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Pokemon GS-style time system.

The title really says it all.

I tried Caldaron's time system but it clashed with the Skill Shop. Also, is there a non-SDK version available?

For those who haven't played Pokemon Gold/Silver, this is how it works:

The time is exactly the same as normal time. At 6PM at night, it goes dark. And 6AM, it goes orange for Morning, and at noon it goes normal for Day. Also, events sometimes happen at different times in the day.

Also, the time system has days. Monday to sunday. Weeks, months, years... aren't included.

In this system, events I hope will be do-able, for example, Sunday night, every Wednesday etc etc...

Thanks in advance.
~Ruby
 
A script that has been dusting on my harddrive for quite some time now... it does include real time checking (based on your system clock) and the screen tinting, but not the weekdays. I guess it's close enough, though... check it out:

Code:
#=======================================#
# ? class Game_Title                                                                 #
#     written by Deke
#     Rewiten by Near Fantastica
#     Tweaked by Silentdragon
#------------------------------------------------------------------------------#
#=======================================#
class Game_Time

attr_accessor :minute_length
attr_accessor :hours
attr_accessor :minutess
attr_accessor :timess

def initialize
@minute_length=2.0      #length of game minute in real seconds
@hour_length= 60.0      #minute in an hour
@day_length=24.0        #hours in a day
@month_length=30.0    #days in a month
@year_length=12.0       #months in a year
@minutes=0                 #starting minute count
@timess=Time.now           #Real-Time Tweak
@hours=timess.strftime("%H").to_i #Real Hours
@minutess=timess.strftime("%M").to_i #Real Min
end

def get_time
@timess=Time.now           #Real-Time Tweak
@hours=timess.strftime("%H").to_i #Real Hours
@minutess=timess.strftime("%M").to_i #Real Min
end
def get_tone
get_time
hour=hours
minutes=minutess + hour*@hour_length
phase_shift=Math::PI*(minutes/(@hour_length*@day_length))
illumination=  -150+ 165*Math.sin(phase_shift)
tone=Tone.new(illumination,illumination,illumination,0)
return tone
end

end # of class Game_Time  

#=======================================#
# ? class Window_Time                                                            #
# written by Deke                                                                      #
#------------------------------------------------------------------------------#
#=======================================#
class Window_Time < Window_Base

#--------------------------------------------------------------------------
def initialize
 super(0, 0, 160, 96)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = $defaultfonttype  # "Time" window font
 self.contents.font.size = $defaultfontsize
 refresh
end

#--------------------------------------------------------------------------
def refresh
 $game_time.get_time
 self.contents.clear
 @total_sec = Graphics.frame_count / Graphics.frame_rate
 @minute=$game_time.minutess
 hour = $game_time.hours
 pm_flag= hour >=12 ? true : false
 hour= hour >= 12 ? hour-12 : hour
 if hour.floor==0
   text=sprintf("%02d:%02d",12,@minute)
 else
   text=sprintf("%02d:%02d",hour,@minute)
 end
 if pm_flag
   text += " PM"
 else
   text += " AM"
 end
 self.contents.font.color = normal_color
 self.contents.draw_text(4, 0, 120, 32, text, 2)
end

#--------------------------------------------------------------------------
def update
 $game_time.get_time
 if $game_time.minutess != @minute
   refresh
 end
end
end # of class

#=======================================
class Game_Temp
#--------------------------------------------------------------------------
# ? Refer setup to Game Temp
#--------------------------------------------------------------------------
alias dns_game_temp_initalize initialize
#--------------------------------------------------------------------------
# ? Refer the Attr
#--------------------------------------------------------------------------
attr_reader    :map_infos  #Added Lines
attr_reader    :outside_array  #Added Lines
#--------------------------------------------------------------------------
# ? Refer setup to Scene Map
#--------------------------------------------------------------------------
def initialize
  dns_game_temp_initalize
  @outside_array = Array.new
  @map_infos = load_data("Data/MapInfos.rxdata")
  for key in @map_infos.keys
      @outside_array[key] = @map_infos[key].name.include?("*")
  end
end
end

