+ Novem 344 Posted May 27, 2012 You know that error with "002,001... bla bla" really confuses me. Usually it's all about being VERY specific with this stuff, lol Share this post Link to post Share on other sites
Vlue 271 Posted May 27, 2012 (Probably a true fact): The editor pads the numbers with 0's for looks. In data form it wouldn't be practical to do so. That or they like to confuse people. :3 This might not clear things up. Failed Haiku. 1 Share this post Link to post Share on other sites
Vlue 271 Posted May 27, 2012 (edited) I have a problem with the compatibility script for Khas light effects. I put the ids of the maps that I wanna to be "indoors" but anyway they get tinted, not by the time but by the previous map tint... I dunno if I be clear PD: English is not my native language..... I'm originally speak spanish, so if you don´t understood well what i'm trying to say and if you understand spanish, then tell me to explain it again in spanish.. xd Try using this compatibility script instead: module GameTime def self.init $game_time = 0 $game_time_surface = $game_map.effect_surface $game_time_pause_time = false end def self.tint(tint = 60) if USE_TINT != true then return end for i in NOTINTMAPS if $game_map.map_id == i $game_map.effect_surface.change_color(tint,0,0,0,0) return end end if SceneManager::scene_is?(Scene_Map) then else return end case $game_time when PRESUNRISE_TIME .. SUNRISE_TIME $game_map.effect_surface.change_color(tint,PRESUNRISE_TONE.red,PRESUNRISE_TONE.green,PRESUNRISE_TONE.blue,PRESUNRISE_TONE.gray) when SUNRISE_TIME .. NOONSTART_TIME $game_map.effect_surface.change_color(tint,SUNRISE_TONE.red,SUNRISE_TONE.green,SUNRISE_TONE.blue,SUNRISE_TONE.gray) when NOONSTART_TIME .. NOONEND_TIME $game_map.effect_surface.change_color(tint,NOONSTART_TONE.red,NOONSTART_TONE.green,NOONSTART_TONE.blue,NOONSTART_TONE.gray) when NOONEND_TIME .. PRESUNSET_TIME $game_map.effect_surface.change_color(tint,NOONEND_TONE.red,NOONEND_TONE.green,NOONEND_TONE.blue,NOONEND_TONE.gray) when PRESUNSET_TIME .. SUNSET_TIME $game_map.effect_surface.change_color(tint,PRESUNSET_TONE.red,PRESUNSET_TONE.green,PRESUNSET_TONE.blue,PRESUNSET_TONE.gray) when SUNSET_TIME .. 1440 $game_map.effect_surface.change_color(tint,SUNSET_TONE.red,SUNSET_TONE.green,SUNSET_TONE.blue,SUNSET_TONE.gray) when 0 .. MIDNIGHT_TIME $game_map.effect_surface.change_color(tint,SUNSET_TONE.red,SUNSET_TONE.green,SUNSET_TONE.blue,SUNSET_TONE.gray) when MIDNIGHT_TIME .. PRESUNRISE_TIME $game_map.effect_surface.change_color(tint,MIDNIGHT_TONE.red,MIDNIGHT_TONE.green,MIDNIGHT_TONE.blue,MIDNIGHT_TONE.gray) end end end Edited May 27, 2012 by Vlue 1 Share this post Link to post Share on other sites
Mutazek 1 Posted May 27, 2012 (edited) Try using this compatibility script instead: module GameTime def self.init $game_time = 0 $game_time_surface = $game_map.effect_surface $game_time_pause_time = false end def self.tint(tint = 60) if USE_TINT != true then return end for i in NOTINTMAPS if $game_map.map_id == i $game_map.effect_surface.change_color(tint,0,0,0,0) return end end if SceneManager::scene_is?(Scene_Map) then else return end case $game_time when PRESUNRISE_TIME .. SUNRISE_TIME $game_map.effect_surface.change_color(tint,PRESUNRISE_TONE.red,PRESUNRISE_TONE.green,PRESUNRISE_TONE.blue,PRESUNRISE_TONE.gray) when SUNRISE_TIME .. NOONSTART_TIME $game_map.effect_surface.change_color(tint,SUNRISE_TONE.red,SUNRISE_TONE.green,SUNRISE_TONE.blue,SUNRISE_TONE.gray) when NOONSTART_TIME .. NOONEND_TIME $game_map.effect_surface.change_color(tint,NOONSTART_TONE.red,NOONSTART_TONE.green,NOONSTART_TONE.blue,NOONSTART_TONE.gray) when NOONEND_TIME .. PRESUNSET_TIME $game_map.effect_surface.change_color(tint,NOONEND_TONE.red,NOONEND_TONE.green,NOONEND_TONE.blue,NOONEND_TONE.gray) when PRESUNSET_TIME .. SUNSET_TIME $game_map.effect_surface.change_color(tint,PRESUNSET_TONE.red,PRESUNSET_TONE.green,PRESUNSET_TONE.blue,PRESUNSET_TONE.gray) when SUNSET_TIME .. 