Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

9 Pages V   1 2 3 > »   
Reply to this topicStart new topic
> ~[Kylock's Time System VX 1.5]~
Kylock
post May 8 2008, 11:36 PM
Post #1


Level 6
Group Icon

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






feedback required


Kylock's Time System VX 1.5
by Kylock


This script will track game time as well as automatically tint the screen for a day/night effect.
You can make events dependent on time thanks to game variable output support.
You can customize how dark you want it to be at what time.
You can designate certain maps as "outside" so they are the only ones that are dark at night! (Add [KTS] to map name.)
You can choose the speed of your game's clock.
Because the entire time system is an object, its possible to instance or have more than one game clock. PM me for details if you really need this functionality.

Detailed installation and script usage instructions are included in the script header, just like all my other scripts. The usage is VERY similar to the XP version that I wrote over a year ago - if you are familiar with it at all.

To answer a few question before they are asked:
- I am not including weeks, months and years because it gets too complicated when you have a different amount of days in each month for example. The primary intention of this script is to allow you to build your events based on hours in the day and time periods throughout the day. (Ex: The time-locked vault can only be opened between 2 and 3. or The guy with the password can only be found drinking in the bar at midnight.)
- The [KTS] that you put in your map names remains hidden to other scripts, like Map Name Popups and such.
- For script compatibility reasons, if you use a CMS, you might get better results if this script is located ABOVE your CMS. If you have a CMS and want a time window added to it, this is a really easy hack for any scripter, so please make a request in the appropriate Script Requests Forum.
- There are no screenshots because that would be pointless. You can define your own screen tones and there is an added window for time right above the gold window in the default menu. That's all there is, I promise!

Now, the script itself:


CODE
#==============================================================================
# ■ Kylock's Time System VX 1.5
#     6.3.2008
#------------------------------------------------------------------------------
#  Script by: Kylock
#==============================================================================
#    Mostly rewritten since XP version.  Cleaner code and less intrusive (more
#  compatible).  This is my comprehensive time and day/night system.  This
#  script adds a new window to the game menu, so if you use a CMS, then place
#  this script ABOVE it so that it won't mess up your CMS.  If you use a custom
#  script that makes changes to the battle background, place KTS below it so
#  that you don't get the delayed-tone effect in you battles.  Other than that,
#  there shouldn't be any other script compatibility issues.
#    I've tried to make this script as customizable as possible, the settings
#  are found immediately following this header.  Although time output to game
#  variables is optional, I strongly suggest using it so that its easier to
#  build your events based on the time in the game.
#==============================================================================
# ● Change Log
#------------------------------------------------------------------------------
#  1.0 - Original Release.
#  1.1 - Corrected tinting issue at the start of a battle.  Place this script
#          below any battle background scripts if you experience "jumpy tinting"
#  1.2 - Corrected the accuracy of $kts.stop and $kts.go
#  1.3 - $kts.stop really stops everything now.  Also added game switches for
#          even easier eventing.
#  1.4 - Fixed Battle Test compatibility (simulates normal daylight for battle
#          test instead of darkness).
#        Now switches and variables will only update when the map loads so that
#          events don't suddenly dissappear when their time is up.
#        Added $kts_anti_tone - returns an inverse tone color to allow sprites
#          to appear normally on a tinted screen.
#  1.5 - Rewrote the regexp that finds the [KTS] in the map name.  Hopefully
#          this resolves the wrong maps being tinted problem.
#==============================================================================
# ● Auto-tone Instructions
#------------------------------------------------------------------------------
#    Maps designated as outdoors are the only maps to be affected by this
#  scripts use of auto-toning.  To signify a map to be "outdoors", you must
#  include [KTS] In the name of the map.  For example, you world map could be
#  named "World Map [KTS]" or "[KTS] World Map".  Provisions are made later in
#  the script to remove [KTS] from the map name when it's read by another
#  script.  This means that "[KTS]" won't show up in your Map Name Popup
#  windows.
#==============================================================================
# ● Script Function Calls
#------------------------------------------------------------------------------
#    The following are script commands that can be executed by using the
#  "Script..." command in your events.
#    ● $kts.stop            - Stops time (can be used for cutscenes)
#    ● $kts.go              - Resumes time (don't forget to use this!)
#    ● $kts.sec(n)          - progresses time forward (n) seconds
#    ● $kts.min(n)          - progresses time forward (n) minutes
#    ● $kts.hours(n)        - progresses time forward (n) hours
#    ● $kts.days(n)         - progresses time forward (n) days
#    ● $kts.jump_to_hour(n) - progresses time forward TO the specified hour.
#                             Particularly useful in a situation where you
#                             want a certain event to happen at a certain time,
#                             or an Innkeeper who should wake the party up at
#                             a certain hour.  This command MAY cause your game
#                             to appear to freeze for a few seconds on slower
#                             computers.
#==============================================================================
# ● Game Database Setup
#------------------------------------------------------------------------------
#    This script, by defult, uses the following game variables and switches:
#  Database Variables:
#    [1] The Current Time            [4] The Current Hour
#    [2] The Current Second          [5] The Current Day
#    [3] The Current Minute          [6] Name of the Current Day
#  Database Switches
#    [1] ON during night hours   (2200-0400)(10pm-4am)
#    [2] ON during dawn hours    (0500-0800)( 5am-8am)
#    [3] ON during daytime hours (0900-1800)( 9am-6pm)
#    [4] ON during sunset hours  (1900-2100)( 7pm-9pm)
#==============================================================================

