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> ~[Day/Night System]~, Not made by me, just translated.
VampireLordAluca...
post Aug 1 2008, 08:55 PM
Post #21


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My friend got the same error, anyone got an answer?


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rik_head1985
post Aug 14 2008, 04:52 AM
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me too i need the answer too lol
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kccarmea
post Aug 14 2008, 01:56 PM
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My days don't change help me!

My days don't change help me!
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VerifyedRasta
post Aug 14 2008, 04:26 PM
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QUOTE (kccarmea @ Aug 14 2008, 02:18 PM) *
My days don't change help me!

My days don't change help me!


One time would have been enough ...


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Twilight27
post Aug 21 2008, 08:45 PM
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QUOTE (VerifyedRasta @ Aug 14 2008, 07:48 PM) *
QUOTE (kccarmea @ Aug 14 2008, 02:18 PM) *
My days don't change help me!

My days don't change help me!


One time would have been enough ...


Was that really necessary to say? Anyway...you're skilled aren't you? Can you help any of us with this script until the author returns?


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Notice!! Check out my topic (http://www.rpgrevolution.com/forums/index.php?showtopic=45736&st=0#entry454175) if you're interested in helping me make a script that limits the number of characters & items you use in battle AND also an item durability feature! Thanks for any help in advance!
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Netto
post Aug 21 2008, 10:58 PM
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Have you tried using an updated version of the script on the KGC site?


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Twilight27
post Aug 22 2008, 04:21 PM
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QUOTE (Netto @ Aug 22 2008, 02:20 AM) *
Have you tried using an updated version of the script on the KGC site?


Is that the site listed in the first post? It's in japanese @.@
Otherwise, please link! n_n


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Notice!! Check out my topic (http://www.rpgrevolution.com/forums/index.php?showtopic=45736&st=0#entry454175) if you're interested in helping me make a script that limits the number of characters & items you use in battle AND also an item durability feature! Thanks for any help in advance!
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cooltirta
post Sep 3 2008, 10:44 PM
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QUOTE (Netto @ Jun 25 2008, 12:39 PM) *
QUOTE (drebenk @ Jun 24 2008, 06:12 PM) *
Ok I put the script above Main but what do I need to do in order to start this scirpt? When I start my game and wait for a while nothing happens. Do you need to set up some events in order for the script to work or what? There is no explanation on what do you need to do so that the script can work. At least with Kylocks script you just put it above Main and add [KTS] to the map name and the script starts to work. Can somebody give some directions on how to start this script?

If you chose method 1, the script is running according to your game time, play around for about 5mins and the time of day should change, also put [DN_VOID] in map names of which you do not wish the day/night system to apply to.

mmm...
cool.gif maybe you should read the instruction manual first cool.gif


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uuuh...

what kind of script it is??

Is it Java??

Pascal??

or Visual Basic??

or Delphi??

or C++??

or what??
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t5yvxc
post Dec 3 2008, 08:10 PM
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i cant get this script to work, i added it above main, but it stays day(i waited 15min for it to change) when i play the game. Is there a way to see the time so you know if the game is working.


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phenixryte23
post Dec 7 2008, 01:04 AM
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I thnk most of us are getting the same problem = line 389 isn't working properly it says something about trying to input +1 for nil or something like that. I'm not a scripter so I don't know exactly but can anyone lend a hand?
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phenixryte23
post Dec 7 2008, 02:33 AM
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Oh a and BY the way is there any method in which it might be possible to make events appear and dissappear at different times of the day?
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wookied00d
post Dec 11 2008, 06:07 AM
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As for making events happen at specific times.... I have a theory
I haven't tried it yet, but since the script (i think (I'm no good with scripts either)) seems to use variables...
you can use those variables in the event conditions...
this is a theory, I'll try it now...

what would be nice is some sort of pop-up window that says "Noon", "Evening" ect....

also, if this script dose use actual variables... you can use those varibles for other things as well to add stuff outside of just "Days" and "Phases"
such as with mine, I'm tinkering with the idea of "moon phases" and that'll effect somethings as well... those can be an event if my theory is right...
like after every couple of days the moon phase changes (full moon, no moon, red moon, harvest moon (orange/yellow))

though it would be more helpful if that were included in the script, if some nice person could figure out a way to modify it to do so, then specific enemy groups could show up during the different moon phases...

judging from how the script looks, it doesn't seem too hard but what do I know...


