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> ~[Kylock's Time System VX 1.5]~
d2kmacho
post Dec 28 2008, 12:39 PM
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QUOTE (originalwij @ Sep 10 2008, 09:35 AM) *
@nobodyreal

The events will still not auto-update, but you can use events to check if the switches are on/off and then launch your events accordingly.


Ok but how exactly do I use events to check if the switches are on or off? I'm a noob at this so plz use as much details as you want. Thnx in advance biggrin.gif
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Kylock
post Jan 1 2009, 01:17 PM
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Feedback needed for Version 2 rewrite.

The original default values for the tones were shamelessly taken from dubalex's time script - i've had people complain that night was too "blue". If you think you have better tones for the default tones, please post them. I'm looking to improve the default values.

There has been disagreements over weather the map should be reloaded to display new events as the time changes or if the events should automagically appear from nowhere. People have posted modifications and whatever to work around this. I don't like the lack of polish when things/npc's just appear suddenly. The solution I've come up with is a cutscene or cut-in defining the transition from day to night and vice versa. I need an artist to help me here - this is a big deal - so any artist interested in helping me out, please PM me for details.

Also have plans to add more time measurements such as months and years. I think millennia (1000 years) is a bit over the top, but comments are welcome.

I'm also rethinking the way game variables and switches are used by the script to interact with events. I already plan to deactivate this feature by default as some people are just wanting day/night and not eventing based on time anyway, but for the rest of us, I want to know if you actually use the variables or just the switches.

Also planning to add an option for separate area encounter groups for daytime and nighttime. Currently, the plan is to say any Troops in the encounter list with [KTS-N] in the name will occur only at nighttime and [KTS-D] for only daytime, leaving the rest to be random.

Basically, at this point, I want feature requests, comments on what I plan so far, and I NEED A FRAGIN ARTIST.

Kylock.


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Chronno
post Jan 1 2009, 01:33 PM
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Kylock: id think i would be so cool if you add the Lights System, to this script so we'll get a cooler night with light effect, and i dont know if its posible but i dont like to write the [KTS] in the map name, can you make a new way to select the maps with day night?
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Kylock
post Jan 1 2009, 01:39 PM
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QUOTE (Chronno @ Jan 1 2009, 04:33 PM) *
Kylock: id think i would be so cool if you add the Lights System, to this script so we'll get a cooler night with light effect, and i dont know if its posible but i dont like to write the [KTS] in the map name, can you make a new way to select the maps with day night?


The only other good way to do it is to make an array and you would have to edit the script. For example, if you wanted maps 1, 5 and 10 to be day/night, then you'd put in the script:

KTS_TONE = [1,5,10]

And then add to that every time you wanted to make a new map with day/night. Adding [KTS] to the map names seems much simpler than changing the script any time you add an outdoor map.

I'm rewiting the light effects script after this one. They will "play nice" and it'll be very easy to make them work together, so that is being addressed.


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Chronno
post Jan 1 2009, 03:15 PM
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thank you, and what about a shadow system just like rataime made for xp with night and day and a full compatible lights it would be awesome
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Mr. Bubble
post Jan 1 2009, 03:50 PM
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Just to be sure you are aware, there is some kind of bug concerning maps tagged with [KTS] and saving/loading games on those particular maps.

Unfortunately, I can't find the original posts reporting these. It's been awhile, but I used to use this time script and had to remove it due to bugs on [KTS] maps. It's possible that these people loaded from an old game save after editing code, but I make sure I always start with a new game.

Anyway, thanks for not abandoning these scripts. I assumed the community scared you away. biggrin.gif
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Kylock
post Jan 3 2009, 05:19 AM
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QUOTE (Chronno @ Jan 1 2009, 06:15 PM) *
thank you, and what about a shadow system just like rataime made for xp with night and day and a full compatible lights it would be awesome


I don't like to add a lot of "built-in" features that most people probably won't use. Making a patch script or something though, that makes the shadow move with the time of day when you have both scripts installed may be a possibility though. I've seen the shadow script for VX, but haven't really looked at how it works.

