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Zamknięty przez: Ayene
Czw 11 Sie, 2011 11:12
Problem ze skryptami - CMS/Blizz ABS/CCTS
Autor Wiadomość
artekwnc 



Preferowany:
RPG Maker XP

Dołączył: 11 Paź 2009
Posty: 110
Wysłany: Czw 07 Lip, 2011 11:28
Problem ze skryptami - CMS/Blizz ABS/CCTS
No to tak - pierwszy problem ;]

Posiadam skrypt - CCTS

Kod:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
# Complete Climate and Time System (CCTS) by ForeverZer0
# Version: 1.1
# Date: 5.26.2010
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#
# Introduction:
#
#   This script will give you TOTAL control of weather and time in your game. It
#   will allow you to set up different climates that use different weather
#   patterns, tints, sounds, and effects. It is also a complete Time System that
#   gives you full control of, and keeps track of, time, with every possible
#   configuration at your disposal. Note this script comes with a preset config
#   that will be suitable for most's needs, but it can be configured to the most
#   extreme level if so desired, which will require more work. It is not
#   neccessary to do this, but the ability is there.
#
# Features:
#
#   - Automatic weather control with defined types, frequency, probabilities,
#     tints, and sounds for any and every map in your game.
#   - Weather tint and BGS will fade in/out smoothly with the weather for a very
#     realistic feel
#   - Configurable screen tints for every climate, month, and hour that will
#     smoothly transition over the course of each hour, not transition to day
#     or night in matter of seconds.
#   - Completely configurable calendar system that can use custom names for days
#     and months, custom month lengths, etc.
#   - Can easily use configurable switches and variables for event conditions
#     based off the hour of the day, the season of the year, or the current
#     weather.
#   - Comes with a clock that can be toggled on/off by the player, with custom
#     location, opacity, and font name/size options.
#   - Complete control to freeze the time, screen tone, weather, or time speed,
#     seperately or together, with simple script calls.
#   - Comes with error checking and a debugger for easily testing your own
#     customization, and to help understand the system.
#   - Short, simple script calls for easy manipulation
#   - Compatible with Zero Advanced Weather and MAWS (v.1.2 or higher)
#
# Instructions:
#   
#   All the configuration is within this part of the script. The other part is
#   the actual working of the script and should not be altered without knowing
#   what you are doing.
#
#   All instructions for configuration are explained below in each section.
#
#   ------------------------------------------------------------------------
#
#   Script Calls:
#
# ► time.freeze(true/false)
#     - Will freeze/unfreeze time, tone, and weather.
#
# ► time.tone_freeze(true/false)
#     - Will freeze/unfreeze the screen tone from updating automatically. Use
#       before you would like to set a custom screen tone, otherwise the system
#       will override it.
#
# ► time.weather_freeze(true/false)
#     - Will freeze/unfreeze the weather from updating. Freeze if you would like
#       to manually set the weather and do not want the system to override it.
#
# ► time.speed_freeze(true/false)
#     - Will keep the time speed set at a specific rate, and not change per each
#       map as the system usually does.
#
# ► time.change_speed(SPEED)
#     - Will set the time speed to SPEED. Use time.speed_freeze if you would
#       would like to keep it there indefinitely
#
# ► time.set(m, h, d, m, y)
#     - Sets the time to time defined in (minute, hour, day, month, year)
#       This will also allow you to 'go back' in time.
#
# ► time.advance_minute(NUMBER)
#     - Advances minute by NUMBER
#
# ► time.advance_hour(NUMBER)
#     - Advances hour by NUMBER
#
# ► time.advance_day(NUMBER)
#     - Advances day by NUMBER
#
# ► time.advance_month(NUMBER)
#     - Advances month by NUMBER
#
# ► time.advance_year(NUMBER)
#     - Advances year by NUMBER
#
# ► time.memorize(INDEX)
#     - Memorizes the current time to an array at INDEX. The INDEX can be any
#       integer you like, it is used to reference later if the time is restored.
#       This will allow for you to memorize as many 'times' as you need. Using
#       an existing INDEX will over-write the old one.
#
# ► time.restore(INDEX)
#     - Sets the time to memorized time at INDEX. Does nothing if INDEX does not
#       exist. Obviously, you must have a memorized time before using.
#
# ► time.clock(true/false)
#     - Enables/Disables player from toggling clock. Will dispose the clock
#       if disabled when clock is showing.
#
# ► time.simple_clock(true/false)
#     - By default, the clock displays the time, day, and date. If this is true,
#       the clock will only display the time, nothing else.
#
# ► time.clock_face(x, y, opacity, fontname, fontsize)
#     - Changes the clock settings to defined values. The opacity, fontname, and
#       fontsize can be omitted if you are only changing the X and Y. Will also
#       make sure the font is found in the system before changing.
#
# ► time.show_clock
#     - Forcibly toggles the clock ON. Used for showing the clock when it is
#       unknown if the player will have it ON or OFF at that time. The clock must
#       be enabled for this method to work. (Only during Scene_Map)
#
# ► time.change_climate(MAP_ID, CLIMATE_ID)
#     - Will permanently change map with MAP_ID from its current climate to the
#       the one defined by CLIMATE_ID. Will not have an immediate effect on the
#       current map, but will be applied next time the player returns.
#
# ► CCTS.time_system_debugger
#     - Calls a screen that will show all pertinent information to the Time
#       System that you may need when debugging your setup
#
# ► CCTS.missing_climates
#     - Checks your climate configuration to make sure all maps are accounted
#       for and that it is all correct.
#
#  Here are some commands that can be used in an event's 'Show Text' command:
#
#   \time    - Displays current time (hour:minute)
#   \day     - Displays current day name
#   \mon     - Displays current month name
#   \yr      - Displays current year
#   \mos[#]  - Name of month (#)
#   \dy[#]   - Name of day at index (#) of the 'Days' array)
#
#  For scripters:
#   If you would like to create any script that is based on time in any way, you
#   can use the method: "$game_system.time.current_time" in another script. It
#   will return this array: [minute, hour, day, month, year].
#   From there you can use/manipulate the data without having to create a bunch
#   of local variables set to the different time values. This can also be used
#   to store in a variable, etc. to be referenced later.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#                         BEGIN CONFIGURATION
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:

module CCTS
 
  # The names for your days. Use as many as you want.
  Days =  ['Poniedziałek', 'Wtorek', 'Środa', 'Czwartek', 'Piątek',
           'Sobota', 'Niedziela']
           
