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Advanced Time Script.

Juuhou

Sponsor

Well I just got this script and I really love it. Theres only one problem though...Im using the SDK and when I put the ATS above the SDK, the time system doesnt work at all. When I put it below the SDK, it works perfectly EXCEPT that none of my events will move. Like when I put it on move animation, nothing will happen. I hope someone can respond to this. Here is the ATS script:

Code:
#===================================================
# â–  ATS - Advanced Time System
#===================================================
# Rewiten by Near Fantastica
# Date: 23.07.05
# Version: 1
#
# Written by Dubealex
# Date: 26.11.04
#===================================================

#===================================================
# â–¼ CLASS Advanced_Time Begins
#===================================================
class Advanced_Time
  
attr_reader :define_start_sec

   def initialize
     @weather_pattern = []
     @cycle_period=[]
     @tint_period=[]
     @cycle_season=[]
     @name_period=[]
     @name_season=[]
     @name_month=[]
     @name_day=[]
     @start_clock=[]
     @start_date=[]

=begin -----------------------------------------------------------------------------------------------------
      â–  Advanced Time System Settings:
      ---------------------------------------------------------------------------------------------------------
      â–¼ Day Night System Transitioning :
      
      The DNS is built in to the time system and therefore any map you want to have the DNS
      active on place a "*" in the name of the map.
      ---------------------------------------------------------------------------------------------------------
      â–¼ Method of Season Transitioning :
       
      ●  Titleset Transitioning = The tileset its replaced
          When Titleset Transitioning is set the script will pull the tileset and autotiles used 
          set to the season ID. For exmaple "Plains 1" for tileset or "Water 1" for autotiles. 
          The script will then automaticly change the 1 to the season ID which will load the 
          new tileset. 
          
          Maps that the developer wishes to have the tileset changing place a "~" in the name. 
          
      ●  Map Transitioning = The Map is replaced
          When Map Transitioning is set the script changes the whole map. It will transport the
          player to the same x,y on a map with the same name and the matching season ID.
          For example "Town [1]". The script will then automaticaly change the 1 to the 
          season ID which will load the new map.
          
          Maps that the developer wishes to have the map changing place "[Season ID]" 
          in the map name where Season ID is the ID of the season of that map.
=end #----------------------------------------------------------------------------------------------------

=begin -----------------------------------------------------------------------------------------------------
      â–  Advanced Weather System Settings:
      ---------------------------------------------------------------------------------------------------------
      â–¼ Weather Patterns :
      
      With the Advanced Weather System by Ccoa the Advanced Time System and keep track
      and change weather depending on season. The flag $aws must be set true if the weather
      script is to be used.
      
      1 - rain                    5 - rain with thunder and lightning
      2 - storm                 6 - falling leaves (autumn)
      3 - snow                  7 - blowing leaves (autumn)
      4 - hail                    8 - swirling leaves (autumn)
      
      The script randomly picks bettween having weather and no weather.
      Then the script randomly picks the weather if there is going to be weather.
      If the same weather is added more then once it will add to % chnage that weather 
      will be picked. If the same weather is picked again its power is inceased. The
      range of power is 1 - 4 (10 - 40) 
=end #----------------------------------------------------------------------------------------------------

      @aws = true
      @active_weather = 0
      @weather_pattern[1] = [1,1,1,3]
      @weather_pattern[2] = [1,1,2,4,5]
      @weather_pattern[3] = [1,1,2,6,6,7,8]
      @weather_pattern[4] = [3]
      @weather_pattern[5] = [3]

=begin -----------------------------------------------------------------------------------------------------
      â–  ATS Settings Configuration:
      ---------------------------------------------------------------------------------------------------------
      â–¼ LENGTH AND SPEED OF TIME:
       
      Those variables defines the speed and length of every aspect of the ATS.
      @time_speed define how fast a seconds last. Setting it to 0 makes a real time system.
      Below 0 is a slower time than normal, and higher than 0 will accelerate the time.
      The length value are used to customize the length of every component of the ATS.
      Remember that since it is the SPEED setting that defines how fast the time goes,
      you don't have to say that a minute last 30 sec to make it faster. You can leave it
      as real-time, and just accelerate the length of a second with @time_speed !
=end #----------------------------------------------------------------------------------------------------
      
