~[Kylock's Time System VX 1.5]~ |
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May 8 2008, 11:36 PM
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Level 6

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

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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
This post has been edited by Kylock: Jan 3 2009, 05:51 AM
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Replies
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Sep 11 2008, 04:22 AM
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Level 4

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

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@Originalwij That's perfect! That's just what I wanted; the events to automatically update, and that's what the edit did. The magically popping out of nowhere doesn't bother me really. I can probably fix that by making an event that fades out the screen a second before the switch turns on using the variables and fades in when it turns night or something. I just didn't want the player waiting forever for an event to appear, when it wont until they refresh somehow. Thank you so much Originalwij!
This post has been edited by nobodyreal: Sep 11 2008, 04:30 AM
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Posts in this topic
Kylock ~[Kylock's Time System VX 1.5]~ May 8 2008, 11:36 PM puppeto4 Like I what said in #RMVXP, this script is great,i... May 8 2008, 11:44 PM TheBloodRed I like this script a lot. Thanks for putting it up... May 9 2008, 12:07 AM Kylock Version updated. Bugfixes. Original post updated... May 9 2008, 02:39 AM Namio is it possible to make night time with different m... May 9 2008, 08:26 PM Kylock QUOTE (Namio @ May 9 2008, 11:40 PM) is i... May 9 2008, 08:38 PM prinsu kun thanks for the great script
it's possible to ... May 10 2008, 05:30 AM Kylock QUOTE (prinsu kun @ May 10 2008, 08:44 AM... May 10 2008, 08:53 AM Ilikepie123 QUOTE (Kylock @ May 8 2008, 10:50 PM) Kyl... May 10 2008, 06:35 AM Kylock Updated to 1.3
* $kts.stop now REALLY stops e... May 10 2008, 05:04 PM matty0828 Great work!!
I was just wondering...
Is ... May 10 2008, 10:42 PM Kylock QUOTE (matty0828 @ May 11 2008, 01:56 AM)... May 10 2008, 11:40 PM randalbr Kylock, a question... Is possible to create a even... May 11 2008, 12:06 AM Kylock you can use the jump_to command to skip to the nig... May 11 2008, 08:47 AM wii19 where i place your script because everywhere i put... May 16 2008, 01:35 PM  Kylock QUOTE (wii19 @ May 16 2008, 04:49 PM) whe... May 16 2008, 11:46 PM Speed@ this is really a cool system! May 17 2008, 02:41 AM vavalar When I load a saved game I get this message:
... May 18 2008, 08:42 AM Kylock QUOTE (vavalar @ May 18 2008, 11:56 AM) W... May 19 2008, 05:37 PM  slayerofman QUOTE (Kylock @ May 19 2008, 08:51 PM) QU... Jun 8 2008, 07:20 AM  Solaris I'm only very new to RPG maker VX, so it took ... Jul 27 2008, 04:32 PM slayerofman I'm sure this script works amazingly, though i... May 18 2008, 11:50 AM Mecha Nice script Kylock
I'm having one issue thou... May 24 2008, 05:41 AM Dann Woolf Uh, nice script but I have one little question.
I... May 24 2008, 02:20 PM Mecha QUOTE (Kylock @ May 8 2008, 10:50 PM) - T... May 24 2008, 04:19 PM Dann Woolf Excellent! *air guitar solo*
Now, here's ... May 25 2008, 04:28 AM Dann Woolf QUOTE (Dann Woolf @ May 25 2008, 03:42 AM... May 27 2008, 03:44 AM  Dann Woolf QUOTE (Dann Woolf @ May 27 2008, 02:58 AM... May 29 2008, 07:35 AM maker2008 RE: ~[Kylock's Time System VX 1.5]~ May 29 2008, 02:44 PM Bt255 QUOTE (Mecha @ May 24 2008, 08:55 AM) Nic... May 25 2008, 08:09 AM Dann Woolf Never mind, I changed my mind, I'm not using t... May 30 2008, 06:50 AM mystic0008 Hi, I was just wondering if there was any reason w... May 31 2008, 09:11 AM Kylock QUOTE (Dann Woolf @ May 25 2008, 07:42 AM... Jun 2 2008, 06:50 PM mystic0008 Ah, good to know. Now....I have a problem.
I am c... Jun 2 2008, 10:51 PM Kylock QUOTE (mystic0008 @ Jun 3 2008, 02:05 AM)... Jun 3 2008, 07:35 AM Mecha This is working great for me so far. Maps that wo... Jun 3 2008, 12:57 PM Kylock QUOTE (Mecha @ Jun 3 2008, 04:11 PM) This... Jun 3 2008, 02:42 PM mystic0008 Ths new version is working fine now so good work w... Jun 3 2008, 05:49 PM bausa I put the script into my game and everything seems... Jun 9 2008, 12:36 AM Kylock QUOTE (bausa @ Jun 9 2008, 03:50 AM) I pu... Jun 9 2008, 06:40 PM Da Bee Is it possible to have certain events happen depen... Jun 10 2008, 09:45 AM sargunster in the map names do i put KTS or [KTS]?
EDIT: nvm ... Jun 12 2008, 06:49 PM sargunster amazing!