  # The name for your months. Use as many as you want.         
  Months = ['Styczeń', 'Luty', 'Marzec', 'Kwiecień', 'Maj', 'Czerwiec', 'lipiec',
            'Sierpień', 'Wrzesień', 'Październik', 'Listopad', 'Grudzień']
           
  # How many days in a month? (Per each index above)
  Month_Length = [31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31]
           
  # Set up as follows: [Minute, Hour, Day, Month, Year]
  Start_Date = [0, 17, 4, 7, 1776]
 
  # Button used to toggle clock ON/OFF (if enabled). This is the game button,
  # not just the key on your keyboard.
  Clock_Button = Input::Z
 
  # Default settings for the clock.
  # Set up using this pattern. [X, Y, OPACITY, FONTNAME, FONTSIZE]
  # All can be changed in-game with a script call at any time.
  Clock_Face =  [0, 0, 160, 'Calibri', 15]
 
  # The minimun/maximum number of seconds before the system re-calculates what
  # weather pattern will be used. The number will be randomly selected from
  # within the defined range.
  Weather_Wait = [10, 12]#[120, 180]
 
  # This variable will be always be equal to the weather type. Lets you create
  # event conditions based off the weather. (must be raining to do this, etc...)
  # If using Zer0 Advanced Weather, just set to same as "Weather_Type_Variable"
  Weather_Variable = 10
 
  # This switch will only be ON during "bad" weather effects (below). Used for
  # event conditions. (Villagers go inside if it is raining, storming, etc...)
  # If using Zer0 Advanced Weather, just set to same as "Adverse_Weather_Switch"
  Bad_Weather_Switch = 1
 
  # Include all "bad" weather types in this array. The above switch will only
  # be on when one of them is occurring
  # Same as from Zer0 Advanced Weather, if using.
  Bad_Weather_Types = [1, 2, 4, 5, 9, 16]
 
  # This variable will be set by the "season" of the year. This can also be used
  # as a condition in events.
  Season_Variable = 11
  # 0 = Summer
  # 1 = Autumn
  # 2 = Winter
  # 3 = Spring
  # Define the months for each season.
  Season_Months = [ [6, 7, 8],    # Summer
                    [9, 10, 11],  # Autumn
                    [12, 1, 2],   # Winter
                    [3, 4, 5] ]   # Spring
             
  # These switches will be used as conditions for events, etc. They will only
  # be ON during the hours defined below.
  Day_Switch_ID = 2
  Night_Switch_ID = 3
 
  # Define the hours that are considered "Day" and "Night". The respective
  # switch above will be ON/OFF depending on the hour of the day.
  Day_Start_Hour = 6        # (6:00 a.m. - 9:00 p.m.) = Day
  Night_Start_Hour = 21     # (9:00 p.m. - 6:00 a.m.) = Night
 
