Lrn2Dev: “All About Timing”
Bad News: i’m no where near making the regrowth system for trees/materials that i want.
Good News: I’m still learning new things that open bridges to possibilities!
So i’ve learned how to make my own Timer in RPGMaker VXA. It’s rather simple..just using a set of variables that increase based on our system of time (60 seconds > 1 minute. 60 minutes > 1 hour. 12 hours > 1 day. 30 days > 1 month. 12 months > 1 year) and i’ve gained more EXP in using Common Events by making a CE that determines how much wood i get depending on what Axe is equipped (better axe = more efficient wood cutting = more wood per tree).
Anyways, essentially the timer works like this:
Wait 60 frames (which is one second)
Variable: second +1
Conditional Branch: If seconds = 60
variable minute +1
variable seconds -60
And then you repeat that with the respective time types. You can also advance time faster by making it wait less than 60 frames (unless you -want- a realistic time simulation).
Though despite learning the ability TO CONTROL THE TIMESPACE CONTINUUM….i still cannot figure out how to make it so the trees work on separate timers…which leaves me with a few options:
1: set multiple variables/timers for each tree (tons of work, may overload rpgmaker…)
2: fuck “respawning trees” and instead, work into the Farming Aspects by having the player GROW replacement trees.
I think option 2 is best since it works in conjunction with farming (which i want to throw into this as well) and i can avoid breaking RPGMaker from having so many multiple timers and such running at the same time….though i may be underestimating how durable VXA is in regards to how much code/events it can handle…
That may be something i’ll test out later when i have the time and energy to see if i can have 25-350+ trees with their own respawn timers running in relation to when you cut them.