1440 $game_map.effect_surface.change_color(tint,SUNSET_TONE.red,SUNSET_TONE.green,SUNSET_TONE.blue,SUNSET_TONE.gray) when 0 .. MIDNIGHT_TIME $game_map.effect_surface.change_color(tint,SUNSET_TONE.red,SUNSET_TONE.green,SUNSET_TONE.blue,SUNSET_TONE.gray) when MIDNIGHT_TIME .. PRESUNRISE_TIME $game_map.effect_surface.change_color(tint,MIDNIGHT_TONE.red,MIDNIGHT_TONE.green,MIDNIGHT_TONE.blue,MIDNIGHT_TONE.gray) end end end Yikes! Is working well... You're awesome xD Finally I can go ahead with my little game =) Thanks for your help! ============================================================================================== EDIT: Err.. I got another... "problem"... =S Now when I enter in a "indoor" map the tint takes 60 frames to restore to normal, I solved it with a new line $game_map.effect_surface.set_alpha(0) Into if $game_map.map_id == i $game_map.effect_surface.change_color(tint,0,0,0,0) return Result: def self.tint(tint = 60) if USE_TINT != true then return end for i in NOTINTMAPS if $game_map.map_id == i $game_map.effect_surface.change_color(tint,0,0,0,0) $game_map.effect_surface.set_alpha(0) return end end And that work well when I enter in a "indoor" map, restoring back to "normal tint" instantly and not with strange effects... But I can't figure out how to do so when I get out of the "indoor" and the map start to tint again the screen based on time, taking again the 60 frames over and over every time that I change of map, so is not instantly like your original script... PD: Oh my... I'm practicing more english here that all my years on institutes xD Edited May 27, 2012 by Mutazek 1 Share this post Link to post Share on other sites
Aaron Chandler 0 Posted May 29, 2012 Vlue, I absolutely love this script. Unfortunately I suck at scripting. How would I make it so that when I sleep at an inn it passes by about 8-10 hours? Share this post Link to post Share on other sites
Mutazek 1 Posted May 29, 2012 Hi Vlue, i'm still having the problem that I described above... I can't find anything to solve it =/ PD: Can I have your permission to put a link to this post in a spanish forum? I like so much this Script that I wanna give to know it Share this post Link to post Share on other sites
Vlue 271 Posted May 29, 2012 Vlue, I absolutely love this script. Unfortunately I suck at scripting. How would I make it so that when I sleep at an inn it passes by about 8-10 hours? Have a script call: GameTime::change(#) where # is the number of minutes to increase/decrease by (480 is 8 hours, 600 is 10) 1 Share this post Link to post Share on other sites
Vlue 271 Posted May 29, 2012 (edited) Hi Vlue, i'm still having the problem that I described above... I can't find anything to solve it =/ PD: Can I have your permission to put a link to this post in a spanish forum? I like so much this Script that I wanna give to know it Ah, you edited your message instead of posting anew so I didn't even know about it That is a bugger... this seems to work out pretty well tho: module GameTime def self.init $game_time = 0 $game_time_surface = $game_map.effect_surface $game_time_pause_time = false end def self.tint(tint = 0) if USE_TINT != true then return end for i in NOTINTMAPS if $game_map.map_id == i $game_map.effect_surface.change_color(tint,0,0,0) $game_map.effect_surface.set_alpha(0) return end end if SceneManager::scene_is?(Scene_Map) then else return end case $game_time when PRESUNRISE_TIME .. SUNRISE_TIME $game_map.effect_surface.change_color(tint,PRESUNRISE_TONE.red,PRESUNRISE_TONE.green,PRESUNRISE_TONE.blue,PRESUNRISE_TONE.gray) if tint < 60 then $game_map.effect_surface.set_alpha(PRESUNRISE_TONE.gray) end when SUNRISE_TIME .. NOONSTART_TIME $game_map.effect_surface.change_color(tint,SUNRISE_TONE.red,SUNRISE_TONE.green,SUNRISE_TONE.blue,SUNRISE_TONE.gray) if tint < 60 then $game_map.effect_surface.set_alpha(SUNRISE_TONE.gray) end when NOONSTART_TIME .. NOONEND_TIME $game_map.effect_surface.change_color(tint,NOONSTART_TONE.red,NOONSTART_TONE.green,NOONSTART_TONE.blue,NOONSTART_TONE.gray) if tint < 60 then $game_map.effect_surface.set_alpha(NOONSTART_TONE.gray) end when NOONEND_TIME .. PRESUNSET_TIME $game_map.effect_surface.change_color(tint,NOONEND_TONE.red,NOONEND_TONE.green,NOONEND_TONE.blue,NOONEND_TONE.gray) if tint < 60 then $game_map.effect_surface.set_alpha(NOONEND_TONE.gray) end when PRESUNSET_TIME .. SUNSET_TIME $game_map.effect_surface.change_color(tint,PRESUNSET_TONE.red,PRESUNSET_TONE.green,PRESUNSET_TONE.blue,PRESUNSET_TONE.gray) if tint < 60 then $game_map.effect_surface.set_alpha(PRESUNSET_TONE.gray) end when SUNSET_TIME .. 