Time and Period System

● ARCHIVED · READ-ONLY
Started by Evgenij 20 posts View original ↗
  1. Time And Period System

    Description:
    Adds a time system to your game.

    Features:

    Spoiler
    Core:
    - Define your own periods
    - Many scriptcalls for manipulation ingame

    Tints for periods:
    - Define your own tints for the periods
    - In-Battle Tints if you want.

    Period PopUp:
    - Mapname like PopUp when period changes
    - You can use custom background

    Clock Window:
    - Use buttons to show hud
    - Different button behavior possiblity
    - Use your own background graphic for the hud.

    Phases and Weather:
    - define custom weather which will be used by the phases
    - complex config for your phases
    - run common event when a phase starts.
    vi98a3awzvjx.png

     Download:

    Spoiler
    http://evgenij-scripts.org/?page_id=48
    If you have some suggestions or need some changes feel free to say.

    mfg.
  2. Pls, Spoiler that script, my internet block the link :(
  3. I have added pastebin links.


    Its to big to spoiler it directly.
  4. Hi! was wondering if the time and period can link to events. For example, every monday and wed a store is open but only from 7 am to 7 pm kind of deal,
  5. dont worry, my chrome dont open, but firefox...yes,
    great, amazing script, just what i need it!

    the problem is...i have a map with trees with variables, i have to put them, again, with switchs

    but dont worry, that series script is really great!
  6. @RossWheel

    What? But thanks.

    @lexietanium

    look at the weather and phases addon, and look how I made the item_shop_opening phase in the config section.

    You link switches with phases, so when a phase is active a certain switch will be on.

    If you then still dont understand it I will make you the phase you need with a demo, but for this you need to explain me what exactly you want.
  7. I have some scenes to deal with first, before starting the time,


    how do I stop it then start again at the beggining of the game?


    What would be the script call for this?
  8. $game_time.stop_time for stopping and $game_time.resume for resuming.
  9. I see, I tried that, and that's why I asked here on the thread.


    It does not work, I set the script call as the first thing in my


    game as $game_time.stop_time, but it still appears.
  10. The time does not stop? Or do you want to hide the time display at the bottom right corner?

    If thats the case look at the Clock Window addon there should be a config option to set the clock invisible at game start. And scriptcalls to switch visibility.

    If thats not the case and your time just wont stop, I need to test this later, maybe I have overlooked something.
  11. Oh, ok. I think I was not expressing myself well, sorry! Lol


    It works now, as I wanted it to. I translated some words from the script and that's


    giving me some many errors, but I am trying to make it work...


    Just have to find all the places I need to translate =)


    Thanks for the awesome script!
  12. Nice script, nice demo!

    This one gives me the most FPS from the time systems I tried so far, which is awesome!

    These time systems are real FPS eaters... >.>

    But instead of that many switches, why don't you use a single variable to control everything? It would save a lot of switches for sure.

    It's just a suggestion, the script is awesome as is, even without that little tweak.

    Some other suggestion:

    Would it be possible to change the volume of the BGS of the weather inside the buildings (for the places with <indoor> tags)?

    Ohh, my, ignore the question above, I can't believe I missed it! Sorry! :p

    I will experiment with this script some more in the future, it looks very nice, especially with that clock window!

    Thanks a lot!
  13. Thanks for your feedback, I tried to make the perfomance as good as I can.

    I think I will rewrite this system some time in the future, so It will be easier to configure for the users(maybe with a tool) and easier to maintain for me, especially the phases and weather addon has much room for improvement.

    If anybody find bugs or have suggestions for improvment feel free to say.

    mfg.
  14. Now I'm back at home, I am getting the following error.:


    Phases and Weather line 662 NoMethodError ocurred


    undefined method `[]' for nil:NilCLass


    What could it be? I thought it could have been a translation


    I did, but after I traslated, I got an error, fixed it


    by translating all scripts, I can't find anything I haven't yet translated.


    Any idea?


    EDIT.:


    I just tested without $game_time.stop_time and $game_time.hide_clock


    and it works without them.


    Oh, and I really look forward to see this script working with


    Awesome lightning effects script. It's gonna be epic.
  15. Can you upload your translated scripts? I want to look what you have done.

    I wanted to add support for khas but didnt find the time to do it yet
  16. I fixed a small bug with on the weather and phases addon, you shouldnt get any errors now, you can download the new version on pastebin.

    I have looked into your demo and have seen, that you want to resume the time after the intro with the scriptcall: $game_time.resume, but the correct call for this is: $game_time.resume_time

    And you just need to stop the time at the beginning, no need to hide the clock window. Just look in the clock window addon and you can find an option to hide the clock window at start. Just set this option to true.

    And regarding compatibility with khas awesome lights: I havent used his script once, so I dont know what issues there could be in combination with my script. So if anybody can tell me exactly onto which issues he run when he use both scripts, it would make my work easier.

    mfg.
  17. I made a minigame inside my game. Inside that minigame there is a map that

    makes use of Khas awesome lights, so far nothing wrong happened.

    I tweaked some of khas parameters, and still no bug with your script.

    Maybe it might happen when your script sets night/snow/rain and makes the

    screen darker, it might conflict with awesome lights', as it also uses it's own

    screen parameters. I will test that at night and tell you the results.

    Not that it will crash or give any error, it might just look strange.

    I still didn't test this because awesome lights is already resource heavy,

    and even if your script is not laggy, they might lag together, so I was wating

    to test it on a bigger map with way more events.

    Probably I will try to add something like When it's rainning/snowing/night,

    street lights will go "on".

    As I said, I will test it and post the results, but so far, nothing wrong.
  18. Great addon!

    However, I use a lot of pictures in my game, can you add so that you tint pics too?
  19. Do you mean pictures which you have added via the Event Command?