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~[Kylock's Time System VX 1.5]~ |
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Jul 27 2008, 04:43 PM
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Level 1

Group: Member
Posts: 6
Type: None
RM Skill: Beginner

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QUOTE (Kathrinchen @ Jul 24 2008, 06:07 PM)  This may be a newbie question, but well...  Where exactly do I put the script? I mean, okay, I have the 'Script Editor', but where in there? Like, under 'main'...? Thanks for help! Anyone? Please? Yeah mate i had the same problem (noob), open your script editor, and put it in the "materials" section then it will work fine
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Aug 9 2008, 10:37 AM
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Level 1

Group: Member
Posts: 12
Type: Developer
RM Skill: Undisclosed

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Haven't tested it yet but I think this is what i am looking for.
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Currently making a game.
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Sep 9 2008, 07:16 PM
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Level 4

Group: Member
Posts: 56
Type: None
RM Skill: Advanced

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When I use this script and it turns night, the new NPCs and events that only appear at night, don't appear unless i open Menu, exit Menu. I remember reading some else here having the same problem, but it can't be fixed since its a part of RPG Maker VX that it only reads the conditions for events when you enter a place or activate it or something.
Is it possible to modify this script to use variables, so like, it turns night time and it will automatically refresh the map by using variables to remember the location you are standing at, then transfering you to that same location using the variables. That way, it will "refresh" the map so that the events that weren't there, are now there.
Is it possible?
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Sep 10 2008, 09:35 AM
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... 42 ...

Group: Revolutionary
Posts: 214
Type: Scripter
RM Skill: Masterful

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@nobodyreal If I remember correctly, the script composer said that this done on purpose to prevent NPC's from magically appearing out of nowhere. However, there is a work-around. What I did was put the update-switch-call in the update section of the "core": Change this: CODE # Computes current time and updates variables if used def update if !@kts_stop @total_seconds = (Graphics.frame_count * KTS::SPEED / 60) + @event_offset @seconds = (@total_seconds) % 60 @minutes = (@total_seconds / 60) % 60 @hours = (@total_seconds / 3600) % 24 @days = (@total_seconds / 86400) update_tint if KTS::DATABASE_OUTPUT $game_variables[KTS::TIME] = getTime end end end to this: CODE # Computes current time and updates variables if used def update if !@kts_stop @total_seconds = (Graphics.frame_count * KTS::SPEED / 60) + @event_offset @seconds = (@total_seconds) % 60 @minutes = (@total_seconds / 60) % 60 @hours = (@total_seconds / 3600) % 24 @days = (@total_seconds / 86400) update_tint update_switches if KTS::DATABASE_OUTPUT $game_variables[KTS::TIME] = getTime end end end 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.
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Sep 11 2008, 04:22 AM
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Level 4

Group: Member
Posts: 56
Type: None
RM Skill: Advanced

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@Originalwij That's perfect! That's just what I wanted; the events to automatically update, and that's what the edit did. The magically popping out of nowhere doesn't bother me really. I can probably fix that by making an event that fades out the screen a second before the switch turns on using the variables and fades in when it turns night or something. I just didn't want the player waiting forever for an event to appear, when it wont until they refresh somehow. Thank you so much Originalwij!
This post has been edited by nobodyreal: Sep 11 2008, 04:30 AM
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Dec 17 2008, 10:28 AM
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Level 1

Group: Member
Posts: 13
Type: None
RM Skill: Undisclosed

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This is very cool. I want to use this, but it have Problems with your Light Effects Skript. I hope he will fix it.
mfg. eugene
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Dec 18 2008, 05:09 AM
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The Lazy Guy

Group: Revolutionary
Posts: 292
Type: Scripter
RM Skill: Undisclosed

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hello guys! i just wanted to help you here. If you want to make the day of the week be seen with the time in the menu, change line 397-414 to make it look like something like this: class Window_KTS < Window_Base def initialize(x, y) super(x, 286, 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 now, if you want to change the position of the window, change x or y in: CODE super(x, 286, 160, WLH + 50) x ranges from 0-640 while y ranges from 0-480.... there! have fun using this great script!
This post has been edited by SowS: Dec 18 2008, 05:11 AM
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QUOTE Better off lazy, at least I'm not exhausted.
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Dec 20 2008, 05:04 AM
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Level 6

Group: Member
Posts: 85
Type: Scripter
RM Skill: Advanced

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QUOTE (Twilight27 @ Aug 22 2008, 02:09 AM)  Wow, there are a lot of problems...is Kylock away?QUOTE (kiberkiller @ Jul 24 2008, 04:58 AM)  Could someone make this script to work on RPG Maker XP? please I believe, he created one for XP already; he said so in the first post. Try looking for it in the XP section.
Anyway...anyone knows if he's checking this site often or is there a contact for him? I have a few questions for him... The problems people are having are mostly related to people setting variables by hand or other scripts modifying variables that this script uses. I will eventually update this script and idiot-proof the default settings so that this won't happen. If you have questions, a PM is fine, but if you want support for a script, its better to post to the topic.
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