RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
adding more then 2 timers at a time skript

0 Members and 1 Guest are viewing this topic.

***
Rep:
Level 88
I know that in rpg maker 2000,2003, and I am sure XP they have through events 2 timers. and from that you can change if they are visable and what ever and you can have events respond to that condition. what I would like to know is if there is a way to make a 3rd timer, on the game I am making this timer is for an item respawn. What I need to know is how to make it into a look for ever X amount of time it will shut off all the switches saying that the item was taken and restart itself. If this is possible please do let me know.

"Why don't you just use 2 timers why do you need a thrid?" I have the other 2 reserve for future uses.
timer 1 will be used for mini games or what ever needs a count down
timer 2 will be used for the other events to know where they must be at a certain time. sorta like major's mask how every npc is at a certain place at a certain time.


with many thanks -Kathis
Project
New project. The other dimention DND
RPG makers challenge http://rmrk.net/index.php/topic,13503.0.html

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
I suppose you could just make a common event (paralell process, called by whatever switch you use for respawn), and have a Wait command for however long you want it to wait for, and then have it turn off the switch that says the item was taken. I think that might work

***
Rep:
Level 88
Tried it >.> it caused....some problems
Project
New project. The other dimention DND
RPG makers challenge http://rmrk.net/index.php/topic,13503.0.html

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
What kind of problem. I just tested it and it worked for me

***
Rep:
Level 88
-_- the timer doesn't turn its selve back on for one. also here is what I use the 3rd timer for to be more exact and precised

In the game I have these orbs scatered around the world of which the game takes place a total of 500 to be exact. After the timer is over they ALL turn themself back on so you can regather them. There is not one trigger to start the timmer. The one you gave me is expecting just for one to respawn. Inorder for me to make this work I will require 500 other common events to Contiune to go after 1 is removed. The way I had it when I had two timmers is the following

((this is how it looked roughly))

parell progress  switch timer on

IF timer = 0 seconds
set switch object 1 off
set switch object 2 off
set switch object 3 off
set switch object 4 off
set switch object 5 off
set switch object 6 off
set switch object 7 off
.....
set switch object 497 off
set switch object 498 off
set switch object 499 off
set switch object 500 off
wait 500 frames
set timer 2  to  99 minets 59 seconds
start timer 2 hide
Else

end



>.> sure it would have one big lag when the timmer ended but it was a long wait untill then. of course

ya it was a lot of orbs. oh well XD
Project
New project. The other dimention DND
RPG makers challenge http://rmrk.net/index.php/topic,13503.0.html

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
Okay, so you have to collect all the orbs within a time limit? Okay, well maybe you can try something like this:
Code: [Select]
Make it so your common event has something like this in it (paralell process called by switch "Respawn Timer"):

Wait: 999 Frames
Wait: 999 Frames
...
Wait: 999 Frames
Control Switches: Respawn Timer OFF

Put in as many waits as you want the timer to last.

And in the item events, make 3 pages:
Code: [Select]
The first page should be action button and show the graphic:

Text: You got an item!
Control Switches: Respawn Timer ON
Control Self Switch: A ON

The second page should have no graphic and be action, called by both Self-Switch A and Switch Respawn Timer. Nothing should be written in it.

The third page should be paralell process and called only by Self-Switch A. It should have written:

Conditional Branch: Self Switch A is ON
   Control Self-Switch: turn A OFF
Branch End

That ought to work. If not, let me know.