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Autor Thema: Kleine Fragen, schnelle Antwort?  (Gelesen 195774 mal)

Offline Kiige

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Re: Kleine Fragen, schnelle Antwort?
« Antwort #210 am: März 08, 2009, 16:38:52 »
ist auch ganz einfach, wenn er im Paralell Prozess arbeitet loop er das immer wieder und erstellt jederzeit ein neues Bild
versuch nach dem das Bild angezeigt wurde, mit einem Self Switch es auszustellen.
oder du löscht das Bild nachdem er teleportiert hat, da im neuen raum das Bild nicht neu erstellt werden kann
« Letzte Änderung: März 08, 2009, 16:40:02 von Kiige »
KleX und Ich über Zombies
Spoiler for Hiden:
KleX:
aber findest du nicht, dass man manchmal, um eine illusion zu erschaffen die logik etwas nach hinten schieben muss?
z.B. bei zombiefilmen. da sind immer ca 100x mehr zombies, als in der stadt menschen gelebt haben. aber es wäre ja langweilig, wenn nach der hälfte des films keine zombies mehr da sind

Kiige:
weil Zombies Herdentiere sind
Zombies wandern aus städte aus, in denen kein leben mehr existiert

KleX:
herdentiere *lach* xD

Re: Kleine Fragen, schnelle Antwort?

Offline papilion

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Re: Kleine Fragen, schnelle Antwort?
« Antwort #211 am: März 08, 2009, 16:41:05 »
Aahh, das ergibt Sinn,
danke, ich werds gleich ausprobieren! :)

Re: Kleine Fragen, schnelle Antwort?

Offline Ðeity

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Re: Kleine Fragen, schnelle Antwort?
« Antwort #212 am: März 09, 2009, 18:29:22 »
@Gilbse
Also du nimmst den Time Script von Kylock und fügst ihn in dein Spiel ein.
Jetzt kommt etwas, worauf ich nicht 100% bauen kann, dass es auch so funzt wie es soll aber in Zeile 413
"class Scene_Menu < Scene_Base"
musst du die Scene tauschen das heist du änderst es so;
"class Scene_Map < Scene_Base"
nun wird in der Map Scene( sprich während des Spiels, bis auf andere Scenen )
die Uhr angezeigt.
Um die X und Y Koordinaten zu ändern musst du die Zeile 417 anguken;
"    @kts_window = Window_KTS.new(0,305)"
die 0 und die 305 sind die X und die Y Koordinate der Uhr ( des Fensters ).
Ich hoffe diesmal hilft es dir.


Nochmal das Script
Spoiler for Hiden:
#==============================================================================
# ¦ Kylock's Time System VX 1.5
#     6.3.2008
#------------------------------------------------------------------------------
#  Script by: Kylock
#==============================================================================
#    Mostly rewritten since XP version.  Cleaner code and less intrusive (more
#  compatible).  This is my comprehensive time and day/night system.  This
#  script adds a new window to the game menu, so if you use a CMS, then place
#  this script ABOVE it so that it won't mess up your CMS.  If you use a custom
#  script that makes changes to the battle background, place KTS below it so
#  that you don't get the delayed-tone effect in you battles.  Other than that,
#  there shouldn't be any other script compatibility issues.
#    I've tried to make this script as customizable as possible, the settings
#  are found immediately following this header.  Although time output to game
#  variables is optional, I strongly suggest using it so that its easier to
#  build your events based on the time in the game.
#==============================================================================
# ? Change Log
#------------------------------------------------------------------------------
#  1.0 - Original Release.
#  1.1 - Corrected tinting issue at the start of a battle.  Place this script
#          below any battle background scripts if you experience "jumpy tinting"
#  1.2 - Corrected the accuracy of $kts.stop and $kts.go
#  1.3 - $kts.stop really stops everything now.  Also added game switches for
#          even easier eventing.
#  1.4 - Fixed Battle Test compatibility (simulates normal daylight for battle
#          test instead of darkness).
#        Now switches and variables will only update when the map loads so that
#          events don't suddenly dissappear when their time is up.
#        Added $kts_anti_tone - returns an inverse tone color to allow sprites
#          to appear normally on a tinted screen.
#  1.5 - Rewrote the regexp that finds the [KTS] in the map name.  Hopefully
#          this resolves the wrong maps being tinted problem.
#==============================================================================
# ? Auto-tone Instructions
#------------------------------------------------------------------------------
#    Maps designated as outdoors are the only maps to be affected by this
#  scripts use of auto-toning.  To signify a map to be "outdoors", you must
#  include [KTS] In the name of the map.  For example, you world map could be
#  named "World Map [KTS]" or "[KTS] World Map".  Provisions are made later in
#  the script to remove [KTS] from the map name when it's read by another
#  script.  This means that "[KTS]" won't show up in your Map Name Popup
#  windows.
#==============================================================================
# ? Script Function Calls
#------------------------------------------------------------------------------
#    The following are script commands that can be executed by using the
#  "Script..." command in your events.
#    ? $kts.stop            - Stops time (can be used for cutscenes)
#    ? $kts.go              - Resumes time (don't forget to use this!)
#    ? $kts.sec(n)          - progresses time forward (n) seconds
#    ? $kts.min(n)          - progresses time forward (n) minutes
#    ? $kts.hours(n)        - progresses time forward (n) hours
#    ? $kts.days(n)         - progresses time forward (n) days
#    ? $kts.jump_to_hour(n) - progresses time forward TO the specified hour.
#                             Particularly useful in a situation where you
#                             want a certain event to happen at a certain time,
#                             or an Innkeeper who should wake the party up at
#                             a certain hour.  This command MAY cause your game
#                             to appear to freeze for a few seconds on slower
#                             computers.
#==============================================================================
# ? Game Database Setup
#------------------------------------------------------------------------------
#    This script, by defult, uses the following game variables and switches:
#  Database Variables:
#    [1] The Current Time            [4] The Current Hour
#    [2] The Current Second          [5] The Current Day
#    [3] The Current Minute          [6] Name of the Current Day
#  Database Switches
#    [1] ON during night hours   (2200-0400)(10pm-4am)
#    [2] ON during dawn hours    (0500-0800)( 5am-8am)
#    [3] ON during daytime hours (0900-1800)( 9am-6pm)
#    [4] ON during sunset hours  (1900-2100)( 7pm-9pm)
#==============================================================================

