LOGIN
SEARCH
PROFILE
keys: ↑ ↓
LOGOUT
INDEX
MEMBERS
keys: ↑ ↓
HOME
PORTAL
PLAY ALONG
PLAY with WORDS
PLAY with GRAPHICS
PLAY with SOUNDS
PLAY with CODES
PLAY with PROJECTS
keys: ← →
Guest Access
Register:
Members:



View previous topic View next topic Go down Message [Page 1 of 1]

EVENTALIST
EVENTALIST
#1 default Dynamic Time System
Loading

mr_wiggles

mr_wiggles
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Wiggles Dynamic Time System
Version: 2.1
Author: Mr Wiggles
Date: Feb. 4, 2012

Version History


  • Version 2.0 (8/4/11) - Initial release
  • Version 2.1 (2/4/12) - Fixed bug with pause [Thanks supercow and mely]


Planned Future Versions

  • None that I can think of.


Description


Allows for the concept of time passage in your game and a feel of more realism.


Features

  • Random Weather Creation
  • Advanced Time Controls
  • Forecasting Display System


Instructions
Paste above main and below the default scripts. Follow the instructions in the script header.

Script


Code:

#==============================================================================
#                  ** Wiggles Dynamic Time System **
#==============================================================================
# Created by: Mr_Wiggles
# Version 2.1
# 2/4/12
#==============================================================================
#                          Instructions:
#==============================================================================
#  - To change the weather call script with the following:
#        weather(type, power, transition)
#
#      Weather Power:                  Weather Types:
#        An integer from 0-50.          0 - clear
#        0  = no weather                1 - rain
#        50 = 500 sprites                2 - storm
#                                        3 - snow
#      Transition:                        4 - hail
#        The number of frames to        5 - blizzard
#        change the weather in.          6 - falling ash
#---------------------------------------------------------------------------
#  - Show the forcast call script with the following:
#        show_forcast
#---------------------------------------------------------------------------
#  - Advance clock for sleeping time.
#        inn_rest(wake_hour = 6)
#
#      wake_hour = Hour to move the clock to.
#---------------------------------------------------------------------------
#      inn_time = What time to wake the player.
#
#  - Defign an outside map by using " [out] " in your map name.
#---------------------------------------------------------------------------
#  - Change time with a script call with the following:
#          set_time("key", amount)
#
#        amount = 0 <=> inf    key = Change code
#          must not be < 0    "m" - Minutes
#                              "h" - Hours
#                              "d" - Days
#---------------------------------------------------------------------------
#    - Pause and un-Pause time with a script call with the following:
#          pause_time
#
#        Will toggle when called:  i.e.
#              "pause_time" = time stoped
#              "pause_time" = time started
#---------------------------------------------------------------------------
#    - Check time by a script call with the following:
#          check_time("string")
#
#        stirng = Time or range or time as a string.  ex.
#            "10:30 - 5:00" or "5:30 - 20:45" or "17:00"
#              am      am        am    8:45pm    5:00pm
#===============================================================================
USE_HUD        = true # Show time on map.
TIMEPOS        = [0, 0] # Location of the time HUD. [x pos, y pos]
WEATHER_SWITCH = 1    # Switch that enables weather.
MSG_WIN_PAUS  = true # Pause time when showing text.
WEATHER        = [2, 6, 15]