QUOTE (Mr. Bubble @ Jan 1 2009, 06:50 PM) *
Just to be sure you are aware, there is some kind of bug concerning maps tagged with [KTS] and saving/loading games on those particular maps.

Unfortunately, I can't find the original posts reporting these. It's been awhile, but I used to use this time script and had to remove it due to bugs on [KTS] maps. It's possible that these people loaded from an old game save after editing code, but I make sure I always start with a new game.

Anyway, thanks for not abandoning these scripts. I assumed the community scared you away. biggrin.gif


There was a bug with regards to the script tinting the wrong maps, which has been fixed. The only code I have that has anything to do with saving and loading is this:
CODE
class Scene_File
  alias kts_write_save_data write_save_data
  def write_save_data(file)
    kts_write_save_data(file)
    Marshal.dump($kts, file)
  end
  alias kts_read_save_data read_save_data
  def read_save_data(file)
    kts_read_save_data(file)
    $kts = Marshal.load(file)
  end
end


The only way this can be broken is if you are using another script that adds objects to the save file and they didn't properly alias these functions. I've never heard of the problem you're talking about, but this is the only forum I'm looking at these days. As far as this being specific to [KTS] labeled maps, I simply don't see how that trend could be possible since the map names are only looked at by 'class RPG::MapInfo' and that class has nothing to do with Scene_File. I have a feeling that if everyone who is experiencing this problem compared what other scripts they are using, you will certainly find a trend. Unless of course I'm misunderstanding the problem, which isn't hard to imagine since theres no specific error messages mentioned. As I said, I've never heard of this until now.

This post has been edited by Kylock: Jan 3 2009, 05:31 AM


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SowS
post Jan 5 2009, 08:38 AM
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hmmm... are you also planning to make the time shown on the map? (another script right? im using this script and seeing the time while walking around the map is totally needed if you're using time-based events.....

i made a hud, my first actually, to show the time in the map but im having problems there... maybe i forgot to include something... could you check it? (the time is always shown whether in the map or opening the menu)

CODE
#======================================================================
==========
# Time HUD v. 1.0
# by SowS
#===============================================================================
=
#
# Description:
# This script will let you make the time in Kylock's Time System be seen on the
# map.
#
# Instructions:
# Place this script above main.
#
#===============================================================================
=
class Window_SKTSH < Window_Base
def initialize(x, y)
super(x, y, 160, WLH + 50)
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(4, 12, 120, 32, $kts.getDayName, 2)
self.contents.draw_text(4, -6, 120, 32, $kts.getTime, 2)
end
def update
super
$kts.update
self.contents.clear
self.contents.draw_text(4, 12, 120, 32, $kts.getDayName, 2)
self.contents.draw_text(4, -6, 120, 32, $kts.getTime, 2)
end
end
#===============================================================================
=
class Scene_Map < Scene_Base
alias sowsktshud_initialize initialize
alias sowsktshud_terminate terminate
alias sowsktshud_update update
def initialize
sowsktshud_initialize
@sowsktshud = Window_SKTSH.new(0,0)
end
def terminate
sowsktshud_terminate
@sowsktshud.dispose
end
def update
sowsktshud_update
@sowsktshud.update
end
end


This post has been edited by SowS: Jan 7 2009, 06:01 AM


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Kylock
post Jan 7 2009, 01:03 PM
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Yes, different people will want different things. Originally, I wanted to make very minimal changes to the UI, Scene_Menu, Scene_Map or whatever. I still have minimalist preferences, but code to change the menu pane for the time or to add a hud, it's not a big deal. I can add this to the script, but I always thought It was better for people to make their own, or havea custom script written to personalize their game. I really don't want everyone's game to look the same.

Basically trying to avoid: "Oh, nice demo - I see you have the KTS window on your map..."

