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Grammar Lesson to the Masses

What about To/too/two? XD
Not easy to get mixed up, but I've seen it done. Not in here at any rate, but online =(

The CTRL+V Topic.

Manual of Transcendent Olfaction

When did the whole world go retarded? (may or may not include mario sprites)

He won't last long. He'll get assassinated - we all know it, and I know I don't support killing people, but it's gunna happen.

rate the above person's signiture

very plain =/
1/10 for having something there

Award the Previous Poster

"Most So-So Company" award
lol

Rate the above person's avatar.

gearriffic
8.5/10

Time Script Modifications

Can anyone modify this time Script so that it just recognises and keeps time according to teh OS clock. I'd do it myself, but I can't make heads or tails of it. @_@

Just cut out the Day/Night system and the in-game clock readout please. >_<

Note: I'm still giving everyone credit for their work, I just don't want a chunk of it. lol The editor will get credit for that too of course

#=======================================#
# ââ€"? class Game_Title #
# written by Deke
# Rewiten by Near Fantastica
# Tweaked by Silentdragon
#------------------------------------------------------------------------------#
#=======================================#
class Game_Time

attr_accessor :minute_length
attr_accessor :hours
attr_accessor :minutess
attr_accessor :timess

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
@timess=Time.now #Real-Time Tweak
@hours=timess.strftime("%H").to_i #Real Hours
@minutess=timess.strftime("%M").to_i #Real Min
end

def get_time
@timess=Time.now #Real-Time Tweak
@hours=timess.strftime("%H").to_i #Real Hours
@minutess=timess.strftime("%M").to_i #Real Min
end
def get_tone
get_time
hour=hours
minutes=minutess + 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

#=======================================#
# ââ€"? 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
$game_time.get_time
self.contents.clear
@total_sec = Graphics.frame_count / Graphics.frame_rate
@minute=$game_time.minutess
hour = $game_time.hours
pm_flag= hour >=12 ? true : false
hour= hour >= 12 ? hour-12 : hour
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)
end

#--------------------------------------------------------------------------
def update
$game_time.get_time
if $game_time.minutess != @minute
refresh
end
end
end # of class

#=======================================
class Game_Temp
#--------------------------------------------------------------------------
# ââ€"? Refer setup to Game Temp
#--------------------------------------------------------------------------
alias dns_game_temp_initalize initialize
#--------------------------------------------------------------------------
# ââ€"? Refer the Attr
#--------------------------------------------------------------------------
attr_reader :map_infos #Added Lines
attr_reader :outside_array #Added Lines
#--------------------------------------------------------------------------
# ââ€"? 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 = @map_infos.name.include?("*")
end
end
end

#=======================================
class Scene_Map
#--------------------------------------------------------------------------
# ââ€"? Refer setup to Scene Map
#--------------------------------------------------------------------------
alias dns_scene_map_main main
alias dns_scene_map_update update
#--------------------------------------------------------------------------
# ââ€"? Main
#--------------------------------------------------------------------------
def main
if $game_temp.outside_array
tone=$game_time.get_tone
$game_time.get_time
@minute=$game_time.minutess
$game_screen.start_tone_change(tone, 0)
end
# スãÆ'â€"ãÆ'©ã‚¤ãÆ'ˆã‚»ãÆ'Æ'ãÆ'ˆã‚'ä½Å"æˆ?
@spriteset = Spriteset_Map.new
# ãÆ'¡ãÆ'Æ'ã‚»ãÆ'¼ã‚¸ã‚¦ã‚£ãÆ'³ãÆ'‰ã‚¦ã‚'ä½Å"
�
@message_window = Window_Message.new
# ãÆ'ˆãÆ'©ãÆ'³ã‚¸ã‚·ãÆ'§ãÆ'³å®Ÿè¡Å'
Graphics.transition
# ãÆ'¡ã‚¤ãÆ'³ãÆ'«ãÆ'¼ãÆ'â€"
loop do
$light_effects.refresh
# ゲãÆ'¼ãÆ'? ç”»é?¢ã‚'æ›´æâ€"°
Graphics.update
# å…¥å? ݾÆ'…å? ±ã‚'æ›´æâ€"°
Input.update
# ãÆ'•ãÆ'‹Æ'¼ãÆ'? æ›´æâ€"°
update
# ç”»é?¢ã?Å'切ã‚? 替ã‚?ã?£ã?Ÿã‚‰ãÆ'«ãÆ'¼ãÆ'â€"ã‚'中æâ€"­
if $scene != self
break
end
end
# ãÆ'ˆãÆ'©ãÆ'³ã‚¸ã‚·ãÆ'§ãÆ'³æºâ€"å‚™
Graphics.freeze
# スãÆ'â€"ãÆ'©ã‚¤ãÆ'ˆã‚»ãÆ'Æ'ãÆ'ˆã‚'解放
@spriteset.dispose
# ãÆ'¡ãÆ'Æ'ã‚»ãÆ'¼ã‚¸ã‚¦ã‚£ãÆ'³ãÆ'‰ã‚¦ã‚'解
放
@message_window.dispose
# タイãÆ'ˆãÆ'«ç”»é?¢ã?«åˆ‡ã‚? 替ã?ˆä¸­ã?®å? ´å?ˆ
if $scene.is_a?(Scene_Title)
# ç”»é?¢ã‚'ãÆ'•ã‚§ãÆ'¼ãÆ'‰ã‚¢ã‚¦ãÆ'ˆ
Graphics.transition
Graphics.freeze
end
$light_effects.hide
end
#--------------------------------------------------------------------------
# ââ€"? Update
#--------------------------------------------------------------------------
def update
$game_time.get_time
$light_effects.update
conditional1 =$game_temp.outside_array and $game_time.minutess != @minute
conditional2 =$game_temp.outside_array 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.minutess
$game_map.need_refresh=true
@current_id=$game_map.map_id
end
if $game_temp.outside_array == 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
#--------------------------------------------------------------------------
# ââ€"? Refer setup to Scene Map
#--------------------------------------------------------------------------
alias dns_scene_title_update update
#--------------------------------------------------------------------------
# ââ€"? 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 Game_Map
#--------------------------------------------------------------------------
# ââ€"? Refer the attr
#--------------------------------------------------------------------------
attr_reader :outside
attr_reader :map_id
#--------------------------------------------------------------------------
# ââ€"? Outside
#--------------------------------------------------------------------------
def outside
return $game_temp.outside_array
end
end