      @ats_time_speed = 30                # 0 is a Real Time System
      @minutes_length = 60               # Seconds
      @hour_length = 60                    # Minutes
      @day_length = 24                     # Hours
      @week_length = 7                     # Days
      @month_length = 30                # Days
      @year_length = 12                   # Months
      @decade_length = 10                # Years
      @century_length = 100              # Years
      @millenium_length = 1000        # Years
      
=begin ----------------------------------------------------------------------------------------------------
       â–¼ GAME DEFAULT START-UP VALUES:
      
       Here you can define the default start-up values for each components. The data
       you enter here will be taken into consideration at each new game started. So if you want
       your game to begin at 2:12 pm, you can adjust all that in here. You can also set some
       basic default options you have, like trigger the AM/PM time format ON/OFF.
       You don't have to set the start-up season and period, since it will be set automatically
       with the date and the clock.
=end #-----------------------------------------------------------------------------------------------------
      
     @clock_mode = 1               # 1= 24 hours format / 2= AM/PM flag format
     @start_clock   = [12,50,10]     # [hour, min, sec] -> Write in 24 hours format.
     @start_date    = [1,29,2004] # [month, day, year]  
      
=begin -----------------------------------------------------------------------------------------------------
       â–¼ ATS PERIODS CYCLE SETTINGS:
      
      An ATS Period works just as my old NDS Period.
      Periods defines a 24 hours loop - Example: Morning>Day>Evening>Night
      Here you can defines what is the cycle (in hours) for each periods.
      You can have as much period as you desire, I created the 4 main one, as shown
      in the example above. To add period, simply copy a line and replace the ID of the
      period by the next in line. DO NOT skip numbers.
      Syntax: @cycle_period[ID] --> Don't use ID0. (You can name them later).
      Example: @cycle_period[1] = (5..11) Will make the period ID#1  begins at 5am
      and ends at 11am. Use the 24 hours clock format to defines the period length.
=end #-----------------------------------------------------------------------------------------------------
      
      @cycle_period[1] = (5..11)  #Defined as (start_hour..end_hour)
      @cycle_period[2] = (12..18)
      @cycle_period[3] = (19..22)
      @cycle_period[4] = (23..24)
      @cycle_period[5] = (0..4)

=begin ----------------------------------------------------------------------------------------------------
      â–¼ ATS PERIODS COLOR TONE (TINT) SETTINGS:
      
      Here you can define what will be the color tone used for each periods.
      Use the same period ID defined above. Example: @tint_period[1] is the tint used
      with the @cycle_period[1] settings.
      Syntax: @tint_period[1] = [red, green, blue, gray, transition_time]  
      To know the number you want for your tint, simply opens a RPG Maker Project, and
      create an event, choose "Tint Screen" and test the values you want, then enter them
      in here.
=end #-----------------------------------------------------------------------------------------------------
      
      @tint_period[1] = [17, -51, -102, 0, 600]
      @tint_period[2] = [0, 0, 0, 0, 600]  
      @tint_period[3] = [-68, -136, -34, 0, 600]  
      @tint_period[4] = [-187, -119, -17, 68, 600]  
      @tint_period[5] = [-187, -119, -17, 68, 600]  
      
=begin -----------------------------------------------------------------------------------------------------
      â–¼ SEASONS CYCLE SETTINGS:
      
      Here you can define how much time last every season. This is an "optional" feature.
      You can just leave it alone if you aren't using it. This work as the periods, but seasons
      are defined using months instead of hours. To know how it works, read the periods comments.
      Example: @cycle_season[1] = (6..8) Will make the season ID#1  begins on the
      6th month of the year, and end on the last day of the 8th month of the year.
=end #-----------------------------------------------------------------------------------------------------
       
      @cycle_season[1] = (3..5)  #Defined as (start_month..end_month)
      @cycle_season[2] = (6..8)    
      @cycle_season[3] = (9..11)
      @cycle_season[4] = (10..12)
      @cycle_season[5] = (1..2)
      
=begin ----------------------------------------------------------------------------------------------------
      â–¼ ATS COMPONENT'S NAMES SETTINGS:
      