 
  #-----------------------------------------------------------------------------
  # Weather Tints
  #   Set the tint influence for each weather type. These are NOT the values
  #   the screen tint will be, rather they are the amount applied to whatever
  #   the current screen tint already is. They will transition in/out at the
  #   same rate of the weather transition.
  #-----------------------------------------------------------------------------
  def self.weather_tint(type)
    case type
  # when WEATHER_TYPE then return [RED, GREEN, BLUE, GRAY]
    when 1, 4
      return [-20, -20, -15, 10]
    when 2, 5, 9
      return [-30, -30, -20, 15]
    when 3, 16
      return [-15, -15, -15, 20]   
    end
    return [0, 0, 0, 0]
  end
  #-----------------------------------------------------------------------------
  # Hourly Tints
  #   Define the target tints for each hour of the day for each climate.
  #   The month, hour, and climate_id are all passed as arguments so you can
  #   create as in-depth of a configuration as you like. Just create branches
  #   within branches using the climate, month, and hour as conditions to define
  #   the desired screen tone. There will be no tint (0, 0, 0, 0) for anything
  #   left undefined. (see presets below for examples)
  #
  #   Setup: [RED, GREEN, BLUE, GRAY]
  #-----------------------------------------------------------------------------
  def self.time_tint(climate_id, hour, month)
    case climate_id
    #-------------------------------------------------------------------
    when 0   
      # Climate 0 (Normal Outdoors)
      case month
      when 1, 2, 12 # Winter Months (Less daylight hours, overall more gray)
        case hour
        when 17 then return [-20, -20, -20, 10]
        when 18 then return [-30, -30, -30, 20]
        when 0..6, 19..23
          return [-100, -100, -20, 15]
        when 7 then return [-15, -15, -25, 10]
        when 8..18
          return [-10, -10, -10, 10]
        end
      when 6, 7, 8 # Summer Months (More hours of daylight, brighter)
        case hour
        when 18 then return [-25, -25, -10, 5]
        when 19 then return [-50, -50, -15, 10]
        when 20..23, 0..5
          return [-100, -100, -20, 15]
        when 6 then return [10, 10, -10, 0]
        when 7..17
          return [5, 5, -5, 0]
        end
      when 3, 4, 5 # Spring Months (Average)
        case hour
        when 18 then return [0, 0, -15, 5]
        when 19 then return [-15, -15, -30, 10]
        when 20..23, 0..5
          return [-100, -100, -20, 10]
        when 6 then return [-5, -5, -20, 0]
        end
      when 9, 10, 11 # Autumn Months (More 'Orange-Yellow' tinting in evening)
        case hour
        when 18 then return [5, 5, -20, 0]
        when 19 then return [-5, -5, -25, 10]
        when 20..23, 0..5
          return [-100, -100, -20, 10]
        when 6 then return [10, 5, -10, 10]
        end
      end
    #-------------------------------------------------------------------
    when 2
      # Climate 2 (Snow)
      # No month branches. Same tints used year-round
      case hour
      when 17 then return [-20, -20, -20, 10]
      when 18 then return [-30, -30, -30, 20]
      when 0..6, 19..23
        return [-100, -100, -20, 20]
      when 7 then return [-15, -15, -25, 10]
      when 8..18
        return [-10, -10, -10, 10]
      end
    #-------------------------------------------------------------------
    when 3
    # Climate 3 (Desert)
    # No month branches. Same tints used year-round
      case hour
      when 18 then return [-25, -25, -10, 5]
      when 19 then return [-50, -50, -15, 10]
      when 20..23, 0..5
        return [-100, -100, -20, 15]
      when 6 then return [10, 10, -10, 0]
      when 7..17
        return [5, 5, -5, 0]
      end
    #-------------------------------------------------------------------
    when 4
    # Climate 4 (Underground/Cave)
    # Same tint, year-round for every hour
      return [-20, -20, -20, 0]
    #-------------------------------------------------------------------
    end
    # Default return value for undefined time/climate (Don't edit)
    return [0, 0, 0, 0]
  end
  #-----------------------------------------------------------------------------
  # Weather Probability
  #   Define the weather probabilities for each climate. The climate ID and the
  #   month are passed as arguments for branching. This will allow you to make
  #   it snow in the winter, storm in the summer, etc.
  #
  #   Set up like this:
  #
  #   case climate_id
  #   when CLIMATE_ID
  #     case month
  #     when MONTH then return [[TYPE, PROB], [TYPE, PROB], [TYPE, PROB], etc]
  #
  #   If you are using Zer0 Advanced Weather or MAWS (v.1.2 or >) where the
  #   "variation" is used, just add the variation value into the respective
  #   array, like this:
  #                     [TYPE, PROBABILITY, VARIATION]
  #
  #   You need not define a probability for 0, or no weather. It is the default
  #   value used for undefined weather and when the weather probability is not
  #   high enough when the system calculates it.
  #
  #   The actual weather will be chosen randomly from all types that have a   
  #   probability above the randomly chosen 'chance' at each weather update.
  #-----------------------------------------------------------------------------
  def self.weather_prob(climate_id, month)
    case climate_id
    when 0, 1 # Normal Outdoor
      case month
      # Winter
      when 1, 2, 12
        return [[3, 17], [16, 12]]
      # Spring
      when 3, 4, 5
        return [[1, 30], [2, 25], [9, 25]] 
      # Summer 
      when 6, 7, 8
        return [[1, 60], [9, 60]]#[[1, 60], [2, 7], [9, 11]]
      # Autumn
      when 9, 10, 11
        return [[1, 15], [9, 10], [rand(3)+6, 25, rand(3)]]
      end
    when 2 # Snow/Arctic (year-round, no month branching)     
      return [[3, 80], [16, 50]]
    when 3 # Desert (year-round, no month branching)
      return [[1, 5]]
    end
  end
  #-----------------------------------------------------------------------------
  # Weather BGS
  #   Define the BGS used for each weather type. They BGS will fade in/out at
  #   the same rate of the weather's transition. Volume will be 50% for maps
  #   that do not have weather, but still have weather sound.
  #-----------------------------------------------------------------------------
  def self.weather_BGS(type)
    case type
  # when WEATHER_TYPE then return ['FILENAME', VOLUME, PITCH]
    when 1 then return ['005-Rain01', 80, 100]    # Rain
    when 2 then return ['006-Rain02', 80, 100]    # Heavy Rain
    when 3 then return ['001-Wind01', 80, 100]    # Snow
    when 4 then return ['005-Rain01', 60, 75]     # Hail
    when 5, 9 
      return ['007-Rain03', 80, 100]              # Thunder/Realistic Storm
    when 7 then return ['003-Wind03', 80, 100]    # Blowing Leaves
    when 8, 16
      return ['004-Wind04', 80, 100]              # Swirling Leaves/Blowing Snow
    when 22 then return ['015-Quake01', 100, 125] # Falling Rocks
    end
  end
end

  #-----------------------------------------------------------------------------

class Climate
 
  attr_accessor :maps

  def initialize
    @climate = []
  #-----------------------------------------------------------------------------
  # Initialize New Climates
  #   Simply follow the same pattern for each new climate you create.
  #-----------------------------------------------------------------------------
    @climate[0] = Game_Climate.new(0)
    @climate[1] = Game_Climate.new(1)
    @climate[2] = Game_Climate.new(2)
    @climate[3] = Game_Climate.new(3)
    @climate[4] = Game_Climate.new(4)
    @climate[5] = Game_Climate.new(5)
  #-----------------------------------------------------------------------------
  # Climate Names
  #   Create names for the different climates.
  #-----------------------------------------------------------------------------
    @climate[0].name = 'Na zewnątrz'
    @climate[1].name = 'Wewnątrz'
    @climate[2].name = 'Śnieg'
    @climate[3].name = 'Pustynia'
    @climate[4].name = 'Podziemie'
    @climate[5].name = 'DUMMY CLIMATE'
  #-----------------------------------------------------------------------------
  # Weather for this Climate?
  #   If false, no weather will be shown for climate, although weather sound and
  #   tinting can still be used if desired.
  #-----------------------------------------------------------------------------
    @climate[0].weather = true
    @climate[1].weather = false
    @climate[2].weather = true
    @climate[3].weather = true
    @climate[4].weather = false
    @climate[5].weather = false
  #-----------------------------------------------------------------------------
  # Weather Tinting?
  #   If true, different weather patterns will influence the screen tint
  #-----------------------------------------------------------------------------
    @climate[0].weather_tinting = true
    @climate[1].weather_tinting = false
    @climate[2].weather_tinting = true
    @climate[3].weather_tinting = true
    @climate[4].weather_tinting = false
    @climate[5].weather_tinting = false
  #----------------------------------------------------------------------------- 
  # Weather Sound?
  #   If true, weather BGS will be played automatically for that climate
  #-----------------------------------------------------------------------------
    @climate[0].weather_sound = true
    @climate[1].weather_sound = true
    @climate[2].weather_sound = true
    @climate[3].weather_sound = true
    @climate[4].weather_sound = false
    @climate[5].weather_sound = false
  #----------------------------------------------------------------------------- 
  # Time Speed
  #   This will be the default time speed used for the climate. It can be
  #   overridden with script calls in-game if needed. "1" is real-time, and
  #   any other number is multiples of real-time, so "5" is 5 times as fast as
  #   the real world. (unless you live in a videogame)
  #-----------------------------------------------------------------------------
    @climate[0].time_speed = 100#5
    @climate[1].time_speed = 8
    @climate[2].time_speed = 5
    @climate[3].time_speed = 4
    @climate[4].time_speed = 2
    @climate[5].time_speed = 5
  #-----------------------------------------------------------------------------
  # Maps for each climate
  # Include IDs of maps that use each respective climate.
  # Use script call 'CCTS.missing_climates' to check.
  #-----------------------------------------------------------------------------
    @climate[0].maps = [1, 6]
    @climate[1].maps = [2]
    @climate[2].maps = []
    @climate[3].maps = []
    @climate[4].maps = [3]
    @climate[5].maps = []
  #-----------------------------------------------------------------------------
  end
#-------------------------------------------------------------------------------
  def map_climate(map_id)
    @climate.each {|climate| return climate if climate.maps.include?(map_id)}
    return @climate[5] # <--
    # This is the 'dummy climate' to prevent crashes if no climate is defined.
  end
end

