l0rdph0enix
Member
I'm using Blizzard's Hud from the Tons of Addons pack and I'm also using the Advance Time System script by Dubealex and rewriten by Near Fantastica. I found where I can plug in the 'clock' from the ATS script but I can't get it to live update for me.
Blizzard's Hud
Line 308 is where I plugged in the clock.
ATS
Can anyone tell me how I can get the clock in the hud to update without having to go into and out of the menu?
Blizzard's Hud
Code:
#==============================================================================
# Blizz-Art lagless HUD by Blizzard
# Version: 1.3b
# Date: 16.12.2006
# Date v1.1b: 12.1.2007
# Date v1.2b: 11.3.2007
# Date v1.3b: 7.7.2007
#
#
# IMPORTANT:
#
# The "not simple" method of using this add-on REQUIRES Blizz-Art Gradient
# styler for HP/SP/EXP bars.
#
#
# Instructions:
#
# This add-on will add a HUD into your game. Configure the part below. The
# meanings of the variables are:
#
# SIMPLE - set this to false to use Blizz-Art Gradient styler instead of
# the normal bars
# FULL_DISPLAY - set to true to show the stats of all party members in the
# display (otherwise hold D and press Q/W to cycle through the
# actors)
# TOP - set this value to false and the HUD will appear on the bottom
#
# Side-Note:
#
# This add-on comes BELOW the Gradient Styler. This HUD was made for 1, 2, 3 or
# 4 characters. More than 4 characters are not displayed.
#==============================================================================
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# Start HUD Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
SIMPLE = true
FULL_DISPLAY = false
TOP = true
HUD_TYPE = 0 # 0, 1 or 2
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# End HUD Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#==============================================================================
# Game_System
#==============================================================================
class Game_System
attr_accessor :index
attr_accessor :bar_style unless FULL_DISPLAY
attr_reader :bar_opacity
alias init_blizzart_hud_later initialize
def initialize
init_blizzart_hud_later
@index = 0 unless FULL_DISPLAY
unless $Blizz_Art
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#
# Configure this part manually if you have no "Options" controller for the
# styles and the opacity. (style: 0~5, opacity: 0~256) (256 is the same as 255)
# Note that this WILL be overriden if you use Blizz-Art Gradient styler.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
@bar_style = 0
self.bar_opacity = 255
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
end
def bar_opacity=(alpha)
@bar_opacity = [[alpha, 0].max, 255].max
end
end
#==============================================================================
# Bitmap
#==============================================================================
class Bitmap
def gradient_bar_simple(x, y, w, color1, color2, rate)
w = w / 8 * 8
alpha = $game_system.bar_opacity
case HUD_TYPE
when 0
fill_rect(x + 1, y, w + 2, 14, Color.new(255, 255, 255, 192))
when 1
fill_rect(x + 1, y, w + 2, 14, Color.new(255, 255, 255, 0))
end
for i in 1..6
color = Color.new(color2.red*i/6, color2.green*i/6, color2.blue*i/6, alpha)
fill_rect(x + 2, y + i, w, 14 - i * 2, color)
color = Color.new(color1.red*i/6, color1.green*i/6, color1.blue*i/6, alpha)
fill_rect(x + 2, y + i, w * rate, 14 - i * 2, color)
end
end
unless $Blizz_Art
alias draw_text_shaded_text_later draw_text
def draw_text(x2, y2, w2 = 0, h2 = 0, text2 = "", a2 = 0)
if x2.is_a?(Rect)
x, y, w, h, text, a = x2.x, x2.y, x2.width, x2.height, y2, w2
else
x, y, w, h, text, a = x2, y2, w2, h2, text2, a2
end
save_color = self.font.color.clone
self.font.color = Color.new(0, 0, 0, 255)
draw_text_shaded_text_later(x+1, y+1, w, h, text, a)
self.font.color = save_color
draw_text_shaded_text_later(x, y, w, h, text, a)
end
end
def draw_text_full(x2, y2, w2 = 0, h2 = 0, text2 = "", a2 = 0)
if x2.is_a?(Rect)
x, y, w, h, text, a = x2.x, x2.y, x2.width, x2.height, y2, w2
else
x, y, w, h, text, a = x2, y2, w2, h2, text2, a2
end
save_color = self.font.color.clone
self.font.color = Color.new(0, 0, 0, 255)
draw_text_shaded_text_later(x+1, y+1, w, h, text, a)
