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~[Kylock's Time System VX 1.5]~ |
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Jun 18 2008, 05:53 PM
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Level 6

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

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QUOTE (sargunster @ Jun 12 2008, 11:08 PM)  Events are only scanned for conditions when the map is loaded and event page conditions are evaluated. This is part of how rpg maker works. I don't see this as something that needs to be "fixed" with this script. As far as when time periods change, these are updated when maps are reloaded as well. Without that, events, such as people just sort of appear and disappear and this doesn't give any game a very polished feel. As far as your issue with pausing... not sure what it is exactly that you are doing to "pause" the game, but use these functions: 'Script: $kts.stop' and 'Script: $kts.go' They can be called from events or other scripts. This system shouldn't be so difficult to incorporate into other system or function scripts.... at all. To answer the question about updates, this can be considered final unless bugs are discovered or someone recommends a feature that makes sense. I have no plans to integrate "weather effects" or "shadow effects" type systems. Day/Night and Time are enough. The game switches can be treated as global variables for the purposes of making other scripts that can use the time to function. I believe there is a certain amount of features that a person can add to a script to make it so that it's not as useful to everyone as it would be were it not so basic. I hope this makes sense...
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Jun 19 2008, 05:32 PM
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Level 4

Group: Member
Posts: 47
Type: Event Designer
RM Skill: Skilled

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Thanks Kylock for this amazing script. I will more than likely use this for my RPG. I also like your light effect system. Very nice.
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My name's Andani. I am a very blunt person who says what they feel. I usually do not reveal my thoughts except when I feel obliged.-Andani Yunatta Kappenluthe
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Jun 21 2008, 09:23 AM
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Level 8

Group: Revolutionary
Posts: 119
Type: Artist
RM Skill: Skilled

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QUOTE (Kylock @ May 8 2008, 10:50 PM)  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 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 i no this might be stupid to ask but where do i put the script?
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Jun 24 2008, 05:49 PM
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Level 20

Group: Revolutionary
Posts: 405
Type: Event Designer
RM Skill: Skilled

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I get this error when I enter a battle and kill an enemy:  Here is what it is on line 839 in Game_Interpreter: $game_variables[i] -= value So is this a problem from the scirpt or the Interpreter?
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Nobody dies a virgin. Sooner or later life f***s everybody.
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Jun 26 2008, 06:45 PM
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Group: Member
Posts: 1
Type: Musician
RM Skill: Skilled

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This System Worked Great, Until I Tried To Enter The Skills Section In The Menu. Then It Told Me There Was A Error Line 332 Unidentified 'Dispose' Im Not Shore If It Is One Of The Other Scrips I Have Doing It But I Just Wanted To Know If Any One Else Had This Prob And No How To Fix Her.
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Jun 27 2008, 06:27 AM
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Because Tomorrow Will Surely Come...

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

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@drebenk : I don't think it's the problem on the Game_Interpreter, rather it's the time script that did this. Rather what seem causing is this script. Looks like it happened because 21:15 is a string, rather than interger, thus the interpreter couldn't subtract it(the interpreter can only substract interger) @doobyman : It isn't caused by this script, since this script didn't use any dispose method for windows, and it didn't modify anthing involving Skill Screen script at all. Try to look what you have in your script editor. cheers, puppeto4.
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Jun 28 2008, 07:08 AM
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Level 8

Group: Revolutionary
Posts: 113
Type: None
RM Skill: Undisclosed

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Hi its a great script but I was just wondering does it automaticly turn on the "on during night" switch or do you have to do it with conditional branches in a common event?
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Jun 28 2008, 07:32 AM
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The 15-year old Swedish Meatball

Group: Revolutionary
Posts: 280
Type: Developer
RM Skill: Advanced

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This works great, but I think that the tinting is a little too red during the morning. Anyway, great script.  Edit: I'm having some problem with a thing here. I'm trying to make my fire only visible between 22 and 6, but I get error message: "Script 'Game Interpreter' line 562: ArgumentError occured. comparison of String with 22 failed. What does this mean?
This post has been edited by JoRu: Jun 28 2008, 07:53 AM
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 Stay tuned for more information about Fairytale. To stay updated on all my project videos, visit my YouTube page!QUOTE (JoRu) Life is a game!
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Jul 13 2008, 05:05 AM
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Level 8

Group: Revolutionary
Posts: 113
Type: None
RM Skill: Undisclosed

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Thats exactly what i was wondering (tomhgamer) I have tried doing this but it jut wont work
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Jul 15 2008, 11:09 AM
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RAGNYAAA!!! *STAB STAB STAB*

Group: Revolutionary
Posts: 386
Type: Event Designer
RM Skill: Skilled

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Is it possible to change the time when you enter a certain map? For example, after a cutscene I want to skip to next morning. How can I do that?
EDIT: Never mind I found out how to do that.
This post has been edited by kabuto202: Jul 15 2008, 11:13 AM
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A Lesson in ScopeThe guy who doesn't care if he's the bearer of bad news. "If you're gonna do something, do it right." -My father. Freelance Web designer for hire. Doing low rate web design, contact me if you're interested. Costs that are not included in my rate are: Hosting, Domain, and advertising. Doing low rate logo designs, contact me for information. Prices of rates go down based on how many USEFUL premade graphics you provide me with.
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Jul 18 2008, 12:55 AM
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Level 4

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

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Hey... I haven't posted here for a while... this script works great btw I only just realised today that there was an update for this script, but unfortunately the one problem I really wanted to fix is still there. Every time I test a battle, I get this error: Script 'Time System' line 254: NoMethodError occurred
undefined method 'outside_tint?' for nil:Nilclass I'm using Battlebacks VX by Der VVulfman, which is above the script, woratana's NeoMessage script, which is below the script, & I'm also using the RPG Tankentai Battle System. Those are the only scripts I can think of which would affect this in any way. I hope you can help!
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Jul 24 2008, 12:45 AM
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Group: Member
Posts: 4
Type: None
RM Skill: Undisclosed

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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?
This post has been edited by Kathrinchen: Jul 25 2008, 05:54 AM
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Jul 24 2008, 01:36 AM
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Level 1

Group: Member
Posts: 10
Type: Event Designer
RM Skill: Skilled

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Could someone make this script to work on RPG Maker XP? please
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