Selchar

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Edit: See below, double post due to poor connection or something.
 
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Selchar

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I've just tested the map/tileset notetags in a fresh project and everything seems to work out fine for me, or at least how I think I intended it when I originally made the script. There was a slight issue with the <no_weather> notetag that caused weather effects to show for a few moments but it was a simple 1 number fix(find the number 120 near the end of the self.show_weather method and change it to either dura or 0).

It should be noted that, other than the hourly tone adjustments, tone and weather effects are normally only refreshed during transfer events, before the fade-in. Outside of that the HM_SEL::show_tint and HM_SEL::show_weather script calls can be used to manually refresh them, usually after adjusting the time/weather variable or flipping one of the 4 script designated switches.

For the record concerning notetages, /<no[ _-]?tone>/i means the following are all technically valid.(Just tested to be sure)
<no_tone>
<notone>
<NO-TONE>
<No Tone>

The ? is supposed to be at the end of the [ _-] which wasn't in your example. Was that how it was in your script?

As for your concerns regarding the no_tone feature and it's naming, it is a valid concern. It works how I originally intended it(transfering maps and returningtone setting to the default) but the hourly change combined with manually changing tone settings was indeed an oversight. I think you are the first person to bring this up. I am a bit rusty but it shouldn't be too hard for me to change all references for no_tone to say... def_tone, then slip something in for a true no_tone setting.

Actually that was much easier than I thought it would be. Try the following and see if the new no_tone setting works for you.

Code:
#-------------------------------------------------------------------------------
#Harvest Moon style Variable Based Calendar and Weather System
#Author: Selchar
#Version 2.2
#-------------------------------------------------------------------------------
=begin
This is an attempt to make an easy to use yet customizable calendar system
similar to what can be found in Harvest Moon games.  It's come a long say since
the initial release, as I've remade the whole thing to make it easier to
understand and customizable.  Instructions are down below in the customization
area.

#-------------------------------------------------------------------------------
#Map/Tileset Note Tags
#-------------------------------------------------------------------------------
The following can be used in either map note boxes, or tileset note boxes.

<stop_time>   - Maps with this tag will disable time.
<no_tone>     - Maps with this tag will not refresh tones automatically.
<def_tone>    - Maps with this tag will use the default tone setting(best used
                on time stopped maps or map where you won't manually change the
                tone.)
<inside_map>  - Maps with this tag will not show weather effects, but
                will have background sound volume will be divided by 3
<no_weather>  - Maps with this tag will not show weather or use said weather's
                background sound.
<forest>      - Maps with this tag will pull their tone settings from the
                Forest_Tones hash instead of the normal one.
#-------------------------------------------------------------------------------
#Scriptcalls
#-------------------------------------------------------------------------------
All scriptcalls begin with HM_SEL::
next_day            - This scriptcall will transition the day forward to the
                      nearest 6 AM.
next_day(x)         - It also allows for an optional argument to select what
                      time of the day you will arrive at.
show_tint           - This scriptcall should be used after manually changing
                      the time variable, to re-adjust the tone settings needed,
                      or when the DEF_TONE/INSIDE_SWITCH switch is flipped.
show_weather        - This scriptcall should be used after manually adjusting
                      the Weather variable or flipping the DISABLE_WEATHER switch.
festivalcheck(x)    - This scriptcall will return true if day x of the year is
                      flagged for a festival.
tomorrow_festival?  - This scriptcall will return true if tomorrow is flagged
                      as a festival.
exact_time(h, m)    - Returns true if it is the specified time.
                      Example: HM_SEL::exact_time(22, 10) is true at 10:10 PM
hour_range(a, b)    - Returns true if the current hour is within the range.
                      Example: HM_SEL::hour_range(9, 21) is false before 9 AM
                      and after 9 PM, otherwise is true.
week_range(a, b)    - Same as hour_range except for days.
=end
#-------------------------------------------------------------------------------
#Customization Begin
#-------------------------------------------------------------------------------
module HM_SEL
  #What variables will be used
  MIN    =    1     #Minute Variable
  HOUR    =    2   #Hour variable, actual/military time. 0 = 12 AM, 13 = 1 PM
  DAYA    =    3   #Day of the Week variable, 1 for Monday, 7 for Sunday
  DAYB    =    4   #Day of the Month variable, you can find a use for it I'm sure.
  DAYC    =    5   #Day of the Year variable, used for festival day checks.
  MONTH    =    6   #Month Variable
  YEAR    =    7   #Year Variable
  WEATHA = 8  #Current Weather
  WEATHB = 9  #Tomorrow's Weather