draw_text_shaded_text_later(x-1, y+1, w, h, text, a)
draw_text_shaded_text_later(x-1, y-1, w, h, text, a)
draw_text_shaded_text_later(x+1, y-1, w, h, text, a)
self.font.color = save_color
draw_text_shaded_text_later(x, y, w, h, text, a)
end
end
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base < Window
def draw_actor_exp_alt(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 64, 32, "next")
self.contents.font.color = normal_color
self.contents.draw_text(x + 56, y, 84, 32, actor.next_rest_exp_s, 2)
end
alias draw_actor_exp_alt_blizzart_hud_later draw_actor_exp_alt
def draw_actor_exp_alt(actor, x, y, w = 148)
w -= 12
rate = (actor.next_exp != 0 ? actor.now_exp.to_f / actor.next_exp : 1)
if rate < 0.5
color1 = Color.new(20 * rate, 60, 80, 192)
color2 = Color.new(60 * rate, 180, 240, 192)
elsif rate >= 0.5
color1 = Color.new(20 + 120 * (rate-0.5), 60 + 40 * (rate-0.5), 80, 192)
color2 = Color.new(60 + 360 * (rate-0.5), 180 + 120 * (rate-0.5), 240, 192)
end
color3 = Color.new(80, 80, 80, 192)
self.contents.gradient_bar(x, y, w, color1, color2, color3, rate)
draw_actor_exp_alt_blizzart_hud_later(actor, x, y)
end
def draw_actor_hp_hud(actor, x, y, w = 148)
rate = (actor.maxhp > 0 ? actor.hp.to_f / actor.maxhp : 0)
if rate > 0.6
color1 = Color.new(240 - 450 * (rate-0.6), 240, 150 * (rate-0.6), 192)
elsif rate > 0.2 and rate <= 0.6
color1 = Color.new(240, 600 * (rate-0.2), 0, 192)
elsif rate <= 0.2
color1 = Color.new(240, 0, 0, 192)
end
color2 = Color.new(0, 80, 0, 192)
self.contents.gradient_bar_simple(x + 32, y, w - 48, color1, color2, rate)
y -= 9
self.contents.font.color = system_color
self.contents.draw_text_full(x, y, 32, 32, $data_system.words.hp)
hp_x = x + w - 122
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text_full(hp_x, y, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text_full(hp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text_full(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
self.contents.font.color.alpha = 255
end
def draw_actor_sp_hud(actor, x, y, w = 148)
rate = (actor.maxsp > 0 ? actor.sp.to_f / actor.maxsp : 0)
if rate > 0.4
color1 = Color.new(180 - 200 * (rate-0.4), 60, 240, 192)
elsif rate <= 0.4
color1 = Color.new(60 + 300 * rate, 150 * rate, 80 + 400 * rate, 192)
end
color2 = Color.new(0, 0, 80, 192)
self.contents.gradient_bar_simple(x + 32, y, w - 48, color1, color2, rate)
y -= 9
self.contents.font.color = system_color
self.contents.draw_text_full(x, y, 32, 32, $data_system.words.sp)
sp_x = x + w - 122
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text_full(sp_x, y, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text_full(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text_full(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
def draw_actor_exp_hud(actor, x, y, w = 148)
rate = (actor.next_exp != 0 ? actor.now_exp.to_f / actor.next_exp : 1)
if rate < 0.5
color1 = Color.new(60 * rate, 180, 240, 192)
elsif rate >= 0.5
color1 = Color.new(60 + 360 * (rate-0.5), 180 + 120 * (rate-0.5), 240, 192)
end
color2 = Color.new(80, 80, 80, 192)
self.contents.gradient_bar_simple(x + 32, y, w - 48, color1, color2, rate)
y -= 9
self.contents.font.color = system_color
self.contents.draw_text_full(x, y, 80, 32, "next")
self.contents.font.color = normal_color
self.contents.draw_text_full(x + 56, y, 84, 32, actor.next_rest_exp_s, 2)
self.contents.font.color.alpha = 255
end
end
#==============================================================================
# Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# Hud
#==============================================================================
class Hud < Window_Base
def initialize
super(448, 367, 176, 112)
self.contents = Bitmap.new(140,80)
self.contents.font.name = "pix Chicago"
self.contents.font.color = normal_color
self.contents.font.bold = false
self.opacity = 255
self.z = 9000
update
end
=begin
def initialize
super(0, -12, 192, 112)
self.opacity = 0
unless TOP
self.y += 400
self.y -= 16 unless SIMPLE
end
self.height += 32 unless SIMPLE
self.z = 9001
refresh
end
=end
def refresh
self.contents.clear if self.contents != nil
self.width = FULL_DISPLAY ? 32 + 160 * $game_party.actors.size : 192
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.name = "pix Chicago"
