CORFAISUS'S PROFILE
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
"Winning" internet arguments via dismissive hyperbolic falsehoods and selective ignorance.
Unallocated Skill Points
"Take this beautiful moment and make a joke out of it. If you can't, you're a slave to it."
"The imperfections show the face."
Unallocated Skill Points
"Take this beautiful moment and make a joke out of it. If you can't, you're a slave to it."
"The imperfections show the face."
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KOE_2_RosisiaShop_Interior.JPG
Swordscape Version 2
FF_Pwned.PNG
FF_Pwned.PNG
'Twas a Godsend
Argh, it erased everything inside of the box symbols, though it's essentially setting a switch for one thing, a variable for the other
Start_Island.PNG
'Twas a Godsend
It's really not that hard to put in a battle timer event.
You'll want a common event that you can reference at the beginning of every battle that says essentially this:
"Call" event
---------------------------
<> Timer 1 Operation: Set, 99M 59S
<> Timer 2 Operation: Set, 99M 59S
<> Variable Oper: Set, Timer 2 Seconds Left
<> Variable Oper: Set, Timer 1 Seconds Left
<> Timer 1 Operation Start
--------------------------
Then for every battle, you'll want a page that calls this common event and turns on a switch for the next common event.
The next common event will add how much time you spent in battle to your total time by subtracting one timer from the other.
"Parallel Process" Trigger Switch is any switch that you turned on early in the game, but not the same as the one referenced in the battle page (maybe unnecessary)
---------------------------
<> Branch if Switch is ON
<> Timer 1 Operation Stop
<> Variable Oper: Set, Timer 2 Seconds Left
<> Variable Oper: Set, Timer 1 Seconds Left
<> Variable Oper: - , Var 's Value
<> Variable Oper: + , Var 's Value
<> Branch if Var is 60 or more
<> Variable Oper: + , 1
<> Variable Oper: - , 60
<> Branch if Var is 60 or more
<> Variable Oper: + , 1
<> Variable Oper: - , 60
<>
: Else Handler
<>
: End
<>
Else Handler
<>
: End
<> Timer 1 Operation: Set, 99M 59S
<> Timer 2 Operation: Set, 99M 59S
<> Variable Oper: Set, Timer 2 Seconds Left
<> Variable Oper: Set, Timer 1 Seconds Left
<> Timer 1 Operation: Stop
<> Switch Operation: OFF
<> Timer 1 Operation: Stop
<>
: End
<>
You'll want a common event that you can reference at the beginning of every battle that says essentially this:
"Call" event
---------------------------
<> Timer 1 Operation: Set, 99M 59S
<> Timer 2 Operation: Set, 99M 59S
<> Variable Oper: Set, Timer 2 Seconds Left
<> Variable Oper: Set, Timer 1 Seconds Left
<> Timer 1 Operation Start
--------------------------
Then for every battle, you'll want a page that calls this common event and turns on a switch for the next common event.
The next common event will add how much time you spent in battle to your total time by subtracting one timer from the other.
"Parallel Process" Trigger Switch is any switch that you turned on early in the game, but not the same as the one referenced in the battle page (maybe unnecessary)
---------------------------
<> Branch if Switch is ON
<> Timer 1 Operation Stop
<> Variable Oper: Set, Timer 2 Seconds Left
<> Variable Oper: Set, Timer 1 Seconds Left
<> Variable Oper: - , Var 's Value
<> Variable Oper: + , Var 's Value
<> Branch if Var is 60 or more
<> Variable Oper: + , 1
<> Variable Oper: - , 60
<> Branch if Var is 60 or more
<> Variable Oper: + , 1
<> Variable Oper: - , 60
<>
: Else Handler
<>
: End
<>
Else Handler
<>
: End
<> Timer 1 Operation: Set, 99M 59S
<> Timer 2 Operation: Set, 99M 59S
<> Variable Oper: Set, Timer 2 Seconds Left
<> Variable Oper: Set, Timer 1 Seconds Left
<> Timer 1 Operation: Stop
<> Switch Operation: OFF
<> Timer 1 Operation: Stop
<>
: End
<>
meanzombies.png
Fischer_Dorf_mit_LM_aber_ohne_Events.PNG
Aria Review
"Ahoy mates, bring me a piece of quartz from the first dungeon in the game, bring it all the way back to me to proceed in your quest with no apparent rhyme or reason."
*pauses and looks to the ceiling, asking self whether or not to continue*
*closes game*
*delete*
Honestly, why did the creator of this game even bother posting this on the site?
*pauses and looks to the ceiling, asking self whether or not to continue*
*closes game*
*delete*
Honestly, why did the creator of this game even bother posting this on the site?