      Here you can choose the name tagged to every relevant component of the ATS.
      The words you defined here will be used in window and menus in your game.
      It make it easy to configure and customize that way. You can also refer to those variables
      names if you need to access any component's names. That way, if you make a mistake or 
      want to change something in the middle of your development, you can easily do it.
      If you added/deleted periods/seasons, just adjust this section too. So if you created a season
      ID#6, you can copy a line from here and add the 6 where it belongs. (Between [ ])
      This is also were you define all your Months and Days name. It work the same way.
      @name_month[1] will refer to the first month of your year. By default, it's January.
=end #----------------------------------------------------------------------------------------------------
      
      @name_period[1] = "Morning"
      @name_period[2] = "Day"
      @name_period[3] = "Evening"
      @name_period[4] = "Night"
      @name_period[5] = "Night"
      
      @name_season[1] = "Spring"
      @name_season[2] = "Summer"
      @name_season[3] = "Autumn"
      @name_season[4] = "Winter"
      @name_season[5] = "Winter"
      
      @name_month[1]  = "January"
      @name_month[2]  = "February"
      @name_month[3]  = "March"
      @name_month[4]  = "April"
      @name_month[5]  = "May"
      @name_month[6]  = "June"
      @name_month[7]  = "July"
      @name_month[8]  = "August"
      @name_month[9]  = "September"
      @name_month[10]= "October"
      @name_month[11]= "November"
      @name_month[12]= "December"
      
      @name_day[1] = "Monday"
      @name_day[2] = "Tuesday"
      @name_day[3] = "Wednesday"
      @name_day[4] = "Thursday"
      @name_day[5] = "Friday"
      @name_day[6] = "Saturday"
      @name_day[7] = "Sunday"      
      
#--- â–  END OF SETTINGS (No Need To Edit Further)-------------------------------------------
            
      if @ats_time_speed >= Graphics.frame_rate
         @ats_time_speed=Graphics.frame_rate-1
      end
      @year_length+=1 
      @month_length+=1
      if @start_clock[0] >= 12 : @am=false else @am=true end
      define_start_sec_in_hours= @start_clock[0] * @minutes_length * @hour_length
      define_start_sec_in_min= @start_clock[1] * @minutes_length
      @define_start_sec= define_start_sec_in_hours+define_start_sec_in_min+@start_clock[2] 
   end

# â–  WRITE ATTRIBUTE (Modify ATS Data) (No Need To Edit)----------------------------------  
  def sec(sec=0)
    @define_start_sec+=sec
  end

#--------------------------------------------------------------------------------------------------------
  def min(min=0)
    @define_start_sec+=min*@minutes_length
  end

#--------------------------------------------------------------------------------------------------------
  def hours(hours=0)
    @define_start_sec+=hours*@minutes_length*@hour_length
  end  
  
#--------------------------------------------------------------------------------------------------------  
  def days(days=0)
    if days<0 : @rewind=true end
    @define_start_sec+=days*@minutes_length*@hour_length*@day_length
  end  
  
#--------------------------------------------------------------------------------------------------------  
  def months(months=0)
     if months<0 : @rewind=true end
    @define_start_sec+=months*@minutes_length*@hour_length*@day_length*@month_length
  end 
    
# â–  READ ATTRIBUTE (Fetch ATS Data) (No Need To Edit)-------------------------------------  
  def full_date
    day_name=@name_day[week_day_is]
    month_name=@name_month[months_is] 
    month_day=month_day_is
    year= total_years_is
    full_date= day_name + ", " + month_name + " " + month_day.to_s  + " " +  year.to_s
    return full_date
  end

#--------------------------------------------------------------------------------------------------------     
  def speed_is
    return @ats_time_speed
  end 
  
#--------------------------------------------------------------------------------------------------------     
   def total_sec_is
     ats_total_sec = (Graphics.frame_count / (Graphics.frame_rate-@ats_time_speed))+@define_start_sec
     return ats_total_sec
   end 

#--------------------------------------------------------------------------------------------------------     
   def total_years_is
      total_years=(total_months_is / @year_length) + @start_date[2] 
     return total_years
   end 
 
#--------------------------------------------------------------------------------------------------------     
   def total_months_is
     total_months=(total_days_is / @month_length) + @start_date[0] 
     return total_months
   end 

#--------------------------------------------------------------------------------------------------------       
   def total_decades_is
     total_decades=total_years_is / @decade_length
     return total_decades
   end 

#--------------------------------------------------------------------------------------------------------       
   def total_centuries_is
     total_centuries=total_years_is / @century_length
     return total_centuries
   end 

