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[转载发布] FlexTimer - Calendar Event Management

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    2026-7-12 04:10
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    灌水之王

    发表于 2026-7-30 20:20:20 | 显示全部楼层 |阅读模式
    FlexTimer Calendar Event Processing + v1.0

    Script by whitesphere

     

    Introduction

    This script creates an in game calendar which creates a Harvest Moon or Animal Crossing style calendar. It also triggers common events and sets switches, so you need minimal scripting to create very complex scripted events. All configuration (events, time window, etc) come from a single text file, or may be configured with script calls.

     

     

    Features

    - Timed events

    - Uses system clock or in-game simulated clock

    - Requires minimal scripting (2 calls and 1 config file required to set everything up)

    - User-configurable month and weekday names to create fictional calendars

    - Configurable clock window with all time units (year, month, week, week day, day of month, hour, minute and second) available

    - Configurable clock window can add user chosen bitmaps alongside, useful for showing season, phase of the moon, etc

    - Time events can be modified while the game is running.  Useful for changing the length of a day with the season.

    - All event state preserved within the savefile

     

    Screenshots

     



     

     

    [/url]

     

    How to Use

    To install this script, press F11 to open the Script Editor and move down to the

    Materials section.  Create a new entry called "Flex_Timer" and insert the script

    there.

     

    Then, take the sample configuration file contained in the script (look for

    SAMPLE CONFIG FILE) and copy it from the script into a separate text file.

     

    Save this text file in the Data directory of your project (located in

    Users\*\Documents\RPGVXAce\(project name) ).  Call the file "Flex_timer.txt"

     

    In your intro, where you setup the initial party, etc, add the following

    script lines to an autorun event that is executed precisely once.  These

    should be the last things to execute before starting the actual game.

    FlexTimer::start "Data/Flex_timer.txt"

     

    Demo

    I have attached a small demo which shows various abilities of the script,

    including time events triggering in-game commands, characters changing their

    abilities with the seasons (via class change), etc.

     

    [url=http://forums.rpgmakerweb.com/applications/core/interface/file/attachment.php?id=12312]FlexTimer.zip


     

    Script

     

    The script is in the Zip file as a separate entity.  It appears to be too long to post here.

     

    FAQ

    Q: The start call failed with a RuntimeError

    A: The start call is particular about the syntax of the config file.  It will

    raise this error if a required value is not present, such as a unit with

    time ranges. It also raises this error if, say, a time event has no time ranges.

    It will also raise this error if a value is set to a string 

    which is invalid for that entry, such as using "Rabbit" or "Sunday" for

    a time unit.  The latter would be "weekday"

     

    Credit and Thanks

    - Include your name first

    - Thanks go out to V.M of D.T for his basic Game Time script.  It showed me

    how to insert my code into the game engine.

    - Thanks also go out to Tsukihime who showed how to modify the game engine 

    so multiple common events could be queued at once.

     

    Author's Notes

    Calling FlexTimer::debug_specific_event (event_name) can help understand

    why a particular event is active or inactive

    Calling FlexTimer::debug_dump will show the internal state of every event

    and the game clock.


    本贴来自国际rpgmaker官方论坛作者:whitesphere处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/flextimer-calendar-event-management.25725/

    本帖子中包含更多资源

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