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> ~[Kylock's Time System VX 1.5]~
ZFMaster
post Jan 15 2009, 03:27 PM
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QUOTE (Kylock @ Jan 1 2009, 01:17 PM) *
Feedback needed for Version 2 rewrite.

The original default values for the tones were shamelessly taken from dubalex's time script - i've had people complain that night was too "blue". If you think you have better tones for the default tones, please post them. I'm looking to improve the default values.

There has been disagreements over weather the map should be reloaded to display new events as the time changes or if the events should automagically appear from nowhere. People have posted modifications and whatever to work around this. I don't like the lack of polish when things/npc's just appear suddenly. The solution I've come up with is a cutscene or cut-in defining the transition from day to night and vice versa. I need an artist to help me here - this is a big deal - so any artist interested in helping me out, please PM me for details.

Also have plans to add more time measurements such as months and years. I think millennia (1000 years) is a bit over the top, but comments are welcome.

I'm also rethinking the way game variables and switches are used by the script to interact with events. I already plan to deactivate this feature by default as some people are just wanting day/night and not eventing based on time anyway, but for the rest of us, I want to know if you actually use the variables or just the switches.

Also planning to add an option for separate area encounter groups for daytime and nighttime. Currently, the plan is to say any Troops in the encounter list with [KTS-N] in the name will occur only at nighttime and [KTS-D] for only daytime, leaving the rest to be random.

Basically, at this point, I want feature requests, comments on what I plan so far, and I NEED A FRAGIN ARTIST.

Kylock.


FEEDBACK theres some feed back for ya kylock this script rocks its a mega cool script i need this script thanx.


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danesopeezy89
post Jan 15 2009, 10:48 PM
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How do I take out the clock from the menu? I'm using the MOG menu yui and the clock looks kind of weird with it.
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SowS
post Jan 16 2009, 03:08 AM
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try deleting Scene_Menu.. ^^


EDIT:
I just read about the appearance of monsters depending on the time...i think that's great! according to the type danesopeezy89, i think he can help you with the transitions... tongue.gif

This post has been edited by SowS: Jan 16 2009, 03:14 AM


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Mickadell
post Jan 17 2009, 01:11 AM
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Comment

Thanks, I might try it.
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Kylock
post Jan 21 2009, 08:24 AM
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QUOTE (Aindra @ Jan 10 2009, 04:41 AM) *
There seems to be little issue with AM/PM clock.

When I look at the menu that shows the time in the very fast speed, and I see this:

etc -> 10AM -> 11AM -> 12AM -> 1PM -> 2PM -> etc
etc -> 10PM -> 11PM -> 0AM -> 1AM -> 2AM -> etc


I bolded the problem above. It should be:

etc -> 10AM -> 11AM -> 12PM -> 1PM -> 2PM -> etc
etc -> 10PM -> 11PM -> 12AM -> 1AM -> 2AM -> etc


I just thought you might want to know about that.

My apologies if it's already known. I find it strange that I have yet to see similar reports so it might be just me.

Im my games, I've always used a 24-hour clock, so I've never encountered this nor has it been brought to my attention. This should be easy to fix.

QUOTE (SowS @ Jan 11 2009, 11:44 PM) *
hi Kylock! I wondering how can I add a function to my HUD and make go on/off? I'm studying your KTS but still failed to put the function...

You can toggle the hud by calling the initialize and dispose methods- look what you did in Scene_Map to create the window... i'd stick with calling it @sowsktshud so that it's properly disposed when Scene_Map is terminated.

QUOTE (Grombrindal @ Jan 15 2009, 06:23 PM) *
I'm having a bit of trouble with the script. Whenever I try to run it, I end up with this error:

Sounds like another script is missing an end somewhere or you copied the script incorrectly. When you have a lot of custom scripts in your game, running into something like this can become a real pain to figure out.

QUOTE (danesopeezy89 @ Jan 16 2009, 01:48 AM) *
How do I take out the clock from the menu? I'm using the MOG menu yui and the clock looks kind of weird with it.

Yeah, removing the Scene_Menu from the script will remove the clock block from the menu. I'll be adding a hud option in the 'version 2' for different ways to display the time in your game which will also resolve issues like this.


