Author Id: 27730 Author Name: gatolete25 Post Content: punto 1 trato de poner este script [QUOTE][SPOILER="script no se si esta bien el script o no"]#=======================================# # 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’©ã‚¤ãƒˆã‚»ãƒƒ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®Å¸è¡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‚’ä¸*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’©ã‚¤ãƒˆã‚»ãƒƒ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?ˆä¸*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.id > @event_counter @event_counter = $game_map.map.events.id end end # for i in 1..@event_counter if $game_map.map.events == nil next end case $game_map.map.events.name when "Ground" ground(i) when "Fire" fire(i) when "Lamp Post" lamp(i) when "Left Lantern" left_lantern(i) when "Right Lantern" right_lantern(i) end end end #-------------------------------------------------------------------------- # ââ€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 when "Ground" $light_effects.picture_le.x = ($game_map.events[$light_effects.event_list].real_x - 200 - $game_map.display_x) / 4 $light_effects.picture_le.y = ($game_map.events[$light_effects.event_list].real_y - 200 - $game_map.display_y) / 4 $light_effects.picture_le.visible = true when "Fire" $light_effects.picture_le.x = ($game_map.events[$light_effects.event_list].real_x - 300 - $game_map.display_x) / 4 $light_effects.picture_le.y = ($game_map.events[$light_effects.event_list].real_y - 300 - $game_map.display_y) / 4 $light_effects.picture_le.visible = true when "Left Lamp Post" $light_effects.picture_le.x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list].x * 32) - 5 $light_effects.picture_le.y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list].y * 32) - 15 when "Right Lamp Post" $light_effects.picture_le.x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list].x * 32) - 25 $light_effects.picture_le.y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list].y * 32) - 15 $light_effects.picture_le.visible = true when "Left Lantern" $light_effects.picture_le.x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list].x * 32) - 20 $light_effects.picture_le.y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list].y * 32) - 5 $light_effects.picture_le.visible = true when "Right Lantern" $light_effects.picture_le.x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list].x * 32) - 10 $light_effects.picture_le.y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list].y * 32) - 5 $light_effects.picture_le.visible = true end end end #-------------------------------------------------------------------------- # ââ€â€? Redraws the Array #-------------------------------------------------------------------------- def redraw if @picture_le != [] for i in 0..@picture_le.size - 1 @picture_le.bitmap.dispose end @picture_le = Array.new @event_list = Array.new @type_list = Array.new end end #-------------------------------------------------------------------------- # ââ€â€? Shows Array #-------------------------------------------------------------------------- def show if @picture_le != [] for i in 0..@picture_le.size - 1 @picture_le.visible = true end end end #-------------------------------------------------------------------------- # ââ€â€? Hides Array #-------------------------------------------------------------------------- def hide if @picture_le != [] for i in 0..@picture_le.size - 1 @picture_le.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[/SPOILER][/QUOTE] y al hacerlo funcionar me sale un error no se si mi version de rpg maker xp no es la correcta para el script o mi pokemon essentials ya tiene el script puesto a qui sale el error [IMG]http://i1296.photobucket.com/albums/ag4/gatolete2/errordeclima.png[/IMG] al poner $ , @ , & me sale el error pero al poner algún símbolo no me aparecerá al error pero al borrar script no me vuelve a salir el error no si el script estará malo pd en algo del script en ves de aparecer el script sin ningún problema copiado aperecio un emoticon pd2 me salio un error al hacer el tema con lo cual no me sale las etiquetas