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http://www.nearfantastica.org/programs/Day%20Night%20System.zip
und hier der thread: http://www.rmxp.net/forums/index.php?showtopic=7186
Man kann lichteffect hineinzaubern, sobalt man ein event:
Feuer effekt - Fire
Laterne(Rechts) effect - Right Lantern
Laterne(Links) effect - Left Lantern
Lampe Post effect - Lamp Post
Grund effect – Ground
Um die effecte herzuzaubern, braucht man das pic in Picture ordner mit den namen "LE.png".... ist ein 64x64 großes bild, in der mitte ist es komplett gelb, nach aussen hin wird es transparent... (für selbstbastler)
nennt...
In script kann man die startzeit ändern, und wieviele sec ein minute sind, stunden, also alles kann man in script einstellen,... gleich in den ersten lines...
die zeit wird in menü angezeigt, sobalt man das macht:
in Scene_Menu unter line 42 das
in das
umändert...
voil lá, schon hat man ein perfectes tag nacht system!
helligkeit wird in line 86 automatisch per Math.sin berechnet (für profies)
und hier der thread: http://www.rmxp.net/forums/index.php?showtopic=7186
Man kann lichteffect hineinzaubern, sobalt man ein event:
Feuer effekt - Fire
Laterne(Rechts) effect - Right Lantern
Laterne(Links) effect - Left Lantern
Lampe Post effect - Lamp Post
Grund effect – Ground
Um die effecte herzuzaubern, braucht man das pic in Picture ordner mit den namen "LE.png".... ist ein 64x64 großes bild, in der mitte ist es komplett gelb, nach aussen hin wird es transparent... (für selbstbastler)
nennt...
In script kann man die startzeit ändern, und wieviele sec ein minute sind, stunden, also alles kann man in script einstellen,... gleich in den ersten lines...
die zeit wird in menü angezeigt, sobalt man das macht:
in Scene_Menu unter line 42 das
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@playtime_window = Window_PlayTime.new |
in das
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@playtime_window = Window_Time.new |
umändert...
voil lá, schon hat man ein perfectes tag nacht system!
helligkeit wird in line 86 automatisch per Math.sin berechnet (für profies)
Also das Script ist schon gut un so, aber irgendwie egal, was ich einstelle, es ist immer Nacht...
Edit:
ok jetz gehts, aber irgendwie hab ichs mitm zeitgefühl noch nich richtig raus...
Kann man das eigentlich mit dem original Tageszeiten verbinden? ich meine, dass wenn es draußen hell ist, es im Spiel hell ist. So nen Script gabs ja mal...aber scheint nicht drin zu sein, denn wenn ich mein PC umstelle auf 12 uhr, dann is es Dunkel ^^"
Edit2:
Schade, dass die Pics immer da sind...weil der screen beginnt schon nach 12 Uhr sich zu verdunkeln und spätestens 14-15 uhr sieht man schon die Lichter...Aber ich glaube nicht, das eine Stadt 15 Uhr, ihr Laternen anmacht =/
MP
Edit:
ok jetz gehts, aber irgendwie hab ichs mitm zeitgefühl noch nich richtig raus...
Kann man das eigentlich mit dem original Tageszeiten verbinden? ich meine, dass wenn es draußen hell ist, es im Spiel hell ist. So nen Script gabs ja mal...aber scheint nicht drin zu sein, denn wenn ich mein PC umstelle auf 12 uhr, dann is es Dunkel ^^"
Edit2:
Schade, dass die Pics immer da sind...weil der screen beginnt schon nach 12 Uhr sich zu verdunkeln und spätestens 14-15 uhr sieht man schon die Lichter...Aber ich glaube nicht, das eine Stadt 15 Uhr, ihr Laternen anmacht =/
MP
schau in line 348,... tausche die zahlen aus...
, das dass licht später/früher kommt...
aus einen anderen forum, solte wahrscheinlich eine verbesserung sein:
ersetze dass
mit
, das dass licht später/früher kommt...
aus einen anderen forum, solte wahrscheinlich eine verbesserung sein:
ersetze dass
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def get_tone hour=get_hour.floor minutes=get_minute + hour*@hour_length phase_shift=Math::PI*(minutes/(@hour_length*@day_length)) illumination= -150+ 165*Math.sin(phase_shift) tone=Tone.new(illumination,illumination,illumination,0) return tone end |
mit
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def get_tone period_length=Math::PI*(get_hour / @day_length) red_shift= -100+ 115*Math.sin(period_length) green_shift= -140+ 155*Math.sin(period_length) blue_shift= -150+ 165*Math.sin(period_length) return Tone.new(red_shift, green_shift, blue_shift, 0) end |
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Monsta« (2. Juni 2007, 16:09)
nun, wahrscheinlich ist der link down :]
füg ober Main ein...