#==============================================================================
# Stores variables and user defined settings for the time system.
#==============================================================================
module KTS
  #-----------------------------------------------------------------------
  # User Definable Clock Settings
  #-----------------------------------------------------------------------
  # Sets the speed multiplier of the clock.  1 is real time.  A higher
  #   value will give you a faster clock.  Default is 100.
  SPEED      = 100
  #AMPM (True: 12-hour clock, False: 24-hour clock)
  AMPM       = false
  # Sets the time at the start of your game.
  START_HOUR = 1
  START_DAY  = 1
  #-----------------------------------------------------------------------
  # If you want custom day names, edit away!
  #-----------------------------------------------------------------------
  DAY_NAMES = ["Sunday","Monday","Tuesday","Wednesday","Thursday","Friday","Saturday"]
  #-----------------------------------------------------------------------
  # Settings for Time Periods
  #-----------------------------------------------------------------------
  T1 = [ 0,5 ] # Night         # Sets time periods for tinting effects
  T2 = [ 6,8 ] # Dawn          # [Start Hour, End Hour] for time period
  T3 = [ 9,18] # Day           # Use 24-hour values for time periods
  T4 = [19,21] # Sunset
  T5 = [22,24] # Night         # <- Ex: Night is between 23:00 and 24:00
  #-----------------------------------------------------------------------
  # Settings for Output to Game Variables option.
  #-----------------------------------------------------------------------
  # Set this to true to output the current time to game variables.
  DATABASE_OUTPUT = true
    # Game Variable to be used for time output.
    TIME    = 1 #(Time in string format. Ex: "2:48 AM" or "02:48")
    SECONDS = 2
    MINUTES = 3
    HOURS   = 4
    DAYS    = 5
    DAYNAME = 6
    # Game Switches to be used for time output.
    NIGHT   = 1 # This switch is on during night hours   (2200-0400)(10pm-4am)
    DAWN    = 2 # This switch is on during dawn hours    (0500-0800)( 5am-8am)
    DAY     = 3 # This switch is on during daytime hours (0900-1800)( 9am-6pm)
    SUNSET  = 4 # This switch is on during sunset hours  (1900-2100)( 7pm-9pm)
  #-----------------------------------------------------------------------
  # Settings for time controlled screen toning
  #-----------------------------------------------------------------------
  # True will enable screen toning to be used by the script.
  USE_TONE = true
  # Sets the duration of tone changes (in frames)
  FADE_LENGTH = 120
  # Defines tones to be used in the corresponding time periods defined above.
  #              RED, GREEN, BLUE, GREY
  C1 = Tone.new(-187,  -119,  -17,  68)
  C2 = Tone.new(  17,   -51, -102,   0)
  C3 = Tone.new(   0,     0,    0,   0)
  C4 = Tone.new( -68,  -136,  -34,   0)
  C5 = Tone.new(-187,  -119,  -17,  68)
  # Defines anti-tones
  A1 = Tone.new( 187,   119,   17, -68)
  A2 = Tone.new( -17,    51,  102,   0)
  A3 = Tone.new(   0,     0,    0,   0)
  A4 = Tone.new(  68,   136,   34,   0)
  A5 = Tone.new( 187,   119,   17, -68)
end

#==============================================================================
# Core Time System Engine
#==============================================================================
class Kylock_Time_System
  # sets instance variables
  def initialize
    $kts_map_data = load_data("Data/MapInfos.rvdata")
    @event_offset = (KTS::START_HOUR * 3600) + (KTS::START_DAY * 86400)
    @kts_stop = false
    $kts_event_tone = false
    $kts_battle_tone = true
    $kts_anti_tone = Tone.new(0,0,0,0)
  end
  
