Discussion in 'JS Plugin Releases (RMMV)' started by Hudell, Oct 24, 2015.
How can I change a variable at 6 p.m every day ? @Hudell
Update: I found it.
How do I display the time from this plugin on my in game screen in towns, dungeons, and overworld map?
You can use OrangeTimeSystemVariables to set the time to regular variables and use them anywhere. Or you can use OrangeHud to display the time on a HUD on screen.
Do I need to do anything special to make the time display while in a town? I have everything set with the default, but the day and time info doesn't show up anywhere. I only have a town section up and running in my game for testing.
Which plugins are you using?
The time system plugin only runs the clock, it doesn't display it anywhere by default. You need to include OrangeTimeSystemVariables to store the time on regular variables. Then use OrangeHud + OrangeHudClock to display it on screen.
Hello! I want to start with I think your scripts are great, and I'm really excited about using them.
I do seem to be having and issue similar to solaris111 though. I'm trying to make an event where you chop down a tree, then it has two phases of growth over time using the enable and disable self switch commands. It works fine if it is just one tree, but if you try to chop down several trees in a row, there starts to be some strange behavior. Not all of the trees will have their switches enabled properly, so some trees will grow correctly, some will get stuck on the same phase, and occasionally some will jump back phases.
Here is a small sample project I made to show whats going on:
I'm really hoping to make this work. I was able to make something similar work with a gardening system, where you harvest the plant at the end (it uses your custom events plugin to copy new events in once you plant seeds) and that one works well. I have tried several different methods of designing to tree events, including havinh it be one event, or using a similar method as I did for the crops. I have also tried rearranging the commands, and nothing seems to work.
If you could look into this that would be super awesomely greatly appreciated!!
Yeah finally im using a variable for each event. Its a bit longer but it work. If Hudell fix that, i'm gonna use that command for sure
Oh, I thought that issue was already fixed. I'll take a look at that demo.
I think you might've noticed already, but when the player goes from outside to inside, there's black screen (or night tint staying?) that feels like a lag for a fraction of a second and this is kinda annoying. Is there no way around this?
Also if you tint your screen black and then transfer player somewhere, the black tint disappears and day period tint overwrites it. Pausing time flow and enabling inside switch don't solve the issue.
Looks like there is a major bug that is not letting all my ores reset correctly. I originally had this as a randomize common event:
I started to think I did something wrong but I'm 99% sure my randomizer is correct. So I removed it temp from my ore mining event and just used a 5 second reset. I ended up finding that it seems to be a bug with the script not me
Here is the event for the ores:
This what happens after quite a few ores did not reset.
Sadly it does seem to be a bug with Orange script and not the event.
Made a video / dev log of the issue if you need a video to see what happens:
these plugins are creepy sick, I'm slowing managing to do different things with them, just made my
first custom hud for the time. ive copied most the stuff from the demo into my project, and changing it as I learn more. just few questions boss, how do I change the time to 12hr? how do I go about,
making lights come on at night then off again in the mornings? Lastly! I promise haha my maps are pure black unless I have a light source happening, ive used say tileset 3 for an indoor map, and ive put that into the time system plugin tileset list. Should that make it so it doesn't need a lightsource to be light/not pitch black. I'm proberly messing up but its driving me nuts xD
I hadn't seen this. I'll run some tests.
This should be working properly. I'll look that video.
Changing it to a 12 hour system is not that simple right now. I think I had made that in a demo, but it involved some script calls. I will add this option to the time system.
To control lights by time you can use the OrangeTimeSystemVariables add-on.
To add a timed light source, you need to use the OrangeTimeSystemLights add-on.
Thanks if there is anything else you want me to test I can. Pretty much I'm just turning off the self switch say 10 seconds and then activate like 20 events at once and 1/3 of them will never come back. That would be the easy way to test. Maybe too many of them happening at once breaks it?
Just updated the time system to version 2.8.
Spoiler for the detailed explanation of what was happening:
Everytime a new command was registered with "disable self switch a in 10 seconds", this command received a key, this key was it's index on the list of commands, like this:
first command = code 1
second command = code 2
third command = code 3
and so on
when the first command finished executing, it was removed from the list. With this, the second command becomes the first, so the list was:
first command = code 2
second command = code 3
when adding a new command after that, it was:
"first command" = code 2
"second command" = code 3
"third command" = code 3
the game would then execute the first command and remove it from the list:
"first command" = code 3
"second command" = code 3
when it finally executed the next command, it removed both "code 3" commands from the list.
I fixed it by changing the way the codes are generated, to always increment the number. I also changed the way I store the commands to prevent lag caused by the way I did it.
Thank you. The new changes work great and fixed the issues
Thank you for also doing the bonus of improving the performance
Perfect! I tested with this update, and it works perfectly for me too! Thanks for your hard work, and AWESOME plugins!!
so I need OrangeTimeSystemLights add-on for a timed light source, is that the orangetimesystemVariables? I cant seem to find one called timesystemlights add on haha, I'm a mong I know xD and just the black maps when I have no lightsource, is that to do with the mask color in the OrangeLighting ? how do I change the opacity?
thanks for answering my stupid questions
Thank you Hudell ?
That Self switch update is really awesome
So many possibilities!
Check the OrangeLighting thread for the lights add-on and info on how to use it:
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