  #Used to determine if the currend day is flagged as a festival. 0 means it's
  #a normal day, and you can set different values for different days in the
  #FESTIVALDAYS hash below.
  FESTIVAL_VAR = 22

  #Switches that can be used for extra control. Set to 0 if you don not wish
  #to use them.
  STOP_TIME = 1
  NO_TONE = 2
  DEF_TONE = 3
  INSIDE_SWITCH = 4
  DISABLE_WEATHER = 5

  FRAMES_TIL_UPDATE = 60  #How quickly time updates, 60 roughly = 1 second
  MINUTE_CYCLE = 5    #How many minutes pass per update

  DAYS_IN_MONTH = {
  #Month => Days,
  1 => 28,
  2 => 28,
  3 => 28,
  4 => 28,
  #Add more for more months.
  }#Please do not remove

#Want a common event to run at a specific time?  Add it below in the shown format!
#Note, you can only have 1 common event per hour.
  COMMON_EVENTS = {
  #Hour => [Minute, ID],
  0 => [0, 1],  # <- Comment Event 1 at Midnight.
  }#Please do not remove

  #Hash used for flagging special days of the year. All days will be 0 by
  #default.  Day refers to the day of the year, Variable is what number you
  #want to associate with said day for eventing purposes.
  FESTIVALDAYS = {
  #Day => Variable,
  1 => 0,
  2 => 1,
  }#Please do not remove

  TONE_DEFAULT = Tone.new(0,0,0,0)
  TONES = {
#Hour => Tone Settings(Red, Green, Blue, Grey)
  0 => Tone.new(-125,-125,0,125),
  1 => Tone.new(-125,-125,0,125),
  2 => Tone.new(-125,-125,0,125),
  3 => Tone.new(-125,-125,0,125),
  4 => Tone.new(-75,-75,0,50),
  5 => Tone.new(-75,-75,0,50),
  11 => Tone.new(45,45,0,-25),
  12 => Tone.new(45,45,0,-25),
  13 => Tone.new(45,45,0,-25),
  14 => Tone.new(45,45,0,-25),
  18 => Tone.new(-50,-50,0,25),
  19 => Tone.new(-50,-50,0,25),
  20 => Tone.new(-50,-50,0,25),
  21 => Tone.new(-75,-100,0,75),
  22 => Tone.new(-75,-100,0,75),
  23 => Tone.new(-75,-100,0,75),
  }

  Forest_Tones = {
  #Hour => Tone Settings(Red, Green, Blue, Grey)
  0 => Tone.new(-125,-100,-25,100),
  1 => Tone.new(-125,-100,-25,100),
  2 => Tone.new(-125,-100,-25,100),
  3 => Tone.new(-125,-100,-25,100),
  4 => Tone.new(-100,-75,-25,25),
  5 => Tone.new(-100,-75,-25,25),
  6 => Tone.new(-25,0,-25,-25),
  7 => Tone.new(-25,0,-25,-25),
  8 => Tone.new(-25,0,-25,-25),
  9 => Tone.new(-25,0,-25,-25),
  10 => Tone.new(-25,0,-25,-25),
  11 => Tone.new(20,45,-25,-50),
  12 => Tone.new(20,45,-25,-50),
  13 => Tone.new(20,45,-25,-50),
  14 => Tone.new(20,45,-25,-50),
  15 => Tone.new(-25,0,-25,-25),
  16 => Tone.new(-25,0,-25,-25),
  17 => Tone.new(-25,0,-25,-25),
  18 => Tone.new(-50,-25,-25,25),
  19 => Tone.new(-50,-25,-25,25),
  20 => Tone.new(-50,-25,-25,25),
  21 => Tone.new(-100,-75,-25,50),
  22 => Tone.new(-100,-75,-25,50),
  23 => Tone.new(-100,-75,-25,50),
  }

