Time and Period System

nio kasgami

VampCat
Veteran
Joined
May 21, 2013
Messages
8,949
Reaction score
3,042
First Language
French
Primarily Uses
RMMV
interesting!

feature question

I can configure it for make it work like the time system in rune factory the tide of destiny like unless minute  = minute this equal second

and hour are minute so in simple in 24 h  its only equal 24 min ?

also

may have the autorisation to make it compatible with moghunter weater ex ;3 ?
 
Last edited by a moderator:

Sixth

Veteran
Veteran
Joined
Jul 4, 2014
Messages
2,162
Reaction score
822
First Language
Hungarian
Primarily Uses
RMVXA
He gave me permission of posting my version of it, so here we go:


weather_mog_patched_alpha.txt


But there are certain flaws I could not fix yet:


- Sometimes when a weather changes from a moghunter weather to a normal, the moghunter weather disappears instantly instead of waiting for the fade effect.


It seems to do this randomly, spent hours of watching it, sometimes it happens, sometimes it won't. No idea what causes it.


- The weather will not be memorized when a player enters an <indoor> map.


I have no idea if this was the case with the default, non-edited version of this addon, but seeing the method which is triggered when a player enters the indoor map, I would say that it was like that before initially too. But still, I am not sure, gonna test it later. Now I need a coffee! :D


- The fading effect for the moghunter weathers will not happen at all if it switches from a moghunter weather to another moghunter weather. No idea how could I check if the fading effect is done or not, so no idea how could this be fixed.


If you want nio, you can take look and even fix my issues, because I need to finish something else I promised for someone before I can continue to meddle with this.
 

Attachments

Evgenij

Veteran
Veteran
Joined
Aug 28, 2013
Messages
349
Reaction score
100
First Language
German
Primarily Uses
N/A
@nio kasgami

Just use FRAME_COUNT = 60 in the Config Section of the Core Script

This means that the game will go one minute up every 60 frames (1 second), so you would need 60 seconds for one ingame hour and 24 minutes for one ingame day.
 

luiscesjr

Veteran
Veteran
Joined
Jun 26, 2014
Messages
117
Reaction score
11
First Language
Portuguese
Great update on Khas compability, I now have dark nights with lamp posts working, and bright days... Well, bright =)

I never really saw moghunter's weather script, how does it differs with the on that already comes with the time system?
 

Sixth

Veteran
Veteran
Joined
Jul 4, 2014
Messages
2,162
Reaction score
822
First Language
Hungarian
Primarily Uses
RMVXA
The time system uses the default weather effects built into the Ace engine.


That means 3 weather types only (rain, storm and snow).


Moghunter's version uses custom graphics for the weather, making it possible to make fireballs rain down on the land, lights sparkling, leaves falling at autumn, good looking fog in an eerie forest, etc.


It got no limitations, you can even make your own custom graphics for it.


Watch a video of it, or just download Moghunter's master demo, it is beautiful! *-*
 

luiscesjr

Veteran
Veteran
Joined
Jun 26, 2014
Messages
117
Reaction score
11
First Language
Portuguese
Ah ok, I already used some of moghunter's scripts from his master demo, I didn't notice 

the weather, I thought it was just some kind of radom paralaxing =D.

It's really beautiful, but will probably lag the hell out of my project.
 

nio kasgami

VampCat
Veteran
Joined
May 21, 2013
Messages
8,949
Reaction score
3,042
First Language
French
Primarily Uses
RMMV
He gave me permission of posting my version of it, so here we go:

weather_mog_patched_alpha.txt

But there are certain flaws I could not fix yet:

- Sometimes when a weather changes from a moghunter weather to a normal, the moghunter weather disappears instantly instead of waiting for the fade effect.

It seems to do this randomly, spent hours of watching it, sometimes it happens, sometimes it won't. No idea what causes it.

- The weather will not be memorized when a player enters an <indoor> map.

I have no idea if this was the case with the default, non-edited version of this addon, but seeing the method which is triggered when a player enters the indoor map, I would say that it was like that before initially too. But still, I am not sure, gonna test it later. Now I need a coffee! :D

- The fading effect for the moghunter weathers will not happen at all if it switches from a moghunter weather to another moghunter weather. No idea how could I check if the fading effect is done or not, so no idea how could this be fixed.

If you want nio, you can take look and even fix my issues, because I need to finish something else I promised for someone before I can continue to meddle with this.
okai I will check this issue you probably overwrite the fade method accidently 

@nio kasgami

Just use FRAME_COUNT = 60 in the Config Section of the Core Script

This means that the game will go one minute up every 60 frames (1 second), so you would need 60 seconds for one ingame hour and 24 minutes for one ingame day.
thanks your system is just awesome just Feature optio you can add

CHanging tileset by Season like winter have snow tiles e.c.t it is just a suggestion D:
 

Sixth

Veteran
Veteran
Joined
Jul 4, 2014
Messages
2,162
Reaction score
822
First Language
Hungarian
Primarily Uses
RMVXA
Surprisingly, it doesn't cause much lag for me.


And I use a lot of scripts too, some of them are real FPS eaters also.