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#=======================================# # ■ class Game_Title # # written by Deke # Rewiten by Near Fantastica #------------------------------------------------------------------------------# #=======================================# class Game_Time attr_accessor :minute_length def initialize @minute_length=2.0 #length of game minute in real seconds @hour_length= 60.0 #minute in an hour @day_length=24.0 #hours in a day @month_length=30.0 #days in a month @year_length=12.0 #months in a year @minutes=0 #starting minute count start_minute=56 add_minutes(start_minute) start_hour=23 #starting hour count add_hours(start_hour) start_day=5 #starting day count add_days(start_day) start_month=1 #starting month count add_months(start_month-1) start_year=129 #starting year count add_years(start_year) end def add_minutes(minutes) @minutes +=minutes end def add_hours(hours) @minutes +=hours*@hour_length end def add_days(days) @minutes += days*@hour_length*@day_length end def add_months(months) @minutes +=months * @hour_length*@day_length*@month_length end def add_years(years) @minutes += years * @hour_length*@day_length*@month_length * @year_length end def get_year minutes=get_total_minutes year=minutes / @hour_length / @day_length / @month_length / @year_length return year end def get_month minutes=get_total_minutes month=minutes / @hour_length / @day_length / @month_length % @year_length + 1 return month end def get_day minutes=get_total_minutes day=minutes / @hour_length / @day_length % @month_length return day end def get_hour minutes=get_total_minutes hour=minutes / @hour_length % @day_length return hour end def get_total_minutes total_sec=Graphics.frame_count / Graphics.frame_rate minute=(total_sec/@minute_length+@minutes) return minute end def get_minute minutes=get_total_minutes % @hour_length return minutes end def get_tone period_length=Math::PI*(get_hour / @day_length) red_shift= -100+ 115*Math.sin(period_length) green_shift= -140+ 155*Math.sin(period_length) blue_shift= -150+ 165*Math.sin(period_length) return Tone.new(red_shift, green_shift, blue_shift, 0) end end # of class Game_Time #=======================================# # ■ class Window_Time # # written by Deke # #------------------------------------------------------------------------------# #=======================================# class Window_Time < Window_Base #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype # "Time" window font self.contents.font.size = $defaultfontsize refresh end #-------------------------------------------------------------------------- def refresh self.contents.clear @total_sec = Graphics.frame_count / Graphics.frame_rate @minute=$game_time.get_minute.floor hour = $game_time.get_hour pm_flag= hour >=12 ? true : false hour= hour >= 12 ? hour-12 : hour day=$game_time.get_day month=$game_time.get_month year=$game_time.get_year if hour.floor==0 text=sprintf("%02d:%02d",12,@minute) else text=sprintf("%02d:%02d",hour,@minute) end if pm_flag text += " PM" else text += " AM" end self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120, 32, text, 2) text = sprintf("%02d-%02d-%02d", month, day, year) self.contents.font.color=system_color self.contents.draw_text(4,32,120,32,text) end #-------------------------------------------------------------------------- def update if $game_time.get_minute.floor != @minute refresh end end end # of class #======================================= class Game_Temp #-------------------------------------------------------------------------- # ● Refer setup to Game Temp #-------------------------------------------------------------------------- alias dns_game_temp_initalize initialize #-------------------------------------------------------------------------- # ● Refer the Attr #-------------------------------------------------------------------------- attr_reader :map_infos #Added Lines attr_reader :outside_array #Added Lines #-------------------------------------------------------------------------- # ● Refer setup to Scene Map #-------------------------------------------------------------------------- def initialize dns_game_temp_initalize @outside_array = Array.new @map_infos = load_data("Data/MapInfos.rxdata") for key in @map_infos.keys @outside_array[key] = @map_infos[key].name.include?("*") end end end #======================================= class Scene_Map #-------------------------------------------------------------------------- # ● Refer setup to Scene Map #-------------------------------------------------------------------------- alias dns_scene_map_main main alias dns_scene_map_update update #-------------------------------------------------------------------------- # ● Main #-------------------------------------------------------------------------- def main if $game_temp.outside_array[$game_map.map_id] tone=$game_time.get_tone @minute=$game_time.get_minute.floor $game_screen.start_tone_change(tone, 0) end # スプライトセットを作成 @spriteset = Spriteset_Map.new # メッセージウィンドウを作成 @message_window = Window_Message.new # トランジション実行 Graphics.transition # メインループ loop do $light_effects.refresh # ゲーム画面を更新 Graphics.update # 入力情報を更新 Input.update # フレーム更新 update # 画面が切り替わったらループを中断 if $scene != self break end end # トランジション準備 Graphics.freeze # スプライトセットを解放 @spriteset.dispose # メッセージウィンドウを解放 @message_window.dispose # タイトル画面に切り替え中の場合 if $scene.is_a?