CT Bolt 23 Posted March 2, 2013 (edited) CT_Bolt's Timers v3.0 by CT_Bolt Features A whole new set of timers (unlimited ). Each has Custom properties (font color, font size, x, y, z, etc.). Scheduled Tasks (turn on/off switches, run common events at specified time including start & expire) Let's you press buttons with while a ct_timer is active. Counts the button presses & stores them in a variable. Allows a switch to be used to determine if the ct_timer will be visible. Optional text before & after time numbers (ex. Timer #1: 0:25 Remaining). Multiple buttons can be pressed. Add\Remove time from a currently running CT_Timer with a simple script call. Pause\Resume a currently running CT_Timer with a simple script call. Play Audio with optional Fade-In settings ... & much more Compatibility This should be compatible with all scripts as long as they don't overwrite any methods used in this script. How to Use Many ways. See demo. Screenshots (outdated, will make new ones soon): Demo: https://forums.rpgmakerweb.com/index.php?threads/ct_bolts-timers.9856/ Script: https://forums.rpgmakerweb.com/index.php?threads/ct_bolts-timers.9856/ FAQ None yet. Version History: Quote Version History: v1.00 (02-28-2013) -- First release v1.02 (03-01-2013) -- Bug Fix & More Comments v2.0 (03-01-2013) -- Major Update -- Changed from a Timer Add-on to it's own timer v2.1 (03-03-2013) -- Added Features -- Optional prefix & suffix can now be added -- Multiple buttons can now be assigned for pressing v2.2 (03-03-2013) -- Added more features -- Add or remove time from a currently running CT_Timer -- Pause & resume a currently running CT_Timer v2.21 (03-08-2013) -- Bugfix - Save/Load wasn't working v2.5 (07-21-2013) -- Added features -- Audio was added -- Ability to fade in v2.6 (08-16-2013) -- Added features -- Optional Turn a switch on when the timer starts & turn off the switch when the timer stops v2.6.2 (09-04-2013) -- Bug Fixes -- Slightly cleaner code -- Made the demo into a mini-game to help nyxzryu v3.0 (09-19-2013) -- Major Update -- Basically re-wrote everything -- Added many new features -- Unlimited CT_Timers -- Schedule (turn on/off switches, run common events at specified time including start & expire) -- Much more customizable Planned Features: A variable that can be set for each button press counter. (v?.?) Run common events at a certain number(s) of button presses, not just when it expires. (v?.?) Button Input modes (ex. Button Mash; just mash the buttons, Code Input; a specific sequence) (v?.?) Credit: Please credit me (CT_Bolt) if you use this. Thanks - Sindaine - Tsukihime for this post, & just for being awesome. - Everyone who tests/uses this! I really appreciate it. - To everyone who has ever contributed to this community! Author's Notes Enjoy! Let me know how it works for you. Please give feedback, anything that could be added, etc. -- Unlimited CT_Timers -- Schedule (turn on/off switches, run common events at specified time including start & expire) -- Much more customizable Edited January 12, 2019 by CT Bolt 1 Choco-Elliot Wyvern reacted to this Share this post Link to post Share on other sites
CT Bolt 23 Posted March 2, 2013 (edited) Updated the first post. Major Update. I really do mean MAJOR, the whole script was basically re-wrote.Version History: v1.00 (02-28-2013) --First release v1.02 (03-01-2013) --Bug Fix & More Comments v2.0 (03-01-2013) --Major Update --Changed from a Timer Add-on to it's own timer Planned Features (from easiest to hardest): Optional text before & after time numbers (ex. Timer #1: 0:25 Remaining) Multiple buttons can be pressed Run common events at certain time(s), not just when it expires. Button Input modes (ex. Button Mash; just mash the buttons, Code Input; a specific sequence) Unlimited CT_Timers Enjoy! Let me know how it works for ya. Edited March 3, 2013 by CT Bolt Share this post Link to post Share on other sites
CT Bolt 23 Posted March 3, 2013 (edited) Updated to include more features.Version History: v1.00 (02-28-2013) --First release v1.02 (03-01-2013) --Bug Fix & More Comments v2.0 (03-01-2013) --Major Update --Changed from a Timer Add-on to it's own timer v2.1 (03-03-2013) --Added Features --Optional prefix & suffix can now be added --Multiple buttons can now be assigned for pressing Planned Features (from easiest to hardest): Add or remove time from a currently running CT_Timer Pause & resume a currently running CT_Timer Auto-pause in battle using a switch to control whether or not this will happen Run common events at certain time(s), not just when it expires. Button Input modes (ex. Button Mash; just mash the buttons, Code Input; a specific sequence) Unlimited CT_Timers As always enjoy! Please let me know how it works. Edited March 4, 2013 by CT Bolt Share this post Link to post Share on other sites