#--------------------------------------------------------------------------------------------------------       
   def total_millenium_is
      total_millenium=total_years_is/@millenium_length
     return total_millenium
   end 
      
#--------------------------------------------------------------------------------------------------------       
   def total_weeks_is
     total_weeks= total_days_is / @week_length
     return total_weeks
   end 
        
#--------------------------------------------------------------------------------------------------------        
   def total_hours_is
     total_hours= total_sec_is / @minutes_length / @hour_length
     return total_hours
   end 
   
#--------------------------------------------------------------------------------------------------------        
   def total_min_is
     total_min = total_sec_is / @minutes_length
     return total_min
   end   
   
#--------------------------------------------------------------------------------------------------------     
   def date
     month=months_is
     month_day=month_day_is
     year=total_years_is
     date=sprintf("%02d/%02d/%04d", month, month_day, year)
     return date
   end 

#--------------------------------------------------------------------------------------------------------     
   def clock
     
     hour=hours_is
     min=min_is
     sec=secs_is
     
     if @clock_mode == 1
        clock=sprintf("%02d:%02d:%02d", hour, min, sec)
        return clock
      else
        if @am==true : am_pm=AM" else am_pm="PM" end
        clock=sprintf("%02d:%02d:%02d %s", hour, min, sec, am_pm)
        return clock
    end
   end
    
#--------------------------------------------------------------------------------------------------------      
   def hours_is
     hour=real_hour=real_hours
      if @clock_mode == 2
        if @am==false and real_hour !=12 : hour-=(@day_length/2) end
        hour %= (@day_length/2)+1
        if real_hour < (@day_length/2) : @am=true else @am=false end
         if hour==0 : hour=1 end
         if real_hour==0 : hour=12 end
         end   
     return hour
   end
   
#--------------------------------------------------------------------------------------------------------      
   def real_hours
     real_hour = total_sec_is / @minutes_length / @hour_length % @day_length
     return real_hour
   end 
   
#--------------------------------------------------------------------------------------------------------     
   def secs_is
     sec = total_sec_is % @minutes_length
     return sec
   end 

#--------------------------------------------------------------------------------------------------------     
   def min_is
     mins = total_sec_is / @minutes_length % @hour_length
     return mins
   end 

#--------------------------------------------------------------------------------------------------------     
   def total_days_is
     total_days = (total_sec_is / @minutes_length / @hour_length / @day_length) + @start_date[1] 
     return total_days
   end 
    
#--------------------------------------------------------------------------------------------------------     
   def week_day_is
     week_day= total_days_is % @week_length 
     if week_day==0 : week_day=@week_length end
     return week_day
   end 

#--------------------------------------------------------------------------------------------------------     
   def week_name
     return @name_day[week_day_is]
   end 
    
#--------------------------------------------------------------------------------------------------------     
   def month_name
     return @name_month[months_is] 
   end 

#--------------------------------------------------------------------------------------------------------     
    def months_is
       month=total_months_is % @year_length
       if @rewind==true
        if month==0 : months(-1) end
          @rewind=false  
      else
        if month==0 : months(1) end
      end    
      return month
    end 

#--------------------------------------------------------------------------------------------------------     
   def month_day_is
     month_day=total_days_is % @month_length
     if @rewind==true
       if month_day==0 : days(-1) end
         @rewind=false  
     else
       if month_day==0 : days(1) end
     end    
     return month_day
   end 
       
#--------------------------------------------------------------------------------------------------------     
   def period_id
     for i in 1...@cycle_period.size
       if @cycle_period[i] === $ats.real_hours
        return i
        break
       end  
     end  
   end 
   
#--------------------------------------------------------------------------------------------------------     
   def period
     for i in 1...@cycle_period.size
       if @cycle_period[i] === real_hours
        if i==0 : i=1 end
        return @name_period[i]
        break
       end  
     end  
   end 

#--------------------------------------------------------------------------------------------------------   
def period_tint
     for i in 1...@cycle_period.size
       if @cycle_period[i] === real_hours
        return @tint_period[i]
        break
       end  
     end  
   end 
 
#--------------------------------------------------------------------------------------------------------     
   def season
     for i in 1...@cycle_season.size
       if @cycle_season[i] === months_is
        return @name_season[i]
        break
       end  
     end  
   end 
 