  WEATHER = {
#Month => [Odds, Weather, BGS, Volume, Pitch]
  1 => [55, :rain, "Rain", 95, 100],
  2 => [45, :rain, "Rain", 95, 100],
  3 => [60, :rain, "Rain", 95, 100],
  4 => [60, :snow, "Wind", 75, 100],
  }

#The following methods are used as condions for determining whether or not to
#use this script's effect.  Feel free to add/remove conditions as you see fit.
  def self.time_stop?
    #EXAMPLES
    #Stops time at 11 PM
    #return true if $game_variables[HOUR] == 23
   
    #Stops time if not moving
    #return true if $game_player.movable?
   
    return true if $game_switches[STOP_TIME]
    return true if $game_message.visible == true  #Stop time during messages.
    #return true if $game_map.interpreter.running? #Stop time running events.
    return true if $game_map.map.stop_time
    return true if $game_map.tileset.stop_time
    return false
  end

  def self.no_tone?
    return true if $game_switches[NO_TONE]
    return true if $game_map.map.no_tone
    return true if $game_map.tileset.no_tone
    return false
  end

  def self.def_tone?
    return true if $game_switches[DEF_TONE]
    return true if $game_map.map.def_tone
    return true if $game_map.tileset.def_tone
    return false
  end

  def self.inside?
    return true if $game_switches[INSIDE_SWITCH]
    return true if $game_map.map.inside_map
    return true if $game_map.tileset.inside_map
    return false
  end

  def self.no_weather?
    return true if $game_switches[DISABLE_WEATHER]
    return true if $game_map.map.no_weather
    return true if $game_map.tileset.no_weather
    return false
  end

  def self.is_forest?
    return true if $game_map.map.is_forest?
    return true if $game_map.tileset.is_forest?
    return false
  end

  #This determines what the variables will be at the start of the game.
  def self.init_var
    if $game_variables[DAYA] == 0 #Ignore this
      $game_variables[DAYA]      =    1 #1 = Monday, 7 = Sunday
      $game_variables[DAYB]      =    1 #Day of the month
      $game_variables[DAYC]      =    1 #Day of the year
      $game_variables[MONTH]  =    1 #Starting month
      $game_variables[YEAR]      =    1 #Starting year
      $game_variables[WEATHA] = 1 #Initial weather.
      $game_variables[WEATHB] = 1 #1 = Sun, 2 = Rain, 3 = Snow
      $game_variables[MIN]    = 0
      $game_variables[HOUR]   = 6
      show_tint
      show_weather
    end
  end
end
#-------------------------------------------------------------------------------
#Customization End
#-------------------------------------------------------------------------------
#Beow is the core of the script.  It should be easy to understand, tho there
#is little reason to change anything, feel free to look around.
#===============================================================================
$sel_time_frame = 0
module HM_SEL
  def self.prog_minute #Minute's End
    $sel_time_frame = 0
    $game_variables[MIN] += MINUTE_CYCLE
   
    #Checks Common Event Hash
    call_common_event
  end
  def self.prog_hour #Hour's End
    $game_variables[MIN] = 0
    $game_variables[HOUR] += 1
   
    show_tint
  end
  def self.prog_day  #Day's End
    $game_variables[HOUR] = 0
    $game_variables[DAYA] += 1
    $game_variables[DAYB] += 1
    $game_variables[DAYC] += 1
   
    #Week's end
    $game_variables[DAYA] = 1 if $game_variables[DAYA] == 8
   
    #Month's end
    if $game_variables[DAYB] > DAYS_IN_MONTH[$game_variables[MONTH]]
      $game_variables[DAYB] = 1
      $game_variables[MONTH] += 1
    end
   
    #Year's end
    if $game_variables[MONTH] > DAYS_IN_MONTH.size
      $game_variables[DAYC] = 1
      $game_variables[MONTH] = 1
      $game_variables[YEAR] += 1
    end
   
