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> Real Time KTS MOD V.1.0, Date and Time will be same with your PC
reijubv
post May 24 2009, 02:54 AM
Post #1


It's been awhile lol
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Group: Revolutionary
Posts: 168
Type: Artist
RM Skill: Advanced




This is a MOD version of KTS (Kylock's Time System) that will use Date and Time settings from your PC..
So now the time in game will be REAL time..
KTS V.1.5
MOD V.1.1 (30-05-09)
MOD by reijubv
Mod is an abbreviation of modification


V.1.1
Now with season system and auto weather

Demo here :

http://www.mediafire.com/?ztxwnwnhnl4 853.74 Kb

The script's here :
[Show/Hide] Script here

CODE
#==============================================================================
# ¦ Kylock's Time System VX 1.5 MOD V.1.1
#     6.3.2008                 30.5.2009
#------------------------------------------------------------------------------
#  Script by: Kylock
#  MOD by reijubv
#==============================================================================
# MOD changelog :
# > V.1.0 (24/5/2009) = Initial release
# > V.1.1 (30/5/2009) = Now with season and auto weather feature
#==============================================================================
# Remember Pokemon games real time system?
# This mod (modification) version of KTS will do the same!
# This fan made mod for Kylock's Time System VX 1.5 will adjust the
# game time automatically to be same as real world's time.
#------------------------------------------------------------------------------
# Actually, this mod will takes the time format from your PC and uses it in the
# Script, in 24 hours format.
# With this mod, you can make events only occurs once a week or whatever....
#------------------------------------------------------------------------------
# NOTES:
# 1. Don't use the normal KTS with this one!
# 2. $kts.go,$kts.stop, kts.sec(n),$kts.hours(n),$kts.days(n),$kts.jump_to_hour(n)
#    are all deleted in this mod.
# 3. START_DAY, START_HOUR, AMPM, DAYNAMES and SPEED variables are also deleted.
# 4. 8 new variables to use :
#    a. WEEKDAY = 0 to 6 (Day index in one week)
#    b. MONTH   = 1 to 12
#    c. MONTHNAM= Jan, Feb, May, etc..
#    d. MONTHDAY= 1 to 31
#    e. YEAR    = 1994, 2009, etc
#    f. SEASON  = Season Name (Summer, Spring, ETC)
#    g. WEATHERN= Weather's name
#    h. WEATHER = Weather Id, 0 is clear weather
# 5. 4 new switches to use :
#    a. SPRING  = This switch is on during spring season
#    b. SUMMER  = This switch is on during summer season
#    c. FALL    = This switch is on during fall season
#    d. WINTER  = This switch is on during winter season
#===============================================================================
# Credit mainly goes to Kylock
# and then.  reijubv
# (Cuz I think I deserve something better than just a "thanks"..)
# Have a nice day!
#===============================================================================
# ? 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.
#==============================================================================
# ? Game Database Setup
#------------------------------------------------------------------------------
#    This script, by defult, uses the following game variables and switches:
#  Database Variables:
#    [1] The Current Time
#    [2] The Current Second
#    [3] The Current Minute
#    [4] The Current Hour
#    [5] The Current Day
#    [6] Name of the Current Day (abbreviated)
#    [7] The Current Day index in one week (0-6) a week starts from sunday
#    [8] The Current Month
#    [9] The Current Month's name (abbreviated)
#    [10]The Current Day Id in this Month (1-32,or 1-30,or 1-29)
#    [11]The Current Year
#    [12]Season's name
#    [13]Weather's Name
#    [14]Weather Id, 0 is clear weather..
#  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)
#    [5] ON during spring season
#    [6] ON during summer season
#    [7] ON during fall season
#    [8] ON during winter season
#==============================================================================