Galv 1,387 Posted March 3, 2013 Please edit your original post instead of posting multiple times. Remember, no double posting within 72 hours.Adding all that info in a spoiler might be a good idea, too. Share this post Link to post Share on other sites
CT Bolt 23 Posted March 3, 2013 (edited) Please edit your original post instead of posting multiple times. Remember, no double posting within 72 hours. Adding all that info in a spoiler might be a good idea, too. Oh ok sorry about that. I'll keep that in mind. I just thought that since this is a resource it was OK to post when I update (which I really thought I read somewhere was ok to do, must have been another forum I guess). I just wanted to make sure people were aware of the update was all. PS. I really can't seem to find any rule that says I can't double post in this category. I checked here: Completed Ace Scripts -Rules and Guidelines & here: Global Forum Rules However, I do know that is true for Script Support & Script Request. I read that here & here. Maybe I overlooked it. Edit: Since I cannot post a post below this, I will use this post to say... updated again. Now at v2.2, check first post for version history. Planned Features: Auto-pause in battle using a switch to control whether or not this will happen (v2.3) Run common events at certain time(s), not just when it expires. (v2.3) A variable that can be set for each button press counter. (v2.3) A variable that can be set for the combined number of button presses. (v2.3) Run common events at a certain number(s) of button presses, not just when it expires. (v2.4) Button Input modes (ex. Button Mash; just mash the buttons, Code Input; a specific sequence) (v2.?) Unlimited CT_Timers (v?.?) Edited March 5, 2013 by CT Bolt Share this post Link to post Share on other sites
ekomega 20 Posted March 3, 2013 Great work! 1 CT Bolt reacted to this Share this post Link to post Share on other sites
nyxzryu 1 Posted August 10, 2013 hey i really enjoyed your script, but i've some difficult in using it. so i want to make a time based minigame, but i keep getting it not worked. so the ways is like this : 1. we press on object ( a switch ) then the player will be transferred to a new map and the tine starts 2. then when the times ends, the player will be transferred again. can you help me do that things ? thanks 1 CT Bolt reacted to this Share this post Link to post Share on other sites
nyxzryu 1 Posted August 12, 2013 is there any solution to my problem ? Share this post Link to post Share on other sites
nyxzryu 1 Posted August 15, 2013 this is my problem that i had for a weeks i used the event like this for the minigames that i want to make just like i said before : Share this post Link to post Share on other sites
CT Bolt 23 Posted September 5, 2013 this is my problem that i had for a weeks i used the event like this for the minigames that i want to make just like i said before : Updated. Check first post, I made the demo specifically around this topic. Share this post Link to post Share on other sites
KayDgirl91 99 Posted September 5, 2013 I've been looking for something like this! I need two timers ticking at once (the base timer, and this one) Thank you so much for this! 1 CT Bolt reacted to this Share this post Link to post Share on other sites
CT Bolt 23 Posted September 19, 2013 UPDATED to v3.0. Major update! Now you can have an unlimited number of CT_Timers & set properties for each one. This new version also has scheduled tasks. Check first post for more details & download. Share this post Link to post Share on other sites
nyxzryu 1 Posted September 22, 2013 (edited) UPDATED to v3.0. Major update! Now you can have an unlimited number of CT_Timers & set properties for each one. This new version also has scheduled tasks. Check first post for more details & download. this is my problem that i had for a weeks i used the event like this for the minigames that i want to make just like i said before : Updated. Check first post, I made the demo specifically around this topic. hey, your demo was very awesome! xD but still, i can't get my project works just like you did with your demo. after i copied the script, pictures, commont events, from your demo, everything still didn't work. anyway, how to edit the "Module DataManager" section in your scripts, so your script could working in my project ? any solution ? sorry, i was just in hurry, so i'd hope my language doesn't trouble you xD Edited September 22, 2013 by nyxzryu Share this post Link to post Share on other sites
13StarrT 0 Posted May 13, 2018 Is there any chance you could re-upload this script/demo? I know this is really old, and you might not still have the files. The links you posted seem to be dead, at least for me. I don't want to move my whole project over to MV to use Shaz's Multi Timers script, but it might be what I have to do. Share this post Link to post Share on other sites