    #Shift Weather
    weather_manager
   
    if festivalcheck($game_variables[DAYC])
      $game_variables[FESTIVAL_VAR] = FESTIVALDAYS[$game_variables[DAYC]]
    else
      $game_variables[FESTIVAL_VAR] = 0
    end
  end
  #-----------------------------------------------------------------------------
  #Start of Time Manager--------------------------------------------------------
  #-----------------------------------------------------------------------------
  def self.time_manager
    init_var
    unless time_stop?
      if $sel_time_frame == FRAMES_TIL_UPDATE
        prog_minute
        prog_hour if $game_variables[MIN] >= 60
        prog_day if $game_variables[HOUR] >= 24 && $game_variables[MIN] == 0
      end
      $sel_time_frame += 1
    end
  end
  #-----------------------------------------------------------------------------
  def self.call_common_event
    hour = $game_variables[HOUR]
    minute = $game_variables[MIN]
    #Corrects time if minute is 60
    if minute == 60
      hour += 1
      minute = 0
    end
    hour = 0 if hour == 24
   
    if COMMON_EVENTS[hour] != nil
      if COMMON_EVENTS[hour].at(0) == minute
        $game_temp.reserve_common_event(COMMON_EVENTS[hour].at(1))
      end
    end
  end
  #-----------------------------------------------------------------------------
#=#Tone Related-----------------------------------------------------------------
  #-----------------------------------------------------------------------------
  def self.show_tint(dura = 60)
    return if no_tone?
    hour = $game_variables[HOUR];hour = 0 if hour == 24
    t = if def_tone?
      TONE_DEFAULT
    else
      if is_forest?
        Forest_Tones[hour]
      else
        TONES[hour]
      end
    end
    t = TONE_DEFAULT unless t
    $game_map.screen.start_tone_change(t, dura)
  end
  #-----------------------------------------------------------------------------
#=#Weather Related--------------------------------------------------------------
  #-----------------------------------------------------------------------------
  def self.weather_manager
    $game_variables[WEATHA] = $game_variables[WEATHB]
    t_weather = 1
   
    unless tomorrow_festival?
      random_number = 1 + rand(100)
      odds = WEATHER[$game_variables[MONTH]]
      if random_number <= odds[0]
        case odds[1]
        when :rain
          t_weather = 2
        when :snow
          t_weather = 3
        when :storm
          t_weather = 4
        end
      end
    end
    $game_variables[WEATHB] = t_weather
    show_weather
  end

  def self.show_weather(dura = 300)
    unless no_weather?
      temp = WEATHER[$game_variables[MONTH]]
      unless inside?
        case $game_variables[WEATHA]
        when 1  #Sun
          $game_map.screen.change_weather(:none, 0, dura)
          Audio.bgs_stop
        else
          $game_map.screen.change_weather(temp[1], 5, dura)
          RPG::BGS.new(temp[2], temp[3], temp[4]).play
        end
      else  #Inside
        $game_map.screen.change_weather(:none, 0, 0)
        case $game_variables[WEATHA]
        when 1  #Sun
          Audio.bgs_stop
        else
          RPG::BGS.new(temp[2], temp[3]/3, temp[4]).play
        end
      end
    else
      $game_map.screen.change_weather(:none, 0, dura)
      Audio.bgs_stop
    end
  end
  #-----------------------------------------------------------------------------
#=#Scriptcalls------------------------------------------------------------------
  #-----------------------------------------------------------------------------
  def self.next_day(temp_hour = 6)
    $sel_time_frame = 0
    case $game_variables[HOUR]
    when 0...temp_hour
      $game_variables[MIN] = 0
      $game_variables[HOUR] = temp_hour
    else
      prog_day
      $game_variables[MIN] = 0
      $game_variables[HOUR] = temp_hour
      show_tint
    end
  end

  def self.festivalcheck(day)
    return false if FESTIVALDAYS[day] == nil
    return false if FESTIVALDAYS[day] == 0
    return true
  end

  def self.tomorrow_festival?
    return festivalcheck($game_variables[DAYC] + 1)
  end

  def self.exact_time(hour, min)
    return ($game_variables[HOUR] == hour && $game_variables[MIN] == min)
  end

  def self.hour_range(hour_a, hour_b)
    return ($game_variables[HOUR] >= hour_a && $game_variables[HOUR] < hour_b)
  end

  def self.week_range(day_a, day_b)
    return ($game_variables[DAYA] >= day_a && $game_variables[DAYA] < day_b)
  end
end
#-------------------------------------------------------------------------------
#Auto Weather/Tone change during transfers just before Fade-In
#-------------------------------------------------------------------------------
class Scene_Map < Scene_Base
  alias :sel_time_post_transfer :post_transfer
  def post_transfer
    HM_SEL::show_tint(0)
    HM_SEL::show_weather(0)
    sel_time_post_transfer
  end

