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> [-Eventing-] Day & Night System v2
Rating 4 V
ti07Shadow
post Dec 1 2009, 05:22 AM
Post #41


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im sorry i havent been on for a while now. been working in web programming and whatnot. to change the starting time of the game. go to common events and edit the Auto Time event. and to change time for certain events. please refer to my inn/bed addon. there should be something in their that may help. ill look into creating a event for chnaging the time to any set time/date then setting it back to the previous time in the future.


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Neosky
post Dec 1 2009, 05:33 AM
Post #42


Master of the DarkSyde of Cheese!
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Type: Undisclosed
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This is simply amazing.

Could I use this with out the Time pictures showing? It's just weird on a regular RPG game with this big calander up there... I wonder is there a way to have it show by call? And close as well. Say an Item like a calander. You use it and it shows the time and such. Then you use it again and it turns it off? This way you can still look at it, but not be forced to the whole time? It would be really kool if it would show up in the Menu, but I think that takes WAY more. I wonder is there a way to make a script snipit that would add the time to the menu? Kinda like it does for the DNS scripts?

I'd love to use this though, if we can get it to do something like those, I think it would work WAY better for what I need it to do. I've been using the DNS event version since 2k series, so I'm use to it, not some much the script versions, lol.


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Dungeon Rat Stud...
post Dec 1 2009, 06:35 AM
Post #43



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I downloaded the prelude thing, but how do I get this in my own game?

Does it take effect inside of buildings (does it turn dark or does it work only outside)

And how does the snow take effect? I'm curious as to how it works?

This post has been edited by Dungeon Rat Studios: Dec 1 2009, 06:39 AM


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Dungeon Rat Studios
copyright © 2005

Current Project
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The Tales of Trigethia: The Shrine of Lost Souls
(Currently Under Development)


Development Team
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Head Programmer / Play Tester: Forrest C. Redd

Head Developer: Forrest C. Redd

Playtester & Additional Game Design: Dillon Vanover

Story Development: Forrest C. Redd & Samantha Priar

Additional Input: John Priar, Stacie Tate, Kristina Crewse

Technical Help Executive: Michael Tate

Additional Thanks: Beverly & Dave Killough, Dennis Redd

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Dungeon Rat Stud...
post Dec 1 2009, 11:52 PM
Post #44



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Sorry for the Doublepost but my browser wouldn't let me edit...

How are you supposed to integrate this into a game without script I don't understand how I'm supposed to use it if I can't insert the script into my game...


--------------------
Dungeon Rat Studios
copyright © 2005

Current Project
Spoiler:
The Tales of Trigethia: The Shrine of Lost Souls
(Currently Under Development)


Development Team
Spoiler:


Head Programmer / Play Tester: Forrest C. Redd

Head Developer: Forrest C. Redd

Playtester & Additional Game Design: Dillon Vanover

Story Development: Forrest C. Redd & Samantha Priar

Additional Input: John Priar, Stacie Tate, Kristina Crewse

Technical Help Executive: Michael Tate

Additional Thanks: Beverly & Dave Killough, Dennis Redd

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Runefreak
post Dec 1 2009, 11:59 PM
Post #45


mr. inactive
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QUOTE (Dungeon Rat Studios @ Dec 1 2009, 03:52 PM) *
Sorry for the Doublepost but my browser wouldn't let me edit...

How are you supposed to integrate this into a game without script I don't understand how I'm supposed to use it if I can't insert the script into my game...

dry.gif Obviously this is using common events, go into your database and click on the Common Events tab. But you'll have to go through the events to fix the variables/switches if you transferred it over to your game.


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Neosky
post Dec 2 2009, 12:01 AM
Post #46


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There's two ways.
Start a new game from the demo. Easiest.

Or copy Each and EVERY thing in the game, and paste it into your game, and that, THAT's the only reason I'm not using it. Mainly cause I've used up two pages of vari. and swtiches and it would take FORever to get them all working again, cause you have to either change all the swithces and such in the day night system, or your game's. So take a pick, lol.


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Remember, Remember the 5th of November...
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If you are new, please go through this spoiler for VERY useful links.
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ti07Shadow
post Dec 2 2009, 07:19 AM
Post #47


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it can be integrated with ease for the commone events and just go from the system

the system is the entire game pretty much.

look at the doors it will shut off the night view when you enter and replace it when you exit the building. to get rid of the clock just delete the picture screen effects common events. i just installed windows 7 the other day so I ave to reinstall my rpg maker good thing i kept a backup of my system tongue.gif

to make the screen stuff apear and close just change the common events for the display images to call eevnt or w/e it was

then make a item and on the item have it call the event. then go into the picture event area at thebottomeo fht e scripts put a wait timer for however longh you want and then have it end the event


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Neosky
post Dec 2 2009, 10:31 AM
Post #48


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sweet. When I start on the real thing I might just start with your demo, so I don't have to mess with anything. Thanks.


