darkace77450;273731":3bn48w1g said:
I've got a request for help with this great script. There are several things I would like to do with this, but lack the scripting knowledge to pull them off myself. If anyone wants to give me a hand I'd be gratefull (and of course credit them in the game along with Trickster for making the original script). I will break the features/issues down to make it easier to follow.
1) I looked at the events in the demo and still have no idea how to distinguish indoor from outdoor. Obviously this would include adjusting from outdoor lighting (based on time) to indoor lighting and vise versa.
2) How would I go about displaying a picture at sun up and sun down? I ask this because I would like to show the picture to give a break so I can remove/add any events that only appear at night or day (ie. townsfolk leaving their streetside stands, nocturnal animals coming out) without them just appearing/disappearing.
3) Is there a way to have a state automatically added to all characters to signify night? I would like attack accuracy to be reduced by a Nighttime state, removed by use of torches or lanterns, as well as affecting Geomancy Spells.
4) Lastly, I would like to have seven different distinct times of day instead of the day/night system in Trickster's standard system. Instead of slow fade to night and back to day I would like to have, for example, a fade from day to evening, from evening to dusk, from dusk to night, and so on. If needed I can post the times of day I would like along with the accompanying screen tones I would like to use, but hopefully this would be easy enough for someone to talk me through it.
Im asking for alot of help here. If anyone can help me out with one or more of the above requests I'd be most appreciative. I should state that I have no skill in scripting and am playing around with Trickster's day/night demo before I port it to my actual game (so those would be the only scripts running for now). Thanks in advance.
darkace77450
1) Its in the Day night addon
#--------------------------------------------------------------------------
# * Tone Disabled Maps
# - syntax map_id => disabled flag true: disabled false: enabled
#--------------------------------------------------------------------------
Tone_Disabled = {2 => true}
2) You can probably do this with a parellel process common event easily, but if you want it scripted then use the Script Requests forum
but here are some things you need to know if you are going to use a common event
you can check the time of Day by using
$game_time.is_morning?
$game_time.is_afternoon?
$game_time.is_evening?
$game_time.is_night?
the definitions of these methods are given in the Game_Time class which just returns true or false depending on how you set up these constants
#--------------------------------------------------------------------------
# * Morning
# - When is it Morning?
# - Default - Defined as 5AM to 12PM
#--------------------------------------------------------------------------
Morning = proc {|hour| hour >= 5 && hour < 12}
#--------------------------------------------------------------------------
# * Afternoon
# - When is it Afternoon?
# - Default - Defined as 12PM to 6PM
#--------------------------------------------------------------------------
Afternoon = proc {|hour| hour >= 12 && hour < 18}
#--------------------------------------------------------------------------
# * Evening
# - When is it Evening?
# - Default - Defined as 6PM to 10PM
#--------------------------------------------------------------------------
Evening = proc {|hour| hour >= 18 && hour < 22}
#--------------------------------------------------------------------------
# * Night
# - When is it Night time?
# - Default - Defined as 10PM to 5AM
#--------------------------------------------------------------------------
Night = proc {|hour| hour >= 22 && hour < 5}
3) I could probably do this for you, but I am extremely busy right now. The best way to do this is with a passive effect instead of a state.
4) Add this in a new script above main
class Game_Time
def tone
case hours
when num1..num2
tone = Tone.new(r, g, b, gr)
when num3..num4
tone = Tone.new(r, g, b, gr)
when num4..num6
tone = Tone.new(r, g, b, gr)
end
end
end
where num1..num2 specifies a range for example if you want a certain tone for say 6am - 12pm you would use 6..12. Tone.new(r, g, b, a) creates a tone object and r, g, b, gr specify the filters (red, green, and blue) of the tone.
RMXP Help File":3bn48w1g said:
red The red balance adjustment value (-255 to 255). Values out of range are automatically corrected.
green The green balance adjustment value (-255 to 255). Values out of range are automatically corrected.
blue The blue balance adjustment value (-255 to 255). Values out of range are automatically corrected.
gray The grayscale filter strength (0 to 255). Values out of range are automatically corrected.
When this value is not 0, processing time is significantly longer than when using tone balance adjustment values alone.