Neo-Dragon
Game Developer
- 1,835
- Posts
- 20
- Years
- Age 37
- Dublin, Ireland
- Seen Sep 22, 2014
This those work, I've tested it in my pokemon Silk game (which i'll try have a demo for sometime next week).
This is taken from my Calis Project forums.
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Yes, i've came up with a way to put in REAL TIME into rpgmaker 2003.
So for example- whatever time you play at- tell the game when u first turn it on, and it will switch from DAWN/DAY/DUSK/NIGHT.
which therefore will allow other events to happen.
1: What you need:
5 switchs: "REAL TIME ON" , "dawn" , "Day" , "night", and "dusk" .
2 variables: "hours" "and Minutes"
6 common events (yes this will take a while to code) : "REAL TIME" , "TIME PASSES BY" , and one for each time- "DAY" , "DAWN", "DUSK", and "NIGHT"
ok
the first one-
Common EVENT Number 1: "REAL TIME"
ok go into your database- make a new common event- call it "REAL TIME". and set it too Parallel Process - with NO trigger switch.
ok- the coding....
>Condition Branch is the switch "REAL TIME" = off.
>Show message: Please input the time in the 24 hour clock.
>Set Label- 1.
>Show message: How many hours is it (remember its 24 hours clock- 12 PM= 24 )
>Input number- 2 digit- under variable: "Hours"
>Condition branch, if variable "hour"= 25 or more
>show message: HAHAHAHA- The clock only goes up to 24 hours.
>Jump to label: 1
>endCASE>
>Label:2
>show message: And how many minutes:
> input umber- 2 digits- Under Variable "minutes"
>Conditional branch: if variable=60 minutes or more.
>Show message: HAHAHAHA- there are only 59 minutes in an hour
>Jump to label: 2
>End case.
So its \v[*] minutes-(do the same as with the hours- put in the number of the variable that minutes is on )
>Show message- You are now ready to begin the Game.
> Switch: "REAL TIME" = ON.
ok, now that was a bit nerve wrecking..... but here is the next common event- for making the time work.
Make a new common event- parrallel process - trigger switch: REAL TIME= on.
Heres the code for it.
> loop.
>Wait 600 seconds.....
> Variable: minutes: +1
>Branch condition: if minutes= 60
>Variable oper: hours +1
>Varible oper: minutes- set 0
>end case.
>
>End loop.
Now that was a nice little one.
Now here is a code that will set the screen tone- according to what time it is-
EG. if its 22.00 or 10 PM it will be night time.
Make 4 common events- as i said- one for each : Day- night-dawn -dusk
ok I'll do Dawn first
Make new event- call it "Dawn" parallel process- triger switch: REAL TIME is on.
Code:
>wait. 0.0 second
>Branch condition: variable: hours=18 (we want an else case)
>Switch: night OFF
> Switch: Dusk ON
> Tint screen (to whatever you want- i did- "RED100, GREEN 50, BLUE 55" )
> ELSE CASE
>Condition branch: variable: Hour= 19 (we don't want an else case)
>Switch: night OFF
> Switch: Dusk ON
> Tint screen (to whatever you want- i did- "RED100, GREEN 50, BLUE 55" )
>END CASE.
NOW OK, i'm not going to go into more detail, but for the other events, make a branch condition with else cases (expect the last branch condition of the event)
= to whatever hours you want in each time.
So Night time event is
Condition branch: variable- hours=20
then the else case-
condition branch : variable hours=21.
then it that else case
condtion if variable hours=22.
and so on.....
NOW THAT IS THE LONG WAY TO CODE IT, but tis caranteed to work.
and make sure you use the switchs right- like in the night time one-
SWITCH: DUSK OFF
SWITCH NIGHT ON
tint screen to a really DARK blueish color......
Then in DAWN
switch: night off
Switch DAWN on
tint screen (can be the same as dawn)
and in DAY
Switch: day on
DAWN OFF
Well i hope this works for you, and If you use it- please give me credit as it those work.....
This is taken from my Calis Project forums.
><><><><><><><><><><><><>
Yes, i've came up with a way to put in REAL TIME into rpgmaker 2003.
So for example- whatever time you play at- tell the game when u first turn it on, and it will switch from DAWN/DAY/DUSK/NIGHT.
which therefore will allow other events to happen.
1: What you need:
5 switchs: "REAL TIME ON" , "dawn" , "Day" , "night", and "dusk" .
2 variables: "hours" "and Minutes"
6 common events (yes this will take a while to code) : "REAL TIME" , "TIME PASSES BY" , and one for each time- "DAY" , "DAWN", "DUSK", and "NIGHT"
ok
the first one-
Common EVENT Number 1: "REAL TIME"
ok go into your database- make a new common event- call it "REAL TIME". and set it too Parallel Process - with NO trigger switch.
ok- the coding....
>Condition Branch is the switch "REAL TIME" = off.
>Show message: Please input the time in the 24 hour clock.
>Set Label- 1.
>Show message: How many hours is it (remember its 24 hours clock- 12 PM= 24 )
>Input number- 2 digit- under variable: "Hours"
>Condition branch, if variable "hour"= 25 or more
>show message: HAHAHAHA- The clock only goes up to 24 hours.
>Jump to label: 1
>endCASE>
>Label:2
>show message: And how many minutes:
> input umber- 2 digits- Under Variable "minutes"
>Conditional branch: if variable=60 minutes or more.
>Show message: HAHAHAHA- there are only 59 minutes in an hour
>Jump to label: 2
>End case.
So its \v[*] minutes-(do the same as with the hours- put in the number of the variable that minutes is on )
>Show message- You are now ready to begin the Game.
> Switch: "REAL TIME" = ON.
ok, now that was a bit nerve wrecking..... but here is the next common event- for making the time work.
Make a new common event- parrallel process - trigger switch: REAL TIME= on.
Heres the code for it.
> loop.
>Wait 600 seconds.....
> Variable: minutes: +1
>Branch condition: if minutes= 60
>Variable oper: hours +1
>Varible oper: minutes- set 0
>end case.
>
>End loop.
Now that was a nice little one.
Now here is a code that will set the screen tone- according to what time it is-
EG. if its 22.00 or 10 PM it will be night time.
Make 4 common events- as i said- one for each : Day- night-dawn -dusk
ok I'll do Dawn first
Make new event- call it "Dawn" parallel process- triger switch: REAL TIME is on.
Code:
>wait. 0.0 second
>Branch condition: variable: hours=18 (we want an else case)
>Switch: night OFF
> Switch: Dusk ON
> Tint screen (to whatever you want- i did- "RED100, GREEN 50, BLUE 55" )
> ELSE CASE
>Condition branch: variable: Hour= 19 (we don't want an else case)
>Switch: night OFF
> Switch: Dusk ON
> Tint screen (to whatever you want- i did- "RED100, GREEN 50, BLUE 55" )
>END CASE.
NOW OK, i'm not going to go into more detail, but for the other events, make a branch condition with else cases (expect the last branch condition of the event)
= to whatever hours you want in each time.
So Night time event is
Condition branch: variable- hours=20
then the else case-
condition branch : variable hours=21.
then it that else case
condtion if variable hours=22.
and so on.....
NOW THAT IS THE LONG WAY TO CODE IT, but tis caranteed to work.
and make sure you use the switchs right- like in the night time one-
SWITCH: DUSK OFF
SWITCH NIGHT ON
tint screen to a really DARK blueish color......
Then in DAWN
switch: night off
Switch DAWN on
tint screen (can be the same as dawn)
and in DAY
Switch: day on
DAWN OFF
Well i hope this works for you, and If you use it- please give me credit as it those work.....