--------------------


Remember, Remember the 5th of November...
Spoiler:


Spoiler:


If you are new, please go through this spoiler for VERY useful links.
Spoiler:





Tarris Thread || User Forum || Tarris Hold Website || Twitch.tv
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ti07Shadow
post Dec 2 2009, 06:18 PM
Post #49


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no problem. glad you like it

I released my latest version in my other thread for this system, however if you wait ill release version 3.0.1 which is a fix for some of the minor bugs that are currently in it that I recently discovered

This post has been edited by ti07Shadow: Dec 15 2009, 11:54 PM


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PlayBoy
post Dec 19 2009, 12:21 AM
Post #50



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What can I say! I just love this, it fits perfectly into my game! Thanks.
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ti07Shadow
post Dec 30 2009, 07:46 PM
Post #51


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glad you liked it.


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Denslat
post Jan 3 2010, 05:32 AM
Post #52


dot gifted
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although its a bit annoying to use im sure I could use it

keep up the good work!


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Mr.GreenSuit
post Jan 15 2010, 04:04 AM
Post #53



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This may be important information for people who tweek this system to run faster.

I wanted to make my clock run faster than it normally did and in doing so discovered that my clock would randomly stop at 11 when I moved from one area to another. I could not for the life of me figure out why this was happening, so I kept working at it. four hours later discovered that this system has no fail safe if "Hours" value gets over 11. Please change your conditions so that hours >= (Greater than or equil to) 12 are reset to zero. The current system has this at if hours value and tens of minutes value is exactly equil to 11 and 5. We'd also need a fail-safe for weeks and month values so they don't get over 7 or 12.

Please add some sort of, hours over, weeks over and months over fail-safe. I've fixed my own copy but to prevent other people from running into this bug. Other than that great system =).
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ti07Shadow
post Feb 14 2010, 03:42 AM
Post #54


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the system doest have the fail safe because the system is built to be able to run faster with the use of the min/seconds handler. Change or remove the highlited spot on the event system



However in the next build release I will include the fail safe for obvious reasons. and its not 12 its 11. in the system 11 = 12 o-clock

0 is equal to 1 oclock while 11 is equal to 12 oclock, its all variables. please dont ever forget about the 0

This post has been edited by ti07Shadow: Feb 14 2010, 05:25 AM


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Mode
post Mar 6 2010, 02:54 PM
Post #55


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Sorry if I'm a total newb for this. Got the same question as Nasper, and I hope this isn't necroposting. How do I use this?

Oh, blah, didn't realize I was only on the second page; feel stupid now.... But my question still stands. I know very little about this kind of thing, I'll likely need a step-by-step to get it working for me x_x....

Okay, figured it out. Didn't realize my anti-virus was preventing the file from opening, so I changed the settings to allow it and I'm using it as we speak. I'm very much enjoying it happy.gif.

This post has been edited by Mode: Mar 7 2010, 10:50 PM


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MisterTickle
post Mar 10 2010, 11:59 PM
Post #56



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QUOTE (PlayBoy @ Dec 18 2009, 04:21 PM) *
What can I say! I just love this, it fits perfectly into my game! Thanks.


On-Topic: It is a good system, but it wouldn't fit into my game though.

Off-Topic; Love your name.


This post has been edited by MisterTickle: Mar 10 2010, 11:59 PM


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ai1love6
post Mar 23 2010, 06:29 PM
Post #57



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thank a lot
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ti07Shadow
post Mar 26 2010, 04:27 AM
Post #58


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I do believe but im not sure if it was this thread cause I do have another somewhere, I uploaded a copy that doesnt use the pictures it uses a text window that you call with believ the Q key. it should be in my blog which can be accessed from my sig. also if you are having troubles updating the system go ahead and post here and when im able ill try to help or perhaps someone else. but atm due to work and my college I have to mark that theres a pssibility I may not be able to offer support for this any further. However I will try to help out when I can.


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PatricktheWolf
post May 29 2010, 02:39 AM
Post #59



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Ok I'm new to this so sorry for the noob-ish question. Do I have to put the event to turn on Auto-Time on every map or just the first map in the game?
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ti07Shadow
post Jan 7 2011, 02:49 AM
Post #60


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haven't been on just thought id check my events and whatnot..

The auto-time is only turned on once an that's at the beginning of the game...

sry for the late response.... sad.gif

This post has been edited by ti07Shadow: Jan 7 2011, 02:49 AM


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