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SowS
post Jan 21 2009, 08:44 AM
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QUOTE (Kylock @ Jan 22 2009, 12:24 AM) *
QUOTE (SowS @ Jan 11 2009, 11:44 PM) *
hi Kylock! I wondering how can I add a function to my HUD and make go on/off? I'm studying your KTS but still failed to put the function...

You can toggle the hud by calling the initialize and dispose methods- look what you did in Scene_Map to create the window... i'd stick with calling it @sowsktshud so that it's properly disposed when Scene_Map is terminated.


I finished it already.. but thanks for the reply... thumbsup.gif


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Sabera
post Jan 25 2009, 03:49 PM
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Hey, wonderful script but I got an error. It wont let me upload the word 2007 file on here in order to show you what the error was. It said something like this

??? Game_event??? 68 ?????? Augment error
Comparison with string 1 failed

I'd LOVE to use this script, it'd help me in so many ways, however. I can't use it if I get an error XD I basically just plug n played so HOPEFULLY I used the script correctly. I wasn't sure if I was supposed to do anything after placing the script above main. I looked through the directions. I couldn't see what I was doing wrong. Hopefully it works out. Thank you for your concern happy.gif

Edit: I also tried placing it above a CMS and it still didn't work.

This post has been edited by Sabera: Jan 25 2009, 03:51 PM
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SowS
post Jan 25 2009, 07:05 PM
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When did that error happened? What are the scripts you're using? ?_?


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slaughtertabs
post Feb 15 2009, 10:51 PM
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Hey, this script is great. It is exactly what i was looking to implement into my current project. However, once I did add it to my current project, it seemed to be running fine on any previously written events. But, I have a fishing event in my game that was working fine before I put this script in there. Now, when you go to fish, and VX tries to return the variable of whether or not you caught a fish, I get an error message, stating, "Game_Interpreter error line 564 0value2." Anyone know what is causing/how to fix this?
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Albertaus
post Feb 16 2009, 03:43 AM
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Kylock can you upload a demo? Please. I can't works it.
P.s: sorry for my english. biggrin.gif
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nobodyreal
post Feb 24 2009, 10:57 PM
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QUOTE (Kylock @ Jan 1 2009, 01:17 PM) *
Feedback needed for Version 2 rewrite.

The original default values for the tones were shamelessly taken from dubalex's time script - i've had people complain that night was too "blue". If you think you have better tones for the default tones, please post them. I'm looking to improve the default values.

There has been disagreements over weather the map should be reloaded to display new events as the time changes or if the events should automagically appear from nowhere. People have posted modifications and whatever to work around this. I don't like the lack of polish when things/npc's just appear suddenly. The solution I've come up with is a cutscene or cut-in defining the transition from day to night and vice versa. I need an artist to help me here - this is a big deal - so any artist interested in helping me out, please PM me for details.


I think the cut in idea would be a good idea w/ an option for a short music piece. Maybe fade in, fade out to a cutscene of a moon or something with a short Night song or something, then fade back to the game. Or if the player wants to just have it fade in fade out to hide the NPCs from popping our of nowhere, they can have that option too.

I'm a pretty decent artist. Maybe I can help you with the cutscene. smile.gif

QUOTE
Also have plans to add more time measurements such as months and years. I think millennia (1000 years) is a bit over the top, but comments are welcome.


IMO, I think that months and years is a bit much, unless the gamemaker is planning to make another harvest moon or second life RPG.

QUOTE
I'm also rethinking the way game variables and switches are used by the script to interact with events. I already plan to deactivate this feature by default as some people are just wanting day/night and not eventing based on time anyway, but for the rest of us, I want to know if you actually use the variables or just the switches.


I've tried using the variables and setting it w/ conditional branches so that when the hour is 21 and the minutes is 58, the screen would fade out for a second and fade back in to avoid NPCs from popping out of nowhere, but that didnt work. I dunno if that's just my game or if it's the script. Other than that, I haven't used the variables for anything else besides the Dayname HUD.

QUOTE
Also planning to add an option for separate area encounter groups for daytime and nighttime. Currently, the plan is to say any Troops in the encounter list with [KTS-N] in the name will occur only at nighttime and [KTS-D] for only daytime, leaving the rest to be random.

