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Messages - elmangakac

1
Script Troubleshooting / Re: Help with teleport
September 06, 2016, 02:55:13 am
Quote from: KK20 on September 06, 2016, 02:15:52 am
Yeah I never heard of that one either. I'm not sure if it's a version-related error.

You could try sending a demo of a project that demonstrates this behavior.

EDIT:
Or it could be the way Pokemon Essentials handles teleporting. I found this wiki article: http://pokemonessentials.wikia.com/wiki/Map_transfers
QuoteThis page checks whether a player is standing on the door, and if so, shows the player coming out of it. This means that when choosing where a door should lead to, you should choose the tile with the door event on it (i.e. the door itself, not below it).

Maybe that's your problem? Try reading more guides/tutorials on PE.


You are right.

It was a bug door with an event previously came in Essentials ... But I managed solved by removing an additional page that the event brought teleportation by default.

Thank you very much for the information. Really, thank you.

2
Script Troubleshooting / Help with teleport
September 06, 2016, 12:47:38 am
Hello friends. I do not know if I'm putting this in the right place, but worth a try, since I am having a problem that threatens to stop my project.

From a day ago I've been having a problem with teleportation events. When I set coordinates on the map to which the character must appear after activate a teleportation event, initially the character reaches the right place in the right way ...

The problem starts when I compile the entire game from the TEST GAME RPGMAKERXP button, I close the project and open it again. When I do, many of this coordinates have moved one tile up. This makes the character gets stuck on the door and not outside it.

For example, when leaving a house, stay in the same outer door without allowing their movement.

I want the character teleports right here ...




But when I compile the game and restart RPG MAKER XP appears teleporting here ...



Someone could solve this problem? Thank you very much for the great help.
3
RMXP Script Database / Re: [XP] Blizz-ABS
April 18, 2011, 02:31:25 pm
Works with the state and the restriction... Thanks to all again ^_^
4
RMXP Script Database / Re: [XP] Blizz-ABS
April 17, 2011, 09:25:50 pm
Quote from: Hellfire Dragon on April 17, 2011, 05:58:36 pm
How about just adding a state with the restriction "can't move" to the actor


Um!!! Sounds good...Pretty Smart uh??? Im going to try it ^^
5
RMXP Script Database / Re: [XP] Blizz-ABS
April 17, 2011, 05:15:10 pm
Even if i used the actor can move T_T
6
RMXP Script Database / Re: [XP] Blizz-ABS
April 17, 2011, 12:56:45 am
Hello! Im making a event system that let the actor rest (recovering HP) if the player hold pressed the R key... The problem is that if my character sleep i still can move it around the place... Exist a call script command that stop all the movement of the character (im using Blizzabs Controls) ????
7
RMXP Script Database / Re: [XP] Blizz-ABS
April 13, 2011, 11:30:18 pm
Quote from: winkio on April 13, 2011, 02:11:39 am
no, there's no critical hit trigger yet.  Sorry.


Ok...Thanks anyway to all ^_^
8
RMXP Script Database / Re: [XP] Blizz-ABS
April 13, 2011, 02:08:56 am
Hello... I check the manual and i dont see one thing... (if its there... Sorry)....

Is that a way to do that the enemie active the action withuot die... And only when the player hit with a CRITICAL HIT??

Example:

The player hit the enemy with a critical hit and the enemie moves 6 tiles away from the player but...without die...

???


Thanks To All
9
Script Requests / Re: This VX Script to XP????
April 13, 2011, 02:04:45 am
Ok! I made it!!!!! With CCTS... Thanks to all anyway!!! Specially THE NICHE
10
RMXP Script Database / Re: [XP] Journal
April 12, 2011, 09:30:22 pm
i have the same mistake.... and the only thing that i change was the info of the items.....maybe its the script.... O_o
11
Script Requests / Re: This VX Script to XP????
April 11, 2011, 11:21:30 am
The problem is that i need a system that let me select easily the maps where the tinting dont work (like indoors, houses, buildings etc)... Like put all the maps ids in to a [1, 2, 3, 4] (where the script or a switch with the script its disabled) or changing the map name like in this script...... Because my game have a lot of maps and i have too a lot of teleporting events... i Use another Day&Night (Very ugly too) system but screw up my game and know i have to change it without edit all the teleporting events in my game....

I try to use both scripts ATS and CCTS and particularly ATS like it so much, very simple and nice tintings, but i dont know it how to do to configure the maps in the way that i explains you, without editing the teleporting events (that seriously... are so many) ...If that way exist maybe i dont get it O_o...

Thanks to all again...
12
Script Requests / This VX Script to XP????
April 11, 2011, 01:59:28 am
Hello guys... Anyonw knows how can convert this VX script in XP??


#===============================================================================
#  Script Simple de Día y Noche
#
#  Versión : 0.3.2 - 28.03.08
#  Creado por: hellMinor
#  Descripción: Un simple script que cambia el tono de la pantalla para emular
#               el día o la noche. Se basa en los pasos o la hora del sistema.
#
#===============================================================================