#==============================================================================
# ââ€"? 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
#--------------------------------------------------------------------------
# ââ€"? Refer the attr
#--------------------------------------------------------------------------
attr_accessor :picture_le
attr_accessor :event_list
attr_accessor :type_list
#--------------------------------------------------------------------------
# ââ€"? Initialization
#--------------------------------------------------------------------------
def initialize
@event_counter = 0
@picture_le = Array.new
@event_list = Array.new
@type_list = Array.new
end
#--------------------------------------------------------------------------
# ââ€"? Setup Light Effects on Map Change
#--------------------------------------------------------------------------
def setup
# Setup Event Max
@event_counter = 0
for i in 1..999
if $game_map.map.events.id > @event_counter
@event_counter = $game_map.map.events.id
end
end
#
for i in 1..@event_counter
if $game_map.map.events == nil
next
end
case $game_map.map.events.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
#--------------------------------------------------------------------------
# ââ€"? Updates the Array based on time of day
#--------------------------------------------------------------------------
def update
$game_time.get_time
if $game_time.hours > 7 and $game_time.hours < 14
hide
else
show
end
end
#--------------------------------------------------------------------------
# ââ€"? Updates the XY of the sprites
#--------------------------------------------------------------------------
def refresh
for i in 0..$light_effects.picture_le.size - 1
case $light_effects.type_list
when "Ground"
$light_effects.picture_le.x = ($game_map.events[$light_effects.event_list].real_x - 200 - $game_map.display_x) / 4
$light_effects.picture_le.y = ($game_map.events[$light_effects.event_list].real_y - 200 - $game_map.display_y) / 4
$light_effects.picture_le.visible = true
when "Fire"
$light_effects.picture_le.x = ($game_map.events[$light_effects.event_list].real_x - 300 - $game_map.display_x) / 4
$light_effects.picture_le.y = ($game_map.events[$light_effects.event_list].real_y - 300 - $game_map.display_y) / 4
$light_effects.picture_le.visible = true
when "Left Lamp Post"
$light_effects.picture_le.x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list].x * 32) - 5
$light_effects.picture_le.y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list].y * 32) - 15
when "Right Lamp Post"
$light_effects.picture_le.x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list].x * 32) - 25
$light_effects.picture_le.y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list].y * 32) - 15
$light_effects.picture_le.visible = true
when "Left Lantern"
$light_effects.picture_le.x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list].x * 32) - 20
$light_effects.picture_le.y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list].y * 32) - 5
$light_effects.picture_le.visible = true
when "Right Lantern"
$light_effects.picture_le.x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list].x * 32) - 10
$light_effects.picture_le.y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list].y * 32) - 5
$light_effects.picture_le.visible = true
end
end
end
#--------------------------------------------------------------------------
# ââ€"? Redraws the Array
#--------------------------------------------------------------------------
def redraw
if @picture_le !=
for i in 0..@picture_le.size - 1
@picture_le.bitmap.dispose
end
@picture_le = Array.new
@event_list = Array.new
@type_list = Array.new
end
end
#--------------------------------------------------------------------------
# ââ€"? Shows Array
#--------------------------------------------------------------------------
def show
if @picture_le !=
for i in 0..@picture_le.size - 1
@picture_le.visible = true
end
end
end
#--------------------------------------------------------------------------
# ââ€"? Hides Array
#--------------------------------------------------------------------------
def hide
if @picture_le !=
for i in 0..@picture_le.size - 1
@picture_le.visible = false
end
end
end
#--------------------------------------------------------------------------
# ââ€"? 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
#--------------------------------------------------------------------------
# ââ€"? 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
#--------------------------------------------------------------------------
# ââ€"? 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
#--------------------------------------------------------------------------
# ââ€"? 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
#--------------------------------------------------------------------------
# ââ€"? 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

#==============================================================================
# ââ€"? Game_Map
#------------------------------------------------------------------------------
#  Add defenision of the names to Game Map Class
#==============================================================================

class Game_Map
#--------------------------------------------------------------------------
# ââ€"? Refer the attr
#--------------------------------------------------------------------------
attr_accessor :map
#--------------------------------------------------------------------------
# ââ€"? Refer setup to Game Map
#--------------------------------------------------------------------------
alias les_game_map_setup setup
#--------------------------------------------------------------------------
# ââ€"? Refers the Map Setup
#--------------------------------------------------------------------------
def setup(map_id)
$light_effects.redraw
les_game_map_setup(map_id)
$light_effects.setup
end
end

#==============================================================================
# ââ€"? Scene_Title
#------------------------------------------------------------------------------
#  It is the class which processes the title picture
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# ââ€"? Refer setup to Scene Title
#--------------------------------------------------------------------------
alias les_scene_title_update update
#--------------------------------------------------------------------------
# ââ€"? Sets up the ABS
#--------------------------------------------------------------------------
def update
$light_effects = Light_Effect_System.new
les_scene_title_update
end
end

Rate the above person's avatar.

Pretty cool - 9/10

Rate the above person's avatar.

Rate the above person's avatar.

I rated it before =(
7.5/10