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Hey back again, that crash at the title screen is back :(

line 360: RGSSError occurred

failed to create bitmap
 
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Vlue

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Oh.. I unfixed that fix I fixed when I added those other things...

Try the new pastebin
 
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Oh.. I unfixed that fix I fixed when I added those other things...

Try the new pastebin
O ok, thx for the help again lol

edit

I can't seem to get the clock to stay on/visible. As soon as I toggle it on, it hides itself again.

Any ideas?
 
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Internetakias

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Would it be possible to output the current time into variables?
 
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Vlue

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O ok, thx for the help again lol

edit

I can't seem to get the clock to stay on/visible. As soon as I toggle it on, it hides itself again.

Any ideas?
Fine for me... can you paste here your settings in a spoiler so I can look at them?

Would it be possible to output the current time into variables?
You can! If you go to Control Variables, there's a script option. Putting in GameTime.hour? would set the variable to the current hour, GameTime.day? would be day of the month, etc.
 
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Sure can. Maybe I'm messing something up? Idk sometimes lol

#Advanced Game Time + Night/Day v1.1.4#----------#

#Features: Provides a series of functions to set and recall current game time

# as well customizable tints based on current game time to give the

# appearance of night and day in an advanced and customizable way.

#

#Usage: Script calls:

# GameTime.sec? #current second

# GameTime.min? #current minute

# GameTime.hour? #current hour

# GameTime.hour_nom? #current hour (12-hour)

# GameTime.day? #current day of month

# GameTime.day_week? #current day of the week

# GameTime.month? #current month

# GameTime.year? #current year

# GameTime.year_post("set") #changes the year post to set

# GameTime.pause_tint = true/false #pauses/unpauses tint

# GameTime.change(s,m,h,d,mn,y) #manually set the time

# seconds,minutes,hours,days,months,years

# any can be nil to not be changed

# GameTime.set("handle",n) #increases a certain time portion

# valid arguments are:

# addsec,addmin,addhour,addday

# addmonth,addyear

# GameTime.clock?(true/false) #hides/shows the clock

# GameTime.save_time #saves the current time

# GameTime.load_time #loads the saved time

#

# Message Codes:

# GTSEC #Inputs the current second

# GTMIN #Inputs the current minute

# GTHOUR #Inputs the current hour

# GTDAYN #Inputs the day of the month

# GTDAYF #Inputs the day of the week (full)

# GTDAYA #Inputs the day of the week (abbreviated)

# GTMONN #Inputs the month of the year

# GTMONF #Inputs the name of the month (full)

# GTMONA #Inputs the name of the month (abbreviated)

# GTYEAR #Inputs the current year

#

# Map Note Tags:

# Notime #Stops time from moving in that map

#

#Customization: Set below, in comments.

#

#Examples: GameTime.pause_tint = false

# GameTime.change(nil,30,4,1,1,2012)

# GameTime.set("addyear",5)

# GameTime.clock?(true)

#

#----------#

#-- Script by: V.M of D.T

#--- Free to use in any non-commercial project with credit given

#_# BEGIN_CUSTOMIZATION #_#

#Wether or not to set time to PC (Real) Time

USE_REAL_TIME = false

#Time does not increase while the message window is visible:

NOTIMEMESSAGE = true

#Time does not increase unless you are on the map

PAUSE_IN_MENUS = false

#Time does not increase if you are in battle

NOBATTLETIME = true

#Date is shown on the clock

USECLOCKDATE = false

#Clock is shown

USECLOCK = true

#Set to true to have the clock show up in the menu!

USECLOCK_MENU = true

#True if you want to use 24-hour clock or have a different # of hours in a day

MILITARY_CLOCK = false

#Clock window background opacity

CLOCK_BACK = 255

#Button to be used to toggle the clock

CLOCK_TOGGLE = :CTRL

#X and Y position of clock

CLOCK_X = 370

CLOCK_Y = 0

#Finetune the width of the clock window here:

CLOCK_WIDTH = 175

#Set to tru if you want to use a custom clock

USE_CUSTOM_CLOCK = false

#Here is where you would insert the array of commands for the custom clock:

CUSTOM_CLOCK = ["hour12",":","min"," ","meri"," ","weekshort"," ","day"," ","year","yearp"]

#Available commands for CUSTOM_CLOCK:

# "sec" - seconds "min" - minutes

# "hour" - hour (24) "hour12" - hour (12)

# "meri" - AM/PM "day" - day of the month

# "weekshort" - day of the week abbr

# "weeklong" - day of the week long

# "month" - month "monthshort" - month name abbr

# "monthlong" - month name

# "year" - year "yearp" - year post

#Using KHAS lighting effects script? Turn this on to use that tint

USE_KHAS = true

#Any maps that are not supposed to be tinted are put in here:

#Array format [#,#,#] I.E. [5,65,134]

NOTINTMAPS = [0]

#Use Tint in the Battles

BATTLE_TINT = false

#Time it takes for a second (or minute) to pass, in frames

#(Frame rate is 60 frames per second)

TIMELAPSE = 1

#Whether to use seconds or not

NOSECONDS = false

#Number of seconds in a minute

SECONDSINMIN = 60

#Number of minutes in an hour

MINUTESINHOUR = 60

#Number of hours in a day

HOURSINDAY = 24

#Names of the days (As little or as many days in the week as you want)

DAYNAMES = ["Sunday","Monday","Tuesday","Wednesday","Thursday","Friday","Saturday"]

#Day name abbreviations

DAYNAMESABBR = ["Sun","Mon","Tue","Wed","Thu","Fri","Sat"]

#Number of days in each month (Also represents number of months in a year)

MONTHS = [31,28,31,30,31,30,31,31,30,31,30,31]

#Names of the months

MONTHNAMES = ["January","February","March","April","May","June",

"July","August","September","October","November","December"]

#Abrreviated names of the months

MONTHNAMESABBR = ["Jan","Feb","Mar","Apr","May","Jun",

"Jul","Aug","Sep","Oct","Nov","Dec"]

#The default letters to be posted before the year in dates

DEFAULT_YEAR_POST = "AD"

#NOT YET IMPLEMENTED *IGNORE*

USE_PERIODS = true

#Gradual tint effects! (The hardest part)

#It may look daunting, and it is, but here is where you put the tint

#to be shown at each hour (the actual tint is usually somewhere in between)

#The number of Color.new objects here must equal the number of hours in a day

#Starts from hour 0 (or 12am)

#A color object is -> Color.new(r,g,b,a)

# Where r is red,g is green,b is blue,and a is opacity and all are (0-255)

TINTS = [Color.new(30,0,40,155),

Color.new(20,0,30,135),

Color.new(20,0,30,135),

Color.new(10,0,30,135),

Color.new(10,0,20,125),

Color.new(0,0,20,125),

Color.new(80,20,20,125),

Color.new(130,40,10,105),

Color.new(80,20,10,85),

Color.new(0,0,0,65),

Color.new(0,0,0,35),

Color.new(0,0,0,15),

Color.new(0,0,0,0),

Color.new(0,0,0,0),

Color.new(0,0,0,5),

Color.new(0,0,0,15),

Color.new(0,0,0,25),

Color.new(0,0,10,55),

Color.new(80,20,20,85),

Color.new(130,40,30,105),

Color.new(80,20,40,125),

Color.new(10,0,50,135),

Color.new(20,0,60,135),

Color.new(30,0,70,155)]

#NOT YET IMPLEMENTED *IGNORE*

PERIODS = [["Night",0,5],

["Morning",6,11],

["Afternoon",12,17],

["Evening",18,23]]

#_# END CUSTOMIZATION #_#

module GameTime

def self.run

$game_time = Current_Time.new

$game_time_tint = Sprite_TimeTint.new

end

def self.update

return if $game_message.busy? and NOTIMEMESSAGE

if !SceneManager.scene.is_a?(Scene_Map) and PAUSE_IN_MENUS

return unless SceneManager.scene.is_a?(Scene_Battle) and !NOBATTLETIME

end

$game_time.update

$game_time_tint = Sprite_TimeTint.new if $game_time_tint.disposed?