# [min days between weather, max days between weather, max hour run time]
#===============================================================================
class Game_Time
  attr_accessor :manual_tone, :time_stoped
  attr_reader  :rand_weather
#===============================================================================
#                      ** CONFIG **
#===============================================================================
  def initialize
    start_hour, start_min = 10,24 # 10:24am  |  20,24 = 10:24pm
    #-------------------
    @times = [[ 531, 730], # Morning  5:31am - 7:30am
              [ 731,1730], # Day      7:31am - 5:30pm
              [1731,1930], # Evening  5:31pm - 7:30pm
              [1931, 530]] # Night    7:31pm - 5:30am
    @colors = [[  10,  -25, -60, 130], # Morning    [RRR, GGG, BBB, Grey]
              [  9 ,    6,  3, 100], # Day        RGB  (-255  <=>  255)
              [ -68, -136, -34, 115], # Evening    Grey (0 - 255)
              [-185, -120, -50, 175]] # Night
    @duration = 100 # Transition time between tints.
    #-------------------
    @weather = [[ -92,  -60, -25, 150],  # rain        Weather tints are set up
                [-185, -120, -50, 150],  # storm        the same as time tints.
                [  65,  60,  70, 150],  # snow
                [ -92,  -60, -25, 150],  # hail        Use nil for no tone used.
                [ 100,  100, 100, 150],  # blizzard
                [ -60,  -60, -60, 150]]  # falling ash
    #-------------------
    @day_name = ["Sunday", "Monday", "Tuesday", "Wednesday", "Thursday",
      "Friday", "Saturday"]  # Weekday names; as many as you want.
    #-------------------
    # Variables used for time factors.  Use nil for no variable tie.
    @varids = [  1  ,      2    ,      3    ,      4    ]
            # [day nam, clock hour, clock minute, total days]
            # For use with time factored conditional branches. (shops, missions)
#===============================================================================
#                      ** END_CONFIG **
#-------------------------------------------------------------------------------
# Edditing anything bellow this point may cause an error with the script, it
# is advised that you don't edit anything past this point unless you are
# familar with script snipts.
#===============================================================================
    @game_time_offset = (start_hour * 60) + start_min
    @time_stoped, @manual_tone = false, false
    @clock_minutes, @clock_hours, @total_days = 0, 0, 0
    @fake_mins, @update_wait = 0, 0
    @rand_weather = nil
    #-------------------
    @weather.unshift(nil)
  end
  #---------------------------------------------------------------------------
  def update(instant = false)
    return if $game_switches.nil?
    # make random weather
    if $game_switches[WEATHER_SWITCH]
      @rand_weather = create_random if @rand_weather.nil?
      if clock_time == @rand_weather[0]
        w = @rand_weather[2]
        $game_screen.weather(w[0], w[1], 150)
      end
      rdays, rhrs, rmins = @rand_weather[1]
      if (clock_time[0] >= rdays and clock_time[1] >= rhrs and
          clock_time[2] >= rmins)
        $game_screen.weather(0, 0, 150)
        @rand_weather = nil
      end
    elsif !@rand_weather.nil?
      $game_screen.weather(0, 0, 150)
      @rand_weather = nil
    end
    # time update
    if @update_wait != 0 and !instant; @update_wait -= 1 ; return; end
    @update_wait = 40
    return if (MSG_WIN_PAUS and $game_temp.message_window_showing)
    # update time
    @fake_mins += 1 if !@time_stoped
    # Calculate total number of seconds
    total_min = @fake_mins + @game_time_offset 
    # Calculate seconds, minutes, hours and days
    @clock_minutes, @clock_hours  = total_min % 60, (total_min / 60) % 24
    @total_days = total_min / 1440
    # Makes Hours and Min together for more "random" tone changes.