#===============================================================================
# Map-Detection F.A.Q.
#===============================================================================
# Si tienes un mapa interior en el que no se muestran efectos de día y noche
# simplemente pon [int] al comienzo del nombre del mapa.
# Al entrar a este tipo de mapas, el script cambiará inmediatamente el
# tono de pantalla a $daytone y todos los cambios hechos por el scrip serán
# ignorados.
#
# Algunos mapas interiores necesitan ser oscuros,como cuevas. Sólo pon [dint]
# al comienzo del nombre dle mapa para marcarlo como mapa interior oscuro.
# El script cambiará el tono a $nighttone en vez de $daytone
#
# Mientras, el tiempo sigue pasando en el mapa interior, y cuando salgas del
# interior se cambiará al tono de tiempo actual del juego.
#===============================================================================
# Get-Time F.A.Q.
#===============================================================================
# Si necesitas obtener el tiempo actual, puedes usar esto en Llamar Script:
# para obtener el tiempo actual:
# $game_variables[0001] = $dayandnight.getTime
# para obtener la hora actual:
# $game_variables[0001] = $dayandnight.getHour
# o para obtener el minuto actual:
# $game_variables[0001] = $dayandnight.getMinute
#
# $game_variables[0001] será la primera variable en la base de datos.
# Para usar otra variable, cambia el 0001 a algo >5000
#
#===============================================================================

class DayAndNight < Game_Screen
#===============================================================================
# Configuración Principal
#------------------------------------------------------------------------------
  $active = true        # Activa/Desactiva el script
  $timesystem = 1       # Determina qué tipo de sistema está activo
                        # 0 = Sistema por Pasos
                        # 1 = Sistema por Hora
  $fadingtime = 4       # Velocidad a la que cambia el tono (en segundos)
#-------------------------------------------------------------------------------
  $dusktone = Tone.new(-68, -51, -9, 25)      # Tono al Anochecer
  $nighttone = Tone.new(-136, -102, -17, 51)  # Tono por la Noche
  $dawntone = Tone.new(-20, -51, -68, 0)      # Tono al Amanecer
  $daytone = Tone.new(0, 0, 0, 0)             # Tono por el Día
#-------------------------------------------------------------------------------
# Timesystem config
#-------------------------------------------------------------------------------
$starting_time = "night" # Determina la fase de inicio
                          # "day" para día ,"dusk" para anochecer
                          # "dawn" para amanecer y "night" para noche.
                          # Notas: Por defecto es "night".
                          # ¡¡Cualquier otro cambiará TODOS los cálculos
                          # hechos con Graphics.frame_counter!!
                         
  $divider = 1            # Decide la velocidad a la que corre l Sistema Temporal
                          # Ej: 2 = Doble velocidad (30 segundos = 1 hora)
                          # Ej: 0,5 = Mitad de Velocidad (2 minutos = 1 hora)
  $dusktime =   7         # Cambia al anochecer en $dusktime
  $daytime =    8         # Cambia al día en $daytime
  $dawntime =   19        # Cambia al amanecer en $dawntime
  $nighttime =  20        # Cambia a la noche en $nighttime
#------------------------------------------------------------------------------
# Configuración de los Pasos
#------------------------------------------------------------------------------
  $count = 0            # Cuenta cuántos pasos hay entre un periodo
  $maxsteps = 200       # Cuántos pasos hay entre el cambio día/noche
#-------------------------------------------------------------------------------
# Comprobaciones
#------------------------------------------------------------------------------
  $day = true           # Comprueba si es de día
  $dusk = false         # Comprueba si anochece
  $dawn = false         # Comprueba si amanece
  $night = false        # Comprueba si es de noche
#-------------------------------------------------------------------------------
def change?
   if $count >= $maxsteps
     if $day
       doDusk
     end
     if $dusk
       doNight
     end
     if $night
       doDawn
     end
     if $dawn
       doDay
     end
   end
end
#-------------------------------------------------------------------------------
def doNight
   if $dayandnight.exterior?
     $game_map.screen.start_tone_change($nighttone,$fadingtime*60)
   end
   $count = 0
   $day = false
   $dusk = false
   $dawn = false
   $night = true
end
#-------------------------------------------------------------------------------
def doDay
   if $dayandnight.exterior?
     $game_map.screen.start_tone_change($daytone,$fadingtime*60)
   end
   $count = 0
   $day = true
   $night = false
   $dawn = false
   $dusk = false
end
#-------------------------------------------------------------------------------
def doDawn
   if $dayandnight.exterior?
     $game_map.screen.start_tone_change($dawntone,$fadingtime*60)
   end
   $count = 0
   $day = false
   $night = false
   $dusk = false
   $dawn = true
end
#-------------------------------------------------------------------------------
def doDusk
   if $dayandnight.exterior?
     $game_map.screen.start_tone_change($dusktone,$fadingtime*60)
   end
   $count = 0
   $day = false
   $night = false
   $dusk = true
   $dawn = false
end
#-------------------------------------------------------------------------------
def updateclock
   clocktime = Graphics.frame_count / (Graphics.frame_rate/$divider)
   hour = clocktime / 60 % 24
   minutes = clocktime % 60
   if hour == $dawntime && minutes == 0
     doDawn
   end
   if hour == $daytime && minutes == 0
     doDay
   end
   if hour == $dusktime && minutes == 0
     doDusk
   end
   if hour == $nighttime && minutes == 0
     doNight
   end
end
#-------------------------------------------------------------------------------
def interior?
   if($game_map.name.to_s.index("[int]") != nil)
     return true
   end
end
#-------------------------------------------------------------------------------
def exterior?
   if($game_map.name.to_s.index("[int]") == nil &&
     $game_map.name.to_s.index("[dint]") == nil)
     return true
   end
end
#------------------------------------------------------------------------------- 
def dark_interior?
   if($game_map.name.to_s.index("[dint]") != nil)
     return true
   end
end
#-------------------------------------------------------------------------------
def get_state_tone
   if $dawn
     return $dawntone
   end
   if $day
     return $daytone
   end
   if $dusk
     return $dusktone
   end
   if $night
     return $nighttone
   end
end
#-------------------------------------------------------------------------------
def getTime
   clocktime = Graphics.frame_count / (Graphics.frame_rate/$divider)
   hour = clocktime / 60 % 24
   minutes = clocktime % 60
   return hour.to_s+":"+minutes.to_s
end
#------------------------------------------------------------------------------- 
def getHour
   clocktime = Graphics.frame_count / (Graphics.frame_rate/$divider)
   hour = clocktime / 60 % 24
   return hour
end
#------------------------------------------------------------------------------- 
def getMinute
   clocktime = Graphics.frame_count / (Graphics.frame_rate/$divider)
   minutes = clocktime % 60
   return minutes
end

