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Carlos_0208

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Hola a todos los de universo maker mi nick es Solrac y vengo ha darles un aporta de buena fue de los Scripts Ópalo Guiño 
Ha antes de que lo usen este Scripts fue provado en la Vercion 1.1 no
se si sirva en otra vercion

Este  Scripts no son míos son de Cloud_FFVII espero que le gusten

DAY-NIGHT:
Código:
#=======================================#
# ââ€â€œ¦nbsp; class Game_Title                                                                 #
#     Written: Deke
#     Rewiten: Near Fantastica
#     Tweaked: Silentdragon
#     Shared & Upgraded: Cloud_FFVII
#     Para activar el Script en un Mapa Especifico, agregar * al final del nombre del mapa
#------------------------------------------------------------------------------#
#=======================================#
class Game_Time

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

def initialize
@minute_length= 60.0      #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€â€œ¦nbsp; 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€â€? Refer setup to Game Temp
#--------------------------------------------------------------------------
alias dns_game_temp_initalize initialize
#--------------------------------------------------------------------------
# ââ€â€? Refer the Attr
#--------------------------------------------------------------------------
attr_reader    :map_infos  #Added Lines
attr_reader    :outside_array  #Added Lines
#--------------------------------------------------------------------------
# ââ€â€? Refer setup to Scene Map
#--------------------------------------------------------------------------
def initialize
dns_game_temp_initalize
@outside_array = Array.new
@map_infos = load_data("Data/MapInfos.rxdata")
for key in @map_infos.keys
    @outside_array[key] = @map_infos[key].name.include?("*")
end
end
end

#=======================================
class Scene_Map
#--------------------------------------------------------------------------
# ââ€â€? Refer setup to Scene Map
#--------------------------------------------------------------------------
alias dns_scene_map_main main
alias dns_scene_map_update update
#--------------------------------------------------------------------------
# ââ€â€? Main
#--------------------------------------------------------------------------
def main
 if $game_temp.outside_array[$game_map.map_id]
   tone=$game_time.get_tone
 $game_time.get_time
  @minute=$game_time.minutess
  $game_screen.start_tone_change(tone, 0)
end
    # スãÆ’â€â€ãÆ’©️イトセットを️ä½Å“æˆ?
@spriteset = Spriteset_Map.new
# ãÆ’¡ãÆ’Æ’ã‚»ãÆ’¼ã‚¸ã‚¦ã‚£ãÆ’³ãƒ‰ã‚¦ã‚’️ä½Å“æˆ?
@message_window = Window_Message.new
# トãÆ’©️ãÆ’³ã‚¸ã‚·ãÆ’§ãÆ’³å®️Ÿè¡Å’
Graphics.transition
# ãÆ’¡ã‚¤ãÆ’³ãÆ’«ãÆ’¼ãÆ’â€â€
loop do
  $light_effects.refresh
  # ゲãÆ’¼ãÆ’ ç”»é?¢ã‚’️æ›´æâ€â€œ°
  Graphics.update
  # 入力æÆ’â€¦å ±ã‚’️æ›´æâ€â€œ°
  Input.update
  # ãĥãÆ’¬ãÆ’¼ãÆ’ æ›´æâ€â€œ°
  update
  # ç”»é?¢ã?Œ切り替ã‚?ã?£ã?Ÿã‚‰ãÆ’«ãÆ’¼ãÆ’â€â€ã‚’️中æâ€â€œ­
  if $scene != self
    break
  end
end
# トãÆ’©️ãÆ’³ã‚¸ã‚·ãÆ’§ãÆ’³æºâ€â€œå‚™
Graphics.freeze
# スãÆ’â€â€ãÆ’©️イトセットを️解放
@spriteset.dispose
# ãÆ’¡ãÆ’Æ’ã‚»ãÆ’¼ã‚¸ã‚¦ã‚£ãÆ’³ãƒ‰ã‚¦ã‚’️解放
@message_window.dispose
# タイトãÆ’«ç”»é?¢ã?«åˆ‡ã‚Šæ›¿ã?ˆ中ã?®️å ´å?ˆ
if $scene.is_a?(Scene_Title)
  # ç”»é?¢ã‚’️ãĥェãÆ’¼ãƒ‰ã‚¢ã‚¦ãƒˆ
  Graphics.transition
  Graphics.freeze
end
$light_effects.hide
end
#--------------------------------------------------------------------------
# ââ€â€? Update
#--------------------------------------------------------------------------
def update
$game_time.get_time
$light_effects.update
 conditional1 =$game_temp.outside_array[$game_map.map_id] and $game_time.minutess != @minute
 conditional2 =$game_temp.outside_array[$game_map.map_id] and @current_id != $game_map.map_id
 if  conditional1 or conditional2    
       tone=$game_time.get_tone
       $game_screen.start_tone_change(tone, 0)
       @minute = $game_time.minutess
       $game_map.need_refresh=true
       @current_id=$game_map.map_id
 end
 if $game_temp.outside_array[$game_map.map_id] == false and @current_id != $game_map.map_id
    $game_screen.start_tone_change(Tone.new(0,0,0,0),0)
    @current_id=$game_map.map_id
end
dns_scene_map_update
end
end

#======================================================
class Scene_Title
#--------------------------------------------------------------------------
# ââ€â€? Refer setup to Scene Map
#--------------------------------------------------------------------------
alias dns_scene_title_update update
#--------------------------------------------------------------------------
# ââ€â€? 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€â€? Refer the attr
#--------------------------------------------------------------------------
attr_reader   :outside
attr_reader   :map_id
#--------------------------------------------------------------------------
# ââ€â€? Outside
#--------------------------------------------------------------------------
def outside
 return $game_temp.outside_array[@map_id]
end
end

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

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

#==============================================================================
# ââ€â€œ¦nbsp; Scene_Title
#------------------------------------------------------------------------------
#  It is the class which processes the title picture
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# ââ€â€? Refer setup to Scene Title
#--------------------------------------------------------------------------
alias les_scene_title_update update
#--------------------------------------------------------------------------
# ââ€â€? Sets up the ABS
#--------------------------------------------------------------------------
def update
$light_effects = Light_Effect_System.new
les_scene_title_update
end
end
Espero que le sirva ha y pásense por su canal

http://www.youtube.com/channel/UChGNxbXVSQWeZY0gIoDyaxw
el me ayudo mucho sin pedir nada acambio y se que los ayudara tambien
suerte con sus proyectos Cool
Para los Staff espero que no les moleste que lo promocione no lo hago con niguna mala intencion lo juro por codigo yedi(study )

Ledai

avatar
Muchas gracias por tu aporte, solo recordarte que lo muevo a la sección engines para que guarde relación y puedan encontrarlo entre los script siempre que deseen.

Suerte y nos leemos.

+3 makedas




Entérate de todas las novedades

Carlos_0208

avatar
Gracias te lo agradesco mucho intentare aportar todo lo que pueda y darle al credito de sus Scripts

Una pregunta le puede patrocinar ha Cloud_FFVII el me ayudo mucho creando mi juego el trabaj con
el rpg maker xp,vx si no puedo solo le dire de quien es y mas nada

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