    @half_hours = (@clock_hours * 100) + (@clock_minutes % 60)
    # Update Game Variables
    $game_variables[@varids[0]] = today_name    unless @varids[0].nil?
    $game_variables[@varids[1]] = @clock_minutes unless @varids[1].nil?
    $game_variables[@varids[2]] = @clock_hours  unless @varids[2].nil?
    $game_variables[@varids[3]] = @total_days    unless @varids[3].nil?
    # update screen tint
    return if @manual_tone
    set_tone(instant, $game_screen.weather_type)
  end
  #---------------------------------------------------------------------------
  def set_tone(instant, wtone = 0)
    if $data_map[$game_map.map_id].outside?
      dur = instant ? 0 : @duration
      if wtone.to_i > 0 and !@weather[wtone.to_i].nil?
        c1, c2, c3, c4 = @weather[wtone]
        $game_screen.start_tone_change(Tone.new(c1,c2,c3,c4), dur)
      else
        if @half_hours >= @times[3][0] or @half_hours <= @times[3][1]
          c1, c2, c3, c4 = @colors[3]
        elsif @half_hours >= @times[0][0] and @half_hours <= @times[0][1]
          c1, c2, c3, c4 = @colors[0]
        elsif @half_hours >= @times[1][0] and @half_hours <= @times[1][1]
          c1, c2, c3, c4 = @colors[1]
        elsif @half_hours >= @times[2][0] and @half_hours <= @times[2][1]
          c1, c2, c3, c4 = @colors[2]
        end
        $game_screen.start_tone_change(Tone.new(c1,c2,c3,c4), dur)
      end
    end
  end
  #--------------------------------------------------------------------------- 
  def today_name
    return @day_name[@total_days % @day_name.size]
  end
  #---------------------------------------------------------------------------
  def game_days
    return @total_days.to_s
  end
  #---------------------------------------------------------------------------
  def time
    return if @clock_hours.nil?
    tag  = @clock_hours > 12 ? " PM" : " AM"
    hour = @clock_hours > 12 ? @clock_hours - 12 : @clock_hours
    hour += 1 if hour == 0
    return sprintf("#{hour}:" + "%02d" + tag, @clock_minutes)
  end
  #---------------------------------------------------------------------------
  def clock_time
    return [@total_days, @clock_hours, @clock_minutes]
  end
  #---------------------------------------------------------------------------
  def inn_rest(wake_hour)
    if @clock_hours != wake_hour
      total_mins = ((24 - @clock_hours) + wake_hour) * 60
    else
      total_mins = 1440
    end
    total_mins -= @clock_minutes if @clock_minutes > 0
    @game_time_offset += total_mins
  end
  #---------------------------------------------------------------------------
  def set_time(tag, val)
    val = 0 if val < 0
    case tag
    when "m" then @game_time_offset += val
    when "h" then @game_time_offset += val * 60
    when "d" then @game_time_offset += val * 1440
    end
  end
  #--------------------------------------------------------------------------   
  def create_random
    time = $game_time.clock_time
    min, max, mh = WEATHER
    start_time  = [time[0] + (rand(max) + min), rand(24), rand(60)]
    weather    = [(rand(3) + 1), rand(50)]
    weather[0] += 1 if weather[0] == 3
    mh = mh > 24 ? 24 : mh
    stop_hour  =  start_time[1] + rand(mh)
    stop_min    = (start_time[2] + rand(60)) % 60
    next_day    = (stop_hour >= 24)
    stop_day    = next_day ? start_time[0] + 1 : start_time[0]
    stop_hour  %= 24
    end_time    = [stop_day, stop_hour, stop_min, next_day]
    return [start_time, end_time, weather]
  end
end
#==============================================================================
class Game_Map
  alias :game_time_set :setup
  def setup(*args)
    game_time_set(*args)
    return if $game_time.nil?
    $game_time.update(true)
  end 
end
#==============================================================================
class Scene_Map
  alias :gtime_main :main
  def main
    if USE_HUD
      @gtime_hud = Window_PlayTime.new