  alias :hm_sel_update :update
  def update
    hm_sel_update
    HM_SEL::time_manager
  end
end
#-------------------------------------------------------------------------------
#Map Note Tags Begin============================================================
#-------------------------------------------------------------------------------
class Game_Map
  attr_accessor :map
end
class RPG::Map
  def stop_time
    @stop_time = (@note =~ /<stop[ _-]?time>/i ? true : false) if @stop_time.nil?
    @stop_time
  end
  def no_tone
    @no_tone = (@note =~ /<no[ _-]?tone>/i ? true : false) if @no_tone.nil?
    @no_tone
  end
  def def_tone
    @def_tone = (@note =~ /<def[ _-]?tone>/i ? true : false) if @def_tone.nil?
    @def_tone
  end
  def inside_map
    @inside_map = (@note =~ /<inside[ _-]?map>/i ? true : false) if @inside_map.nil?
    @inside_map
  end
  def no_weather
    @no_weather = (@note =~ /<no[ _-]?weather>/i ? true : false) if @no_weather.nil?
    @no_weather
  end
  def is_forest?
    @is_forest = (@note =~ /<forest>/i ? true : false) if @is_forest.nil?
    @is_forest
  end
end

class RPG::Tileset
  def stop_time
    @stop_time = (@note =~ /<stop[ _-]?time>/i ? true : false) if @stop_time.nil?
    @stop_time
  end
  def no_tone
    @no_tone = (@note =~ /<no[ _-]?tone>/i ? true : false) if @no_tone.nil?
    @no_tone
  end
  def def_tone
    @def_tone = (@note =~ /<def[ _-]?tone>/i ? true : false) if @def_tone.nil?
    @def_tone
  end
  def inside_map
    @inside_map = (@note =~ /<inside[ _-]?map>/i ? true : false) if @inside_map.nil?
    @inside_map
  end
  def no_weather
    @no_weather = (@note =~ /<no[ _-]?weather>/i ? true : false) if @no_weather.nil?
    @no_weather
  end
  def is_forest?
    @is_forest = (@note =~ /<forest>/i ? true : false) if @is_forest.nil?
    @is_forest
  end
end
#-------------------------------------------------------------------------------
#End of File
#-------------------------------------------------------------------------------
 

gregbaby

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Hey dude,

Thanks for taking a look into it! The script works better now that the tone doesn't auto change on the hour whilst indoors but I'm still having problems with the note tags especially <notone> not kicking into effect when i enter a new map, it's weird as I can use the NO_TONE switch on an event before I transfer, the tone stays the same on the next map, but when I leave that map the tone sets to default...it's like there's a delay with the script not updating.

I do run a common event that checks if it's night/day/indoors/outdoors when I enter buildings for various variables Im using etc. Could it be the common events I run whenever I transfer a map are interfering with the script? I have no other scripts that touch screen tones but I have got a number of other scripts running in the background.

I've got a bit of a work around for the no tone issue though as I can just use an autorun event on my maps that changes the tone indoors when using the notone tags. it would seem its holding steady and staying "light" indoors indefinitely until I leave the map to go outside etc.
 
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I Sincerely apologize for bothering you. But I'm trying to use this script and it's HUD Add-on for the Calendar.

Whenever I tag a map to stop time, The Hud does not appear. Is there a way around this? I'm Mainly using the script for the Calendar to denote the passage of time in the game, as well as make eventing much easier.

Edit: Found a workaround by reducing the number of minutes passing per Refresh to zero, but I have been stricken with a new question, is there a scriptcall or event I can use to advance time by a couple of hours, rather than a whole day?

Edit 2: Figured out a workaround for this by tinkering with the Variables, but now I've hit a pesky overflow problem. Basically, on the 8th day of the game, I'll get an error reading in place of the day of the week, rather than it going back to Monday. I'm probably gonna have a conditional common event to handle this, but I'm wondering if there is a more elegant solution to handle integer overflow.

