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https://github.com/infinitefusion/infinitefusion-e18.git
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unrealtime, bugfixes, recomp
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278
Data/Scripts/050_AddOns/UnrealTime.rb
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278
Data/Scripts/050_AddOns/UnrealTime.rb
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#===============================================================================
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# * Unreal Time System - by FL (Credits will be apreciated)
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#===============================================================================
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#
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# This script is for Pokémon Essentials. It makes the time in game uses its
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# own clock that only pass when you are in game instead of using real time
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# (like Minecraft and Zelda: Ocarina of Time).
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#
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#== INSTALLATION ===============================================================
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#
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# To this script works, put it above main OR convert into a plugin.
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#
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#== HOW TO USE =================================================================
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#
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# This script automatic works after installed.
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#
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# If you wish to add/reduce time, there are 3 ways:
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#
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# 1. EXTRA_SECONDS/EXTRA_DAYS are variables numbers that hold time passage;
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# The time in these variable isn't affected by PROPORTION.
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# Example: When the player sleeps you wish to the time in game advance
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# 8 hours, so put in EXTRA_SECONDS a game variable number and sum
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# 28800 (60*60*8) in this variable every time that the players sleeps.
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#
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# 2. 'UnrealTime.add_seconds(seconds)' and 'UnrealTime.add_days(days)' does the
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# same thing, in fact, EXTRA_SECONDS/EXTRA_DAYS call these methods.
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#
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# 3. 'UnrealTime.advance_to(16,17,18)' advance the time to a fixed time of day,
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# 16:17:18 on this example.
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#
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#== NOTES ======================================================================
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#
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# If you wish to some parts still use real time like the Trainer Card start time
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# and Pokémon Trainer Memo, just change 'pbGetTimeNow' to 'Time.now' in their
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# scripts.
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#
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# This script uses the Ruby Time class. Before Essentials version 19 (who came
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# with 64-bit ruby) it can only have 1901-2038 range.
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#
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# Some time methods:
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# 'pbGetTimeNow.year', 'pbGetTimeNow.mon' (the numbers from 1-12),
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# 'pbGetTimeNow.day','pbGetTimeNow.hour', 'pbGetTimeNow.min',
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# 'pbGetTimeNow.sec', 'pbGetAbbrevMonthName(pbGetTimeNow.mon)',
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# 'pbGetTimeNow.strftime("%A")' (displays weekday name),
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# 'pbGetTimeNow.strftime("%I:%M %p")' (displays Hours:Minutes pm/am)
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#
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#===============================================================================
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if defined?(PluginManager) && !PluginManager.installed?("Unreal Time System")
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PluginManager.register({
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:name => "Unreal Time System",
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:version => "1.1",
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:link => "https://www.pokecommunity.com/showthread.php?t=285831",
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:credits => "FL"
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})
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end
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module UnrealTime
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# Set false to disable this system (returns Time.now)
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ENABLED=true
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# Time proportion here.
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# So if it is 100, one second in real time will be 100 seconds in game.
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# If it is 60, one second in real time will be one minute in game.
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PROPORTION=60
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# Starting on Essentials v17, the map tone only try to refresh tone each 30
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# real time seconds.
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# If this variable number isn't -1, the game use this number instead of 30.
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# When time is changed with advance_to or add_seconds, the tone refreshes.
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TONE_CHECK_INTERVAL = 10.0
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# Make this true to time only pass at field (Scene_Map)
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# A note to scripters: To make time pass on other scenes, put line
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# '$PokemonGlobal.addNewFrameCount' near to line 'Graphics.update'
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TIME_STOPS=true
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# Make this true to time pass in battle, during turns and command selection.
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# This won't affect the Pokémon and Bag submenus.
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# Only works if TIME_STOPS=true.
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BATTLE_PASS=true
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# Make this true to time pass when the Dialog box or the main menu are open.
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# This won't affect the submenus like Pokémon and Bag.
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# Only works if TIME_STOPS=true.
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TALK_PASS=true
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# Choose switch number that when true the time won't pass (or -1 to cancel).
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# Only works if TIME_STOPS=true.
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SWITCH_STOPS=-1
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# Choose variable(s) number(s) that can hold time passage (or -1 to cancel).
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# Look at description for more details.
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EXTRA_SECONDS=79
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EXTRA_DAYS=-1
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# Initial date. In sequence: Year, month, day, hour and minutes.
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# Method UnrealTime.reset resets time back to this time.
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def self.initial_date
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return Time.local(2000,1,1, 12,0)
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end
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# Advance to next time. If time already passed, advance
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# into the time on the next day.
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# Hour is 0..23
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def self.advance_to(hour,min=0,sec=0)
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if hour < 0 || hour > 23
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raise RangeError, "hour is #{hour}, should be 0..23"
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end
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day_seconds = 60*60*24
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seconds_now = pbGetTimeNow.hour*60*60+pbGetTimeNow.min*60+pbGetTimeNow.sec
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target_seconds = hour*60*60+min*60+sec
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seconds_added = target_seconds-seconds_now
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seconds_added += day_seconds if seconds_added<0
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$PokemonGlobal.newFrameCount+=seconds_added
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PBDayNight.sheduleToneRefresh
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end
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# Resets time to initial_date.
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def self.reset
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raise "Method doesn't work when TIME_STOPS is false!" if !TIME_STOPS
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$game_variables[EXTRA_SECONDS]=0 if EXTRA_DAYS>0
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$game_variables[EXTRA_DAYS]=0 if EXTRA_DAYS>0
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$PokemonGlobal.newFrameCount=0
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$PokemonGlobal.extraYears=0
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PBDayNight.sheduleToneRefresh
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end
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# Does the same thing as EXTRA_SECONDS variable.
