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Not that great with rpgm yet but im trying to implement a passage of time idea, without a script. by just using variables.
I plan to have a 60 minute, 24 hour, 30 day, 12 month, a year system.
Using variables i allready got the gist of how to do it.
Wondering if its efficient and there is a easier way to do this.
First i made 5 variables, 1 each for minutes, hours ,days, months, and years (named as such.)
Then when I wish time to progress or advance I input it in with the event or action.
ie a cutscene which takes around 10 minutes in game, I simply put :
control variables: [0006:minutes]+=10, (within the event page for this cutscene)
Then after this putting a:
Conditional branch: Variable [0006:minutes]>=60 (greater or equal to 60)
Control variables: [0007:hours] +=1 (add one hour)
Control variables: [0006:minutes] -= 60 (minus 60 minutes)
This lets minutes flow up the hours and resets the minutes, and its simple to do this with hours into days
Conditional branch: Variable [0007:hours]>=24 (greater or equal to 24)
Control variables: [0008:days] +=1 (add one day)
Control variables: [0007:hours] -= 24 (minus 24 hours)
And so on for days months and years.
To see this time change ingame, there is a simple event where if you have a clock in your protagonists house, or a clock anywhere.
Have a priority same as character, action trigger event on the clock and input:
Conditional branch: variable[0006:minutes] < 10 (under 10 minutes)
Text:-, -, Normal, Bottom (or middle or top or what ever)
: : It's \v[007]:0\v[006] (first one is hour variable second is minutes, odd 0 is important)
: Else
Text :-, -, Normal, Bottom
: : It's \v[007]:\v[006]
The conditional branch is because when it reads out variables it dictates them exactly, so if it was:
5 hours and 5 minutes. it would incorrectly say 5:5 which is not standard time reading.
With the conditional branch adding the 0 before the minute readout when it is lower than 10 minutes.
making it read 5 hours and 5 minutes as 5:05
If you want to to read 05:05 (which looks weird to me), you will need to add a second layer of conditional branch,
using hours lower than 10 ect.
Obviously those who know how to utilize variables for event triggers or completion, or what ever they can be used for. You see how this could be used.
Hoping for some feedback or questions if anyone doesn't understand.
Is this next best thing since sliced bread, or is it a really twisted or buggy way to have a time passage feature in a game...
thanks
I have a small game file of my work, its 2 mb on mega
https://mega.nz/#F!1UdxxYYJ!czXYnQvBN0OlOLCntDp8tA
I plan to have a 60 minute, 24 hour, 30 day, 12 month, a year system.
Using variables i allready got the gist of how to do it.
Wondering if its efficient and there is a easier way to do this.
First i made 5 variables, 1 each for minutes, hours ,days, months, and years (named as such.)
Then when I wish time to progress or advance I input it in with the event or action.
ie a cutscene which takes around 10 minutes in game, I simply put :
control variables: [0006:minutes]+=10, (within the event page for this cutscene)
Then after this putting a:
Conditional branch: Variable [0006:minutes]>=60 (greater or equal to 60)
Control variables: [0007:hours] +=1 (add one hour)
Control variables: [0006:minutes] -= 60 (minus 60 minutes)
This lets minutes flow up the hours and resets the minutes, and its simple to do this with hours into days
Conditional branch: Variable [0007:hours]>=24 (greater or equal to 24)
Control variables: [0008:days] +=1 (add one day)
Control variables: [0007:hours] -= 24 (minus 24 hours)
And so on for days months and years.
To see this time change ingame, there is a simple event where if you have a clock in your protagonists house, or a clock anywhere.
Have a priority same as character, action trigger event on the clock and input:
Conditional branch: variable[0006:minutes] < 10 (under 10 minutes)
Text:-, -, Normal, Bottom (or middle or top or what ever)
: : It's \v[007]:0\v[006] (first one is hour variable second is minutes, odd 0 is important)
: Else
Text :-, -, Normal, Bottom
: : It's \v[007]:\v[006]
The conditional branch is because when it reads out variables it dictates them exactly, so if it was:
5 hours and 5 minutes. it would incorrectly say 5:5 which is not standard time reading.
With the conditional branch adding the 0 before the minute readout when it is lower than 10 minutes.
making it read 5 hours and 5 minutes as 5:05
If you want to to read 05:05 (which looks weird to me), you will need to add a second layer of conditional branch,
using hours lower than 10 ect.
Obviously those who know how to utilize variables for event triggers or completion, or what ever they can be used for. You see how this could be used.
Hoping for some feedback or questions if anyone doesn't understand.
Is this next best thing since sliced bread, or is it a really twisted or buggy way to have a time passage feature in a game...
thanks
I have a small game file of my work, its 2 mb on mega
https://mega.nz/#F!1UdxxYYJ!czXYnQvBN0OlOLCntDp8tA
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