#--------------------------------------------------------------------------------------------------------     
   def season_id
     for i in 1...@cycle_season.size
       if @cycle_season[i] === months_is
        if i==0 : i=1 end
        return i
        break
       end  
     end  
   end 

#--------------------------------------------------------------------------------------------------------     
   def start_seconds
     return @define_start_sec
   end

#--------------------------------------------------------------------------------------------------------     
  def weather
    return if @aws == false
    #@active_weather = 0
    pattern = @weather_pattern[season_id]
    
  end
   
end
#===================================================
# â–² CLASS Advanced_Time Ends
#===================================================


#===================================================
# â–¼ CLASS Scene_Map Additional Code Begins
#===================================================
class Scene_Map

alias ats_scene_map_main main
alias ats_scene_map_update update
   
   def main
     if $game_map.dns_active
       tone=$ats.period_tint
       $game_screen.start_tone_change(Tone.new(tone[0],tone[1],tone[2],tone[3]),0)
     end
     #@alex_ats_window = ATS_TimeTest_Window.new
     ats_scene_map_main
     #@alex_ats_window.dispose
   end
   
   def update
     ats_scene_map_update
     #@alex_ats_window.update
     $ats.weather
     if $game_map.dns_active
       tone=$ats.period_tint
       $game_screen.start_tone_change(Tone.new(tone[0],tone[1],tone[2],tone[3]),tone[4])
     end
   end  
   
end
#===================================================
# â–² CLASS Scene_Map Additional Code Ends
#===================================================


#===================================================
# â–¼ CLASS ATS_TimeTest_Window Begins
#===================================================
class ATS_TimeTest_Window < Window_Base
  
  def initialize
    super(0,0,300,480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Tahoma"
    self.contents.font.size =16
    self.back_opacity=160
    update   
  end  

  def update #testing and debugging window
    self.contents.clear
    self.contents.font.color = text_color(0) 
    self.contents.draw_text(0, 0, 400, 32, "Current Full Clock: " +$ats.clock)
    self.contents.draw_text(0, 16, 400, 32, "Small Date: " +$ats.date)
    self.contents.draw_text(0, 32, 400, 32, "Full Date: " +$ats.full_date)
    self.contents.draw_text(0, 60, 400, 32, "Week ID#: " + $ats.week_day_is.to_s)

    self.contents.draw_text(0, 80, 400, 32, "Period: " + $ats.period)
    self.contents.draw_text(0, 100, 400, 32, "Season: " + $ats.season)
    self.contents.draw_text(0, 120, 400, 32, "Month ID#: " + $ats.months_is.to_s)
    self.contents.draw_text(0, 140, 400, 32, "Map Name#: " + $game_map.name)
    #self.contents.draw_text(0, 160, 400, 32, "Total SEC: " + $ats.total_sec_is.to_s)
    #self.contents.draw_text(0, 180, 400, 32, "Start SEC: " + $ats.start_seconds.to_s)
  end
end 
#===================================================
# â–² CLASS ATS_TimeTest_Window Ends
#===================================================


#===================================================
# â–¼ CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save

alias alex_ats_write_save_data write_save_data

  def write_save_data(file)
    alex_ats_write_save_data(file)
    Marshal.dump($ats, file)
  end
  
end  
#===================================================
# â–² CLASS Scene_Save Additional Code Ends
#===================================================


#===================================================
# â–¼ CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load

alias alex_ats_read_save_data read_save_data

  def read_save_data(file)
    alex_ats_read_save_data(file)
  end
  
end  
#===================================================
# â–² CLASS Scene_Load Additional Code Ends
#===================================================


#===================================================
# â–¼ CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title
  $ats=Advanced_Time.new
end  
#===================================================
# â–² CLASS Scene_Title Additional Code Ends
#===================================================