      @gtime_hud.x = TIMEPOS[0] - 16
      @gtime_hud.y = TIMEPOS[1] - 16
      @gtime_hud.opacity = 0
    end
    $game_time.update(true) unless $game_time.nil?
    gtime_main
    @gtime_hud.dispose if USE_HUD
  end
  #--------------------------------------------------------------------------
  alias :game_time_up :update
  def update
    game_time_up
    return if $game_time.nil?
    $game_time.update
    @gtime_hud.update if USE_HUD
  end 
end
#==============================================================================
class RPG::MapInfo
  def name
    return @name.gsub(/\[out\]/) {""}
  end
  def outside?
    return @name.scan(/\[out\]/).size > 0
  end
end
#===============================================================================
module RPG
class Weather
  attr_reader :max
  attr_reader :ox
  attr_reader :oy
#-------------------------------------------------------------------------- 
  def initialize(viewport = nil)
    @type, @max, @ox, @oy, @count = 0, 0, 0, 0, 0
    @current_pose, @info, @countarray, @sprites = [], [], [], []
    make_bitmaps
    for i in 1..500
      sprite = Sprite.new(viewport)
      sprite.z = 1000
      sprite.visible = false
      sprite.opacity = 0
      @sprites.push(sprite)
      @current_pose.push(0)
      @info.push(rand(50))
      @countarray.push(rand(15))
    end
  end
#--------------------------------------------------------------------------
  def type
    return @type
  end
#--------------------------------------------------------------------------
  def type=(type)
    return if @type == type
    @type = type
    case @type
    when 1 then bitmap = @rain_bitmap  # rain
    when 2 then bitmap = @storm_bitmap # storm
    when 3 then bitmap = @snow_bitmap  # snow
    when 4 then bitmap = @hail_bitmap  # hail
    when 5 then bitmap = @snow_bitmap  # blizzard
    when 6 then bitmap = @ash_bitmaps[rand(@ash_bitmaps.size)] # falling ash
    else
      bitmap = nil
    end
    @thunder = (@type == 2)
    for i in 1..500
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= @max)
        sprite.bitmap = bitmap
      end
    end
  end
#--------------------------------------------------------------------------   
  def update
    # update sprites
    return if @type == 0
    for i in 1..@max
      sprite = @sprites[i]
      break if sprite.nil?
      # check if player is out side.
      if $data_map[$game_map.map_id].outside?
        case @type
        #----------------------------------------------------
        # rain
        when 1
          sprite.x -= 2
          sprite.y += 16
          sprite.opacity -= 8
        #----------------------------------------------------
        # storm
        when 2
          sprite.x -= 8
          sprite.y += 16
          sprite.opacity -= 12
          if @thunder and (rand(50000 - @max) == 0)
            $game_screen.start_flash(Color.new(255, 255, 255, 255), 5)
            Audio.se_play("Audio/SE/061-Thunderclap01")
          end
        #----------------------------------------------------   
        # snow
        when 3
          sprite.x -= 2
          sprite.y += 8
          sprite.opacity -= 8
        #----------------------------------------------------     
        # hail
        when 4
          sprite.x -= 1
          sprite.y += 18
          sprite.opacity -= 15
        #----------------------------------------------------     
        # blowing snow
        when 5
          sprite.x -= 10
          sprite.y += 6
          sprite.opacity -= 4
        #----------------------------------------------------     
        # ash
        when 6
          sprite.y += 2
          case @countarray[i] % 3
          when 0
            sprite.x -= 1
          when 1
            sprite.x += 1
          end
        end
      #----------------------------------------------------
      # out side check     
      else   
        sprite.visible = false
