KTimers VX + ACE - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker VX/VXAce (RGSS2/3) Engines (https://www.save-point.org/forum-117.html) +---- Thread: KTimers VX + ACE (/thread-9632.html) |
KTimers VX + ACE - kyonides - 09-25-2024 KTimersĀ VX + ACE
Version 1.1.0
by Kyonides Introduction This script should let you create events like growing plants. The benefits are interesting, you won't find any timer on screen and the corresponding timers will keep running even if you're on another map. Don't worry about them running forever, they'll stop right after they reach their "ripe stage". Only a player hitting the OK button while standing right in front of the event could reset the timers. Instructions Create a multi-page event with its graphics. On the first page leave a comment like this one: Code: timer 1 refresh 15 That means the event will use a timer with x stages and will count till 15 seconds before the next stage begins (that means it will change to the next page on the event list). On the last page add a script call: Code: reset_timer That will help you reset the growing plant event. It will be activated once the player hits the OK button while standing right in front of the event. Also take a look at the script and search for the STAGES Constant and edit it at your will. Example: Code: STAGES = {1 => 2, 2 => 3, 3 => 5} # Timer Type => Number of stages (that means Number of event pages - 1) As you might have figured it out by now, the timer ID on the comment you left at the growing plant event corresponds to some kind of Timer Type of the STAGES Constant. And that's all, forumers!
featuring both versions
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