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LTN TimeEngine Question

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: LTN TimeEngine Question
  • Original author: HalestormXV
  • Original date: July 8, 2018
  • Source thread: https://forums.rpgmakerweb.com/threads/ltn-timeengine-question.97450/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

Hey there. Question that maybe someone can help me out with. Im utilizing LTN TimeEngine. I don't know if I can re-post the script since it is relatively old and doesn't really seem to be posted anywhere. But here is the repo directly to the script therefore it is still coming from LTN: https://gitlab.com/FeniXEngineMV/plugins/raw/v1-release/releases/LTN_TimeEngine.js So that is the TimeEngine I am using. My problem is this. If you notice there are plugin commands to Hide the clock and show the clock. It appears the hide commands is on line 664...

Archived First Post

Hey there. Question that maybe someone can help me out with. Im utilizing LTN TimeEngine. I don't know if I can re-post the script since it is relatively old and doesn't really seem to be posted anywhere. But here is the repo directly to the script therefore it is still coming from LTN: https://gitlab.com/FeniXEngineMV/plugins/raw/v1-release/releases/LTN_TimeEngine.js

So that is the TimeEngine I am using. My problem is this. If you notice there are plugin commands to Hide the clock and show the clock. It appears the hide commands is on line 664 (extracted HERE). Now when one hides the clock it doesn't "stay" hidden. The second you load a new map/scene it shows back up again. The same goes if you "show" the clock. Now it may not seem like it but this is incredibly frustrating. I have even made an event that activates on keypress to toggle a switch and if the switch is one we run the TE Show, if the switch is off we run the TE Hide, but it doesn't "remember" and everytime to load a new map or scene it just defaults back to either showing or hiding.

Im curious to know if anyone knows a potential fix for this? I thought about adding an AND check to the function. Kinda like this:
Code:
        if (this._windowtimeHud) {
          if (option.toLowerCase() === 'hide') && $gameSwitches.value[9] == true {
            this._windowtimeHud.close();
            this.clockVisible = true;
          } else if (option === 'show') {
            this._windowtimeHud.open();
            this.clockVisible = false;
          }
        }

This way my common event can just toggle the switch as oppoed to the switch and the plugin command. Thoughts?

EDIT: Actually after re-reading the code segment it appears that the this.clockVisible values may just be reversed? Still any thoughts? Maybe they are just reversed and switch check wouldn't be needed.

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#039#rpg-maker-archive#js-support

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