end
#===============================================================================

class Game_Character
#===============================================================================

def increase_steps
   @stop_count = 0
   if $active && $timesystem == 0
     $count += 1
     $dayandnight = DayAndNight.new
     $dayandnight.change?
   end
   update_bush_depth
end

end
#===============================================================================

class Game_Map
#===============================================================================

def initialize
   @screen = Game_Screen.new
   if $active && $timesystem == 1
     $dayandnight = DayAndNight.new
   end
   @interpreter = Game_Interpreter.new(0, true)
   @map_id = 0
   @display_x = 0
   @display_y = 0
   create_vehicles
end
#-------------------------------------------------------------------------------
def update
   refresh if $game_map.need_refresh
   update_scroll
   update_events
   update_vehicles
   update_parallax
   if $active && $timesystem == 1
     $dayandnight.updateclock
   end
   @screen.update
end

def name
   $data_mapinfos[@map_id]
end
   
end
#===============================================================================

class Scene_Map
#===============================================================================

def fadein(duration)
   Graphics.transition(0)
   if $active && $dayandnight.interior?
     $game_map.screen.start_tone_change($daytone,1)
   else if $active && $dayandnight.dark_interior?
     $game_map.screen.start_tone_change($nighttone,1)
   else if $active && $dayandnight.exterior?
       $game_map.screen.start_tone_change($dayandnight.get_state_tone,1)
     end
     end
   end
   for i in 0..duration-1
     Graphics.brightness = 255 * i / duration
     update_basic
   end
   Graphics.brightness = 255
end

end
#===============================================================================

class Scene_Title
#===============================================================================

alias load_database_additions load_database
def load_database
   load_database_additions
   $data_mapinfos      = load_data("Data/MapInfos.rvdata")
   for key in $data_mapinfos.keys
     $data_mapinfos[key] = $data_mapinfos[key].name
   end
end

alias command_new_game_additions command_new_game
def command_new_game
   command_new_game_additions
   Graphics.frame_count += 25200/$divider if $starting_time == "dawn"
   Graphics.frame_count += 28800/$divider if $starting_time == "day"
   Graphics.frame_count += 68400/$divider if $starting_time == "dusk"
end

end

#===============================================================================
# Game-Time-Hotfix
#===============================================================================

#===============================================================================

class Window_SaveFile < Window_Base
#===============================================================================

def load_gamedata
   @time_stamp = Time.at(0)
   @file_exist = FileTest.exist?(@filename)
   if @file_exist
     file = File.open(@filename, "r")
     @time_stamp = file.mtime
     begin
       @characters     = Marshal.load(file)
       @frame_count    = Marshal.load(file)
       @last_bgm       = Marshal.load(file)
       @last_bgs       = Marshal.load(file)
       @game_system    = Marshal.load(file)
       @game_message   = Marshal.load(file)
       @game_switches  = Marshal.load(file)
       @game_variables = Marshal.load(file)
       case $starting_time
         when "night"
           @total_sec = @frame_count / Graphics.frame_rate
         when "dawn"
           @total_sec = @frame_count-(25200/$divider) / Graphics.frame_rate
         when "day"
           @total_sec = @frame_count-(28800/$divider) / Graphics.frame_rate
         when "dusk"
           @total_sec = @frame_count-(68400/$divider) / Graphics.frame_rate
       end
     rescue
       @file_exist = false
     ensure
       file.close
     end
   end
end

end

13
Hello people...

Well this script its in spanish..... the author is Falcao... its a script that creates a virtual clock and let you change into morning, day, sunset and night, with some sounds and with a picture of light rays...

Like ---


Its looks like very simple... Let you set the maps id where the light ray image dont appear.... well im going to  translate a little the script comments for you...


#=======================================================================#
#=======================================================================#
#  #*****************#          ADVANCED_TIME_FALMT                     #
#  *  By Falcao y    *          Noche, dia, atardecer y sol real script #
#  *  mondo_trasho   *          Permite diferentes efectos segun        #     
#  #*****************#          transcurra un reloj virtual.            #
#         RMXP                          V 1.1                           #
# makerpalace.onlinegoo.com                                             #
#=======================================================================#

#------------------------------------------------------------------------
# * Instructions
# Put above Main, save the image called "Luz" in your picture folder
# , with Q button the counter dissapear
#-----------------------------------------------------------------------

module FALMT_time

#------------------------------------------------------------------------
# Configuration
#--------------------

# Star Year
ANOS = 2000

# Night hour
HoraOscurece = 19     

# Morning Hour
HoraAmanece = 1

# Sunset Hour
HoraOcaso = 14

# ID to enable counter (ON = Disable, OFF = Enable)
WindowDisable = 50

# ID of maps where the light image dissapear.
# Example: LuzDisable = [2,4,7,9]

LuzDisable = [ ]

#----------------------
# * Sounds & Image
#----------------------

# Morning Sound
SonidoAmanecer = "075-Small02"

# Night Sound
SonidoAnochecer = "076-Small03"

# Image in Pictures
Picture = "Luz"

WindowBoton = Input::L

#-----------------------------------------------------------------------------
# Day, Month, Year config (Optional)
#---

DIAS = 7 # Days at week
DIA_1 = "Domingo"
DIA_2 = "Lunes"
DIA_3 = "Martes"
DIA_4 = "Miércoles"
DIA_5 = "Jueves"
DIA_6 = "Viernes"
DIA_7 = "Sábado"

#
#----
# MES
#----
MESES = 12 # Month at year
MES_1 = "Enero"
MES_2 = "Febrero"
MES_3 = "Marzo"
MES_4 = "Abril"
MES_5 = "Mayo"
MES_6 = "Junio"
MES_7 = "Julio"
MES_8 = "Agosto"
MES_9 = "Septiembre"
MES_10 = "Octubre"
MES_11 = "Noviembre"
MES_12 = "Diciembre"