self.contents.font.size = 16
self.contents.font.bold = false
@names, @levels, @hps, @sps, @exps = [], [], [], [], []
for i in 0...$game_party.actors.size
actor = $game_party.actors[(FULL_DISPLAY ? i : $game_system.index)]
self.contents.font.italic = true
self.contents.font.size += 2
self.contents.font.color = system_color
self.contents.draw_text(i*160, -8, 152, 32, actor.name, 1)
self.contents.font.italic = false
if SIMPLE
self.contents.font.size -= 2
draw_actor_hp_hud(actor, i*160, 16, 160)
draw_actor_sp_hud(actor, i*160, 32, 160)
draw_actor_exp_hud(actor, i*160, 48, 160)
else
draw_actor_hp(actor, i*160, 8, 160)
draw_actor_sp(actor, i*160, 32, 160)
draw_actor_exp_alt(actor, i*160, 56, 160)
self.contents.font.size -= 2
end
end
text = "#{$data_system.words.gold}: #{$game_party.gold}"
self.contents.font.color = Color.new(255, 255, 0)
self.contents.draw_text(0, (SIMPLE ? 56 : 84), 152, 32, text)
self.contents.draw_text(70 ,40, 152, 64, "҉ " +$ats.clock.to_s, 1)
for actor in $game_party.actors
@names.push(actor.name)
@levels.push(actor.level)
@hps.push(actor.hp)
@sps.push(actor.sp)
@exps.push(actor.exp)
end
@gold = $game_party.gold
end
def test_changes
return true if $game_party.gold != @gold
if FULL_DISPLAY
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.name != @names[i] or actor.level != @levels[i] or
actor.hp != @hps[i] or actor.sp != @sps[i]
return true
end
end
else
actor = $game_party.actors[$game_system.index]
if actor.name != @names[$game_system.index] or
actor.level != @levels[$game_system.index] or
actor.hp != @hps[$game_system.index] or
actor.sp != @sps[$game_system.index]
return true
end
end
return false
end
end
#==============================================================================
# Scene_Map
#==============================================================================
class Scene_Map
alias main_blizzart_hud_later main
def main
if $BlizzABS != true or BlizzABS::Static::VERSION < 1.001
@hud = Hud.new if $game_system.HUD
end
main_blizzart_hud_later
@hud.dispose if @hud != nil
end
alias upd_blizzart_hud_later update
def update
if $BlizzABS != true or BlizzABS::Static::VERSION < 1.001
if $game_system.HUD
@hud = Hud.new if @hud == nil
else
@hud.dispose if @hud != nil
@hud = nil
end
if @hud != nil
if Input.press?(Input::Z) and Input.trigger?(Input::L)
$game_system.index += $game_party.actors.size - 1
$game_system.index %= $game_party.actors.size
@hud.refresh
elsif Input.press?(Input::Z) and Input.trigger?(Input::R)
$game_system.index += 1
$game_system.index %= $game_party.actors.size
@hud.refresh
elsif @hud.test_changes
@hud.refresh
end
end
end
upd_blizzart_hud_later
end
end
ATS
Code:
#===================================================
# ■ ATS - Advanced Time System
#===================================================
# Rewiten by Near Fantastica
# Date: 23.07.05
# Version: 1
#
# Written by Dubealex
# Date: 26.11.04
#
# Thanks to Satana_81 for the test tilesets
#===================================================
#===================================================
# ▼ CLASS Advanced_Time Begins
#===================================================
class Advanced_Time
attr_reader :define_start_sec
attr_reader :weather_type
attr_reader :weather_strength
def initialize
@weather_pattern = []
@cycle_period=[]
@tint_period=[]
@cycle_season=[]
@name_period=[]
@name_season=[]
@name_month=[]
@name_day=[]
@start_clock=[]
@start_date=[]
=begin -----------------------------------------------------------------------------------------------------
■ Advanced Time System Settings:
---------------------------------------------------------------------------------------------------------
▼ 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.
---------------------------------------------------------------------------------------------------------
▼ 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 -----------------------------------------------------------------------------------------------------
■ Advanced Weather System Settings:
---------------------------------------------------------------------------------------------------------
▼ 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 10 - 40. @weather_cycle is the % of weather for the game.