#==============================================================================
# Stores variables and user defined settings for the time system.
#==============================================================================
module KTS
  #-----------------------------------------------------------------------
  # Settings for Time Periods
  #-----------------------------------------------------------------------
  T1 = [ 0,4 ] # Night         # Sets time periods for tinting effects
  T2 = [ 5,8 ] # Dawn          # [Start Hour, End Hour] for time period
  T3 = [ 9,15] # Day           # Use 24-hour values for time periods
  T4 = [16,17] # Sunset
  T5 = [18,24] # 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 # 1 to 59
    MINUTES = 3 # 1 to 59
    HOURS   = 4 # 1 to 24
    DAYS    = 5 # 1 to 366
    DAYNAME = 6 # Sun, Mon, etc..
    WEEKDAY = 7 # 0 to 6 (Day index in one week)
    MONTH   = 8 # 1 to 12
    MONTHNAM= 9 # Jan, Feb, May, etc..
    MONTHDAY= 10# 1 to 31
    YEAR    = 11# 1994, 2009, etc
    SEASON  = 12# Season Name (Summer, Spring, ETC)
    WEATHERN= 13# Weather's name
    WEATHER = 14# Weather Id, 0 is clear weather
    # 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)
    SPRING  = 5 # This switch is on during spring season
    SUMMER  = 6 # This switch is on during summer season
    FALL    = 7 # This switch is on during fall season
    WINTER  = 8 # This switch is on during winter season
  #-----------------------------------------------------------------------
  # 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 = 240
  # 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)
  #-----------------------------------------------------------------------
  # MOD
  #-----------------------------------------------------------------------
  #-----------------------------------------------------------------------
  # Settings for season periods
  #-----------------------------------------------------------------------
  S1 = [ 1,3 ] # Spring        # Sets month periods for season system
  S2 = [ 4,6 ] # Summer        # [Start Month, End Month] for time period
  S3 = [ 7,9 ] # Fall          #
  S4 = [10,12] # Winter        # <- Ex: Winter is between 10th - 12th (Oct - Des)
  # Use automatic weather?
  WEATHER_SYSTEM = true
  # Sets the duration of weather changes (in frames)
  WEATHER_LENGTH = 240
  # Time before changing weather (in hours)
  WEATHER_COOLDOWN = 3
  # Weather names (Must be the same order as weather's Id) adds as many as required
  #                   0       1        2         3
  WEATHER_NAME = ["Clear", "Rain" , "Storm" , "Snowy"] # VX default only have these 3
  #-----------------------------------------------------------------------
  # Settings for possible weather
  # To add more weathers, just add more weather ids there
  # ex = W[#] = [ WeatherId, .....]
  # S[#] means, season number #
  # Weathers only occurs when entering map with [KTS] on it's name.
  # Those weathers will be randomly occurs, but snowy weather only spawn
  # on Winter
  #-----------------------------------------------------------------------
  W = {}
  W[1] = [0, 1, 2 ] # [ WeatherId, .....]
  W[2] = [0, 1, 2 ] # [ WeatherId, .....]
  W[3] = [0, 1, 2 ] # [ WeatherId, .....]
  W[4] = [0, 1, 3 ] # [ WeatherId, .....]
  #-----------------------------------------------------------------------
  # Settings for weather bgs
  # WeatherId => "filename", file must be in Audio/BGS/ folder
  #-----------------------------------------------------------------------
  WEATHERSOUND_OK = true
  # If true, setup the BGS on line 385
  # Remember. BGS only changes when you enter/exit a map, but weather can change
  # even if you stay inside a map for a long time....
end