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#                     END CONFIGURATION (finally!)
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:

#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#                             VERSION HISTORY     
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
# v.1.0   5.12.2010
#   - Original Release
# v.1.1   5.26.2010
#   - Added an attr_reader I mistakenly placed in the debugger that would make
#     the debugger a requirement for the script to work.
#   - Added some commands for message text to display the time, day, month, etc.
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

#-------------------------------------------------------------------------------
# ** Time_System
#-------------------------------------------------------------------------------

  $ccts = 1.1

class Time_System
 
  attr_reader   :minute
  attr_reader   :hour
  attr_reader   :day
  attr_reader   :month
  attr_reader   :year
  attr_reader   :speed_frozen
   
  def initialize
    @frame_count = 0
    @speed = 1
    @memory = []
    @minute, @hour = CCTS::Start_Date[0], CCTS::Start_Date[1]
    @day, @month = CCTS::Start_Date[2], CCTS::Start_Date[3]
    @year = CCTS::Start_Date[4]
    @frozen = @speed_frozen = false
    error_check
    @count = count_length
  end
#-------------------------------------------------------------------------------   
  def count_length
    return ((Graphics.frame_rate.to_f / @speed) * 60.0).round
  end
#-------------------------------------------------------------------------------
  def change_speed(speed)
    return if @speed_frozen
    @speed = speed
    @count = count_length
    error_check
    $game_screen.tone_calibrate
  end
#------------------------------------------------------------------------------- 
  def current_time
    return [@minute, @hour, @day, @month, @year]
  end
#------------------------------------------------------------------------------- 
  def freeze(value = true)
    @frozen = $game_screen.tone_frozen = $game_screen.weather_frozen = value
    $game_screen.tone_calibrate
    return true
  end
#-------------------------------------------------------------------------------
  def tone_freeze(value = true)
    $game_screen.tone_frozen = value
    $game_screen.tone_calibrate
    return true
  end
#------------------------------------------------------------------------------- 
  def weather_freeze(value = true)
    $game_screen.weather_frozen = value
    $game_screen.tone_calibrate
    return true
  end
#------------------------------------------------------------------------------- 
  def speed_freeze(value = true)
    @speed_frozen = value
    return true
  end
#------------------------------------------------------------------------------- 
  def clock(value = true)
    $game_system.clock = value
    return true
  end
#-------------------------------------------------------------------------------
  def show_clock
    return unless $scene.is_a?(Scene_Map) && $scene.clock == nil
    $scene.clock = Clock.new if $game_system.clock
  end
#-------------------------------------------------------------------------------
  def simple_clock(value = true)
    $game_system.simple_clock = value
    if $scene.clock != nil
      $scene.clock.dispose
      $scene.clock = Clock.new
    end
    return true
  end
#------------------------------------------------------------------------------- 
  def clock_face(x, y, opacity = nil, fontname = nil, fontsize = nil)
    $game_system.clock_face[0], $game_system.clock_face[1] = x, y
    $game_system.clock_face[2] = opacity if opacity.is_a?(Integer)
    $game_system.clock_face[3] = fontname if Font.exist?(fontname)
    $game_system.clock_face[4] = fontsize if fontsize.is_a?(Integer)
    if $scene.clock != nil
      $scene.clock.dispose
      $scene.clock = Clock.new
    end
  end
#-------------------------------------------------------------------------------   
  def day_name
    day = @day
    (0...@month - 1).each {|i| day += CCTS::Month_Length[i]}
    return CCTS::Days[day % CCTS::Days.size]
  end
#------------------------------------------------------------------------------- 
  def advance_minute(minute)
    return unless minute >= 0
    @minute += minute
    time_fix
  end
#------------------------------------------------------------------------------- 
  def advance_hour(hour)
    return unless hour >= 0
    @hour += hour
    time_fix
  end
#------------------------------------------------------------------------------- 
  def advance_day(day)
    return unless day >= 0
    @day += day
    time_fix
  end
#------------------------------------------------------------------------------- 
  def advance_month(month)
    return unless month >= 0
    @month += month
    time_fix
  end
#------------------------------------------------------------------------------- 
  def advance_year(year)
    return unless (@year + year) >= 0
    @year += year
  end
#-------------------------------------------------------------------------------
  def set(min = @minute, hr = @hour, day = @day, mos = @month, yr = @year)
    return unless min.between?(0, 59)
    return unless hour.between?(0, 23)
    return unless day.between?(1, CCTS::Month_Length[month - 1])
    return unless month.between?(1, CCTS::Months.size)
    return unless year >= 0
    @minute, @hour, @day, @month, @year = min, hr, day, mos, yr
    refresh_switches
    $game_screen.tone_calibrate
  end
#-------------------------------------------------------------------------------
  def memorize(index)
    @memory[index] = current_time
  end
#-------------------------------------------------------------------------------   
  def restore(index)
    return if @memory[index] == nil
    time = @memory[index]
    set(time[0], time[1], time[2], time[3], time[4])
  end
#-------------------------------------------------------------------------------
  def change_climate(map_id, climate_id)
    current = $game_map.climates.map_climate(map_id)
    current.maps.delete(map_id)
    $game_map.climates.climate[climate_id].maps.push(map_id)
  end
#-------------------------------------------------------------------------------     
  def calculate_time
    @hour += 1
    @minute = 0
    refresh_switches
    return unless @hour >= 24
    @day += 1
    @hour = 0
    return unless @day > CCTS::Month_Length[@month - 1]
    @month += 1
    @day = 1
    return unless @month > CCTS::Months.size
    @year += 1
    @month = 1
  end
#-------------------------------------------------------------------------------
  def time_fix
    if @minute >= 60
      @hour += (@minute / 60)
      @minute = @minute % 60
    end
    if @hour >= 24
      @day += (@hour / 24)
      @hour = @hour % 24
    end
    if @day > CCTS::Month_Length[@month - 1]
      @month += 1
      @day = (@day % CCTS::Month_Length[@month - 1]) + 1
    end
    if @month > CCTS::Months.size + 1
      @year += 1
      @month = (@month % CCTS::Months.size) + 1
    end
    $scene.clock.refresh if $scene.clock != nil
    refresh_switches
    error_check
  end
#------------------------------------------------------------------------------- 
  def refresh_switches
    if @hour.between?(CCTS::Day_Start_Hour, CCTS::Night_Start_Hour - 1)
      $game_switches[CCTS::Day_Switch_ID] = true
      $game_switches[CCTS::Night_Switch_ID] = false
    else
      $game_switches[CCTS::Day_Switch_ID] = false
      $game_switches[CCTS::Night_Switch_ID] = true
    end
    CCTS::Season_Months.each_index {|i|
      if CCTS::Season_Months[i].include?(@month)
        $game_variables[CCTS::Season_Variable] = i
      end
    }
  end
#-------------------------------------------------------------------------------   
  def error_check
    raise('Time speed must be greater than 0!') unless @speed > 0
    raise('No Days defined!') if CCTS::Days.empty?
    raise('No Months defined!') if CCTS::Months.empty?
    if CCTS::Weather_Wait[0] >= CCTS::Weather_Wait[1]
      raise('Minimum Weather_Wait must be less than Maximum Weather_Wait!')
    end
    if CCTS::Month_Length.size != CCTS::Months.size
      raise('\'Month_Length\' and \'Months\' arrays must be equal size.')
    end
    if @minute > 60 || @hour > 24 ||
        @day > CCTS::Month_Length[@month - 1] || @month > CCTS::Months.size ||
        [@minute, @hour, @day, @month, @year].any? {|time| time < 0}
      raise('Time System Error! Time value(s) not within permitted range.')
    end
  end
#-------------------------------------------------------------------------------
  def update
    unless @frozen
      @frame_count += 1
      if @frame_count >= @count
        @minute += 1
        calculate_time if @minute == 60
        @frame_count = 0
      end
    end
  end
end

