Announcement

Collapse
No announcement yet.

Controlling time in dungeons

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Controlling time in dungeons

    Is there any good way to keep time stable in the dungeons? It doesn't allow you to choose a set time like with the towns and fields. And every time I use "Modify Time", it starts a timer! I'd rather have complete control over the progression of time. Is that possible?

    Thanks in advance!

    #2
    Re: Controlling time in dungeons

    Ok bear with me because it's been a while since I've used RM3, but I think I should ask you whether you were using the 'control > modify time' event code, or the one in the dungeon properties?

    One of them simply sets the time to a certain point (but maintains the clock), and the other one makes the time whatever you set it to indefinitely. I think the one you want is the dungeon properties one.

    Comment


      #3
      Re: Controlling time in dungeons

      Well, there is an option to modify dungeon properties. But it doesn't allow you to change the time (as it doesn't allow you to set a dungeon's time in the first place). It only allows you to change the lighting, music, etc.

      Comment


        #4
        Re: Controlling time in dungeons

        Ok well then set the dungeon to 'default' time, and change the time of the map which features the dungeon with map property event codes.

        Like I said, I'm a little rusty.

        Comment


          #5
          Re: Controlling time in dungeons

          Originally posted by Ωbright View Post
          Ok well then set the dungeon to 'default' time, and change the time of the map which features the dungeon with map property event codes.

          Like I said, I'm a little rusty.
          Well, here is what makes it especially annoying:

          1. You can't set the time in dungeon properties at all, including to default.
          2. The field map the dungeon is placed on doesn't seem to affect dungeon time. It goes by the default time of the storyline, I think.

          I guess I should be asking for ways to cope with this disappointment now.

          Comment


            #6
            Re: Controlling time in dungeons

            I hear drinking helps.

            Seriously though, I think there is a way. In fact I'm almost sure there is. I could be wrong, and if I'm right I think it's still only a choice to set it to morning, noon, evening, or night...but I think you can make time stay as one of those 4 things. I'll try to get RM3 loaded later and check on this, if you need me to.

            Comment


              #7
              Re: Controlling time in dungeons

              That would be awesome. I've been setting my fields and towns just the way I like 'em, but I just realized the strangeness: "It's noon. I enter the tunnel, and it's... morning? Exit, and it's noon again!"

              I can roll with the punches, though. I don't suppose it will KILL me to just let time flow Dark Cloud-style...

              Comment


                #8
                Re: Controlling time in dungeons

                If this helps at all...

                The only way to guarantee that time in the dungeon will always be the same time as the field the dungeon is located on is to make sure that, in the "field properties" for the field, the time is set to "default."

                If it is set to anything but default, the time in the field will remaing whatever has been chosen (morning, noon, evening, night), while the time in the dungeon will continue to cycle through the day. There is no way that I know to permanently set a time for a dungeon.

                I look forward to hearing about it, though, if I'm mistaken.

                Hope you had a great Thanksgiving!
                " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                Comment


                  #9
                  One scenario:

                  My character begins in a town originally set to "Evening".
                  He enters a dungeon (via a "Warp" command) that is actually placed on a field that is originally set to "Noon".
                  The event changes the field's property to "Evening", then changes the field to "Default", then warps the character into the dungeon.
                  The time in the dungeon still says "Morning".

                  Or do you mean that I have to have the field ORIGINALLY set to "Default"?

                  And default will pretty much mean, at any rate, that time is just flowing. So if I'm to do all this, I might as well forget about controlling time altogether...

                  What the heck are the practical uses for controlling time? lol

                  And I DID have a great Thanksgiving, thanks for asking! What about yourself?
                  Last edited by thelegendaryX; 11-27-2009, 09:45 AM.

                  Comment


                    #10
                    Re: Controlling time in dungeons

                    This is an good thread. Get's you really thinking about the logic of the design of this aspect of the game.

                    I just tried something out that proved to be interesting.