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Versus_Shin
post Dec 16 2008, 06:19 PM
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Well, doesn't work here either.

But, as for making events happen at specific times, I believe you just have to use the PHASE_VARIABLE (the default one is 11) as a condition.
Noon: variable = 0
Evening: variable = 1
Night: variable = 2
Morning: variable = 3

Theoretically, you can also use this variable to change the phases whenever you want but I can't see to make this work. It's weird... I change the phase but the screen only changes the tone when I open then close the menu.

This post has been edited by Versus_Shin: Dec 19 2008, 05:13 PM


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El_Motivozo
post Jan 2 2009, 12:51 PM
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QUOTE (karu89 @ Jul 20 2008, 09:38 AM) *
I get the same error, and my game can't run properly if i don't get it fixed




same here
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Kinerex Shiomi
post Jun 25 2009, 09:08 AM
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so, this works throughout the game, by itself involuntarily? you don't have to set it to do it in certain maps, but you can right? I don't mean to be a bother, I'm just not an experienced scriptor, (Too many variables and coefficients) so I don't know how to do anything script related. As long as it does it by itself, i'm fine. its not hard to make sure it doesn't happen inside a house with that DN_VOID thing, but everything else is baffling lol thumbsup.gif


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Beloved_Hikari
post Jun 27 2009, 03:32 PM
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I was having that error, but i managed to fix it by using the Japanese version of the script on the site here and it worked fine. As for setting events up for certain times, use the variables number 11 (which is the day phase) and 12 (the number of days) as a branch conditon for anything you want to happen depending on those variables. So if i wanted someone to appear at night, i would use the variable number 11, and make the game check for it to be phase 3, which you would make it check for variable 11 to be set to 3. Also, it seems that when the script is set to option 1, it counts the steps before changing phases, so if you sit there it wont change. I think option 2 changes regardless, though.

Hope this helps.
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leongon
post Jan 8 2010, 03:02 AM
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Im not good at english, but I'll try to comment something that may be useful for those who are looking for a time system script like me:

Analyzing a bit into this script, I can say that in the "METHOD=" option, you have 3 possibilities as follows:

METHOD=0 for a time system based on game playtime
METHOD=1 for a time system based on steps walked
METHOD=2 for a time system based on pc clock


The above bold lines must be in the first post description, It will save much pain!!!!!!!!!!!! Specially cuz the "translation" is saying that 1=game playtime and 2=steps and that is not true.

I see that most people in this thread abandon this script due to the lack on good translation(Yes, I also barely got to understand what the comments in the script are really supposed to mean) and support from the used that posted it. But comparing it with Kylock's time script features I think this script has more possibilities than his has, but lacks in support.

For those who only can use scripts that are well explained, organized and supported by his autor, use Kylock's. Im starting to understand scripts now, so I will use this one.

This post has been edited by leongon: Jan 8 2010, 03:11 AM


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DNova1202
post Jul 26 2010, 09:36 PM
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Hey guys, I read through the topic and I know a lot of you are confused at the particular translation this guy used, (Yahoo babel fish) and decided to try translating it with google, the result was slightly better. Though, I'm no expert on japanese to english translations, I've heard that google has better grammar.

Here you go.

Sorry about not including a "spoiler" button, but the damned thing doesn't work in my browser. If that's a problem, I'll come back and fix it when I get google chrome reinstalled.

Hope this helps.

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/
# _ / Day-night switch ◆ - KGC_DayNight ◆ VX ◆
# _ / ◇ Last update: 2009/01/18 ◇
#_/----------------------------------------------- -----------------------------
# _ / Create the concept of day and night during the game.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#================================================= =============================
Item # customize ★ - Customize BEGIN ★
#================================================= =============================

module KGC
module DayNight
#, Day and night switching scheme ◆
0 .. 1 .. 2 # number of steps over time .. real time (exactly)
METHOD = 1

# Number of variables to save the phase ◆
# Variables that you specify here to store the current phase.
PHASE_VARIABLE = 11
# Number of variables to save the days ◆
# Variables that you specify here to store the number of days elapsed.
PASS_DAYS_VARIABLE = 12

# Does not change during the event phase ◆
STOP_ON_EVENT = true
# Apply color range when fighting ◆
2 .. 1 .. 0 # not only the background behind + enemy ..
# ※ Generally used as a background for the map itself, but only the background color is set to 0
# Seems to have been applied.
BG_TONE_IN_BATTLE = 0

