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# Advanced Time and Environment System (ATES) by Blizzard
# Version: 0.32
# Type: Autonomous Timeflow and Environment Controller
# Date v0.3: 11.3.2008
# Date v0.31: 8.4.2008
# Date v0.32: 13.4.2008
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#
# This work is protected by the following license:
# #----------------------------------------------------------------------------
# #
# # Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# # ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# #
# # You are free:
# #
# # to Share - to copy, distribute and transmit the work
# # to Remix - to adapt the work
# #
# # Under the following conditions:
# #
# # Attribution. You must attribute the work in the manner specified by the
# # author or licensor (but not in any way that suggests that they endorse you
# # or your use of the work).
# #
# # Noncommercial. You may not use this work for commercial purposes.
# #
# # Share alike. If you alter, transform, or build upon this work, you may
# # distribute the resulting work only under the same or similar license to
# # this one.
# #
# # - For any reuse or distribution, you must make clear to others the license
# # terms of this work. The best way to do this is with a link to this web
# # page.
# #
# # - Any of the above conditions can be waived if you get permission from the
# # copyright holder.
# #
# # - Nothing in this license impairs or restricts the author's moral rights.
# #
# #----------------------------------------------------------------------------
#
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#
# Compatibility:
#
# 99% compatible with SDK v1.x. 90% compatible with SDK 2.x. WILL corrupt old
# savegames. Can cause incompatibilty issues with DNS-es.
#
#
# Features:
#
# - complete control over and easy manipulating of time
# - nice day and night tinting
# - HUD clock optional
# - easier to control and more powerful than DDNS
#
#
# IMPORTANT NOTES:
#
# - This system has a working preconfiguration, be aware that a custom setup
# will need you to understand what each option does, so please read the
# configuration instructions.
# - Why does this system use switches to determine whether it's day or night?
# Simple: You can use conditions in enemy attacks to determine whether an
# attack should be used only at night or only at day.
#
#
# Instructions:
#
# - Explanation:
#
# This Time System will make your game have daytime and nighttime periods.
# The screen will be tinted accordingly. You can set up the length of the
# day. Other features are explained below. Please be sure to configure this
# system appropriately.
#
#
# - Basic manipulation of ATES:
#
# This system is based upon your eventing. It will work basically if you
# want, but with a little bit of using the "Call Script" event command you
# are able to control this system fully. You can call following commands:
#
# ATES.on
# Turns ATES on.
#
# ATES.off
# Turns ATES off.
#
# ATES.tint_on
# Turns ATES's screen tinting on.
#
# ATES.tint_off
# Turns ATES's screen tinting off.
#
# ATES.active?
# Returns true if ATES is turned on, otherwise false.
#
# ATES.tinting?
# Returns true if ATES tinting is turned on, otherwise false.
#
# ATES.day?
# Returns true if it's day, otherwise false. Alternatively you can check the
# assigned switch instead.
#
# ATES.night?
# Returns true if it's night, otherwise false. Alternatively you can check
# the assigned switch instead.
#
# ATES.advance(M, H)
# This will make the time advanced by M minutes and H hours. Any negative
# value used will cancel the execution of this command.
#
# ATES.make_it_day
# This is a feature from DDNS which allows you to quickly jump to the
# daytime.
#
# ATES.make_it_night
# This is a feature from DDNS which allows you to quickly jump to the
# nighttime.
#
#
# - Enhancement hints:
#
# If you wish to implement the DDNS further into your game and e.g. allow
# different behavious of monsters during day and night, you only need to
# check the the state of the appropriate switch. e.g. If NSWITCH is turned
# on inflict "Sleep" on one enemy.
#
#
# Additional info:
#
# The daytime and nighttime tintings were tested appropriately and optimal
# tinting is being used.
# Keep in mind that ATES is initially turned off, you need to turn it on by
# using the ATES.on and ATES.tint_on commands together.
#
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
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module ATES
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# switch ID of the "day" switch
DSWITCH = 51
# switch ID of the "night" switch
NSWITCH = 52
# length of a day in seconds in-game, can't be less than 36, is being
# quantized into intervals of 36 seconds
LENGTH = 360
# how much time is it when the "day" starts
DAY_START = 8
# how much time is it when the "night" starts
NIGHT_START = 20
# makes the screen brighter during "summer" days
OVERLIGHTING = true
# makes the screen darker during the night, not recommended
OVERDARKENING = true
# display HUD clock
SHOW_CLOCK = false
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
$ates = 0.32
#============================================================================
# ATES::Time
#============================================================================
class Time
attr_accessor :min
attr_accessor :hour
def initialize(m, h)
@min, @hour = m, h
end
end
def self.on
$game_system.ates.active = true
return true
end
def self.off
$game_system.ates.active = false
return true
end
def self.tint_on
$game_system.ates.tinting = true
return true
end
def self.tint_off
$game_system.ates.tinting = false
return true
end
def self.active?
return $game_system.ates.active
end
def self.tinting?
return $game_system.ates.tinting
end
def self.day?
return ($game_system.ates.time.hour.between?(DAY_START, NIGHT_START - 1))
end
def self.night?