#==============================================================================
# Stores variables and user defined settings for the time system.
#==============================================================================
module KTS
  #-----------------------------------------------------------------------
  # User Definable Clock Settings
  #-----------------------------------------------------------------------
  # Sets the speed multiplier of the clock.  1 is real time.  A higher
  #   value will give you a faster clock.  Default is 100.
  SPEED      = 100
  #AMPM (True: 12-hour clock, False: 24-hour clock)
  AMPM       = false
  # Sets the time at the start of your game.
  START_HOUR = 04
  START_DAY  = 1
  #-----------------------------------------------------------------------
  # If you want custom day names, edit away!
  #-----------------------------------------------------------------------
  DAY_NAMES = ["Yarail","Aurora","Sethrail","Dalyore","Cuthror","Ladora","Ethnen"]
  #-----------------------------------------------------------------------
  # Settings for Time Periods
  #-----------------------------------------------------------------------
  T1 = [ 0,5 ] # Night         # Sets time periods for tinting effects
  T2 = [ 6,8 ] # Dawn          # [Start Hour, End Hour] for time period
  T3 = [ 9,18] # Day           # Use 24-hour values for time periods
  T4 = [19,21] # Sunset
  T5 = [22,24] # Night         # <- Ex: Night is between 23:00 and 24:00
  #-----------------------------------------------------------------------
  # Settings for Output to Game Variables option.
  #-----------------------------------------------------------------------
  # Set this to true to output the current time to game variables.
  DATABASE_OUTPUT = true
    # Game Variable to be used for time output.
    TIME    = 1 #(Time in string format. Ex: "2:48 AM" or "02:48")
    SECONDS = 2
    MINUTES = 3
    HOURS   = 4
    DAYS    = 5
    DAYNAME = 6
    # Game Switches to be used for time output.
    NIGHT   = 1 # This switch is on during night hours   (2200-0400)(10pm-4am)
    DAWN    = 2 # This switch is on during dawn hours    (0500-0800)( 5am-8am)
    DAY     = 3 # This switch is on during daytime hours (0900-1800)( 9am-6pm)
    SUNSET  = 4 # This switch is on during sunset hours  (1900-2100)( 7pm-9pm)
  #-----------------------------------------------------------------------
  # Settings for time controlled screen toning
  #-----------------------------------------------------------------------
  # True will enable screen toning to be used by the script.
  USE_TONE = true
  # Sets the duration of tone changes (in frames)
  FADE_LENGTH = 120
  # Defines tones to be used in the corresponding time periods defined above.
  #              RED, GREEN, BLUE, GREY
  C1 = Tone.new(-187,  -119,  -17,  68)
  C2 = Tone.new(  17,   -51, -120,   0)
  C3 = Tone.new(   0,     0,    0,   0)
  C4 = Tone.new( -68,  -136,  -34,   0)
  C5 = Tone.new(-187,  -119,  -17,  68)
  # Defines anti-tones
  A1 = Tone.new( 187,   119,   17, -68)
  A2 = Tone.new( -17,    51,  102,   0)
  A3 = Tone.new(   0,     0,    0,   0)
  A4 = Tone.new(  68,   136,   34,   0)
  A5 = Tone.new( 187,   119,   17, -68)
end

#==============================================================================
# Core Time System Engine
#==============================================================================
class Kylock_Time_System
  # sets instance variables
  def initialize
    $kts_map_data = load_data("Data/MapInfos.rvdata")
    @event_offset = (KTS::START_HOUR * 3600) + (KTS::START_DAY * 86400)
    @kts_stop = false
    $kts_event_tone = false
    $kts_battle_tone = true
    $kts_anti_tone = Tone.new(0,0,0,0)
  end
 
  # Computes current time and updates variables if used
  def update
    if !@kts_stop
      @total_seconds = (Graphics.frame_count * KTS::SPEED / 60) + @event_offset
      @seconds = (@total_seconds) % 60
      @minutes = (@total_seconds / 60) % 60
      @hours   = (@total_seconds / 3600) % 24
      @days    = (@total_seconds / 86400)
      update_tint
      if KTS::DATABASE_OUTPUT
        $game_variables[KTS::TIME]    = getTime
      end
    end
  end

  def update_variables
    $game_variables[KTS::SECONDS] = @seconds
    $game_variables[KTS::MINUTES] = @minutes
    $game_variables[KTS::HOURS]   = @hours
    $game_variables[KTS::DAYS]    = @days
    $game_variables[KTS::DAYNAME] = getDayName
  end

  def update_switches
    if @period == 1 || @period == 5
      $game_switches[KTS::NIGHT] = true
    else
      $game_switches[KTS::NIGHT] = false
    end
    if @period == 2
      $game_switches[KTS::DAWN] = true
    else
      $game_switches[KTS::DAWN] = false
    end
    if @period == 3
      $game_switches[KTS::DAY] = true
    else
      $game_switches[KTS::DAY] = false
    end
    if @period == 4
      $game_switches[KTS::SUNSET] = true
    else
      $game_switches[KTS::SUNSET] = false
    end
  end

  def getTime
    if KTS::AMPM
      # Formats a 12-Hour Clock
      if @hours > 12
        hours1 = @hours - 12
        if hours1 > 9
          time = sprintf("%02d:%02d" + " PM", hours1, @minutes)
        else
          time = sprintf("%01d:%02d" + " PM", hours1, @minutes)
        end
      else
        if @hours > 9
          time = sprintf("%02d:%02d" + " AM", @hours, @minutes)
        else
          time = sprintf("%01d:%02d" + " AM", @hours, @minutes)
        end
      end
      return time
    else
      # Formats a 24-Hour Clock
      time = sprintf("%02d:%02d", @hours, @minutes)
      return time
    end
  end
  #-----------------------------------------------------------------------
  # Script Command Functions
  #-----------------------------------------------------------------------
  def stop
    @time_stopped = @total_seconds
    @kts_stop = true
  end
  def go
    total_seconds = (Graphics.frame_count * KTS::SPEED / 60) + @event_offset
    @event_offset -= (total_seconds - @time_stopped)
    @kts_stop = false
  end
  def sec(sec = 0)
    @event_offset += sec
  end
  def min(min = 0)
    @event_offset += min * 60
  end
  def hours(hours = 0)
    @event_offset += hours * 3600
  end
  def days(days = 0)
    @event_offset += days * 86400
  end
  def jump_to_hour(jhour = 0)
    while @hours != jhour
      @event_offset += 1
      $kts.update
    end
  end
  #-----------------------------------------------------------------------
  # Script Support/Misc Functions
  #-----------------------------------------------------------------------
  def getDayName
    weekday = (@days % KTS::DAY_NAMES.length)
    return KTS::DAY_NAMES[weekday]
  end

  #-----------------------------------------------------------------------
  # Screen Tone Functions
  #-----------------------------------------------------------------------
  def update_tint(duration = KTS::FADE_LENGTH)
    return if $BTEST
    if KTS::USE_TONE && !$kts_event_tone && $kts_map_data[$game_map.map_id].outside_tint?
      if @hours >= KTS::T1[0] and @hours <= KTS::T1[1]
        @period = 1
        screen.start_tone_change(KTS::C1,duration)
        $kts_anti_tone = KTS::A1
      elsif @hours >= KTS::T2[0] and @hours <= KTS::T2[1]
        @period = 2
        screen.start_tone_change(KTS::C2,duration)
        $kts_anti_tone = KTS::A2
      elsif @hours >= KTS::T3[0] and @hours <= KTS::T3[1]
        @period = 3
        screen.start_tone_change(KTS::C3,duration)
        $kts_anti_tone = KTS::A3
      elsif @hours >= KTS::T4[0] and @hours <= KTS::T4[1]
        @period = 4
        screen.start_tone_change(KTS::C4,duration)
        $kts_anti_tone = KTS::A4
      elsif @hours >= KTS::T5[0] and @hours <= KTS::T5[1]
        @period = 5
        screen.start_tone_change(KTS::C5,duration)
        $kts_anti_tone = KTS::A5
      end
    else
      # no tone if indoors
      if !$kts_map_data[$game_map.map_id].outside_tint?
        screen.start_tone_change(Tone.new(0,0,0,0),duration)
      end
    end
  end
  def screen
    if $game_temp.in_battle
      return $game_troop.screen
    else
      return $game_map.screen
    end
  end
end

