CG24324

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My apologies if this has already been touched upon (I lightly skimmed the thread), or if it's in the wrong place.

Can someone give me an idea of how to increment the time per step with this plugin?
So for example, each step progresses time by 3 hours, which makes 8 steps a full day.
I don't want the time to progress in real life time, just when traveling on the map.

I've already got a system in place that tracks if the player moves, (Storing the steps, and comparing them to a variable). I think I have that set up right. I mean it could be wrong and it "just works".
I've attached an image of how I have it set up.
I added an increase of the hours variable on it as well, but it doesn't actually work.

Ignore the "TravelSpeed" variable. I'm going to have the day progress at different rates based on it, which should give the illusion of traveling "faster" since the day would progress slower at a higher travel speed.

Thanks in advance!
 

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belatucadrus

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When I load a savefile, The "Time Enabled" switch is always turned OFF, even if it's turned ON when I save my game.

- I'm using the most recent version of the plugin
- I disabled all the other plugin

What I do is : I'm in a map where time is enabled, I interect with an event that opens the Save Window, and when I save, I reboot the game, load my save file, and the switch is turned OFF
 

OcRam

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My apologies if this has already been touched upon (I lightly skimmed the thread), or if it's in the wrong place.

Can someone give me an idea of how to increment the time per step with this plugin?
So for example, each step progresses time by 3 hours, which makes 8 steps a full day.
I don't want the time to progress in real life time, just when traveling on the map.

I've already got a system in place that tracks if the player moves, (Storing the steps, and comparing them to a variable). I think I have that set up right. I mean it could be wrong and it "just works".
I've attached an image of how I have it set up.
I added an increase of the hours variable on it as well, but it doesn't actually work.

Ignore the "TravelSpeed" variable. I'm going to have the day progress at different rates based on it, which should give the illusion of traveling "faster" since the day would progress slower at a higher travel speed.

Thanks in advance!
Thank you for the message!

And sorry for really late response, but I have been really busy with my upcoming MZ update. It's gonna be nice one - there's something coming also for MV ;)

Hmm.. Changing variable should work, but there's also JS call (which ensures day, month and year cycles if hours exceeds its limit value).

JS call: OcRam.Time_System.addHours(hours_to_add);


When I load a savefile, The "Time Enabled" switch is always turned OFF, even if it's turned ON when I save my game.

- I'm using the most recent version of the plugin
- I disabled all the other plugin

What I do is : I'm in a map where time is enabled, I interect with an event that opens the Save Window, and when I save, I reboot the game, load my save file, and the switch is turned OFF
Thank you for the message!

This issue should be fixed in v2.11 (if MV is used). What is the version of OcRam_Time_System in your project?

If you are using MZ this issue will be addressed in upcoming patch (v1.07).
 

belatucadrus

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Thank you for the message!

And sorry for really late response, but I have been really busy with my upcoming MZ update. It's gonna be nice one - there's something coming also for MV ;)

Hmm.. Changing variable should work, but there's also JS call (which ensures day, month and year cycles if hours exceeds its limit value).

JS call: OcRam.Time_System.addHours(hours_to_add);



Thank you for the message!

This issue should be fixed in v2.11 (if MV is used). What is the version of OcRam_Time_System in your project?

If you are using MZ this issue will be addressed in upcoming patch (v1.07).
I have the latest version (2.11), on RPG Maker MV
 

OcRam

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I have the latest version (2.11), on RPG Maker MV
Can you repeat this in new project? It might be plugin conflict and just to make sure is rpg_core.js v1.6.2?
 

patternBlue

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Hello, I am wondering if there is a way to allow the player to configure whether they would like to see the digital clock or the analog clock? Is there any way to change the clock face type in-game?
 

OcRam

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Thank you for the message,

Yes there is a way. Go to plugin parameters: "Show clock in map" >> "Clock type in map" >> Choose "Digital"

Clock face can be edited in .\pictures\ocram -folder.

Also elements can added / edited / removed dynamically.
EDIT: Elements parameter is called "Clock elements"


Sorry it seems I can't read anymore... Nope there's no way player can change those without "hacking" (at the moment).
 
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belatucadrus

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Can you repeat this in new project? It might be plugin conflict and just to make sure is rpg_core.js v1.6.2?
I was certain I answered your message, I'm so sorry

Yanfly's Save Core was the problem. If someone runs into the same problem, putting the Time System Plugin under it solved it.
 

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