PDA

View Full Version : Simple Day and Night System


Krishnan
March 11th, 2007, 11:24 AM
This is my first tutorial, ^^. This system is for RMXP and is reallly simple to use.


<>Label: 1
<>Variable: [0001] = 1
<>Jump to Label: 3
<>Label: 2
<>Variable: [0001] = 0
<>Jump to Label: 4
<>Label: 3
<>Conditional Branch: Variable [0001] == 1
<>Wait: 100 Frames
<>Tint Screen: (#,#,#,#) @ ##
<>Wait: 100 Frames
<>Jump to Label: 2
: Else Handler
<>
: End
<>Label: 4
<>Conditional Branch: Variable [0001] == 1
<>Wait: 100 Frames
<>Tint Screen: (#,#,#,#) @ ##
<>Wait: 100 Frames
<>Jump to Label: 1
: Else Handler
<>
: End


You can change the label numbers, variables, values, frames, etc. according to your wish.
Please give credit if you are using this.

-Krishnan

D R E ™
March 14th, 2007, 10:04 PM
would you use this in the scprit or just a regular map?

OniLink23
March 14th, 2007, 11:26 PM
would you use this in the scprit or just a regular map?
regular map, I've done it before.

Vavavoom ♣
March 14th, 2007, 11:35 PM
Thanks! But on which tile to we put that event?

D R E ™
March 14th, 2007, 11:41 PM
regular map, I've done it before.
-OniLink23-Thanks so much dude youve been a big help

-vav-you put it on any tile and use auto start.

Krishnan
March 17th, 2007, 04:33 AM
Oh damn! xD I didn't see that this got approved! ^^;. Sorry! Yeah it can be kept in a regular map on any tile. I hope it helps you guyz!

Vavavoom ♣
March 17th, 2007, 11:20 PM
It worked! But now... My OW can't move!

Krishnan
March 18th, 2007, 05:50 AM
Try setting the event as a parallel process.

Edit: I've just found out, you don't need to put the conditional branch there, it doesn't do much.

~Azura
March 18th, 2007, 05:22 PM
I haven't tested that... but it seems to have a glitch. While you're at a map, it works fine, but when you change to another map, it will reset the 100-frame counter, and if you change map again before it changes the day period, it will reset again, making you be stuck in, let's say... eternal night/day.

I don't know if this really happens, but you may try to enter a house and get out of it... time will never appear to pass.

Vavavoom ♣
March 18th, 2007, 05:32 PM
It did the same thing with mine ~Azura.

The Dash
March 18th, 2007, 06:03 PM
Try using a common event then.

WHALESDUDE
March 18th, 2007, 06:19 PM
Can't you just run it through ONLY The outside maps? And have a variable that turns on or off when you enter a building/cave that will make it stay dark/light outside?

~Azura
March 18th, 2007, 10:06 PM
That way, if you stay in a house for like 10 minutes... time wouldn't pass.

WHALESDUDE
March 18th, 2007, 10:27 PM
Well, That's kind of a good thing, if you think about it... But... I see what you mean. I mean, like if you've played Harvest Moon, time doesn't pass when you're in a building.

But then you can just edit the OTHER End of the script (Or or off, depending on which one turns the time change off) to make a different timer, that keeps record of the time that you were inside and adds into the time on the outside... o.o I dunno, It's just random Ideas popping into my head...