QUOTE (Chakanevil @ Oct 9 2011, 05:07 AM)

I'll try the dts in xasabs.
Dts has an error when in xasabs, I really like this sytem no offense to to max, even silent and baffou said this is very promising, perhaps maybe you could work with baffou to get this into xasabs, or edit your script to have the functions of this, what I'd like to keep is weather effects, and shops being open at set time, and some effects such as lightning clap, all those others such as disco, and the cave effect, is useless, as I think we will not being using those, but ya see if you can't give dts a shot?
I agree, both Time systems are great.

Now we just need a... merged version of them.
Chakanevil is right, the Disco and cave features are useless. If we are gonna use DTS, we have to clean it of those features. If we are gonna just add features of DTS to maximu's time script, lets leave those disco/cave features outside!!!

(I personally doubt that our dear Link is gonna even go to a date with Princess Zelda in a... disco!

lol haha )
QUOTE (maximusmaxy @ Oct 9 2011, 08:15 AM)

For the shop system I could easily just implement acouple of extra in game switches or variables so you can have shops set open or closed at certain times. The only party from the DTS script I really need is the ccoa's weather effects and maybe the light effects so i'll just take those and implement them into mine. The one thing i REALLY dislike about the dts is every time you change from an outside map to an inside map you have to change a bunch of variables so that the screen tones and time works. I'm working on making mine as easy as possible by just putting which tileset ID's are inside or dungeons and that will disable/enable the screen tones automatically. I'd like the PZE to be allot less eventy and allot more automatic. If I can get that done i will be happy.
Nice! Nice! "
the PZE to be allot less eventy and allot more automatic"!
YOU FOUND MY NEW MOTO!
And about Tileset IDs being classified as indoors or dungeons, it is a great idea! Perhaps via a
list inside your script that has the form of an up-down list of Tileset IDs which can be easy to be edited by the players?
I mean, for example, that, Night Runner has created an in-script list of IDs (he made not tileset IDs list but animation IDs list in this case) which is friendly to the user who wanna set/edit the priority of animations in his game. (make the animations of the Animations Database have a different layer priority - like be shown above or below a player's sprite, or be shown above every tile on the map including the 5-star priority tiles such as tall Trees and house roofs on a map, etc).
EDIT: I don't know if I am easy to be understood what I am talking about, as my english is poor. But I post here an example of Night_Runner's in-script list of Animation IDs I was talking about (above):
CODE
......(script of NR).....
module NR_Animation_Height
Default = 300
Z = Array.new
Z[05] = 500
Z[20] = 400
Z[21] = 3000
Z[25] = 500
Z[26] = 3000
Z[39] = 500
Z[40] = 500
Z[44] = 200
Z[47] = 500
Z[48] = 500
end
......(script of NR continues).....
where
Z[NUMBER
] is the ID of the Animation (you can see its ID in Database > Animations editor) and the
= NUMBER is the number that defines the animation's layer priority. (for example, if you set the 3000, which is the maximum number, the animation will be shown above ANYTHING in the whole game - even above the 5-star priority tiles such as tall trees and house roofs!).