(Scene_Title) # 画面をフェードアウト Graphics.transition Graphics.freeze end $light_effects.hide end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- def update $light_effects.update conditional1 =$game_temp.outside_array[$game_map.map_id] and $game_time.get_minute.floor != @minute conditional2 =$game_temp.outside_array[$game_map.map_id] and @current_id != $game_map.map_id if conditional1 or conditional2 tone=$game_time.get_tone $game_screen.start_tone_change(tone, 0) @minute = $game_time.get_minute.floor $game_map.need_refresh=true @current_id=$game_map.map_id end if $game_temp.outside_array[$game_map.map_id] == false and @current_id != $game_map.map_id $game_screen.start_tone_change(Tone.new(0,0,0,0),0) @current_id=$game_map.map_id end dns_scene_map_update end end #====================================================== class Scene_Title #-------------------------------------------------------------------------- # ● Refer setup to Scene Map #-------------------------------------------------------------------------- alias dns_scene_title_update update #-------------------------------------------------------------------------- # ● Refer setup to Scene Map #-------------------------------------------------------------------------- def update $game_time=Game_Time.new #Dubealex Addition (from XRXS) to show Map Name on screen dns_scene_title_update end end #======================================================== class Scene_Load def read_save_data(file) characters = Marshal.load(file) Graphics.frame_count = Marshal.load(file) $game_system = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) $game_time =Marshal.load(file) #Added Line if $game_system.magic_number != $data_system.magic_number $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) end $game_party.refresh end end # of Scene_Load updates #======================================================= class Scene_Save def write_save_data(file) characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) Marshal.dump($game_time,file) # Added Line end end # of Scene_Save updates #======================================================== class Game_Map #-------------------------------------------------------------------------- # ● Refer the attr #-------------------------------------------------------------------------- attr_reader :outside attr_reader :map_id #-------------------------------------------------------------------------- # ● Outside #-------------------------------------------------------------------------- def outside return $game_temp.outside_array[@map_id] end end #============================================================================== # ■ Light Effect System #------------------------------------------------------------------------------ #  By: Near Fantastica # Date: 13/2/05 # # Addes light Effects to the DNS so objects glow and have ground effect lighting... #============================================================================== class Light_Effect_System #-------------------------------------------------------------------------- # ● Refer the attr #-------------------------------------------------------------------------- attr_accessor :picture_le attr_accessor :event_list attr_accessor :type_list #-------------------------------------------------------------------------- # ● Initialization #-------------------------------------------------------------------------- def initialize @event_counter = 0 @picture_le = Array.new @event_list = Array.new @type_list = Array.new end #-------------------------------------------------------------------------- # ● Setup Light Effects on Map Change #-------------------------------------------------------------------------- def setup # Setup Event Max @event_counter = 0 for i in 1..999 if $game_map.map.events[i].id > @event_counter @event_counter = $game_map.map.events[i].id end end # for i in 1..@event_counter if $game_map.map.events[i] == nil next end case $game_map.map.events[i].name when "Ground" ground(i) when "Fire" fire(i) when "Lamp Post" lamp(i) when "Left Lantern" left_lantern(i) when "Right Lantern" right_lantern(i) end end end #-------------------------------------------------------------------------- # ● Updates the Array based on time of day #-------------------------------------------------------------------------- def update if $game_time.get_hour > 7 and $game_time.get_hour < 14 hide else show end end #-------------------------------------------------------------------------- # ● Updates the XY of the sprites #-------------------------------------------------------------------------- def refresh for i in 0..$light_effects.picture_le.size - 1 case $light_effects.type_list[i] when "Ground" $light_effects.picture_le[i].x = ($game_map.events[$light_effects.event_list[i]].real_x - 200 - $game_map.display_x) / 4 $light_effects.picture_le[i].y = ($game_map.events[$light_effects.event_list[i]].real_y - 200 - $game_map.display_y) / 4 $light_effects.picture_le[i].visible = true when "Fire" $light_effects.picture_le[i].x = ($game_map.events[$light_effects.event_list[i]].real_x - 300 - $game_map.display_x) / 4 $light_effects.picture_le[i].y = ($game_map.events[$light_effects.event_list[i]].real_y - 300 - $game_map.display_y) / 4 $light_effects.picture_le[i].visible = true when "Left Lamp Post" $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 5 $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 15 when "Right Lamp Post" $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 25 $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 15 $light_effects.picture_le[i].visible = true when "Left Lantern" $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 20 $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 5 $light_effects.picture_le[i].visible = true when "Right Lantern" $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 10 $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 5 $light_effects.picture_le[i].visible = true end end end #-------------------------------------------------------------------------- # ● Redraws the Array #-------------------------------------------------------------------------- def redraw if @picture_le != [] for i in 0..