      end
      x = sprite.x - @ox
      y = sprite.y - @oy
      if sprite.opacity < 64 or x < -50 or x > 750 or y < -300 or y > 500
        sprite.x = rand(800) - 50 + @ox
        sprite.y = rand(800) - 200 + @oy
        sprite.opacity = 255
      end
    end
  end
#--------------------------------------------------------------------------   
  def dispose
    @sprites.each{|s| s.dispose}
    @rain_bitmap.dispose
    @storm_bitmap.dispose
    @snow_bitmap.dispose
    @hail_bitmap.dispose
    @ash_bitmaps.each{|s| s.dispose}
  end
#--------------------------------------------------------------------------   
  def ox=(ox)
    return if @ox == ox
    @ox = ox
    @sprites.each{|s| s.ox = @ox}
  end
#--------------------------------------------------------------------------   
  def oy=(oy)
    return if @oy == oy
    @oy = oy
    @sprites.each{|s| s.oy = @oy}
  end
#--------------------------------------------------------------------------   
  def max=(max)
    return if @max == max
    @max = [[max, 0].max, 500].min
    for i in 1..500
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= @max)
      end
    end
  end
#--------------------------------------------------------------------------   
  def make_bitmaps
    # Colors
    blueGrey    = Color.new(215, 227, 227, 150)
    fade_white  = Color.new(255, 255, 255, 128)
    grey        = Color.new(214, 217, 217, 150)
    lightBlue    = Color.new(222, 239, 243, 250)
    lightGrey    = Color.new(233, 233, 233, 250)
    white        = Color.new(255, 255, 255, 255)
    #--------------------------------------------------
    # Rain bitmap
    @rain_bitmap = Bitmap.new(7, 56)
    for i in 0..6
      @rain_bitmap.fill_rect(6-i, i*8, 1, 8, white)
    end
    #--------------------------------------------------
    # Storm bitmap
    @storm_bitmap = Bitmap.new(34, 64)
    for i in 0..31
      @storm_bitmap.fill_rect(33-i, i*2, 1, 2, fade_white)
      @storm_bitmap.fill_rect(32-i, i*2, 1, 2, white)
      @storm_bitmap.fill_rect(31-i, i*2, 1, 2, fade_white)
    end
    #--------------------------------------------------
    # Snow bitmap
    @snow_bitmap = Bitmap.new(6, 6)
    @snow_bitmap.fill_rect(0, 1, 6, 4, white)
    @snow_bitmap.fill_rect(1, 0, 4, 6, fade_white)
    @snow_bitmap.fill_rect(1, 2, 4, 2, white)
    @snow_bitmap.fill_rect(2, 1, 2, 4, white)
    #--------------------------------------------------
    # Hail bitmap
    @hail_bitmap = Bitmap.new(4, 4)
    @hail_bitmap.fill_rect(1, 0, 2, 1, blueGrey)
    @hail_bitmap.fill_rect(0, 1, 1, 2, blueGrey)
    @hail_bitmap.fill_rect(3, 1, 1, 2, grey)
    @hail_bitmap.fill_rect(1, 3, 2, 1, grey)
    @hail_bitmap.fill_rect(1, 1, 2, 2, lightGrey)
    @hail_bitmap.set_pixel(1, 1, lightBlue)
    #-------------------------------------------------- 
    # Ash bitmaps
    @ash_bitmaps = []
    @ash_bitmaps[0] = Bitmap.new(3, 3)
    @ash_bitmaps[0].fill_rect(0, 1, 1, 3, lightGrey)
    @ash_bitmaps[0].fill_rect(1, 0, 3, 1, lightGrey)
    @ash_bitmaps[0].set_pixel(1, 1, white)
    @ash_bitmaps[1] = Bitmap.new(3, 3)
    @ash_bitmaps[1].fill_rect(0, 1, 1, 3, grey)
    @ash_bitmaps[1].fill_rect(1, 0, 3, 1, grey)
    @ash_bitmaps[1].set_pixel(1, 1, lightGrey)
  end
end
end
#===============================================================================
class Interpreter
  def command_236
    $game_screen.weather(@parameters[0], @parameters[1] * 5, @parameters[2])
    return true
  end
  #--------------------------------------------------
  def command_223
    tone = @parameters[0]
    $game_time.manual_tone = (tone != Tone.new(0,0,0,0))
    if $game_time.manual_tone or tone == Tone.new(0,0,0,0)
      $game_screen.start_tone_change(tone, @parameters[1] * 2)
    end
    return true
  end
  #--------------------------------------------------
  def show_forcast
    forcast = $game_time.rand_weather
    if forcast.nil?