#-------------------------------------------------------------------------------
# ** Clock < Window_Base
#-------------------------------------------------------------------------------

class Clock < Window_Base
 
  def initialize
    dim = $game_system.simple_clock ? [100, 47] : [176, 80]
    super($game_system.clock_face[0], $game_system.clock_face[1], dim[0], dim[1])
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity, self.z = $game_system.clock_face[2], 9998
    self.contents.font.name = $game_system.clock_face[3]
    self.contents.font.size = $game_system.clock_face[4]
    # If you do not want the clock to look like a window, erase the comment from
    # in front of the following line...
    #self.windowskin = nil
    refresh
  end

  def refresh
    min, hour = $game_system.time.minute, $game_system.time.hour
    day, day_name = $game_system.time.day.to_s, $game_system.time.day_name
    month = CCTS::Months[$game_system.time.month - 1]
    year = $game_system.time.year.to_s
    time = sprintf('%2d:%02d', hour, min)
    date = "#{month} #{day}, #{year}"
    self.contents.clear
    tmw = 8 + contents.text_size('Czas:').width
    dyw = 8 + contents.text_size('Dzień:').width
    dtw = 8 + contents.text_size('Data:').width
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 144, 15, 'Czas:')
    unless $game_system.simple_clock
      self.contents.draw_text(0, 15, 144, 15, 'Dzień:')
      self.contents.draw_text(0, 30, 144, 15, 'Data:')
      self.contents.font.color = normal_color
      self.contents.draw_text(dyw, 15, 144, 15, day_name)
      self.contents.draw_text(dtw, 30, 144, 15, date)
    end
    self.contents.font.color = normal_color
    self.contents.draw_text(tmw, 0, 144, 15, time)
    @mins = min
  end
 
  def update
    super
    refresh if @mins != $game_system.time.minute
  end
end

#-------------------------------------------------------------------------------
# ** Game_Climate
#-------------------------------------------------------------------------------

class Game_Climate
   
  attr_accessor :id
  attr_accessor :name
  attr_accessor :weather
  attr_accessor :weather_tinting
  attr_accessor :weather_sound
  attr_accessor :time_speed
  attr_accessor :maps
 
  def initialize(id)
    @id = id
    @name = ''
    @time_speed = 1
    @weather = @weather_tinting = @weather_sound = false
    @maps = []
  end   
end

#-------------------------------------------------------------------------------
# ** Game_Map
#-------------------------------------------------------------------------------

class Game_Map
 
  attr_reader   :climate
  attr_reader   :old_climate
  attr_reader   :map
  attr_accessor :climates
 
  alias zer0_last_map_init initialize
  def initialize
    zer0_last_map_init
    @climates = Climate.new
    @last_map = $data_system.start_map_id
  end
#------------------------------------------------------------------------------- 
  alias zer0_map_climate_setup setup
  def setup(map_id)
    @climate = @climates.map_climate(map_id)
    @old_climate = @climates.map_climate(@last_map)
    $game_screen.weather_control     
    unless $game_system.time.speed_frozen
      $game_system.time.change_speed(@climate.time_speed)
    else
      $game_screen.tone_calibrate
    end
    zer0_map_climate_setup(map_id)
    @last_map = @map_id
  end
#-------------------------------------------------------------------------------
  alias zer0_weather_bgs_autoplay autoplay
  def autoplay
    $game_system.bgm_play(@map.bgm) if @map.autoplay_bgm
    return if $game_screen.weather_bgs_playing?
    zer0_weather_bgs_autoplay
  end
end

