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Simple enough for a child, powerful enough for a developer

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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: KTimers XP
  • Original author: kyonides
  • Original date: December 27, 2023
  • Source thread: https://forums.rpgmakerweb.com/threads/ktimers-xp.164178/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS Scripts (RMXP)

Summary

KTimers XP Version 1.2.0 by Kyonides​ Introduction

Archived First Post

KTimers XP
Version 1.2.0

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:

Ruby:
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:

Ruby:
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:

Ruby:
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.

Exclusive For Version 1.1.0 Onwards

It also brings an interesting feature, the failing crops!
Nope, there's no need to hire a witch to destroy your crops.
You just need to pass a condition and it will determine whether or not you will get your crop or byproduct.

The Default Script Call:
Ruby:
reset_timer

The New Script Calls:
Ruby:
reset_timer(:item, 1, 5)
reset_timer(:weapon, 1, 1)
reset_timer(:armor, 1, 1)
reset_timer(:switch, 100)

Exclusive For Version 1.2.0

The New Script Call:
Ruby:
set_timer(TimerID, Seconds)

Example:
Ruby:
set_timer(1, 10)

ktimers_xp001.jpg

ktimers_xp002.jpg

ktimers_xp003.jpg

ktimers_xp004.jpg

And that's all, forumers!

Download DEMO

Term of Use & Conditions

Free for non-commercial games.
Donations aka voluntary payments are accept if going commercial.
Due credit is not optional but a must.
That's it!

Downloads / Referenced Files

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License / Terms Note

Free for non-commercial games. Donations aka voluntary payments are accept if going commercial. Due credit is not optional but a must. That's it!

Creator Claims / Removal

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