@picture_le.size - 1 @picture_le[i].bitmap.dispose end @picture_le = Array.new @event_list = Array.new @type_list = Array.new end end #-------------------------------------------------------------------------- # ● Shows Array #-------------------------------------------------------------------------- def show if @picture_le != [] for i in 0..@picture_le.size - 1 @picture_le[i].visible = true end end end #-------------------------------------------------------------------------- # ● Hides Array #-------------------------------------------------------------------------- def hide if @picture_le != [] for i in 0..@picture_le.size - 1 @picture_le[i].visible = false end end end #-------------------------------------------------------------------------- # ● Setup Light Effects for Ground #-------------------------------------------------------------------------- def ground(event_index) light_effects = Sprite.new light_effects.bitmap = RPG::Cache.picture("LE.PNG") light_effects.zoom_x = 200 / 100.0 light_effects.zoom_y = 200 / 100.0 light_effects.z = 1000 light_effects.opacity = 50 light_effects.visible = false @picture_le.push(light_effects) @event_list.push(event_index) @type_list.push("Ground") end #-------------------------------------------------------------------------- # ● Setup Light Effects for Fire #-------------------------------------------------------------------------- def fire(event_index) light_effects = Sprite.new light_effects.bitmap = RPG::Cache.picture("LE.PNG") light_effects.zoom_x = 300 / 100.0 light_effects.zoom_y = 300 / 100.0 light_effects.z = 1000 light_effects.opacity = 100 light_effects.visible = false @picture_le.push(light_effects) @event_list.push(event_index) @type_list.push("Fire") end #-------------------------------------------------------------------------- # ● Setup Light Effects for Lamp #-------------------------------------------------------------------------- def lamp(event_index) light_effects = Sprite.new light_effects.bitmap = RPG::Cache.picture("LE.PNG") light_effects.z = 1000 light_effects.opacity = 100 light_effects.visible = false @picture_le.push(light_effects) @event_list.push(event_index) @type_list.push("Left Lamp Post") light_effects = Sprite.new light_effects.bitmap = RPG::Cache.picture("LE.PNG") light_effects.z = 1000 light_effects.opacity = 100 light_effects.visible = false @picture_le.push(light_effects) @event_list.push(event_index) @type_list.push("Right Lamp Post") end #-------------------------------------------------------------------------- # ● Setup Light Effects for Lantern #-------------------------------------------------------------------------- def left_lantern(event_index) light_effects = Sprite.new light_effects.bitmap = RPG::Cache.picture("LE.PNG") light_effects.z = 1000 light_effects.opacity = 150 light_effects.visible = false @picture_le.push(light_effects) @event_list.push(event_index) @type_list.push("Left Lantern") end #-------------------------------------------------------------------------- # ● Setup Light Effects for Lantern #-------------------------------------------------------------------------- def right_lantern(event_index) light_effects = Sprite.new light_effects.bitmap = RPG::Cache.picture("LE.PNG") light_effects.z = 1000 light_effects.opacity = 150 light_effects.visible = false @picture_le.push(light_effects) @event_list.push(event_index) @type_list.push("Right Lantern") end end #============================================================================== # ■ Game_Map #------------------------------------------------------------------------------ #  Add defenision of the names to Game Map Class #============================================================================== class Game_Map #-------------------------------------------------------------------------- # ● Refer the attr #-------------------------------------------------------------------------- attr_accessor :map #-------------------------------------------------------------------------- # ● Refer setup to Game Map #-------------------------------------------------------------------------- alias les_game_map_setup setup #-------------------------------------------------------------------------- # ● Refers the Map Setup #-------------------------------------------------------------------------- def setup(map_id) $light_effects.redraw les_game_map_setup(map_id) $light_effects.setup end end #============================================================================== # ■ Scene_Title #------------------------------------------------------------------------------ #  It is the class which processes the title picture #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # ● Refer setup to Scene Title #-------------------------------------------------------------------------- alias les_scene_title_update update #-------------------------------------------------------------------------- # ● Sets up the ABS #-------------------------------------------------------------------------- def update $light_effects = Light_Effect_System.new les_scene_title_update end end |
füg ober Main ein...