# Set each phase ◆
# Phases
# ["Name", color (Tone), switching time]
# Create the format.
# You can also increase the phase of the unfamiliar is not recommended.
#
# [Name]
# The name of the phase.
# The name itself is not meaningful.
# [Color]
# Color the whole screen.
# If unsure, please do not change.
# [Time switch]
# Time to move on to the next phase.
# If the second switching system over time, not just the number of steps if the number of steps.
# For real time, time to switch the next state (Scheme 24).
PHASE = [
["Day", Tone.new (0, 0, 0), 300], # 0 phase
["Evening", Tone.new (-32, -96, -96), 100], # 1 Phase
["Night", Tone.new (-128, -128, -32), 250], # 2 Phase
["Morning", Tone.new (-48, -48, -16), 100], # 3 Phase
] # This can not delete ←!

# When the real time,
# ["Day", Tone.new (0, 0, 0), 16], # 0 phase (16 at night)
# ["Evening", Tone.new (0, -96, -96), 20], # 1 phase (20 at night)
# ["Night", Tone.new (-96, -96, -64), 6], # 2 Phase (6:00 am)
# ["Am", Tone.new (-48, -48, -16), 10], # 3 Phase (10:00 noon)
# Something like this.

◆ Date # Phase changes
# Specified here when the phase, adding the number of days.
If the initial state # 0 .. 1 .. last night .. 2 .. 3 Morning Evening
For real time # ※, the same number of days not real careful.
PASS_DAY_PHASE = 3

# Fade time when the state switched ◆ (frame)
Use # this default value.
PHASE_DURATION = 60

◆ Time # Name
# Start from the beginning the first day, go back to the first day of last week.
Time itself does not mean #.
# If you use a real time ※ Please make seven.
WEEK_NAME = ["Sun", "month", "fire", "water", "wood", "gold", "Sat"]
end
end

#================================================= =============================
# End customizations ☆ - Customize END ☆
#================================================= =============================

$ Imported = () if $ imported == nil
$ Imported ["DayNight"] = true

if $ data_mapinfos == nil
$ Data_mapinfos = load_data ("Data / MapInfos.rvdata")
end

module KGC:: DayNight
BATTLE_TONE_NONE = 0 # shades of battle: None
BATTLE_TONE_BG = 1 # Color of combat: body background
Combat BATTLE_TONE_FULL = 2 # color: background + enemy

METHOD_TIME = 0 # elapsed time
METHOD_STEP = 1 # number of steps
Real time METHOD_RTIME = 2 #

module Regexp
module MapInfo
# Stop the transition
DAYNIGHT_STOP = / \ [DN_STOP \] / i
# Disable effect day and night
DAYNIGHT_VOID = / \ [DN_VOID \] / i
end

module Event
# Light
LUMINOUS = / \ [(?: LUMINOUS | emission) \] / i
end

module Troop
# Phase appearance
APPEAR_PHASE = / \ [DN ((?: \ S * [\ -]? \ D + (?: \ S *,)?)+) \] / i
end
end
#------------------------------------------------- -------------------------
# Group appeared determined enemy ○
# Troop: for the enemy group decision
# Phase: determining phase
#------------------------------------------------- -------------------------
def self.troop_appear? (troop, phase = $ game_system.daynight_phase)
# Determine the emergence
unless troop.appear_daynight_phase.empty?
return false unless troop.appear_daynight_phase.include? (phase)
end
# Non-occurrence determination
unless troop.nonappear_daynight_phase.empty?
return false if troop.nonappear_daynight_phase.include? (phase)
end

return true
end
end

# ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★

#================================================= =============================
# □ KGC:: Commands
#================================================= =============================

module KGC
module Commands
module_function
#------------------------------------------------- -------------------------
# Stop day and night switching ○
#------------------------------------------------- -------------------------
def stop_daynight
$ Game_system.daynight_change_enabled = false
end
#------------------------------------------------- -------------------------
# Start the day and night switching ○
#------------------------------------------------- -------------------------
def start_daynight
$ Game_system.daynight_change_enabled = true
end
#------------------------------------------------- -------------------------
# Get the current Fezu名 ○
#------------------------------------------------- -------------------------
def get_daynight_name
return KGC:: DayNight:: PHASE [get_daynight_phase] [0]
end
#------------------------------------------------- -------------------------
# Get the current day ○
# Variable_id: variable to assign ID
#------------------------------------------------- -------------------------
def get_daynight_week (variable_id = 0)
if KGC:: DayNight:: METHOD == KGC:: DayNight:: METHOD_RTIME
week = Time.now.wday
else
days = $ game_variables [KGC:: DayNight:: PASS_DAYS_VARIABLE]
week = (days% KGC:: DayNight:: WEEK_NAME.size)
end

