OcRam

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Introduction
This plugin will give you easy to configure time system to your RPG Maker MV projects! Plugin has also more advanced features to make your game look EXACTLY as you want it.

You do not need any parallel events to maintain time system. And imagine that you got tileset that responds to current season and ambient background sounds that responds to current season AND day phase! All of this WITHOUT EVENTS!

Example: It's summer time and you walk in the forest at night you hear owl and/or crickets, suddenly sun is rising and birds starts to chirp.

Here is what you need:
1. This plugin
2. Configure variables
3. Optionally write meta tags (to change BGS / Tilesets according to moment)
4. Optionally create common events (for advanced eventing such as integrating to light/layer or other plugins)

MAP meta data will always override TILESET meta data. Meta data in both cases is written in NOTE -field.

Season meta tags
for tileset/map note field:
<spring:n>, <summer:n>, <autumn:n>, <winter:n>
Where n = Tileset Id number

BGS meta tags for tileset/map note field (plugin tries next line if not found):
<bgs-season:night_bgs,dawn_bgs,day_bgs,dusk_bgs>
<bgs-season:night_bgs,dawn_bgs,default_bgs>
<bgs-season:night_bgs,default_bgs>
<bgs-season:default_bgs>
<bgs:night_bgs,dawn_bgs,day_bgs,dusk_bgs>
<bgs:night_bgs,dawn_bgs,default_bgs>
<bgs:night_bgs,default_bgs>
<bgs:default_bgs>

If : Script : $dataMap.meta["indoors"] !== undefined
If : Script : SceneManager._scene._OC_JustLoaded
Tint Screen : (0,0,0,0), 1 frame
: Else
Tint Screen : (0,0,0,0), 360 frames
: End
: Else
If : Day phase variable = 1
If : Script : SceneManager._scene._OC_JustLoaded
Tint Screen : (-96,-96,0,68), 1 frame
: Else
Tint Screen : (-96,-96,0,68), 360 frame
: End
: End
If : Day phase variable = 2
If : Script : SceneManager._scene._OC_JustLoaded
Tint Screen : (68,-34,-34,0), 1 frame
: Else
Tint Screen : (68,-34,-34,0), 360 frame
: End
: End
If : Day phase variable = 3
If : Script : SceneManager._scene._OC_JustLoaded
Tint Screen : (0,0,0,0), 1 frame
: Else
Tint Screen : (0,0,0,0), 360 frame
: End
: End
If : Day phase variable = 4
If : Script : SceneManager._scene._OC_JustLoaded
Tint Screen : (68,-34,-34,0), 1 frame
: Else
Tint Screen : (68,-34,-34,0), 360 frame
: End
: End
: End

If analog/digital map clocks are used, following images must be in folder: ./img/ocram
analog.png, digital.png, night.png, dawn.png, day.png, dusk.png

Image files included in OcRam_Clock_Weather_Images.zip are free to use in any type of project - also no credits needed for using these image files

All OcRam -plugins now available at ocram-codes.net

Please read:
Terms of Use

Latest version: Download from here

All my plugins: Check 'em out!
 

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Darmok0

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Nice info read , going to check this one out.
 

OcRam

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Latest version - v1.01 (released 2019/05/02)
  • Indoors meta tag can be defined also in tileset meta (Map meta tag will override tileset meta tags)
  • New methods to $gameSystem: isIndoors() and justLoaded()
  • Added default tint tones as plugin parameters!
  • Added plugin parameter grouping
  • Added support to OcRam_Lights -plugin
 

OcRam

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Latest version - v1.02 (released 2019/05/12)
  • New plugin parameter 'Auto-start timer'
  • Some minor changes in parameter grouping/typing
  • Ready for OcRam_Passages (v3.0) and OcRam_Weather_EX (v2.0) -plugins
  • Fixed bug if timer ticked the moment $dataMap was null
 

OcRam

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Latest version - v1.03 (released 2019/05/21)
  • If BGS meta is not found do NOT stop BGS!
  • On game load DO NOT autostart BGS (or it will be played x2)
  • Do not auto-tint indoors (in any case), if tint indoors is off
 

bazrat

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Hey OcRam, I've been trying to get this plugin in use with the lighting plugin. For some reason even though I have the start time at 12:00 in the parameters it always starts the game and transitions to night. I'm also not sure what we are suppose to do after setting the time interval and enable switch.