$game_time_tint.update

end

def self.sec?

return $game_time.sec

end

def self.min?

return $game_time.min

end

def self.hour?

return $game_time.hour

end

def self.hour_nom?

hour = $game_time.hour

hour -= 12 if hour > 11

hour = 12 if hour == 0

return hour

end

def self.day?

return $game_time.day + 1

end

def self.day_week?

return $game_time.dayweek

end

def self.day_name

return DAYNAMES[$game_time.day]

end

def self.day_name_abbr

return DAYNAMESABBR[$game_time.day]

end

def self.month_name_abbr

return MONTHNAMESABBR[$game_time.month]

end

def self.month?

return $game_time.month + 1

end

def self.month_name

return MONTHNAMES[$game_time.month]

end

def self.year?

return $game_time.year

end

def self.pause_tint

@pause_tint

end

def self.change(s = nil,m = nil,h = nil,d = nil,mn = nil,y = nil)

$game_time.manual(s,m,h,d,mn,y)

end

def self.set(handle,n)

$game_time.forward(handle,n)

end

def self.clock?(set)

SceneManager.scene.clock_visible?(set)

end

def self.year_post(set)

$game_time.year_post = set

end

def self.save_time

$saved_game_time = $game_time.dup

end

def self.load_time

$game_time = $saved_game_time.dup

end

def self.no_time_map

note = $game_map.map_note

/Notime/ =~ note

return false unless $~

return true

end

class Current_Time

attr_reader :sec

attr_reader :min

attr_reader :hour

attr_reader :day

attr_reader :dayweek

attr_reader :month

attr_reader :year

attr_accessor :year_post

def initialize

reset_all_values

end

def reset_all_values

@sec = 0

@min = 0

@hour = 0

@day = 0

@dayweek = 0

@month = 0

@year = 0

@year_post = DEFAULT_YEAR_POST

end

def update

return realtime if USE_REAL_TIME

return if GameTime.no_time_map

return unless Graphics.frame_count % TIMELAPSE == 0

NOSECONDS ? addmin(1) : addsec(1)

end

def realtime

@sec = Time.now.sec

@sec = 0 if @sec == 60

@min = Time.now.min

@hour = Time.now.hour

@day = Time.now.day

@dayweek = Time.now.wday

@month = Time.now.month

@year = Time.now.year

0

end

def addsec(s)

@sec += s

return unless @sec == SECONDSINMIN

@sec = 0

addmin(1)

end

def addmin(m)

@min += m

return unless @min == MINUTESINHOUR

@min = 0

addhour(1)

end

def addhour(h)

@hour += h

return unless @hour == HOURSINDAY

@hour = 0

addday(1)

end

def addday(d)

@day += d

@dayweek += d

@dayweek = 0 if @dayweek == DAYNAMES.size

return unless @day == MONTHS[@month]

@day = 0

addmonth(1)

end

def addmonth(mn)

@month += mn

return unless @month == MONTHS.size

@month = 0

addyear(1)

end

def addyear(y)

@year += y

end

def manual(s = nil,m = nil,h = nil,d = nil,mn = nil,y = nil)

@sec = s if !s.nil?

@sec = SECONDSINMIN - 1 if @sec >= SECONDSINMIN

@min = m if !m.nil?

@min = MINUTESINHOUR - 1 if @min >= MINUTESINHOUR

@hour = h if !h.nil?

@hour = HOURSINDAY - 1 if @hour >= HOURSINDAY

@day = d if !d.nil?

@day = MONTHS[@month] - 1 if @day >= MONTHS[@month]

@month = mn if !mn.nil?

@month = MONTHS.size - 1 if @month >= MONTHS.size

@year = y if !y.nil?

end

def forward(handle,n)

handle = handle.to_s + "(1)"

n.times do |s| eval(handle) end

end

def reverse

return "Time doesn't work like that."

end

end

class Sprite_TimeTint < Sprite_Base

def initialize(viewport = nil)

super(viewport)

self.z = 100

create_contents

update

end

def create_contents

self.bitmap = Bitmap.new(Graphics.width,Graphics.height)

self.visible = false

end

def update

create_contents if self.bitmap.height != Graphics.height

create_contents if self.bitmap.width != Graphics.width

self.visible = SceneManager.scene.is_a?(Scene_Map)

self.visible = true if SceneManager.scene.is_a?(Scene_Battle) and BATTLE_TINT

self.visible = false if no_tint

self.bitmap.clear if no_tint

return unless self.visible

ctint = TINTS[$game_time.hour]