  # 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

  def update_variables
    $game_variables[KTS::SECONDS] = @seconds
    $game_variables[KTS::MINUTES] = @minutes
    $game_variables[KTS::HOURS]   = @hours
    $game_variables[KTS::DAYS]    = @days
    $game_variables[KTS::DAYNAME] = getDayName
  end

  def update_switches
    if @period == 1 || @period == 5
      $game_switches[KTS::NIGHT] = true
    else
      $game_switches[KTS::NIGHT] = false
    end
    if @period == 2
      $game_switches[KTS::DAWN] = true
    else
      $game_switches[KTS::DAWN] = false
    end
    if @period == 3
      $game_switches[KTS::DAY] = true
    else
      $game_switches[KTS::DAY] = false
    end
    if @period == 4
      $game_switches[KTS::SUNSET] = true
    else
      $game_switches[KTS::SUNSET] = false
    end
  end

  def getTime
    if KTS::AMPM
      # Formats a 12-Hour Clock
      if @hours > 12
        hours1 = @hours - 12
        if hours1 > 9
          time = sprintf("%02d:%02d" + " PM", hours1, @minutes)
        else
          time = sprintf("%01d:%02d" + " PM", hours1, @minutes)
        end
      else
        if @hours > 9
          time = sprintf("%02d:%02d" + " AM", @hours, @minutes)
        else
          time = sprintf("%01d:%02d" + " AM", @hours, @minutes)
        end
      end
      return time
    else
      # Formats a 24-Hour Clock
      time = sprintf("%02d:%02d", @hours, @minutes)
      return time
    end
  end
  #-----------------------------------------------------------------------
  # Script Command Functions
  #-----------------------------------------------------------------------
  def stop
    @time_stopped = @total_seconds
    @kts_stop = true
  end
  def go
    total_seconds = (Graphics.frame_count * KTS::SPEED / 60) + @event_offset
    @event_offset -= (total_seconds - @time_stopped)
    @kts_stop = false
  end
  def sec(sec = 0)
    @event_offset += sec
  end
  def min(min = 0)
    @event_offset += min * 60
  end
  def hours(hours = 0)
    @event_offset += hours * 3600
  end
  def days(days = 0)
    @event_offset += days * 86400
  end
  def jump_to_hour(jhour = 0)
    while @hours != jhour
      @event_offset += 1
      $kts.update
    end
  end
  #-----------------------------------------------------------------------
  # Script Support/Misc Functions
  #-----------------------------------------------------------------------
  def getDayName
    weekday = (@days % KTS::DAY_NAMES.length)
    return KTS::DAY_NAMES[weekday]
  end

  #-----------------------------------------------------------------------
  # Screen Tone Functions
  #-----------------------------------------------------------------------
  def update_tint(duration = KTS::FADE_LENGTH)
    return if $BTEST
    if KTS::USE_TONE && !$kts_event_tone && $kts_map_data[$game_map.map_id].outside_tint?
      if @hours >= KTS::T1[0] and @hours <= KTS::T1[1]
        @period = 1
        screen.start_tone_change(KTS::C1,duration)
        $kts_anti_tone = KTS::A1
      elsif @hours >= KTS::T2[0] and @hours <= KTS::T2[1]
        @period = 2
        screen.start_tone_change(KTS::C2,duration)
        $kts_anti_tone = KTS::A2
      elsif @hours >= KTS::T3[0] and @hours <= KTS::T3[1]
        @period = 3
        screen.start_tone_change(KTS::C3,duration)
        $kts_anti_tone = KTS::A3
      elsif @hours >= KTS::T4[0] and @hours <= KTS::T4[1]
        @period = 4
        screen.start_tone_change(KTS::C4,duration)
        $kts_anti_tone = KTS::A4
      elsif @hours >= KTS::T5[0] and @hours <= KTS::T5[1]
        @period = 5
        screen.start_tone_change(KTS::C5,duration)
        $kts_anti_tone = KTS::A5
      end
    else
      # no tone if indoors
      if !$kts_map_data[$game_map.map_id].outside_tint?
        screen.start_tone_change(Tone.new(0,0,0,0),duration)
      end
    end
  end
  def screen
    if $game_temp.in_battle
      return $game_troop.screen
    else
      return $game_map.screen
    end
  end
end

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias kts_initialize initialize
  def initialize
    $kts.update_switches if !@kts_stop && KTS::DATABASE_OUTPUT
    $kts.update_variables if !@kts_stop && KTS::DATABASE_OUTPUT
    kts_initialize
  end
end

#==============================================================================
# Instantly updates screen tone when a new map is loaded.
#==============================================================================
class Game_Map
  alias kts_setup setup
  def setup(map_id)
    kts_setup(map_id)
    $kts_event_tone = false
    $kts.update
    $kts.update_tint(0)
  end
end

#==============================================================================
# Instantly updates screen tone when a battle starts.
#==============================================================================
class Spriteset_Battle
  alias kts_create_battleback create_battleback
  def create_battleback
    $kts.update_tint(0)
    kts_create_battleback
  end
end

#==============================================================================
# Temporarily disables auto-toning if an event tints the screen.
#==============================================================================
class Game_Interpreter
  alias kts_Interpreter_command_223 command_223
  def command_223
    $kts_event_tone = true
    kts_Interpreter_command_223
  end
end

#==============================================================================
# Integrates the Time System into the Game System.
#==============================================================================
class Game_System
  # inits a KTS object
  alias kts_initialize initialize
  def initialize
    $kts=Kylock_Time_System.new
    kts_initialize
  end
  # Updates kts every game frame
  alias kts_update update
  def update
    $kts.update
    kts_update
  end
end