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias kts_initialize initialize
  def initialize
    $kts.update_switches if !@kts_stop && KTS::DATABASE_OUTPUT
    $kts.update_variables if !@kts_stop && KTS::DATABASE_OUTPUT
    kts_initialize
  end
end

#==============================================================================
# Instantly updates screen tone when a new map is loaded.
#==============================================================================
class Game_Map
  alias kts_setup setup
  def setup(map_id)
    kts_setup(map_id)
    $kts_event_tone = false
    $kts.update
    $kts.update_tint(0)
  end
end

#==============================================================================
# Instantly updates screen tone when a battle starts.
#==============================================================================
class Spriteset_Battle
  alias kts_create_battleback create_battleback
  def create_battleback
    $kts.update_tint(0)
    kts_create_battleback
  end
end

#==============================================================================
# Temporarily disables auto-toning if an event tints the screen.
#==============================================================================
class Game_Interpreter
  alias kts_Interpreter_command_223 command_223
  def command_223
    $kts_event_tone = true
    kts_Interpreter_command_223
  end
end

#==============================================================================
# Integrates the Time System into the Game System.
#==============================================================================
class Game_System
  # inits a KTS object
  alias kts_initialize initialize
  def initialize
    $kts=Kylock_Time_System.new
    kts_initialize
  end
  # Updates kts every game frame
  alias kts_update update
  def update
    $kts.update
    kts_update
  end
end

#==============================================================================
# Scans Map Names for Toning
#==============================================================================
class RPG::MapInfo
  def name # Definition prevents location scripts from reading anything within
    return @name.gsub(/\[.*\]/) {""} # brackets, including the brackets
  end
  def original_name
    return @name
  end
  def outside_tint?
    return @name.scan(/\[KTS\]/).size > 0
    # old regexp: return @name.scan(/[\KTS]/).size > 0
  end
end

#==============================================================================
# Sets up the time window for the menu.
#==============================================================================
class Window_KTS < Window_Base
  def initialize(x, y)
    super(x, y, 160, WLH + 32)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(4, -6, 120, 32, $kts.getTime, 2)
  end
  def update
    super
    $kts.update
    self.contents.clear
    self.contents.draw_text(4, -6, 120, 32, $kts.getTime, 2)
  end
end

#==============================================================================
# Adds the time window to the menu.
#==============================================================================
class Scene_Menu < Scene_Base
  alias kts_start start
  def start
    kts_start
    @kts_window = Window_KTS.new(0,305)
  end
  alias kts_terminate terminate
  def terminate
    kts_terminate
    @kts_window.dispose
  end
  alias kts_update update
  def update
    kts_update
    @kts_window.update
  end
end

#==============================================================================
# Saves and Loads game time to/from save game file.
#==============================================================================
class Scene_File
  alias kts_write_save_data write_save_data
  def write_save_data(file)
    kts_write_save_data(file)
    Marshal.dump($kts, file)
  end
  alias kts_read_save_data read_save_data
  def read_save_data(file)
    kts_read_save_data(file)
    $kts = Marshal.load(file)
  end
end
[/quote]

MfG

Deity
« Letzte Änderung: März 09, 2009, 18:31:18 von Deity »



Re: Kleine Fragen, schnelle Antwort?

Offline Gilbse

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  • Beiträge: 18
Re: Kleine Fragen, schnelle Antwort?
« Antwort #213 am: März 10, 2009, 15:38:04 »
Warum soll ich den Time Script von Kylock einfügen wenn ich nich ma weiß welcher das is.

Re: Kleine Fragen, schnelle Antwort?

Offline Darv

  • Mr. MACK-Tile
  • ***
  • Beiträge: 276
Re: Kleine Fragen, schnelle Antwort?
« Antwort #214 am: März 10, 2009, 15:43:47 »
Ich werd solangsam wütend!
Aber sowas von!
Da schreibst du Leuten PMs ohne Zusammenhang und wie dahin geklatscht!!
Dann erstellst du 1 Thread und postest dann das gleiche noch mal in 2 Threads.
Dort präsentiert man dir dann alles auf dem Silbertablet und du musst nix anderes machen wie das einzufügen.
Dann bekommst du das ganze auch noch schön erklärt und machst dir noch nichtmal die Mühe die Antworten zu deinem Post richtig durchzulesen.

Zitat
Nochmal das Script


Spoiler for Hiden:
Code:
#==============================================================================
# ¦ Kylock's Time System VX 1.5
#     6.3.2008
#------------------------------------------------------------------------------
#  Script by: Kylock
#==============================================================================
#    Mostly rewritten since XP version.  Cleaner code and less intrusive (more
#  compatible).  This is my comprehensive time and day/night system.  This
#  script adds a new window to the game menu, so if you use a CMS, then place
#  this script ABOVE it so that it won't mess up your CMS.  If you use a custom
#  script that makes changes to the battle background, place KTS below it so
#  that you don't get the delayed-tone effect in you battles.  Other than that,
#  there shouldn't be any other script compatibility issues.
#    I've tried to make this script as customizable as possible, the settings
#  are found immediately following this header.  Although time output to game
#  variables is optional, I strongly suggest using it so that its easier to
#  build your events based on the time in the game.
#==============================================================================
# ? Change Log
#------------------------------------------------------------------------------
#  1.0 - Original Release.
#  1.1 - Corrected tinting issue at the start of a battle.  Place this script
#          below any battle background scripts if you experience "jumpy tinting"
#  1.2 - Corrected the accuracy of $kts.stop and $kts.go
#  1.3 - $kts.stop really stops everything now.  Also added game switches for
#          even easier eventing.
#  1.4 - Fixed Battle Test compatibility (simulates normal daylight for battle
#          test instead of darkness).
#        Now switches and variables will only update when the map loads so that
#          events don't suddenly dissappear when their time is up.
#        Added $kts_anti_tone - returns an inverse tone color to allow sprites
#          to appear normally on a tinted screen.
#  1.5 - Rewrote the regexp that finds the [KTS] in the map name.  Hopefully
#          this resolves the wrong maps being tinted problem.
#==============================================================================
# ? Auto-tone Instructions
#------------------------------------------------------------------------------
#    Maps designated as outdoors are the only maps to be affected by this
#  scripts use of auto-toning.  To signify a map to be "outdoors", you must
#  include [KTS] In the name of the map.  For example, you world map could be
#  named "World Map [KTS]" or "[KTS] World Map".  Provisions are made later in
#  the script to remove [KTS] from the map name when it's read by another
#  script.  This means that "[KTS]" won't show up in your Map Name Popup
#  windows.
#==============================================================================
# ? Script Function Calls
#------------------------------------------------------------------------------
#    The following are script commands that can be executed by using the
#  "Script..." command in your events.
#    ? $kts.stop            - Stops time (can be used for cutscenes)
#    ? $kts.go              - Resumes time (don't forget to use this!)
#    ? $kts.sec(n)          - progresses time forward (n) seconds
#    ? $kts.min(n)          - progresses time forward (n) minutes
#    ? $kts.hours(n)        - progresses time forward (n) hours
#    ? $kts.days(n)         - progresses time forward (n) days
#    ? $kts.jump_to_hour(n) - progresses time forward TO the specified hour.
#                             Particularly useful in a situation where you
#                             want a certain event to happen at a certain time,
#                             or an Innkeeper who should wake the party up at
#                             a certain hour.  This command MAY cause your game
#                             to appear to freeze for a few seconds on slower
#                             computers.
#==============================================================================
# ? Game Database Setup
#------------------------------------------------------------------------------
#    This script, by defult, uses the following game variables and switches:
#  Database Variables:
#    [1] The Current Time            [4] The Current Hour
#    [2] The Current Second          [5] The Current Day
#    [3] The Current Minute          [6] Name of the Current Day
#  Database Switches
#    [1] ON during night hours   (2200-0400)(10pm-4am)
#    [2] ON during dawn hours    (0500-0800)( 5am-8am)
#    [3] ON during daytime hours (0900-1800)( 9am-6pm)
#    [4] ON during sunset hours  (1900-2100)( 7pm-9pm)
#==============================================================================