In cases like this, I would actually prefer people use additional scripts such as the one by SowS. It would be nice if there were several different HUD options for people to choose from. I may add a minimal "default" option that uses the windowskin, but a custom one would be "better" for the sake of originality.


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SowS
post Jan 7 2009, 11:38 PM
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i will wait for the next update so i can study more about huds... and costumize them... happy.gif


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Kylock
post Jan 8 2009, 04:53 AM
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QUOTE (SowS @ Jan 8 2009, 02:38 AM) *
i will wait for the next update so i can study more about huds... and costumize them... happy.gif


The script you wrote looks fine. It's functional and it does what you need it to. One suggestion though is that windows have an opacity field / property that you can use to make the window semi-transparent so it doesn't completely block the graphics that are under it.

Playing with that and possibly making the window less wide may improve when you have quite a bit.

I guess the background I originally came form with this script is the older DW/DQ games. There was day/night starting in Dragon Warrior 3(pretty sure thats when it started). There was no visible clock in the game, but there was a nighttime when merchants and townspeople would be in bed. In that sense, the precise time wasn't so important as just knowing if the sun was up. In a fantasy setting, it seems like timekeeping wouldn't be such a precise science =p Realistically speaking, accurate timekeeping for the times would be dawn, dusk, noon and MAYBE midnight (moon isn't really as consistent as the sun; at least to the common person).

For a person to constantly know the exact time would be the same as saying they had a wristwatch or something =p Another idea I had was to utilize the "clock" tiles in the tilesets and place spriteless events over then so that when the action button was pressed while facing a clock, the exact time would be displayed. In this case, the exact time can be used believably and a new element is introduced to your game: If the player wants to know the time, they need to find a clock... usually in a town =p

This train of thought is why I had previously not included many interface enhancements to include the time in a HUD or very elaborate menu window. I guess I feel like if I explain my thoughts, maybe other people may have other ideas or opinions. I hope at least I can get some people to think about things a little differently about how a time system might work in a game.

This post has been edited by Kylock: Jan 8 2009, 05:07 AM


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SowS
post Jan 8 2009, 09:49 AM
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maybe if you'll add the hud, there could be a switch to turn it on and off....

EDIT: i'm thinking of making a script that makes a wristwatch item... i'll be studying the scripts i use for now... wink.gif

This post has been edited by SowS: Jan 8 2009, 10:04 AM


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Kylock
post Jan 8 2009, 10:32 AM
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Instead of scripting that, you can make a wristwatch item that calls a common event which prints the time to a message window.


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SowS
post Jan 8 2009, 06:42 PM
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i see... thanks for the advices!


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SowS
post Jan 9 2009, 07:09 AM
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i updated my hud... but i still havnt added the opacity... idk the syntax.. hehe

here it is:
CODE
#======================================================================
=
# Time HUD v. 1.1
# by SowS
#===============================================================================
#
# Description:
# This script will let you make the time in Kylock's Time System be seen on the
# map.
#
# Instructions:
# Place this script above main but BELOW the time system and light effects scripts.
#
# Change log:
# 1.0 - Initial release.
# 1.1 - Changed the position of the hud. also made the hud smaller.
#
# Credits:
# Kylock for the advice and the great time system and light effects
#
#===============================================================================
class Window_SKTSH < Window_Base
def initialize(x, y)
super(x, y, 105, WLH + 43)
refresh
end
def refresh
self.contents.clear
self.contents.font.size = 13
self.contents.draw_text(4, 10, 120, 32, $kts.getDayName)
self.contents.draw_text(4, -8, 120, 32, $kts.getTime)
end
def update
super
$kts.update
self.contents.clear
self.contents.font.size = 13
self.contents.draw_text(4, 10, 120, 32, $kts.getDayName)
self.contents.draw_text(4, -8, 120, 32, $kts.getTime)
end
end
#===============================================================================
class Scene_Map < Scene_Base

alias sowsktshud_initialize initialize
alias sowsktshud_terminate terminate
alias sowsktshud_update update

def initialize
sowsktshud_initialize
@sowsktshud = Window_SKTSH.new(0,349)
end
def terminate
sowsktshud_terminate
@sowsktshud.dispose
end
def update
sowsktshud_update
@sowsktshud.update
end
end


This post has been edited by SowS: Jan 9 2009, 07:11 AM


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Kylock
post Jan 9 2009, 08:20 AM
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try adding a self.opacity or self.back_opacity to your init or update methods. I'm pretty sure 255 is a solid window and 0 is completely transparent.