#----
#
#----.
DIAS_POR_MES = 30 # Days in a month
HORAS = 24 # Hours in a Day
MINUTOS = 2 # Minutes in a Hour
SEGUNDOS = 5 # Seconds in a Minute

end

class Window_AdvancedMapTime < Window_Base

  def initialize
    super(505, 0, 135, 105)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 100
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    $hora = @total_sec / FALMT_time::SEGUNDOS / FALMT_time::MINUTOS % FALMT_time::HORAS
    $minuto = @total_sec / FALMT_time::SEGUNDOS % FALMT_time::MINUTOS
    $segundo = @total_sec % FALMT_time::SEGUNDOS

# CAMBIOS DE DÍA SEGÚN LAS HORAS PASADAS (contador automático):
#-----------------
if $hora == 0 and $hora_cambio == nil
$dia_cantidad = FALMT_time::DIAS
if $dia_numero == nil or $dia_numero == $dia_cantidad
$dia_numero = 1
if $dias_por_mes == nil
  $dias_por_mes = 1
else
$dias_por_mes +=1
end
else
$dia_numero+=1
$dias_por_mes +=1
end
#MODIFICACIÓN DE LOS DÍAS (cantidad 7 por defecto):
case $dia_numero
when 1 # Cuando es el día número 1
$dia = FALMT_time::DIA_1 # Es Domingo
when 2 # Día número 2
$dia = FALMT_time::DIA_2 # Es lunes
when 3 # Etcétera...
$dia = FALMT_time::DIA_3
when 4
$dia = FALMT_time::DIA_4
when 5
$dia = FALMT_time::DIA_5
when 6
$dia = FALMT_time::DIA_6
when 7
$dia = FALMT_time::DIA_7
end
end

if $hora == 0
$hora_cambio = false
else $hora != 0
$hora_cambio = nil
end

#-----------------
# CAMBIOS DE MES SEGÚN LOS DÍAS PASADOS (contador automático):
#-----------------
if $mes_cambio == nil
$meses_cantidad = FALMT_time::MESES
if $mes_numero == nil or $mes_numero == $meses_cantidad
$mes_numero = 1
if $ano == nil
$ano = FALMT_time::ANOS
else
$ano += 1
end
else
$mes_numero+=1
end
#MODIFICACIÓN DE LOS MESES (cantidad 12 por defecto):
case $mes_numero
when 1 # Cuando es el día número 1
$mes = FALMT_time::MES_1 # Es Domingo
when 2 # Día número 2
$mes = FALMT_time::MES_2 # Es lunes
when 3 # Etcétera...
$mes = FALMT_time::MES_3
when 4
$mes = FALMT_time::MES_4
when 5
$mes = FALMT_time::MES_5
when 6
$mes = FALMT_time::MES_6
when 7
$mes = FALMT_time::MES_7
when 8
$mes = FALMT_time::MES_8
when 9
$mes = FALMT_time::MES_9
when 10
$mes = FALMT_time::MES_10
when 11
$mes = FALMT_time::MES_11
when 12
$mes = FALMT_time::MES_12
end
end

$dias_pormes = FALMT_time::DIAS_POR_MES

if $mes_cambiando == true
$mes_cambio = false
$dias_por_mes = 1
end

if $dias_pormes != $dias_por_mes
$mes_cambio = false
$mes_cambiando = nil
else $dias_pormes == $dias_por_mes
if $mes_cambiando == nil
$mes_cambio = nil
$mes_cambiando = true
end
end

#-----------------

dia = ["Día: ",$dia]
mes = ["Mes: ",$mes]
ano = ["Año: ",$ano]
   
    hora_minuto_segundo = sprintf("%02d:%02d:%02d", $hora, $minuto, $segundo)
    self.contents.font.color = normal_color
    self.contents.font.size = 19
    self.contents.font.name = "Times New Roman"
    self.contents.draw_text(0, -9, 120, 32, dia.to_s,0)
    self.contents.draw_text(0, 10, 150, 32, mes.to_s,0)
    self.contents.draw_text(0, 29, 150, 32, ano.to_s,0)
    self.contents.draw_text(50, 50, 120, 32, hora_minuto_segundo)
  end

  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
    refresh
  end
    end
  end
 
class Game_System
  attr_accessor :opa
  attr_accessor :ocaso
  attr_accessor :fshow
  alias falcaoluz_initialize initialize
  def initialize
    falcaoluz_initialize
    @opa = 0
    @ocaso = 0
    @fshow = 0
  end
end