#==============================================================================
# Stores variables and user defined settings for the time system.
#==============================================================================
module KTS
  #-----------------------------------------------------------------------
  # User Definable Clock Settings
  #-----------------------------------------------------------------------
  # Sets the speed multiplier of the clock.  1 is real time.  A higher
  #   value will give you a faster clock.  Default is 100.
  SPEED      = 100
  #AMPM (True: 12-hour clock, False: 24-hour clock)
  AMPM       = false
  # Sets the time at the start of your game.
  START_HOUR = 04
  START_DAY  = 1
  #-----------------------------------------------------------------------
  # If you want custom day names, edit away!
  #-----------------------------------------------------------------------
  DAY_NAMES = ["Yarail","Aurora","Sethrail","Dalyore","Cuthror","Ladora","Ethnen"]
  #-----------------------------------------------------------------------
  # Settings for Time Periods
  #-----------------------------------------------------------------------
  T1 = [ 0,5 ] # Night         # Sets time periods for tinting effects
  T2 = [ 6,8 ] # Dawn          # [Start Hour, End Hour] for time period
  T3 = [ 9,18] # Day           # Use 24-hour values for time periods
  T4 = [19,21] # Sunset
  T5 = [22,24] # Night         # <- Ex: Night is between 23:00 and 24:00
  #-----------------------------------------------------------------------
  # Settings for Output to Game Variables option.
  #-----------------------------------------------------------------------
  # Set this to true to output the current time to game variables.
  DATABASE_OUTPUT = true
    # Game Variable to be used for time output.
    TIME    = 1 #(Time in string format. Ex: "2:48 AM" or "02:48")
    SECONDS = 2
    MINUTES = 3
    HOURS   = 4
    DAYS    = 5
    DAYNAME = 6
    # Game Switches to be used for time output.
    NIGHT   = 1 # This switch is on during night hours   (2200-0400)(10pm-4am)
    DAWN    = 2 # This switch is on during dawn hours    (0500-0800)( 5am-8am)
    DAY     = 3 # This switch is on during daytime hours (0900-1800)( 9am-6pm)
    SUNSET  = 4 # This switch is on during sunset hours  (1900-2100)( 7pm-9pm)
  #-----------------------------------------------------------------------
  # Settings for time controlled screen toning
  #-----------------------------------------------------------------------
  # True will enable screen toning to be used by the script.
  USE_TONE = true
  # Sets the duration of tone changes (in frames)
  FADE_LENGTH = 120
  # Defines tones to be used in the corresponding time periods defined above.
  #              RED, GREEN, BLUE, GREY
  C1 = Tone.new(-187,  -119,  -17,  68)
  C2 = Tone.new(  17,   -51, -120,   0)
  C3 = Tone.new(   0,     0,    0,   0)
  C4 = Tone.new( -68,  -136,  -34,   0)
  C5 = Tone.new(-187,  -119,  -17,  68)
  # Defines anti-tones
  A1 = Tone.new( 187,   119,   17, -68)
  A2 = Tone.new( -17,    51,  102,   0)
  A3 = Tone.new(   0,     0,    0,   0)
  A4 = Tone.new(  68,   136,   34,   0)
  A5 = Tone.new( 187,   119,   17, -68)
end

#==============================================================================
# Core Time System Engine
#==============================================================================
class Kylock_Time_System
  # sets instance variables
  def initialize
    $kts_map_data = load_data("Data/MapInfos.rvdata")
    @event_offset = (KTS::START_HOUR * 3600) + (KTS::START_DAY * 86400)
    @kts_stop = false
    $kts_event_tone = false
    $kts_battle_tone = true
    $kts_anti_tone = Tone.new(0,0,0,0)
  end
 
  # Computes current time and updates variables if used
  def update
    if !@kts_stop
      @total_seconds = (Graphics.frame_count * KTS::SPEED / 60) + @event_offset
      @seconds = (@total_seconds) % 60
      @minutes = (@total_seconds / 60) % 60
      @hours   = (@total_seconds / 3600) % 24
      @days    = (@total_seconds / 86400)
      update_tint
      if KTS::DATABASE_OUTPUT
        $game_variables[KTS::TIME]    = getTime
      end
    end
  end

  def update_variables
    $game_variables[KTS::SECONDS] = @seconds
    $game_variables[KTS::MINUTES] = @minutes
    $game_variables[KTS::HOURS]   = @hours
    $game_variables[KTS::DAYS]    = @days
    $game_variables[KTS::DAYNAME] = getDayName
  end

  def update_switches
    if @period == 1 || @period == 5
      $game_switches[KTS::NIGHT] = true
    else
      $game_switches[KTS::NIGHT] = false
    end
    if @period == 2
      $game_switches[KTS::DAWN] = true
    else
      $game_switches[KTS::DAWN] = false
    end
    if @period == 3
      $game_switches[KTS::DAY] = true
    else
      $game_switches[KTS::DAY] = false
    end
    if @period == 4
      $game_switches[KTS::SUNSET] = true
    else
      $game_switches[KTS::SUNSET] = false
    end
  end