Update...
einige bugs wurden behoben:
einige bugs wurden behoben:
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#=======================================# # ■ class Game_Title # # written by Deke # Rewiten by Near Fantastica #------------------------------------------------------------------------------# #=======================================# class Game_Time attr_accessor :minute_length def initialize @minute_length=2.0 #length of game minute in real seconds @hour_length= 60.0 #minute in an hour @day_length=24.0 #hours in a day @month_length=30.0 #days in a month @year_length=12.0 #months in a year @minutes=0 #starting minute count start_minute=56 add_minutes(start_minute) start_hour=23 #starting hour count add_hours(start_hour) start_day=1 #starting day count add_days(start_day) start_month=1 #starting month count add_months(start_month-1) start_year=2005 #starting year count add_years(start_year) end def add_minutes(minutes) @minutes +=minutes end def add_hours(hours) @minutes +=hours*@hour_length end def add_days(days) @minutes += days*@hour_length*@day_length end def add_months(months) @minutes +=months * @hour_length*@day_length*@month_length end def add_years(years) @minutes += years * @hour_length*@day_length*@month_length * @year_length end def get_year minutes=get_total_minutes year=minutes / @hour_length / @day_length / @month_length / @year_length return year end def get_month minutes=get_total_minutes month=minutes / @hour_length / @day_length / @month_length % @year_length + 1 return month end def get_day minutes=get_total_minutes day=minutes / @hour_length / @day_length % @month_length return day end def get_hour minutes=get_total_minutes hour=minutes / @hour_length % @day_length return hour end def get_total_minutes total_sec=Graphics.frame_count / Graphics.frame_rate minute=(total_sec/@minute_length+@minutes) return minute end def get_minute minutes=get_total_minutes % @hour_length return minutes end def get_tone hour=get_hour.floor minutes=get_minute + hour*@hour_length phase_shift=Math::PI*(minutes/(@hour_length*@day_length)) illumination= -150+ 165*Math.sin(phase_shift) tone=Tone.new(illumination,illumination,illumination,0) return tone end end # of class Game_Time #=======================================# # ■ class Window_Time # # written by Deke # #------------------------------------------------------------------------------# #=======================================# class Window_Time < Window_Base #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface # "Time" window font self.contents.font.size = $fontsize refresh end #-------------------------------------------------------------------------- def refresh self.contents.clear @total_sec = Graphics.frame_count / Graphics.frame_rate @minute=$game_time.get_minute.floor hour = $game_time.get_hour pm_flag= hour >=12 ? true : false hour= hour >= 12 ? hour-12 : hour day=$game_time.get_day month=$game_time.get_month year=$game_time.get_year if hour.floor==0 text=sprintf("%02d:%02d",12,@minute) else text=sprintf("%02d:%02d",hour,@minute) end if pm_flag text += " PM" else text += " AM" end self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120, 32, text, 2) text = sprintf("%02d-%02d-%02d", month, day, year) self.contents.font.color=system_color self.contents.draw_text(4,32,120,32,text) end #-------------------------------------------------------------------------- def update if $game_time.get_minute.floor != @minute refresh end end end # of class #======================================= class Game_Temp #-------------------------------------------------------------------------- # ● Refer setup to Game Temp #-------------------------------------------------------------------------- alias dns_game_temp_initalize initialize #-------------------------------------------------------------------------- # ● Refer the Attr #-------------------------------------------------------------------------- attr_reader :map_infos #Added Lines attr_reader :outside_array #Added Lines #-------------------------------------------------------------------------- # ● Refer setup to Scene Map #-------------------------------------------------------------------------- def initialize dns_game_temp_initalize @outside_array = Array.new @map_infos = load_data("Data/MapInfos.rxdata") for key in @map_infos.keys @outside_array[key] = @map_infos[key].name.include?("*") end end end #======================================= class Scene_Map #-------------------------------------------------------------------------- # ● Refer setup to Scene Map #-------------------------------------------------------------------------- alias dns_scene_map_main main alias dns_scene_map_update update #-------------------------------------------------------------------------- # ● Main #-------------------------------------------------------------------------- def main if $game_temp.outside_array[$game_map.map_id] tone=$game_time.get_tone @minute=$game_time.get_minute.floor $game_screen.start_tone_change(tone, 0) end # スプライトセットを作成 @spriteset = Spriteset_Map.new # メッセージウィンドウを作成 @message_window = Window_Message.new # トランジション実行 Graphics.transition # メインループ loop do $light_effects.refresh # ゲーム画面を更新 Graphics.update # 入力情報を更新 Input.update # フレーム更新 update # 画面が切り替わったらループを中断 if $scene != self break end end # トランジション準備 Graphics.freeze # スプライトセットを解放 @spriteset.dispose # メッセージウィンドウを解放 @message_window.dispose # タイトル画面に切り替え中の場合 if $scene.is_a?