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> ~[Kylock's Time System VX 1.5]~
sargunster
post Jun 12 2008, 06:49 PM
Post #41


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in the map names do i put KTS or [KTS]?
EDIT: nvm figured it out laugh.gif

This post has been edited by sargunster: Jun 12 2008, 07:53 PM


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sargunster
post Jun 12 2008, 07:54 PM
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amazing!
is this the final or will you add furthur updates?
and for the the events only happening at night i have to pause, then unpause
could you fix this?
i really need to know now...
wallbash.gif wallbash.gif wallbash.gif wallbash.gif wallbash.gif wallbash.gif wallbash.gif wallbash.gif wallbash.gif wallbash.gif

This post has been edited by sargunster: Jun 13 2008, 02:09 PM


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Kylock
post Jun 18 2008, 05:53 PM
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QUOTE (sargunster @ Jun 12 2008, 11:08 PM) *
amazing!
is this the final or will you add furthur updates?
and for the the events only happening at night i have to pause, then unpause
could you fix this?
i really need to know now...
wallbash.gif wallbash.gif wallbash.gif wallbash.gif wallbash.gif wallbash.gif wallbash.gif wallbash.gif wallbash.gif wallbash.gif


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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andani
post Jun 19 2008, 05:32 PM
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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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rgangsta
post Jun 21 2008, 09:23 AM
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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



[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

i no this might be stupid to ask but where do i put the script? huh.gif


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toboisgreat
post Jun 24 2008, 12:20 PM
Post #46


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Posts: 242
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RM Skill: Skilled




~Hello~
Im thinking of making a Harvest moon game for Vx and I've got all the rest of the things pretty much sorted in my head but I don't think I could implement the Days/Seasons with this script and events alone. Is there any way that this script could be adjusted to add a function that resets the Time, so that when you go to sleep time reverts back to 6.00 or whatever. I think I may be able to do the seasons with variables and events but it will be alot of work. Could this possibly be done with the script?
Thank you for your time.
~Toboisgreat~



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drebenk
post Jun 24 2008, 05:49 PM
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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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doobyman
post Jun 26 2008, 06:45 PM
Post #48



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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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YanXie
post Jun 27 2008, 06:27 AM
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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. smile.gif


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ell
post Jun 28 2008, 07:08 AM
Post #50


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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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JoRu
post Jun 28 2008, 07:32 AM
Post #51


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This works great, but I think that the tinting is a little too red during the morning. Anyway, great script. smile.gif

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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tomhgamer
post Jul 12 2008, 02:52 PM
Post #52


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Love the script, but is it possible to use in conjunction with your light effects script? Like have an event that turns a light on at night?
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ell
post Jul 13 2008, 05:05 AM
Post #53


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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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kabuto202
post Jul 15 2008, 11:09 AM
Post #54


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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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matty0828
post Jul 18 2008, 12:55 AM
Post #55


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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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kingrocker
post Jul 23 2008, 07:11 AM
Post #56


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I Have a Map Inside, Within this Map's Group, And An event is missing, I change it to day on the outer and it is back. Help. sleep.gif ph34r.gif
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CGGenji
post Jul 23 2008, 05:18 PM
Post #57


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Just curious if there is a way to add a moniker to the time displayed in the menu, like "Time: 23:25?" Seems a bit unnatural to me just having the time by itself. =/

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Kathrinchen
post Jul 24 2008, 12:45 AM
Post #58



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This may be a newbie question, but well... wink.gif
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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kiberkiller
post Jul 24 2008, 01:36 AM
Post #59


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Could someone make this script to work on RPG Maker XP? please
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Solaris
post Jul 27 2008, 04:32 PM
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I'm only very new to RPG maker VX, so it took me a while to work out how to use your script, but I got it to work
in the end, Very well done, now I can toy with a Vampirism aspect for my characters
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