But Mog's Weather EX or not, my FPS is the same.

okai I will check this issue you probably overwrite the fade method accidently
I haven't overwrite anything, not that I know of at least, just added new definitions.
You can find them by searching for "!!NEW!!" or "!!UPDATED!!" words. I always mark them with these words, so that I know what I edited and what I left as default.


Not much edit, so don't look for a lot of changes. :D
 
Last edited by a moderator:

luiscesjr

Veteran
Veteran
Joined
Jun 26, 2014
Messages
117
Reaction score
11
First Language
Portuguese
@Evgenij,

Do you remember when you gave me this code snipet?

    :shop_open_main => {           priority: 0,        exclude: [:shop_exclude_sat],        time: [480..1200],   # this would be from 8 am till 8 pm        days: ["Segunda", "Terça", "Quarta", "Quinta", "Sexta", "Sábado"],        months: :all,        years: :all,        switch: 150,    },    :shop_exclude_sat => {           priority: 0,        time: [780..1200],   # this would be from 1 pm till 8 pm        days: ["Sábado"],        months: :all,        years: :all,I modified a bit for the translation, and added a comma after exclude: [:shop_exclude_sat] =)

But doing this results in this.:



Any idea?
 

Sixth

Veteran
Veteran
Joined
Jul 4, 2014
Messages
2,162
Reaction score
822
First Language
Hungarian
Primarily Uses
RMVXA
I got a few.

Do you have a switch with ID 150 made in your game?

Another thing, you did not close the shop_exclude_sat symbol with a '}' sign.

And that same phase misses the switches line altogether, which I think was the most possible reason of you getting that error.

Just guessing frim the error, as I can't test it now.
 

luiscesjr

Veteran
Veteran
Joined
Jun 26, 2014
Messages
117
Reaction score
11
First Language
Portuguese
Yup, I have the switch 150 set up =) I initially thought about this too.

And, sorry I didn't copy the end of the code snipet, there is a }, there and then } ending.

I guess I understood what you meant about the phase, it's missing a switch call on

":shop_exclude_sat => { " right?

I added switch: 151, at the end of it and it worked! How could I've missed that...

Thanks.

Off-topic.: I'm working on that pickpocket system, it's really amazing the possibilities with

the scripts you mentioned!
 

Evgenij

Veteran
Veteran
Joined
Aug 28, 2013
Messages
349
Reaction score
100
First Language
German
Primarily Uses
N/A
The "switch: number," setting should be optional you shouldnt get any error when not using it.

I will rewrite the whole code from scratch like I currently do with the weather part of the addon and make everything easier to use and easier to setup, but I have much other things to do atm so this will happen sometime in the future.

@nio kasgami

thanks your system is just awesome just Feature optio you can add

CHanging tileset by Season like winter have snow tiles e.c.t it is just a suggestion D:
Just make a common event for every season like this:

:autumn => {           priority: 1,        time: :all,        days: :all,        months: {"September" => :all, "October" => :all, "November" => :all},        years: :all,        switch: 12,        weathers: { :no_weather   => 35,                    :weak_rain    => 15,                    :normal_rain  => 10,                    :strong_rain  => 10,                    :long_rain    => 10,                    :weak_storm   => 10,                    :normal_storm => 5,                    :strong_storm => 5,                  },        common_event: 12, # added    },This would call common event 12 every time the autumn phase starts.

In that common event you could put a tileset swap event command.

*edit*

Have looked at my code and yeah I havent made the switch part optional if you want to have it optional change this:

  def update_condition(name)    status = check_condition(name)    return if @all_phases[name] == status    $game_switches[TPS_PHASES::CONDITIONS[name][:switch]] = status    status ? add_phase(name) : remove_phase(name)    start_common_event(name) if status  endto this:

Code:
  def update_condition(name)    status = check_condition(name)    return if @all_phases[name] == status    if TPS_PHASES::CONDITIONS[name][:switch]      $game_switches[TPS_PHASES::CONDITIONS[name][:switch]] = status    end    status ? add_phase(name) : remove_phase(name)    start_common_event(name) if status  end
 
Last edited by a moderator:

fizzly

Veteran
Veteran
Joined
Mar 23, 2012
Messages
743
Reaction score
473
First Language
Polish
Primarily Uses
RMMV
Can you please make <indoor> option for maps to create caves? I mean maybe <cave> tag for creating caves where there is no weather and no tints except one (configurable dark screen)? Thank you!

And it would be two indoor options :) <indoor> and <cave>, would be so helpful for me.

Ps. Now I've put some additional code (switch on/off) to achive this, but if you'll add <cave> tag I'll be happy to change it ^^

Code:
  def refresh_indoor_tone    if $game_switches[38] == false then     $game_map.set_screen_tone(Tone.new(0,0,0,0), 0)    else     $game_map.set_screen_tone(Tone.new( 0, -34, -68, 34), 0)    end   end
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

"You can thank my later", "But you haven't done anything", "Well, that's why ..."
Are we allowed to post about non-RPG Maker games?
I should realize that error was produced by a outdated version of MZ so that's why it pop up like that
Ami
i can't wait to drink some ice after struggling with my illness in 9 days. 9 days is really bad for me,i can't focus with my shop and even can't do something with my project
How many hours have you got in mz so far?

Forum statistics

Threads
105,884
Messages
1,017,240
Members
137,609
Latest member
shododdydoddy
Top