#=======================================
class Scene_Map
#--------------------------------------------------------------------------
# ? Refer setup to Scene Map
#--------------------------------------------------------------------------
alias dns_scene_map_main main
alias dns_scene_map_update update
#--------------------------------------------------------------------------
# ? Main
#--------------------------------------------------------------------------
def main
   if $game_temp.outside_array[$game_map.map_id]
     tone=$game_time.get_tone
   $game_time.get_time
    @minute=$game_time.minutess
    $game_screen.start_tone_change(tone, 0)
  end
      # ???????????
  @spriteset = Spriteset_Map.new
  # ?????????????
  @message_window = Window_Message.new
  # ?????????
  Graphics.transition
  # ??????
  loop do
    $light_effects.refresh
    # ????????
    Graphics.update
    # ???????
    Input.update
    # ??????
    update
    # ????????????????
    if $scene != self
      break
    end
  end
  # ?????????
  Graphics.freeze
  # ???????????
  @spriteset.dispose
  # ?????????????
  @message_window.dispose
  # ???????????????
  if $scene.is_a?(Scene_Title)
    # ??????????
    Graphics.transition
    Graphics.freeze
  end
  $light_effects.hide
end
#--------------------------------------------------------------------------
# ? Update
#--------------------------------------------------------------------------
def update
  $game_time.get_time
  $light_effects.update
   conditional1 =$game_temp.outside_array[$game_map.map_id] and $game_time.minutess != @minute
   conditional2 =$game_temp.outside_array[$game_map.map_id] and @current_id != $game_map.map_id
   if  conditional1 or conditional2    
         tone=$game_time.get_tone
         $game_screen.start_tone_change(tone, 0)
         @minute = $game_time.minutess
         $game_map.need_refresh=true
         @current_id=$game_map.map_id
   end
   if $game_temp.outside_array[$game_map.map_id] == false and @current_id != $game_map.map_id
      $game_screen.start_tone_change(Tone.new(0,0,0,0),0)
      @current_id=$game_map.map_id
  end
  dns_scene_map_update
end
end

#======================================================
class Scene_Title
#--------------------------------------------------------------------------
# ? Refer setup to Scene Map
#--------------------------------------------------------------------------
alias dns_scene_title_update update
#--------------------------------------------------------------------------
# ? Refer setup to Scene Map
#--------------------------------------------------------------------------
def update
 $game_time=Game_Time.new
  #Dubealex Addition (from XRXS) to show Map Name on screen
 dns_scene_title_update
end
end

class Game_Map
#--------------------------------------------------------------------------
# ? Refer the attr
#--------------------------------------------------------------------------
attr_reader   :outside
attr_reader   :map_id
#--------------------------------------------------------------------------
# ? Outside
#--------------------------------------------------------------------------
def outside
   return $game_temp.outside_array[@map_id]
end
end

#==============================================================================
# ? Light Effect System
#------------------------------------------------------------------------------
# By: Near Fantastica
#   Date: 13/2/05
#
#   Addes light Effects to the DNS so objects glow and have ground effect lighting...
#==============================================================================

