Kuro Neko

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With a few quick lines I can allow you to change the windowskin.  I need to go through the demo and make sure all of the scripts contained are the most up to date versions, I keep forgetting to do that.  I updated the one found in the link only, and currently just the Calendar Clock.  You should see a new part in the customization called Window_Skin.
ok, tks ^^
 

Kannashi

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@Kuro Neko: Just tested the demo(briefly) and didn't get a stack error message.  More information on what you did to the demo would be helpful.

@Kannashi:  What does your line 316 say?  A quick look give me an end statement for the default and I don't see anything nearby that should cause a problem like that.
This is exactly what line 316 says:     RPG::BGS.new(temp[2], temp[3], temp[4]).play

317 just says end

PS: I'm using an event (a door) to be locked from 6pm (Variable 17 as in, military time) but the door would dissapear, so i decided to make 3 event pages for the door, one that had a variable of 6 or more (for it to be open), one to be 17 or more (for it to be closed) and one to be for 0 or more (for it to be closed as well, w/o this page the door simply dissapears.) but now the door won't open at all. Again any ideas on what I may be doing wrong? o-o?
 
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@Kannashi Have you tried setting up the event to with 0 first, and 6, then 17.

Also it might help to have it with the door picture as well. Let me show you with pictures!

Page 1: http://i.imgur.com/jaO35sJ.png   0 Time

Page 2: http://i.imgur.com/uei4oQ3.png   6 time

Page 3: http://i.imgur.com/vUlgS11.png  18 time

So try this.

Picture for 8 am 

http://i.imgur.com/hfv1mtR.png

http://i.imgur.com/PKcTstV.png

Pictures for 6pm - 6am

http://i.imgur.com/Fh1GT1U.png

As you can see, after 6pm I was able to get into the pub to have a good time.
 
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Kannashi

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@Kannashi Have you tried setting up the event to with 0 first, and 6, then 17.

Also it might help to have it with the door picture as well. Let me show you with pictures!

Page 1: http://i.imgur.com/jaO35sJ.png   0 Time

Page 2: http://i.imgur.com/uei4oQ3.png   6 time

Page 3: http://i.imgur.com/vUlgS11.png  18 time

So try this.

Picture for 8 am 

http://i.imgur.com/hfv1mtR.png

http://i.imgur.com/PKcTstV.png

Pictures for 6pm - 6am

http://i.imgur.com/Fh1GT1U.png

As you can see, after 6pm I was able to get into the pub to have a good time.
AHHHHHHH I GET IT! Haha, Thank you very much, the pictures helped! (feel pretty dumb for it to be so easy lol, but THANK YOU, I understand the concept now!)

Still don't know about the arguments thing; do you know anything about that? :c
 

Selchar

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Sorry, didn't see your previous reply for some reason.  I'm looking into it but for the life of me I can't figure out what would cause it.  The error messages indicates a method is receiving 4 arguments, when it's only supposed to receive 3.  I let the demo run at high speed for half a month after disabling the common events and it's nothing wrong with the default settings.  If it's the same method I'm looking at then it would have to do with something going on with the Weather, perhaps you changed one of the weather settings and it's somehow causing this issue?(I don't see how it would tho.)

I would like to see your version of the script, in hopes that I can figure out what's the problem.
 

Kannashi

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Sorry, didn't see your previous reply for some reason.  I'm looking into it but for the life of me I can't figure out what would cause it.  The error messages indicates a method is receiving 4 arguments, when it's only supposed to receive 3.  I let the demo run at high speed for half a month after disabling the common events and it's nothing wrong with the default settings.  If it's the same method I'm looking at then it would have to do with something going on with the Weather, perhaps you changed one of the weather settings and it's somehow causing this issue?(I don't see how it would tho.)

