Timer Tutorial And RPG Maker Code By: DragonWarrior74 If There Are Any Questions Or Problems Then Email Me At: dragonwarrior74@yahoo.com I Hope You Enjoy This Tutorial! You May Have Already Read The Tutorial That Tells You How To Make An Item That Tells Time, But Here Is The Actual RPG Maker 2000 Source For It. You Can Just Copy And Paste This Into Your Game First Here Is What The Tutorial Tells You To Do. Read This Carefully: Game Timer Tutorial by Stephen Armstrong. If you have played Final Fantasy 7, Chrono Trigger or any other leading RPG, you may have noticed on the menu screen it shows you how long you have been playing for. This to some people making RPG Maker 2000 games is impossible, or something that they would never have attempted to do before. But it is a very neat technique to put in your game, especially if you want to see how long your demo, or full game lasts for. Whether it is a 15-minute masterpiece or a 5-hour classic, this technique will tell you how to calculate how long your creation lasts for. Now on to the dirty work: 1: On your opening scene, make a switch called Timer. 2: Now go to the database, Common Events and make a Parallel Process event that is activated by this Switch – Timer. 3: In the event commands, you have to tell it to wait for a second, then put in a new variable-called Timer Seconds and set it at +1. That means that every second it is adding 1 to this variable. Now onto the second part of this technique. 4: Make a Fork Condition, make it activate when the variable Timer Seconds reaches 60. Inside the Fork set the Variable Timer Seconds to 0, and make a new Variable called Timer Minutes and set it to +1. That means that when Timer Seconds reaches 60, much like real seconds, it makes a minute! Now the third and final part – hours! 5: Make a Fork Condition, make it activate when the variable Timer Minutes reaches 60. Inside the Fork set the Variable Timer Minutes to 0, and make a new Variable called Timer Hours and set it to +1. Now, that’s not hard! (Is it?) Here Is His Source: Wait 1.0s Variable Ch: [0001:Timer Seconds]+,1 FORK Optn: Varbl[0001:Timer Seconds] –60 Variable Ch: [0001:Timer Seconds]Set, 0 Variable Ch: [0002:Timer Minutes]+,1 FORK Optn: Varbl[0002:Timer Minutes] –60 Variable Ch: [0002:Timer Minutes]Set, 0 Variable Ch: [0003:Timer Hours]+,1 The number of the variables is important. I used 1, 2, and 3 in this event. To get the timer displayed on the screen just put in a message “You have been playing this game for \v[3] hours, \v[2] minutes and \v[1] seconds!” You could make an item like a watch that brings up this message by, making an item that triggers a switch that (in common events) brings up this message. Now That You Have Read That Here Is My Source: <>Wait: 1.0s <>Variable Ch:[0005: Timer Seconds]+,1 <>FORK Optn:Varb1[0005:Timer Seconds]-60 <>Variable Ch:[0005:Timer Seconds]Set,0 <>Variable Ch:[0006:Timer Minutes]+, 1 <>FORK Optn: Varb1[0006:Timer Minutes]-60 <>Variable Ch:[0006: Timer Minutes] Set, 0 <> Variable Ch:[0007: Timer Hours] +, 1 <>FORK Optn: Varb1[0007: Timer Hours]-60 <>Variable Ch:[0007: Timer Hours]Set, 0 <> :END Case <> :END Case <> :END Case <>Select Face Graphic: Eras <>Messg:You have been playing for \v[7] hours: \v[6] minutes : \v[5] seconds This Part Is Optional <>Show Choice: Continue/Stop :[Continue] Case <> :[Stop] Case <>Stop Parall.Events <> :End Case <> Now For A Little Recap: -Before Doing This You Have To Make All The Variables They Don't Have To Be The Same Numbers I Used(Duh!) - <>FORK Optn: Varb1[0007: Timer Hours]-60 What This Means Is That Once It's Added 1 To The Variable Timer Hours Until It Reached 60 Then This Is Activated. -The \v[7] means that it will print the value of the variable seven. Yes This Does Work!