#===================================================
# â–¼ CLASS Game_Map Additional Code Begins
#===================================================
class Game_Map

  attr_accessor :tileset_refresh
  attr_accessor :tileset_transition
  attr_accessor :map_transition
  attr_accessor :dns_active

  alias ats_game_map_update update
  alias ats_game_map_setup setup
  alias ats_game_map_initialize initialize

  def initialize
    ats_game_map_initialize
    @tileset_refresh = false
    @season = $ats.season_id
    @tileset_transition = false
    @map_transition = false
    @dns_active = false
    @map_transition_id = 0
  end

  def setup(map_id)
    ats_game_map_setup(map_id)
    # Setup
    @dns_active = false
    @tileset_transition = false
    @map_transition = false
    map_infos = load_data("Data/MapInfos.rxdata")
    if map_infos[map_id].name.include?("*")
      map_infos[map_id].name.delete!("*")
      @dns_active = true
    end
    if map_infos[map_id].name.include?("~")
      map_infos[map_id].name.delete!("~")
      @tileset_transition = true
    end
    if map_infos[map_id].name.include?("[") and map_infos[map_id].name.include?(]")
      index = map_infos[map_id].name.index("[")
      temp = map_infos[map_id].name[index+1].chr
      map_infos[map_id].name.delete!(temp)
      map_infos[map_id].name.delete!("[")
      map_infos[map_id].name.delete!("]")
      @map_transition_id = temp.to_i
      @map_transition = true
    end
    @map_name = map_infos[map_id].name
    # Tileset Map
    if @map_transition
    end
    # Tileset Transition
    if @tileset_transition
      name = $game_map.tileset_name.split
      @tileset_name = name[0] + " " + $ats.season_id.to_s
      for i in 0..6
        autotile_name = @autotile_names[i].split
        next if autotile_name[0] == nil
        if autotile_name[1] == nil
          @autotile_names[i] = autotile_name[0]
        else
          @autotile_names[i] = autotile_name[0] + " " + $ats.season_id.to_s
        end
      end
    end
  end

  def goto
    return @map_transition_id
  end

  def name
    return @map_name
  end

  def update
    # Tileset Map
    if @map_transition
    end
    # Tileset Transition
    if @tileset_transition
      if @season != $ats.season_id
        @tileset_refresh = true
        @season = $ats.season_id
        tileset_name = $game_map.tileset_name.split
        @tileset_name = tileset_name[0] + " " + $ats.season_id.to_s
        for i in 0..6
          autotile_name = $game_map.autotile_names[i].split
          next if autotile_name[0] == nil
          if autotile_name[1] == nil
            @autotile_names[i] = autotile_name[0]
          else
            @autotile_names[i] = autotile_name[0] + " " + $ats.season_id.to_s
          end
        end
      end
      $game_map.need_refresh = true
      ats_game_map_update
    end
  end
  
end
#===================================================
# â–² CLASS Game_Map Additional Code Ends
#===================================================

#===================================================
# â–¼ CLASS Spriteset_Map Additional Code Begins
#===================================================
class Spriteset_Map

  alias ats_spriteset_map_update update

  def update
    if $game_map.tileset_refresh
      $game_map.tileset_refresh = false
      # Tileset Map
      if $game_map.map_transition
      end
      # Tileset Transition
      if $game_map.tileset_transition
        Graphics.freeze
        @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
        for i in 0..6
          autotile_name = $game_map.autotile_names[i]
          @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
        end 
        Graphics.transition(20)
      end
    end
    ats_spriteset_map_update
  end
  
end
#===================================================
# â–² CLASS Spriteset_Map Additional Code Ends
#===================================================

Any help is appreciated.
 

Juuhou

Sponsor

Well Im not sure if it works with SDK or not. All I know is, when it is ABOVE the SDK, it doesnt work at all but when it is below...it works BUT none of the events will move when "Move Animation" is on, disabling all running fountains and stuff of the sort. This is the most recent version of the ATS that IVE found...I dunno if there is another version. Im pretty sure it should work with the SDK though because yeah, Near did redo it and I dont see anywhere in the script where it would be incompatible.
 

Juuhou

Sponsor

Hmm, I just tried this and it doesnt work. When it is put under SDK, you get convert to nil errors and when it is above SDK you just get a shatload of errors. Thanks for trying though.
 

OS

Sponsor

Try this:

1. Go to the Downloads Manager. From there you must choose RGSS Scripts, then choose "Added Functionality/Utilities".

2. Go to the 3rd page and download the Day Night System Demo by NearFantastica.

3. Try using the Day Night Script, and the Light Effects script, if you wish.

4. If it works, thank me in your mind, and go get a cookie.

5. You are now done! Congrats if it works, and sorry if it doesn't.

Have a nice day.

~Akahi, the Flame
 

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