class Scene_Map
  include FALMT_time
  alias falcaotrasho_main main
  def main
    @AMT = Window_AdvancedMapTime.new
    if $game_system.fshow == 0
      @AMT.x = 505
      @AMT.y = -104
      $game_system.fshow = 1
    end
    if $game_switches[WindowDisable] == false
      @AMT.visible = true
    else
      @AMT.visible = false
    end
    #$game_screen.start_tone_change(Tone.new(-110, -110, -110, 0), 20)
    falcaotrasho_main
    @AMT.dispose
  end
  alias falcaotrasho_update update
  def update
    @AMT.refresh
    # Nuevo update
    if Input.trigger?(WindowBoton)
      if @AMT.y == -104
        $game_system.fshow = 1
      elsif @AMT.y == 0
         $game_system.fshow = 2
      end
    end
    if $game_system.fshow == 1
      @AMT.y += 2 if @AMT.y < 0
    elsif $game_system.fshow == 2
        @AMT.y -= 2 if @AMT.y > -104
    end
    if $game_switches[WindowDisable] == false
      @AMT.visible = true
    else
      @AMT.visible = false
    end
    if $hora >= HoraAmanece  and $hora <= HoraOscurece - 1
      command_amanece
    elsif $hora <= HoraAmanece or $hora >= HoraOscurece - 1
      command_oscurece
    end
    command_ocaso if $hora >= HoraOcaso and $hora <= HoraOscurece - 1
    falcaotrasho_update
  end
  # comando amanece
  def command_amanece
    if $game_system.opa < 75
      $game_system.opa += 1
      unless FALMT_time::LuzDisable.include?($game_map.map_id)
        $game_screen.start_tone_change(Tone.new(0, 0, 0, 0),200)
        $game_screen.pictures[50].show(Picture,0,0, 0,100,100,$game_system.opa,0)
      end
      Audio.se_play("Audio/Se/" + SonidoAmanecer) if $game_system.opa == 75
    end
  end
  #comando oscurece
  def command_oscurece
    if $game_system.opa > 0
      $game_system.opa -= 1
      unless FALMT_time::LuzDisable.include?($game_map.map_id)
        $game_screen.start_tone_change(Tone.new(-110, -110, -110, 0), 200)
        $game_screen.pictures[50].show(Picture,0,0,0,100,100, $game_system.opa, 0)
      else
        $game_screen.pictures[50].show(Picture,0 , 0, 0, 100, 100,0, 0)
      end
      Audio.se_play("Audio/Se/" + SonidoAnochecer) if $game_system.opa == 0
    end
  end
  #-comando ocaso
  def command_ocaso
    if $game_system.ocaso < 10
      $game_system.ocaso += 1
      $game_screen.start_tone_change(Tone.new(10, -17, -17, 0), 100)
      $game_system.ocaso = 0 if $game_system.ocaso == 10
    end
  end
  #------------
  # Housing system
  alias falcaotrasho_transfer_player transfer_player
  def transfer_player
    falcaotrasho_transfer_player
    if FALMT_time::LuzDisable.include?($game_map.map_id)
      $game_screen.pictures[50].erase
      $game_screen.start_tone_change(Tone.new(0, 0, 0, 0),10)
      ## si esta de dia
    elsif $hora >= HoraAmanece  and $hora <= HoraOscurece
      $game_screen.pictures[50].show(Picture,0,0,0,100,100, $game_system.opa, 0)
      if $hora >= HoraOcaso
        $game_screen.start_tone_change(Tone.new(0, -17, -17, 0), 10)
      end
    elsif $hora <= HoraAmanece  or $hora >= HoraOscurece
      $game_screen.start_tone_change(Tone.new(-110, -110, -110, 0), 10)
    end
  end
end

class Scene_Save 
  alias falcaotrasho_write_data write_save_data
  def write_save_data(file)
    falcaotrasho_write_data(file)
    Marshal.dump($hora, file)
    Marshal.dump($minuto, file)
    Marshal.dump($segundo, file)
    Marshal.dump($mes, file)
    Marshal.dump($dia, file)
  end
end

class Scene_Load
  alias falcaotrasho_read_data read_save_data
  def read_save_data(file)
    falcaotrasho_read_data(file)
    $hora    = Marshal.load(file)
    $minuto    = Marshal.load(file)
    $segundo    = Marshal.load(file)
    $mes    = Marshal.load(file)
    $dia    = Marshal.load(file)
  end
end



Heres a Demo (In Spanish)

http://www.4shared.com/file/122985152/a43eb762/NocheDia_atardecer_FalTras.html

QUESTIONS:

- Anyone knows how to edit this script to also disable the tint (in night & sunset) when you are inside a house with some kinf of switch or with the...

# ID of maps where the light image dissapear.
# Example: LuzDisable = [2,4,7,9]
LuzDisable = [ ]


O_O ????. Please help me.... This Day&Night script its the only that works good with my game...

THANKS TO ALL... AGAIN


14
RMXP Script Database / Re: [XP] Blizz-ABS
April 10, 2011, 06:56:51 pm
Hello... A new question...

Exist a way that the Hotkey HUD only can see in screen if are enemies in the map...but the action moves like attacking or defending still working always??? O_O?

Thanks to all!!
15
RMXP Script Database / Re: [XP] Journal
April 10, 2011, 05:46:07 pm
I have the same "window" problem O:O
16
ing going to compare both scripts to start to learn how edit some things... thanks you very much again!!
17
Script Requests / Re: Stepsound script
April 06, 2011, 09:56:28 pm
sounds awesome!!!
18
RMXP Script Database / [XP] Clive's Hero Database
April 06, 2011, 03:04:41 am
Clive's Hero Database
Authors: SephirothSpawn
Version: 1.0
Type: Hero Database
Key Term: Misc System



Introduction

This script shows a full data of the actors of the game, and if the actors dont appear shows like a "unknow" one



Features


  • Setting Up Hero's Biography

  • Complete Details of Parameters and Equipment

  • Shows a Character Battler and Character Sprite

  • This Version dont requires SDK (Thanks to game_guy)