ntint = TINTS[$game_time.hour + 1] unless $game_time.hour + 1 == HOURSINDAY

ntint = TINTS[0] if $game_time.hour + 1 == HOURSINDAY

min = $game_time.min

r = ctint.red.to_f - ((ctint.red.to_f - ntint.red) * (min.to_f / MINUTESINHOUR))

g = ctint.green.to_f - ((ctint.green.to_f - ntint.green) * (min.to_f / MINUTESINHOUR))

b = ctint.blue.to_f - ((ctint.blue.to_f - ntint.blue) * (min.to_f / MINUTESINHOUR))

a = ctint.alpha.to_f - ((ctint.alpha.to_f - ntint.alpha) * (min.to_f / MINUTESINHOUR))

self.bitmap.clear

self.bitmap.fill_rect(0,0,Graphics.width,Graphics.height,Color.new(r,g,b,a)) unless USE_KHAS

return unless USE_KHAS

begin

temp = $game_map.light_surface.opacity

rescue

return

end

self.bitmap.clear

$game_map.effect_surface.change_color(0,r,g, B)

$game_map.effect_surface.set_alpha(a)

end

def no_tint

for i in NOTINTMAPS

return false if $game_map.nil?

if $game_map.map_id == i

return true

else

next

end

end

return false

end

end

class Window_GameClock < Window_Base

def initialize

super(CLOCK_X,CLOCK_Y,CLOCK_WIDTH,56)

self.opacity = CLOCK_BACK

update

end

def update

contents.clear

string = normal_clock

string = dated_clock if USECLOCKDATE and !MILITARY_CLOCK

string = military_clock if MILITARY_CLOCK

string = dated_military_clock if MILITARY_CLOCK and USECLOCKDATE

string = custom if USE_CUSTOM_CLOCK

contents.draw_text(0,0,contents.width,contents.height,string,1)

end

def military_clock

hour = $game_time.hour

minute = $game_time.min

if hour < 10 then hour = " " + hour.to_s else hour.to_s end

if minute < 10 then minute = "0" + minute.to_s else minute.to_s end

string = hour.to_s + ":" + minute.to_s

return string

end

def dated_military_clock

hour = $game_time.hour

minute = $game_time.min

dayweek = DAYNAMESABBR[$game_time.dayweek]

day = $game_time.day

day += 1 unless USE_REAL_TIME

if hour < 10 then hour = " " + hour.to_s else hour.to_s end

if minute < 10 then minute = "0" + minute.to_s else minute.to_s end

if day < 10 then day = " " + day.to_s end

string = dayweek.to_s + " " + day.to_s + " "

string += hour.to_s + ":" + minute.to_s

return string

end

def normal_clock

meri = "AM"

hour = $game_time.hour

minute = $game_time.min

if hour > 11 then meri = "PM" end

if hour == 0 then hour = 12; meri = "AM" end

if hour > 12 then hour -= 12 end

if hour < 10 then hour = " " + hour.to_s else hour.to_s end

if minute < 10 then minute = "0" + minute.to_s else minute.to_s end

string = hour.to_s + ":" + minute.to_s + " " + meri

return string

end

def dated_clock

meri = "AM"

hour = $game_time.hour

minute = $game_time.min

dayweek = DAYNAMESABBR[$game_time.dayweek]

day = $game_time.day

day += 1 unless USE_REAL_TIME

if hour > 11 then meri = "PM" end

if hour == 0 then hour = 12; meri = "AM" end

if hour > 12 then hour -= 12 end

if hour < 10 then hour = " " + hour.to_s else hour.to_s end

if minute < 10 then minute = "0" + minute.to_s else minute.to_s end

if day < 10 then day = " " + day.to_s end

string = dayweek.to_s + " " + day.to_s + " "

string += hour.to_s + ":" + minute.to_s + " " + meri

return string

end

def custom

sec = $game_time.sec

sec = "0" + sec.to_s if sec < 10

hour = $game_time.hour

hour >= 12 ? meri = "PM" : meri = "AM"

hour = " " + hour.to_s if hour < 10

hour12 = $game_time.hour

hour12 -= 12 if hour12 > 12

hour12 = 12 if hour12 == 0

minute = $game_time.min

minute = "0" + minute.to_s if minute < 10

dayweek = DAYNAMESABBR[$game_time.dayweek]

dayweekn = DAYNAMES[$game_time.dayweek]