  def getTime
    if KTS::AMPM
      # Formats a 12-Hour Clock
      if @hours > 12
        hours1 = @hours - 12
        if hours1 > 9
          time = sprintf("%02d:%02d" + " PM", hours1, @minutes)
        else
          time = sprintf("%01d:%02d" + " PM", hours1, @minutes)
        end
      else
        if @hours > 9
          time = sprintf("%02d:%02d" + " AM", @hours, @minutes)
        else
          time = sprintf("%01d:%02d" + " AM", @hours, @minutes)
        end
      end
      return time
    else
      # Formats a 24-Hour Clock
      time = sprintf("%02d:%02d", @hours, @minutes)
      return time
    end
  end
  #-----------------------------------------------------------------------
  # Script Command Functions
  #-----------------------------------------------------------------------
  def stop
    @time_stopped = @total_seconds
    @kts_stop = true
  end
  def go
    total_seconds = (Graphics.frame_count * KTS::SPEED / 60) + @event_offset
    @event_offset -= (total_seconds - @time_stopped)
    @kts_stop = false
  end
  def sec(sec = 0)
    @event_offset += sec
  end
  def min(min = 0)
    @event_offset += min * 60
  end
  def hours(hours = 0)
    @event_offset += hours * 3600
  end
  def days(days = 0)
    @event_offset += days * 86400
  end
  def jump_to_hour(jhour = 0)
    while @hours != jhour
      @event_offset += 1
      $kts.update
    end
  end
  #-----------------------------------------------------------------------
  # Script Support/Misc Functions
  #-----------------------------------------------------------------------
  def getDayName
    weekday = (@days % KTS::DAY_NAMES.length)
    return KTS::DAY_NAMES[weekday]
  end

  #-----------------------------------------------------------------------
  # Screen Tone Functions
  #-----------------------------------------------------------------------
  def update_tint(duration = KTS::FADE_LENGTH)
    return if $BTEST
    if KTS::USE_TONE && !$kts_event_tone && $kts_map_data[$game_map.map_id].outside_tint?
      if @hours >= KTS::T1[0] and @hours <= KTS::T1[1]
        @period = 1
        screen.start_tone_change(KTS::C1,duration)
        $kts_anti_tone = KTS::A1
      elsif @hours >= KTS::T2[0] and @hours <= KTS::T2[1]
        @period = 2
        screen.start_tone_change(KTS::C2,duration)
        $kts_anti_tone = KTS::A2
      elsif @hours >= KTS::T3[0] and @hours <= KTS::T3[1]
        @period = 3
        screen.start_tone_change(KTS::C3,duration)
        $kts_anti_tone = KTS::A3
      elsif @hours >= KTS::T4[0] and @hours <= KTS::T4[1]
        @period = 4
        screen.start_tone_change(KTS::C4,duration)
        $kts_anti_tone = KTS::A4
      elsif @hours >= KTS::T5[0] and @hours <= KTS::T5[1]
        @period = 5
        screen.start_tone_change(KTS::C5,duration)
        $kts_anti_tone = KTS::A5
      end
    else
      # no tone if indoors
      if !$kts_map_data[$game_map.map_id].outside_tint?
        screen.start_tone_change(Tone.new(0,0,0,0),duration)
      end
    end
  end
  def screen
    if $game_temp.in_battle
      return $game_troop.screen
    else
      return $game_map.screen
    end
  end
end

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias kts_initialize initialize
  def initialize
    $kts.update_switches if !@kts_stop && KTS::DATABASE_OUTPUT
    $kts.update_variables if !@kts_stop && KTS::DATABASE_OUTPUT
    kts_initialize
  end
end

#==============================================================================
# Instantly updates screen tone when a new map is loaded.
#==============================================================================
class Game_Map
  alias kts_setup setup
  def setup(map_id)
    kts_setup(map_id)
    $kts_event_tone = false
    $kts.update
    $kts.update_tint(0)
  end
end

#==============================================================================
# Instantly updates screen tone when a battle starts.
#==============================================================================
class Spriteset_Battle
  alias kts_create_battleback create_battleback
  def create_battleback
    $kts.update_tint(0)
    kts_create_battleback
  end
end

#==============================================================================
# Temporarily disables auto-toning if an event tints the screen.
#==============================================================================
class Game_Interpreter
  alias kts_Interpreter_command_223 command_223
  def command_223
    $kts_event_tone = true
    kts_Interpreter_command_223
  end
end

#==============================================================================
# Integrates the Time System into the Game System.
#==============================================================================
class Game_System
  # inits a KTS object
  alias kts_initialize initialize
  def initialize
    $kts=Kylock_Time_System.new
    kts_initialize
  end
  # Updates kts every game frame
  alias kts_update update
  def update
    $kts.update
    kts_update
  end
end

#==============================================================================
# Scans Map Names for Toning
#==============================================================================
class RPG::MapInfo
  def name # Definition prevents location scripts from reading anything within
    return @name.gsub(/\[.*\]/) {""} # brackets, including the brackets
  end
  def original_name
    return @name
  end
  def outside_tint?
    return @name.scan(/\[KTS\]/).size > 0
    # old regexp: return @name.scan(/[\KTS]/).size > 0
  end
end

#==============================================================================
# Sets up the time window for the menu.
#==============================================================================
class Window_KTS < Window_Base
  def initialize(x, y)
    super(x, y, 160, WLH + 32)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(4, -6, 120, 32, $kts.getTime, 2)
  end
  def update
    super
    $kts.update
    self.contents.clear
    self.contents.draw_text(4, -6, 120, 32, $kts.getTime, 2)
  end
end

#==============================================================================
# Adds the time window to the menu.
#==============================================================================
class Scene_Menu < Scene_Base
  alias kts_start start
  def start
    kts_start
    @kts_window = Window_KTS.new(0,305)
  end
  alias kts_terminate terminate
  def terminate
    kts_terminate
    @kts_window.dispose
  end
  alias kts_update update
  def update
    kts_update
    @kts_window.update
  end
end

#==============================================================================
# Saves and Loads game time to/from save game file.
#==============================================================================
class Scene_File
  alias kts_write_save_data write_save_data
  def write_save_data(file)
    kts_write_save_data(file)
    Marshal.dump($kts, file)
  end
  alias kts_read_save_data read_save_data
  def read_save_data(file)
    kts_read_save_data(file)
    $kts = Marshal.load(file)
  end
end

MfG

Deity[/quote][/spoiler]
Dieses Skript, das dir schon mind 2-3 mal gepostet wurde!!! Da steht auch ganz oben aufm Skript KYLOCKS TIME SYSTEM

Zitat
¦ Kylock's Time System VX 1.5
Ich hoffe, das kann hier jemand nachvollziehen.
Sowas ist echt nicht mehr schön und ich bin auch nicht gerade von deiner PM begeistert...
Ich schätze solche hast du auch anderen geschickt.

Zum Abschluss 3 Sätzr:
Suchfunktion benutzen.
Posts richtig durchlesen.
Keine sinnlos dahin geklatschten PMs an irgendwelche Leute schicken.
« Letzte Änderung: März 10, 2009, 15:44:11 von Tankmen »

Re: Kleine Fragen, schnelle Antwort?