Will examples of this plugin usage be in your demo you're making?
 
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OcRam

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Thank you for the message @bazrat ,

For example if you got variable id 1 for "Time interval" >> setting it to 1000 = 1 sec IRL time equals 1 minute game time.

"Enable switch" will stop time if it is "off" and starts timer if it is "on"

"Time interval" and "Enable Switch" are automatically sniffed by plugin. If you want to check your time ticks: turn on the "debug mode" and press F12 while testing your game. Also if you have got older versions of this plugin I would recommend to re-install it.

"Auto-start timer" will automatically enable "Time enabled switch" and starts timer automatically on new game.

I will be including examples for all of my plugins. And I still got "Map generator" plugin under construction. Be warned that I'm having trouble to find time to do all of this. But I'm pretty sure that I can pull them up during this year.
 

Eraine

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Hi @OcRam
I just downloaded this plugin and played around with it and it's really great! I am looking for something to replace the Orange Timesystem that I use now, but that is no longer supported. You plugin is almost the same, so I'm very happy to have found this!

I have two questions:
1) Is it possible to stop the time automaticly when you're interacting with something? For example when you're talking to people? I could do that by flipping the start/stop time switch of course, but I'm afraid I'll miss adding that in some of my events, so it would be great if the plugin could handle that.
2) Is it possible to change when the dayphases start en stop? I noticed that dawn lasts untill 10 o'clock, that's pretty late imo

Thanks again for this and your other great plugins!
 

OcRam

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Hi @OcRam
I just downloaded this plugin and played around with it and it's really great! I am looking for something to replace the Orange Timesystem that I use now, but that is no longer supported. You plugin is almost the same, so I'm very happy to have found this!

I have two questions:
1) Is it possible to stop the time automaticly when you're interacting with something? For example when you're talking to people? I could do that by flipping the start/stop time switch of course, but I'm afraid I'll miss adding that in some of my events, so it would be great if the plugin could handle that.
2) Is it possible to change when the dayphases start en stop? I noticed that dawn lasts untill 10 o'clock, that's pretty late imo

Thanks again for this and your other great plugins!
Thank you for the message,

I'll see what I can do about these. ATM I'm quite busy, but I will notice you when I have something.
 

OcRam

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@Eraine I think this update has some features you asked while ago... but new ToS isn't one of those features. I hope you (and everyone else) understands.

Latest version - v1.05 (released 2019/09/04)
  • Declared public property OcRam_Time_System._seasonId
  • Fixed crash if map had no tileset defined
  • New parameter to stop time while interacting!
  • New parameter to use dayphase common event AND built-in dayphase functionality together!
  • New parameters to define custom day phase start times!
Donation pricing model is no longer allowed on these forums (because it's not legal in some countries). That is the only reason I have to change my pricing model to paid-commercial-use. I really would have liked it to keep it old way, but law is law.

If you have downloaded this plugin before this change to Terms of Use, you are free to follow those terms. If you download current version you must follow latest Terms of Use.

 
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definite_lee

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Awesome plugin.

Btw OcRam, I find the map notetag BGS stuff interesting. I'm wondering if you would consider adding a notetag for BGM and to indicate volume of the music playing. This would help make it easy for me to switch BGM tracks between phases of the day. :)

(also fading in/out the changing BGM would be perfect!)
 

OcRam

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Awesome plugin.

Btw OcRam, I find the map notetag BGS stuff interesting. I'm wondering if you would consider adding a notetag for BGM and to indicate volume of the music playing. This would help make it easy for me to switch BGM tracks between phases of the day. :)

(also fading in/out the changing BGM would be perfect!)
Thank you for the message,

I'll think about this... and actually I have thought about it when I did plugin, but do not remember any more why I didn't do BGM stuff in it :)
 

definite_lee

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Hello again OcRam! Having the same trouble that @bazrat reported before. I'm trying to use the Start Date and Time plugin parameter to start the game during day time at 10:00 am.


1000/12/30 10:00

but unfortunately no matter what I do the game starts at night time. It seems like the parameter isn't working.