I would like to see your version of the script, in hopes that I can figure out what's the problem.
Well, This is my version of the script! As for the weather, I only messed around with the tints, nothing else that I can remember. D:

here's what you asked for! http://www.mediafire.com/view/8f8d84e1grkhhqh/My_error.txt (and sorry for the problems!)
 

Selchar

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I plugged it into the demo, no errors.

I plugged it into a new project, no errors.

I did a line by line comparison, the only difference were the hour by hour tone settings, nothing that would even remotely touch the method in question. None of my other scripts touch the method.

There are two common events run(check lines 90/91), but they are not at midnight and I doubt that would cause that particular error.

My only advice at this point would be to check to see if there's another script that's doing... I don't know what, to cause a problem.  Disable your other scripts one by one and see if doing so fixes the problem, if not... I don't know.
 
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Kannashi

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I plugged it into the demo, no errors.

I plugged it into a new project, no errors.

I did a line by line comparison, the only difference were the hour by hour tone settings, nothing that would even remotely touch the method in question. None of my other scripts touch the method.

There are two common events run(check lines 90/91), but they are not at midnight and I doubt that would cause that particular error.

My only advice at this point would be to check to see if there's another script that's doing... I don't know what, to cause a problem.  Disable your other scripts one by one and see if doing so fixes the problem, if not... I don't know.
Wow! I don't know why I didn't think of that! That was exactly the problem! There was a script (Volume Control For RGSS3 by Kal) that seems to have caused the problem. It works perfectly now! THANK YOU VERY MUCH for your help man, you rule! C:
 

sapiboong

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Thank you for your awesome work, Selchar  :D

I use your system for farming and love how uncomplicated it is (it looks complicated, but it actually is not!) 

However, I did encounter a problem... which is the limit of the event pages of RPG Maker.

I add some more crops inside the event pages and it hit the limit of 99... 

Any ideas on how I should solve that?

It's such a pity since I want to add more crops...  ;_;
 

Selchar

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The only advice I can give you at the moment is to

A: Consider marking some crops aside as 'special' and throw them into their own 'special' plot/event,

B: Try to adjust the setup so that you have a different(yet identical) map for each season(each with their own season based version of the event)... probably more work than I think it would be)

C: Work within the limit.

I'm gad you like the system I setup, I pretty much left it alone after making it but it is a work of art and simplicity all on it's own and I'm proud of it.

Anyways I've procrastinated on my laptop long enough, it's past 4 AM for me... *sees other reply, puts rest of what I'll say there*.
 

sapiboong

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Hi, Selchar! :)

I decided to use your "B" suggestion. It's not too hard, actually, worth the additional crops! (hopefully I won't encounter much issue later on...)

I want to ask another question, though, how do you change the position of the clock?

I use the high-res dll to make the resolution bigger. I use 800x512 resolution and the clock position becomes kinda messed up... Can you point me to what part of the script that I need to change? I use the top left clock position. 

Also, for the stamina GUI, can I make it that instead of displaying numbers, it uses bar instead? 

Mockup.jpg

(This is what I want the screen to look. The clock is displayed at top left, with zero opacity for background, and I use a picture instead. For the stamina, it's using bar. When the stamina is used up, the green bar slowly decrease)

Thank you very much! 
 

Selchar

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For the Gauge, here's a very basic version, gauge only no text.  No idea atm on using an image as a background(haven't looked into it yet.)