is this the final or will you add fur... Jun 12 2008, 07:54 PM Kylock QUOTE (sargunster @ Jun 12 2008, 11:08 PM... Jun 18 2008, 05:53 PM andani Thanks Kylock for this amazing script. I will more... Jun 19 2008, 05:32 PM rgangsta QUOTE (Kylock @ May 8 2008, 10:50 PM) Kyl... Jun 21 2008, 09:23 AM toboisgreat ~Hello~
Im thinking of making a Harvest moon game ... Jun 24 2008, 12:20 PM drebenk I get this error when I enter a battle and kill an... Jun 24 2008, 05:49 PM doobyman This System Worked Great, Until I Tried To Enter T... Jun 26 2008, 06:45 PM puppeto4 @drebenk :
I don't think it's the problem... Jun 27 2008, 06:27 AM ell Hi its a great script but I was just wondering doe... Jun 28 2008, 07:08 AM JoRu This works great, but I think that the tinting is ... Jun 28 2008, 07:32 AM tomhgamer Love the script, but is it possible to use in conj... Jul 12 2008, 02:52 PM ell Thats exactly what i was wondering (tomhgamer) I h... Jul 13 2008, 05:05 AM kabuto202 Is it possible to change the time when you enter a... Jul 15 2008, 11:09 AM matty0828 Hey... I haven't posted here for a while... th... Jul 18 2008, 12:55 AM kingrocker I Have a Map Inside, Within this Map's Group, ... Jul 23 2008, 07:11 AM CGGenji Just curious if there is a way to add a moniker to... Jul 23 2008, 05:18 PM Kathrinchen This may be a newbie question, but well...
Where ... Jul 24 2008, 12:45 AM Solaris QUOTE (Kathrinchen @ Jul 24 2008, 06:07 P... Jul 27 2008, 04:43 PM kiberkiller Could someone make this script to work on RPG Make... Jul 24 2008, 01:36 AM Twilight27 Wow, there are a lot of problems...is Kylock away?... Aug 21 2008, 11:09 PM  Kylock QUOTE (Twilight27 @ Aug 22 2008, 02:09 AM... Dec 20 2008, 05:04 AM dndproductions I'm getting an EOFE error (end of file reached... Jul 27 2008, 06:59 PM Joosu Haven't tested it yet but I think this is what... Aug 9 2008, 10:37 AM VerifyedRasta No idea why this is happening ... but anytime i go... Aug 9 2008, 08:50 PM zen03y Can I use this for just normal time to keep track ... Aug 31 2008, 07:58 AM OniChild might be kind of pointless, but, do you have a dem... Aug 31 2008, 01:46 PM nobodyreal When I use this script and it turns night, the new... Sep 9 2008, 07:16 PM originalwij @nobodyreal
If I remember correctly, the script c... Sep 10 2008, 09:35 AM d2kmacho QUOTE (originalwij @ Sep 10 2008, 09:35 A... Dec 28 2008, 12:39 PM Shadonn Ok I don't know if I'm the only one experi... Sep 16 2008, 02:53 PM xionreaver Is there a way to get the day of the week displaye... Sep 16 2008, 05:54 PM lomastul can you somehow modify it so it ill make the TDS r... Sep 19 2008, 11:48 AM Thanatos I got an error messages it say
Script 'Kylock... Sep 23 2008, 04:41 AM Lov3L3tt3r My map is not tinting ... what happen? how do i fi... Sep 27 2008, 06:30 PM Wolftor I'm pretty nooby at scripting, never tried it ... Dec 10 2008, 06:53 PM Versus_Shin Kylock, contratulations on this great script!
... Dec 13 2008, 05:46 PM eugene222 This is very cool. I want to use this, but it have... Dec 17 2008, 10:28 AM SowS hello guys! i just wanted to help you here. If... Dec 18 2008, 05:09 AM Kylock Feedback needed for Version 2 rewrite.
The origin... Jan 1 2009, 01:17 PM Chronno Kylock: id think i would be so cool if you add the... Jan 1 2009, 01:33 PM Kylock QUOTE (Chronno @ Jan 1 2009, 04:33 PM) Ky... Jan 1 2009, 01:39 PM Chronno thank you, and what about a shadow system just lik... Jan 1 2009, 03:15 PM Kylock QUOTE (Chronno @ Jan 1 2009, 06:15 PM) th... Jan 3 2009, 05:19 AM Mr. Bubble Just to be sure you are aware, there is some kind ... Jan 1 2009, 03:50 PM SowS hmmm... are you also planning to make the time sho... Jan 5 2009, 08:38 AM Kylock Yes, different people will want different things. ... Jan 7 2009, 01:03 PM SowS i will wait for the next update so i can study mor... Jan 7 2009, 11:38 PM Kylock QUOTE (SowS @ Jan 8 2009, 02:38 AM) i wil... Jan 8 2009, 04:53 AM SowS maybe if you'll add the hud, there could be a ... Jan 8 2009, 09:49 AM Kylock Instead of scripting that, you can make a wristwat... Jan 8 2009, 10:32 AM SowS i see... thanks for the advices! Jan 8 2009, 06:42 PM SowS i updated my hud... but i still havnt added the op... Jan 9 2009, 07:09 AM Kylock try adding a self.opacity or self.back_opacity to ... Jan 9 2009, 08:20 AM SowS ok ill try that...
done! i made the opacity... Jan 9 2009, 10:09 PM Aindra There seems to be little issue with AM/PM clock.
... Jan 10 2009, 01:41 AM SowS hi Kylock! I wondering how can I add a functio... Jan 11 2009, 08:44 PM Grombrindal I'm having a bit of trouble with the script. W... Jan 15 2009, 03:23 PM
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