Screenshots





Demo

Just test it


Script


Spoiler: ShowHide
 

#==============================================================================
# Clive's Hero Database
#==============================================================================
# SephirothSpawn
# Version 1
# 22.02.06
#==============================================================================
# Instructions:
#   ~ Setting Up Hero's Bio
#         Find the line HERO_BIO = {
#         Below That, have a x=>[] for each actor in your database
#         Withing the array, have up to 3 lines of 'text'
#   ~ Calling the Scene
#         Use: $scene = Scene_Hero_DataBase.new
#==============================================================================
#==============================================================================
# ** Window_Clive_HeroStatus
#==============================================================================
class Window_Clive_HeroStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Hero Biography Constant
  #--------------------------------------------------------------------------
  HERO_BIO = {
    1=>["Here's a neat fact:", 'Arshes is the most used sprite in the rmxp community'],
    2=>['I thought Basil was something for cooking?'],
    3=>['I am thor!', 'Fear My Axe!'],
    4=>['Watch out fellas,', 'She will steal your hearts', '[/chessy]'],
    5=>['I still do not understant', 'whats up with the end of here bow...'],
    6=>['Bang Bang!'],
    7=>['Only for healing...'],
    8=>['Woot Woot!', 'Kill those Ghost with Fire', 'The secret to beat Sephs Demos']
    }
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(actor, index)
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor, @index, @frame = actor, index, 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    # Information Arrays
    main_info = ['Name:', 'Class:', 'Level:', 'Experience:', 'Next Level:']
    stat_info = ['hp', 'sp', 'str', 'dex', 'agi', 'int'].collect! {|x| (eval "$data_system.words.#{x}") + ':'}
    stat_info.push('Evasion:', 'Hit %:')
    equip_info = ['atk', 'pdef', 'mdef'].collect! {|x| (eval "$data_system.words.#{x}") + ':'}
    # Draws Page
    self.contents.font.color = system_color
    self.contents.draw_text(192, 0, 224, 24, "Page : #{@index} / #{$data_actors.size - 1}", 1)
    # Draws Stat Words
    for i in 0...stat_info.size
      self.contents.draw_text(4, 144 + i * 24, 284, 24, stat_info[i])
    end
    # Draws Equipment Words
    for i in 0...equip_info.size
      self.contents.draw_text(324, 144 + i * 24, 284, 24, equip_info[i])
    end
    # Draws Biography Heading
    self.contents.font.color = @actor.nil? ? disabled_color : normal_color
    self.contents.draw_text(20, 336, contents.width, 24, 'Biography:')
    # If Actor isn't nil
    unless @actor.nil?
      # Draws Actor Sprite
      refresh_sprite
      # Draws Actor Battler
      self.contents.scale_blt(Rect.new(400, 0, 192, 144),
        bitmap = RPG::Cache.battler(@actor.battler_name, @actor.battler_hue),
        Rect.new(0, 0, bitmap.width, bitmap.height))     
      # Gets Actor Main Information
      info = ['name', 'class_name', 'level', 'exp', 'next_rest_exp_s'].collect! {|x| eval "@actor.#{x}"}
      # Draws Main Information
      self.contents.font.color = system_color
      for i in 0...info.size
        self.contents.draw_text(192, (i + 1) * 24, 224, 24, "#{main_info[i]} #{info[i]}", 1)
      end
      # Gets Acor Stat Information
      info = ["#{@actor.hp} / #{@actor.maxhp}", "#{@actor.sp} / #{@actor.maxsp}"]
      info << ['str', 'dex', 'agi', 'int', 'eva', 'hit'].collect! {|x| eval "@actor.#{x}"}
      # Draws Actor Stat Information
      self.contents.font.color = normal_color
      for i in 0...info.flatten!.size
        self.contents.draw_text(- 4, 144 + i * 24, 284, 24, info[i].to_s, 2)
      end
      # Gets Actor Base Equip Information
      info = ['atk', 'pdef', 'mdef'].collect! {|x| eval "@actor.#{x}"}
      for i in 0..info.size
        self.contents.draw_text(316, 144 + i * 24, 284, 24, info[i].to_s, 2)
      end
      # Gets Equipment IDs
      equipment = ['weapon_id', 'armor1_id', 'armor2_id', 'armor3_id', 'armor4_id'].collect! {|x| eval "@actor.#{x}"}
      # Gets Equipment
      for i in 0..4
        equipment[i] = i == 0 ? $data_weapons[equipment[i]] : $data_armors[equipment[i]]
      end
      # Draws Equipment
      for i in 0..4
        draw_equipment(equipment[i], 324, 216 + i * 24, 284, 1, i)
      end
      # Gets Bio
      bio = HERO_BIO[@index]
      # Draws bio
      self.contents.font.color = normal_color
      for i in 0...bio.size
        self.contents.draw_text(36, 336 + (i + 1) * 24, contents.width - 72, 24, bio[i], 1)
      end
    # If Actor is nil
    else
      # Draws Main Information
      self.contents.font.color = system_color
      for i in 0..4
        self.contents.draw_text(192, (i + 1) * 24, 224, 24, "#{main_info[i]} ??????", 1)
      end
      # Draws Actor Stat Information
      self.contents.font.color = normal_color
      for i in 0..7
        text = i == 0 ? '???? / ????' : i == 1 ? '??? / ???' : '???'
        self.contents.draw_text(- 4, 144 + i * 24, 284, 24, text, 2)
      end
      # Gets Actor Base Equip Information
      for i in 0..2
        self.contents.draw_text(316, 144 + i * 24, 284, 24, '???', 2)
      end
      # Draws Equipment
      for i in 0..4
        draw_equipment(nil, 324, 216 + i * 24, 284, 1, i, false)
      end
      # Draws Empty Bio
      self.contents.font.color = disabled_color
      self.contents.draw_text(36, 360, contents.width - 72, 24, 'Unknown Bio', 1)
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh Sprite
  #--------------------------------------------------------------------------
  def refresh_sprite
    # Clears Bitmap Area
    self.contents.fill_rect(Rect.new(0, 0, 192, 144), Color.new(0, 0, 0, 0))
    # Draws Actor Sprite
    draw_sprite(0, 0, 192, 144, @actor.character_name, @actor.character_hue, 0, @frame)
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    # Checks to Refresh Sprite
    if Graphics.frame_count % 10 == 0
      @frame == 3 ? @frame = 0 : @frame += 1
      refresh_sprite unless @actor.nil?
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Equipment
  #     item : item
  #     x    : draw spot x-coordinate
  #     y    : draw spot y-coordinate
  #     width : draw text width
  #     align  : text align
  #--------------------------------------------------------------------------
  def draw_equipment(item, x, y, width = 212, align = 0, type = 0, unknown = true)
    if item.nil?
      case type
      when 0  # Weapon
        bitmap = RPG::Cache.icon("001-Weapon01")
      when 1  # Shield
        bitmap = RPG::Cache.icon("009-Shield01")
      when 2  # Helmet
        bitmap = RPG::Cache.icon("010-Head01")
      when 3  # Armor
        bitmap = RPG::Cache.icon("014-Body02")
      when 4  # Accessory
        bitmap = RPG::Cache.icon("016-Accessory01")
      end
      contents.font.color, alpha = disabled_color, disabled_color.alpha
      txt = unknown ? 'Nothing' : 'Unknown'
    else
      bitmap = RPG::Cache.icon(item.icon_name)
      contents.font.color, alpha, txt = normal_color, 255, item.name
    end
    # Draws Icon
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), alpha)
    self.contents.draw_text(x + 28, y, width - 28, 24, txt, align)
  end
  #--------------------------------------------------------------------------
  # * Draw Sprite
  #--------------------------------------------------------------------------
  def draw_sprite(x, y, w, h, name, hue, stance, frame)
    # Gets Bitmap
    bitmap = RPG::Cache.character(name, hue)
    # Bitmap Division
    cw, ch = bitmap.width / 4,  bitmap.height / 4
    # Gets Animation Offsets
    x_off, y_off = cw * frame, ch * stance
    # Draws Bitmap
    self.contents.scale_blt(Rect.new(x, y, w, h), bitmap, Rect.new(x_off, y_off, cw, ch))
  end
end

