Lieber Besucher, herzlich willkommen bei: RPG Studio - Make your World real. Falls dies Ihr erster Besuch auf dieser Seite ist, lesen Sie sich bitte die Hilfe durch. Dort wird Ihnen die Bedienung dieser Seite näher erläutert. Darüber hinaus sollten Sie sich registrieren, um alle Funktionen dieser Seite nutzen zu können. Benutzen Sie das Registrierungsformular, um sich zu registrieren oder informieren Sie sich ausführlich über den Registrierungsvorgang. Falls Sie sich bereits zu einem früheren Zeitpunkt registriert haben, können Sie sich hier anmelden.

1

Montag, 14. Februar 2005, 21:03

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

Quellcode

1
@playtime_window = Window_PlayTime.new

in das

Quellcode

1
@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)

2

Dienstag, 15. Februar 2005, 00:09

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

3

Dienstag, 15. Februar 2005, 18:55

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

Quellcode

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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

Quellcode

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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)


4

Samstag, 26. Februar 2005, 13:47

Kannst du bitte die Seite nochmal reinstellen, ich kann den link nicht aufrufen (ps. ich habe auch die adresse auskopiert und in den browsser eingefügt, half auch nix)

mfg Thargor

5

Samstag, 26. Februar 2005, 14:56

nun, wahrscheinlich ist der link down :]

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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...

6

Freitag, 4. März 2005, 19:38

Update...
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)


7

Samstag, 16. April 2005, 15:38

kommt etwas spät aber naja ^^
ich krieg die fehler meldung:

Zitat

??? 'DayNight' ? 555? ??? NoMethodError ????????

undefined Method 'redraw' for Nil: NilClass






un zeile 555 is:

Zitat

$light_effects.redraw
[ALIGN="center"] Bild [/align]

8

Sonntag, 17. April 2005, 15:44

Kann man das nicht irgendwie mit den Real_Time Script
kombinieren ?


Wäre wirklich ne fette hilfe.........
Bild Greetz an Special Thx: Emixp, Eddi, Geo, Rabu, Lelli, Eddi, Ryo Sakura, GruSy, Sasuke und natürlich alle Mods und Admins die so wunderbar auf das Forum hier aufpassen.

9

Samstag, 30. April 2005, 16:20

Bei mir ist es immer Tag egal was ich mache.Muss ich das Script irgentwie zuerst anschalten oder was?wie verwende ich das Script so,dass es auch funktioniert? ?: Brauch schnell hilfe

10

Samstag, 30. April 2005, 23:47

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.

11

Sonntag, 1. Mai 2005, 20:47

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:

12

Montag, 2. Mai 2005, 14:07

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

13

Samstag, 18. Juni 2005, 19:02

Könnte man machen das ein bestimmter Switsch angeschaltet wird wenn es Nacht wird, und das man in Räumen nichts von diesen scritp merkt?

14

Samstag, 18. Juni 2005, 19:16

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

15

Samstag, 18. Juni 2005, 20:36

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 ^^

16

Freitag, 1. Juli 2005, 13:06

An alle bei denen des Script nit funktioniert hat:

Setzt bei dem Mapname folgendes Zeichen hinten an : "*"

Der Maker unterscheidet, folgendermaßen : MAP0001* (Außen)
MAP0002 (Innen)


Hoffe das ich helfen konnte.



MfG SeyIku

17

Freitag, 1. Juli 2005, 15:19

Ich hab noch ein par fragen:

1. Wo kann ich einstellen wan es dunkell wirt und wann es Tag wirt? (bei der verbeserten version von markusmsk)

2. Kann man die licht efekte irgendwie vergrössern sie sind immer nur 1 häuschen gross. :cry:

Bild

18

Montag, 4. Juli 2005, 18:57

tag und nacht wechsel geht doch wie geht das mit der lampe ich blix nett habs scho versucht

19

Montag, 4. Juli 2005, 21:31

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 ^^

20

Dienstag, 5. Juli 2005, 15:13

einfach ein Event...meinst du wenn ich in einer Karte an einer bestimmten stelle licht haben will muss ich nur das Event Fire nennen und schon kommt da Feuer?

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