Qhimm.com Forums
Miscellaneous Forums => Gameplay => Topic started by: Tenko Kuugen on 2012-09-06 04:12:45
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does the game keep track of time as a variable such as gamemoment or battlecount / escapecount?
if yes, which variable is that?
specifically, i'd need a variable that runs only seconds
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indeed it does. (http://wiki.qhimm.com/FF7/Savemap#Save_Memory_Bank_1.2F2) It's at 0xBB6 in the save game structure. That's accessible in-battle, but I don't know how the field references those addresses.
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indeed it does. (http://wiki.qhimm.com/FF7/Savemap#Save_Memory_Bank_1.2F2) It's at 0xBB6 in the save game structure. That's accessible in-battle, but I don't know how the field references those addresses.
I'll ask myst6re, if anyone knows than her / him
thanks for asnwering. save game map is sadly not useful since I need to run a constant check on if even then, if = 0
well, what I have now works too but its a little clumsier
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Oh, well yeah. Either way, the value is continually updated in memory. I just don't know where the save block starts.
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right now I'm using IF battlecount & 1, then
execute script 30 from group cloud ( my randomizer )
now, the extern script sets battlecount = battlecount +1 so the script doesnt loop but it fires after every battle due to this ( as intended )
the external script puts the battlecount into an empty unsigned 16 bit variable and then it gets cut down to <100 and from there it runs four IFs
the one and only problem with this is: the script only hits after a battle and the battlecount is multiplied by two.
alternatives I tried were steps and stuff like gil but they trigger the script way too often and it breaks other stuff.
optimal would be if I could have it trigger every 15 seconds but I dont know if its possible to do this without gigantic annoying scripts