§10.7. Electricity and Magnetism
Electrons are so tiny, and move so fast, that we will never want to simulate them in ordinary IF. So we simply regard electricity and magnetism as behaviours which are either present or not present, and which have instantaneous effects.
In Witnessed 1, batteries provide electricity to enable a "device" to work. Even if switched on, a device with no battery will be ineffective.
Larger voltages are exposed in Electrified, which makes certain items untouchable, and ensures that an experienced electrician will not even try.
Rules of Attraction provides for a magnet which attracts metallic items just strongly enough to stick together until pulled apart for any reason.
![]() | Start of Chapter 10: Physics: Substances, Ropes, Energy and Weight |
![]() | Back to §10.6. Ropes |
![]() | Onward to §10.8. Fire |
Often we have some salient features of an object that we want to make sure the player notices whenever looking at the item in a room or in inventory. At other times, we may prefer to allow the name of the item to be printed bare. So for instance:
|
|
Often we have some salient features of an object that we want to make sure the player notices whenever looking at the item in a room or in inventory. At other times, we may prefer to allow the name of the item to be printed bare. So for instance:
|
|
|