      string = "forcast was not made."
    else
      time    = $game_time.clock_time
      start  = forcast[0]
      endd    = forcast[1]
      weather = forcast[2]
      sd = start[0] - time[0]
      sm = start[2] > 10 ? start[2] : "0#{start[2]}"
      wt = weather[0] == 1 ? "Rain" : weather[0] == 2 ? "Storm" : "Hail"
      ws = weather[1] < 15 ? "Light" : weather[1] < 35 ? "Mild" : "Strong"
      em = endd[2] > 10 ? endd[2] : "0#{endd[2]}"
      st = start[1] > 12 ? "pm" : "am"
      sh = start[1] > 12 ? start[1] - 12 : start[1] == 0 ? 12 : start[1]
      et = endd[1]  > 12 ? "pm" : "am"
      eh = endd[1]  > 12 ? endd[1] - 12 : endd[1] == 0 ? 12 : endd[1]
      dt = sd > 1 ? "In #{sd} Days" : sd > 0 ? "In #{sd} Day" : "Today"
      more = " the next day" if endd[3]
      string = "#{dt} at #{sh}:#{sm}#{st}, #{ws} #{wt} " +
              "which is \nexpected to end at #{eh}:#{em}#{et}#{more}."
    end
    @message_waiting = true
    $game_temp.message_text = string
    $game_temp.message_proc = Proc.new { @message_waiting = false }
  end
  #--------------------------------------------------
  def weather(type, power, transition)
    $game_screen.weather(type, power, transition)
  end
  #--------------------------------------------------
  def set_time(tag, val)
    $game_time.set_time(tag, val)
  end
  #--------------------------------------------------
  def pause_time
    $game_time.time_stoped = ($game_time.time_stoped ? false : true)
    return true
  end
  #--------------------------------------------------
  def check_time(string)
    times = string.split(" - ")
    dys, hrs, min = $game_time.clock_time
    if times.size == 2
      t1, t2 = times[0].split(":"), times[1].split(":")
      if t1[0].to_i >= t2[0].to_i
        return false if (t1[0].to_i < hrs and t2[0].to_i > hrs)
        if hrs == t1[0].to_i
          return (t1[1].to_i <= min)
        elsif hrs == t2[0].to_i
          return (t2[1].to_i >= min)
        else
          return true
        end
      else
        return false if (t1[0].to_i > hrs and t2[0].to_i < hrs)
        if hrs == t1[0].to_i
          return (t1[1].to_i >= min)
        elsif hrs == t2[0].to_i
          return (t2[1].to_i <= min)
        else
          return true
        end
      end
    else
      t = times[0].split(":")
      return (t[0].to_i == hrs and t[1].to_i == min)
    end
    return false
  end
  #--------------------------------------------------------------------------
  def inn_rest(wake_hour = 6)
    $game_time.inn_rest(wake_hour)
  end
end
#===============================================================================
class Scene_Title
  alias :gtime_main :main
  def main
    $data_map  = load_data("Data/MapInfos.rxdata")
    gtime_main
  end
  #--------------------------------------------------------------------------
  alias :gtime_new :command_new_game
  def command_new_game
    gtime_new
    $game_time = Game_Time.new
  end
end
#===============================================================================
class Scene_Save < Scene_File
  alias :gtime_save :write_save_data
  def write_save_data(file)
    gtime_save(file)
    Marshal.dump($game_time, file)
  end
end
#==============================================================================
class Scene_Load < Scene_File
  alias :gtime_read :read_save_data
  def read_save_data(file)
    gtime_read(file)
    $game_time = Marshal.load(file)
  end
end
#==============================================================================
class Window_PlayTime < Window_Base
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, $game_time.today_name, 1)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_time.time, 2)
  end
  #--------------------------------------------------------------------------
  def update
    super
    return if $game_time.time == @oldtime
    @oldtime = $game_time.time
    refresh
  end
end