Edit 3: My Initial Plan Worked, but now each Monday is now putting be back at the 21, rather than the 27th. If I were making a game that revolved around a Groundhog Day loop, this would be perfect, but sadly I'm trying to have this game take place over the course of a year. any help would be greatly appreciated.

Edit 4: Fixed it, turns out I was eventing wrong. Current problem: No script calls are being run when i put them in the events. i've double and triple checked, eveything's in order. but i cannot get the tones to update
 
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Labyrinthine

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I have a problem with the seasons script. I set it so the cycle starts from the first day of the fall. The battles work normally in the first day. However for some reason, when the clock goes around to Fall 2, certain windows start to disappear. These include the "enemy emerged" text before the battle begins, and the victory aftermath window showing gold and exp. I even tried to remove the aftermath window completely and event the spoils for the player after the battles, but even then the window just doesn't appear. You get the gold and stuff, but not the window informing about it.

On my last test, day 3 of the fall suddenly had the windows working again normally. What could be the problem here? Why would the day 2 only be malfunctioning? Or perhaps there are other days like that as well? I've only tried through day 3. I'm using the basic Yanfly's Core and battle scripts.
 

Selchar

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My best guess with what info you gave would be a configuration conflict where the variables used in my script are also used by another script. As a result the variable used for the day of the week, month or possibly even the weather triggered something in another script you are not aware of. A simple test would be to change the variables my script uses and see what happens.
 

Labyrinthine

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I changed these variables:
#What variables will be used
MIN = 201 #Minute Variable
HOUR = 202 #Hour variable, actual/military time. 0 = 12 AM, 13 = 1 PM
DAYA = 203 #Day of the Week variable, 1 for Monday, 7 for Sunday
DAYB = 204 #Day of the Month variable, you can find a use for it I'm sure.
DAYC = 205 #Day of the Year variable, used for festival day checks.
MONTH = 206 #Month Variable
YEAR = 207 #Year Variable
WEATHA = 208 #Current Weather
WEATHB = 209 #Tomorrow's Weather
They're all now over 200 instead of 1, 2, 3...etc. Yet, the problem still persists. Are there some other variables in the script I should change?
 

Selchar

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I'm at a loss then if it is my script causing the problem. I am rather rusty but looking through my scripts there should not be anything else that could cause the issue you described.

Maybe there is something in your event that changes the day? I can't think of anything else at the top of my head without seeing a sample project with the issue.
 

Labyrinthine

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I'm at a loss then if it is my script causing the problem. I am rather rusty but looking through my scripts there should not be anything else that could cause the issue you described.

Maybe there is something in your event that changes the day? I can't think of anything else at the top of my head without seeing a sample project with the issue.
I don't know what I did right, but it seems to work now, at least through the first 3 days. I just changed all the variables I could find from your script as you suggested, and now the problem is gone for now at least! Thanks for the help : -)
 

Labyrinthine

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Does this script disable auto play BGS function from maps?
 

Labyrinthine

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I would have a question. I'm trying to set the script so that the game would show a picture each time a season changes. So, there are simple text pictures for Fall, Winter, Spring and Summer. I'm not sure how to do this, though. Should I try to build some sort of common event or parallel process events with the festivalcheck thing? I tried to do this but it gave me an error. Any thoughts/ ideas?

Edit: Nvm, I managed to do it with the day/month variables and common events.
 
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Swafer

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Does anyone else have issues where the clock shows up and disappears randomly during dialogue? Like first message, the clock hud disappears, the second message it reappears, the third message it disappears again, then returns and so on. It's very annoying.
 
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hi, is there any way to hide the clock other than by pressing the ctrl key? I want the watch to show if the character buys an item called a "pocket watch" and to do so I flip a switch.

I can't use the "stop time switch" because clock and time stops, I just need to hide it with another switch.
 

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Okay, that is the last from me for a while, back to stupid work. Eugh!
I made a new little movie for my game, but I'm pretty sure it doesn't fit the family friendly rules here. :LZSgrin: I put it up on my youtube channel though.

Main theme for a Start/Continue/Options screen after Title card
28 notifications, and like 30 emails. And I was only gone for six hours. Yeah, I think I'm done for the day.
Also, I think I have a not secret admirer. Hooray...
Working on a battle cutscene, needs some polishing, but I'm liking the result:

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