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Messages - Sbus

1
Meh, I managed to find another time system and I did.
It suits better my needs so, I think theresn't a problem anymore.
2
It works.
Lol, I don't know why, but it works.
Thanks a lot.  :)
3
Everything i changed or added is there.
I haven't changed the font, so I don't think that's the problem.
I tried it in a new blank project, and it doesn't work either.
BTW I'm trying in another computer to see if it's the OS or something the problem.
4
The problem is that i get the new scene, but with no text in it.
5
Sorry, i used it only because i had an old account.
http://www.mediafire.com/?mhsewc9437dbvjd
6
It changes nothing...
Regardless of what i put into text_width, the message's window stays blank.
7
Hi  :)
I'm trying to modify the title screen to add the "Credits" option.
I successfully added the "Credits" option to the menu, then I created the method "command_credits" inside Scene_Title.
  def command_credits
   $scene = Scene_Credits.new
 end

then I wrote this for the scene:
class Scene_Credits
 def main
   @window = Window_Credits.new
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
    end
   end
   Graphics.freeze
   @window.dispose
 end
 def update
   @window.update
 end
end

then this for the window:
class Window_Credits < Window_Base
 def initialize
   super(0, 0, 640, 480)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 def refresh
  self.contents.clear
  self.contents.font.color = normal_color
  self.contents.font.size = 20
  self.contents.draw_text(150, 150, text_width, 32, "CREDITS")
 end
end


I have two problems:
1-What should I put in text_width?
2-If I put a random nuber in text_width the game gives me the message screen without text.
11
Don't ask me why, but the fourth climate was missing...
I added it, and it works, but there's a problem:
the screen gradually becomes white, regardless of the hour i start the game.
also, if i change map, the screen tint returns to the "normal" one.
12
i did it, and a new error showed up:
CCTS_Configuration 561 NoMethodError
undefined method 'maps' for nil:NilClass

the line is:
   @climate.each {|climate| return climate if climate.maps.include?(map_id)}

it's at the end of the script, so i hope it's the last error *_*
13
yes
EDIT: I tried the script ina new blank project with just one map, and i got this error:
????? 'CCTS_Configuration' ? 493 ??? NoMethodError ???????
undefined method '[]= for nil:NilClass

line 493 is the line in which the first climate is created...
so i think the problem with the first project is that the climates aren't created, so weather and hourly tint don't work.
14
Entertainment / Re: Solve this Math Problem
July 12, 2012, 07:11:07 pm
this is possible in binary code:
1+1=10 which is 3
15
oh, another thing: I can't use the hourly tints, I used this config:
Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#                         BEGIN CONFIGURATION
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:

 #    ** Script Generated at 12/07/2012 20.01.49.

module CCTS

 # The names for your days. Use as many as you want.
 DAYS = ['Domenica', 'Lunedì', 'Martedì', 'Mercoledì', 'Giovedì', 'Venerdì',
         'Sabato']

 # The name for your months. Use as many as you want.
 MONTHS = ['Gennaio', 'Febbraio', 'Marzo', 'Aprile', 'Maggio', 'Giugno', 'Luglio',
           'Agosto', 'Settembre', 'Ottobre', 'Novembre', 'Dicembre']

 # How many days in a month? (Per each index above)
 MONTH_LENGTH = [31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31]

 # Set up as follows: [Minute, Hour, Day, Month, Year]
 START_DATE = [30, 6, 1, 1, 628]

 # Button used to toggle clock ON/OFF (if enabled). This is the game button,
 # not just the key on your keyboard.
 CLOCK_BUTTON = Input::Z

 # Default settings for the clock.
 # Set up using this pattern. [X, Y, OPACITY, FONTNAME, FONTSIZE, BOLD, ITALIC]
 # All can be changed in-game with a script call at any time.
 CLOCK_FACE = [0, 0, 160, 'MS PGothic', 14, false, false]

 # Default settings for the analog clock.
 # Set up using this pattern: ['FILENAME', HAND_OFFSET, X, Y, OPACITY]
 # Can be changed at any time during the game with a script call.
 ANALOG_FACE = ['', 0, 0, 0, 0]

 # Set the skin for the clock (normal). Configure like one of the following:
 #   Set to nil to not use a skin
 #   Set to 'DEFAULT SKIN' to use whatever the player is using.
 #   Set to 'FILENAME' of the skin. Must be in Windowskins folder of game.
 CLOCK_SKIN = 'DEFAULT SKIN'