#==============================================================================
# Core Time System Engine (MODDED)
#==============================================================================
class Kylock_Time_System
  # sets instance variables
  def initialize
    $kts_map_data = load_data("Data/MapInfos.rvdata")
    @event_offset = (Time.now.strftime("%H").to_i * 3600) + (Time.now.strftime("%w").to_i * 86400)
    $kts_event_tone = false
    $kts_event_weather = false
    $kts_battle_tone = true
    $kts_anti_tone = Tone.new(0,0,0,0)
    @startingweatherdelay = 0
    @curweather = 0
    @played = false
  end
  # Computes current time and updates variables if used
  def update
    if !@kts_stop
      # for scripters
      @total_seconds = Graphics.frame_count + @event_offset
      @total_minutes = @total_seconds / 60
      @total_hours = @total_minutes / 60
      @total_days = @total_hours / 24
      @total_weeks = @total_days / 7
      @total_months = @total_weeks / 4
      @total_years = @total_months/12
      #
      @seconds = Time.now.sec
      @minutes = Time.now.min
      @hours   = Time.now.hour
      @days    = Time.now.strftime("%j").to_i
      @weekday = Time.now.strftime("%w").to_i
      @month = Time.now.strftime("%m").to_i
      @monthname = Time.now.strftime("%b")
      @monthday = Time.now.strftime("%d")
      @year = Time.now.strftime("%Y").to_i
      update_tint
      update_weather
      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
    $game_variables[KTS::WEEKDAY] = @weekday
    $game_variables[KTS::MONTH] = @month
    $game_variables[KTS::MONTHNAM] = @monthname
    $game_variables[KTS::YEAR] = @year
    if KTS::WEATHER_SYSTEM == true
      $game_variables[KTS::WEATHERN] = getWeatherName
      $game_variables[KTS::WEATHER] = @weather
    end
    $game_variables[KTS::SEASON] = getSeasonName
    $game_variables[KTS::MONTHDAY] = @monthday
  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 update_season_swithces
    if @month >= KTS::S1[0] and @month <= KTS::S1[1]
      @speriod = 1
      $game_switches[KTS::SPRING] = true
    else
      $game_switches[KTS::SPRING] = false
    end
    if @month >= KTS::S2[0] and @month <= KTS::S2[1]
      @speriod = 2
      $game_switches[KTS::SUMMER] = true
    else
      $game_switches[KTS::SUMMER] = false
    end
    if @month >= KTS::S3[0] and @month <= KTS::S3[1]
      @speriod = 3
      $game_switches[KTS::FALL] = true
    else
      $game_switches[KTS::FALL] = false
    end
    if @month >= KTS::S4[0] and @month <= KTS::S4[1]
      @speriod = 4
      $game_switches[KTS::WINTER] = true
    else
      $game_switches[KTS::WINTER] = false
    end
  end
  #-----------------------------------------------------------------------
  # Script Support/Misc Functions (MODDED)
  #-----------------------------------------------------------------------
  def getTime
    time = Time.now.strftime("%H:%M %p")
    return time
  end
  def getSeasonName
    sname = "Spring" if @speriod == 1
    sname = "Summer" if @speriod == 2
    sname = "Fall" if @speriod == 3
    sname = "Winter" if @speriod == 4
    return sname
  end
  def getMonthName
    monthname = Time.now.strftime('%b')
    return monthname
  end
  def getDayName
    weekday = Time.now.strftime('%a')
    return weekday
  end
  def getWeatherName
    weathername = KTS::WEATHER_NAME[@weather]
    return weathername
  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
  # Set weather
  def setweather(duration)
    if ((@startingweatherdelay - @hours) >= KTS::WEATHER_COOLDOWN) or
       ((@startingweatherdelay - @hours) <= -KTS::WEATHER_COOLDOWN)
      @startingweatherdelay = Time.now.hour
      the_weatherset = KTS::W[@speriod]
      @curweather = the_weatherset[rand(KTS::W[@speriod].length)]
      @weather = @curweather
    else
      @weather = @curweather
    end
    $game_map.screen.weather(@weather, 9 , duration)
  end
    
  #-----------------------------------------------------------------------
  # Season/weather update
  #-----------------------------------------------------------------------
  def update_weather(duration = KTS::WEATHER_LENGTH)
    return if $BTEST
    if KTS::WEATHER_SYSTEM && !$kts_event_weather && $kts_map_data[$game_map.map_id].outside_tint?
      if @month >= KTS::S1[0] and @month <= KTS::S1[1]
        @speriod = 1
      elsif @month >= KTS::S2[0] and @month <= KTS::S2[1]
        @speriod = 2
      elsif @month >= KTS::S3[0] and @month <= KTS::S3[1]
        @speriod = 3
      elsif @month >= KTS::S4[0] and @month <= KTS::S4[1]
        @speriod = 4
      end
      setweather(duration)
    else
      # no weather if indoors
        if !$kts_map_data[$game_map.map_id].outside_tint?
          Audio.bgs_stop #Stop BGS
          $game_map.screen.weather(0, 0, 0)
        end
    end
  end

  def screen
    if $game_temp.in_battle
      return $game_troop.screen
    else
      return $game_map.screen
    end
  end
  