                    I set the intial setting for FIELD 1 to "Default"

                    I set the initial setting for FIELD 2 to "Noon"

                    I placed a dungeon on FIELD 2

                    I started in field one and it was morning (and time was moving).
                    I warped to field two and it was noon(static).
                    I entered the dungeon and it was morning again(and time was moving).
                    I waited for noon in the dungeon.
                    I went out to field two and it was noon (static).
                    I went back to field one and it was noon (and time was moving).
                    I waited for evening in field one.
                    I warped to field two and it was noon (static).
                    I entered the dungeon and it was evening again (and time was moving).

                    So, it seems that all dungeons, and in fields that are initially set to default, will run on the same moving clock. However, fields that are initially set to a specific time will always remain that time unless it is changed in-game.

                    I just checked out towns too, and it seems like they work like fields do in this regard.

                    ALSO,
                    Check this thread too regarding time and manipulating it.
                    http://www.pavilionboards.com/forum/...ead.php?t=4782

                    ALSO,
                    Check the tricks thread in this forum and see tricks #7 and #13.

                    Well, hope your game-making keeps going well for you.

                    Pagerron
                    Last edited by Pagerron; 11-27-2009, 10:49 AM.
                    " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                    Comment


                      #11
                      Re: Controlling time in dungeons

                      No doubt whoever decided to not include time settings in dungeon properties did so because the game screen LOOKS the same in the dungeon no matter what time it is. And if there were a way to just hide the little clock in the corner, I'd just do that. But I guess I'll just set everything to default and let it all run on its own. It's not essential to the storyline; I just wanted each part of the game to have a certain feel to it.

                      I am curious, though, how anyone who uses time control makes it work in a believable way.

                      Comment


                        #12
                        Re: Controlling time in dungeons

                        It's really not so hard to make it believable when you use all specific, static times, or when you use all default times. The problem usually arises when you have to mix the two. Even if you can't make time stay the same in dungeons, you can still have the final event in the dungeon change the default time to whatever you want, and when you warp back onto the world map, it will start counting again from whatever time you set the default to.

                        I need to check on this to be sure which event code does what, but I'm still having trouble getting RM3 to load.

                        Comment


                          #13
                          Re: Controlling time in dungeons

                          If all else fails, and it's very important to you to have the time in a dungeon stay fixed as Morning, Noon, Evening, or Night, then why not have a single Auto Event on each floor to control it?

                          Example, if you want the time to always be "Night":
                          Conditions: Time = 05:00
                          Event Command: Modify Time: 21:00

                          I'm pretty sure you can do this even inside a dungeon since it is an event script and not a dungeon property.

                          Drawbacks: An Auto Event will run for about one second every several minutes of gameplay. Your player will probably think it's slowdown, or just get confused as to why they lose control for a second, unless you explain it. Also, if your dungeon has a lot of floors or you want to do this in every dungeon, it will eat up a little bit of your DU (though not a huge amount by any means).


                          How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                          "I live and love in God's peculiar light." - Michelangelo

                          Comment


                            #14
                            Lemme edit this one more time here, lol.

                            Well there are two options in "Event Conditions" concerning time:

                            Time = Specified Value
                            Time ! = Specified Value

                            Difference? Neither of them give me the option to put in specific times (like "5:00"). I can only choose from Morning, Noon, Evening, and Night.

                            Either way, I tried using both options with all 3 alternative times of day (Morning, Noon, and Evening) as the triggers to run the auto-event that would change the time to 21:00. An interesting thing happened: It didn't run the auto-event until the time naturally changed into NIGHT? I only know it ran the event because it gave me the message that it was caught in a loop.
                            Last edited by thelegendaryX; 11-28-2009, 10:13 AM.

                            Comment


                              #15
                              I think you chose the "Time !=" one, right?

                              You need to use the "Time = " one because the "Time !=" is used when the time is NOT the option chosen.

                              So, just change the "Time != evening" to "Time = evening." That way, this auto event is only triggered when it's evening. And the event coding will change it immediately back into night.

                              That should take care of its being caught in a loop.
                              Last edited by Pagerron; 11-28-2009, 11:02 AM.
                              " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                              Comment

                              Working...
                              X