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Messages - Sasquatch927

1
I'm guessing what the script is doing... I believe it handles the advance day and time tracking separately. When the script call advances the month to the next, the script processes the advance via script call and also advances by time tracking. I'm thinking whatever process the calculations are undergoing, they're calculating twice. I think this relates somehow to how the new year keeps bringing up that nil-fixnum error. My belief is that since the calculations are made twice, that somehow, the days subtract themselves into becoming a nil value which bring up the error. I am in no way a scripter lol... These are just my theories.

I'm gonna roll with a temporary fix. If I want to advance in time a little bit, I bring up a script call:

time.speed_frozen(false)
time.change_speed(6000)
time.speed_frozen(true)

This speeds up time extremely fast. Then when the clock strikes a certain time of the day, a switch triggers a parallel process that does this script call:

time.speed_frozen(false)
time.change_speed(60)
time.speed_frozen(true)

Since the error doesn't come from the time ticking away on its own, the above method works perfectly fine. It is a temporary fix, so I can make due for now until the bug is fixed.
2
I've got a couple errors with this script, not sure if anyone else has had this issue but here they are

--every time the new month starts, it starts on the 2nd and not the 1st.

--when the game starts the new year from 1991-1992, I get this error

Script 'time' line 812: type error occurred

nil can't be coerced into fixnum

If anyone has any ideas, It'd be much appreciated

EDIT: I just now discovered that the above errors only occur whenever you make the script call 'time.advance_day(1)'
these don't occur when you let time pass on its own.
3
Script Requests / Re: [RMXP] Time script needed
August 16, 2013, 01:24:15 am
omg, how did I miss that? I was looking in the wrong spot lol. Thanks

Edit: hey thanks for the help KK. Its coming together very well. All im gonna need to do now is disable all the weather and tints and extras I don't need. I appreciate your help
4
Script Requests / Re: [RMXP] Time script needed
August 16, 2013, 01:06:57 am
im having a problem with zeros clock, how do I change its position to the top right?
5
Script Requests / Re: [RMXP] Time script needed
August 15, 2013, 11:55:31 pm
I actually took a second look at forever zeros time script, I'm gonna fiddle around and see what I can do.

Hey KK, do you mean accessing the database and setting a common event with a parallel process with that script call alone?
Another question, if that's true, since I may be using forever zeros CCTS script, will I have to alter the script command you gave me to match his script?
6
Script Requests / Re: [RMXP] Time script needed
August 15, 2013, 09:51:06 pm
I appreciate that buddy!
storing the clock into a variable does add to a lot of what I can do, but the important thing is to have switches activate, specifically because common events can only trigger either by the use of an event, or when they're turned on with parallel  processing or auto start with a switch to activate. My weather changes every 6 hours (minutes) in game, the screen also changes tint depending on the hour, depending on wether your indoors, outside, might incorporate a little darker tint during a storm. the huge thing is having the 24 switches available so I can literally work on all of my night and day, month and year, weather systems inside the common events instead of the scripts
7
Script Requests / Re: [RMXP] Time script needed
August 15, 2013, 09:22:06 pm
I've already looked through all those. I'm kinda needing 24 switches instead of just 2
8
Script Requests / [RMXP] Time script needed
August 15, 2013, 09:05:01 pm
Hi everyone. I'm a big fan of the database here, I love everyones work. Unfortunately I haven't been able to find a time script that suits my needs. I'd like to request a special one if someone has the time to make one. the features id like to have are

-Option to switch from military clock to standard clock

-I want 24 switches assigned to each hour to be turned on hourly. I want this so I can use common events to implement my own type of weather system

-I want a Toggleable HUD that displays the clock in this format:

[time of the day]
[Actor 1]-[Variable 1]-[Variable 2]
[Actor 2]

With the hourly switches being turned on, I can use events, variables and switches so the HUD and game recognize what day it is and day of the week. I can use these switches and variables to make conditional branches for enemies and encounters.

-I'd like it if it was possible to be able to constantly store the clock time as a variable. I'd like to have this so I can use a variable for time in conditional branches

-I also would like to be able to restart the clock at the time I specify upon activation. Another thing about this is if it can be done, is to use the variable I mentioned above to start the clock. If I have this feature, I can disable the clock while I'm talking with NPCs or during cutscenes. this is kinda necessary so the time doesn't keep flowing triggering switches when it doesn't need to be. afraid it might glitch something. Alternatively, if the clock could just be frozen and unfrozen, that would give me the same results. Another thing with tracking the time with a variable is that I can make quests with a time limit that either end the quest or fail it based on the time start.

I'd really appreciate whoever would make such a script. Its basically a clock that triggers common events and lets me see the time of the day, the month the day of the month, year and day of the week. If I forgot something ill repost, if anyone has any questions, let me know. I'm really not tooo good at composing messages, so I apologize if I didn't speak clearly. once again, thanks for the help, I hope to hear from someone soon! =)