#==============================================================================
# Scans Map Names for Toning
#==============================================================================
class RPG::MapInfo
  def name # Definition prevents location scripts from reading anything within
    return @name.gsub(/\[.*\]/) {""} # brackets, including the brackets
  end
  def original_name
    return @name
  end
  def outside_tint?
    return @name.scan(/\[KTS\]/).size > 0
    # old regexp: return @name.scan(/[\KTS]/).size > 0
  end
end

#==============================================================================
# Sets up the time window for the menu.
#==============================================================================
class Window_KTS < Window_Base
  def initialize(x, y)
    super(x, y, 160, WLH + 32)
    refresh
  end
  def refresh
    self.contents.clear
    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, -6, 120, 32, $kts.getTime, 2)
  end
end

#==============================================================================
# Adds the time window to the menu.
#==============================================================================
class Scene_Menu < Scene_Base
  alias kts_start start
  def start
    kts_start
    @kts_window = Window_KTS.new(0,305)
  end
  alias kts_terminate terminate
  def terminate
    kts_terminate
    @kts_window.dispose
  end
  alias kts_update update
  def update
    kts_update
    @kts_window.update
  end
end

#==============================================================================
# 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



[Show/Hide] Sample Event

For my example, I'll make a set of events that only exist at night after 9pm and 5am.
First, make a common event that looks like this:

You'll notice that Switch 9 has to be on for this event to work, so you need to make sure that you turn it on before any important maps show up. So maybe turn on Switch 9 in your game opening sequence.

Now, for any event you want to show up only at night, all you have to do is this:


Piece of cake for any self-proclaimed eventers out there!


I am open to requests not covered above.

Enjoy,
Kylock

This post has been edited by Kylock: Jan 3 2009, 05:51 AM


__________________________
Go to the top of the page
 
+Quote Post
   
YanXie
post May 8 2008, 11:44 PM
Post #2


Because Tomorrow Will Surely Come...
Group Icon

Group: Revolutionary
Posts: 1,137
Type: None
RM Skill: Skilled




Like I what said in #RMVXP, this script is great,it will add many variety and possiblity for the game,good job :3

cheers,puppeto4. smile.gif


__________________________
how make teleport to graveyard then your character die?

AWAY FOR VACATION.
NOT HERE UNTIL JAN/FEB 2010 -w-/
Go to the top of the page
 
+Quote Post
   
TheBloodRed
post May 9 2008, 12:07 AM
Post #3



Group Icon

Group: Banned
Posts: 0
Type: None
RM Skill: Undisclosed




I like this script a lot. Thanks for putting it up! biggrin.gif


__________________________
Don't post porn like I did!


This Public Safety Announcement is brought to you by the leadership team of RRR.
Go to the top of the page
 
+Quote Post
   
Kylock
post May 9 2008, 02:39 AM
Post #4


Level 6
Group Icon

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




Version updated. Bugfixes. Original post updated as well.

I appreciate your comments =p


__________________________
Go to the top of the page
 
+Quote Post
   
Namio
post May 9 2008, 08:26 PM
Post #5


Level 1
Group Icon

Group: Member
Posts: 11
Type: None
RM Skill: Beginner




is it possible to make night time with different music?
Go to the top of the page
 
+Quote Post
   
Kylock
post May 9 2008, 08:38 PM
Post #6


Level 6
Group Icon

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




QUOTE (Namio @ May 9 2008, 11:40 PM) *
is it possible to make night time with different music?


All you would need to do is take the sample event I have in the original post, and where you see "Control Switches: [0010:Night time People] = ON" just replace, or add next to it, a Play BGM command.

That's the whole idea here, to be able to make events that can work straight from the clock! biggrin.gif


__________________________
Go to the top of the page
 
+Quote Post
   
prinsu kun
post May 10 2008, 05:30 AM
Post #7


Level 9
Group Icon

Group: Revolutionary
Posts: 138
Type: Artist
RM Skill: Skilled




thanks for the great script

it's possible to make a counting days depend on my computer clock ?
for example I was trying to make a school game with 30 days (based on real time)
the idea is counting the first time you play (new game date) and give you 30 days based on your computer clock
after the 30 days passed you will forcing to enter to the exam


__________________________


Montada Game Makers The Grand Ninja Contest :


could you create your own ninja game using gamemaker ?
you might win 500 riyals
Go to the top of the page
 
+Quote Post
   
Ilikepie123
post May 10 2008, 06:35 AM
Post #8


Sir Jacketh
Group Icon

Group: Revolutionary
Posts: 137
Type: Artist
RM Skill: Undisclosed




QUOTE (Kylock @ May 8 2008, 10:50 PM) *
Kylock's Time System VX 1.2
by Kylock


This script will track game time as well as automatically tint the screen for a day/night effect.
You can make events dependent on time thanks to game variable output support.
You can customize how dark you want it to be at what time.
You can designate certain maps as "outside" so they are the only ones that are dark at night! (Add [KTS] to map name.)
You can choose the speed of your game's clock.
Because the entire time system is an object, its possible to instance or have more than one game clock. PM me for details if you really need this functionality.

