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FL
August 3rd, 2012, 4:30 AM
#===============================================================================
# * Unreal time system - by FL (Credits will be apreciated)
#===============================================================================
#
# This script is for Pokémon Essentials. It makes the time in game have its
# own clock that only pass when you are in game instead of using real time
# (like Harvest Moon and Zelda: Ocarina of Time).
#
#===============================================================================
#
# To this script works, put it above main. If you wish to some parts still use
# real time like the Trainer Card start time and Pokémon Trainer Memo,
# just change 'pbGetTimeNow' to 'Time.now' in their scripts (in this example,
# PokemonMap and PokeBattle_Pokemon scripts sections).
#
# This script use the Ruby Time class that can only hold years around
# 1970-2038 range. If you wish to have other years values, sum/subtract when
# displaying the year. Examples:
# If you wants year 1000, start in 1970 and, when displaying year name use
# 'pbGetTimeNow.year-970'.
# If you wants year 5000, start in 1970 and, when displaying year name use
# 'pbGetTimeNow.year+3030'.
#
# Some time methods:
# 'pbGetTimeNow.year', 'pbGetTimeNow.mon' (the numbers from 1-12),
# 'pbGetTimeNow.day','pbGetTimeNow.hour', 'pbGetTimeNow.min',
# 'pbGetTimeNow.sec', 'pbGetAbbrevMonthName(pbGetTimeNow.mon)',
# 'pbGetTimeNow.strftime("%A")' (displays weekday name),
# 'pbGetTimeNow.strftime("%I:%M %p")' (displays Hours:Minutes pm/am)
#
#===============================================================================

# Set false to disable this system (returns Time.now)
NTN_ENABLED=true

# Make this true to time only pass at field (Scene_Map)
# A note to scripters: To make time pass on other scenes, put line
# '$PokemonGlobal.addNewFrameCount' near to line 'Graphics.update'
NTN_TIMESTOPS=true

# Make this true to time pass in battle, during turns and command selection.
# This won't affect the Pokémon and Bag submenus.
# Only works if NTN_TIMESTOPS=true.
NTN_BATTLEPASS=true

# Make this true to time pass when the Dialog box or the main menu are open.
# This won't affect the submenus like Pokémon and Bag.
# Only works if NTN_TIMESTOPS=true.
NTN_TALKPASS=true

# Time proportion here.
# So if it is 100, one second in real time will be 100 seconds in game.
# If it is 60, one second in real time will be one minute in game.
NTS_TIMEPROPORTION=60

# Choose switch number that when true the time won't pass (or -1 to cancel).
# Only works if NTN_TIMESTOPS=true.
NTN_SWITCHSTOPS=-1

# Choose variable(s) number(s) that can hold time passage (or -1 to cancel).
# The time in this variable isn't affected by NTS_TIMEPROPORTION.
# Example: When the player sleeps you wish to the time in game advance
# 8 hours, so put in NTN_EXTRASECONDS a game variable number and sum
# 28800 (60*60*8) in this variable every time that the players sleeps.
NTN_EXTRASECONDS=-1
NTN_EXTRADAYS=-1

# Initial values
NTN_INITIALYEAR=2000 # Can ONLY holds around range 1970-2038
NTN_INITIALMONTH=1
NTN_INITIALDAY=1
NTN_INITIALHOUR=12
NTN_INITIALMINUTE=0