0 = very little and 10 = a lot of weather. @weather_period is the amount
of time in mintues till the next weather cycle range = 1-59. @bgs_control is
a flag that tells the script to inculde BGS with Dynamic Weather
=end #----------------------------------------------------------------------------------------------------
@aws = true
@bgs_control = true
@active_weather = true
@weather_type = 8
@weather_strength = 3
@weather_cycle = 5
@weather_period = 30
@weather_pattern[1] = [3]
@weather_pattern[2] = [1,1,2,3]
@weather_pattern[3] = [1,1,2,5]
@weather_pattern[4] = [1,2,4,5]
@weather_pattern[5] = [1,1,2,6]
@weather_pattern[5] = [1,1,3,7,8]
=begin -----------------------------------------------------------------------------------------------------
■ ATS Settings Configuration:
---------------------------------------------------------------------------------------------------------
▼ 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 = 120 # 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
@hour_var = 3 #Variable for Hours
=begin ----------------------------------------------------------------------------------------------------
▼ 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 = 2 # 1= 24 hours format / 2= AM/PM flag format
@start_clock = [16,50,10] # [hour, min, sec] -> Write in 24 hours format.
@start_date = [10,07,1785] # [month, day, year]
=begin -----------------------------------------------------------------------------------------------------
▼ 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 ----------------------------------------------------------------------------------------------------
▼ 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] = [0, -40, -60, 50, 600]
@tint_period[2] = [0, 0, 0, 0, 600]
@tint_period[3] = [-68, -85, -34, 120, 600]
@tint_period[4] = [-150, -100, -50, 180, 600]
@tint_period[5] = [-95, -78, -44, 180, 600]
=begin -----------------------------------------------------------------------------------------------------
▼ 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] = (1..2) #Defined as (start_month..end_month)
@cycle_season[2] = (3..4)
@cycle_season[3] = (5..6)
@cycle_season[4] = (7..8)
@cycle_season[5] = (9..10)
@cycle_season[6] = (11..12)
=begin ----------------------------------------------------------------------------------------------------
▼ 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] = "Winter"
@name_season[2] = "Spring"
@name_season[3] = "Summer"
@name_season[4] = "Summer"
@name_season[5] = "Autumn"
@name_season[6] = "Autumn"
@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"
#--- ■ END OF SETTINGS (No Need To Edit Further)-------------------------------------------
@speed_restore = 0
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
# ■ 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
#--------------------------------------------------------------------------------------------------------
def speed(speed=0)
@speed_restore = @ats_time_speed
@ats_time_speed = speed
end
#--------------------------------------------------------------------------------------------------------
def speed_restore
@ats_time_speed = @speed_restore
end
# ■ 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", hour, min)
return clock
else
if @am==true : am_pm="AM" else am_pm="PM" end
clock=sprintf("%02d:%02d %s", hour, min, 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 [-50, -50, -50, 50, 100] if i == 2 and $game_screen.weather_type != 0
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_active(flag)
@aws = flag
end
#--------------------------------------------------------------------------------------------------------
def weather_bgs(flag)
@bgs_control = flag
end
#--------------------------------------------------------------------------------------------------------
def stop_weather
$game_screen.weather(0, 0, 0)
set_weather_bgs(0)
end
#--------------------------------------------------------------------------------------------------------
def weather_is
case $game_screen.weather_type
when 0
return "Clear"
when 1
return "Rain"
when 2
return "Storm"
when 3
return "Snow"
when 4..5
return "Gale"
when 6..8
return "Windy"
end
end
#--------------------------------------------------------------------------------------------------------
def set_weather_bgs(type)
return if @bgs_control == false
bgs = BGS.new
bgs.volume = 80
bgs.pitch = 100
case type
when 0
$game_system.bgs_fade(10)
when 1
bgs.name = "005-Rain01"
$game_system.bgs_play(bgs)
when 2
bgs.name = "006-Rain02"
$game_system.bgs_play(bgs)
when 3
$game_system.bgs_fade(10)
when 4..5
bgs.name = "007-Rain03"
$game_system.bgs_play(bgs)
when 6
bgs.name = "001-Wind01"
$game_system.bgs_play(bgs)
when 7
bgs.name = "002-Wind02"
$game_system.bgs_play(bgs)
when 8
bgs.name = "003-Wind03"
$game_system.bgs_play(bgs)
end
end
#--------------------------------------------------------------------------------------------------------
def weather
return if @aws == false
return if $game_map.weather_active == false
if min_is % @weather_period == 0 and @active_weather == false
@active_weather = true
if rand(10).between?(0, @weather_cycle)
pattern = @weather_pattern[season_id]
size = pattern.size - 1