Detailed installation and script usage instructions are included in the script header, just like all my other scripts. The usage is VERY similar to the XP version that I wrote over a year ago - if you are familiar with it at all.

To answer a few question before they are asked:
- I am not including weeks, months and years because it gets too complicated when you have a different amount of days in each month for example. The primary intention of this script is to allow you to build your events based on hours in the day and time periods throughout the day. (Ex: The time-locked vault can only be opened between 2 and 3. or The guy with the password can only be found drinking in the bar at midnight.)
- The [KTS] that you put in your map names remains hidden to other scripts, like Map Name Popups and such.
- For script compatibility reasons, if you use a CMS, you might get better results if this script is located ABOVE your CMS. If you have a CMS and want a time window added to it, this is a really easy hack for any scripter, so please make a request in the appropriate Script Requests Forum.
- There are no screenshots because that would be pointless. You can define your own screen tones and there is an added window for time right above the gold window in the default menu. That's all there is, I promise!

Now, the script itself:


CODE
#==============================================================================
# ■ Kylock's Time System VX 1.2
#     9.5.2008
#------------------------------------------------------------------------------
#  Script by: Kylock
#==============================================================================
#    Mostly rewritten since XP version.  Cleaner code and less intrusive (more
#  compatible).  This is my comprehensive time and day/night system.  This
#  script adds a new window to the game menu, so if you use a CMS, then place
#  this script ABOVE it so that it won't mess up your CMS.  Other than that,
#  there shouldn't be any other script compatibility issues.
#    I've tried to make this script as customizable as possible, the settings
#  are found immediately following this header.  Although time output to game
#  variables is optional, I strongly suggest using it so that its easier to
#  build your events based on the time in the game.
#==============================================================================
# ● Change Log
#  1.0 - Original Release.
#  1.1 - Corrected tinting issue at the start of a battle.  Place this script
#        below any battle background scripts if you experience "jumpy tinting"
#==============================================================================
# ● Auto-tone Tnstructions
#------------------------------------------------------------------------------
#    Maps designated as outdoors are the only maps to be affected by this
#  scripts use of auto-toning.  To signify a map to be "outdoors", you must
#  include [KTS] In the name of the map.  For example, you world map could be
#  named "World Map [KTS]" or "[KTS] World Map".  Provisions are made later in
#  the script to remove [KTS] from the map name when it's read by another
#  script.  This means that "[KTS]" won't show up in your Map Name Popup
#  windows.
#==============================================================================
#    The following are script commands that can be executed by using the
#  "Script..." command in your events.
#    ● $kts.stop            - Stops time (can be used for cutscenes)
#    ● $kts.go              - Resumes time (don't forget to use this!)
#    ● $kts.sec(n)          - progresses time forward (n) seconds
#    ● $kts.min(n)          - progresses time forward (n) minutes
#    ● $kts.hours(n)        - progresses time forward (n) hours
#    ● $kts.days(n)         - progresses time forward (n) days
#    ● $kts.jump_to_hour(n) - progresses time forward TO the specified hour.
#                             Particularly useful in a situation where you
#                             want a certain event to happen at a certain time,
#                             or an Innkeeper who should wake the party up at
#                             a certain hour.  This command MAY cause your game
#                             to appear to freeze for a few seconds on slower
#                             computers.
#==============================================================================

#==============================================================================
# Stores variables and user defined settings for the time system.
#==============================================================================
module KTS
  #-----------------------------------------------------------------------
  # User Definable Clock Settings
  #-----------------------------------------------------------------------
  # Sets the speed multiplier of the clock.  1 is real time.  A higher
  #   value will give you a faster clock.  Default is 100.
  SPEED      = 100
  #AMPM (True: 12-hour clock, False: 24-hour clock)
  AMPM       = false
  # Sets the time at the start of your game.
  START_HOUR = 0
  START_DAY  = 1
  #-----------------------------------------------------------------------
  # If you want custom day names, edit away!
  #-----------------------------------------------------------------------
  DAY_NAMES = ["Sunday","Monday","Tuesday","Wednesday","Thursday","Friday","Saturday"]
  #-----------------------------------------------------------------------
  # Settings for Time Periods
  #-----------------------------------------------------------------------
  T1 = [ 0,4 ] # Early Morning # Sets time periods for tinting effects
  T2 = [ 5,11] # Morning       # [Start Hour, End Hour] for time period
  T3 = [12,18] # Day           # Use 24-hour values for time periods
  T4 = [19,22] # Evening
  T5 = [23,24] # Night         # <- Ex: Night is between 23:00 and 24:00
  #-----------------------------------------------------------------------
  # Settings for Output to Game Variables option.
  #-----------------------------------------------------------------------
  # Set this to true to output the current time to game variables.
  VARIABLES_OUTPUT = true
  # Defines the Game Variable to be used for time output.
  TIME    = 1 #(Time in string format. Ex: "2:48 AM" or "02:48")
  SECONDS = 2
  MINUTES = 3
  HOURS   = 4
  DAYS    = 5
  PERIOD  = 6 # (Value of 1-5 indicating the current time period)
  DAYNAME = 7
  #-----------------------------------------------------------------------
  # Settings for time controlled screen toning
  #-----------------------------------------------------------------------
  # True will enable screen toning to be used by the script.
  USE_TONE = true
  # Sets the duration of tone changes (in frames)
  FADE_LENGTH = 120
  # Defines tones to be used in the corresponding time periods defined above.
  #              RED, GREEN, BLUE, GREY
  C1 = Tone.new(-187,  -119,  -17,  68)
  C2 = Tone.new(  17,   -51, -102,   0)
  C3 = Tone.new(   0,     0,    0,   0)
  C4 = Tone.new( -68,  -136,  -34,   0)
  C5 = Tone.new(-187,  -119,  -17,  68)
end