return (!self.day)
end
def self.make_it_day
$game_system.ates.time.hour = DAY_START
$game_system.ates.time.min = 0
return true
end
def self.make_it_night
$game_system.ates.time.hour = NIGHT_START
$game_system.ates.time.min = 0
return true
end
def self.day_start
return DAY_START
end
def self.night_start
return NIGHT_START
end
def self.advance(m, h)
return false if [m, h].any? {|i| i < 0}
h += ($game_system.ates.time.min + m) / 60
$game_system.ates.time.min = ($game_system.ates.time.min + m) % 60
$game_system.ates.time.hour = ($game_system.ates.time.hour + h) % 24
return true
end
end
if ATES::DAY_START > ATES::NIGHT_START
raise 'ATEScfgError: A night can\'t start earlier than a day.'
elsif ATES::LENGTH < 36
raise 'ATEScfgError: A day\'s length must be equal to or greater than 36 seconds!'
end
#==============================================================================
# Game_System
#==============================================================================
class Game_System
attr_accessor :ates
attr_accessor :show_clock
alias init_ates_later initialize
def initialize
init_ates_later
@ates = Game_ATES.new
@show_clock = ATES::SHOW_CLOCK
end
end
#==============================================================================
# Game_ATES
#==============================================================================
class Game_ATES
attr_accessor :active
attr_accessor :tinting
attr_accessor :time
attr_accessor :frame_count
def initialize
@time = ATES::Time.new(0, 0)
@active = false
@tinting = false
@frame_count = 0
end
def get_tint
red = 0
green = 0
blue = 0
grey = 0
if ATES.day?
red = green = 0
day = ATES.day_start
night = ATES.night_start
ratio = ((@time.hour-day)*60+@time.min) * 255 / (60*(night-day))
if ratio >= 224
red = (232-ratio)*4
green = (208-ratio)*2
elsif ratio >= 192
red = ratio-192
green = 192-ratio
elsif ATES::OVERLIGHTING
if ratio >= 160
red = green = blue = 192-ratio
elsif ratio >= 96
red = green = blue = 32
elsif ratio >= 64
red = green = blue = ratio-64
end
end
else
red = green = -96
day = ATES.day_start
night = ATES.night_start
hour = (@time.hour >= night ? @time.hour : @time.hour+24)
ratio = ((hour-night)*60+@time.min) * 255 / (60*(day+24-night))
if ratio >= 224
red = (ratio-256)*2
green = (ratio-256)*2
blue = 255-ratio
elsif ratio >= 192
red = ratio-288
green = ratio-288
blue = ratio-192
elsif ATES::OVERDARKENING
if ratio >= 160
red = ratio-288
green = ratio-288
blue = ratio-192
elsif ratio >= 96
red = -128
green = -128
blue = -32
elsif ratio >= 64
red = -32-ratio
green = -32-ratio
blue = 64-ratio
end
end
end
return Tone.new(red, green, blue, grey)
end
def update
if @active
@frame_count += 1
ATES.advance(1, 0, 0, 0, 0) if @frame_count % (ATES::LENGTH / 36) == 0
end
if ATES.day?
$game_map.need_refresh = true if $game_switches[ATES::NSWITCH]
$game_switches[ATES::DSWITCH] = true
$game_switches[ATES::NSWITCH] = false
else
$game_map.need_refresh = true if $game_switches[ATES::DSWITCH]
$game_switches[ATES::DSWITCH] = false
$game_switches[ATES::NSWITCH] = true
end
$game_screen.start_tone_change(get_tint, 0) if @tinting
end
end
#==============================================================================
# Bitmap
#==============================================================================
class Bitmap
if $tons_version == nil || $tons_version < 1.6
alias draw_text_shaded_later draw_text
end
def draw_text_full(x2, y2, w2 = 0, h2 = 0, text2 = '', a2 = 0)
if x2.is_a?(Rect)
x, y, w, h, text, a = x2.x, x2.y, x2.width, x2.height, y2, w2
else
x, y, w, h, text, a = x2, y2, w2, h2, text2, a2
end
save_color = self.font.color.clone
self.font.color = Color.new(0, 0, 0)
[x-1, x+1].each {|xx| [y-1, y+1].each {|yy|
draw_text_shaded_later(xx, yy, w, h, text, a)}}
self.font.color = save_color
draw_text_shaded_later(x, y, w, h, text, a)
end
end
#==============================================================================
# Clock_Sprite
#==============================================================================
class Clock_Sprite < Sprite
def initialize
super
self.x, self.y, self.z = 480, 8, 5000
self.bitmap = Bitmap.new(128, 32)
if $fontface != nil
self.bitmap.font.name = $fontface
elsif $defaultfonttype != nil
self.bitmap.font.name = $defaultfonttype
end
self.bitmap.font.size = 26
@odd = 0
draw if $game_system.ates.active
end
def draw
self.bitmap.clear
hours = $game_system.ates.time.hour
minutes = sprintf('%02d', $game_system.ates.time.min)
if @odd % 2 == 0
self.bitmap.draw_text_full(0, 0, 128, 32, "#{hours} #{minutes}", 2)
else
self.bitmap.draw_text_full(0, 0, 128, 32, "#{hours}:#{minutes}", 2)
end
@odd = (@odd + 1) % 2
end
end
#==============================================================================
# Scene_Map
#==============================================================================
class Scene_Map
alias main_ates_later main
def main
@clock = Clock_Sprite.new if $game_system.show_clock
main_ates_later
@clock.dispose unless @clock == nil
end
alias update_ates_later update
def update
$game_system.ates.update
update_ates_later
@clock.draw if @clock != nil && $game_system.ates.frame_count % 40 == 0
end
alias transfer_player_ates_later transfer_player
def transfer_player
$game_system.ates.update
transfer_player_ates_later
end
end