day = $game_time.day

day += 1 unless USE_REAL_TIME

month = $game_time.month

month += 1 unless USE_REAL_TIME

monthn = MONTHNAMES[$game_time.month]

monthna = MONTHNAMESABBR[$game_time.month]

year = $game_time.year

string = ""

for command in CUSTOM_CLOCK

case command

when "sec"

string += sec.to_s

when "min"

string += minute.to_s

when "hour"

string += hour.to_s

when "hour12"

string += hour12.to_s

when "meri"

string += meri.to_s

when "weekshort"

string += dayweek.to_s

when "weeklong"

string += daylong.to_s

when "day"

string += day.to_s

when "month"

string += month.to_s

when "monthshort"

string += monthna.to_s

when "monthlong"

string += monthn.to_s

when "year"

string += year.to_s

when "yearp"

string += $game_time.year_post

else

string += command.to_s

end

end

return string

end

end

end

GameTime.run

class Window_Base < Window

alias real_time_convert_escape_characters convert_escape_characters

def convert_escape_characters(text)

result = real_time_convert_escape_characters(text)

result.gsub!(/GTSEC/) { GameTime.sec? }

result.gsub!(/GTMIN/) { GameTime.min? }

result.gsub!(/GTHOUR/) { GameTime.hour? }

result.gsub!(/GTDAYN/) { GameTime.day? }

result.gsub!(/GTDAYF/) { GameTime.day_name }

result.gsub!(/GTDAYA/) { GameTime.day_name_abbr }

result.gsub!(/GTMONF/) { GameTime.month? }

result.gsub!(/GTMONN/) { GameTime.month_name }

result.gsub!(/GTMONA/) { GameTime.month_name_abbr }

result.gsub!(/GTYEAR/) { GameTime.year? }

result

end

end

class Scene_Base

alias game_time_update update

def update

game_time_update

GameTime.update

end

end

class Scene_Map

alias game_time_post_transfer post_transfer

alias game_time_init create_all_windows

alias game_time_map_update update

alias game_time_start start

def start

game_time_start

$game_time_tint.update

end

def create_all_windows

game_time_init

@gametimeclock = GameTime::Window_GameClock.new if USECLOCK

end

def post_transfer

$game_time_tint.update

game_time_post_transfer

end

def update

game_time_map_update

return unless USECLOCK

@gametimeclock.update

if Input.trigger?(CLOCK_TOGGLE) and @gametimeclock.nil? == false

@gametimeclock.visible ? @gametimeclock.visible = false : @gametimeclock.visible = true

end

end

def clock_visible?(set)

@gametimeclock.visible = set

end

end

class Game_Map

def map_note

return @map.note unless @map.nil?

end

end

class Scene_Menu

alias gt_start start

alias gt_update update

def start

gt_start

@clock = GameTime::Window_GameClock.new if USECLOCK_MENU

@clock.x = 0

@clock.y = @gold_window.y - @clock.height

@clock.width = @gold_window.width

@clock.create_contents

end

def update

gt_update

@clock.update unless @clock.nil?

end

end

module DataManager

class << self

alias gametime_msc make_save_contents

alias gametime_esc extract_save_contents

end

def self.make_save_contents

contents = gametime_msc

contents[:gametime] = $game_time

contents

end

def self.extract_save_contents(contents)

gametime_esc(contents)

$game_time = contents[:gametime]

end

end
edit

nvm, it was my bad, one of the maps I had was glitching it out. It works fine everywhere else.
 
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Internetakias

RPG Maker VX Ace Noob :P
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Fine for me... can you paste here your settings in a spoiler so I can look at them?

You can! If you go to Control Variables, there's a script option. Putting in GameTime.hour? would set the variable to the current hour, GameTime.day? would be day of the month, etc.
Didn't know you could do that in VX Ace, thanks!
 
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Vlue

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Version 1.2 is now up and going

- Fixed a bug with KHAS that made it not work with maps marked as no tint (That's a big problem!)

- Custom clocks can now have two lines instead of one!

- Notint works differently now, you use map properties note box instead of the array in the script

(Putting Notint into the notebox)
 

hyde9318

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Hey Vlue, awesome updates with this. i had a question though. Did you ever get my last question i posted in the topic about your Advanced Climate script? I ask it here because it dealt with cross compatibility with this script.
 

