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VXACEFlexTimer - Calendar Event Management

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: FlexTimer - Calendar Event Management
  • Original author: whitesphere
  • Original date: April 4, 2014
  • Source thread: https://forums.rpgmakerweb.com/threads/flextimer-calendar-event-management.25725/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)

Summary

FlexTimer Calendar Event Processing + v1.0 Script by whitesphere   Introduction

Archived First Post

FlexTimer Calendar Event Processing + v1.0

Script by whitesphere

 

Introduction

This script creates an in game calendar which creates a Harvest Moon or Animal Crossing style calendar. It also triggers common events and sets switches, so you need minimal scripting to create very complex scripted events. All configuration (events, time window, etc) come from a single text file, or may be configured with script calls.

 

 

Features

- Timed events

- Uses system clock or in-game simulated clock

- Requires minimal scripting (2 calls and 1 config file required to set everything up)

- User-configurable month and weekday names to create fictional calendars

- Configurable clock window with all time units (year, month, week, week day, day of month, hour, minute and second) available

- Configurable clock window can add user chosen bitmaps alongside, useful for showing season, phase of the moon, etc

- Time events can be modified while the game is running.  Useful for changing the length of a day with the season.

- All event state preserved within the savefile

 

Screenshots

 

Protected download

 

 

Protected download

 

How to Use

To install this script, press F11 to open the Script Editor and move down to the

Materials section.  Create a new entry called "Flex_Timer" and insert the script

there.

 

Then, take the sample configuration file contained in the script (look for

SAMPLE CONFIG FILE) and copy it from the script into a separate text file.

 

Save this text file in the Data directory of your project (located in

Users\*\Documents\RPGVXAce\(project name) ).  Call the file "Flex_timer.txt"

 

In your intro, where you setup the initial party, etc, add the following

script lines to an autorun event that is executed precisely once.  These

should be the last things to execute before starting the actual game.

FlexTimer::start "Data/Flex_timer.txt"

 

Demo

I have attached a small demo which shows various abilities of the script,

including time events triggering in-game commands, characters changing their

abilities with the seasons (via class change), etc.

 

FlexTimer.zip

 

Script

 

The script is in the Zip file as a separate entity.  It appears to be too long to post here.

 

FAQ

Q: The start call failed with a RuntimeError

A: The start call is particular about the syntax of the config file.  It will

raise this error if a required value is not present, such as a unit with

time ranges. It also raises this error if, say, a time event has no time ranges.

It will also raise this error if a value is set to a string 

which is invalid for that entry, such as using "Rabbit" or "Sunday" for

a time unit.  The latter would be "weekday"

 

Credit and Thanks

- Include your name first

- Thanks go out to V.M of D.T for his basic Game Time script.  It showed me

how to insert my code into the game engine.

- Thanks also go out to Tsukihime who showed how to modify the game engine 

so multiple common events could be queued at once.

 

Author's Notes

Calling FlexTimer::debug_specific_event (event_name) can help understand

why a particular event is active or inactive

Calling FlexTimer::debug_dump will show the internal state of every event

and the game clock.

Features Mentioned

  • Timed events
  • Uses system clock or in-game simulated clock
  • Requires minimal scripting (2 calls and 1 config file required to set everything up)
  • User-configurable month and weekday names to create fictional calendars
  • Configurable clock window with all time units (year, month, week, week day, day of month, hour, minute and second) available
  • Configurable clock window can add user chosen bitmaps alongside, useful for showing season, phase of the moon, etc
  • Time events can be modified while the game is running.  Useful for changing the length of a day with the season.
  • All event state preserved within the savefile

Downloads / Referenced Files

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License / Terms Note

Credit and Thanks - Include your name first - Thanks go out to V.M of D.T for his basic Game Time script.  It showed me how to insert my code into the game engine.

Referenced Images / Attachments

screenshot-1.png
screenshot-1.png
screenshot-2.png
screenshot-2.png
Creator Claims / Removal

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#rgss3#script-archive

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