#-------------------------------------------------------------------------------
# ** Game_System
#-------------------------------------------------------------------------------

class Game_System

  attr_accessor :time
  attr_accessor :clock
  attr_accessor :clock_face
  attr_accessor :simple_clock
 
  alias zer0_time_system_init initialize
  def initialize
    zer0_time_system_init
    @time = Time_System.new
    @clock = true
    @clock_face = CCTS::Clock_Face
    @simple_clock = false
    @bgs_volume_update = 0
  end
#-------------------------------------------------------------------------------
  def change_bgs_volume(volume)
    return if @playing_bgs == nil
    bgs = @playing_bgs
    Audio.bgs_play('Audio/BGS/' + bgs.name, volume, bgs.pitch)
  end
#-------------------------------------------------------------------------------
  def bgs_transition(start_vol, target_vol, frames)
    range = target_vol - start_vol
    @bgs_volume = start_vol
    @bgs_volume_rate = range / frames.to_f
    @bgs_volume_update = frames
  end
#-------------------------------------------------------------------------------
  alias zer0_time_system_upd update
  def update
    if $scene.is_a?(Scene_Map) || $scene.is_a?(Scene_Battle)
      @time.update
    end
    if @bgs_volume_update != 0
      @bgs_volume += @bgs_volume_rate
      change_bgs_volume(@bgs_volume.round)
      @bgs_volume_update -= 1
    end
    zer0_time_system_upd
  end
end

#-------------------------------------------------------------------------------
# ** Game_Screen
#-------------------------------------------------------------------------------

class Game_Screen

  attr_accessor :tone_frozen
  attr_accessor :weather_frozen
 
#-------------------------------------------------------------------------------
  alias zer0_screen_control_init initialize
  def initialize
    zer0_screen_control_init
    @minute = $game_system.time.minute
    @weather_wait = weather_delay
    @weather_count = 0
    @tint_rate = [0, 0, 0, 0]
    @weather_tint_rate = [0, 0, 0, 0]
    @tone_frozen = @weather_frozen = false
  end
#-------------------------------------------------------------------------------
  alias zer0_weather_effects weather
  def weather(type, power, duration, variation = 0)
    if type != @weather_type
      @last_weather = @weather_type_target
      weather_tint_refresh(@weather_type, type, duration)
      weather_bgs_control(type, duration, $game_map.climate.weather)
    end
    if $game_map.climate.id != $game_map.old_climate.id &&
      $game_map.climate.weather_sound
      weather_bgs_control(type, duration, $game_map.climate.weather)
    end
    refresh_weather_switches(type)
    @weather_tone_change = (type != @weather_type)
    if @weather_variation != nil
      zer0_weather_effects(type, power, duration, variation)
    else
      zer0_weather_effects(type, power, duration)
    end
  end
#-------------------------------------------------------------------------------
  def tint_rate_refresh
    @minute = $game_system.time.minute
    rate = [0, 0, 0, 0]
    hour = $game_system.time.hour
    month = $game_system.time.month
    current = CCTS.time_tint($game_map.climate.id, hour, month)
    target = CCTS.time_tint($game_map.climate.id, (hour + 1) % 24, month)
    rate.each_index {|i|
      rate[i] = current[i].abs - target[i].abs
      rate[i] /= (60.0 * $game_system.time.count_length)}
    @tint_rate = rate
  end
#-------------------------------------------------------------------------------
  def weather_tint_refresh(old_type, new_type, duration)
    old = CCTS.weather_tint(old_type)
    new = CCTS.weather_tint(new_type)
    unless $game_map.climate.weather_tinting
      unless @tone_frozen
        @tone.red -= old[0]
        @tone.green -= old[1]
        @tone.blue -= old[2]
        @tone.gray -= old[3]
      end
      return
    end
    return if old == new
    if duration == 0 && !@tone_frozen
      @tone.red = (@tone.red - old[0] + new[0])
      @tone.green = (@tone.green - old[1] + new[1])
      @tone.blue = (@tone.blue - old[2] + new[2])
      @tone.gray = (@tone.gray - old[3] + new[3])
      return
    end
    rate = [0, 0, 0, 0]
    rate.each_index {|i|
      rate[i] = old[i].abs - new[i].abs
      rate[i] /= (duration - 1).to_f}
    @weather_tint_rate = rate
  end
#-------------------------------------------------------------------------------
  def screen_tint_update
    rate = @tint_rate.clone
    if @weather_duration != 0 && @weather_tone_change
      rate.each_index {|i| rate[i] += @weather_tint_rate[i]}
    end
    @tone.red += rate[0]
    @tone.green += rate[1]
    @tone.blue += rate[2]
    @tone.gray -= rate[3]
  end
#-------------------------------------------------------------------------------
  def tone_calibrate
    min = $game_system.time.minute
    hour = $game_system.time.hour
    month = $game_system.time.month
    weather = CCTS.weather_tint(@weather_type_target)
    current = CCTS.time_tint($game_map.climate.id, hour, month)
    target = CCTS.time_tint($game_map.climate.id, (hour + 1) % 24, month)
    tone = []
    @weather_duration = 0
    @weather_max = @weather_max_target
    current.each_index {|i|
      tone[i] = current[i].abs - target[i].abs
      tone[i] /= 60.0
      tone[i] *= min
      tone[i] += current[i]
      tone[i] += weather[i]}
    unless @tone_frozen
      @tone.red, @tone.green = tone[0], tone[1]
      @tone.blue, @tone.gray = tone[2], tone[3]
    end
    tint_rate_refresh
  end
#-------------------------------------------------------------------------------
  def refresh_weather_switches(type)
    $game_variables[CCTS::Weather_Variable] = type
    value = CCTS::Bad_Weather_Types.include?(type)
    $game_switches[CCTS::Bad_Weather_Switch] = value
  end
#------------------------------------------------------------------------------- 
  def weather_delay
    min = CCTS::Weather_Wait[0]
    max = CCTS::Weather_Wait[1]
    delay = (min + rand(max - min + 1)) * 40
    return delay
  end
#------------------------------------------------------------------------------- 
  def weather_control
    if @weather_count < @weather_wait
      return if $game_map.climate.id == $game_map.old_climate.id
      if $game_map.climate.weather && @last_weather != nil
        weather(@last_weather, rand(50) + 1, 0)
        return
      end
    end
    unless $game_map.climate.weather
      weather(0, 0, 0)
      @weather_count = 0
      return
    end
    @weather_count = 0
    @weather_wait = weather_delay
    transition = rand(120) + 160
    power = rand(50) + 1
    chance = rand(100) + 1
    climate, month = $game_map.climate.id, $game_system.time.month
    climate_weather = CCTS.weather_prob(climate, month)
    if climate_weather == nil
      weather(0, 0, 0)
      return
    end
    type = 0
    variation = 0
    climate_weather.each_index {|i|
      climate_weather[i] = nil unless chance <= climate_weather[i][1]}
    climate_weather.compact!
    unless climate_weather.empty?
      r = rand(climate_weather.size)
      type = climate_weather[r][0]
      if climate_weather[r][2] != nil
        variation = climate_weather[r][2]
      end
    end
    if @weather_variation != nil
      return if (type == @weather_type) && (variation == @weather_variation)
      weather(type, power, transition, variation)
    else
      return if type == @weather_type
      weather(type, power, transition)
    end
  end
#------------------------------------------------------------------------------- 
  def weather_bgs_playing?
    return false unless $game_map.climate.weather_sound
    if $game_map.climate.weather
      return false if CCTS.weather_BGS(@weather_type_target) == nil
    end
    if $game_map.climate.weather_sound && !$game_map.climate.weather &&
      CCTS.weather_BGS(@last_weather) == nil
      return false
    end
    return true
  end
#------------------------------------------------------------------------------- 
  def weather_bgs_control(type, duration, weather)
    unless $game_map.climate.weather_sound
      if weather_bgs_playing?
        $game_system.bgs_fade(0)
        $game_system.bgs_play($game_map.map.bgs) if $game_map.map.autoplay_bgs
        return
      end
    end
    if weather
      bgs = CCTS.weather_BGS(type)
      if bgs != nil
        if duration > 0
          $game_system.bgs_play(RPG::AudioFile.new(bgs[0], 0, bgs[2]))
          $game_system.bgs_transition(0, bgs[1], duration)
        else
          $game_system.bgs_play(RPG::AudioFile.new(bgs[0], bgs[1], bgs[2]))
        end
      else
        $game_system.bgs_fade(duration / 25)
      end
    else
      bgs = CCTS.weather_BGS(@last_weather)
      if bgs != nil
        audio = RPG::AudioFile.new(bgs[0], bgs[1], bgs[2])
        $game_system.bgs_play(audio)
        $game_system.change_bgs_volume(bgs[1] / 2)
      else
        $game_system.bgs_fade(duration / 25)
      end
    end
  end
#-------------------------------------------------------------------------------
  alias zer0_screen_tint_upd update
  def update
    tint_rate_refresh if @minute != $game_system.time.minute
    screen_tint_update unless @tone_frozen
    unless @weather_frozen
      @weather_count += 1
      if @weather_count >= @weather_wait
        weather_control
      end
    end
    zer0_screen_tint_upd 
  end
#-------------------------------------------------------------------------------
end