Offline Gilbse

  • Ralph
  • *
  • Beiträge: 18
Re: Kleine Fragen, schnelle Antwort?
« Antwort #215 am: März 10, 2009, 16:18:53 »
kan mir einfach wer ein Beispiel machen das ich runterlade und dann gucke wies geht?

Re: Kleine Fragen, schnelle Antwort?

Offline Frost

  • Eventmeister
  • ***
  • Beiträge: 346
Re: Kleine Fragen, schnelle Antwort?
« Antwort #216 am: März 10, 2009, 16:24:46 »
Haha. :D
Tankman, beruhig dich. ^^  (Aber ich kanns nachvollziehen^^)

@ Gilbse
Was ist denn jetzt dein Problem? Du sollst doch einfach nur das Script in deinem Spiel einbinden, oder? oO
Wenn du das nicht mal hinkriegst, nützt dir ein Projekt zum angucken (da gibts nichts zum angucken oô) auch nicht viel...
« Letzte Änderung: März 10, 2009, 16:25:37 von Frost »
http://fernsehkritik.tv/ - Macht dem niveaulosen Fernsehen ein Ende!

Re: Kleine Fragen, schnelle Antwort?

Offline Gilbse

  • Ralph
  • *
  • Beiträge: 18
Re: Kleine Fragen, schnelle Antwort?
« Antwort #217 am: März 10, 2009, 16:27:35 »
Ja habs jetzt verstanden und eingefügt.
Aba jetzt kommt da ne fehlermeldung.
« Letzte Änderung: März 10, 2009, 16:33:44 von Gilbse »

Re: Kleine Fragen, schnelle Antwort?

Offline Darv

  • Mr. MACK-Tile
  • ***
  • Beiträge: 276
Re: Kleine Fragen, schnelle Antwort?
« Antwort #218 am: März 10, 2009, 16:29:45 »
Das wo ganz Fett Kylocks Time System drüber steht:

Kylocks Time System

Spoiler for Hiden:
#==============================================================================
# ¦ Kylock's Time System VX 1.5
#     6.3.2008
#------------------------------------------------------------------------------
#  Script by: Kylock
#==============================================================================
#    Mostly rewritten since XP version.  Cleaner code and less intrusive (more
#  compatible).  This is my comprehensive time and day/night system.  This
#  script adds a new window to the game menu, so if you use a CMS, then place
#  this script ABOVE it so that it won't mess up your CMS.  If you use a custom
#  script that makes changes to the battle background, place KTS below it so
#  that you don't get the delayed-tone effect in you battles.  Other than that,
#  there shouldn't be any other script compatibility issues.
#    I've tried to make this script as customizable as possible, the settings
#  are found immediately following this header.  Although time output to game
#  variables is optional, I strongly suggest using it so that its easier to
#  build your events based on the time in the game.
#==============================================================================
# ? Change Log
#------------------------------------------------------------------------------
#  1.0 - Original Release.
#  1.1 - Corrected tinting issue at the start of a battle.  Place this script
#          below any battle background scripts if you experience "jumpy tinting"
#  1.2 - Corrected the accuracy of $kts.stop and $kts.go
#  1.3 - $kts.stop really stops everything now.  Also added game switches for
#          even easier eventing.
#  1.4 - Fixed Battle Test compatibility (simulates normal daylight for battle
#          test instead of darkness).
#        Now switches and variables will only update when the map loads so that
#          events don't suddenly dissappear when their time is up.
#        Added $kts_anti_tone - returns an inverse tone color to allow sprites
#          to appear normally on a tinted screen.
#  1.5 - Rewrote the regexp that finds the [KTS] in the map name.  Hopefully
#          this resolves the wrong maps being tinted problem.
#==============================================================================
# ? Auto-tone Instructions
#------------------------------------------------------------------------------
#    Maps designated as outdoors are the only maps to be affected by this
#  scripts use of auto-toning.  To signify a map to be "outdoors", you must
#  include [KTS] In the name of the map.  For example, you world map could be
#  named "World Map [KTS]" or "[KTS] World Map".  Provisions are made later in
#  the script to remove [KTS] from the map name when it's read by another
#  script.  This means that "[KTS]" won't show up in your Map Name Popup
#  windows.
#==============================================================================
# ? Script Function Calls
#------------------------------------------------------------------------------
#    The following are script commands that can be executed by using the
#  "Script..." command in your events.
#    ? $kts.stop            - Stops time (can be used for cutscenes)
#    ? $kts.go              - Resumes time (don't forget to use this!)
#    ? $kts.sec(n)          - progresses time forward (n) seconds
#    ? $kts.min(n)          - progresses time forward (n) minutes
#    ? $kts.hours(n)        - progresses time forward (n) hours
#    ? $kts.days(n)         - progresses time forward (n) days
#    ? $kts.jump_to_hour(n) - progresses time forward TO the specified hour.
#                             Particularly useful in a situation where you
#                             want a certain event to happen at a certain time,
#                             or an Innkeeper who should wake the party up at
#                             a certain hour.  This command MAY cause your game
#                             to appear to freeze for a few seconds on slower
#                             computers.
#==============================================================================
# ? Game Database Setup
#------------------------------------------------------------------------------
#    This script, by defult, uses the following game variables and switches:
#  Database Variables:
#    [1] The Current Time            [4] The Current Hour
#    [2] The Current Second          [5] The Current Day
#    [3] The Current Minute          [6] Name of the Current Day
#  Database Switches
#    [1] ON during night hours   (2200-0400)(10pm-4am)
#    [2] ON during dawn hours    (0500-0800)( 5am-8am)
#    [3] ON during daytime hours (0900-1800)( 9am-6pm)
#    [4] ON during sunset hours  (1900-2100)( 7pm-9pm)
#==============================================================================