(Scene_Title) # 画面をフェードアウト Graphics.transition Graphics.freeze end $light_effects.hide end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- def update $light_effects.update conditional1 =$game_temp.outside_array[$game_map.map_id] and $game_time.get_minute.floor != @minute conditional2 =$game_temp.outside_array[$game_map.map_id] and @current_id != $game_map.map_id if conditional1 or conditional2 tone=$game_time.get_tone $game_screen.start_tone_change(tone, 0) @minute = $game_time.get_minute.floor $game_map.need_refresh=true @current_id=$game_map.map_id end if $game_temp.outside_array[$game_map.map_id] == false and @current_id != $game_map.map_id $game_screen.start_tone_change(Tone.new(0,0,0,0),0) @current_id=$game_map.map_id end dns_scene_map_update end end #====================================================== class Scene_Title #-------------------------------------------------------------------------- # ● Refer setup to Scene Map #-------------------------------------------------------------------------- alias dns_scene_title_update update #-------------------------------------------------------------------------- # ● Refer setup to Scene Map #-------------------------------------------------------------------------- def update $game_time=Game_Time.new #Dubealex Addition (from XRXS) to show Map Name on screen dns_scene_title_update end end #======================================================== class Scene_Load def read_save_data(file) characters = Marshal.load(file) Graphics.frame_count = Marshal.load(file) $game_system = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) $game_time =Marshal.load(file) #Added Line if $game_system.magic_number != $data_system.magic_number $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) end $game_party.refresh end end # of Scene_Load updates #======================================================= class Scene_Save def write_save_data(file) characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) Marshal.dump($game_time,file) # Added Line end end # of Scene_Save updates #======================================================== class Game_Map #-------------------------------------------------------------------------- # ● Refer the attr #-------------------------------------------------------------------------- attr_reader :outside attr_reader :map_id #-------------------------------------------------------------------------- # ● Outside #-------------------------------------------------------------------------- def outside return $game_temp.outside_array[@map_id] end end #============================================================================== # ■ Light Effect System #------------------------------------------------------------------------------ # By: Near Fantastica # Date: 13/2/05 # # Addes light Effects to the DNS so objects glow and have ground effect lighting... #============================================================================== class Light_Effect_System #-------------------------------------------------------------------------- # ● Refer the attr #-------------------------------------------------------------------------- attr_accessor :picture_le attr_accessor :event_list attr_accessor :type_list #-------------------------------------------------------------------------- # ● Initialization #-------------------------------------------------------------------------- def initialize @event_counter = 0 @picture_le = Array.new @event_list = Array.new @type_list = Array.new end #-------------------------------------------------------------------------- # ● Setup Light Effects on Map Change #-------------------------------------------------------------------------- def setup # Setup Event Max @event_counter = 0 for i in 1..999 if $game_map.map.events[i].id > @event_counter @event_counter = $game_map.map.events[i].id end end # for i in 1..@event_counter if $game_map.map.events[i] == nil next end case $game_map.map.events[i].name when "Ground" ground(i) when "Fire" fire(i) when "Lamp Post" lamp(i) when "Left Lantern" left_lantern(i) when "Right Lantern" right_lantern(i) end end end #-------------------------------------------------------------------------- # ● Updates the Array based on time of day #-------------------------------------------------------------------------- def update if $game_time.get_hour > 7 and $game_time.get_hour < 14 hide else show end end #-------------------------------------------------------------------------- # ● Updates the XY of the sprites #-------------------------------------------------------------------------- def refresh for i in 0..$light_effects.picture_le.size - 1 case $light_effects.type_list[i] when "Ground" $light_effects.picture_le[i].x = ($game_map.events[$light_effects.event_list[i]].real_x - 200 - $game_map.display_x) / 4 $light_effects.picture_le[i].y = ($game_map.events[$light_effects.event_list[i]].real_y - 200 - $game_map.display_y) / 4 $light_effects.picture_le[i].visible = true when "Fire" $light_effects.picture_le[i].x = ($game_map.events[$light_effects.event_list[i]].real_x - 300 - $game_map.display_x) / 4 $light_effects.picture_le[i].y = ($game_map.events[$light_effects.event_list[i]].real_y - 300 - $game_map.display_y) / 4 $light_effects.picture_le[i].visible = true when "Left Lamp Post" $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 5 $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 15 when "Right Lamp Post" $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 25 $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 15 $light_effects.picture_le[i].visible = true when "Left Lantern" $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 20 $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 5 $light_effects.picture_le[i].visible = true when "Right Lantern" $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 10 $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 5 $light_effects.picture_le[i].visible = true end end end #-------------------------------------------------------------------------- # ● Redraws the Array #-------------------------------------------------------------------------- def redraw if @picture_le != [] for i in 0..