if variable_id> 0
$ Game_variables [variable_id] = week
end
return week
end
#------------------------------------------------- -------------------------
# Get the name of the current day ○
#------------------------------------------------- -------------------------
def get_daynight_week_name
return KGC:: DayNight:: WEEK_NAME [get_daynight_week]
end
#------------------------------------------------- -------------------------
○ Phase Switch #
# Phase: phase of the switched
# Duration: switching time (frame)
# Pass_days: number of days elapsed to (default: 0)
#------------------------------------------------- -------------------------
def change_daynight_phase (phase,
duration = KGC:: DayNight:: PHASE_DURATION,
pass_days = 0)
$ Game_temp.manual_daynight_duration = duration
$ Game_system.daynight_counter = 0
$ Game_system.daynight_phase = phase
$ Game_variables [KGC:: DayNight:: PASS_DAYS_VARIABLE] + = pass_days
$ Game_map.need_refresh = true
end
#------------------------------------------------- -------------------------
# Transition to the next phase ○
# Duration: switching time (frame)
#------------------------------------------------- -------------------------
def transit_daynight_phase (duration = KGC:: DayNight:: PHASE_DURATION)
$ Game_screen.transit_daynight_phase (duration)
$ Game_map.need_refresh = true
end
#------------------------------------------------- -------------------------
# Restore default colors ○
# Duration: switching time (frame)
#------------------------------------------------- -------------------------
def set_daynight_default (duration = KGC:: DayNight:: PHASE_DURATION)
$ Game_screen.set_daynight_default (duration)
$ Game_map.need_refresh = true
end
#------------------------------------------------- -------------------------
# Restore the current phase ○
# Duration: switching time (frame)
#------------------------------------------------- -------------------------
def restore_daynight_phase (duration = KGC:: DayNight:: PHASE_DURATION)
$ Game_screen.restore_daynight_phase (duration)
$ Game_map.need_refresh = true
end
end
end

class Game_Interpreter
include KGC:: Commands
end

# ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★

#================================================= =============================
# ■ RPG:: MapInfo
#================================================= =============================

class RPG:: MapInfo
#------------------------------------------------- -------------------------
● Get Map # Name
#------------------------------------------------- -------------------------
def name
return@name.gsub (/ \ [.* \] /) ("")
end
#------------------------------------------------- -------------------------
# Get original map name ○
#------------------------------------------------- -------------------------
def original_name
return @ name
end
#------------------------------------------------- -------------------------
# Stop day and night switching ○
#------------------------------------------------- -------------------------
def daynight_stop
return @ name = ~ KGC:: DayNight:: Regexp:: MapInfo:: DAYNIGHT_STOP
end
#------------------------------------------------- -------------------------
# Disable ○ effect day and night
#------------------------------------------------- -------------------------
def daynight_void
return @ name = ~ KGC:: DayNight:: Regexp:: MapInfo:: DAYNIGHT_VOID
end
end

# ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★

#================================================= =============================
# ■ RPG:: Area
#================================================= =============================

unless $ @
class RPG:: Area
#------------------------------------------------- -------------------------
# Get ○ Enkauntorisuto
#------------------------------------------------- -------------------------
alias encounter_list_KGC_DayNight encounter_list
def encounter_list
list = encounter_list_KGC_DayNight.clone

# Conditional appearance
list.each_index (| i |
list [i] = nil unless KGC:: DayNight.troop_appear? ($ data_troops [list [i]])
)
return list.compact
end
end
end

# ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★

#================================================= =============================
# ■ RPG:: Troop
#================================================= =============================

class RPG:: Troop
#------------------------------------------------- -------------------------
# Generate cash day and night switching ○
#------------------------------------------------- -------------------------
def create_daynight_cache
@ __appear_daynight_phase = []
@ __nonappear_daynight_phase = []

