CG24324

Villager
Member
Joined
May 16, 2021
Messages
7
Reaction score
0
First Language
English
Primarily Uses
RMMV
My apologies if this has already been touched upon (I lightly skimmed the thread), or if it's in the wrong place.

Can someone give me an idea of how to increment the time per step with this plugin?
So for example, each step progresses time by 3 hours, which makes 8 steps a full day.
I don't want the time to progress in real life time, just when traveling on the map.

I've already got a system in place that tracks if the player moves, (Storing the steps, and comparing them to a variable). I think I have that set up right. I mean it could be wrong and it "just works".
I've attached an image of how I have it set up.
I added an increase of the hours variable on it as well, but it doesn't actually work.

Ignore the "TravelSpeed" variable. I'm going to have the day progress at different rates based on it, which should give the illusion of traveling "faster" since the day would progress slower at a higher travel speed.

Thanks in advance!
 

Attachments

  • maptravel.jpg
    maptravel.jpg
    69.6 KB · Views: 3

belatucadrus

Veteran
Veteran
Joined
Mar 6, 2017
Messages
125
Reaction score
18
First Language
french
Primarily Uses
RMMV
When I load a savefile, The "Time Enabled" switch is always turned OFF, even if it's turned ON when I save my game.

- I'm using the most recent version of the plugin
- I disabled all the other plugin

What I do is : I'm in a map where time is enabled, I interect with an event that opens the Save Window, and when I save, I reboot the game, load my save file, and the switch is turned OFF
 

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
716
Reaction score
845
First Language
Finnish
Primarily Uses
RMMZ
My apologies if this has already been touched upon (I lightly skimmed the thread), or if it's in the wrong place.

Can someone give me an idea of how to increment the time per step with this plugin?
So for example, each step progresses time by 3 hours, which makes 8 steps a full day.
I don't want the time to progress in real life time, just when traveling on the map.

I've already got a system in place that tracks if the player moves, (Storing the steps, and comparing them to a variable). I think I have that set up right. I mean it could be wrong and it "just works".
I've attached an image of how I have it set up.
I added an increase of the hours variable on it as well, but it doesn't actually work.

Ignore the "TravelSpeed" variable. I'm going to have the day progress at different rates based on it, which should give the illusion of traveling "faster" since the day would progress slower at a higher travel speed.

Thanks in advance!
Thank you for the message!

And sorry for really late response, but I have been really busy with my upcoming MZ update. It's gonna be nice one - there's something coming also for MV ;)

Hmm.. Changing variable should work, but there's also JS call (which ensures day, month and year cycles if hours exceeds its limit value).

JS call: OcRam.Time_System.addHours(hours_to_add);


When I load a savefile, The "Time Enabled" switch is always turned OFF, even if it's turned ON when I save my game.

- I'm using the most recent version of the plugin
- I disabled all the other plugin

What I do is : I'm in a map where time is enabled, I interect with an event that opens the Save Window, and when I save, I reboot the game, load my save file, and the switch is turned OFF
Thank you for the message!

This issue should be fixed in v2.11 (if MV is used). What is the version of OcRam_Time_System in your project?

If you are using MZ this issue will be addressed in upcoming patch (v1.07).
 

belatucadrus

Veteran
Veteran
Joined
Mar 6, 2017
Messages
125
Reaction score
18
First Language
french
Primarily Uses
RMMV
Thank you for the message!

And sorry for really late response, but I have been really busy with my upcoming MZ update. It's gonna be nice one - there's something coming also for MV ;)

Hmm.. Changing variable should work, but there's also JS call (which ensures day, month and year cycles if hours exceeds its limit value).

JS call: OcRam.Time_System.addHours(hours_to_add);



Thank you for the message!

This issue should be fixed in v2.11 (if MV is used). What is the version of OcRam_Time_System in your project?

If you are using MZ this issue will be addressed in upcoming patch (v1.07).
I have the latest version (2.11), on RPG Maker MV
 

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
716
Reaction score
845
First Language
Finnish
Primarily Uses
RMMZ
I have the latest version (2.11), on RPG Maker MV
Can you repeat this in new project? It might be plugin conflict and just to make sure is rpg_core.js v1.6.2?
 

Latest Threads

Latest Posts

Latest Profile Posts

cst.PNG
What would you assume this thing was/is?
1623528827049.png
Ah yes. Just the reference I was looking for to use for my portrait. Thanks Google.
BCj
Made a logo for Mana Star :D
330bb1fde7bb06b13e23fefd83501163.png
it's e3 season again..!

Forum statistics

Threads
112,177
Messages
1,066,367
Members
145,767
Latest member
Andgelou520
Top