~[Day/Night System]~, Not made by me, just translated. |
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Jan 31 2008, 11:38 PM
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GFX Pro

Group: +Gold Member
Posts: 409
Type: Artist
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Day/Night SystemIt took me an hour to translate this massive code, all the comments and code are 100% English, if I didn't miss anything. This script contains a Day, Month and Week System. Author: KGC Translator: Magdreamer Original Source:http://f44.aaa.livedoor.jp/~ytomy/tkool/rp...p;tech=daynightScreenshot #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ◆ Day/Night System - KGC_DayNight ◆ VX ◆ #_/ ◆ Author: KGC ◆ #_/ ◆ Translator: Magdreamer ◆ #_/ ◇ Last update : 2008/01/30 ◇ #_/---------------------------------------------------------------------------- #_/ A Day & Night System which is based on in-game time #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#============================================================================== # ★ Customize ★ #==============================================================================
module KGC module DayNight # ◆ Day and night change System # ◆ Time lapse 1. Step several 2. Actual time (sensitivity) METHOD = 1
# ◆ In the variable which is appointed number # ◆ here of the variable which retains the phase, present phase is housed. PHASE_VARIABLE = 11 # ◆ Number of the variable which retains the days # ◆ In the variable which is appointed here, the days when it elapses are housed. PASS_DAYS_VARIABLE = 12
# ◆ In the event phase is not modified STOP_ON_EVENT = true # ◆When fighting, only the background applies the color tone # ◆ false which applies the color tone, it means that the night is outrageous. TONE_BACK_ONLY_IN_BATTLE = true
# ◆ Setting of each phase # [" Name " The color tone (Tone), switching time], # It draws up with the prescribed form, # It is possible also to increase phase, but while being accustomed, the male be completed it does not do. # [name] The name of phase.There is no meaning in the name itself. # [color tone] picture color. # Please do not modify unless you know what you are doing. # The [until switching time] it moves to the following phase, time. # When change system time elapses, when second, it is the number of steps, the number of steps that way. # In case you are using "actual time", the time which is changed to the following state (24 hour systems).
PHASE = [ ["Noon", Tone.new( 0, 0, 0), 300], # Phase 0 ["Evening", Tone.new( -32, -96, -96), 100], # Phase 1 ["Night", Tone.new(-128, -128, -32), 250], # Phase 2 ["Morning", Tone.new( -48, -48, -16), 100], # Phase 3 ] # Do not turn this off!
# When using of actual time, # ["Noon", Tone.new( 0, 0, 0), 16], # Phase 0 (at 16 o'clock evening) # ["Evening", Tone.new( 0, -96, -96), 20], # Phase 1 (at 20 o'clock night) # ["Night", Tone.new(-96, -96, -64), 6], # Phase 2 (at 6 o'clock morning) # ["Morning", Tone.new(-48, -48, -16), 10], # Phase 3 (at 10 o'clock noon)
# ◆When becoming the phase which is appointed phase # here where the date change, days are added. # In case of # initial condition 0. Noon 1. Evening 2. Night 3. # In case of the morning actual time, because it is not same days as actuality, note. PASS_DAY_PHASE = 3
# ◆ Fading time at the time of the status switching (the frame) # the default value is used PHASE_DURATION = 60
# ◆ Fading time at the time of the status switching (the frame) the default # this value is used. # There is no meaning in the number of days in the week itself. # When the actual time are used, please make 7. WEEK_NAME = ["Day", "Month", "Fire", "Water", "Wood", "Metal", "Earth"] end end
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$imported = {} if $imported == nil $imported["DayNight"] = true
if $data_mapinfos == nil $data_mapinfos = load_data("Data/MapInfos.rvdata") end
module KGC::DayNight METHOD_TIME = 0 # Time lapse METHOD_STEP = 1 # Step several METHOD_RTIME = 2 # Actual times
# Regular expression module Regexp # Map information module MapInfo # You stop transition DAYNIGHT_STOP = /\[DN_STOP\]/i # Day and night effect invalidity DAYNIGHT_VOID = /\[DN_VOID\]/i end
# Enemy group module Troop # Appearance phase APPEAR_PHASE = /\[DN((?:[ ]*[\-]?\d+(?:[ ]*,)?)+)\]/i end end
#-------------------------------------------------------------------------- # ○ 敵グループ出現判定 # troop : 判定対象の敵グループ # phase : 判定するフェーズ #-------------------------------------------------------------------------- def self.troop_appear?(troop, phase = $game_system.daynight_phase) # 出現判定 unless troop.appear_daynight_phase.empty? return false unless troop.appear_daynight_phase.include?(phase) end # 非出現判定 unless troop.nonappear_daynight_phase.empty? return false if troop.nonappear_daynight_phase.include?(phase) end
return true end end
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#============================================================================== # □ KGC::Commands #==============================================================================
module KGC::Commands module_function #-------------------------------------------------------------------------- # ○ Stopping day and night change #-------------------------------------------------------------------------- def stop_daynight $game_system.daynight_change_enabled = false end #-------------------------------------------------------------------------- # ○ Day and night change starting #-------------------------------------------------------------------------- def start_daynight $game_system.daynight_change_enabled = true end #-------------------------------------------------------------------------- # ○ present phase name acquisition #-------------------------------------------------------------------------- def get_daynight_name return KGC::DayNight::PHASE[get_daynight_phase][0] end #-------------------------------------------------------------------------- # ○ present day of the week acquisition # variable_id: The variable ID which it substitutes #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ○ Acquiring present day of the week name #-------------------------------------------------------------------------- def get_daynight_week_name return KGC::DayNight::WEEK_NAME[get_daynight_week] end #-------------------------------------------------------------------------- # ○ Phase change # phase : Phase after the changing # duration : Switching time (frame) # pass_days : The days when it elapses (the 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 end #-------------------------------------------------------------------------- # ○ To the following phase transition # duration : Switching time (frame) #-------------------------------------------------------------------------- def transit_daynight_phase(duration = KGC::DayNight::PHASE_DURATION) $game_screen.transit_daynight_phase(duration) end #-------------------------------------------------------------------------- # ○ Reset to the color tone of default # duration : Switching time (frame) #-------------------------------------------------------------------------- def set_daynight_default(duration = KGC::DayNight::PHASE_DURATION) $game_screen.set_daynight_default(duration) end #-------------------------------------------------------------------------- # ○ Reconstructing present phase # duration : Switching time (frame) #-------------------------------------------------------------------------- def restore_daynight_phase(duration = KGC::DayNight::PHASE_DURATION) $game_screen.restore_daynight_phase(duration) end end
class Game_Interpreter include KGC::Commands end
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#============================================================================== # ■ RPG::MapInfo #==============================================================================
class RPG::MapInfo #-------------------------------------------------------------------------- # ● Map name acquisition #-------------------------------------------------------------------------- def name return @name.gsub(/\[.*\]/) { "" } end #-------------------------------------------------------------------------- # ○ Original map name acquisition #-------------------------------------------------------------------------- def original_name return @name end #-------------------------------------------------------------------------- # ○ Day and night change stop #-------------------------------------------------------------------------- def daynight_stop return @name =~ KGC::DayNight::Regexp::MapInfo::DAYNIGHT_STOP end #-------------------------------------------------------------------------- # ○ Day and night effect invalidity #-------------------------------------------------------------------------- def daynight_void return @name =~ KGC::DayNight::Regexp::MapInfo::DAYNIGHT_VOID end end
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#============================================================================== # ■ RPG::Area #==============================================================================
unless $@ class RPG::Area #-------------------------------------------------------------------------- # ○ Acquisition of [enkauntorisuto] #-------------------------------------------------------------------------- alias encounter_list_KGC_DayNight encounter_list def encounter_list list = encounter_list_KGC_DayNight.clone
# 出現条件判定 list.each_index { |i| list[i] = nil unless KGC::DayNight.troop_appear?($data_troops[list[i]]) } return list.compact end end end
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#============================================================================== # ■ RPG::Troop #==============================================================================
class RPG::Troop #-------------------------------------------------------------------------- # ○ Cash formation of day and night change #-------------------------------------------------------------------------- def create_daynight_cache @__appear_daynight_phase = [] @__nonappear_daynight_phase = []
