XP 스크립트

#=======================================#
# â–¦nbsp; 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 

#=======================================#
# â–¦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
#--------------------------------------------------------------------------
# &acirc;—? Refer setup to Game Temp
#--------------------------------------------------------------------------
alias dns_game_temp_initalize initialize
#--------------------------------------------------------------------------
# &acirc;—? Refer the Attr
#--------------------------------------------------------------------------
attr_reader    :map_infos  #Added Lines
attr_reader    :outside_array  #Added Lines
#--------------------------------------------------------------------------
# &acirc;—? 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
#--------------------------------------------------------------------------
# &acirc;—? Refer setup to Scene Map
#--------------------------------------------------------------------------
alias dns_scene_map_main main
alias dns_scene_map_update update
#--------------------------------------------------------------------------
# &acirc;—? 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
      # &atilde;‚¹&atilde;&#402;—&atilde;&#402;&copy;&atilde;‚¤&atilde;&#402;&#710;&atilde;‚&raquo;&atilde;&#402;&#402;&atilde;&#402;&#710;&atilde;‚’&auml;½œæ&#710;?
  @spriteset = Spriteset_Map.new
  # &atilde;&#402;¡&atilde;&#402;&#402;&atilde;‚&raquo;&atilde;&#402;¼&atilde;‚¸&atilde;‚&brvbar;&atilde;‚&pound;&atilde;&#402;³&atilde;&#402;‰&atilde;‚&brvbar;&atilde;‚’&auml;½œ
æ&#710;?
  @message_window = Window_Message.new
  # &atilde;&#402;&#710;&atilde;&#402;&copy;&atilde;&#402;³&atilde;‚¸&atilde;‚·&atilde;&#402;§&atilde;&#402;³&aring;®&#376;&egrave;¡Œ
  Graphics.transition
  # &atilde;&#402;¡&atilde;‚¤&atilde;&#402;³&atilde;&#402;&laquo;&atilde;&#402;¼&atilde;&#402;—
  loop do
    $light_effects.refresh
    # &atilde;‚²&atilde;&#402;¼&atilde;&#402; &ccedil;”&raquo;&eacute;?&cent;&atilde;‚’æ›´æ–°
    Graphics.update
    # &aring;…&yen;&aring;&#352;›æ&#402;…&aring; ±&atilde;‚’æ›´æ–°
    Input.update
    # &atilde;&#402;•&atilde;&#402;&not;&atilde;&#402;¼&atilde;&#402; æ›´æ–°
    update
    # &ccedil;”&raquo;&eacute;?&cent;&atilde;?Œ&aring;&#710;‡&atilde;‚&#352;替&atilde;‚?&atilde;?&pound;&atilde;?&#376;&atilde;‚‰&atilde;&#402;&laquo;&atilde;&#402;¼&atilde;&#402;—&atilde;‚’&auml;¸­æ–­
    if $scene != self
      break
    end
  end
  # &atilde;&#402;&#710;&atilde;&#402;&copy;&atilde;&#402;³&atilde;‚¸&atilde;‚·&atilde;&#402;§&atilde;&#402;³æº–&aring;‚™
  Graphics.freeze
  # &atilde;‚¹&atilde;&#402;—&atilde;&#402;&copy;&atilde;‚¤&atilde;&#402;&#710;&atilde;‚&raquo;&atilde;&#402;&#402;&atilde;&#402;&#710;&atilde;‚’&egrave;§&pound;放
  @spriteset.dispose
  # &atilde;&#402;¡&atilde;&#402;&#402;&atilde;‚&raquo;&atilde;&#402;¼&atilde;‚¸&atilde;‚&brvbar;&atilde;‚&pound;&atilde;&#402;³&atilde;&#402;‰&atilde;‚&brvbar;&atilde;‚’&egrave;§&pound;
放
  @message_window.dispose
  # &atilde;‚¿&atilde;‚¤&atilde;&#402;&#710;&atilde;&#402;&laquo;&ccedil;”&raquo;&eacute;?&cent;&atilde;?&laquo;&aring;&#710;‡&atilde;‚&#352;替&atilde;?&#710;&auml;¸­&atilde;?®&aring; ´&aring;?&#710;
  if $scene.is_a?(Scene_Title)
    # &ccedil;”&raquo;&eacute;?&cent;&atilde;‚’&atilde;&#402;•&atilde;‚§&atilde;&#402;¼&atilde;&#402;‰&atilde;‚&cent;&atilde;‚&brvbar;&atilde;&#402;&#710;
    Graphics.transition
    Graphics.freeze
  end
  $light_effects.hide
end
#--------------------------------------------------------------------------
# &acirc;—? 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
#--------------------------------------------------------------------------
# &acirc;—? Refer setup to Scene Map
#--------------------------------------------------------------------------
alias dns_scene_title_update update
#--------------------------------------------------------------------------
# &acirc;—? 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
#--------------------------------------------------------------------------
# &acirc;—? Refer the attr
#--------------------------------------------------------------------------
attr_reader  :outside
attr_reader  :map_id
#--------------------------------------------------------------------------
# &acirc;—? Outside
#--------------------------------------------------------------------------
def outside
  return $game_temp.outside_array[@map_id]
end
end

