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- Jul 19, 2021
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I'm working on a game clock and the problem is that I'm having to rely on an "invisible"(no width/height and is closed for all eternity) window in order to use the update so that my clock method(the one that does the time calculations, not the actual clock display which uses a visible window) is constantly running whenever the player's scene is Scene_Map. While this would do what I want, it's not what I consider a proper solution to the problem.
So what I'm aiming for is this:
Also my game clock is intended to function similar to Skyrim's game clock, where it runs whenever the player isn't in any menu.
So what I'm aiming for is this:
- backgroundClock() starts running when current scene is Scene_Map as it's the most common scene.
- backgroundClock() stops when current scene is anything else.
- backgroundClock() is not relying on xxx.prototype.update and the call to Window_Base.prototype.update
Also my game clock is intended to function similar to Skyrim's game clock, where it runs whenever the player isn't in any menu.