#==============================================================================
# ** Bitmap
#==============================================================================
class Bitmap
  #--------------------------------------------------------------------------
  # * Scale Blt
  #--------------------------------------------------------------------------
  def scale_blt(dest_rect, src_bitmap, src_rect, opacity = 255)
    w, h = src_rect.width, src_rect.height
    scale = [w / dest_rect.width.to_f, h / dest_rect.height.to_f].max
    ow, oh = (w / scale).to_i, (h / scale).to_i
    ox, oy = (dest_rect.width - ow) / 2, (dest_rect.height - oh) / 2
    stretch_blt(Rect.new(ox + dest_rect.x, oy + dest_rect.y, ow, oh),
      src_bitmap, src_rect )
  end
end

#==============================================================================
# ** Game_Actors
#==============================================================================
class Game_Actors
  #--------------------------------------------------------------------------
  # * Public Instance Variabeles
  #--------------------------------------------------------------------------
  attr_reader :data
end

#==============================================================================
# ** Scene_Hero_DataBase
#==============================================================================
class Scene_Hero_DataBase
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(actor_index = 1)
    @actor_index = actor_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Sets Actor
    @actor = $game_actors.data[@actor_index].nil? ? nil : @actor = $game_actors[@actor_index]
    # Creates Database Profile Window
    @actor_profile_window = Window_Clive_HeroStatus.new(@actor, @actor_index)
    # Draws Blank Sprites if Actor isn't in you actors database
    if @actor.nil?
      # Starts Frame Count
      @frame = 0
      # Creates Actor Character Sprite
      @actor_c_sprite = Sprite.new
        @actor_c_sprite.x, @actor_c_sprite.y = 16, 16
        @actor_c_sprite.z, @actor_c_sprite.opacity = 999, 160
      # Refreshes Sprite
      refresh_character_sprite
      # Creates Actor Battle Sprite
      @actor_b_sprite = Sprite.new
        @actor_b_sprite.x, @actor_b_sprite.y = 416, 16
        @actor_b_sprite.z, @actor_b_sprite.opacity = 999, 160
        @actor_b_sprite.bitmap = Bitmap.new(192, 144)
        actor = $data_actors[@actor_index]
        bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
        @actor_b_sprite.bitmap.scale_blt(Rect.new(0, 0, 192, 144), bitmap,
          Rect.new(0, 0, bitmap.width, bitmap.height))
        @actor_b_sprite.tone = Tone.new(- 255, - 255, - 255, 160)
    end
    # Execute transition
    Graphics.transition
    # Main loop
    while $scene == self
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of Database Profile Window
    @actor_profile_window.dispose
    # Disposes nil actor sprites
    if @actor.nil?
      @actor_c_sprite.dispose
      @actor_b_sprite.dispose
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update Profile Window
    @actor_profile_window.update
    # If L button is pressed
    if Input.trigger?(Input::L)
      # Play Cursor SE
      $game_system.se_play($data_system.cursor_se)
      # Changes Index
      @actor_index == 1 ? @actor_index = $data_actors.size - 1 : @actor_index -= 1
      # Changes Actor
      $scene = Scene_Hero_DataBase.new(@actor_index)
    end
    # If R button is pressed
    if Input.trigger?(Input::R)
      # Play Cursor SE
      $game_system.se_play($data_system.cursor_se)
      # Changes Index
      @actor_index == $data_actors.size - 1 ? @actor_index = 1 : @actor_index += 1
      # Changes Actor
      $scene = Scene_Hero_DataBase.new(@actor_index)
    end
    # If b button is pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Proceeds to Menu Screen
      $scene = Scene_Menu.new
    end
    # If nil actor
    if @actor.nil?
      # Checks to Refresh Contents
      if Graphics.frame_count % 10 == 0
        @frame == 3 ? @frame = 0 : @frame += 1
        refresh_character_sprite
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh Character Sprite
  #--------------------------------------------------------------------------
  def refresh_character_sprite
    # Sets Blank Bitmap
    @actor_c_sprite.bitmap = Bitmap.new(192, 144)
    # Gets Actor
    actor = $data_actors[@actor_index]
    # Gets Bitmap
    bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
    # Draws Bitmap
    @actor_c_sprite.bitmap.scale_blt(Rect.new(0, 0, 192, 144),
      bitmap,
      Rect.new(bitmap.width / 4 * @frame, 0, bitmap.width / 4, bitmap.height / 4))
    # Adjust Sprite Tone
    @actor_c_sprite.tone = Tone.new(- 255, - 255, - 255, 160)
  end
end



Instructions

-Put Above Main and call with $scene = Scene_Hero_DataBase.new


Compatibility

I dont know issues yet



Credits and Thanks


  • Created By - SephirothSpawn

  • Edited by - game_guy




Author's Notes

Bye Bye
19
Oh My god!!!

