Since the engine runs at 60 frames per second, unless you want it to disappear in a blink of an eye, I would suggest 300 frames to show on the screen, and then erase it.
You mean like even if the game is closed the timer still goes? Well you could save the PC's time using the Time class into a variable during save then check the time when he loads the save file and compare... But that means the player can just change his PC clock to avoid waiting for an hour...But I just wonder if players save their log and quit the game, the timer is still running.
Thank you for your suggestion but it still has a drawback if the player does what you say...I suggest using a parallel process common event which uses a switch as it's condition. wait maybe 60 frames, increases a variable by 1 then once the variable reaches 3600 (which is the number of seconds in an hour) turn off that switch and set the variable back to 0. Then on your instance, check if the switch is OFF, if it's off then you can go to the instance, afterwards, turn the switch back ON so that the timer now runs again and you won't be able to go to the instance.It's a common event so it will continue to run in any map.oh waitYou mean like even if the game is closed the timer still goes? Well you could save the PC's time using the Time class into a variable during save then check the time when he loads the save file and compare... But that means the player can just change his PC clock to avoid waiting for an hour...
Sounds very interesting!! I prefer trying to create a system by events as much as possible to avoid script conflicts. However; it seems to be no choice for me but to check out your timer script!Use my Multi Timer script. Many events can have their own timers, they continue when you leave the map, and they are saved when the player saves their game.
I really wish there is a way to keep timer running even the game is shutdown but I don't think it is possible..so did you mean running timers if the game is already off or not? Coz if not, then my evented solution should already work since it uses switches and variables which is saved by default on the save file. If yes, I don't think the script does that too. IDK of any script that does that actually.
I think I have to rely on evented timer plus the script you recommend which best suits my project. Thanks again!!Ah yes, because the interpreter that runs common events only run during maps... If you want it to run on other scenes (menu, battle etc), you'd need something like Tsukihime's Scene Interpreter
Of course.Personally, what I would do is make a parallel common event that counts to 30 seconds (using a few frames wait and increasing a variable, rather than wait for 30 seconds as that could be troublesome actually), then do whatever I want when that happens, then turn off that common event
anyway, can you post what you have tried so far with the Timer?
That's a good idea, it might need about 12 small pictures involved for the counter but it is a good solution.I don't know what you have yet, but you could go with something like this:
Unfortunately no. I can not.As I said,
So If I wanna make a timer using that command, how can I set it up?Yeah... I am an idiot, let me give you also one scenario, a case, because... how the hell would you know what I am asking for:That is extremely tricky because parallel processes automatically loop and are started outside any regular sequence - if you don't know exactly what you're doing, you'll end up with the timer being restarted due to repeated commands in the PP or similiar things.
I will keep that in mind. I had no issues by using two timers (never tried), but Parallel Proccess would break eventually looping and redefining the Timer. Okay, got it.The main problem is that there is ONE timer and all commands and conditions about it go to that single timer.