@picture_le.size - 1 @picture_le[i].bitmap.dispose end @picture_le = Array.new @event_list = Array.new @type_list = Array.new end end #-------------------------------------------------------------------------- # ● Shows Array #-------------------------------------------------------------------------- def show if @picture_le != [] for i in 0..@picture_le.size - 1 @picture_le[i].visible = true end end end #-------------------------------------------------------------------------- # ● Hides Array #-------------------------------------------------------------------------- def hide if @picture_le != [] for i in 0..@picture_le.size - 1 @picture_le[i].visible = false end end end #-------------------------------------------------------------------------- # ● Setup Light Effects for Ground #-------------------------------------------------------------------------- def ground(event_index) light_effects = Sprite.new light_effects.bitmap = RPG::Cache.picture("LE.PNG") light_effects.zoom_x = 200 / 100.0 light_effects.zoom_y = 200 / 100.0 light_effects.z = 1000 light_effects.opacity = 50 light_effects.visible = false @picture_le.push(light_effects) @event_list.push(event_index) @type_list.push("Ground") end #-------------------------------------------------------------------------- # ● Setup Light Effects for Fire #-------------------------------------------------------------------------- def fire(event_index) light_effects = Sprite.new light_effects.bitmap = RPG::Cache.picture("LE.PNG") light_effects.zoom_x = 300 / 100.0 light_effects.zoom_y = 300 / 100.0 light_effects.z = 1000 light_effects.opacity = 100 light_effects.visible = false @picture_le.push(light_effects) @event_list.push(event_index) @type_list.push("Fire") end #-------------------------------------------------------------------------- # ● Setup Light Effects for Lamp #-------------------------------------------------------------------------- def lamp(event_index) light_effects = Sprite.new light_effects.bitmap = RPG::Cache.picture("LE.PNG") light_effects.z = 1000 light_effects.opacity = 100 light_effects.visible = false @picture_le.push(light_effects) @event_list.push(event_index) @type_list.push("Left Lamp Post") light_effects = Sprite.new light_effects.bitmap = RPG::Cache.picture("LE.PNG") light_effects.z = 1000 light_effects.opacity = 100 light_effects.visible = false @picture_le.push(light_effects) @event_list.push(event_index) @type_list.push("Right Lamp Post") end #-------------------------------------------------------------------------- # ● Setup Light Effects for Lantern #-------------------------------------------------------------------------- def left_lantern(event_index) light_effects = Sprite.new light_effects.bitmap = RPG::Cache.picture("LE.PNG") light_effects.z = 1000 light_effects.opacity = 150 light_effects.visible = false @picture_le.push(light_effects) @event_list.push(event_index) @type_list.push("Left Lantern") end #-------------------------------------------------------------------------- # ● Setup Light Effects for Lantern #-------------------------------------------------------------------------- def right_lantern(event_index) light_effects = Sprite.new light_effects.bitmap = RPG::Cache.picture("LE.PNG") light_effects.z = 1000 light_effects.opacity = 150 light_effects.visible = false @picture_le.push(light_effects) @event_list.push(event_index) @type_list.push("Right Lantern") end end #============================================================================== # ■ Game_Map #------------------------------------------------------------------------------ # Add defenision of the names to Game Map Class #============================================================================== class Game_Map #-------------------------------------------------------------------------- # ● Refer the attr #-------------------------------------------------------------------------- attr_accessor :map #-------------------------------------------------------------------------- # ● Refer setup to Game Map #-------------------------------------------------------------------------- alias les_game_map_setup setup #-------------------------------------------------------------------------- # ● Refers the Map Setup #-------------------------------------------------------------------------- def setup(map_id) $light_effects.redraw les_game_map_setup(map_id) $light_effects.setup end end #============================================================================== # ■ Scene_Title #------------------------------------------------------------------------------ # It is the class which processes the title picture #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # ● Refer setup to Scene Title #-------------------------------------------------------------------------- alias les_scene_title_update update #-------------------------------------------------------------------------- # ● Sets up the ABS #-------------------------------------------------------------------------- def update $light_effects = Light_Effect_System.new les_scene_title_update end end |
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Monsta« (2. Juni 2007, 16:10)
Das Script ist so eingestellt, dass es irgendwie gegen 12Uhr ist
also wartest du entweder eine längere Zeit (Kacken gehen, Zeitunglesen)
oder du änderst im Script in Zeile 12-27 die Werte.
