Hello, I have an I7 story where the player can take actions that take a long time (more than 30m) and there are events that should fire off at certain times.
The thing is that as said in the documentation 9.11:
A small warning: timed events like these only have a chance to occur during the turn sequence, that is, once every turn. In most stories, one turn takes one minute, so there will in due course be a turn happening at exactly (say) 11:35 AM. But if the clock is being advanced faster than this, it’s possible that there are turns at (say) 11:32 AM and then not until 11:37 AM. But an event set for 11:35 AM will nevertheless happen – it will run at the first available turn after that time, which will be 11:37 AM. Events can thus happen up to half an hour late, though Inform cancels them if the elapsed time is greater than that.
if it’s 10:00AM and the player takes an action that advances time by 3 hours (with “increase the time of day by 180 minutes;” ), if there is an event “At 11:00AM:” that event never fires as it is more than half an hour late.
I tried something like this to have the events fire even when the time that needs to pass is more than 30 minutes:
Wait is a number that varies. Wait is 275. Every turn when Wait is greater than 0: decrease Wait by 1; follow the turn sequence rules.
It kinda works, but it seems that 275 is the highest number I can set Wait to without getting an overflow error.
How can I instead change the “small warning” rule described in 9.11?