This is pretty interesting, sqib; there’s more to this problem than meets the eye. First to solve your immediate troubles, though. Instead of using those timer rules, write your checks for events at a certain time of day this way:
Every turn when the time of day is 7:52 am:
if day 1 morning is happening:
say "Time to head to school, You walk out your front door turn west onto Main street and make the long walk down toward school.[line break]You finally arrive at the school grounds where you see people milling about and talking.";
change the time of day to 7:59 am;
now the player is in school grounds;
otherwise:
if day-2-morning is happening:
say "Time to head to school, You walk out your front door turn west onto Main street and make the long walk down toward school.[line break]You finally arrive at the school grounds where you see people milling about and talking.";
change the time of day to 7:59 am;
now the player is in school grounds.
There seems to be an underlying issue with these “At [time]” timers. They only fire once (I never knew this myself until experimenting just now). It’s hard for me to say whether that’s a bug or not. The I7 documentation (Chapter 9.11) doesn’t mention this limitation, which would thus seem to imply to the average reader that there is no such limitation; but that’s not really an indicator either way. At the very least, if the timers are intended to work only once then perhaps a clarifying line should be added to Chapter 9.11 of the I7 documentation.
If you eliminate/comment out the 7:52 event for Day 1 in your code, then the Day 2 event occurs as expected. Or consider this example (based on your own posted code), which might be clearer because it has events that don’t all use the same time of day:
[code]There is a room called Front Porch.
There is a room called School Grounds.
There is a scene called Day 1 Morning. Day 1 Morning begins when play begins.
There is a scene called Day 1 Events. Day 1 Events begins when the player is in the School Grounds for the first time. Day 1 Events ends when the player is asleep for the first time.
Day 1 Morning ends when Day 1 Events begins.
There is a scene called Day-2-Morning. Day-2-Morning begins when Day 1 Events ends. Day-2-Morning ends when the player is in the School Grounds for the second time.
There is a scene called Day 2 Events. Day 2 Events begins when Day-2-Morning ends. Day 2 Events ends when the player is asleep for the second time.
When play begins:
now the time of day is 7:50 am;
now the right hand status line is “[time of day]”.
When Day 1 Events ends:
now the time of day is 7:50 am;
now the player is in Front Porch.
Every turn when the time of day is 7:52 am:
if day 1 morning is happening:
say “Time to head to school, You walk out your front door turn west onto Main street and make the long walk down toward school.[line break]You finally arrive at the school grounds where you see people milling about and talking.”;
change the time of day to 7:59 am;
now the player is in school grounds;
otherwise:
if day-2-morning is happening:
say “Time to head to school, You walk out your front door turn west onto Main street and make the long walk down toward school.[line break]You finally arrive at the school grounds where you see people milling about and talking.”;
change the time of day to 7:59 am;
now the player is in school grounds.
At 8:02 am:
say “The bell rings. Time to go to class.”
At 8:04 am:
say “'If you don’t hurry inside, you’ll get a tardy slip.”
A person can be asleep or awake. A person is usually awake.
Instead of sleeping:
now the player is asleep;
say “You doze off into dreamland.”
The player wears a watch. The description of the watch is “According to your watch, it’s [time of day].”
Test timestudy with “z / z / z / z / z / z / z / z / sleep / z / z / z / z / z / z / z”[/code]
The sample game output shows that the 8:02 and 8:04 events happen on the first day, but don’t happen on the second day.
The bottom line is you’ll want to either a) use every turn rules with a time of day check, as I mentioned above, or b) make a recurring scene called “Trip to School” (or something like that) to repetitively move the player to school each day at 7:52. There are certainly other ways to accomplish what you’d like as well, but one of the two methods I mentioned should be enough to get you started.