#==============================================================================
# Core Time System Engine
#==============================================================================
class Kylock_Time_System
  # sets instance variables
  def initialize
    $kts_map_data = load_data("Data/MapInfos.rvdata")
    @event_offset = (KTS::START_HOUR * 3600) + (KTS::START_DAY * 86400)
    $kts_event_tone = false
    $kts_battle_tone = true
  end
  
  # Computes current time and updates variables if used
  def update
    @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::VARIABLES_OUTPUT
      $game_variables[KTS::TIME]    = getTime
      $game_variables[KTS::SECONDS] = @seconds
      $game_variables[KTS::MINUTES] = @minutes
      $game_variables[KTS::HOURS]   = @hours
      $game_variables[KTS::DAYS]    = @days
      $game_variables[KTS::PERIOD]  = @period
      $game_variables[KTS::DAYNAME] = getDayName
    end
  end
    
  def getTime
    if KTS::AMPM
      # Formats a 12-Hour Clock
      if @hours > 12
        hours1 = @hours - 12
        if hours1 > 9
          time = sprintf("%02d:%02d" + " PM", hours1, @minutes)
        else
          time = sprintf("%01d:%02d" + " PM", hours1, @minutes)
        end
      else
        if @hours > 9
          time = sprintf("%02d:%02d" + " AM", @hours, @minutes)
        else
          time = sprintf("%01d:%02d" + " AM", @hours, @minutes)
        end
      end
      return time
    else
      # Formats a 24-Hour Clock
      time = sprintf("%02d:%02d", @hours, @minutes)
      return time
    end
  end
  #-----------------------------------------------------------------------
  # Script Command Functions
  #-----------------------------------------------------------------------
  def stop
    @time_stopped = @total_seconds
  end
  def go
    @event_offset -= (@total_seconds - @time_stopped)
  end
  def sec(sec = 0)
    @event_offset += sec
  end
  def min(min = 0)
    @event_offset += min * 60
  end
  def hours(hours = 0)
    @event_offset += hours * 3600
  end
  def days(days = 0)
    @event_offset += days * 86400
  end
  def jump_to_hour(jhour = 0)
    while @hours != jhour
      @event_offset += 1
      $kts.update
    end
  end
  #-----------------------------------------------------------------------
  # Script Support/Misc Functions
  #-----------------------------------------------------------------------
  def getDayName
    weekday = (@days % KTS::DAY_NAMES.length)
    return KTS::DAY_NAMES[weekday]
  end

  #-----------------------------------------------------------------------
  # Screen Tone Functions
  #-----------------------------------------------------------------------
  def update_tint(duration = KTS::FADE_LENGTH)
    if KTS::USE_TONE && !$kts_event_tone && $kts_map_data[$game_map.map_id].outside_tint?
      if @hours >= KTS::T1[0] and @hours <= KTS::T1[1]
        @period = 1
        screen.start_tone_change(KTS::C1,duration)
      elsif @hours >= KTS::T2[0] and @hours <= KTS::T2[1]
        @period = 2
        screen.start_tone_change(KTS::C2,duration)
      elsif @hours >= KTS::T3[0] and @hours <= KTS::T3[1]
        @period = 3
        screen.start_tone_change(KTS::C3,duration)
      elsif @hours >= KTS::T4[0] and @hours <= KTS::T4[1]
        @period = 4
        screen.start_tone_change(KTS::C4,duration)
      elsif @hours >= KTS::T5[0] and @hours <= KTS::T5[1]
        @period = 5
        screen.start_tone_change(KTS::C5,duration)
      end
    else
      # no tone if indoors
      if !$kts_map_data[$game_map.map_id].outside_tint?
        screen.start_tone_change(Tone.new(0,0,0,0),duration)
      end
    end
  end
  def screen
    if $game_temp.in_battle
      return $game_troop.screen
    else
      return $game_map.screen
    end
  end
end

