by Ehlanna » Sun, 10May02 12:51
With a more concrete example of what you wish to achieve we will be able to offer better assistance. Mentioning (as lydia said) what version of RAGS will also be useful.
Your latest post suggests you want somethign to happen more than once, and the implication is that that something is outside of the player's control. Doing that indicates the need for a Timer. Each time the player does something (moves, uses an Action - such as Examine) a RAGS Turn happens. If you are happy to let your game be Turn-based then we are good to go for this. A Timer can be set up to run every single Turn. Thus you could have something happen every Turn. I am guessing that is not what you want, however. Depending on how complex or constrained you wanted the 'happen frequently' to be you could, as a very simple measure, use this 'run on every turn Timer' to calculate and check a random number (1-100, say to get a percentage). So if this number is more than, for example, 90 (therefore 91-100, 10%) you have your thing happen.
You could get more complex by including a count of Turns between the happening and check that first to make sure that there is a 'decent interval' between happenings. You could also do that by 'flip-flopping' Timers: "Happening", runs always and does a random check, like above, to generate the happening. If it indicates it is going to happen, it will deactivate itself and activate another Timer "Gap" which runs for, say 15 Turns. On Turn 15 "Timer Gap" will reactivate "Timer Happenings" and that would enforce a 15 Turn hiatus.
If your passage of time is more complex a very similar methodology would work, but would need to fit in with your time mechanics.