1440 $game_map.effect_surface.change_color(tint,SUNSET_TONE.red,SUNSET_TONE.green,SUNSET_TONE.blue,SUNSET_TONE.gray) if tint < 60 then $game_map.effect_surface.set_alpha(SUNSET_TONE.gray) end when 0 .. MIDNIGHT_TIME $game_map.effect_surface.change_color(tint,SUNSET_TONE.red,SUNSET_TONE.green,SUNSET_TONE.blue,SUNSET_TONE.gray) if tint < 60 then $game_map.effect_surface.set_alpha(SUNSET_TONE.gray) end when MIDNIGHT_TIME .. PRESUNRISE_TIME $game_map.effect_surface.change_color(tint,MIDNIGHT_TONE.red,MIDNIGHT_TONE.green,MIDNIGHT_TONE.blue,MIDNIGHT_TONE.gray) if tint < 60 then $game_map.effect_surface.set_alpha(MIDNIGHT_TONE.gray) end end end end And yup, you're certainly allowed to link to any of my work. I won't complain to that~ Edited June 2, 2012 by Vlue Share this post Link to post Share on other sites
Mutazek 1 Posted June 1, 2012 Well, now the problem is a "wrong number of arguments" ... I just tried the new script today and get that error... I put this just below your original "Basic Game Time + Night/Day" and get this: In the line 88: I'm very bad with scripting so I don't understand this problem... Share this post Link to post Share on other sites
+ Novem 344 Posted June 1, 2012 I ran across the same problem, what's supposed to be in the parentheses in your event is "true" or "false". At least I'm pretty sure that's the issue, we can't see your event in those screens, and thus cannot make a meaningful conclusion about your issue. Try my solution, if that doesn't work, what your supposed to put in the box is either a 0 or a 1. Anything higher and you encounter an error. Share this post Link to post Share on other sites
Mutazek 1 Posted June 1, 2012 But I Don't have any event process calling to the script, don't even a little part... until I get the script working well, I will not create any event Anyway the unique event that use part of the script is this: Conditional Branch: Script: GameTime::hour? >= 6 and GameTime::hour? < 19 Control Switches: [0003:Es de noche] = OFF Else Control Switches: [0003:Es de noche] = ON Branch End PD: I get the error just when loading the game, not even show the Title screen. Share this post Link to post Share on other sites
+ Novem 344 Posted June 1, 2012 I see that you're setting up a day & night event system, I have the same thing in mine and do not encounter this issue at all. Share this post Link to post Share on other sites
Maus Merryjest 17 Posted June 1, 2012 Hey Vlue, ol' pal, help me figure this out if you have the time XD I would like an event to take place, say, five days after the flipping of a switch takes place. I'm thinking of making it so that every time one of the day switches gets flipped, a variable is also increased by one... but only if another switch, say, called "COUNTING DAYS" is flipped. That way I'm counting days only when such switch is being used. What do you think? Seems solid? Share this post Link to post Share on other sites
Vlue 271 Posted June 2, 2012 But I Don't have any event process calling to the script, don't even a little part... until I get the script working well, I will not create any event Anyway the unique event that use part of the script is this: Conditional Branch: Script: GameTime::hour? >= 6 and GameTime::hour? < 19 Control Switches: [0003:Es de noche] = OFF Else Control Switches: [0003:Es de noche] = ON Branch End PD: I get the error just when loading the game, not even show the Title screen. Oh, my bad. On my end. I edited that blurb up there, re copy and paste. Hey Vlue, ol' pal, help me figure this out if you have the time XD I would like an event to take place, say, five days after the flipping of a switch takes place. I'm thinking of making it so that every time one of the day switches gets flipped, a variable is also increased by one... but only if another switch, say, called "COUNTING DAYS" is flipped. That way I'm counting days only when such switch is being used. What do you think? Seems solid? Sounds like it should work! I don't see why not. 1 Share this post Link to post Share on other sites