#==============================================================================
# Instantly updates screen tone when a new map is loaded.
#==============================================================================
class Game_Map
  alias kts_setup setup
  def setup(map_id)
    kts_setup(map_id)
    $kts_event_tone = false
    $kts.update
    $kts.update_tint(0)
  end
end

#==============================================================================
# Instantly updates screen tone when a battle starts.
#==============================================================================
class Spriteset_Battle
  alias kts_create_battleback create_battleback
  def create_battleback
    $kts.update_tint(0)
    kts_create_battleback
  end
end

#==============================================================================
# Temporarily disables auto-toning if an event tints the screen.
#==============================================================================
class Game_Interpreter
  alias kts_Interpreter_command_223 command_223
  def command_223
    $kts_event_tone = true
    kts_Interpreter_command_223
  end
end

#==============================================================================
# Integrates the Time System into the Game System.
#==============================================================================
class Game_System
  # inits a KTS object
  alias kts_initialize initialize
  def initialize
    $kts=Kylock_Time_System.new
    kts_initialize
  end
  # Updates kts every game frame
  alias kts_update update
  def update
    $kts.update
    kts_update
  end
end

#==============================================================================
# Scans Map Names for Toning
#==============================================================================
class RPG::MapInfo
  def name # Definition prevents location scripts from reading anything within
    return @name.gsub(/\[.*\]/) {""} # brackets, including the brackets
  end
  def original_name
    return @name
  end
  def outside_tint?
    return @name.scan(/[\KTS]/).size > 0
  end
end

#==============================================================================
# Sets up the time window for the menu.
#==============================================================================
class Window_KTS < Window_Base
  def initialize(x, y)
    super(x, y, 160, WLH + 32)
    refresh
  end
  def refresh
    self.contents.clear
    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, -6, 120, 32, $kts.getTime, 2)
  end
end

#==============================================================================
# Adds the time window to the menu.
#==============================================================================
class Scene_Menu < Scene_Base
  alias kts_start start
  def start
    kts_start
    @kts_window = Window_KTS.new(0,305)
  end
  alias kts_terminate terminate
  def terminate
    kts_terminate
    @kts_window.dispose
  end
  alias kts_update update
  def update
    kts_update
    @kts_window.update
  end
end

#==============================================================================
# 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



[Show/Hide] Sample Event

For my example, I'll make a set of events that only exist at night after 9pm and 5am.
First, make a common event that looks like this:

You'll notice that Switch 9 has to be on for this event to work, so you need to make sure that you turn it on before any important maps show up. So maybe turn on Switch 9 in your game opening sequence.

Now, for any event you want to show up only at night, all you have to do is this:


Piece of cake for any self-proclaimed eventers out there!


I am open to requests not covered above.

Enjoy,
Kylock

OMFG MAN! I HAVE ALWAYS NEEDED A SCRIPT LIKE THIS XD Im like so psyched about this lol, Im using it ASAP.
Thanks for posting it biggrin.gif


__________________________
Hmwut?
Go to the top of the page
 
+Quote Post
   
Kylock
post May 10 2008, 08:53 AM
Post #9


Level 6
Group Icon

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




QUOTE (prinsu kun @ May 10 2008, 08:44 AM) *
thanks for the great script

it's possible to make a counting days depend on my computer clock ?
for example I was trying to make a school game with 30 days (based on real time)
the idea is counting the first time you play (new game date) and give you 30 days based on your computer clock
after the 30 days passed you will forcing to enter to the exam


The way that this script determines time is fundamentally different than any method that could be used to base time off of the system clock. It counts frames and makes assumptions based on the FPS of RMVX. To make a timer based on the system clock is completely outside the scope of this script and is like requesting a whole different script =p

So in short, no, unfortunately you cannot do that with this script. I think the KCG day/night script has a mode for the system clock though.

This post has been edited by Kylock: May 10 2008, 08:55 AM


__________________________
Go to the top of the page
 
+Quote Post
   
Kylock
post May 10 2008, 05:04 PM
Post #10


Level 6
Group Icon

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




Updated to 1.3
* $kts.stop now REALLY stops everything (as far as time is concerned)
* Implemented game switch output. Now if you want an event to exist only at night, Just require that Switch 1 is ON. (see script header for more details)

This post has been edited by Kylock: May 10 2008, 05:04 PM


__________________________
Go to the top of the page
 
+Quote Post
   
matty0828
post May 10 2008, 10:42 PM
Post #11


Level 4
Group Icon

Group: Member
Posts: 54
Type: None
RM Skill: Beginner




Great work!!

I was just wondering...

Is it possible to have a HUD thingy with the time, day or phase outside of the menu? And if so, how would I make it disappear when an event is taking place but reappear when it's over? Like as in if I spoke to somebody it wouldn't be on the screen but when I'm just walking around it would?
Go to the top of the page
 
+Quote Post
   
Kylock
post May 10 2008, 11:40 PM
Post #12


Level 6
Group Icon

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




QUOTE (matty0828 @ May 11 2008, 01:56 AM) *
Great work!!

I was just wondering...