#This is a basic HUD for "stamina".  What is stamina?  You decide!#To put it simply it is 2 variables, a max, and a current.  This script#gives a very simple gauge display. module HM_STA  #Used to determine where the window shows up, in this case a clock.  #1 = Top Left, 2 = Top Right  #3 = Bottom Left, 4 = Bottom Right  #5 = Top Middle, 6 = Bottom Middle  WINDOW_POSITION = 3    #Don't like the preset cordinates above?  Choose the closest and shift it here.  #[x_offset, y_offset]  Position_Offset = [0, 0]    #0 = invisible background, 255 = normal  WINDOW_OPACITY = 255    #Colors used to draw your gauge, obtained from your windowskin like text colors.  Gauge_Colors = [28, 29]    #How long you want your gauge to be.  Gauge_Width = 120    #Height you want your gauge to be, must be 18 or higher.  Gauge_Height = 24    #Change this to the name of any other windowskin you may have in your  #Graphics/System folder.  Window_Skin = "Window"    #Button used to toggle HUD visibility manually.  Set to nil to disable  CLOCK_TOGGLE = :CTRL    #Variables to be used for Current and Maximum Stamina  C_STA_VAR = 11  M_STA_VAR = 10    class Window_Sta < Window_Base    def initialize      @c_sta = $game_variables[C_STA_VAR]      @m_sta = $game_variables[M_STA_VAR]      @vis_switch = hud_visibility            super(hud_x+xy_offset[0], hud_y+xy_offset[1], hud_w, hud_h)            self.windowskin = Cache.system(HM_STA::Window_Skin)      self.z = 50      self.opacity = HM_STA::WINDOW_OPACITY      self.draw_stamina      self.visible = @vis_switch    end        def xy_offset      HM_STA::position_Offset    end        def draw_stamina      fill_w = (HM_STA::Gauge_Width * stamina_rate).to_i      contents.fill_rect(0, 0, HM_STA::Gauge_Width, HM_STA::Gauge_Height, gauge_back_color)      contents.gradient_fill_rect(0, 0, fill_w, HM_STA::Gauge_Height, sta_col(0), sta_col(1))    end        def stamina_rate      $game_variables[C_STA_VAR]/$game_variables[M_STA_VAR].to_f    end        def sta_col(index)      text_color(HM_STA::Gauge_Colors[index])    end        def hud_w      HM_STA::Gauge_Width + standard_padding*2    end    def hud_h      HM_STA::Gauge_Height + standard_padding    end    def hud_x      return 0 if [1, 3].include?(WINDOW_POSITION)      return (Graphics.width/2)-(hud_w/2) if [5, 6].include?(WINDOW_POSITION)      return Graphics.width - hud_w if [2, 4].include?(WINDOW_POSITION)    end    def hud_y      return 0 if [1, 2, 5].include?(WINDOW_POSITION)      return Graphics.height - hud_h if [3, 4, 6].include?(WINDOW_POSITION)    end        def update      if update_hud_check        self.contents.clear        contents.font.size = 24        self.draw_stamina        @c_sta = $game_variables[HM_STA::C_STA_VAR]        @m_sta = $game_variables[HM_STA::M_STA_VAR]        self.visible = @vis_switch = hud_visibility      end    end        def update_hud_check      return true if Input.trigger?(HM_SEL::CLOCK_TOGGLE)      return true if @c_sta != $game_variables[HM_STA::C_STA_VAR]      return true if @m_sta != $game_variables[HM_STA::M_STA_VAR]      return true if @vis_switch != hud_visibility      return false    end        def hud_visibility      return false if $game_system.hide_stamina      return !HM_SEL::time_stop?    end  endend #This is where we insert it into the game.  Without it the above won't take effect.class Scene_Map < Scene_Base  alias hm_sta_create_all_windows create_all_windows  alias hm_sta_update_map update    #Alias creat_all_windows, then add an Instance Variable '@' which = the  #window we just created, followed by .new  def create_all_windows    hm_sta_create_all_windows    @hm_sta_window = HM_STA::Window_Sta.new  end    #Aias update and insert the update process  def update    hm_sta_update_map    $game_system.hide_stamina = !$game_system.hide_stamina if Input.trigger?(HM_STA::CLOCK_TOGGLE)    @hm_sta_window.update if @hm_sta_window  endend class Game_System  attr_accessor :hide_stamina  alias :init_hide_stamina :initialize  def initialize    init_hide_stamina    hide_stamina = false  endend
Edit: What happened to the rest of my post? *retypes*

For window position, other than line 12 of the calendar script(change to 1), you can look at lines 107 to 121.  No idea what problem you are refering to(you're using the most updated versions from the links?  I'm pretty sure I updated the demo this time but do check the actual script links.)