#==============================================================================
# Stores variables and user defined settings for the time system.
#==============================================================================
module KTS
  #-----------------------------------------------------------------------
  # User Definable Clock Settings
  #-----------------------------------------------------------------------
  # Sets the speed multiplier of the clock.  1 is real time.  A higher
  #   value will give you a faster clock.  Default is 100.
  SPEED      = 100
  #AMPM (True: 12-hour clock, False: 24-hour clock)
  AMPM       = false
  # Sets the time at the start of your game.
  START_HOUR = 04
  START_DAY  = 1
  #-----------------------------------------------------------------------
  # If you want custom day names, edit away!
  #-----------------------------------------------------------------------
  DAY_NAMES = ["Yarail","Aurora","Sethrail","Dalyore","Cuthror","Ladora","Ethnen"]
  #-----------------------------------------------------------------------
  # Settings for Time Periods
  #-----------------------------------------------------------------------
  T1 = [ 0,5 ] # Night         # Sets time periods for tinting effects
  T2 = [ 6,8 ] # Dawn          # [Start Hour, End Hour] for time period
  T3 = [ 9,18] # Day           # Use 24-hour values for time periods
  T4 = [19,21] # Sunset
  T5 = [22,24] # Night         # <- Ex: Night is between 23:00 and 24:00
  #-----------------------------------------------------------------------
  # Settings for Output to Game Variables option.
  #-----------------------------------------------------------------------
  # Set this to true to output the current time to game variables.
  DATABASE_OUTPUT = true
    # Game Variable to be used for time output.
    TIME    = 1 #(Time in string format. Ex: "2:48 AM" or "02:48")
    SECONDS = 2
    MINUTES = 3
    HOURS   = 4
    DAYS    = 5
    DAYNAME = 6
    # Game Switches to be used for time output.
    NIGHT   = 1 # This switch is on during night hours   (2200-0400)(10pm-4am)
    DAWN    = 2 # This switch is on during dawn hours    (0500-0800)( 5am-8am)
    DAY     = 3 # This switch is on during daytime hours (0900-1800)( 9am-6pm)
    SUNSET  = 4 # This switch is on during sunset hours  (1900-2100)( 7pm-9pm)
  #-----------------------------------------------------------------------
  # Settings for time controlled screen toning
  #-----------------------------------------------------------------------
  # True will enable screen toning to be used by the script.
  USE_TONE = true
  # Sets the duration of tone changes (in frames)
  FADE_LENGTH = 120
  # Defines tones to be used in the corresponding time periods defined above.
  #              RED, GREEN, BLUE, GREY
  C1 = Tone.new(-187,  -119,  -17,  68)
  C2 = Tone.new(  17,   -51, -120,   0)
  C3 = Tone.new(   0,     0,    0,   0)
  C4 = Tone.new( -68,  -136,  -34,   0)
  C5 = Tone.new(-187,  -119,  -17,  68)
  # Defines anti-tones
  A1 = Tone.new( 187,   119,   17, -68)
  A2 = Tone.new( -17,    51,  102,   0)
  A3 = Tone.new(   0,     0,    0,   0)
  A4 = Tone.new(  68,   136,   34,   0)
  A5 = Tone.new( 187,   119,   17, -68)
end

#==============================================================================
# Core Time System Engine
#==============================================================================
class Kylock_Time_System
  # sets instance variables
  def initialize
    $kts_map_data = load_data("Data/MapInfos.rvdata")
    @event_offset = (KTS::START_HOUR * 3600) + (KTS::START_DAY * 86400)
    @kts_stop = false
    $kts_event_tone = false
    $kts_battle_tone = true
    $kts_anti_tone = Tone.new(0,0,0,0)
  end
 
  # Computes current time and updates variables if used
  def update
    if !@kts_stop
      @total_seconds = (Graphics.frame_count * KTS::SPEED / 60) + @event_offset
      @seconds = (@total_seconds) % 60
      @minutes = (@total_seconds / 60) % 60
      @hours   = (@total_seconds / 3600) % 24
      @days    = (@total_seconds / 86400)
      update_tint
      if KTS::DATABASE_OUTPUT
        $game_variables[KTS::TIME]    = getTime
      end
    end
  end

  def update_variables
    $game_variables[KTS::SECONDS] = @seconds
    $game_variables[KTS::MINUTES] = @minutes
    $game_variables[KTS::HOURS]   = @hours
    $game_variables[KTS::DAYS]    = @days
    $game_variables[KTS::DAYNAME] = getDayName
  end

  def update_switches
    if @period == 1 || @period == 5
      $game_switches[KTS::NIGHT] = true
    else
      $game_switches[KTS::NIGHT] = false
    end
    if @period == 2
      $game_switches[KTS::DAWN] = true
    else
      $game_switches[KTS::DAWN] = false
    end
    if @period == 3
      $game_switches[KTS::DAY] = true
    else
      $game_switches[KTS::DAY] = false
    end
    if @period == 4
      $game_switches[KTS::SUNSET] = true
    else
      $game_switches[KTS::SUNSET] = false
    end
  end

  def getTime
    if KTS::AMPM
      # Formats a 12-Hour Clock
      if @hours > 12
        hours1 = @hours - 12
        if hours1 > 9
          time = sprintf("%02d:%02d" + " PM", hours1, @minutes)
        else
          time = sprintf("%01d:%02d" + " PM", hours1, @minutes)
        end
      else
        if @hours > 9
          time = sprintf("%02d:%02d" + " AM", @hours, @minutes)
        else
          time = sprintf("%01d:%02d" + " AM", @hours, @minutes)
        end
      end
      return time
    else
      # Formats a 24-Hour Clock
      time = sprintf("%02d:%02d", @hours, @minutes)
      return time
    end
  end
  #-----------------------------------------------------------------------
  # Script Command Functions
  #-----------------------------------------------------------------------
  def stop
    @time_stopped = @total_seconds
    @kts_stop = true
  end
  def go
    total_seconds = (Graphics.frame_count * KTS::SPEED / 60) + @event_offset
    @event_offset -= (total_seconds - @time_stopped)
    @kts_stop = false
  end
  def sec(sec = 0)
    @event_offset += sec
  end
  def min(min = 0)
    @event_offset += min * 60
  end
  def hours(hours = 0)
    @event_offset += hours * 3600
  end
  def days(days = 0)
    @event_offset += days * 86400
  end
  def jump_to_hour(jhour = 0)
    while @hours != jhour
      @event_offset += 1
      $kts.update
    end
  end
  #-----------------------------------------------------------------------
  # Script Support/Misc Functions
  #-----------------------------------------------------------------------
  def getDayName
    weekday = (@days % KTS::DAY_NAMES.length)
    return KTS::DAY_NAMES[weekday]
  end

  #-----------------------------------------------------------------------
  # Screen Tone Functions
  #-----------------------------------------------------------------------
  def update_tint(duration = KTS::FADE_LENGTH)
    return if $BTEST
    if KTS::USE_TONE && !$kts_event_tone && $kts_map_data[$game_map.map_id].outside_tint?
      if @hours >= KTS::T1[0] and @hours <= KTS::T1[1]
        @period = 1
        screen.start_tone_change(KTS::C1,duration)
        $kts_anti_tone = KTS::A1
      elsif @hours >= KTS::T2[0] and @hours <= KTS::T2[1]
        @period = 2
        screen.start_tone_change(KTS::C2,duration)
        $kts_anti_tone = KTS::A2
      elsif @hours >= KTS::T3[0] and @hours <= KTS::T3[1]
        @period = 3
        screen.start_tone_change(KTS::C3,duration)
        $kts_anti_tone = KTS::A3
      elsif @hours >= KTS::T4[0] and @hours <= KTS::T4[1]
        @period = 4
        screen.start_tone_change(KTS::C4,duration)
        $kts_anti_tone = KTS::A4
      elsif @hours >= KTS::T5[0] and @hours <= KTS::T5[1]
        @period = 5
        screen.start_tone_change(KTS::C5,duration)
        $kts_anti_tone = KTS::A5
      end
    else
      # no tone if indoors
      if !$kts_map_data[$game_map.map_id].outside_tint?
        screen.start_tone_change(Tone.new(0,0,0,0),duration)
      end
    end
  end
  def screen
    if $game_temp.in_battle
      return $game_troop.screen
    else
      return $game_map.screen
    end
  end
end