#==============================================================================
# &acirc;–&brvbar;nbsp; Light Effect System
#------------------------------------------------------------------------------
# &atilde;€€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
#--------------------------------------------------------------------------
# &acirc;—? Refer the attr
#--------------------------------------------------------------------------
attr_accessor    :picture_le
attr_accessor    :event_list
attr_accessor    :type_list
#--------------------------------------------------------------------------
# &acirc;—? Initialization
#--------------------------------------------------------------------------
def initialize
  @event_counter = 0
  @picture_le = Array.new
  @event_list = Array.new
  @type_list = Array.new
end
#--------------------------------------------------------------------------
# &acirc;—? 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
#--------------------------------------------------------------------------
# &acirc;—? Updates the Array based on time of day
#--------------------------------------------------------------------------
def update
  $game_time.get_time
  if $game_time.hours > 7 and $game_time.hours < 14
    hide
  else
    show
  end
end
#--------------------------------------------------------------------------
# &acirc;—? Updates the XY of the sprites
#--------------------------------------------------------------------------
def refresh
  for i in 0..$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
#--------------------------------------------------------------------------
# &acirc;—? 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
#--------------------------------------------------------------------------
# &acirc;—? Shows Array
#--------------------------------------------------------------------------
def show
  if @picture_le != []
    for i in 0..@picture_le.size - 1
      @picture_le[i].visible = true
    end
  end
end
#--------------------------------------------------------------------------
# &acirc;—? Hides Array
#--------------------------------------------------------------------------
def hide
  if @picture_le != []
    for i in 0..@picture_le.size - 1
      @picture_le[i].visible = false
    end
  end
end
#--------------------------------------------------------------------------
# &acirc;—? 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
#--------------------------------------------------------------------------
# &acirc;—? 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
#--------------------------------------------------------------------------
# &acirc;—? 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
#--------------------------------------------------------------------------
# &acirc;—? 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
  #--------------------------------------------------------------------------
# &acirc;—? 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

#==============================================================================
# &acirc;–&brvbar;nbsp; Game_Map
#------------------------------------------------------------------------------
# &atilde;€€Add defenision of the names to Game Map Class
#==============================================================================

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

#==============================================================================
# &acirc;–&brvbar;nbsp; Scene_Title
#------------------------------------------------------------------------------
# &atilde;€€It is the class which processes the title picture
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# &acirc;—? Refer setup to Scene Title
#--------------------------------------------------------------------------
alias les_scene_title_update update
#--------------------------------------------------------------------------
# &acirc;—? Sets up the ABS
#--------------------------------------------------------------------------
def update
 $light_effects = Light_Effect_System.new
 les_scene_title_update
end
end

Who's 백호

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이상혁입니다.

http://elab.kr

Comment '3'
  • ?
    내로미 2010.05.09 01:07

    뭔 스크립트인진 설명을 해야죠!

  • ?
    Som Worker 2010.05.09 01:13

    내용상 시간하고 날짜를 관리하는 스크립트인것같은데..


    자세한건 모르겠네요

  • ?
    Som Worker 2010.05.09 01:13

    아 , 낮과 밤인것같습니다


    왠만하면 설명도 넣어주심이..


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