Edit: I just remembered, by choosing the different map per season method that's effectively nullifying the 'dead crop' stage in the farming system in the demo.  Since you're using it you should know in case you run into an oddity on the 1st of the 2nd year.  The fix(just removing dead crop portion) is to find the area under the comment #If 1st of the month in HM_Farm... and remove the if/else/crop_deaths and leave only the crop_wipe_out method.
 
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grem333

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Hey,

I have what may be a stupid question.

Hello everyone,

My game currently uses this time system and I really like it. My problem is that I don't know how to change the tints of certain maps (like caves and dark forests), and ONLY those maps, while keeping the time system active so the tint doesn't change on other maps. I hope that made sense! :)

For instance, say it's daytime. Then I enter a cave, so it becomes dark. When I exit the cave, the tint in the outside world is updated based on the time I leave the cave. I know this script has a script call to put in the Map Notes for inside maps, but is there something similar I can do for custom tint maps like caves (where the tint doesn't change) or dark forests (where the tint does change with time, but different than a "normal" outdoor map)?

I have no scripting experience, but can follow simple directions haha.

Thanks for your help!
 

Selchar

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Caves: Easy enough to do without script changes.  You can do one of the following.

1: Have a parrallel process event in the cave map that uses the tint screen event command(second page third from the bottom left side), and erases itself immediately.

2: Set the transfer into said map to no fade, while manually doing the fade in/fade out before and after, with the mentioned event command just before the fade in.

3: Script it.

 

Try 1 or 2(1 is easiest of course) to see ifi t's to your liking before asking for the scripted method..  Oh and make sure you use the <inside map> tag.

 

Forest Alternate Tint settings: This would require some slight changes changes to the main script but totally doable.  Should it just be a generalized <forest> zone or something slightly more dynamic... eh I'll just do the more generalized <forest> zone I'm thinkingn of.
 

grem333

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Thanks! I feel like an idiot for not figuring that out! haha

After several hours of experimenting yesterday, finally found a demo on Steam Workshop that uses your script and Khas Awesome Lights script together, so I ended up slightly reformating my project to get tints to work right with caves. On the bright side, I have cool light effects now :p
 

Selchar

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Ah yes, I remember seeing that resource pack, remember to grab the most updated versions of my scripts here(from the links), I don't think they use the most update versions, but it is good to see my works liked and used.  I don't use Khas personally but the light effects can be pretty cool.

I updated the main script to include a <forest> notetag.  I wasn't sure what to set the default tone settings to so I just chose slightly darker and slightly greener than the initial default settings.  May or may not see a difference so experiment as you wish.  Check the link in the first post.  Won't work with the current seasonal tone add-on.
 

grem333

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Awesome, thank you! This will be extremely helpful, as I'm planning to have a lot of different forests in my game. I don't use the seasonal add-on, so no worries.
 

Rusty20

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First off great Script Selchar. Okay I need to change your scripts so that Crops don't have to be grown on certain months anymore, Except the End of the Month will still Kill all the crops from that month and no Crops will be able to be planted in the month of Winter. I want to use hours instead of Days for crop growing times. I'm new at making games and Don't know much about scripting and can't figure out how to do this my self I read your Manual but it was a little too Vague on the subject, Either that or I didn't understand it well enough. Edit: Also if you use Hime's Menu Music rain seems to go away after you exit the Menu If you use the Rain BGS.
 
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Selchar

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Modified HM Farm to deal with monthly crop death and not growing in the winter, adjust as needed. The code is easy to understand provided you take the time to learn how to read it which is why there aren't any real instructions.

