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[RMVX ACE] Attempting a simple Day/Night cycle
So, another question, same topic.
I'm attempting the use the Day/Night cycle to trigger enemy sprites to appear on the map.
Now I have tested it where the enemy is stationary during day cycles, and actively moves during night cycles, and if it touches the player it triggers the battle (with double hp and rewards during night cycles), however I cannot seem to get it to properly generate during night cycles, and disappear during day cycles.
Also can the enemy be removed from the map when defeated in battle, only to respawn during the next night cycle?
Below is how I have my testing actor set up.


I'm attempting the use the Day/Night cycle to trigger enemy sprites to appear on the map.
Now I have tested it where the enemy is stationary during day cycles, and actively moves during night cycles, and if it touches the player it triggers the battle (with double hp and rewards during night cycles), however I cannot seem to get it to properly generate during night cycles, and disappear during day cycles.
Also can the enemy be removed from the map when defeated in battle, only to respawn during the next night cycle?
Below is how I have my testing actor set up.


[RMVX ACE] Attempting a simple Day/Night cycle
I could in theory also use add a similar toggle to that event as I'm intending for the buildings, that disables and re-enables the trigger event for the day/night cycle right?
[RMVX ACE] Attempting a simple Day/Night cycle
Is it possible to have a variable in an enemy that modifies the HP based on if the Day/Night trigger is active?
By that I mean can I have say, a werewolf, have 2x the HP if the night switch is on, versus having standard HP during the day?
By that I mean can I have say, a werewolf, have 2x the HP if the night switch is on, versus having standard HP during the day?
[RMVX ACE] Attempting a simple Day/Night cycle
Another question, same topic.
I know since this day/night cycle is only active when the trigger switch is "ON", that I can put a toggle in the events for entering and exiting a building or dungeon to effectively "pauss" the cycle.
The question is, since the cycle runs on a variable, i.e seconds, will that variable be saved when the trigger switch is turned off, and will it resume from that point when turned back on, or will it reset to 0?
I know since this day/night cycle is only active when the trigger switch is "ON", that I can put a toggle in the events for entering and exiting a building or dungeon to effectively "pauss" the cycle.
The question is, since the cycle runs on a variable, i.e seconds, will that variable be saved when the trigger switch is turned off, and will it resume from that point when turned back on, or will it reset to 0?
[RMVX ACE] Attempting a simple Day/Night cycle
Thank you so much.
It is working like a charm, though there is a small delay in triggering the transitions.
Sitting at roughly 3:15 per shift, so 6:30 for full day/night.
I'm attributing the additional time to the text print I added in just before the actual 2 second transition effect.
Again, thank you very much.
It is working like a charm, though there is a small delay in triggering the transitions.
Sitting at roughly 3:15 per shift, so 6:30 for full day/night.
I'm attributing the additional time to the text print I added in just before the actual 2 second transition effect.
Again, thank you very much.
[RMVX ACE] Attempting a simple Day/Night cycle
[RMVX ACE] Attempting a simple Day/Night cycle
While working on a test demo, I'm attempting to implement a simple Day/Night transition system.
while searching through the tutorials here, I found an idea for RM2k3 similar to what I wanted, and modified it as needed (i.e 2 transitions instead of the 5 in the example).
However after running the engine, 3 minutes and 6 minutes pass, but none of the transitions occur.
presently using variable to add seconds and then turn to minutes, triggering the transitions. the Common event is listed below.
The original tutorial I used as the basis is located at the link below:
https://rpgmaker.net/tutorials/352/
while searching through the tutorials here, I found an idea for RM2k3 similar to what I wanted, and modified it as needed (i.e 2 transitions instead of the 5 in the example).
However after running the engine, 3 minutes and 6 minutes pass, but none of the transitions occur.
presently using variable to add seconds and then turn to minutes, triggering the transitions. the Common event is listed below.

The original tutorial I used as the basis is located at the link below:
https://rpgmaker.net/tutorials/352/
[RMVX ACE] opening scene help
author=Marrend
I think it would be helpful to see exactly how this sequence is evented before suggesting anything.
Hi Marrend, I do apologize for lack of SCs earlier, as stated I was on my mobile device.
Below are the 2 events and locations on the map screen. Walkplayer is in the lowest left corner waiting to be transferred via ev001's "transfer" command. Injured player in upper center, girl in lower center.
Event in upper left is the screen tint command.


[RMVX ACE] opening scene help
Hi, first post ever lol.
So essentially my problem is this,
In my opening scene, which takes place in an elevator, I have 2 event actors, one representing the injured player,the other representing a little girl, and the player.
I'm trying to get it so that the screen fades in, out, and back in, and in between the face out and in, the girl appears and says a line, before the screen flashes, the girl disappears and the player appears in place of the injured player.
Presently I have the face events set to the injured player, as well as changing its transparency to on upon completion.
For the girl event I have the transparency set to on, until a 2 second timer ends then it sets transparency to off, she says her line, screen flashes, and she disappears again.
Problem I'm having is, player changes location before girl says her line, instead of after. And if I modify the events at all then it begins and endless loop of fades without running other scripts.
Only other event I have running is a single screen tint event running as a parallel process with an erase event to keep the screens tinted.
Is this going to be an issue that requires variables to handle all the events?
Especially since I only want it to run once when the game loads.
Any help would be appreciated, I'll get some SCs up as soon as I get to my laptop (presently on mobile)
So essentially my problem is this,
In my opening scene, which takes place in an elevator, I have 2 event actors, one representing the injured player,the other representing a little girl, and the player.
I'm trying to get it so that the screen fades in, out, and back in, and in between the face out and in, the girl appears and says a line, before the screen flashes, the girl disappears and the player appears in place of the injured player.
Presently I have the face events set to the injured player, as well as changing its transparency to on upon completion.
For the girl event I have the transparency set to on, until a 2 second timer ends then it sets transparency to off, she says her line, screen flashes, and she disappears again.
Problem I'm having is, player changes location before girl says her line, instead of after. And if I modify the events at all then it begins and endless loop of fades without running other scripts.
Only other event I have running is a single screen tint event running as a parallel process with an erase event to keep the screens tinted.
Is this going to be an issue that requires variables to handle all the events?
Especially since I only want it to run once when the game loads.
Any help would be appreciated, I'll get some SCs up as soon as I get to my laptop (presently on mobile)
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