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SowS
post Jan 9 2009, 10:09 PM
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ok ill try that... laugh.gif

done! i made the opacity to 100... and looks nice too!
CODE

#===============================================================================
# Time HUD v. 1.2
# by SowS
#===============================================================================
#
# Description:
# This script will let you make the time in Kylock's Time System be seen on the
# map.
#
# Instructions:
# Place this script above main.
#
# Change log:
# 1.0 - Initial release.
# 1.1 - Changed the position of the hud. also made the hud smaller.
# 1.2 - Window opacity added.
#
#===============================================================================
class Window_SKTSH < Window_Base
def initialize(x, y)
super(x, y, 105, WLH + 43)
refresh
end
def refresh
self.contents.clear
self.opacity = 100
self.contents.font.size = 13
self.contents.draw_text(4, 10, 120, 32, $kts.getDayName)
self.contents.draw_text(4, -8, 120, 32, $kts.getTime)
end
def update
super
$kts.update
self.contents.clear
self.opacity = 100
self.contents.font.size = 13
self.contents.draw_text(4, 10, 120, 32, $kts.getDayName)
self.contents.draw_text(4, -8, 120, 32, $kts.getTime)
end
end
#===============================================================================
class Scene_Map < Scene_Base

alias sowsktshud_initialize initialize
alias sowsktshud_terminate terminate
alias sowsktshud_update update

def initialize
sowsktshud_initialize
@sowsktshud = Window_SKTSH.new(0,349)
end
def terminate
sowsktshud_terminate
@sowsktshud.dispose
end
def update
sowsktshud_update
@sowsktshud.update
end
end


Kylock, thank you very much! laugh.gif my HUD is now finished! laugh.gif laugh.gif laugh.gif

This post has been edited by SowS: Jan 10 2009, 08:18 AM


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Aindra
post Jan 10 2009, 01:41 AM
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There seems to be little issue with AM/PM clock.

When I look at the menu that shows the time in the very fast speed, and I see this:

etc -> 10AM -> 11AM -> 12AM -> 1PM -> 2PM -> etc
etc -> 10PM -> 11PM -> 0AM -> 1AM -> 2AM -> etc


I bolded the problem above. It should be:

etc -> 10AM -> 11AM -> 12PM -> 1PM -> 2PM -> etc
etc -> 10PM -> 11PM -> 12AM -> 1AM -> 2AM -> etc


I just thought you might want to know about that.

My apologies if it's already known. I find it strange that I have yet to see similar reports so it might be just me.

This post has been edited by Aindra: Jan 10 2009, 01:43 AM
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SowS
post Jan 11 2009, 08:44 PM
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hi Kylock! I wondering how can I add a function to my HUD and make go on/off? I'm studying your KTS but still failed to put the function...


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Grombrindal
post Jan 15 2009, 03:23 PM
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I'm having a bit of trouble with the script. Whenever I try to run it, I end up with this error:



All that's on that line is the end command for this section:

QUOTE
#==============================================================================
# Saves and Loads game time to/from save game file.
#==============================================================================
class Scene_File
alias kts_write_save_data write_save_data
def write_save_data(file)
kts_write_save_data(file)
Marshal.dump($kts, file)
end
alias kts_read_save_data read_save_data
def read_save_data(file)
kts_read_save_data(file)
$kts = Marshal.load(file)
end
end


The very last end command seems to be the issue. Any suggestions? I've tried deleting it, moving it etc., but nothing seems to work.
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