def pbGetTimeNow
return Time.now if !NTN_ENABLED

if(NTN_TIMESTOPS)
# Sum the extra values to newFrameCount
if(NTN_EXTRASECONDS>0)
$PokemonGlobal.newFrameCount+=(
pbGet(NTN_EXTRASECONDS)*Graphics.frame_rate)/NTS_TIMEPROPORTION
$game_variables[NTN_EXTRASECONDS]=0
end
if(NTN_EXTRADAYS>0)
$PokemonGlobal.newFrameCount+=((60*60*24)*
pbGet(NTN_EXTRADAYS)*Graphics.frame_rate)/NTS_TIMEPROPORTION
$game_variables[NTN_EXTRADAYS]=0
end
elsif(NTN_EXTRASECONDS>0 && NTN_EXTRADAYS>0)
# Checks to regulate the max/min values at NTN_EXTRASECONDS
while (pbGet(NTN_EXTRASECONDS)>=(60*60*24))
$game_variables[NTN_EXTRASECONDS]-=(60*60*24)
$game_variables[NTN_EXTRADAYS]+=1
end
while (pbGet(NTN_EXTRASECONDS)<=-(60*60*24))
$game_variables[NTN_EXTRASECONDS]+=(60*60*24)
$game_variables[NTN_EXTRADAYS]-=1
end
end
start_time=Time.utc(NTN_INITIALYEAR,NTN_INITIALMONTH,NTN_INITIALDAY,
NTN_INITIALHOUR,NTN_INITIALMINUTE)
time_played=(NTN_TIMESTOPS && $PokemonGlobal) ?
$PokemonGlobal.newFrameCount : Graphics.frame_count
time_played=(time_played*NTS_TIMEPROPORTION)/Graphics.frame_rate
time_jumped=0
time_jumped+=pbGet(NTN_EXTRASECONDS) if NTN_EXTRASECONDS>-1
time_jumped+=pbGet(NTN_EXTRADAYS)*(60*60*24) if NTN_EXTRADAYS>-1
time_ret = nil
# To prevent crashes due to year limit, every time that you reach in year
# 2036 the system will subtract 6 years (to works with leap year) from
# your date and sum in $PokemonGlobal.extraYears. You can sum your actual
# year with this extraYears when displaying years.
loop do
extraYears=($PokemonGlobal) ? $PokemonGlobal.extraYears : 0
time_fix=extraYears*60*60*24*(365*6+1)/6
time_ret=start_time+(time_played+time_jumped-time_fix)
break if time_ret.year<2036
$PokemonGlobal.extraYears+=6
end
return time_ret
end

if NTN_ENABLED
class PokemonGlobalMetadata
attr_accessor :newFrameCount
attr_accessor :extraYears

def addNewFrameCount
self.newFrameCount+=1 if !(
NTN_SWITCHSTOPS>0 && $game_switches[NTN_SWITCHSTOPS])
end

def newFrameCount
@newFrameCount=0 if [email protected]
return @newFrameCount
end

def extraYears
@extraYears=0 if [email protected]
return @extraYears
end
end

if NTN_TIMESTOPS
class Scene_Map
alias :updateold :update

def update
$PokemonGlobal.addNewFrameCount
updateold
end

if NTN_TALKPASS
alias :miniupdateold :miniupdate

def miniupdate
$PokemonGlobal.addNewFrameCount
miniupdateold
end
end
end

if NTN_BATTLEPASS
class PokeBattle_Scene
alias :pbGraphicsUpdateold :pbGraphicsUpdate

def pbGraphicsUpdate
$PokemonGlobal.addNewFrameCount
pbGraphicsUpdateold
end
end
end
end
end

Qwertyis666
December 22nd, 2014, 9:28 AM
Hi, I just found this awesome script and he work fine but I have a little question:
how exaclty can you pass time with a event? I want the time to pass went you go to bed(the player will choose between morning or night) and when you heal your pokemon in a Pokecenter(pass 6h).

Thanks in advance and sorry for my bad english.

FL
December 23rd, 2014, 5:18 AM
Hi, I just found this awesome script and he work fine but I have a little question:
how exaclty can you pass time with a event? I want the time to pass went you go to bed(the player will choose between morning or night) and when you heal your pokemon in a Pokecenter(pass 6h).

Thanks in advance and sorry for my bad english.When the player sleeps you wish to the time in game advance
# 8 hours, so put in NTN_EXTRASECONDS a game variable number and sum
# 28800 (60*60*8) in this variable every time that the players sleeps.
NTN_EXTRASECONDS=-1
NTN_EXTRADAYS=-1So, if you make NTN_EXTRASECONDS=87 and sum 21600 into variable 87, the time will pass six hours.

Qwertyis666
December 23rd, 2014, 10:01 AM
So, if you make NTN_EXTRASECONDS=87 and sum 21600 into variable 87, the time will pass six hours.


Ok, thanks (I guess I did not notice that comment part).
I just don't understand what is ''sum''? example in 28800, 60*60*8 is the sum?

And what if I want the player to choose to skip to the morning or the night?
Do the script will be difficult to call?

Thanks in advance and sorry for my bad english.

FL
December 26th, 2014, 4:01 AM
Just add 21600 (6 hours in seconds) to variable 87, you can even use event scripts.