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias kts_initialize initialize
  def initialize
    $kts.update_switches if !@kts_stop && KTS::DATABASE_OUTPUT
    $kts.update_variables if !@kts_stop && KTS::DATABASE_OUTPUT
    kts_initialize
  end
end

#==============================================================================
# Instantly updates screen tone when a new map is loaded.
#==============================================================================
class Game_Map
  alias kts_setup setup
  def setup(map_id)
    kts_setup(map_id)
    $kts_event_tone = false
    $kts.update
    $kts.update_tint(0)
  end
end

#==============================================================================
# Instantly updates screen tone when a battle starts.
#==============================================================================
class Spriteset_Battle
  alias kts_create_battleback create_battleback
  def create_battleback
    $kts.update_tint(0)
    kts_create_battleback
  end
end

#==============================================================================
# Temporarily disables auto-toning if an event tints the screen.
#==============================================================================
class Game_Interpreter
  alias kts_Interpreter_command_223 command_223
  def command_223
    $kts_event_tone = true
    kts_Interpreter_command_223
  end
end

#==============================================================================
# Integrates the Time System into the Game System.
#==============================================================================
class Game_System
  # inits a KTS object
  alias kts_initialize initialize
  def initialize
    $kts=Kylock_Time_System.new
    kts_initialize
  end
  # Updates kts every game frame
  alias kts_update update
  def update
    $kts.update
    kts_update
  end
end

#==============================================================================
# Scans Map Names for Toning
#==============================================================================
class RPG::MapInfo
  def name # Definition prevents location scripts from reading anything within
    return @name.gsub(/\[.*\]/) {""} # brackets, including the brackets
  end
  def original_name
    return @name
  end
  def outside_tint?
    return @name.scan(/\[KTS\]/).size > 0
    # old regexp: return @name.scan(/[\KTS]/).size > 0
  end
end

#==============================================================================
# Sets up the time window for the menu.
#==============================================================================
class Window_KTS < Window_Base
  def initialize(x, y)
    super(x, y, 160, WLH + 32)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(4, -6, 120, 32, $kts.getTime, 2)
  end
  def update
    super
    $kts.update
    self.contents.clear
    self.contents.draw_text(4, -6, 120, 32, $kts.getTime, 2)
  end
end

#==============================================================================
# Adds the time window to the menu.
#==============================================================================
class Scene_Menu < Scene_Base
  alias kts_start start
  def start
    kts_start
    @kts_window = Window_KTS.new(0,305)
  end
  alias kts_terminate terminate
  def terminate
    kts_terminate
    @kts_window.dispose
  end
  alias kts_update update
  def update
    kts_update
    @kts_window.update
  end
end

#==============================================================================
# Saves and Loads game time to/from save game file.
#==============================================================================
class Scene_File
  alias kts_write_save_data write_save_data
  def write_save_data(file)
    kts_write_save_data(file)
    Marshal.dump($kts, file)
  end
  alias kts_read_save_data read_save_data
  def read_save_data(file)
    kts_read_save_data(file)
    $kts = Marshal.load(file)
  end
end
Achja du musst auf den Knopf da drücken!

Re: Kleine Fragen, schnelle Antwort?

Offline Gilbse

  • Ralph
  • *
  • Beiträge: 18
Re: Kleine Fragen, schnelle Antwort?
« Antwort #219 am: März 10, 2009, 16:35:23 »
Da steht jetzt da:
skript line 325:name occured.

Schreibe Anständige Threats und lass dir nicht alles aus der Nase ziehen.
Was für eine Fehlermeldung das ist, wusstest du auch schon, als du es geschrieben hast.

Geht das so weiter, werden deine Posts von mir kommentarlos gelöscht.
Halte dich an die Regeln und gib dir doch BITTE mal ein bisschen mühe

~Sk!p
« Letzte Änderung: März 10, 2009, 20:37:21 von Sk!p »

Re: Kleine Fragen, schnelle Antwort?

Bahamut

  • Gast
Re: Kleine Fragen, schnelle Antwort?
« Antwort #220 am: März 13, 2009, 06:24:37 »
Hallo Leute.
Ich wollte fragen, ob man die IconSet Datei vom rmvx eigentlich auch belieb nach untenhin vergrössern kann oder ob das nachher evtl Fehler verursacht.

Danke und Gruß,

- Baha

Re: Kleine Fragen, schnelle Antwort?

Offline Ðeity

  • No Pain, no gain!
  • Administrator
  • Eventmeister
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  • Beiträge: 427
  • No Pain, no Gain!
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Re: Kleine Fragen, schnelle Antwort?
« Antwort #221 am: März 13, 2009, 07:40:27 »
Hi Bahaunut,
ya das vergrößern des IconSets ist theoretisch ohne Probleme möglich. Du musst halt nur auf die Größen der Icons achten 24x24.

MfG
Deity



Re: Kleine Fragen, schnelle Antwort?

Offline MicroJumper

  • Triple A
  • Event-Jongleur
  • **
  • Beiträge: 76
    • Makrosoftware.Jimdo.com
Re: Kleine Fragen, schnelle Antwort?
« Antwort #222 am: März 13, 2009, 20:06:06 »
Tag auch^^
hab ne ganz wichtige frage für mein Projekt...
könnte mir vielleicht bitte einer sagen wie man die Facegrafik während einer Message ändern kann... oder ein winziges script schreiben?^^
beim NeoMessage/Face System gibts das glaub net...
 z.B.

Message:
\face[facename] H \face[facename] a ...

der soll zum bsp. Hallo sagen wie oben...
bei dem "H" soll ... facegrafik erscheinen...
bei dem "a"  soll ... facegrafik erscheinen...

das soll dann so aussehen als ob er spricht... verstanden?^^ bitte bitte ich brauch sowas GAAAAAAANZ Wichtig!!!!

Re: Kleine Fragen, schnelle Antwort?

Offline Sadoros

  • RTP-Mapper
  • *
  • Beiträge: 49
  • http://www.youtube.com/watch?v=8ze4dlnf1OE
Re: Kleine Fragen, schnelle Antwort?
« Antwort #223 am: März 13, 2009, 20:45:03 »
Hallo bräuchte mal hilfe bei dieser Timer Funktion,aus irgendeinem Grund zählt er nicht runter,ich hab 10 minuten eigestellt und es ist auch sichtbar,nur zählt er wie gesagt nicht runter.Es geht halt um ne Flucht.wäre nett wenn mir einer helfen kann.

Re: Kleine Fragen, schnelle Antwort?

Offline Ðeity

  • No Pain, no gain!
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  • Beiträge: 427
  • No Pain, no Gain!
    • Deity-VX
Re: Kleine Fragen, schnelle Antwort?
« Antwort #224 am: März 13, 2009, 20:57:54 »
@Sadoros
Doofe Frage, aber kann es sein, dass das Event was den Timer startet ein paraleller Prozess ist? Wenn ja dann liegt es daran : )

MfG
Deity



 


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