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Hello folks, me again! I really don't feel too good about asking for help, but JavaScript is something I have recently dived into, but I don't have too much time to giff to it to become better.

I am working on what I plan to be THE most intricate game in RPG Maker MV (mechanic wise) and I have bumped into a problem... This time... it's STILL time related. If anyone is using this plugin, I would really appreciate some knowledge on how you use it for time-based conditionals.

<> PRESENTING THE SITUATION
The characters will be students who come to University at start of day, starting at 7. The day is broken into 5 parts, but am focusing on the first 2, and soundtrack-wise 3. At 7:00:02 the students all spawn (39 / 80 for now), but this will change, they will spawn at slightly different times.
- First part begins at 7:00:02 - when students spawn and start going around with their part.
- Second part begins at 7:30 - not worked upon, and on any following part because of the timer part. The soundtrack has to change here.
- Third part - begins t 8:30:02 - classes begin (and again, soundtrack changes).
- MOG's timer plugin does not use the in-game timer, I have tested and seen it, it's another one, or probably a workaround, am not yet good at understanding plugins and JavaScript.
- Initially the song at 7:00:02 would start, all good, after adding student 39 (they have generic names for now), this no longer worked... and it's just same 2 lines copy-pasted from 38, but adjusted to this new event. Mind****ed once...
- I also have created a set of pictures of a clock for Ayano, one of the playable characters. This clock will be a simple picture that will change every 15 in-game minutes (just a fluff part I created and added).


<> PROBLEM
- I require a time system that I can put into Conditionals, to control what each character will do at different times throughout the day. I have come up with an intricate system that will prevent problems from appearing if player decides to TRY troll my game and keep switching maps - this will also be upgraded on a time-based feature, ONCE I figure out how to make the conditionals actually take the time into account.
- will try setting in a Variable to count seconds, but this works in... strange ways, beyond my comprehension.


<> MIND**** PART 1 ( o_O)
I have used Yanfly's and SumRndmDude's timer plugins, each time I needed to find a way to use Conditionals. Only way towards this was to create my own time system, and have variables count seconds, minutes and hours (as a normal plugin would). However... when putting the variables to count time the same way the plugin should work (they were used individually, not together), the variables would always count almost 50% faster than the plugin itself, really messing the time part...

<> MIND**** PART 2 (o_O)
I have put my counter variables into a Common Event and let a Parallel do the plugin work. Again, variables would work almost 15% faster than the plugin would normally count, even both had a 12 frames wait time during their seconds' incrementations. I played with the wait times, and I upped the Common Event's wait time to 17 frames, and only then were the incrementations almost equal, though there still was a little delay that was significant over a few minutes of in-game time.

<> MIND**** PART 3 (o_O)
I have given up the two and switched back to MOG's timer, which worked strangely for a while... It seems it does not like Conditional in Conditional (to check for hour, minutes and seconds at the same time for maximum precision). When they were set like this, music had to start at 7:00 and change at 7:30, but for whatever inexplicable reason (from me) it would always change at 7:08.
The time speed I chose for my game is 10 (instead of the default 40 or 50), because it fits my way better, and the huge map things develop on. Tried with default speed, same issue.

<> QUESTION
Can anyone guide me on this? What am I doing wrong, it's been 2 weeks since I look for different workarounds and each seems to fail. Hugs >:D<

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