Mutazek 1 Posted June 2, 2012 Well... It solved the previous problem but now I got this: In this Line: Kinda frustrating... I wish to know more about Scripting... Share this post Link to post Share on other sites
The Guardian 21 Posted June 13, 2012 Hey Vlue, A while back I asked this question on another forum for VX, however my computer died before I could read your reply. I ended up getting Ace and wanted to ask you again. How do you prevent the clock from tinting while using Khans? I also use Blasphemia ABS and need the hp bars ect. not to tint as well. Is there just a script to pop in? Sorry I really stink at code Share this post Link to post Share on other sites
Vlue 271 Posted June 13, 2012 The pause tint thingy should work to pause tint with Khan's as well. As for the hp bar thingys not tinting, that's part of their script not being 'above' the tint. (Or of Khan's tint not being below those, hehe) If you can toss a link to that script I can take a look and see what can be done. Share this post Link to post Share on other sites
The Guardian 21 Posted June 13, 2012 I would appreciate it! Here is the link to Vlad's Blasphemia ABS: http://www.rpgmakervxace.net/topic/503-blasphemia-abs/ What tints that shouldn't tint: HP bar, and 3 quick slot circles that you can pull up on the bottom left using a hotkey as well. Share this post Link to post Share on other sites
Vlue 271 Posted June 13, 2012 (edited) ### Replace the HUD marked script with this one and see if it works. Edited June 14, 2012 by Vlue Share this post Link to post Share on other sites
The Guardian 21 Posted June 13, 2012 (edited) unfortunaty it did not work, it says: "System stack error occurred, Stack level too deep" I took a screen shot so you could see: EDIT: Okay new at forums so I cannot figure out how to link this to photo bucket, please check the attached file for the pic Edited June 13, 2012 by BlaineA97 Share this post Link to post Share on other sites
Vlue 271 Posted June 14, 2012 Make sure you completely replace the HUD portion with this. That's usually the cause of stack errors. Also you should be able to use to embed images say from photobucket. Share this post Link to post Share on other sites
The Guardian 21 Posted June 14, 2012 Hmmm, well I used ctrl-A to select the entire thing to no avail, same error occurs Do I need to place it in a different location? (5 minutes later...) Also, I figured maybe another script was interfering so I just checked it with the Blasphemia ABS demo, replaced the HUD entirely but no go Ideas? Share this post Link to post Share on other sites
Vlue 271 Posted June 14, 2012 Remove all of Blashp ABS scripts and start it, see if it still occurs. I don't seem to get the error Share this post Link to post Share on other sites
The Guardian 21 Posted June 14, 2012 Ok, tried removing all of the ABS scripts, except the fix you made, same error. Removed every script except the fix you made, same error Removed the fix you made and left everything else: works ... Blast it all lol. Would it help if I sent you a copy of my game itself? I assume you don't get errors, so perhaps I should remove and test with other scripts one by one? Sorry to take up so much time on this Share this post Link to post Share on other sites
Vlue 271 Posted June 14, 2012 Okay, we'll do what I should have made in the first place. Just place this portion of the script anywhere below the original HUD portion instead of replacing it, and use the original HUD portion. Z_Position = 199 class Sprite_HUD < Sprite alias new_initialize initialize def initialize(viewport) new_initialize(viewport) self.z = Z_Position end end class Sprite_Hotkeys < Sprite alias new_initialize initialize def initialize(viewport) new_initialize(viewport) self.z = Z_Position end end class Sprite_Actions < Sprite alias new_initialize initialize def initialize(viewport) new_initialize(viewport) self.z = Z_Position end end Share this post Link to post Share on other sites