 # If true, the analog clock will be used by default. Can be changed later.
 ANALOG_CLOCK = false

 # Configure how the time will be displayed. Ignore this if you are unsure of
 # how to set this up. Look up "sprintf Format" in the Help File of the game to
 # learn more of how it works.
 TIME_FORMAT = '%02d:%2d'

 # The minimun/maximum number of seconds before the system re-calculates what
 # weather pattern will be used. The number will be randomly selected from
 # within the defined range.
 WEATHER_WAIT = [0, 1]

 # This variable will be always be equal to the weather type. Lets you create
 # event conditions based off the weather. (must be raining to do this, etc...)
 # If using Zer0 Advanced Weather, just set to same as "Weather_Type_Variable"
 WEATHER_VARIABLE = 6

 # This switch will only be ON during "bad" weather effects (below). Used for
 # event conditions. (Villagers go inside if it is raining, storming, etc...)
 # If using Zer0 Advanced Weather, just set to same as "Adverse_Weather_Switch"
 BAD_WEATHER_SWITCH = 4
 # This switch will always be the opposite of the BAD_WEATHER_SWITCH.
 GOOD_WEATHER_SWITCH = 3

 # Include all "bad" weather types in this array. The above switch will only
 # be on when one of them is occurring
 # Same as from Zer0 Advanced Weather, if using.
 BAD_WEATHER_TYPES = []

 # This variable will be set by the "season" of the year. This can also be used
 # as a condition in events.
 SEASON_VARIABLE = 7
 # 0 = Summer
 # 1 = Autumn
 # 2 = Winter
 # 3 = Spring
 # Define the months for each season.
 SEASON_MONTHS = [ [5, 6, 7],   # Summer
                   [8, 9, 10],   # Autumn
                   [0, 1, 11],   # Winter
                   [2, 3, 4]]   # Spring

 # These switches will be used as conditions for events, etc. They will only
 # be ON during the hours defined below.
 DAY_SWITCH = 1
 NIGHT_SWITCH = 2

 # Define the hours that are considered "Day" and "Night". The respective
 # switch above will be ON/OFF depending on the hour of the day.
 DAY_START_HOUR = 6
 NIGHT_START_HOUR = 21

 # IDs of variables that will be equal to their named value. They can be used
 # for eventing, etc. Set any to nil that you do not want to use.
 MINUTE_VARIABLE = 1
 HOUR_VARIABLE = 2
 DAY_VARIABLE = 3
 MONTH_VARIABLE = 4
 YEAR_VARIABLE = 5

 # If true, and $DEBUG, a text file will be created each load in the games
 # directory that lists maps that do not have a climate defined, or those that
 # are defined more than once.
 WRITE_MISSING_DATA =

