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Changing the Playtime Format

I am using a CMS that I have edited, but I can't seem to figure out how to change the format of the time (playtime) instead of 00:00:00 I am tring to have it display as 0:00, add 0 when needed. If someone can help me out on this that would be awesome as I have been racking my brain over it and I think I need someone else to come in and help. Also, been tring to get the default battlers, which I have as faces to appear instead of the character's sprites.

Script:
Code:
 

#*********************************************************

#Final Fantasy VII menu setup

#*********************************************************

#To use:

#If you do not want Faces, go to line 94

#and change delete the # of draw_actor_graphic

#and put a # infront of draw_actor_face

#

#Create a new folder in the Characters folder, and call it Faces

#Adding faces: add a 80x80 picture with the same name as the characterset it

#corrosponds with in the Faces folder

 

 

#========================================

#�ˇ Window_Base

#--------------------------------------------------------------------------------

# Setting functions for the "Base"

#========================================

 

 

class Window_Base < Window

 

def draw_actor_face(actor, x, y)

face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)

fw = face.width

fh = face.height

src_rect = Rect.new(0, 0, fw, fh)

self.contents.blt(x - fw / 23, y - fh, face, src_rect)

end

end

def draw_actor_battler_graphic(actor, x, y)

bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)

cw = bitmap.width

ch = bitmap.height

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)

end

 

#========================================

#�ˇ Game_Map

#--------------------------------------------------------------------------------

# Setting functions for the Map

#========================================

class Game_Map

 

def name

$map_infos[@map_id]

end

end

 

#========================================

#�ˇ Window_Title

#--------------------------------------------------------------------------------

# Setting functions for the Title

#========================================

class Scene_Title

$map_infos = load_data("Data/MapInfos.rxdata")

for key in $map_infos.keys

$map_infos[key] = $map_infos[key].name

end

end

 

 

 

 

#==============================================================================

# �ˇ Window_MenuStatus

#------------------------------------------------------------------------------

# Sets up the Choosing.

#==============================================================================

 

class Window_MenuStatus < Window_Selectable

#--------------------------------------------------------------------------

# Set up

#--------------------------------------------------------------------------

def initialize

super(0, 0, 560, 454)

self.contents = Bitmap.new(width - 32, height - 32)

self.contents.font.name = "Sylfaen"

self.contents.font.size = 18

refresh

self.active = false

self.index = -1

end

#--------------------------------------------------------------------------

# Drawing Info on Screen

#--------------------------------------------------------------------------

def refresh

self.contents.clear

@item_max = $game_party.actors.size

for i in 0...$game_party.actors.size

x = 94

y = i * 80

actor = $game_party.actors[i]

# draw_actor_face(actor, 12, y + 90) #To get rid of the Face, put a "#" before the draw_ of this line

draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line

draw_actor_name(actor, x, y + 4)

draw_actor_level(actor, x + 104, y + 4)

draw_actor_state(actor, x + 200, y  + 4)

draw_actor_exp(actor, x+ 164, y + 22)

draw_actor_hp(actor, x, y + 22)

draw_actor_sp(actor, x, y + 48)

 

end

end

#--------------------------------------------------------------------------

# Update of Cursor

#--------------------------------------------------------------------------

def update_cursor_rect

if @index < 0

self.cursor_rect.empty

else

self.cursor_rect.set(0, @index * 80, self.width - 32, 96)

end

end

end

 

#=======================================#

# �ˇWindow_GameStats #

# written by AcedentProne #

#------------------------------------------------------------------------------#

 

class Window_GameStats < Window_Base

def initialize

super(0, 0, 160, 60)

self.contents = Bitmap.new(width - 32, height - 32)

self.contents.font.name = "Sylfaen"

self.contents.font.size = 18

refresh

end

 

def refresh

self.contents.clear

#Drawing gold into separate commas by Dubealex

case $game_party.gold

when 0..9999

gold = $game_party.gold

when 10000..99999

gold = $game_party.gold.to_s

array = gold.split(//)

gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s

when 100000..999999

gold = $game_party.gold.to_s

array = gold.split(//)

gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s

when 1000000..9999999

gold = $game_party.gold.to_s

array = gold.split(//)

gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s

end

#Draw Gold

self.contents.font.color = system_color

gold_word = $data_system.words.gold.to_s

cx = contents.text_size(gold_word).width

cx2=contents.text_size(gold.to_s).width

self.contents.draw_text(4, 4, 120-cx-2, 32, gold_word)