class Light_Effect_System
#--------------------------------------------------------------------------
# ? Refer the attr
#--------------------------------------------------------------------------
attr_accessor    :picture_le
attr_accessor    :event_list
attr_accessor    :type_list
#--------------------------------------------------------------------------
# ? Initialization
#--------------------------------------------------------------------------
def initialize
  @event_counter = 0
  @picture_le = Array.new
  @event_list = Array.new
  @type_list = Array.new
end
#--------------------------------------------------------------------------
# ? Setup Light Effects on Map Change
#--------------------------------------------------------------------------
def setup
  # Setup Event Max
  @event_counter = 0
  for i in 1..999
    if $game_map.map.events[i].id > @event_counter
      @event_counter = $game_map.map.events[i].id
    end
  end
  #
  for i in 1..@event_counter
    if  $game_map.map.events[i] == nil
      next
    end
    case $game_map.map.events[i].name
    when "Ground"
      ground(i)
    when "Fire"
      fire(i)
    when "Lamp Post"
      lamp(i)
    when "Left Lantern"
      left_lantern(i)
    when "Right Lantern"
      right_lantern(i)
    end
  end
end
#--------------------------------------------------------------------------
# ? Updates the Array based on time of day
#--------------------------------------------------------------------------
def update
  $game_time.get_time
  if $game_time.hours > 7 and $game_time.hours < 14
    hide
  else
    show
  end
end
#--------------------------------------------------------------------------
# ? Updates the XY of the sprites
#--------------------------------------------------------------------------
def refresh
  for i in 0..$light_effects.picture_le.size - 1
    case $light_effects.type_list[i]
    when "Ground"
      $light_effects.picture_le[i].x = ($game_map.events[$light_effects.event_list[i]].real_x - 200 - $game_map.display_x) / 4
      $light_effects.picture_le[i].y = ($game_map.events[$light_effects.event_list[i]].real_y - 200 - $game_map.display_y) / 4
      $light_effects.picture_le[i].visible = true
    when "Fire"
      $light_effects.picture_le[i].x = ($game_map.events[$light_effects.event_list[i]].real_x - 300 - $game_map.display_x) / 4
      $light_effects.picture_le[i].y = ($game_map.events[$light_effects.event_list[i]].real_y - 300 - $game_map.display_y) / 4
      $light_effects.picture_le[i].visible = true
    when "Left Lamp Post"
      $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 5
      $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 15
    when "Right Lamp Post"
      $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 25
      $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 15
      $light_effects.picture_le[i].visible = true
    when "Left Lantern"
      $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 20
        $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 5
        $light_effects.picture_le[i].visible = true
    when "Right Lantern"
      $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 10
      $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 5
      $light_effects.picture_le[i].visible = true
    end
  end
end
#--------------------------------------------------------------------------
# ? Redraws the Array
#--------------------------------------------------------------------------
def redraw
  if @picture_le != []
    for i in 0..@picture_le.size - 1
      @picture_le[i].bitmap.dispose
    end
    @picture_le = Array.new
    @event_list = Array.new
    @type_list = Array.new
  end
end
#--------------------------------------------------------------------------
# ? Shows Array
#--------------------------------------------------------------------------
def show
  if @picture_le != []
    for i in 0..@picture_le.size - 1
      @picture_le[i].visible = true
    end
  end
end
#--------------------------------------------------------------------------
# ? Hides Array
#--------------------------------------------------------------------------
def hide
  if @picture_le != []
    for i in 0..@picture_le.size - 1
       @picture_le[i].visible = false
    end
  end
end
#--------------------------------------------------------------------------
# ? Setup Light Effects for Ground
#--------------------------------------------------------------------------
def ground(event_index)
  light_effects = Sprite.new
  light_effects.bitmap = RPG::Cache.picture("LE.PNG")
  light_effects.zoom_x = 200 / 100.0
  light_effects.zoom_y = 200 / 100.0
  light_effects.z = 1000
  light_effects.opacity = 50
  light_effects.visible = false
  @picture_le.push(light_effects)
  @event_list.push(event_index)
  @type_list.push("Ground")
end
#--------------------------------------------------------------------------
# ? Setup Light Effects for Fire
#--------------------------------------------------------------------------
def fire(event_index)
  light_effects = Sprite.new
  light_effects.bitmap = RPG::Cache.picture("LE.PNG")
  light_effects.zoom_x = 300 / 100.0
  light_effects.zoom_y = 300 / 100.0
  light_effects.z = 1000
  light_effects.opacity = 100
  light_effects.visible = false
  @picture_le.push(light_effects)
  @event_list.push(event_index)
  @type_list.push("Fire")
end
#--------------------------------------------------------------------------
# ? Setup Light Effects for Lamp
#--------------------------------------------------------------------------
def lamp(event_index)
  light_effects = Sprite.new
  light_effects.bitmap = RPG::Cache.picture("LE.PNG")
  light_effects.z = 1000
  light_effects.opacity = 100
  light_effects.visible = false
  @picture_le.push(light_effects)
  @event_list.push(event_index)
  @type_list.push("Left Lamp Post")
  light_effects = Sprite.new
  light_effects.bitmap = RPG::Cache.picture("LE.PNG")
  light_effects.z = 1000
  light_effects.opacity = 100
  light_effects.visible = false
  @picture_le.push(light_effects)
  @event_list.push(event_index)
  @type_list.push("Right Lamp Post")
end
#--------------------------------------------------------------------------
# ? Setup Light Effects for Lantern
#--------------------------------------------------------------------------
def left_lantern(event_index)
  light_effects = Sprite.new
  light_effects.bitmap = RPG::Cache.picture("LE.PNG")
  light_effects.z = 1000
  light_effects.opacity = 150
  light_effects.visible = false
  @picture_le.push(light_effects)
  @event_list.push(event_index)
  @type_list.push("Left Lantern")
end
  #--------------------------------------------------------------------------
# ? Setup Light Effects for Lantern
#--------------------------------------------------------------------------
def right_lantern(event_index)
  light_effects = Sprite.new
  light_effects.bitmap = RPG::Cache.picture("LE.PNG")
  light_effects.z = 1000
  light_effects.opacity = 150
  light_effects.visible = false
  @picture_le.push(light_effects)
  @event_list.push(event_index)
  @type_list.push("Right Lantern")
end
end

