Wait problem

Oddball

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So i'm trying to make a global event for a survival game, and i need the event to wait for 13million frames before something happens. However, the wait can only go up to 999, meaning id have to copy and past about 1,300 times >~<. Anyone know another way to make the game wait 13million frames?

wait_Problem.png
 

TheoAllen

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Use variable. increase it every time.
If the variable reached a certain value. Execute whatever event you want.
 

Oddball

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Gah! you mean what i did with thirst? I need sleep. Thank you Theo. I guess this is solved

Edit: Also, i just did the math and think 13 million frames is too generous anyway. going to decrease the amount of time it takes for a minuet to pass in this game. Sense a minuet is 500 frames, so 13million adds up to 3 days (in game, not real time)
 
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Bex

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You could make that you dont need a Parallel Event.
A Timestamp can help with this.
At start of Game you do:
Control Variable1 set to Game Data - PlayTime at this moment.
Control Variable1 add 13 Million to that Variable.
End this Event forever.

In your Game whenever you like you just do:
Control Variable2 set to Game Data - PlayTime at this moment.
Conditional Branch is Variable2 equal or more than Variable1
If yes: The long time Wait is over lets do a party.
If no: Nothing happens, the Timestamp isnt reached.
------------
Pro: This also works when Menu is open because Gametime continues to count up no matter what.
Pro: You dont need a Parallel Event process todo the counting with this solution.
Con: You need to event a Workaround if you dont want the Time to run when the Menu is open, same for other ocasions where
you dont want the Timer to count up.
???: Not sure if the Gametime counts up in battles, that would need testing. Also it would need workarounds if unwanted, in thatcase the manual counting mechanism could be a better fit. It realy all depends on the smal details. You could also combine your counting mechanism with the time stamp solution without using inbuild gametime value.
------------
Usage:
You can run the second code in a parallel Event like you did with your counting Mechanism.
or
You make a Parallel Event on each Map executing the Code and than use Eventcommand Erase. Thatway it only runs one time when map is entered each time.
or
Check it when using an Inn.
or
...
 

Andar

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Sense a minuet is 500 frames, so 13million adds up to 3 days (in game, not real time)
not exactly.
that is 3 days or 72 hours of playing time, which is real time just split into those times where the player is in the game.
and that way of counting should tell you that this is far too much time - even big games from AAA-companies rarely have 72 hours playing time any more because that requires too much content ingame to prevent boring the player with grinding and waits.
 

Oddball

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Ok. Well a minuet in game time is 150 frames (A little over 2 seconds) So how many frames would be three days? I didn't do well in math, and need to know how long before the player charecter needs to drop dead from thirst if the player lets her go without water for too long

Edit: nevermind. its 648,000 frames
 
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