self.contents.font.color = normal_color

self.contents.draw_text(124-cx2+1, 4, cx2, 32, gold.to_s, 2)

self.contents.font.color = system_color

# Draw "Time"

@total_sec = Graphics.frame_count / Graphics.frame_rate

hour = @total_sec / 60 / 60

min = @total_sec / 60 % 60

sec = @total_sec % 60

text = sprintf("%02d:%02d:%02d", hour, min, sec)

self.contents.font.color = normal_color

self.contents.draw_text(4, -10, 120, 32, text, 2)

self.contents.font.color = system_color

self.contents.draw_text(4, -10, 120, 32, "Time")

end

#--------------------------------------------------------------------------

# Update of The count

#--------------------------------------------------------------------------

def update

super

if Graphics.frame_count / Graphics.frame_rate != @total_sec

refresh

end

end

end

 

#==============================================================================

# �ˇ Window_Mapname

#------------------------------------------------------------------------------

# �@Draws the Map name

#==============================================================================

 

class Window_Mapname < Window_Base

#--------------------------------------------------------------------------

# Set up

#--------------------------------------------------------------------------

def initialize

super(0, 0, 160, 44)

self.contents = Bitmap.new(width - 32, height - 32)

self.contents.font.name = "Sylfaen"

self.contents.font.size = 22

refresh

end

#--------------------------------------------------------------------------

# Draws info on screen

#--------------------------------------------------------------------------

def refresh

self.contents.clear

 

# Map Name

#map = $game_map.name

self.contents.font.color = system_color

self.contents.draw_text(4, -10, 220, 32, "")

self.contents.font.color = normal_color

self.contents.draw_text(0, -10, 80, 32, $game_map.name)

end

end

 

#==============================================================================

# �ˇ Scene_Menu

#------------------------------------------------------------------------------

# FF7 menu layout as requested by AcedentProne.

#==============================================================================

 

class Scene_Menu

#--------------------------- edit-------------------------------

attr_reader :status_window

#/--------------------------- edit-------------------------------

 

def initialize(menu_index = 0)

@menu_index = menu_index

end

def main

 

s1 = $data_system.words.item

s2 = $data_system.words.skill

s3 = $data_system.words.equip

s4 = "Status"

s5 = "Save"

s6 = "Quit"

 

 

#--------------------------- edit-------------------------------

# Command menu

@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6,])

@command_window.x = 640 - @command_window.width

@command_window.y = 480

@command_window.z = 110

@command_window.index = @menu_index

#If certain options are avaliable

if $game_party.actors.size == 0

@command_window.disable_item(0)

@command_window.disable_item(1)

@command_window.disable_item(2)

@command_window.disable_item(3)

end

if $game_system.save_disabled

@command_window.disable_item(4)

end

#Showing location window

@map = Window_Mapname.new

@map.x = 640 - @map.width

@map.y = 0 - @map.height - 1

@map.z = 110

#Showing the game stats

@game_stats_window = Window_GameStats.new

@game_stats_window.x = 0 - @game_stats_window.width

@game_stats_window.y = 480 - @map.height - @game_stats_window.height

@game_stats_window.z =110

 

#Showing the Menu Status window

@status_window = Window_MenuStatus.new

@status_window.x = 640

@status_window.y = 8

@status_window.z = 100

 

 

Graphics.transition

loop do

Graphics.update

Input.update

update

if $scene != self

break

end

end

Graphics.freeze

@command_window.dispose

@game_stats_window.dispose

@status_window.dispose

@map.dispose

end

#--------------------------------------------------------------------------

#Defining the delay

#--------------------------------------------------------------------------

def delay(seconds)

for i in 0...(seconds * 1)

sleep 0.01

Graphics.update

end

end

#--------------------------------------------------------------------------

# Updating

#--------------------------------------------------------------------------

def update

@command_window.update

@game_stats_window.update

@status_window.update

@map.update

#Moving Windows inplace

gamepos = 640 - @game_stats_window.width

mappos = 480 - @map.height - 1

if @command_window.y > 0

@command_window.y -= 60

end

if @game_stats_window.x < gamepos

@game_stats_window.x += 80

end

if @map.y < mappos

@map.y += 80

end

if @status_window.x > 0

@status_window.x -= 80

end

#Saying if options are active

if @command_window.active

update_command

return

end

if @status_window.active

update_status

return

end

end

#--------------------------------------------------------------------------

# Updating the Command Selection

#--------------------------------------------------------------------------

def update_command

# If B button is pushed

if Input.trigger?(Input::B)