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def self.add_seconds(seconds)
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raise "Method doesn't work when TIME_STOPS is false!" if !TIME_STOPS
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$PokemonGlobal.newFrameCount+=(seconds*Graphics.frame_rate)/PROPORTION.to_f
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PBDayNight.sheduleToneRefresh
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end
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def self.add_days(days)
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add_seconds(60*60*24*days)
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end
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NEED_32_BIT_FIX = [''].pack('p').size <= 4
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end
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# Essentials V18 and lower compatibility
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module Settings
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TIME_SHADING = defined?(ENABLESHADING) ? ENABLESHADING : ::TIME_SHADING
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end if defined?(TIME_SHADING) || defined?(ENABLESHADING)
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module PBDayNight
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class << self
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if method_defined?(:getTone) && UnrealTime::TONE_CHECK_INTERVAL > 0
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def getTone
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@cachedTone = Tone.new(0,0,0) if !@cachedTone
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return @cachedTone if !Settings::TIME_SHADING
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toneNeedUpdate = (!@dayNightToneLastUpdate ||
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Graphics.frame_count-@dayNightToneLastUpdate >=
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Graphics.frame_rate*UnrealTime::TONE_CHECK_INTERVAL
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)
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if toneNeedUpdate
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getToneInternal
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@dayNightToneLastUpdate = Graphics.frame_count
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end
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return @cachedTone
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end
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end
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# Shedule a tone refresh on the next try (probably next frame)
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def sheduleToneRefresh
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@dayNightToneLastUpdate = nil
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end
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end
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end
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def pbGetTimeNow
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return Time.now if !$PokemonGlobal || !UnrealTime::ENABLED
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day_seconds = 60*60*24
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if UnrealTime::TIME_STOPS
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# Sum the extra values to newFrameCount
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if UnrealTime::EXTRA_SECONDS>0
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UnrealTime.add_seconds(pbGet(UnrealTime::EXTRA_SECONDS))
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$game_variables[UnrealTime::EXTRA_SECONDS]=0
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end
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if UnrealTime::EXTRA_DAYS>0
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UnrealTime.add_seconds(day_seconds*pbGet(UnrealTime::EXTRA_DAYS))
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$game_variables[UnrealTime::EXTRA_DAYS]=0
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end
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elsif UnrealTime::EXTRA_SECONDS>0 && UnrealTime::EXTRA_DAYS>0
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# Checks to regulate the max/min values at UnrealTime::EXTRA_SECONDS
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while pbGet(UnrealTime::EXTRA_SECONDS)>=day_seconds
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$game_variables[UnrealTime::EXTRA_SECONDS]-=day_seconds
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$game_variables[UnrealTime::EXTRA_DAYS]+=1
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end
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while pbGet(UnrealTime::EXTRA_SECONDS)<=-day_seconds
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$game_variables[UnrealTime::EXTRA_SECONDS]+=day_seconds
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$game_variables[UnrealTime::EXTRA_DAYS]-=1
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end
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end
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start_time=UnrealTime.initial_date
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if UnrealTime::TIME_STOPS
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time_played=$PokemonGlobal.newFrameCount
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else
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time_played=Graphics.frame_count
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end
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time_played=(time_played*UnrealTime::PROPORTION)/Graphics.frame_rate
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time_jumped=0
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if UnrealTime::EXTRA_SECONDS>-1
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time_jumped+=pbGet(UnrealTime::EXTRA_SECONDS)
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end
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if UnrealTime::EXTRA_DAYS>-1
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time_jumped+=pbGet(UnrealTime::EXTRA_DAYS)*day_seconds
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end
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time_ret = 0
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# Before Essentials V19, there is a year limit. To prevent crashes due to this
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# limit, every time that you reach in year 2036 the system will subtract 6
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# years (to works with leap year) from your date and sum in
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# $PokemonGlobal.extraYears. You can sum your actual year with this extraYears
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# when displaying years.
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loop do
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time_fix=0
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if $PokemonGlobal.extraYears!=0
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time_fix = $PokemonGlobal.extraYears*day_seconds*(365*6+1)/6
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end
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time_ret=start_time+(time_played+time_jumped-time_fix)
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break if !UnrealTime::NEED_32_BIT_FIX || time_ret.year<2036
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$PokemonGlobal.extraYears+=6
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end
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return time_ret
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end
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if UnrealTime::ENABLED
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class PokemonGlobalMetadata
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attr_accessor :newFrameCount # Became float when using extra values
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attr_accessor :extraYears
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def addNewFrameCount
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return if (UnrealTime::SWITCH_STOPS>0 &&
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$game_switches[UnrealTime::SWITCH_STOPS])
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self.newFrameCount+=1
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end
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def newFrameCount
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@newFrameCount=0 if !@newFrameCount
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return @newFrameCount
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end
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def extraYears
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@extraYears=0 if !@extraYears
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return @extraYears
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end
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end
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if UnrealTime::TIME_STOPS
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class Scene_Map
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alias :updateold :update
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def update
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$PokemonGlobal.addNewFrameCount
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updateold
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end
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if UnrealTime::TALK_PASS
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alias :miniupdateold :miniupdate
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def miniupdate
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$PokemonGlobal.addNewFrameCount
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miniupdateold
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end
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end
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end
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if UnrealTime::BATTLE_PASS
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class PokeBattle_Scene
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alias :pbGraphicsUpdateold :pbGraphicsUpdate
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def pbGraphicsUpdate
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$PokemonGlobal.addNewFrameCount
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pbGraphicsUpdateold
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end
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end
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end
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end
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end
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