Ale jak dla mnie za wolno ten czas leci - wie ktoś jak zrobić aby leciał szybciej? Z góry thx ; ]
 
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Pią 08 Lip, 2011 09:22
Znajdź:
Kod:
@time_speed = 1

Im większa wartość tym czas biegnie szybciej. Zamień np. 1 na 100 ;-)
________________________


 
 
 
artekwnc 



Preferowany:
RPG Maker XP

Dołączył: 11 Paź 2009
Posty: 110
Wysłany: Pią 08 Lip, 2011 12:02
Dziękować; > A czyorientujesz się że jak jest przykładowo 1 w nocy to jest ciemno na mapie?
________________________
Quantino
 
 
 
Valdali 




Preferowany:
RPG Maker VXAce

Ranga RM:
1 gra

Pomógł: 20 razy
Dołączył: 19 Mar 2010
Posty: 421
Skąd: Reykjavik
Wysłany: Sob 09 Lip, 2011 19:34
musisz ustawić odcień ekranu w zdarzeniach :->
________________________
Moje anime w RPG Makerze. Zapraszam!
ZOBACZ :!: :!: :!:
Spoiler:

Moimi Mistrzami i Wielkimi Nauczycielami są: Melvin i Angius!

Dziennik Krejzolów:
Ayene
Angius
Melvin
Yoroiookami
CrasheR
Finwe

Moi ziomale :D

 
 
 
 
artekwnc 



Preferowany:
RPG Maker XP

Dołączył: 11 Paź 2009
Posty: 110
Wysłany: Sob 09 Lip, 2011 22:58
To wiem ale mi chodzi czy ten skrypt sam to ustawia...
________________________
Quantino
 
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Nie 10 Lip, 2011 08:45
Wystarczyło sprawdzić samemu... ale tak, zmienia odcień ekranu, do tego zależnie od pory roku.

Odpowiada za to podajże ten fragment:
Spoiler:

Kod:
#-----------------------------------------------------------------------------
  # Hourly Tints
  #   Define the target tints for each hour of the day for each climate.
  #   The month, hour, and climate_id are all passed as arguments so you can
  #   create as in-depth of a configuration as you like. Just create branches
  #   within branches using the climate, month, and hour as conditions to define
  #   the desired screen tone. There will be no tint (0, 0, 0, 0) for anything
  #   left undefined. (see presets below for examples)
  #
  #   Setup: [RED, GREEN, BLUE, GRAY]
  #-----------------------------------------------------------------------------
  def self.time_tint(climate_id, hour, month)
    case climate_id
    #-------------------------------------------------------------------
    when 0   
      # Climate 0 (Normal Outdoors)
      case month
      when 1, 2, 12 # Winter Months (Less daylight hours, overall more gray)
        case hour
        when 17 then return [-20, -20, -20, 10]
        when 18 then return [-30, -30, -30, 20]
        when 0..6, 19..23
          return [-100, -100, -20, 15]
        when 7 then return [-15, -15, -25, 10]
        when 8..18
          return [-10, -10, -10, 10]
        end
      when 6, 7, 8 # Summer Months (More hours of daylight, brighter)
        case hour
        when 18 then return [-25, -25, -10, 5]
        when 19 then return [-50, -50, -15, 10]
        when 20..23, 0..5
          return [-100, -100, -20, 15]
        when 6 then return [10, 10, -10, 0]
        when 7..17
          return [5, 5, -5, 0]
        end
      when 3, 4, 5 # Spring Months (Average)
        case hour
        when 18 then return [0, 0, -15, 5]
        when 19 then return [-15, -15, -30, 10]
        when 20..23, 0..5
          return [-100, -100, -20, 10]
        when 6 then return [-5, -5, -20, 0]
        end
      when 9, 10, 11 # Autumn Months (More 'Orange-Yellow' tinting in evening)
        case hour
        when 18 then return [5, 5, -20, 0]
        when 19 then return [-5, -5, -25, 10]
        when 20..23, 0..5
          return [-100, -100, -20, 10]
        when 6 then return [10, 5, -10, 10]
        end
      end
    #-------------------------------------------------------------------
    when 2
      # Climate 2 (Snow)
      # No month branches. Same tints used year-round
      case hour
      when 17 then return [-20, -20, -20, 10]
      when 18 then return [-30, -30, -30, 20]
      when 0..6, 19..23
        return [-100, -100, -20, 20]
      when 7 then return [-15, -15, -25, 10]
      when 8..18
        return [-10, -10, -10, 10]
      end
    #-------------------------------------------------------------------
    when 3
    # Climate 3 (Desert)
    # No month branches. Same tints used year-round
      case hour
      when 18 then return [-25, -25, -10, 5]
      when 19 then return [-50, -50, -15, 10]
      when 20..23, 0..5
        return [-100, -100, -20, 15]
      when 6 then return [10, 10, -10, 0]
      when 7..17
        return [5, 5, -5, 0]
      end
    #-------------------------------------------------------------------
    when 4
    # Climate 4 (Underground/Cave)
    # Same tint, year-round for every hour
      return [-20, -20, -20, 0]
    #-------------------------------------------------------------------
    end
    # Default return value for undefined time/climate (Don't edit)
    return [0, 0, 0, 0]
  end

________________________


 
 
 
artekwnc 



Preferowany:
RPG Maker XP

Dołączył: 11 Paź 2009
Posty: 110
Wysłany: Nie 10 Lip, 2011 10:18
Cytat:
Wystarczyło sprawdzić samemu...


Wiem że mogłem sprawdzić samemu, ale to trochę za długi skrypt, a ja się wgl na tym nie znam i mógłbym to przeoczyć.

Rozumiem że to - self.time_tint(climate_id, hour, month) mam wprowadzić jako zdarzenie -> Script tak? I jak np dam to na pierwszej mapce to te mies, zmiany pory itd same będą się wprowadzać? Oczywiście bez tego na pustyni, w jaskini itp
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Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Nie 10 Lip, 2011 10:56
Nie, żeby ustawić odcień bezpośrednio w grze musisz już manipulować czasem. W zdarzeniu za pomocą "script' możesz skorzystać z tego polecenia:
Kod:
$game_system.time.set(minuta, godzina, dzień, miesiąc, rok)

gdzie za minutę, godzinę itd. podstaw swoje wartości.
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artekwnc 



Preferowany:
RPG Maker XP

Dołączył: 11 Paź 2009
Posty: 110
Wysłany: Nie 10 Lip, 2011 11:21
Ychy i wystarczy jak raz to wprowadze, tak? No chyba że jakieś powroty do przeszłości... ; >



No to teraz drugi problem - Posiadam Zer0_CMS i Blizz ABS. Na SHIFT mam ustawione bieganie i w CMS wyświetlanie godziny,miejsce. Jak mogę usunąć te wyśietlanie godziny, miejsce? I kolejny problem - ten skrypt (CMS) nie jest do końca przetłumaczony. I szczerze powiedziawszy nie wiem które miejsca mam tłumaczyć bo nigdy nie bawiłem się w te skryptowanie... Czy mam przetłumaczyć tylko słowa na czerwono?

LINK DO SKRYPTU - http://www.rmxp.pl/index.php?topic=5370.0 (Nie mieści się ; <)
 
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Nie 10 Lip, 2011 13:05
Skrypt, który wkleiłeś powyżej jest wybrakowany, bo nie ma aktywacji za pomocą przycisku. Jeśli jednak korzystasz z pełnego (dostępnego pod linkiem, który podałeś) to znajdź i usuń fragment:
Spoiler:

Kod:
class Scene_Map
 
  attr_accessor :clock 
 
  alias zer0_clock_upd update
  def update
    zer0_clock_upd
    if Input.trigger?(CCTS::Clock_Button)
      if $game_system.clock
        $game_system.se_play($data_system.decision_se)
        @clock = @clock == nil ? Clock.new : @clock.dispose
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    end
    unless @clock == nil || @clock.disposed?
      @clock.update
    end
    if (!$game_system.clock || $scene != self) && @clock != nil
      @clock.dispose
      @clock = nil
    end
  end
end


ewentualnie weź je między znaczniki:
Kod:
=begin

i
Kod:
=end


Co do tłumaczenia... nie ma jednolitej reguły. Z zasady tłumaczy się wszystko, co jest w cudzysłowie, z pewnymi wyjątkami...
Na przykład tłumaczenie wyrażenia:
Kod:
"Use #{@item.name} on entire party?"

(dosłownie) powinno wyglądać:
Kod:
"Użyć #{@item.name} na całej drużynie?"

Problem jednak z językiem polskim jest taki, że przedmiot, którego nazwa podstawiana jest za '#{@item.name}', nie będzie odmieniony przez przypadek, co daje nam zdanie:
Kod:
"Użyć Mikstura Życia na całej drużynie?"

Dlatego proponowałabym zamiast:
Kod:
"Use #{@item.name} on entire party?"

wpisać po prostu:
Kod:
"Użyć przedmiotu na całej drużynie?"

Jednakże warto by zastanowić się nad poprawnością zwrotu 'na całej drużynie' ;-)
________________________


 
 
 
artekwnc 



Preferowany:
RPG Maker XP

Dołączył: 11 Paź 2009
Posty: 110
Wysłany: Nie 10 Lip, 2011 13:35
Aha ; > No to w takim razie ściągamy oryginalny skrypt i jedziemy z tłumaczeniem : )

Dziękuje za pomoc i jak będą kolejne problemy zwróce się tutaj ; )


Ps. Nie ma możliwości używania tego CMS bez CCTS? Trzeba byłoby cały skrypt modyfikować...?
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