type = pattern[rand(size).to_i]
if @weather_type == type
if @weather_strength.between?(0, 40)
@weather_strength += 10
else
@weather_strength = 40
end
else
@weather_strength = 10
end
@weather_type = type
$game_screen.weather(@weather_type, @weather_strength, 0)
set_weather_bgs(@weather_type)
else
@active_weather = true
@weather_strength = 0
$game_screen.weather(0, 0, 0)
set_weather_bgs(0)
end
else
@active_weather = false if min_is % @weather_period != 0
end
end
end
#===================================================
# ▲ CLASS Advanced_Time Ends
#===================================================
#===================================================
# ▼ 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
$game_screen.start_tone_change(Tone.new(tone[0],tone[1],tone[2],tone[3]),tone[4])
end
end
end
#end
#===================================================
# ▲ CLASS Scene_Map Additional Code Ends
#===================================================
#===================================================
# ▼ CLASS ATS_TimeTest_Window Begins
#===================================================
class ATS_TimeTest_Window < Window_Base
def initialize
super(0,0,250,400)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "pix Chicago"
self.contents.font.size =6
self.opacity = 100
update
end
def refresh
#def update #testing and debugging window
return if Graphics.frame_count % 10 != 0
self.contents.clear
self.contents.font.color = text_color(0)
self.contents.draw_text(0, 0, 400, 32, "Current Full Clock: " +$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.map_name)
self.contents.draw_text(0, 160, 400, 32, "Weather: " + $ats.weather_is)
end
end
#===================================================
# ▲ CLASS ATS_TimeTest_Window Ends
#===================================================
#===================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title
$ats=Advanced_Time.new
end
#===================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===================================================
#===================================================
# ▼ 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
attr_accessor :weather_active
attr_accessor :lights_refresh
attr_accessor :shadows_refresh
attr_accessor :shadows_redraw
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
@weather_active = false
@lights_refresh = false
@shadows_refresh = false
@shadows_redraw = false
@map_transition_id = 0
end
def setup(map_id)
ats_game_map_setup(map_id)
# Setup
@dns_active = false
@weather_active = false
@tileset_transition = false
@map_transition = false
map_infos = load_data("Data/MapInfos.rxdata")
# DNS
if map_infos[map_id].name.include?("*")
map_infos[map_id].name.delete!("*")
@dns_active = true
tone = $ats.period_tint
$game_screen.start_tone_change(Tone.new(tone[0],tone[1],tone[2],tone[3]),0)
else
$game_screen.start_tone_change(Tone.new(0,0,0,0),0)
end
# Dynamic Weather
if map_infos[map_id].name.include?("^")
map_infos[map_id].name.delete!("^")
@weather_active = true
$game_screen.weather($ats.weather_type, $ats.weather_strength, 0)
$ats.set_weather_bgs($ats.weather_type)
else
$game_screen.weather(0, 0, 0)
$ats.set_weather_bgs(0)
end
# Tileset Transition
if map_infos[map_id].name.include?("&")
map_infos[map_id].name.delete!("&")
@tileset_transition = true
end
# Map Transition
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 = true
end
@map_name = map_infos[map_id].name
# 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] + " " + $ats.season_id.to_s
end
end
end
end
def map_name
return @map_name
end
def update
# Map Transition
if @map_transition
transition_id = "["+$ats.season_id.to_s+"]"
map_infos = load_data("Data/MapInfos.rxdata")
for key in map_infos.keys
if map_infos[key].name.include?(@map_name) and map_infos[key].name.include?(transition_id)
next if key == @map_id
setup(key)
@tileset_refresh = true
return
end
end
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
end
$game_map.need_refresh = true
ats_game_map_update
end
end
#===================================================
# ▲ CLASS Game_Map Additional Code Ends
#===================================================
#===================================================
# ▼ 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
Graphics.freeze
dispose
initialize
Graphics.transition(20)
end
ats_spriteset_map_update
end
end
#===================================================
# ▲ CLASS Spriteset_Map Additional Code Ends
#===================================================
#===================================================
# ▼ CLASS BGS Additional Code Begins
#===================================================
class BGS
#--------------------------------------------------------------------------
attr_accessor :name
attr_accessor :volume
attr_accessor :pitch
#--------------------------------------------------------------------------
def initialize
@name = ""
@volume = 80
@pitch = 100
end
end
#===================================================
# ▲ CLASS BGS Additional Code Ends
#===================================================
Can anyone tell me how I can get the clock in the hud to update without having to go into and out of the menu?