Tj_Silverfang

Villager
Member
Joined
Jul 7, 2021
Messages
8
Reaction score
4
First Language
English
Primarily Uses
RMMZ
I'm designing a time system for my game that shows real travel time and could use some pointers for so issues I'm stuck on. Now the issue I'm having is having time speed up while on the world map while moving but at normal speed while standing still, this goes the same for vehicles being driven but idle. Any tips on what I'm overlooking would be appreciated. An example would be if player is leaving town A and make a bee line (walking) to town B that is 6 tiles away, I want it to show the player to see the clock speed up an hour to show how long it took the player to reach town B (hope this makes since).

There is a day (16)/night (8), resource respawn, open/close shop, monster spawn and some quests that will be tied to this.

A slightly off topic question about events on the maps I have an event on the world map that runs both the visual clock and the time common events, my question is, there a limit to how many common events/control switches a single event tab can run before having an issue? I ask because I would like to put all the parallel common events on one event tab to keep things organized and easy to find.

Here is the event tab in question
◆Control Switches:#0002 Display Time = ON
◆Control Switches:#0001 Time = ON

Here is the time common event as it stands. One minute our time is 6 minutes on foot of in game time.

◆Control Variables:#0001 Time Counter += 1
◆If:Airship is being driven
◆If:Time Counter ≥ 600
◆Control Variables:#0001 Time Counter = 0
◆Control Variables:#0002 Minutes += 1

:End

:Else
◆If:Ship is being driven
◆If:Time Counter ≥ 300
◆Control Variables:#0001 Time Counter = 0
◆Control Variables:#0002 Minutes += 1

:End

:Else
◆If:Boat is being driven
◆If:Time Counter ≥ 150
◆Control Variables:#0001 Time Counter = 0
◆Control Variables:#0002 Minutes += 1

:End

:Else
◆If:Time Counter ≥ 60
◆Control Variables:#0001 Time Counter = 0
◆Control Variables:#0002 Minutes += 1

:End

:End

:End

:End
◆If:Minutes = 60
◆Control Variables:#0002 Minutes = 0
◆Control Variables:#0003 Hours += 1

:End
◆If:Hours = 24
◆Control Variables:#0003 Hours = 0

:End
 

ThreeSixNine

Veteran
Veteran
Joined
Jan 22, 2019
Messages
469
Reaction score
387
First Language
English
Primarily Uses
RMMV
You can use a conditional branch script call to check if the player is moving and if the player is currently on the world map, it would look something like this:

Screenshot 2022-01-27 235510.png
 

Latest Threads

Latest Profile Posts

ScreenShot_5_26_2022_11_36_32.png
added a Panic gauge to battle. it fills up according to your actions. each character has a different passive that activates once the gauge is full. also once full, a countdown starts and after each action taken, the gauges decreases. with each character, the decrease is different.
Genuinely considering making a thread informing people how to Google.
It's time for Da Update...

Prototyping some overworld abilities. Some of the characters you'll meet on your journey can use special overworld skills to travel around. This can be something like digging holes in the ground or getting hints towards your next objective.

Even more things I made.
Equipping Abilities is very important.
fLhHhZjh.gif

Forum statistics

Threads
122,157
Messages
1,146,894
Members
160,423
Latest member
THORR1
Top