Real Time KTS Mod

This is in answer to Miaucho‘s question (in the comments) about how it would be possible to rename the months to something else and is a followup to the Kylock Time System Script I posted a while ago. While I have an intermediate understanding of RGSS at the moment, I will experiment on my own. That’s how I learn things. Thing is I couldn’t quite figure out how to implement the month array into the time system without encountering a few problems. My mind drew a blank. Anyway, I found the Real Time KTS Mod by accident. This is a modification of Kylock’s, but it’s a very good one at…

Kylock Time System Script

This is in answer to Steve‘s question (in one of the comments), asking if it was possible to place the actual time and date into separate in-game variables. Short answer is “Yes, it is!” I’m still working on my full calendrical system script, but the best time system that I’ve found is this one: This video shows how to use the demo script, downloadable here. Alternatively, the “original” forum post goes into much more detail.

Still Here!

Apologies for the lack of updates. I haven’t abandoned this blog. Things have been hectic and, due to my hard drive failing, lost my data, including my RPG Maker programs and projects. I’m not really bothered by it because they can be redone, and just like writing, the first draft is always the rough draft anyway. Thanks for the comments and support. I’ve just re-downloaded RMVX, so will be making full use of it again. And will answer your question, Steve, soon. Just please bear with me.

Time/Date Formats

In yesterday’s entry, System Time/Date Script, I showed how to use the built-in Time function to display the current (system) time and date. To change format, the strftime method has a number of options available. Its basic format is strftime(format) where format is the format string to be used, which may be specified with the following: %A – Full day of the week (Sunday, Monday, etc.) %a – Abbreviated day of the week (Sun, Mon, etc.) %B – Full month (January, February, etc.) %b – Abbreviated month (Jan, Feb, etc.) %c – Current Date and Time (system clock format) %d – Day of the month (01-31) %H – Time of…

System Time/Date Script

RMXP and RMVX has a built-in Time function that allows the display of the current date and time (based on the system clock). I found this by accident while sifting through the Help file – actually while searching for Bitmap and Sprite management – and after some experimentation discovered how to place it in windows. To use it, there are two functions to be aware of: This reads the current time and date from the system clock. strftime(“%I:%M:%S %p”) This converts the time into a string, using the time of day (in 12-hour format), minutes and seconds, as well as showing AM/PM. So to add the time and date,…

Miscellaneous Utilities

A number of useful utilities to aid in game-making with RM2K3 have been produced, aside from the Character Creators. The following utilities are designed for "hacking" resources: ResHack (RM2K/3) – Short for Resource Hack, this great utility allows the hacking of games or RM2K. With it, game icons, text, etc. can be modified to suit individual needs. RM Reck (RM2K/3) – Similar to ResHack (above), it allows game icon, glyphs, and even logo screens to be changed. This is compatible with both RM2K and RM2K3.

Window & Scene Wizard

If you’re like me and *hate* making windows and their accompanying scenes – at least when it comes to positioning onscreen – there is a useful utility called the Window & Scene Wizard (WSW). Actually it’s compiled using RGSS and runs standalone or from with RMXP itself. You can find a demo, along with instructions and downloads, at Creation Asylum. Note: The first download site no longer hosts the files, so be sure to use the second download site instead. The WSW works very well, using the mouse and keyboard fluently to create windows. You can create ordinary windows as well as menus, add text, icons and pictures, as well…

System Graphics – Part 2

System 2 is the "Battle Menu Set", used in battles to determine the cursor for targeting enemies and allies. It also displays the ATB bar and the numbers for HP and MP display in gauge type battles (set in the Battle Layout options of the Database). Gold System Set 2 A gold themed System Set 2 reminiscent of royalty, this was the first I ever created (or re-created would be more accurate). The numbers on the gauge aren’t really that clear, but I kept it as is for posterity. The tutorial on how to create your own System Sets is viewable here.

Adding Window Text Effects

Using the built-in RGSS/2 script, we can add some cool effects for enhancing or beautifying text, if used properly. These include a shadow effect and outlined text. Both of these scripts should work in both RMXP and RMVX, although I think there’s an added font feature in RMVX for creating shadow effects without script.) Shadow Effect Add the following to Window_Base: #—————————————————# * Draw Shadow# x : draw spot x-coordinate# y : draw spot y-coordinate# w : width# h : height# text : text to display#—————————————————-def draw_shadow(x, y, w, h, text) # Display shadow/shadow color self.contents.font.color =, 200, 200, 205) self.contents.draw_text(x + 4, y + 4, w, h, text,…

Simple Font Draw

As the title suggests, this is a simple routine for redefining fonts, such as name, size, bold, italic, etc. Although this was written in RMXP, it should also work in RMVX and RMVXA. The default format for manipulating fonts in windows is: = "font name" self.contents.font.size = 22 and so on. The reason that self.contents is used first is because this refers to the bitmap (Bitmap) used for the window’s contents. Whenever fonts need to be "drawn" into a window, the font and draw methods will be called from Bitmap and written into the window contents area.