Is it possible to have a HUD thingy with the time, day or phase outside of the menu? And if so, how would I make it disappear when an event is taking place but reappear when it's over? Like as in if I spoke to somebody it wouldn't be on the screen but when I'm just walking around it would?


It's possible, but not supported by the script. The time is easily accessible by other scripts, so if you want a custom HUD, then you'll need to make a request for one =p

It might be something I add later on, but no time soon.


__________________________
Go to the top of the page
 
+Quote Post
   
randalbr
post May 11 2008, 12:06 AM
Post #13


Level 1
Group Icon

Group: Member
Posts: 10
Type: None
RM Skill: Undisclosed




Kylock, a question... Is possible to create a event to slow or speed up the "fictional" time in the game? Like the Breath of fire itens, to call the night or the sun?
Go to the top of the page
 
+Quote Post
   
Kylock
post May 11 2008, 08:47 AM
Post #14


Level 6
Group Icon

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




you can use the jump_to command to skip to the night or the day. As far as changing the speed of the clock, at this time the answer is no.


__________________________
Go to the top of the page
 
+Quote Post
   
wii19
post May 16 2008, 01:35 PM
Post #15



Group Icon

Group: Member
Posts: 1
Type: Event Designer
RM Skill: Skilled




where i place your script because everywhere i put it the script doesn't work
Go to the top of the page
 
+Quote Post
   
Kylock
post May 16 2008, 11:46 PM
Post #16


Level 6
Group Icon

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




QUOTE (wii19 @ May 16 2008, 04:49 PM) *
where i place your script because everywhere i put it the script doesn't work


Below battle backgrounds if you have them, and above your CMS if you have one. If you don't see the time, then you'll need to modify your CMS to have a time window. You can print the time using $kts.getTime

Even if you don't see anything, it IS still working. Hit F9 in your game to look at the variables and switches to test.


__________________________
Go to the top of the page
 
+Quote Post
   
Speed@
post May 17 2008, 02:41 AM
Post #17


Level 12
Group Icon

Group: Revolutionary
Posts: 203
Type: None
RM Skill: Undisclosed




this is really a cool system!
Go to the top of the page
 
+Quote Post
   
vavalar
post May 18 2008, 08:42 AM
Post #18


Level 1
Group Icon

Group: Member
Posts: 5
Type: None
RM Skill: Skilled




When I load a saved game I get this message:

"Script 'Kylock's Time System VX 1.3' line 408: EOFError occured:

End of file reached"


Also, is it possible to edit when the time starts so it doesn't always start at night for a new game?


One more thing, whenever I open and close the menu after an autorun event, the event starts over.

This post has been edited by vavalar: May 18 2008, 08:52 AM
Go to the top of the page
 
+Quote Post
   
slayerofman
post May 18 2008, 11:50 AM
Post #19



Group Icon

Group: Member
Posts: 4
Type: Event Designer
RM Skill: Intermediate




I'm sure this script works amazingly, though i can't get mine to operate. I get an error every time i try to test play. I don't think i'm putting it in the right place... you said that i would have to put it after battle backgrounds, and before CMS. i don't think i have either, or i'm not looking in the right places. So, i tried to put it in the script editor, under game objects. and i named it Game_Time (see SS). maybe a little help here?
Attached File(s)
Attached File  temp_ss.JPG ( 169.95K ) Number of downloads: 155
 
Go to the top of the page
 
+Quote Post
   
Kylock
post May 19 2008, 05:37 PM
Post #20


Level 6
Group Icon

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




QUOTE (vavalar @ May 18 2008, 11:56 AM) *
When I load a saved game I get this message:

"Script 'Kylock's Time System VX 1.3' line 408: EOFError occured:

End of file reached"


Also, is it possible to edit when the time starts so it doesn't always start at night for a new game?


One more thing, whenever I open and close the menu after an autorun event, the event starts over.


The time is saved with your game. If you saved game was created before you installed the time system, then it doesn't have time. If that makes sense. Basically, only games started AFTER you added this script will work.

The settings for the time of day when the game starts is in the script. Look for:
CODE
  START_HOUR = 0

I will look into the autorun thing.

QUOTE (slayerofman @ May 18 2008, 03:04 PM) *
I'm sure this script works amazingly, though i can't get mine to operate. I get an error every time i try to test play. I don't think i'm putting it in the right place... you said that i would have to put it after battle backgrounds, and before CMS. i don't think i have either, or i'm not looking in the right places. So, i tried to put it in the script editor, under game objects. and i named it Game_Time (see SS). maybe a little help here?


Put it after materials and above main. ANY script you add should be in this place. What you call it is only for your own reference, so Game_Time or whatever, that part won't matter.

This post has been edited by Kylock: May 19 2008, 05:38 PM


__________________________
Go to the top of the page
 
+Quote Post
   

9 Pages V   1 2 3 > » 
Reply to this topicStart new topic
4 User(s) are reading this topic (4 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 19th May 2013 - 12:36 AM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker