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> ~[Day/Night System]~, Not made by me, just translated.
Rory
post Jan 31 2008, 11:38 PM
Post #1


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Day/Night System
It 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=daynight

Screenshot


#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ ◆ 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

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

$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

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

#==============================================================================
# □ 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

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

#==============================================================================
# ■ 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

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

#==============================================================================
# ■ 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

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

#==============================================================================
# ■ 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

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

#==============================================================================
# ■ 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

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

#==============================================================================
# ■ 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

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

#==============================================================================
# ■ 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

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

#==============================================================================
# ■ 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

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

#==============================================================================
# ■ 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

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

#==============================================================================
# ■ 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


[Show/Hide] Instructions Manual
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 group

In 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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Posts in this topic
- Magdreamer   ~[Day/Night System]~   Jan 31 2008, 11:38 PM
- - ERZENGEL   Good work, Magdreamer! I wanted to start my t...   Feb 1 2008, 06:34 AM
- - Koru-chan   Babelfish is terrible, people use it all the time ...   Feb 1 2008, 10:10 AM
- - Magdreamer   Thats only the post, I didn't bother with it. ...   Feb 1 2008, 10:12 AM
- - Koru-chan   Yes, but I'm not a scripter. I don't unde...   Feb 1 2008, 10:53 AM
- - Magdreamer   Yeah, you got it =)   Feb 1 2008, 09:06 PM
- - Koru-chan   Um, except I asked two different things and you...   Feb 1 2008, 10:49 PM
- - Twilight27   I am deeply sorry for bumping this topic, but how ...   Apr 6 2008, 09:50 AM
|- - Twilight27   QUOTE (Twilight27 @ Apr 6 2008, 01:04 PM)...   Apr 7 2008, 12:46 PM
- - WaywardPheasant   Koru, I haven't studied Japanese in a year in ...   Apr 7 2008, 09:26 AM
- - matty0828   Yeah I'm kinda having the same problem as Twil...   Apr 17 2008, 12:14 AM
- - Twilight27   Sorry, but...BUMP! There're two of us (or ...   Apr 20 2008, 01:03 PM
- - Oralom   I to would like to know how you can make events ha...   May 1 2008, 04:17 AM
- - Namio   How do I make the BGM change when it is at night t...   Jun 8 2008, 09:43 PM
- - From_Ariel   How would people compare this to like kylocks time...   Jun 9 2008, 01:32 AM
- - drebenk   Ok I put the script above Main but what do I need ...   Jun 24 2008, 05:58 PM
|- - Netto   QUOTE (drebenk @ Jun 24 2008, 06:12 PM) O...   Jun 24 2008, 10:17 PM
|- - cooltirta   QUOTE (Netto @ Jun 25 2008, 12:39 PM) QUO...   Sep 3 2008, 10:44 PM
- - drebenk   @Netto well ok thank you for the explanation mate....   Jun 25 2008, 03:29 AM
- - keyonne   I keep getting an error... QUOTE Script 'Day...   Jun 27 2008, 06:48 AM
- - karu89   I get the same error, and my game can't run pr...   Jul 20 2008, 09:38 AM
|- - El_Motivozo   QUOTE (karu89 @ Jul 20 2008, 09:38 AM) I ...   Jan 2 2009, 12:51 PM
- - VampireLordAlucard   My friend got the same error, anyone got an answer...   Aug 1 2008, 08:55 PM
- - rik_head1985   me too i need the answer too lol   Aug 14 2008, 04:52 AM
- - kccarmea   My days don't change help me! My days don...   Aug 14 2008, 01:56 PM
|- - VerifyedRasta   QUOTE (kccarmea @ Aug 14 2008, 02:18 PM) ...   Aug 14 2008, 04:26 PM
|- - Twilight27   QUOTE (VerifyedRasta @ Aug 14 2008, 07:48...   Aug 21 2008, 08:45 PM
- - Netto   Have you tried using an updated version of the scr...   Aug 21 2008, 10:58 PM
|- - Twilight27   QUOTE (Netto @ Aug 22 2008, 02:20 AM) Hav...   Aug 22 2008, 04:21 PM
- - t5yvxc   i cant get this script to work, i added it above m...   Dec 3 2008, 08:10 PM
- - phenixryte23   I thnk most of us are getting the same problem = l...   Dec 7 2008, 01:04 AM
- - phenixryte23   Oh a and BY the way is there any method in which i...   Dec 7 2008, 02:33 AM
- - wookied00d   As for making events happen at specific times.... ...   Dec 11 2008, 06:07 AM
- - Versus_Shin   Well, doesn't work here either. But, as for m...   Dec 16 2008, 06:19 PM
- - Kinerex Shiomi   so, this works throughout the game, by itself invo...   Jun 25 2009, 09:08 AM
- - Beloved_Hikari   I was having that error, but i managed to fix it b...   Jun 27 2009, 03:32 PM
- - leongon   Im not good at english, but I'll try to commen...   Jan 8 2010, 03:02 AM
|- - DNova1202   RE: ~[Day/Night System]~   Jul 26 2010, 09:36 PM
|- - KillerRed9   QUOTE (DNova1202 @ Jul 26 2010, 10:36 PM)...   Aug 12 2010, 11:19 AM
- - Tsaku Mitsajuni   I translated everything but the pictures.   Aug 19 2010, 05:57 PM


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