# Plays assigned SE

$game_system.se_play($data_system.cancel_se)

#Looping for moving windows out

loop do

if @command_window.y < 480

@command_window.y += 40

end

if @game_stats_window.x > 0 - @game_stats_window.width

@game_stats_window.x -= 40

end

if @map.y > 0 - @map.height

@map.y -= 40

end

if @status_window.x < 640

@status_window.x += 40

end

delay(0.5)

if @status_window.x >= 640

break

end

end

# Go to Map

$scene = Scene_Map.new

return

end

# If C button is pused

if Input.trigger?(Input::C)

# Checks actor size

if $game_party.actors.size == 0 and @command_window.index < 4

# plays SE

$game_system.se_play($data_system.buzzer_se)

return

end

case @command_window.index

when 0

$game_system.se_play($data_system.decision_se)

loop do

if @command_window.y < 480

@command_window.y += 40

end

if @game_stats_window.x > 0 - @game_stats_window.width

@game_stats_window.x -= 40

end

if @map.y > 0 - @map.height

@map.y -= 40

end

if @status_window.x < 640

@status_window.x += 40

end

delay(0.5)

if @status_window.x >= 640

break

end

end

$scene = Scene_Item.new

when 1

$game_system.se_play($data_system.decision_se)

@command_window.active = false

@status_window.active = true

@status_window.index = 0

when 2

$game_system.se_play($data_system.decision_se)

@command_window.active = false

@status_window.active = true

@status_window.index = 0

when 3

$game_system.se_play($data_system.decision_se)

@command_window.active = false

@status_window.active = true

@status_window.index = 0

 

when 4

if $game_system.save_disabled

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.decision_se)

loop do

if @command_window.y < 480

@command_window.y += 40

end

if @game_stats_window.x > 0 - @game_stats_window.width

@game_stats_window.x -= 40

end

if @map.y > 0 - @map.height

@map.y -= 40

end

if @status_window.x < 640

@status_window.x += 40

end

delay(0.5)

if @status_window.x >= 640

break

end

end

$scene = Scene_Save.new

when 5

$game_system.se_play($data_system.decision_se)

loop do

if @command_window.y < 480

@command_window.y += 40

end

if @game_stats_window.x > 0 - @game_stats_window.width

@game_stats_window.x -= 40

end

if @map.y > 0 - @map.height

@map.y -= 40

end

if @status_window.x < 640

@status_window.x += 40

end

delay(0.5)

if @status_window.x >= 640

break

end

end

$scene = Scene_End.new

return

end

end

#--------------------------------------------------------------------------

# Updating Status Screen

#--------------------------------------------------------------------------

def update_status

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

@command_window.active = true

@status_window.active = false

@status_window.index = -1

return

end

if Input.trigger?(Input::C)

case @command_window.index

when 1 # ƒXƒLƒ‹

# ‚�‚ĚƒAƒNƒ^�[‚ĚŤs“���ŚŔ‚Ş 2 ˆČŹă‚̏ꍇ

if $game_party.actors[@status_window.index].restriction >= 2

# ƒuƒU�[ SE ‚đ‰‰‘t

$game_system.se_play($data_system.buzzer_se)

return

end

# Śˆ’č SE ‚đ‰‰‘t

$game_system.se_play($data_system.decision_se)

# ƒXƒLƒ‹‰ć–Ę‚ɐŘ‚č‘�‚�

$scene = Scene_Skill.new(@status_window.index)

when 2

$game_system.se_play($data_system.decision_se)

loop do

if @command_window.y < 480

@command_window.y += 40

end

if @game_stats_window.x > 0 - @game_stats_window.width

@game_stats_window.x -= 40

end

if @map.y > 0 - @map.height

@map.y -= 40

end

if @status_window.x < 640

@status_window.x += 40

end

delay(0.5)

if @status_window.x >= 640

break

end

end

$scene = Scene_Equip.new(@status_window.index)

when 3

$game_system.se_play($data_system.decision_se)

loop do

if @command_window.y < 480

@command_window.y += 40

end

if @game_stats_window.x > 0 - @game_stats_window.width

@game_stats_window.x -= 40

end

if @map.y > 0 - @map.height

@map.y -= 40

end

if @status_window.x < 640

@status_window.x += 40

end

delay(0.5)

if @status_window.x >= 640

break

end

end

$scene = Scene_Status.new(@status_window.index)

end

return

end

end

end

end
 

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