# 出現するフェーズ if @name =~ KGC::DayNight::Regexp::Troop::APPEAR_PHASE $1.scan(/[\-]?\d+/).each { |num| phase = num.to_i if phase < 0 # 出現しない @__nonappear_daynight_phase << phase.abs else # 出現する @__appear_daynight_phase << phase end } end end #-------------------------------------------------------------------------- # ○ The phase which appears #-------------------------------------------------------------------------- def appear_daynight_phase create_daynight_cache if @__appear_daynight_phase == nil return @__appear_daynight_phase end #-------------------------------------------------------------------------- # ○ The phase which does not appear #-------------------------------------------------------------------------- def nonappear_daynight_phase create_daynight_cache if @__nonappear_daynight_phase == nil return @__nonappear_daynight_phase end end
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#============================================================================== # ■ Game_Temp #==============================================================================
class Game_Temp #-------------------------------------------------------------------------- # ● Open instance variable #-------------------------------------------------------------------------- attr_accessor :manual_daynight_duration # Manual phase modification flag #-------------------------------------------------------------------------- # ● Object initialization #-------------------------------------------------------------------------- alias initialize_KGC_DayNight initialize def initialize initialize_KGC_DayNight
@manual_daynight_duration = nil end end
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#============================================================================== # ■ Game_System #==============================================================================
class Game_System #-------------------------------------------------------------------------- # ● Open instance variable #-------------------------------------------------------------------------- attr_writer :daynight_counter # Phase transition counter attr_writer :daynight_change_enabled # Day and night change validity #-------------------------------------------------------------------------- # ● Object initialization #-------------------------------------------------------------------------- alias initialize_KGC_DayNight initialize def initialize initialize_KGC_DayNight
@daynight_counter = 0 @daynight_change_enabled = true end #-------------------------------------------------------------------------- # ○ Acquiring the phase transition counter #-------------------------------------------------------------------------- def daynight_counter @daynight_counter = 0 if @daynight_counter == nil return @daynight_counter end #-------------------------------------------------------------------------- # ○ Acquiring present phase #-------------------------------------------------------------------------- def daynight_phase return $game_variables[KGC::DayNight::PHASE_VARIABLE] end #-------------------------------------------------------------------------- # ○ Modifying present phase #-------------------------------------------------------------------------- def daynight_phase=(value) $game_variables[KGC::DayNight::PHASE_VARIABLE] = value end #-------------------------------------------------------------------------- # ○ Acquiring the day and night change effective flag #-------------------------------------------------------------------------- def daynight_change_enabled @daynight_change_enabled = 0 if @daynight_change_enabled == nil return @daynight_change_enabled end #-------------------------------------------------------------------------- # ○ Phase advance #-------------------------------------------------------------------------- def progress_daynight_phase @daynight_phase += 1 if @daynight_phase >= KGC::DayNight::PHASE.size @daynight_phase = 0 end end #-------------------------------------------------------------------------- # ○ Acquiring present phase object #-------------------------------------------------------------------------- def daynight_phase_object return KGC::DayNight::PHASE[daynight_phase] end #-------------------------------------------------------------------------- # ○ Acquiring the phase object of the time previously #-------------------------------------------------------------------------- def previous_daynight_phase_object return KGC::DayNight::PHASE[daynight_phase - 1] end end
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#============================================================================== # ■ Game_Screen #==============================================================================
class Game_Screen #-------------------------------------------------------------------------- # ● Open instance variable #-------------------------------------------------------------------------- attr_reader :daynight_tone # Color tone of day and night #-------------------------------------------------------------------------- # ● Clearing #-------------------------------------------------------------------------- alias clear_KGC_DayNight clear def clear clear_KGC_DayNight
clear_daynight end #-------------------------------------------------------------------------- # ○ Clearing the variable for day and night change #-------------------------------------------------------------------------- def clear_daynight @default_tone = Tone.new(0, 0, 0)
# Coordinate initialization for movement decision @daynight_x = 0 @daynight_y = 0
# Count initialization for frame renewal @frame_count = Graphics.frame_count @daynight_tone_duration = 0
apply_daynight end #-------------------------------------------------------------------------- # ○ Applying the color tone of day and night #-------------------------------------------------------------------------- def apply_daynight return if $game_map == nil
# In case of the map which nullifies change if $game_map.daynight_void? if @daynight_tone_changed # You reset to the early color tone @tone = @default_tone.clone @daynight_tone = @tone.clone @daynight_tone_changed = false end return end
# Applying the present color tone @tone = $game_system.daynight_phase_object[1].clone @daynight_tone = @tone.clone
# In case of actual time transition if KGC::DayNight::METHOD == KGC::DayNight::METHOD_RTIME time = Time.now # Transition to the phase which matches 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 #-------------------------------------------------------------------------- # ○ Acquisition of color tone #-------------------------------------------------------------------------- def tone if $game_temp.in_battle && KGC::DayNight::TONE_BACK_ONLY_IN_BATTLE return @default_tone else return @tone end end #-------------------------------------------------------------------------- # ● Start of color tone modification # tone : Color 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 renewal #-------------------------------------------------------------------------- alias update_KGC_DayNight update def update update_KGC_DayNight
update_daynight_transit end #-------------------------------------------------------------------------- # ● Renewal of color tone #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ○ Renewal of phase transition #-------------------------------------------------------------------------- def update_daynight_transit # When manual change is done, 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 # Change return if $game_map.daynight_stop? # In the midst of stop
if KGC::DayNight::STOP_ON_EVENT interpreter = ($game_temp.in_battle ? $game_troop.interpreter : $game_map.interpreter) return if interpreter.running? # In the midst of event execution end
case KGC::DayNight::METHOD when KGC::DayNight::METHOD_TIME # Time update_daynight_pass_time when KGC::DayNight::METHOD_STEP # The number of steps update_daynight_step when KGC::DayNight::METHOD_RTIME # Actual time update_daynight_real_time end end #-------------------------------------------------------------------------- # ○ Transition: Time lapse #-------------------------------------------------------------------------- def update_daynight_pass_time # Count growth calculation inc_count = Graphics.frame_count - @frame_count # When the addition quantity is strange, it returns if inc_count >= 100 @frame_count = Graphics.frame_count return end # Count addition $game_system.daynight_counter += inc_count @frame_count = Graphics.frame_count
# State transition decision count = $game_system.daynight_counter / Graphics.frame_rate if count >= $game_system.daynight_phase_object[2] transit_daynight_next end end #-------------------------------------------------------------------------- # ○ Transition: The number of steps #-------------------------------------------------------------------------- def update_daynight_step # If it is not moving, it returns return if @daynight_x == $game_player.x && @daynight_y == $game_player.y
@daynight_x = $game_player.x @daynight_y = $game_player.y # Count addition $game_system.daynight_counter += 1 # State transition decision count = $game_system.daynight_counter if count >= $game_system.daynight_phase_object[2] transit_daynight_next end end #-------------------------------------------------------------------------- # ○ Transition: Actual time #-------------------------------------------------------------------------- def update_daynight_real_time time = Time.now # State transition decision 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 #-------------------------------------------------------------------------- # ○ It transits to the following state # duration : Transition duration #-------------------------------------------------------------------------- def