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- May 19, 2023
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I've been working on the basics for an open world rpg, and have gotten a time system implemented. The time will change variables based on hour, minute, and second in game so I have those to use. The quest now is to use these to make faux behavior for npcs.
Since npcs aren't actually objects in rpg maker, it brings up a lot of challenges. The only way I could think of doing it is having a condition on the event that once a time variable hour = X then it runs the event. The event conditional branch checks to see if variable second < 2 seconds or so, so that it only runs at exactly that time, then makes a movement event to where it's supposed to be. Time that exactly, then flick a switch at the end of the event which turns on a new event where the npc went. Making it appear as though the npc moved to a new location.
I think this should work in theory, but is extremely time consuming and is going to add a ton of work to the game considering how many npcs there are. Can anyone else think of any other solutions?
Since npcs aren't actually objects in rpg maker, it brings up a lot of challenges. The only way I could think of doing it is having a condition on the event that once a time variable hour = X then it runs the event. The event conditional branch checks to see if variable second < 2 seconds or so, so that it only runs at exactly that time, then makes a movement event to where it's supposed to be. Time that exactly, then flick a switch at the end of the event which turns on a new event where the npc went. Making it appear as though the npc moved to a new location.
I think this should work in theory, but is extremely time consuming and is going to add a ton of work to the game considering how many npcs there are. Can anyone else think of any other solutions?