Simple Day and Night System

Status
Not open for further replies.

Krishnan

Betrayer..........
  • 58
    Posts
    18
    Years
    This is my first tutorial, ^^. This system is for RMXP and is reallly simple to use.

    Code:
    <>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
     
    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!
     
    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.
     
    Last edited:
    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.
     
    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?
     
    That way, if you stay in a house for like 10 minutes... time wouldn't pass.
     
    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...
     
    This is my first tutorial, ^^. This system is for RMXP and is reallly simple to use.

    Code:
    <>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

    Im new to this can somebody explain exactly how this code functions exactly and how i use it in rpg maker xp
     
    Status
    Not open for further replies.
    Back
    Top