Twine Version: 2.3.9
Story Format: 2.33.2
I’ve got three NPCs (mom, dad, sibling) and each has an array I was using to track their details. Except for the schedule dates everything is working nicely.
What I need to do is to push a date into the schedule start/end values. The string has a padded date, as well as a fixed start/end time. Each has about 8-12 locations depending on if it’s a weekday, weekend, or holiday.
A snippet of the sibling array is below (shortened the schedule to keep it small). This is initialized as part of the StoryInit and are completed in the first few passages.
<<set $sibling to {
name: '',
gender: '',
age: 20,
relationship: 0,
schedule: {
weekday: {
gym: {
start: '07:30 AM',
end: '09:00 AM'
}
}
}>>
While the above works, the main problem is that the times are strings. Which means I have to convert the in-game time into a string to compare them. I’d like to have an proper datestamp to just do a straight .getTime() comparison. I’ve got it working for other simpler components, but having issues here. As I don’t care about the date, I’ve padded it with ‘January 1, 2000’. The times are fixed and should be the same across any playthrough.
I have tried:
<<set $sibling to {
schedule: {
weekday: {
gym: {
start: 'new Date('January 1, 2000, 07:30 AM')',
end: 'new Date('January 1, 2000, 09:00 AM')'
}
}
}
}>>
I knew this one would fail due to the nested single quotes. It threw up all sorts of red errors. So I tried:
<<set $sibling to {
schedule: {
weekday: {
gym: {
start: "new Date('January 1, 2000, 07:30 AM')",
end: "new Date('January 1, 2000, 09:00 AM')"
}
}
}
}>>
and
<<set $sibling to {
schedule: {
weekday: {
gym: {
start: (new Date('January 1, 2000, 07:30 AM'))",
end: (new Date('January 1, 2000, 09:00 AM'))"
}
}
}
}>>
Both just inserted the literal value including the “newDate” part.
It has to be something simple/stupid I’ve missed… This may also be severe overkill, if so feel free to say so and I can look at other options.
Aside from the simple calendar in the house, I will also be using this when the player visits locations the three NPCs can travel to as well… about 5-6 locations. I don’t suspect there will be more than 3, the rest will be random chances of running into other NPCs.
Thanks in advance!