Works for Vx, Vx Ace, and MV
Today I will be showing how to make a timer without using the built-in timer.
What made you think of this?
In a series I'm remaking, World of Chaos, on the 3rd game, I needed a timer for when the character transformed to a werewolf. So I evented a timer because when the built-in timer went off, it will interrupt battle AND you can only have one timer at a time. So I improvised.
You will need the following...
1 Variable for each timer you want
1 Conditional branch
1 Common Event for each timer
1 Switch
Go to the "Wait" in the 2nd event tab in the upper-right corner. Make it 60 frames as 60 frames = 1 second.
You need to make a variable for the timer. Name it whatever you like, imma name mine "Timer 1." After that, you need to check when the Timer = 0 by doing a conditional branch for it.
Vectra, what's happening here?
The variable is treated as the timer. Every 60 frames, the variable (timer) will go down by own. This should be in a parallel process common event. Due to this, you'll need a switch to activate it (its that "condition switch" in the upper-right corner).
Notice how I turn the switch off when it reaches zero. That is so it doesn't continue into the negatives.
When you want the timer to start at a number, you make the variable equal that number before calling the common event:
Any questions?

本贴来自国际rpgmaker官方论坛作者:Lord Vectra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:
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