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~[Kylock's Time System VX 1.5]~ |
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Jan 15 2009, 03:27 PM
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ZFMaster; Master at Zelda Freaking.

Group: Revolutionary
Posts: 160
Type: Developer
RM Skill: Masterful

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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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<--- Click.Want a signature like the one above? PM me and I'll see what I can do.
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Jan 16 2009, 03:08 AM
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The Lazy Guy

Group: Revolutionary
Posts: 292
Type: Scripter
RM Skill: Undisclosed

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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...
This post has been edited by SowS: Jan 16 2009, 03:14 AM
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QUOTE Better off lazy, at least I'm not exhausted.
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Jan 21 2009, 08:24 AM
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Level 6

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

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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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Jan 21 2009, 08:44 AM
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The Lazy Guy

Group: Revolutionary
Posts: 292
Type: Scripter
RM Skill: Undisclosed

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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...
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QUOTE Better off lazy, at least I'm not exhausted.
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Jan 25 2009, 03:49 PM
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Group: Member
Posts: 4
Type: Developer
RM Skill: Skilled

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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  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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Jan 25 2009, 07:05 PM
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The Lazy Guy

Group: Revolutionary
Posts: 292
Type: Scripter
RM Skill: Undisclosed

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When did that error happened? What are the scripts you're using? ?_?
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QUOTE Better off lazy, at least I'm not exhausted.
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Feb 15 2009, 10:51 PM
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Group: Member
Posts: 1
Type: Artist
RM Skill: Advanced

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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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Feb 24 2009, 10:57 PM
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Level 4

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

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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.  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.  I'll PM you in a sec.
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Feb 27 2009, 10:23 AM
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Level 2

Group: Member
Posts: 28
Type: None
RM Skill: Undisclosed

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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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I'm with the philosopher. 
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Feb 28 2009, 05:29 PM
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Level 8

Group: Revolutionary
Posts: 115
Type: Developer
RM Skill: Skilled

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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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I QUIT RRR, HEY Zehnire, i'm sorry i cannot finish your request, first off, i'll need some information and second, i can't post =( MY NEW ACCOUNT WILL BE http://www.rpgmakervx.net/index.php?showuser=28688I'm deeply sorry, message me on there and i'll ask a few questions and complete your request. SORRY MAN... I HATE RRR MODS
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Mar 1 2009, 12:08 AM
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L Did you know? Death gods... only eat apples

Group: +Gold Member
Posts: 2,976
Type: Scripter
RM Skill: Skilled

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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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My RMXP Project:  Farewell RRR. =]
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Mar 1 2009, 04:05 AM
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What did you expect...

Group: Revolutionary
Posts: 461
Type: Developer
RM Skill: Intermediate

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 This is an amazing script !!  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
This post has been edited by breadlord: Mar 1 2009, 04:57 AM
__________________________
 Check out my project http://www.rpgrevolution.com/forums/index....showtopic=29698[Show/Hide] I thought my sig was to big so... Clicky clicky  I taste a bit like Almonds. Mmm, the taste of almonds - anathema to many with nut allergies, and a bad sign for many more, as my taste is not unlike that of cyanide. Am I good or am I poison? A risky thing to guess about. What Flavour Are You? What Mystical creature are you? Pegasus  You are a shy, night time person and you are very gentle and soft hearted. You are like the opposite from your cousin the unicorn. Which Final Fantasy Character Are You?Final Fantasy 7Cna yuo raed tihs? Olny 55% of plepoe can. I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt! fi yuo cna raed tihs, palce it in yuor siantugre.
 Your answers suggest you are a Strategist The four aspects that make up this personality type are:  Summary of Strategists * Quiet, easy-going and intellectually curious * Use logical, objective thinking to find original solutions to problems * Think of themselves as bright, logical and individualistic * May be impractical, forgetting practical issues, such as paying bills or doing the shopping More about Strategists Strategists are quiet people who like to get to the heart of tough problems on their own and come up with innovative solutions. They analyse situations with a sceptical eye and develop ways of measuring everything, including themselves. Strategists are the group most likely to say they are unhappy in their job, according to a UK survey. Strategists are generally easy-going. They are intellectually curious and enjoy abstract ideas. Sometimes they like thinking of a solution to a problem more than taking practical steps to solve it. In situations where they can't use their talents, are unappreciated, or not taken seriously, Strategists may become negatively critical or sarcastic. Under extreme stress, Strategists could be prone to inappropriate, tearful or angry outbursts. Strategists may be insensitive to the emotional needs of others or how their behaviour impacts the people around them.
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Mar 8 2009, 11:24 AM
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Group: Member
Posts: 2
Type: Developer
RM Skill: Skilled

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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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Mar 10 2009, 02:38 AM
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Level 2

Group: Member
Posts: 28
Type: None
RM Skill: Intermediate

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