future events; and change the turns-to-minutes ratio with 'per'.
Real Date and Time by Ron Newcomb version 1
Thu, 24 Feb 2011 13:25:37 GMT
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Allows the author to get the real-world time and date from the player's computer.


Event Scheduling


Extended Timers by Gavin Lambert version 2
Mon, 22 Feb 2010 13:51:47 GMT
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Some additional ways of dealing with the standard times and timers.
Landmark Events by Jon Ingold version 2
Mon, 5 May 2008 03:18:56 GMT
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Provides a system for tracking events which have occured, and testing how recently they occured. Also includes some simple phrases for comparing times.
Scheduled Activities by John Clemens version 9
Sun, 12 Sep 2010 01:52:40 GMT
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This extension allows activities to be scheduled at absolute and relative times. These activities may later be checked or cancelled. The advantage of this over the standard events is that activities may take a variable, and the same activity may be scheduled multiple times. Rudimentary support is also provided for grouping output of multiple activities scheduled for the same turn. (Updated for 6E59/6E72)


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