# Emerge Phase
if @ name = ~ KGC:: DayNight:: Regexp:: Troop:: APPEAR_PHASE
$ 1.scan (/ [\ -]? \ D + /). Each (| num |
phase = num.to_i
if phase <0
# Does not appear
@ __nonappear_daynight_phase <<Phase.abs
else
# Occurrences
@ __appear_daynight_phase <<Phase
end
)
end
end
#------------------------------------------------- -------------------------
Phase # emerge ○
#------------------------------------------------- -------------------------
def appear_daynight_phase
create_daynight_cache if @ __appear_daynight_phase == nil
return @ __appear_daynight_phase
end
#------------------------------------------------- -------------------------
# Phase does not appear ○
#------------------------------------------------- -------------------------
def nonappear_daynight_phase
create_daynight_cache if @ __nonappear_daynight_phase == nil
return @ __nonappear_daynight_phase
end
end

# ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★

#================================================= =============================
# ■ Game_Temp
#================================================= =============================

class Game_Temp
#------------------------------------------------- -------------------------
# Public instance variables ●
#------------------------------------------------- -------------------------
attr_accessor: manual_daynight_duration # manual phase change flag
#------------------------------------------------- -------------------------
# Object initialization ●
#------------------------------------------------- -------------------------
alias initialize_KGC_DayNight initialize
def initialize
initialize_KGC_DayNight

@ Manual_daynight_duration = nil
end
end

# ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★

#================================================= =============================
# ■ Game_System
#================================================= =============================

class Game_System
#------------------------------------------------- -------------------------
# Public instance variables ●
#------------------------------------------------- -------------------------
attr_writer: daynight_counter # counter phase transition
attr_writer: daynight_change_enabled # effective day and night change
#------------------------------------------------- -------------------------
# Object initialization ●
#------------------------------------------------- -------------------------
alias initialize_KGC_DayNight initialize
def initialize
initialize_KGC_DayNight

@ Daynight_counter = 0
@ Daynight_change_enabled = true
end
#------------------------------------------------- -------------------------
# Get the phase transition counter ○
#------------------------------------------------- -------------------------
def daynight_counter
@ Daynight_counter = 0 if @ daynight_counter == nil
return @ daynight_counter
end
#------------------------------------------------- -------------------------
# Get the current phase ○
#------------------------------------------------- -------------------------
def daynight_phase
return $ game_variables [KGC:: DayNight:: PHASE_VARIABLE]
end
#------------------------------------------------- -------------------------
# Change the current phase ○
#------------------------------------------------- -------------------------
def daynight_phase = (value)
$ Game_variables [KGC:: DayNight:: PHASE_VARIABLE] = value
end
#------------------------------------------------- -------------------------
# Get the valid flag day and night switching ○
#------------------------------------------------- -------------------------
def daynight_change_enabled
@ Daynight_change_enabled = 0 if @ daynight_change_enabled == nil
return @ daynight_change_enabled
end
#------------------------------------------------- -------------------------
# Ongoing Phase ○
#------------------------------------------------- -------------------------
def progress_daynight_phase
self.daynight_phase + = 1
if self.daynight_phase> = KGC:: DayNight:: PHASE.size
self.daynight_phase = 0
end
$ Game_map.need_refresh = true
end
#------------------------------------------------- -------------------------
# Get the current phase object ○
#------------------------------------------------- -------------------------
def daynight_phase_object
return KGC:: DayNight:: PHASE [daynight_phase]
end
#------------------------------------------------- -------------------------
# Get the object of previous phases ○
#------------------------------------------------- -------------------------
def previous_daynight_phase_object
return KGC:: DayNight:: PHASE [daynight_phase - 1]
end
end

# ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★

#================================================= =============================
# ■ Game_Screen
#================================================= =============================

class Game_Screen
DEFAULT_TONE = Tone.new (0, 0, 0)
#------------------------------------------------- -------------------------
# Public instance variables ●
#------------------------------------------------- -------------------------
attr_reader: daynight_tone # shades of night and day
#------------------------------------------------- -------------------------
● Clear #
#------------------------------------------------- -------------------------
alias clear_KGC_DayNight clear
def clear
clear_KGC_DayNight

clear_daynight
end
#------------------------------------------------- -------------------------
# Clear variables for day and night switching ○
#------------------------------------------------- -------------------------
def clear_daynight
@ Daynight_tone = DEFAULT_TONE.clone
@ Daynight_x = 0
@ Daynight_y = 0

