MysteryMouse
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- #1
So this game is in VXAce as that is the first RPGMaker I got and is generally just my preferred program, and I'm struggling with a time system. I know how I want it to work but can't get it working despite months of attempts, so I want to know if anyone can tell me what I f---ed up. The time system in this game is a block system kinda time doesn't move unless certain actions are taken, examples Resting in bed for one block, or doing a quest. It's split between Morning, Noon, Afternoon, Evening, and Night, with a seven day week so I can have characters be in different spots so they can have a routine. I genuinely have no clue why I can't get it to work so any help would be appreciated.
kyonides
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We'd need to get more details and especially some screenshots of your events or common events as to be able to properly study your case here.
Andar
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- #3
From what you describe you don't want a true time system (time advances automatically) but an action counter system (the system counts action taken toward processing the game sequence pseudo time).
Is that understanding correct? Because that will require a different appraoch to what is usually called a time system in most topics and tutorials and would explain why those don't help you.
Andar
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- #5
youi're coming atthis from the wrong side.
The key is not what to do as the result of the counter, but how to advance the counter.
those are the key events that we need to see, as well as some other answers to questions:
Will the days have any effect at all? because according to that event your number of days (or which weekday it is) will never matter.
Will all actions only advance the timeblock by 1 or will some actions have other results?
Aside from that, if you do not want time to advance automatically then you do not need a parallel process - all those checks should be in a called common event that would be called by the event that advances time - because the variables cannot change on their own, so no partallel is needed to check for them.
MysteryMouse
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- #6
Uhh key NPC's have schedules that depend on day and time for example a character called Elia is at Town Center at Noon on Monday's, Tuesday's and Friday's but not there at Noon any other day. I wanted to try getting they day/night cycle down first. And I only plan for it to advance one timeblock but I could see a quest updating it by two. And thanks for the help.
Andar
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- #7
the problem here is the schedule needs a counter, and you can have only one variable as an event condition.
which means that either your counter has to include both weekday and daytime into a single variable, or you'll have to use a variable for one option and switches for the other.
and that decision has to be made before anything else can be done, because it changes how the events need to work.
combining both will make the scheduling technically easier but imaginally worse - the computer will be able to handle the numbers easily but you as a human will have more problems until you get the numbers down perfectly.
spliting the different counters will make the events more complex, but you'll have an easier time to see at a glance when which event would be scheduled to.
Please take a few hours to think this through - which way would you prefer?
Counting weekdays and having switches tell which time it is, or counting both daytime and weekday in a single variable and having to remember mondays moring is 2, tuesday midday is 9, and so on.
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