 #-----------------------------------------------------------------------------
 # Weather Tints
 #   Set the tint influence for each weather type. These are NOT the values
 #   the screen tint will be, rather they are the amount applied to whatever
 #   the current screen tint already is. They will transition in/out at the
 #   same rate of the weather transition.
 #-----------------------------------------------------------------------------
 def self.weather_tint(type)
   case type
 # when WEATHER_TYPE then return [RED, GREEN, BLUE, GRAY]
   when 1, 4  # Rain
     return [-20, -20, -15, 10]
   when 2, 5, 9  # Storm
     return [-30, -30, -20, 15]
   when 3, 16  # Snow
     return [-15, -15, -15, 20]
   end
   return [0, 0, 0, 0]
 end
 #-----------------------------------------------------------------------------
 # Weather BGS
 #   Define the BGS used for each weather type. They BGS will fade in/out at
 #   the same rate of the weather's transition. Volume will be 50% for maps
 #   that do not have weather, but still have weather sound.
 #-----------------------------------------------------------------------------
 def self.weather_BGS(type)
   case type
 # when WEATHER_TYPE then return ['FILENAME', VOLUME, PITCH]
   when 1  # Rain
     return ['005-Rain01', 80, 100]
   when 2  # Heavy Rain
     return ['006-Rain02', 80, 100]
   when 3  # Snow
     return ['001-Wind01', 80, 100]
   when 4  # Hail
     return ['005-Rain01', 60, 75]
   when 5, 9  # Thunder Storm
     return ['007-Rain03', 80, 100]
   when 7  # Blowing Leaves
     return ['003-Wind03', 80, 100]
   when 8, 16  # Swirling Leaves
     return ['004-Wind04', 80, 100]
   when 22  # Falling Rocks
     return ['015-Quake01', 100, 125]
   end
 end
 #-----------------------------------------------------------------------------
 # Weather Probability
 #   Define the weather probabilities for each climate. The climate ID and the
 #   month are passed as arguments for branching. This will allow you to make
 #   it snow in the winter, storm in the summer, etc.
 #
 #   Set up like this:
 #
 #   case climate_id
 #   when CLIMATE_ID
 #     case month
 #     when MONTH then return [[TYPE, PROB], [TYPE, PROB], [TYPE, PROB], etc]
 #
 #   If you are using Zer0 Advanced Weather or MAWS (v.1.2 or >) where the
 #   "variation" is used, just add the variation value into the respective
 #   array, like this:
 #                     [TYPE, PROBABILITY, VARIATION]
 #
 #   You need not define a probability for 0, or no weather. It is the default
 #   value used for undefined weather and when the weather probability is not
 #   high enough when the system calculates it.
 #
 #   The actual weather will be chosen randomly from all types that have a
 #   probability above the randomly chosen 'chance' at each weather update.
 #-----------------------------------------------------------------------------
 def self.weather_prob(climate_id, month)
   case climate_id
   when 0  # Outdoor
     case month
     when 1, 2, 12
       return [[3, 17], [16, 12]]
     when 3, 4, 5
       return [[1, 30], [2, 25], [9, 25]]
     when 6, 7, 8
       return [[1, 20], [9, 20], [2, 10]]
     when 9, 10, 11
       return [[1, 15], [9, 10], [6, 25] [7, 25], [8, 25]]
     end
   when 1  # Indoor
     case month
     when 1, 2, 12
       return [[3, 17], [16, 12]]
     when 3, 4, 5
       return [[1, 30], [2, 25], [9, 25]]
     when 6, 7, 8
       return [[1, 20], [9, 20], [2, 10]]
     when 9, 10, 11
       return [[1, 15], [9, 10], [6, 25] [7, 25], [8, 25]]
     end
   when 2  # Snow
     return [[3, 80], [16, 50]]
   when 3  # Desert
     return [[1, 5]]
   end
 end
 #-----------------------------------------------------------------------------
 # Hourly Tints
 #   Define the target tints for each hour of the day, for each climate.
 #   The month, hour, and climate_id are all passed as arguments so you can
 #   create as in-depth of a configuration as you like. Just create branches
 #   within branches using the climate, month, and hour as conditions to define
 #   the desired screen tone. There will be no tint (0, 0, 0, 0) for anything
 #   left undefined. (see presets below for examples)
 #
 #   Setup: [RED, GREEN, BLUE, GRAY]
 #-----------------------------------------------------------------------------
 def self.time_tint(climate_id, hour, month)
   case climate_id
   when 0  # Outdoor
     case month
     when 1, 2, 12
       case hour
       when 0, 1, 2, 3, 4, 5, 6, 19, 20, 21, 22, 23
         return [-100, -100, -20, 15]
       when 7
         return [-15, -15, -25, 10]
       when 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18
         return [-10, -10, -10, 10]
       end
     when 3, 4, 5
       case hour
       when 0, 1, 2, 3, 4, 5, 20, 21, 22, 23
         return [-100, -100, -20, 10]
       when 6
         return [-5, -5, -20, 0]
       when 18
         return [0, 0, -15, 5]
       when 19
         return [-15, -15, -30, 10]
       end
     when 6, 7, 8
       case hour
       when 0, 1, 2, 3, 4, 5, 20, 21, 22, 23
         return [-100, -100, -20, 15]
       when 6
         return [10, 10, -10, 0]
       when 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17
         return [5, 5, -5, 0]
       when 18
         return [-25, -25, -10, 5]
       when 19
         return [-50, -50, -15, 10]
       end
     when 9, 10, 11
       case hour
       when 0, 1, 2, 3, 4, 5, 20, 21, 22, 23
         return [-100, -100, -20, 10]
       when 6
         return [10, 5, -10, 10]
       when 18
         return [5, 5, -20, 0]
       when 19
         return [-5, -5, -25, 10]
       end
     end
   #-------------------------------------------------------------------
   when 1  # Snow
     case month
     when 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
       case hour
       when 0, 1, 2, 3, 4, 5, 6, 19, 20, 21, 22, 23
         return [-100, -100, -20, 15]
       when 7
         return [-15, -15, -25, 10]
       when 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18
         return [-10, -10, -10, 10]
       end
     end
   #-------------------------------------------------------------------
   when 2  # Desert
     case month
     when 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
       case hour
       when 0, 1, 2, 3, 4, 5, 20, 21, 22, 23
         return [-100, -100, -20, 15]
       when 6
         return [10, 10, -10, 0]
       when 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17
         return [5, 5, -5, 0]
       when 18
         return [-25, -25, -10, 5]
       when 19
         return [-50, -50, -15, 10]
       end
     end
   #-------------------------------------------------------------------
   when 3  # Underground
     case month
     when 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
       case hour
       when 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23
         return [-20, -20, -20, 0]
       end
     end
   #-------------------------------------------------------------------
   end
   # Default return value for undefined time/climate (Don't edit)
   return [0, 0, 0, 0]
 end
end