@ Frame_count = Graphics.frame_count
@ Daynight_tone_duration = 0

apply_daynight
end
#------------------------------------------------- -------------------------
# Apply day and night colors ○
#------------------------------------------------- -------------------------
def apply_daynight
return if $ game_map == nil
if $ game_temp.in_battle
if KGC:: DayNight:: BG_TONE_IN_BATTLE == KGC:: DayNight:: BATTLE_TONE_NONE
return
end
end

# If you switch to disable the map
if $ game_map.daynight_void?
if @ daynight_tone_changed
# Restore the initial color
@ Tone = DEFAULT_TONE.clone
@ Daynight_tone_changed = false
end
@ Daynight_tone = @ tone.clone
return
end

# Repairs Okashikere phase
if $ game_system.daynight_phase_object == nil
$ Game_system.daynight_phase = 0
end

# Apply the current color
@ Tone = $ game_system.daynight_phase_object [1]. Clone
@ Daynight_tone = @ tone.clone

# If the real time transient
if KGC:: DayNight:: METHOD == KGC:: DayNight:: METHOD_RTIME
time = Time.now
# Transition to phase match
KGC:: DayNight:: PHASE.each_with_index (| phase, i |
if phase [2] <= time.hour
start_tone_change (phase [1], 1)
$ Game_system.daynight_phase = i
break
end
)
end

@ Daynight_tone_changed = true
end
#------------------------------------------------- -------------------------
# Get the color ○
#------------------------------------------------- -------------------------
def tone
if $ game_temp.in_battle
if KGC:: DayNight:: BG_TONE_IN_BATTLE <= KGC:: DayNight:: BATTLE_TONE_BG
return DEFAULT_TONE
end
end
return @ tone
end
#------------------------------------------------- -------------------------
● starts to change color #
# Tone: tone
# Duration: Time
#------------------------------------------------- -------------------------
alias start_tone_change_KGC_DayNight start_tone_change
def start_tone_change (tone, duration)
duration = [duration, 1]. max
start_tone_change_KGC_DayNight (tone, duration)

@ Daynight_tone_target = tone.clone
@ Daynight_tone_duration = duration
end
#------------------------------------------------- -------------------------
Frame # ● Update
#------------------------------------------------- -------------------------
alias update_KGC_DayNight update
def update
update_KGC_DayNight

update_daynight_transit
end
#------------------------------------------------- -------------------------
Color # ● Update
#------------------------------------------------- -------------------------
alias update_tone_KGC_DayNight update_tone
def update_tone
update_tone_KGC_DayNight

if @ daynight_tone_duration> = 1
d = @ daynight_tone_duration
target = @ daynight_tone_target
@ Daynight_tone.red = (@ daynight_tone.red * (d - 1) + target.red) / d
@ Daynight_tone.green = (@ daynight_tone.green * (d - 1) + target.green) / d
@ Daynight_tone.blue = (@ daynight_tone.blue * (d - 1) + target.blue) / d
@ Daynight_tone.gray = (@ daynight_tone.gray * (d - 1) + target.gray) / d
@ Daynight_tone_duration -= 1
end
end
#------------------------------------------------- -------------------------
# Update phase transition ○
#------------------------------------------------- -------------------------
def update_daynight_transit
# If the manual switch is made
if $ game_temp.manual_daynight_duration
start_tone_change ($ game_system.daynight_phase_object [1],
$ Game_temp.manual_daynight_duration)
$ Game_temp.manual_daynight_duration = nil
@ Daynight_tone_changed = true
end

return unless $ game_system.daynight_change_enabled # to switch
return if $ game_map.daynight_stop? # stopped

if KGC:: DayNight:: STOP_ON_EVENT
interpreter = ($ game_temp.in_battle? $ game_troop.interpreter:
$ Game_map.interpreter)
return if interpreter.running? # during event
end

case KGC:: DayNight:: METHOD
when KGC:: DayNight:: METHOD_TIME # hours
update_daynight_pass_time
when KGC:: DayNight:: METHOD_STEP # Pedometer
update_daynight_step
when KGC:: DayNight:: METHOD_RTIME # real time
update_daynight_real_time
end
end
#------------------------------------------------- -------------------------
# Transition ○: after hours
#------------------------------------------------- -------------------------
def update_daynight_pass_time
# Increment count calculation
inc_count = Graphics.frame_count - @ frame_count
# If you add the wrong amount back
if inc_count> = 100
@ Frame_count = Graphics.frame_count
return
end
# Add count
$ Game_system.daynight_counter + = inc_count
@ Frame_count = Graphics.frame_count