transit_daynight_next(duration = KGC::DayNight::PHASE_DURATION) $game_system.daynight_counter = 0 $game_system.progress_daynight_phase # Days lapse decision if $game_system.daynight_phase == KGC::DayNight::PASS_DAY_PHASE $game_variables[KGC::DayNight::PASS_DAYS_VARIABLE] += 1 end # Color tone change start_tone_change($game_system.daynight_phase_object[1], duration) @daynight_tone_changed = true end #-------------------------------------------------------------------------- # ○ State of default (0, 0 and 0) it resets # duration : Transition duration #-------------------------------------------------------------------------- def set_daynight_default(duration) start_tone_change(@default_tone, duration) end #-------------------------------------------------------------------------- # ○ Reconstructing present phase # duration : Transition duration #-------------------------------------------------------------------------- def restore_daynight_phase(duration) start_tone_change($game_system.daynight_phase_object[1], duration) @daynight_tone_changed = true end end
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#============================================================================== # ■ 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 #-------------------------------------------------------------------------- # ○ Check if the day and night change stopped #-------------------------------------------------------------------------- def daynight_stop? info = $data_mapinfos[map_id] return false if info == nil return (info.daynight_stop || info.daynight_void) end #-------------------------------------------------------------------------- # ○ Check the validity of the Day and night change #-------------------------------------------------------------------------- def daynight_void? info = $data_mapinfos[map_id] return false if info == nil return info.daynight_void end #-------------------------------------------------------------------------- # ● Acquisition of [enkauntorisuto] #-------------------------------------------------------------------------- alias encounter_list_KGC_DayNight encounter_list def encounter_list list = encounter_list_KGC_DayNight.clone
# Appearance conditional decision list.each_index { |i| list[i] = nil unless KGC::DayNight.troop_appear?($data_troops[list[i]]) } return list.compact end end
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#============================================================================== # ■ Spriteset_Battle #==============================================================================
if KGC::DayNight::TONE_BACK_ONLY_IN_BATTLE class Spriteset_Battle #-------------------------------------------------------------------------- # ● Renewal of battle floor #-------------------------------------------------------------------------- alias update_battlefloor_KGC_DayNight update_battlefloor def update_battlefloor update_battlefloor_KGC_DayNight
@battlefloor_sprite.tone = $game_troop.screen.daynight_tone end end end
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#============================================================================== # ■ 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 Disabling Day/Night Change (Freezing Time)When [DN_STOP] is inserted in map name, with that map day and night change stops. You use, with the map where such as in town we would not like to modify phase. Disabling Map Color Tone (Removing Noon, Night, Dusk Effects in indoor maps)When [DN_VOID] is inserted in map name, with that map also modification of the color tone with present phase in addition to the stop of day and night change, becomes invalid. You use at the bright place without, distinction of day and night such as in the building. Setting of enemy groupIn enemy group name [DN…]When it adds, appearance condition of the enemy can be set. … The phase which appears that group is input with comma pause. When - you insert before the numerical value, the phase which is appointed is excluded from appearance condition. - When “the night” only it appears - Monster *2 [DN 2] - “noon morning” when it does not appear - skeleton *2 [DN -0, - 3]The group with nothing written appears with all phases. Setting of phase PHASE = [ ["Noon", Tone.new( 0, 0, 0), 300], # Phase 0 ["Evening", Tone.new( -32, -96, -96), 100], # Phase 1 ["Night", Tone.new(-128, -128, -32), 250], # Phase 2 ["Morning", Tone.new( -48, -48, -16), 100], # Phase 3 ] # Do not turn this off!Setting of each phase is modified. As for phase, Thats as much I will translate, if you want more instructions translate the japanese page with babelfish or something.
This post has been edited by Magdreamer: Jan 31 2008, 11:42 PM
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THE SAVAGE NYMPH Note: this is Magdreamer, I'm using my real name for my forum name now.
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Feb 1 2008, 10:53 AM
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Level 7