Based MG

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Alright, so I've turned on the custom clock variables thing and I kept getting a bunch of error messages.

So I poked around in the code and found this:



Code:
581	    when "weeklong"
582		  string += daylong.to_s
Since the error kept saying something about "daylong" being an undefined local variable or method, I kept poking around until I found the problem.



Code:
546   def custom(array)
547	  sec = $game_time.sec
548	  sec = "0" + sec.to_s if sec < 10
549	  hour = $game_time.hour
550	  hour >= 12 ? meri = "PM" : meri = "AM"
551	  hour = " " + hour.to_s if hour < 10
552	  hour12 = $game_time.hour
553	  hour12 -= 12 if hour12 > 12
554	  hour12 = 12 if hour12 == 0
555	  minute = $game_time.min
556	  minute = "0" + minute.to_s if minute < 10
557	  dayweek = DAYNAMESABBR[$game_time.dayweek]
558	  dayweekn = DAYNAMES[$game_time.dayweek]
559	  day = $game_time.day
560	  day += 1 unless USE_REAL_TIME
561	  month = $game_time.month
562	  month += 1 unless USE_REAL_TIME
563	  monthn = MONTHNAMES[$game_time.month]
564	  monthna = MONTHNAMESABBR[$game_time.month]
565	  year = $game_time.year
The main problem being this particular snippet:



Code:
557	  dayweek = DAYNAMESABBR[$game_time.dayweek]
558	  dayweekn = DAYNAMES[$game_time.dayweek]
559	  day = $game_time.day
I noticed that when defining the other "long" variables, you used "n" as a suffix to denote it being a "long" variable/method. Therefore through deductive logic I changed the "daylong" from earlier to "dayweekn" and now it works. Just thought I should let you know just in case you overlooked it; I'm sure I'm not the only one who wants to use custom clock labels. :p
 

Vlue

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Ah nice catch! Got it fixed, thanks. :3
 

Based MG

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Also, for anyone who wants the clock to be on the bottom right like the Basic Time System, just change the X and Y to this:



Code:
82 #X and Y position of clock
83 CLOCK_X = 370
84  CLOCK_Y = 338
Just a tip for those who want it, heh.
 

ragnawind

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How do you use the Custom Times you have listed in the main post? I tried replacing that part in the script in my project and a blank project, but it keeps coming up with an error message. I was trying the Harvest Moon-esque one.
 

Vlue

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If copy pasting is messing up you can just play it safe by copying the custom time I have listed and instead of replacing what's already there, just copy it to line 181, it'll be below the other times and will be used instead. It's messy but definitely should work.
 

Based MG

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Question: How does "TIMER_VARIABLES = []" on line 111 work? More specifically, would I enter [25, 26] to have variable 25 handle seconds and 26 to handle minutes? And then, does the variable update with the timer or is it possible to just call a script event that saves the time when it's called?

I'm trying to implement a bank with interest system so I need to be able to save a time before deposit and then calculate the difference in times upon withdraw. For this, I'd also need to know if the variables can save elapsed time as well.
 
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Vlue

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Timer Variables is where you enter the id number of certain variables to have them count down to 0 every time update (minutes or seconds based on how it's set up)

If you want to set a variable to equal the current hour or minute there's a script option in Control Variables where you can input something like...

GameTime.hour?

or

GameTime.minute?

and so on.
 

Based MG

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Ahh, alright. Thanks, Vlue.
 

Necrofear04

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So, I've run into a small problem. What I'm trying to do is after the player sleeps at the inn, the new day must dawn, let's say at 8 o'clock.

I've tried several ways, including:

V[04] = GameTime.day? , and then { GameTime.change(nil, nil, 8, \V[04]+1, nil, nil) }

V[04] = GameTime.day? + 1, and then { GameTime.change(nil, nil, 8, \V[04], nil, nil) }

{ GameTime.change(nil, nil, 8, GameTime.day?



+1, nil, nil) }


but causes the game to crash, as it's not recognised by the interpreter.

Any ideas, how can I put the variable value inside the script call?
 
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Vlue

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Yes, \v is only for messages and.. whatnot. In script calls it's $game_variables[#]

Try..

GameTime.change(nil,nil,8)

GameTime.set("addday", 1)
 

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