# Determine the state transition
count = $ game_system.daynight_counter / Graphics.frame_rate
if count> = $ game_system.daynight_phase_object [2]
transit_daynight_next
end
end
#------------------------------------------------- -------------------------
# Transition ○: Pedometer
#------------------------------------------------- -------------------------
def update_daynight_step
# If you do not go back
return if @ daynight_x == $ game_player.x & & @ daynight_y == $ game_player.y

@ Daynight_x = $ game_player.x
@ Daynight_y = $ game_player.y
# Add count
$ Game_system.daynight_counter + = 1
# Determine the state transition
count = $ game_system.daynight_counter
if count> = $ game_system.daynight_phase_object [2]
transit_daynight_next
end
end
#------------------------------------------------- -------------------------
# Transition ○: real time
#------------------------------------------------- -------------------------
def update_daynight_real_time
time = Time.now
# Determine the state transition
time1 = $ game_system.daynight_phase_object [2]
transit = (time1 <= time.hour)
if $ game_system.previous_daynight_phase_object! = nil
time2 = $ game_system.previous_daynight_phase_object [2]
if time1 <time2
transit & = (time.hour <time2)
end
end

if transit
transit_daynight_next
end
end
#------------------------------------------------- -------------------------
○ transition to the next state #
# Duration: Transition Time
#------------------------------------------------- -------------------------
def transit_daynight_next (duration = KGC:: DayNight:: PHASE_DURATION)
$ Game_system.daynight_counter = 0
$ Game_system.progress_daynight_phase
# Determine the number of days elapsed
if $ game_system.daynight_phase == KGC:: DayNight:: PASS_DAY_PHASE
$ Game_variables [KGC:: DayNight:: PASS_DAYS_VARIABLE] + = 1
end
# Change color
start_tone_change ($ game_system.daynight_phase_object [1], duration)
@ Daynight_tone_changed = true
end
#------------------------------------------------- -------------------------
# Default state ○ (0, 0, 0) return
# Duration: Transition Time
#------------------------------------------------- -------------------------
def set_daynight_default (duration)
start_tone_change (DEFAULT_TONE, duration)
end
#------------------------------------------------- -------------------------
# Restore the current phase ○
# Duration: Transition Time
#------------------------------------------------- -------------------------
def restore_daynight_phase (duration)
start_tone_change ($ game_system.daynight_phase_object [1], duration)
@ Daynight_tone_changed = true
end
end

# ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★

#================================================= =============================
# ■ Game_Map
#================================================= =============================

class Game_Map
#------------------------------------------------- -------------------------
# Setup ●
# Map_id: Map ID
#------------------------------------------------- -------------------------
alias setup_KGC_DayNight setup
def setup (map_id)
setup_KGC_DayNight (map_id)

@ Screen.apply_daynight
end
#------------------------------------------------- -------------------------
○ You can stop the switch # nights
#------------------------------------------------- -------------------------
def daynight_stop?
info = $ data_mapinfos [map_id]
return false if info == nil
return (info.daynight_stop | | info.daynight_void)
end
#------------------------------------------------- -------------------------
○ invalid switch # nights
#------------------------------------------------- -------------------------
def daynight_void?
info = $ data_mapinfos [map_id]
return false if info == nil
return info.daynight_void
end
#------------------------------------------------- -------------------------
# Get Enkauntorisuto ●
#------------------------------------------------- -------------------------
alias encounter_list_KGC_DayNight encounter_list
def encounter_list
list = encounter_list_KGC_DayNight.clone

# Conditional appearance
list.each_index (| i |
list [i] = nil unless KGC:: DayNight.troop_appear? ($ data_troops [list [i]])
)
return list.compact
end
end

# ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★

#================================================= =============================
# ■ Game_Character
#================================================= =============================

class Game_Character
#------------------------------------------------- -------------------------
○ # or emission
#------------------------------------------------- -------------------------
def luminous?
return false
end
end

# ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★

#================================================= =============================
# ■ Game_Event
#================================================= =============================

class Game_Event <Game_Character
#------------------------------------------------- -------------------------
○ # or emission
#------------------------------------------------- -------------------------
def luminous?
return (@ event.name = ~ KGC:: DayNight:: Regexp:: Event:: LUMINOUS)
end
end

# ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★

#================================================= =============================
# ■ Spriteset_Map
#================================================= =============================

class Spriteset_Map
#------------------------------------------------- -------------------------
# Create a viewport ●
#------------------------------------------------- -------------------------
alias create_viewports_KGC_DayNight create_viewports
def create_viewports
create_viewports_KGC_DayNight

@ Viewport1_2 = Viewport.new (0, 0,
@ Viewport1.rect.width, @ viewport1.rect.height)
end
#------------------------------------------------- -------------------------
● Create Kyarakutasupuraito #
#------------------------------------------------- -------------------------
alias create_characters_KGC_DayNight create_characters
def create_characters
create_characters_KGC_DayNight

# @ Viewport1_2 move light objects
@ Character_sprites.each (| sprite |
sprite.viewport = @ viewport1_2 if sprite.character.luminous?
)
end
#------------------------------------------------- -------------------------
● release of viewport #
#------------------------------------------------- -------------------------
alias dispose_viewports_KGC_DayNight dispose_viewports
def dispose_viewports
dispose_viewports_KGC_DayNight

@ Viewport1_2.dispose
end
#------------------------------------------------- -------------------------
# ● Update the viewport
#------------------------------------------------- -------------------------
alias update_viewports_KGC_DayNight update_viewports
def update_viewports
update_viewports_KGC_DayNight

@ Viewport1_2.ox = $ game_map.screen.shake
@ Viewport1_2.update
end
end

# ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★

#================================================= =============================
# ■ Spriteset_Battle
#================================================= =============================

if KGC:: DayNight:: BG_TONE_IN_BATTLE == KGC:: DayNight:: BATTLE_TONE_BG

class Spriteset_Battle
#------------------------------------------------- -------------------------
● Create Batorubakkusupuraito #
#------------------------------------------------- -------------------------
alias create_battleback_KGC_DayNight create_battleback
def create_battleback
create_battleback_KGC_DayNight

if@battleback_sprite.wave_amp == 0
@ Battleback_sprite.tone = $ game_troop.screen.daynight_tone
end
end
#------------------------------------------------- -------------------------
● Create Batorufuroasupuraito #
#------------------------------------------------- -------------------------
alias create_battlefloor_KGC_DayNight create_battlefloor
def create_battlefloor
create_battlefloor_KGC_DayNight

@ Battlefloor_sprite.tone = $ game_troop.screen.daynight_tone
end
end

end # <== if KGC:: DayNight:: BG_TONE_IN_BATTLE == KGC:: DayNight:: BATTLE_TONE_BG

# ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★ ☆ ★

#================================================= =============================
# ■ Scene_Map
#================================================= =============================

class Scene_Map <Scene_Base
#------------------------------------------------- -------------------------
# Start processing ●
#------------------------------------------------- -------------------------
alias start_KGC_DayNight start
def start
$ Game_map.screen.clear_daynight

start_KGC_DayNight
end
end



__________________________
"You can choose a ready guide in some celestial voice.
If you choose not to decide, you still have made a choice.
You can choose from phantom fears and kindness that can kill;
I will choose a path that's clear.
I will choose Free Will."

-RUSH
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KillerRed9
post Aug 12 2010, 11:19 AM
Post #39


Level 2
Group Icon

Group: Member
Posts: 18
Type: Mapper
RM Skill: Skilled




QUOTE (DNova1202 @ Jul 26 2010, 10:36 PM) *
Hey guys, I read through the topic and I know a lot of you are confused at the particular translation this guy used, (Yahoo babel fish) and decided to try translating it with google, the result was slightly better. Though, I'm no expert on japanese to english translations, I've heard that google has better grammar.

Here you go.

Sorry about not including a "spoiler" button, but the damned thing doesn't work in my browser. If that's a problem, I'll come back and fix it when I get google chrome reinstalled.

Hope this helps.


Sorry, but your script does not help. An error occurs that says "Error syntax on line (whatever). Also,
anyone else not getting a tinted screen at night?
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+Quote Post
   
Tsaku Mitsajuni
post Aug 19 2010, 05:57 PM
Post #40



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Group: Member
Posts: 4
Type: Musician
RM Skill: Beginner




I translated everything but the pictures.
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