EDIT: also wanted to add that even with Auto Start Timer set to false, the time system and day phase common events start up automatically when the game starts. it's forcing the time system to auto-start despite the Time Enabled Switch being off
 
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OcRam

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Hello again OcRam! Having the same trouble that @bazrat reported before. I'm trying to use the Start Date and Time plugin parameter to start the game during day time at 10:00 am.


1000/12/30 10:00

but unfortunately no matter what I do the game starts at night time. It seems like the parameter isn't working.

EDIT: also wanted to add that even with Auto Start Timer set to false, the time system and day phase common events start up automatically when the game starts. it's forcing the time system to auto-start despite the Time Enabled Switch being off
Hi,

I just tested all parameters and they were all working like supposed to... Have you tried to re-install plugin (delete from list then 'OK' and then add it again)?

Also plugin order matters:
  1. Audio_EX
  2. Time_System
  3. Weather_EX
  4. Layers
  5. Passages
  6. Local_Coop
  7. Lights
  8. Messages
  9. Battle_EX
  10. Parallels
 

definite_lee

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Hi again OcRam! Wanted to show to you a new problem we're having:


As you can see in the video, time seems to stop when we pick up a gem. In this case, the gems are events that are spawned in by Galv Event Spawner, and when you touch them it increases our gem variable count and a script call to 'unspawn' the event is called and it disappears. However, I believe what is happening is that since I have the "Stop time on interact" parameter set to 'true', time stops when i touch the spawned event. Your time system doesn't seem to be recognizing the event is gone with galv's unspawn function, so time is stopped. I tested this by turning off the stop time on interact parameter, and the time no longer stops when I touch the gems. But it's problematic to let time continue to move when interacting with events, so I'm hoping you could perhaps consider compatibility with Galv Event Spawner :)

Thanks!
 
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OcRam

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Hi again OcRam! Wanted to show to you a new problem we're having:


As you can see in the video, time seems to stop when we pick up a gem. In this case, the gems are events that are spawned in by Galv Event Spawner, and when you touch them it increases our gem variable count and a script call to 'unspawn' the event is called and it disappears. However, I believe what is happening is that since I have the "Stop time on interact" parameter set to 'true', time stops when i touch the spawned event. Your time system doesn't seem to be recognizing the event is gone with galv's unspawn function, so time is stopped. I tested this by turning off the stop time on interact parameter, and the time no longer stops when I touch the gems. But it's problematic to let time continue to move when interacting with events, so I'm hoping you could perhaps consider compatibility with Galv Event Spawner :)

Thanks!

Thank you for the message,

I will add compatibility to next version.
 

OcRam

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Thank you @definite_lee and @bazrat for reports,

Latest version - v1.06 (released 2019/09/28)
  • New feature BGM notetags!
  • Support for GALV_EventSpawner
  • New plugin parameters to adjust fade out/in auto BGM
EDIT: This update may require re-install of this plugin or re-configuring this plugin parameters to work properly!
 

Eraine

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Hi @OcRam, sorry for the late reply and thanks for adding in those options! Looking back at the Hudell time plugin, I later realised that it only has the option to pause the time when the "show text" event command is active, to give people time to read at the own pace.

I totally understand the changes in the pricing! And even though my game is not commercial (and will probably never be finished, as it is just a pleasant hobby to me) I've just send you a donation anyway. Because I think your plugins are amazing and the level of support and the way you respond to questions and suggestions is even more so!

So thanks for making this, and all your other great plugins!
 

OcRam

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Hi @OcRam, sorry for the late reply and thanks for adding in those options! Looking back at the Hudell time plugin, I later realised that it only has the option to pause the time when the "show text" event command is active, to give people time to read at the own pace.

I totally understand the changes in the pricing! And even though my game is not commercial (and will probably never be finished, as it is just a pleasant hobby to me) I've just send you a donation anyway. Because I think your plugins are amazing and the level of support and the way you respond to questions and suggestions is even more so!

So thanks for making this, and all your other great plugins!
Thank you so much! :kaothx::kaoblush:
 

DeadlyEssence01

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@OcRam Sorry to ping you again, I just wanted to ask, It seems that upon loading a save, time stands still, is there anything I need to specify to make sure it resumes? Thanks for your time.
 

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