#==============================================================================
# ? Game_Map
#------------------------------------------------------------------------------
# Add defenision of the names to Game Map Class
#==============================================================================

class Game_Map
#--------------------------------------------------------------------------
# ? Refer the attr
#--------------------------------------------------------------------------
attr_accessor :map
#--------------------------------------------------------------------------
# ? Refer setup to Game Map
#--------------------------------------------------------------------------
alias les_game_map_setup setup
#--------------------------------------------------------------------------
# ? Refers the Map Setup
#--------------------------------------------------------------------------
def setup(map_id)
  $light_effects.redraw
  les_game_map_setup(map_id)
  $light_effects.setup
end
end

#==============================================================================
# ? Scene_Title
#------------------------------------------------------------------------------
# It is the class which processes the title picture
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# ? Refer setup to Scene Title
#--------------------------------------------------------------------------
alias les_scene_title_update update
#--------------------------------------------------------------------------
# ? Sets up the ABS
#--------------------------------------------------------------------------
def update
 $light_effects = Light_Effect_System.new
 les_scene_title_update
end
end

Note: This is obviously from non-English-RMXP days... if it's forbidden to post these scripts (I really don't know ^_^' ), please remove it... ^_^
 
Thanks man, that helps a lot, I'll test it now. Not too bothered about the days, that's fine :D

EDIT: I'm missing something... I tried to name an event for the lighting effects, but it says I'm missing a picture 'LE.PNG'.

And how does the Screen Tinting work?
 
I forgot about the images, I don't have any one of them anymore... well, it's supposed to be a circle of light, you might be able to get this one somewhere else...
For the tinting, as it's a real-time script (not a real time simulation!), it gets the tinting from your system clock. If it's daytime for you, it'll show the normal screen without tinting, if it's night, it'll be more dark and bluey... try it out.
 
What time does it have to be to go dark, exactly?

It says in the script, or I interpreted from it rather, that it will only go dark on outside maps.. how are outside maps defined?
 

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