For forcing to the player pass the time until it reach into a certain time, there serveral ways, three examples (the first is the worst) that make the player going into 6:00:00 PM (both are doable with events, but I use scripts for better performance).

hour = 18 # 0..23
min = 0
sec = 0
timeNow = pbGetTimeNow
while (timeNow.hour != hour &&
timeNow.min != min &&
timeNow.sec != sec)
$game_variables[87]+=1
timeNow = pbGetTimeNow
end

hour = 18 # 0..23
min = 0
sec = 0
timeNow = pbGetTimeNow
secInDay = 60*60*24
timeDifference = Time.new(
timeNow.year, timeNow.mon, timeNow.day,
hour, min, sec)
timeDifference += secInDay # Add a day
secondsAdded = (timeDifference-timeNow)%secInDay
$game_variables[87]+=secondsAdded

hour = 18 # 0..23
min = 0
sec = 0
timeNow = pbGetTimeNow
secInDay = 60*60*24
secNow = pbGetTimeNow.hour*60*60+pbGetTimeNow.min*60+pbGetTimeNow.sec
secWished = hour*60*60+min*60+sec
timeDifference += secInDay # Add a day
secondsAdded = secWished-secNow
secondsAdded +=secInDay if secondsAdded<0
$game_variables[87]+=secondsAdded

All untested.

Qwertyis666
December 26th, 2014, 9:18 AM
Just add 21600 (6 hours in seconds) to variable 87, you can even use event scripts.

For forcing to the player pass the time until it reach into a certain time, there serveral ways, three examples (the first is the worst) that make the player going into 6:00:00 PM (both are doable with events, but I use scripts for better performance).

hour = 18 # 0..23
min = 0
sec = 0
timeNow = pbGetTimeNow
while (timeNow.hour != hour &&
timeNow.min != min &&
timeNow.sec != sec)
$game_variables[87]+=1
timeNow = pbGetTimeNow
endhour = 18 # 0..23
min = 0
sec = 0
timeNow = pbGetTimeNow
secInDay = 60*60*24
timeDifference = Time.new(
timeNow.year, timeNow.mon, timeNow.day,
hour, min, sec)
timeDifference += secInDay # Add a day
secondsAdded = (timeDifference-timeNow)%secInDay
$game_variables[87]+=secondsAddedhour = 18 # 0..23
min = 0
sec = 0
timeNow = pbGetTimeNow
secInDay = 60*60*24
secNow = pbGetTimeNow.hour*60*60+pbGetTimeNow.min*60+pbGetTimeNow.sec
secWished = hour*60*60+min*60+sec
timeDifference += secInDay # Add a day
secondsAdded = secWished-secNow
secondsAdded +=secInDay if secondsAdded<0
$game_variables[87]+=secondsAddedAll untested.


Thanks! I used to make work the time pass in a Pokecenter meanwhile, basicly when you heal your Pokemon in a Pokecenter, one hour pass per Pokemon in your team (If you have 2 poke, 2 hours pass, etc) Anyways these script will help me alot since I try so many things to skip to a specific time and none of them work.

Thanks again FL and sorry for my bad english

mcscottyg
June 17th, 2015, 10:44 AM
When you say paste this script above main, do you mean make a new script above main, or paste this within the main script?

----
June 17th, 2015, 11:30 AM
When you say paste this script above main, do you mean make a new script above main, or paste this within the main script?

Above. Never ever ever ever paste anything in to Main.

mcscottyg
June 17th, 2015, 12:45 PM
Thanks :) got it working well now

FL
June 24th, 2015, 2:19 PM
When you say paste this script above main, do you mean make a new script above main, or paste this within the main script?Make a new script above main, but both actually work.

AndromedaKerova
November 9th, 2015, 9:24 AM
I went into the printable version, copied the code and added it to my game as instructed but for some reason it seems to DISABLE the day/night system instead of speeding it up. The tones of the game no longer change no matter how long I leave it running for.

FL
November 14th, 2015, 3:05 PM
I went into the printable version, copied the code and added it to my game as instructed but for some reason it seems to DISABLE the day/night system instead of speeding it up. The tones of the game no longer change no matter how long I leave it running for.In NTS_TIMEPROPORTION put 2000 and waits a minute.

TamerX34
December 12th, 2015, 12:25 AM
Is it possible to create a Persona 3/4 time system from this script?

Telemetius
December 12th, 2015, 1:05 AM
Is it possible to create a Persona 3/4 time system from this script?

Not the original poster but the persona 3/4 time system is pretty much not related to actual time (as in hours, minutes and seconds) but rather to a calendar that splits each day into Morning, Evening and Night (also Dark Hour if you consider it). Point is, every "piece" of the day has virtually unlimited actual time until the protagonist does something.