  # Extra Feature; Change BGS
  def start_bgs
    return if !$kts_map_data[$game_map.map_id].outside_tint?
     if $kts_map_data[$game_map.map_id].outside_tint?
# This is night BGS, disabled in this MOD
#~       if $game_switches[KTS::NIGHT] == true
#~         Audio.bgs_play("Audio/BGS/Forest", 80, 100)
#~       elsif $game_switches[KTS::DAWN] or $game_switches[KTS::SUNSET]
#~         Audio.bgs_play("Audio/BGS/Forest", 30, 100)
#~       else
#~         Audio.bgs_stop
#~       end
      if  KTS::WEATHER_SYSTEM == true
        if KTS::WEATHERSOUND_OK == true
          if @weather == 1
            Audio.bgs_play("Audio/BGS/Rain", 70, 100)
          elsif @weather == 2
            Audio.bgs_play("Audio/BGS/Storm", 70, 100)
          
            # ADD MORE IF YOU WANT to play BGS when weather with Id @weather occurs!
            # Like this :
            # elsif @weather == Id
            #  Audio.bgs_play("Audio/BGS/SomeBGS", 70, 100)
          else
            Audio.bgs_stop
          end
        end
      end
    end
  end
  
end

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias kts_initialize initialize
  def initialize
    $kts.update_switches if KTS::DATABASE_OUTPUT
    $kts.update_variables if KTS::DATABASE_OUTPUT
    $kts.update_season_swithces if 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)
    $kts.update_weather(0) if KTS::WEATHER_SYSTEM
    $kts.start_bgs
  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
  alias kts_Interpreter_command_236 command_236
  def command_236
    $kts_event_weather = true
    kts_Interpreter_command_226
  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. (MODDED)
#==============================================================================
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(0, -6, 120, 32,$kts.getDayName+" "+$kts.getTime, 2)
  end
  def update
    super
    $kts.update
    self.contents.clear
    self.contents.draw_text(0, -6, 120, 32, $kts.getDayName+" "+$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(0,304)
  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



Credit only to Kylock for the great script!

This post has been edited by reijubv: May 29 2009, 08:57 PM


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Ashillion
post May 24 2009, 10:48 AM
Post #2


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Group: Member
Posts: 19
Type: Artist
RM Skill: Beginner




Wow. this is great. love the script....

question.

how do i make calls to the date time info? to say display them in a menu or hud?
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reijubv
post May 24 2009, 10:47 PM
Post #3


It's been awhile lol
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@Ashillion
Well, the script itself already has built in feature that show you the date and time in menu,
And for the hud, you can use mine here :
http://www.rpgrevolution.com/forums/index....showtopic=28587

to get current time info, like 09:00 PM,use this : $kts.getTime
to get current day name, like Sun, Mon, Thu, use this : $kts.getDayName


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lasse123
post May 25 2009, 12:45 AM
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finaly!!
when i saw his script i was so disapointed!
but now...
THAAAAAAAAAAAANKS!
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Ashillion
post May 25 2009, 04:20 AM
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oH yEAH! GIGGIDY GIGGIDY!!!!!


this rocks, my brains.

so working on a BUNCH of time based scripts. w00t!
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Octople Threat
post May 25 2009, 09:57 AM
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If only you could incorporate seasons and speed it up for your game. It would be freaking epic to have fully functioning season events in your game.

This post has been edited by Octople Threat: May 25 2009, 09:58 AM


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GuyInTraining
post May 26 2009, 02:46 AM
Post #7


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OMG, I didn't know such thing is really possible!
This is really awesome, Reijubv!


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lasse123
post May 26 2009, 02:55 AM
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QUOTE (GuyInTraining @ May 26 2009, 12:46 PM) *
OMG, I didn't know such thing is really possible!
This is really awesome, Reijubv!

yeah....
HEY use this with light effects and use all windows as events!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
looks amazing woot.gif
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reijubv
post May 27 2009, 02:46 AM
Post #9


It's been awhile lol
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Well, thanks for all the reply happy.gif
People can still cheat with the time, by changing the time setting on their PC!

For season feature, I'm still trying to implement it to this script, (already made one for my own game), just wait a while....


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AllPaoTeam
post May 27 2009, 07:44 PM
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For this one, is it pretty easy to turn off the lights when it becomes day time? Im using the orginal script and the events that triggers the events for Lighting Effect 1.2 doesnt shut off the lights when its morning and day time.
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lasse123
post May 28 2009, 09:04 AM
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QUOTE (AllPaoTeam @ May 28 2009, 05:44 AM) *
For this one, is it pretty easy to turn off the lights when it becomes day time? Im using the orginal script and the events that triggers the events for Lighting Effect 1.2 doesnt shut off the lights when its morning and day time.

iyeah its pretty easy, this script uses swiches too you know!
like i just use a an empty event and then when the night swich gets "on" the new "light" page comes active, it works for me....
only it dosent work until you open the menu once....
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reijubv
post May 29 2009, 08:51 PM
Post #12


It's been awhile lol
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SCRIPT UPDATED TO V.1.1
Now with season and auto weather system.