[You must be registered and logged in to see this link.]

Support


Post any problems you may run into or suggestions for a future update here.

Known Compatibility Issues
None that i know of.


Restrictions
Do not post this on any other forum without my permission.
EVENTALIST
Show Signature
EVENTALIST
Administrator
Administrator
#2 default Re: Dynamic Time System
Loading

G@MeF@Ce

G@MeF@Ce
Administrator
Administrator
Administrator
profile
thanks for sharing wiggles!

this script packs a lot of punch!

time > day > light > dark

weather particles > (no graphics = script drawn)

even a forecast!? and a system for indoors and outdoors... wowzers!

+
Administrator
Show Signature


Hey Guest, check out my demos!
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]




G101's theme colors
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this link.]

[You must be registered and logged in to see this image.]


shhh.... [You must be registered and logged in to see this link.]



[You must be registered and logged in to see this link.]
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr https://www.youtube.com/user/MrGameface101?feature=watch
C.O.R.N.
C.O.R.N.
#3 default Re: Dynamic Time System
Loading

BluE

BluE
C.O.R.N.
C.O.R.N.
C.O.R.N.
profile
Top stuff wiggles
C.O.R.N.
Show Signature


Want a real challenge? Try [You must be registered and logged in to see this link.]

If you read this message, please PM me. this is a test. And I'm serious, this isnt just some lousy time wasting paragraph that I wrote just to fill in my signature. It's here for a reason. PM ME.
C.O.R.N.
http://51s-seedy-masteroogway.blogspot.com
The only one
The only one
#4 default Re: Dynamic Time System
Loading

NuKa_BuBble

NuKa_BuBble
The only one
The only one
profile
Wonderful again! Just an error, the line 530.

Code:
  def pause_time
    $game_time.paused = !$game_time.paused
  end

The pause return an error.
The only one
Show Signature


___________________________________________________________________________

Booyah!

...._
._|_|_
. ( ')>
The only one
http://nukabubble.deviantart.com/ http://soundcloud.com/nuka_bubble https://www.youtube.com/user/NuKaBuBble?feature=mhee
EVENTALIST
EVENTALIST
#5 default Re: Dynamic Time System
Loading

mr_wiggles

mr_wiggles
EVENTALIST
 EVENTALIST
EVENTALIST
profile
More specific, whats the error say?
EVENTALIST
Show Signature
EVENTALIST
The only one
The only one
#6 default Re: Dynamic Time System
Loading

NuKa_BuBble

NuKa_BuBble
The only one
The only one
profile
[You must be registered and logged in to see this link.]
The only one
Show Signature


___________________________________________________________________________

Booyah!

...._
._|_|_
. ( ')>
The only one
http://nukabubble.deviantart.com/ http://soundcloud.com/nuka_bubble https://www.youtube.com/user/NuKaBuBble?feature=mhee
Active Member
Active Member
#7 default Re: Dynamic Time System
Loading

Plushmonkee

Plushmonkee
Active Member
Active Member
Active Member
profile
[You must be registered and logged in to see this image.]


I got this error when I entered the tent... Question
Active Member
Show Signature


[You must be registered and logged in to see this link.] [You must be registered and logged in to see this link.]
Active Member
EVENTALIST
EVENTALIST
#8 default Re: Dynamic Time System
Loading

mr_wiggles

mr_wiggles
EVENTALIST
 EVENTALIST
EVENTALIST
profile
@plush- is this in your game? what kind of scripts do you have along with this one? I cant re create this error. :\

@supercow- Think its fixed now.

[edit]
@plush- I Think i fixed it in the update, what was happening is that Time class was being created after the Temp class. Might have fixed if not i'll need more details.
EVENTALIST
Show Signature
EVENTALIST
ACTIVATED
ACTIVATED
#9 default Re: Dynamic Time System
Loading

mely

mely
ACTIVATED
ACTIVATED
ACTIVATED
profile
still the same error =/
ACTIVATED
Show Signature
ACTIVATED
EVENTALIST
EVENTALIST
#10 default Re: Dynamic Time System
Loading

mr_wiggles

mr_wiggles
EVENTALIST
 EVENTALIST
EVENTALIST
profile
*updated*

Sorry, Been really busy lately.

[mely]- error that plush had or with the time.pause?
EVENTALIST
Show Signature
EVENTALIST
ACTIVATED
ACTIVATED
#11 default Re: Dynamic Time System
Loading

mely

mely
ACTIVATED
ACTIVATED
ACTIVATED
profile
time.pause

Edit: Now it works fine. =)
ACTIVATED
Show Signature
ACTIVATED

Sponsored content

profile

View previous topic View next topic Back to top Message [Page 1 of 1]

 

Chatbox system disabled
Personal messaging disabled