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

class Climate

 attr_accessor :maps

 def initialize
 #-----------------------------------------------------------------------------
 # Initialize New Climates
 #   Simply follow the same pattern for each new climate you create.
 #-----------------------------------------------------------------------------
   @climate[0] = Game_Climate.new(0)
   @climate[1] = Game_Climate.new(1)
   @climate[2] = Game_Climate.new(2)
   @climate[3] = Game_Climate.new(3)
   @climate[4] = Game_Climate.new(4)
 #-----------------------------------------------------------------------------
 # Climate Names
 #   Create names for the different climates.
 #-----------------------------------------------------------------------------
   @climate[0].name = 'Outdoor'
   @climate[1].name = 'Indoor'
   @climate[2].name = 'Snow'
   @climate[3].name = 'Desert'
   @climate[4].name = 'Underground'
 #-----------------------------------------------------------------------------
 # Weather for this Climate?
 #   If false, no weather will be shown for climate, although weather sound and
 #   tinting can still be used if desired.
 #-----------------------------------------------------------------------------
   @climate[0].weather = true
   @climate[1].weather = false
   @climate[2].weather = true
   @climate[3].weather = true
   @climate[4].weather = false
 #-----------------------------------------------------------------------------
 # Weather Tinting?
 #   If true, different weather patterns will influence the screen tint
 #-----------------------------------------------------------------------------
   @climate[0].tinting = true
   @climate[1].tinting = false
   @climate[2].tinting = true
   @climate[3].tinting = true
   @climate[4].tinting = true
 #-----------------------------------------------------------------------------
 # Weather Sound?
 #   If true, weather BGS will be played automatically for that climate
 #-----------------------------------------------------------------------------
   @climate[0].sound = true
   @climate[1].sound = true
   @climate[2].sound = true
   @climate[3].sound = true
   @climate[4].sound = false
 #-----------------------------------------------------------------------------
 # Time Speed
 #   This will be the default time speed used for the climate. It can be
 #   overridden with script calls in-game if needed. "1" is real-time, and
 #   any other number is multiples of real-time, so "5" is 5 times as fast as
 #   the real world. (unless you live in a videogame)
 #-----------------------------------------------------------------------------
   @climate[0].speed = 40
   @climate[1].speed = 40
   @climate[2].speed = 40
   @climate[3].speed = 40
   @climate[4].speed = 40
 #-----------------------------------------------------------------------------
 # Maps for each climate
 # Include IDs of maps that use each respective climate.
 #-----------------------------------------------------------------------------
   @climate[0].maps = [001]
   @climate[1].maps = []
   @climate[2].maps = []
   @climate[3].maps = []
   @climate[4].maps = []
 #-----------------------------------------------------------------------------
 end
#-------------------------------------------------------------------------------
 def map_climate(map_id)
   @climate.each {|climate| return climate if climate.maps.include?(map_id)}
   # Returns a dummy climate with empty settings if not defined.
   return Game_Climate.new(-1, 'DUMMY', false, false, false, 5, [])
 end
end

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#                           END CONFIGURATION
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:


Please use the 'code' tags. ~KK20
16
thanks a lot
17
Hi,
I'm not good at scripting so I ask to you: is there a way to make the lenght of a minute in the game equals the lenght of a real second?