Group: Revolutionary
Posts: 102
Type: Event Designer
RM Skill: Advanced

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Yes, but I'm not a scripter. I don't understand things just from scripting and some parts of it are confusing me.
- When “the night” only it appears - Monster *2 [DN 2] - “noon morning” when it does not appear - skeleton *2 [DN -0, - 3]
So what you're saying is that if I want a monster to appear only at night, I put [DN 2]. If I don't want a monster to appear in noon or morning, use [DN -0] or [DN -3]. Isn't that the same as night? Further, is it [DN -0, -3] for noon and morning collectively, or is it [DN 0] for noon and [DN -3] for morning?
At any rate, I've gone to the main japanese site and am translating it for myself, so it's fine.
This post has been edited by Koru-chan: Feb 1 2008, 10:54 AM
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Apr 7 2008, 09:26 AM
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Level 1

Group: Member
Posts: 7
Type: None
RM Skill: Undisclosed

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Koru, I haven't studied Japanese in a year in a half, except for the linguistics (the marvels of anthropology), and I was wondering if you could post a better Instruction Manual than the current. This is a very appealing script, but I doubt I can handle the Japanese myself, and you mentioned having taken the time to decipher the site. Anyway, just a request; it would be greatly appreciated, but I also understand that time is hard to come by.
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Apr 17 2008, 12:14 AM
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Level 4

Group: Member
Posts: 54
Type: None
RM Skill: Beginner

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Yeah I'm kinda having the same problem as Twilight... I don't get how to make things happen at certain times! I also don't really get how to alter the length of each period - as in, how to make dawn/daytime/dusk/night etc. last longer. I feel it's a little too short.
Oh and Koru-chan... I know you're probably very busy and stuff but it would be great if you could post somewhat easier-to-understand instructions!
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May 1 2008, 04:17 AM
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Level 3

Group: Member
Posts: 34
Type: Event Designer
RM Skill: Beginner

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I to would like to know how you can make events happen during a certain time. I figured out how to make monsters apear during a certain time, but as for events I'm stumped. I want to make it so at night you can't go into stores because they are closed.
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Jun 8 2008, 09:43 PM
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Level 1

Group: Member
Posts: 11
Type: None
RM Skill: Beginner

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How do I make the BGM change when it is at night time?
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Guest_From_Ariel_*
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Jun 9 2008, 01:32 AM
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Guests

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How would people compare this to like kylocks time im kinda trying to decide which one to use.
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Jun 24 2008, 05:58 PM
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Level 20

Group: Revolutionary
Posts: 405
Type: Event Designer
RM Skill: Skilled

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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?
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Nobody dies a virgin. Sooner or later life f***s everybody.
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Jun 24 2008, 10:17 PM
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芸術家

Group: Revolutionary
Posts: 708
Type: None
RM Skill: Skilled

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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.
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Current Project[RC]: Twilight Realm 3DMMORPG w/dx9, and char creation through mysql after I get a server, now C++ scripting Current Project[VX]: Obsidian Trilogy just started 08/12/2008 Current Project[XP&RM2K3]: none
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Jun 25 2008, 03:29 AM
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Level 20

Group: Revolutionary
Posts: 405
Type: Event Designer
RM Skill: Skilled

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@Netto well ok thank you for the explanation mate. ^^
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Nobody dies a virgin. Sooner or later life f***s everybody.
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Jun 27 2008, 06:48 AM
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Level 3

Group: Member
Posts: 35
Type: Artist
RM Skill: Advanced

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I keep getting an error... QUOTE Script 'Day and Night' line 389: NoMethodError occured. Undefined method '+' for nil: NilClass I know nothing of scripting and I'm afraid I'll make it worse if I try to fix it. :/
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