#This script holds data for the scriptcall that is to be used to progress#your crop events.#crop_progress(mapid) #Using the provided event, there are 3 stages of progression, 4 crops per#season, 12 crops total.class Game_Interpreter def crop_progress(mapid) season = $game_variables[HM_SEL::MONTH] events = load_data(sprintf("Data/Map%03d.rvdata2", mapid)).events.keys for eventid in events if self_metadata([mapid, eventid, 1]) == 'Crop' $game_self_switches[[mapid, eventid, 'A']] = false $game_self_switches[[mapid, eventid, 'B']] = false #F/G/H/I are Crop Indexes #After that are water requirement for crop stages. crop_control(mapid, eventid, 'F', 2, 3, 5) crop_control(mapid, eventid, 'G', 3, 6, 8) crop_control(mapid, eventid, 'H', 4, 8, 12) crop_control(mapid, eventid, 'I', 3, 6, 9) end end #If raining, then... if $game_variables[HM_SEL::WEATHA] == 2 for eventid in events if self_metadata([mapid, eventid, 1]) == 'Crop' rain_control(mapid, eventid, 'F') rain_control(mapid, eventid, 'G') rain_control(mapid, eventid, 'H') rain_control(mapid, eventid, 'I') end end end end #Do not Edit Below-----------------------------------------X def crop_control(mapid, eventid, index, var1, var2, var3) if $game_self_switches[[mapid, eventid, index]] if self_variable([mapid, eventid, 1]) >= var1 $game_self_switches[[mapid, eventid, 'C']] = true end if self_variable([mapid, eventid, 1]) >= var2 $game_self_switches[[mapid, eventid, 'D']] = true end if self_variable([mapid, eventid, 1]) >= var3 $game_self_switches[[mapid, eventid, 'E']] = true end end end def rain_control(mapid, eventid, index) if $game_self_switches[[mapid, eventid, index]] if $game_self_switches[[mapid, eventid, 'B']] == false self_variable([mapid, eventid, 1], 1, 1) $game_self_switches[[mapid, eventid, 'B']] = true end end end def crop_death(mapid, eventid, index) if $game_self_switches[[mapid, eventid, index]] $game_self_switches[[mapid, eventid, 'J']] = true end end def crop_wipe_out(mapid, eventid) self_variable([mapid, eventid, 1], 0, 0) $game_self_switches[[mapid, eventid, 'A']] = false $game_self_switches[[mapid, eventid, 'B']] = false $game_self_switches[[mapid, eventid, 'C']] = false $game_self_switches[[mapid, eventid, 'D']] = false $game_self_switches[[mapid, eventid, 'E']] = false $game_self_switches[[mapid, eventid, 'F']] = false $game_self_switches[[mapid, eventid, 'G']] = false $game_self_switches[[mapid, eventid, 'H']] = false $game_self_switches[[mapid, eventid, 'I']] = false $game_self_switches[[mapid, eventid, 'J']] = false endend
Can't do anything about changing it from days to hours, it depends o how you have your events setup. I'd personally advise against it with how I handled crops but there's always a way to make things work eventually.

No clue on how to get the rain/snow sounds to work with Tsukihime's script.
 

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Thanks a lot! I might mess with the script and see what I can do about the hourly thing or just set them all to growing in a day or two. (That would most likely be easier.) Crops are going to replace potions and the like in my very unique RPG, as I also got a interesting Crafting System made by Venka with a few Add-On Scripts also made by Venka to go with it. Also I combined your Calendar Script with Yanfly's Enemy Levels Script so that every week Enemies get harder the longer you play the harder it gets. I'm Also using your Stamina System for certain actions including Farming, And I'm using a Hunger/Thirst/Sleep System by Bravo2Kilo To make a very strategic RPG, with your farming system is obviously hooked in too. By The way the glitch with Hime's Menu Music only happens if you use the Rain BGS as the BGS for the Menu Music, only problem is it's defaulted to that so you might want to make a Note about that for your Script so people don't jump to Conclusions.
 
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