[MV] Best way to set up common events for a game with a time system? (Persona Style Mock Up)

Morpheus

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I want to start off by saying this might sound a bit complicated, but please, bear with me...

So I'm using a time script that I've configured to work with Common Events. Here is an example of it in action.
1598208609094.png

This is controlled with Variables so that I can call on the date and time to advance the story or other events. Here is an example of a common event I've set up to be configured.

1598208751951.png

As you can see, as long as there is nothing going on, the player will have "free time" (where they can roam around, go shopping, whatever.) I've tested it and this works almost flawlessly.

The biggest problem I'm running into is when I try to make a cutscene via the common event and have to teleport the player. Because (I'm assuming) it's set to parallel process, the scene is repeating itself over and over when I teleport the player via the common event and I don't know how I would get around this.

Here is the problem I am running into.


See how the event repeats itself? I believe this is because of trying to teleport the player since that is where the event seems to be breaking. Here is the event itself.

1598209887833.png


Again, I'm not sure of how to fix this, so, I'm wondering if there is some other way I can event "cutscenes" for certain times and dates but when there is nothing going on, the player can free roam. If not, what am I missing/doing wrong that's causing the event to repeat itself?
 

r66r

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Hi! I think you would have to separate the common event that manages time from the action itself.

In a similar system that I'm trying to develop, I manage a common event that determines the time and date (based on variables, like you). At each map, I add a local event that allows me to reset the variables to the right time/date. This allows me to make time ellipses very easily if, for example, scene 1 happens at school and scene 2 at home 1 hour later. I can also stop time at will (for example to add a cut scene as a flash back).

In your case, actions related to cut scenes (dialogs) should be local to the map, while the common event runs in parallel to manage the time in game. However, this can become quite complex if the same map is used to display actions several days in a row (18, 19, 20, 21, ... April).
 

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