Thats simple???? And the other script that says SDK also can be edited or only some cases???

Thanks to both!! I Really happy rignt know!!!

Levels UP ^_^
20
Script Requests / Re: Stepsound script
April 06, 2011, 02:34:08 am
Here: I Dont know who made it...

PD: Qhen character Run, the sound keep the same speed T_T



##=============================================================================
##=============================================================================
##
##                       PR Step Sound
##                      v.1.0 21/01/2010
##
##=============================================================================
##=============================================================================
##  Este script faz que quando o player se mova sera executado
##  sons, e estes sons pode variar dependendo do terreno
##  com isso sera possivel realizar sons de passos para cada
##  tipo de terreno.
##
##  obs(As configurações deste script esta logo abaixo em
##      PRStepSoundConfig)
##
##  Bom proveito!!
##=============================================================================
##=============================================================================

#==============================================================================
# module PRStepSoundConfig
#------------------------------------------------------------------------------
# Configuração do PR Step Sound
#==============================================================================

module PRStepSoundConfig
 
 # Configuração do som de cada terreno.
 # Segue-se um exemplo:
 #
 # SOUDS_TERRAIN[a] = b
 #
 #  a = ID do terreno
 #  b = Som usado, obs(use a classe RPG::AudioFile)
 #
 # Para quem não sabe usar esta classe:
 #
 # RPG::AudioFile.new(a, b, c)
 #
 #  a = Nome do arquivo do som, que fica na pasta Audio/SE
 #  b = Volume
 #  c = Potencia
 
 SOUDS_TERRAIN = []
 
 SOUDS_TERRAIN[0] = RPG::AudioFile.new("042-Knock03.ogg", 70, 100)
 SOUDS_TERRAIN[1] = RPG::AudioFile.new("041-Knock02.ogg", 80, 100)
 SOUDS_TERRAIN[2] = RPG::AudioFile.new("118-Fire02.ogg", 80, 140)
 SOUDS_TERRAIN[3] = RPG::AudioFile.new("128-Water03.ogg", 90, 150)
 SOUDS_TERRAIN[4] = RPG::AudioFile.new("129-Earth01.ogg", 90, 120)
 SOUDS_TERRAIN[5] = RPG::AudioFile.new("", 100, 100)
 SOUDS_TERRAIN[6] = RPG::AudioFile.new("", 100, 100)
 SOUDS_TERRAIN[7] = RPG::AudioFile.new("", 100, 100)
 
 # Frame rate do efeito de som
 
 FRAME_RATE  = 5
 
 # Se este efeito sera executado nos eventos
 
 ALL_PLAYERS = true
 
 # Não modificar
 
 def self.terrain_sound(pt)
   return SOUDS_TERRAIN[pt]
 end
end

#==============================================================================
# Game_Player
#------------------------------------------------------------------------------
# Esta classe engloba o Jogador. Suas funções incluem a inicialização das
# determinantes dos eventos e o scroll do mapa. Se refere a "$game_player" para
# as instâncias desta classe.
#==============================================================================

class Game_Player
 
 alias update_step_sound update
 
 #--------------------------------------------------------------------------
 # - Inicialização dos Objetos
 #--------------------------------------------------------------------------
 
 def initialize
   super
   @frame = PRStepSoundConfig::FRAME_RATE
 end
 
 #--------------------------------------------------------------------------
 # - Atualização de um Frame
 #--------------------------------------------------------------------------
 
 def update
   update_step_sound
   update_pr_step_sound
 end
 
 #--------------------------------------------------------------------------
 # - Se o player esta se movimentando ou precionando as teclas
 #   de direção.
 #--------------------------------------------------------------------------
 
 def move?
   unless $game_system.map_interpreter.running? or
          @move_route_forcing or $game_temp.message_window_showing
     case Input.dir4
     when 2, 4, 6, 8
       return true
     end

   end
   if moving?
     return true
   end
   return false
 end
 
 #--------------------------------------------------------------------------
 # - Atualização do efeito de som no passo
 #--------------------------------------------------------------------------
 
 def update_pr_step_sound
   if move?
     @frame += 1
     if @frame >= PRStepSoundConfig::FRAME_RATE
       @frame = 0
       sound = PRStepSoundConfig.terrain_sound(terrain_tag)
       $game_system.se_play(sound)
     end
   else
     @frame = PRStepSoundConfig::FRAME_RATE
   end
 end
end

#==============================================================================
# Game_Event
#------------------------------------------------------------------------------
# Esta é a classe que engloba os eventos. O que inclui as funções nas páginas de
# evento alterando estas através das Condições de Evento, e faz funcionar os
# Processos Paralelos. Esta classe está inserida na classe Game_Map.
#==============================================================================

class Game_Event
 
 alias initialize_step_sound initialize
 alias update_step_sound update
 
 #--------------------------------------------------------------------------
 # - Inicialização dos Objetos
 #     map_id : ID do mapa
 #     event  : evento (RPG::Event)
 #--------------------------------------------------------------------------
 
 def initialize(map_id, event)
   initialize_step_sound(map_id, event)
   @frame = PRStepSoundConfig::FRAME_RATE
 end
 
 #--------------------------------------------------------------------------
 # - Atualização de um Frame
 #--------------------------------------------------------------------------
 
 def update
   update_step_sound
   if PRStepSoundConfig::ALL_PLAYERS
     update_pr_step_sound
   end
 end
 
 #--------------------------------------------------------------------------
 # - Atualização do efeito de som no passo
 #--------------------------------------------------------------------------
 
 def update_pr_step_sound
   if moving?
     @frame += 1
     if @frame >= PRStepSoundConfig::FRAME_RATE
       @frame = 0
       sound = PRStepSoundConfig.terrain_sound(terrain_tag)
       $game_system.se_play(sound)
     end
   else
     @frame = PRStepSoundConfig::FRAME_RATE
   end
 end
end