I'll try to make time based events to be updated automatically when time phase is changed on next update.


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Belx
post May 31 2009, 09:49 AM
Post #13



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i must rename the daynames and monthname
because i make a non-english game ^^'
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buny
post Jun 3 2009, 10:14 PM
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cool scipt


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Bubbleman
post Jun 7 2009, 09:25 PM
Post #15



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Actually, this is a great script, but I still have a doubt.

I read the script over several times, and made some slight modifications to play different BGMs at each time output (Night, Day, Dawn, Sunset), making it feel a bit like Animal Crossing, but the problem I have is, how exactly do I code my events to appear in a specific day?

Like for example:

I want a NPC to appear in a store selling his own wares in Monday.
A girl walking out at night in a Tuesday.
Or a group of people walking around in Friday Sunset.

Another issue I'm having with it is that at night, I can't even make lightbulbs shine, since the screen's tone darkens everything. Is there a way to make NPCs or Events be unnaffected by the screen tone?

This post has been edited by Bubbleman: Jun 7 2009, 09:26 PM
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reijubv
post Jun 8 2009, 03:08 AM
Post #16


It's been awhile lol
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You can use variables, see demo on how to use the variables...
to setup bgm/bgs, you can scroll down (I forgot wich line) in the script, there's a place for scripters to set bgs/bgm...
( bgs/bgm won't be played unless player was transfered to other map...)


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Bubbleman
post Jun 8 2009, 10:02 PM
Post #17



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QUOTE (reijubv @ Jun 8 2009, 04:08 AM) *
You can use variables, see demo on how to use the variables...
to setup bgm/bgs, you can scroll down (I forgot wich line) in the script, there's a place for scripters to set bgs/bgm...
( bgs/bgm won't be played unless player was transfered to other map...)


After spending around an hour with trial and errors, I finally got it to work without any problems, so far.
It's a great script with lots of potential. However, is there a way to make the [KTS] tagged map to have different songs for each switch? I used a Common Event call, but it needs to be called every single time you transfer into the map, which isn't bad, but a faster method would be better.

This post has been edited by Bubbleman: Jun 9 2009, 11:51 AM
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rgangsta
post Jun 9 2009, 02:09 PM
Post #18


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Great MOD! I was looking for something like this for ages. It's perfect. I just have one prob. I keep getting this.

Can you help meh? tongue.gif



.:EDIT:. I fixed it. I just erased the damned line.

This post has been edited by rgangsta: Jun 10 2009, 01:34 PM


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darkt6
post Jul 11 2009, 07:56 PM
Post #19



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When I try to go into the menu, there is an error that appears stating: "Unable to find file Graphic/Pictures/Timer"

Now as per the threads above and in the script, there is no need for a picture/timer.

What do I do?

By the way the script is great otherwise.

***Edit***
Never mind, I figured it out. I had forgotten that I added a FF IX Menu script to the game and I did not port everything in.

***Edit 2*****
Below are 4 pics showing the new problem, I am not able to get a light to turn on or off at a certain time. reijubv as I wrote the pics are here, so plaese help if able, anyone.

Thanks in advance.

This post has been edited by darkt6: Aug 1 2009, 07:52 PM
Attached File(s)
Attached File  before.png ( 329.44K ) Number of downloads: 24
Attached File  After.png ( 330.08K ) Number of downloads: 13
Attached File  page_one.png ( 236.13K ) Number of downloads: 12
Attached File  page_2.png ( 210.88K ) Number of downloads: 12
 
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JJJ
post Aug 6 2009, 10:59 AM
Post #20


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I've got a tiny problemo...
I get that error time and time again, and I delete nothing!!!



Any ideas?

Thanks.

The script looks great from the demo!
YAY FOR BOTH YOU AND KYLOCK!!!

.:Edityedit:.

I took this out of the demo and again off the spoiler, neither worked:(

This post has been edited by JJJ: Aug 6 2009, 01:01 PM
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