TamerX34
December 12th, 2015, 7:32 AM
Not the original poster but the persona 3/4 time system is pretty much not related to actual time (as in hours, minutes and seconds) but rather to a calendar that splits each day into Morning, Evening and Night (also Dark Hour if you consider it). Point is, every "piece" of the day has virtually unlimited actual time until the protagonist does something.

Would you know of a script that does this?

Telemetius
December 12th, 2015, 8:29 AM
Would you know of a script that does this?

There's this (http://p3pc.tumblr.com/) project going on but the author is using VX ace.

Cilerba
December 14th, 2015, 12:03 AM
Would I be able to get an example on how pbGetTimeNow.strftime("%I:%M %p") would be used?

FL
December 19th, 2015, 9:33 AM
Would I be able to get an example on how pbGetTimeNow.strftime("%I:%M %p") would be used?Call script:

t=pbGetTimeNow.strftime("%I:%M %p")
Kernel.pbMessage(_INTL("{1} is the time.",t))

OR, you can store in a variable, like 87 and call using '\v[87]' (without quotes) at message system after the script call:

t=pbGetTimeNow.strftime("%I:%M %p")
$game_variables[87]=t

Phigo
February 6th, 2016, 8:26 AM
Is it possible to show the time on the loading screen?
I tried it with "pbGetTimeNow.strftime" but got an error in line 81 in the "Unreal Time Script". I guess this only works in-game, since the same line is used in the Pokégearscript to show the time on the Pokégear.
Is there another way to show the time on the loading screen?

FL
February 6th, 2016, 2:52 PM
Is it possible to show the time on the loading screen?
I tried it with "pbGetTimeNow.strftime" but got an error in line 81 in the "Unreal Time Script". I guess this only works in-game, since the same line is used in the Pokégearscript to show the time on the Pokégear.
Is there another way to show the time on the loading screen?pbGetTimeNow uses both $PokemonGlobal and $game_variables that aren't loaded yet. You need to change the 'def pbGetTimeNow' into

def pbGetTimeNow(pokemonGlobal=nil,game_variables=nil)
pokemonGlobal||=$PokemonGlobal
game_variables||=$game_variablesAnd change every other $PokemonGlobal on this method to pokemonGlobal and game_variables to $game_variables.

After that, you need to call, in the title screen (or PokemonLoadPanel) call this method with the two previous loaded arguments. For this, in 'def pbTryLoadFile' load these two variables (keep note on Marshal data order that can be seen in def pbStartLoadScreen) and by two more methods, PokemonLoadScene.pbStartScene and PokemonLoadPanel constructor. Assign into a global variable in this last one and call it into the draw method.

Lucidious89
April 21st, 2016, 11:17 AM
Is there way to utilize this script to jump ahead by entire months at a time? I'm thinking about utilizing this for my birthsigns script. I tried a few things working off what you've already posted, but I kept on getting errors.

FL
April 23rd, 2016, 7:08 AM
Is there way to utilize this script to jump ahead by entire months at a time? I'm thinking about utilizing this for my birthsigns script. I tried a few things working off what you've already posted, but I kept on getting errors.If you put some variable in NTN_EXTRADAYS, like 97, just sum the day amount into this variable. Example: If you wish more two months, just sum 120 into variable 97.

Lucidious89
April 29th, 2016, 3:35 PM
If you put some variable in NTN_EXTRADAYS, like 97, just sum the day amount into this variable. Example: If you wish more two months, just sum 120 into variable 97.
Thanks, ive got it working exactly how I want now. But I was wondering if there was a way to reset the current time through a script. Like lets say I go forward a few months, but then decide I want to change the time again to match the real-world time.

Phigo
April 30th, 2016, 1:45 AM
You can just set "NTN_ENABLED=true" to false.

Lucidious89
April 30th, 2016, 3:46 AM
You can just set "NTN_ENABLED=true" to false.
Will that work in a script? Im basically just trying to make a "reset time" button.

FL
May 1st, 2016, 1:26 PM
Will that work in a script? Im basically just trying to make a "reset time" button.If you want to do this, use as a runtime variable instead of a constant value, put a "$" before it and use as lowercase (change every NTN_ENABLED into $ntnEnabled).

To reset the timer. use line '$PokemonGlobal.newFrameCount=0'. Remember, also, to clear variables than hold NTN_EXTRASECONDS and NTN_EXTRADAYS.