Zeile 12: @minute_length=0.1 #length of game minute in real seconds
Wenn du das übernimmst, kannst du sehen wie es sehr schnell dunkel
und wieder hell wird, einziges Problem das ich hatte war, dass die
Lampen nicht aus bzw an gingen.
also wartest du entweder eine längere Zeit (Kacken gehen, Zeitunglesen)
oder du änderst im Script in Zeile 12-27 die Werte.
Zeile 12: @minute_length=0.1 #length of game minute in real seconds
Wenn du das übernimmst, kannst du sehen wie es sehr schnell dunkel
und wieder hell wird, einziges Problem das ich hatte war, dass die
Lampen nicht aus bzw an gingen.
Es geht leider immer noch net. Ich hab 31 Minuten gewartet (Echtzeit) und es bleibt hell was könnte daran kaputt sein?
Edit:Ich hoffe es antwortet bald mal jemand.Kann es sein das sich verschiedene Scripte gegenseitig stören können? Weil ich nämlich endlich mal dieses hoffentlich tolle Tag Nacht Script funktionierend sehen möchte.
@haben @#$!% :cry:
Edit:Ich hoffe es antwortet bald mal jemand.Kann es sein das sich verschiedene Scripte gegenseitig stören können? Weil ich nämlich endlich mal dieses hoffentlich tolle Tag Nacht Script funktionierend sehen möchte.
@haben @#$!% :cry:
Sorry, dass ich nochmal poste, aber ich hab im I-Net dasselbe Script glaube ich gefunden mit nem Beispielprojekt und da ging alles war alles schön dunkel geworden und so aber als ich ein neues Projekt gemacht hab und das Script dort eingefügt hab ging nix.
So jetzt versteh ich nicht warum es plötzlich nicht funktioniert ?:
könnte mir mal einer von euch genau erklären was ihr alles gemacht habt (ausser nur das Script einfügen) um dieses Script zum laufen zu bringen :´C ich will doch nur ein funktionierendes Tag Nacht Script
So jetzt versteh ich nicht warum es plötzlich nicht funktioniert ?:
könnte mir mal einer von euch genau erklären was ihr alles gemacht habt (ausser nur das Script einfügen) um dieses Script zum laufen zu bringen :´C ich will doch nur ein funktionierendes Tag Nacht Script
Zitat von »"Klaus"«
Ich hab ein problem ... ich kann nich auf den link mit der LE.png datei im anderen forum zugreifen kann mir die wer an [E-Mailadresse entfernt] schicken
hier extra für dich hochgeladen ^^
http://rapidshare.de/files/2468198/LE.png.html
bin jetzt zu faul , dir das per email zuschicken ^^
Zitat von »"Lord Kain"«
tag und nacht wechsel geht doch wie geht das mit der lampe ich blix nett habs scho versucht
wenn du das bild (le.png oder wie das heißt) in picture order getan hast (impoeriert hast xD) muss du einfach ein event ,
Feuer effekt - Fire
Laterne(Rechts) effect - Right Lantern
Laterne(Links) effect - Left Lantern
Lampe Post effect - Lamp Post
Grund effect – Ground
nennen ^^