Basically, at this point, I want feature requests, comments on what I plan so far, and I NEED A FRAGIN ARTIST.


I think the Daytime/Nighttime encounter groups would be a great idea. I've been wanting to be able to do something like that for a while now, but the script wouldn't allow it. A lot of people would probably like this option too. It'd be awesome to make stronger or new monsters to appear at night only and some rare monsters to appear only during the day. So by all means, go for it! :3

And again, I'd be willing to volunteer to help with the night/day cutscene. smile.gif I'll PM you in a sec.
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the unsung bard
post Feb 27 2009, 10:23 AM
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QUOTE (Aindra @ Jan 10 2009, 01:41 AM) *
There seems to be little issue with AM/PM clock.

When I look at the menu that shows the time in the very fast speed, and I see this:

etc -> 10AM -> 11AM -> 12AM -> 1PM -> 2PM -> etc
etc -> 10PM -> 11PM -> 0AM -> 1AM -> 2AM -> etc


I bolded the problem above. It should be:

etc -> 10AM -> 11AM -> 12PM -> 1PM -> 2PM -> etc
etc -> 10PM -> 11PM -> 12AM -> 1AM -> 2AM -> etc


I just thought you might want to know about that.

My apologies if it's already known. I find it strange that I have yet to see similar reports so it might be just me.


It took some spontaneous learning by example of ruby script, but I have a solution for this problem.

Insert this after line 220

CODE

if @hours == 12
time = sprintf("%01d:%02d" + " PM", @hours, @minutes)
end
if @hours == 0
time = sprintf("%02d:%02d" + " AM", "12", @minutes)
end


I've tested and approved this fix, so have at it.


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Metamorphoze
post Feb 28 2009, 05:29 PM
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gr.. doesn't work for me when i "call" the script. man, this is sooo anoying. i'll be sure to look to see if you made a topic so i don't have to waste my time like this again


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jens009
post Mar 1 2009, 12:08 AM
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QUOTE (Metamorphoze @ Feb 28 2009, 05:29 PM) *
gr.. doesn't work for me when i "call" the script. man, this is sooo anoying. i'll be sure to look to see if you made a topic so i don't have to waste my time like this again

Trolling is not allowed. Consider this your verbal warning.
You can't get it to work probably because you're not following instructions properly. Try reading it again. =]


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breadlord
post Mar 1 2009, 04:05 AM
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laugh.gif This is an amazing script !! laugh.gif

Reply to kylocks request for feedback :

1. Months and seasons would be great. (But I'm not sure about years, though some people may like it)

2. The cut in would be great aswell.

3. Keep the varibles, there one of the reasons why this is a great script.

4. The day/night encounters would be very good.

This is a very good script and if you add in those extra features it would be one of the best scripts biggrin.gif

This post has been edited by breadlord: Mar 1 2009, 04:57 AM


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Uberholo
post Mar 8 2009, 10:24 AM
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I keep getting that come up when i acess the menu..

Pls Help sleep.gif
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Uberholo
post Mar 8 2009, 11:24 AM
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Kylock, I keep gettin this Erorr message when i open the Menu Screen



Pls help

*Soz if this msg spams, Its my buggy computer*
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jens009
post Mar 8 2009, 07:14 PM
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@Uberholo: Please Don't double post. Next time edit the first post you created. Consider this as your verbal warning.


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mr.babaji
post Mar 10 2009, 02:38 AM
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I've got this script to auto update using a common event, but it has a problem

QUOTE
Loop
Script: $kts.update_variables
wait 60 frames

repeat above


This works fine on the [kts] maps, the events auto update on the second.
But on the indoor maps without the [kts] tag they won't update at all, even if
I open and close the menu...

Does anyone know how I can change the script to make events auto update regardless of
whether you are on a KTS map or not? I would appreciate it, making the events auto update is vital to my game happy.gif

This post has been edited by mr.babaji: Mar 10 2009, 10:18 AM


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wortana
post May 5 2009, 05:14 AM
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Hey Kylock, awesome script, Just what I was looking for! Anyway, I like how anything can be at only night, Same with lights Lol. Anyways Epic Script, I hope to see more smile.gif


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