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Sampi

Slipknot Message System 3.0

5 posts in this topic

aqui teneis
Se pone ensima de main y aqui estan los comandos a usar,

CODE
HERO NAME
 Display the Hero name.
 \N[hero id]


PARTY MEMBER NAME
 Display the name of a party member.
 \Np[id]
   id starts in 0.


HERO CLASS
 Display the Hero class name.
 \Class[hero id]


VARIABLES
 Display the value of a game variable.
 \V[variable id]


GOLD WINDOW
 Display the gold window.
 \G


GOLD
 Display the amount of gold.
 \$    only gold
 \$$   gold with gold word


TEXT COLOR
-NORMAL
  Change the text color.
  \C[#]

-HEXADECIMAL
  An '#' followed of six characters, 0-9 or A-F
  \[#cccccc]
   black = \[#000000]
   white = \[#FFFFFF]
   green = \[#00FF00]


NAME BOX
 Display a nice box with the selected text inside.
 \Na[text]


MAP NAME
 Display the name of the current map.
 \Map


RANDOM NUMBER
 Display a random number.
 \Rand(#)

PICTURE
  Display the selected picture above the message box. The file must be in the folder Graphics/Pictures/Message/, but can be changed.
  \Pic[picture name]

 Display the picture inside the message box (left). The file must be in the folder Graphics/Pictures/Message/, but can be changed.
  \Face[picture name]

 Display the picture inside the message box (right). The file must be in the folder Graphics/Pictures/Message/, but can be changed.
  \Face{picture name}


WINDOW OVER EVENT
 Display the message window over an event.
 \P[event id]
  0 or -1 = over player
  1... = over the selected event


ICON
  Display an icon like  the normal text. The icon must be in the folder Graphics/Icon.
  \Icon[icon name]

  Disaply an icon taken from items, weapons, armors or skills.
  \ii{?}[id]
  Replace ? for i,w,a or s:
   i=item
   w=weapon
   a=armor
   s=skill


TEXT
-DISPLAY FORM
  \Text[0..2]
   0 = Normal
   1 = Shadow
   2 = Outline

-SIZE
  \TS[8..32]
   8 = min
   22 = default
   32 = max

-FONT
  \Font[Font name]
   "Tahoma"(default), "Arial", "Grave Digger", ...

-BOLD
  \B
   Set it on or off.

-ITALIC
  \I
   Set it on or off.

CODE

#=======================================#
# 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= 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  

#=======================================#
# 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
#--------------------------------------------------------------------------
# â—? Refer setup to Game Temp
#--------------------------------------------------------------------------
alias dns_game_temp_initalize initialize
#--------------------------------------------------------------------------
# â—? Refer the Attr
#--------------------------------------------------------------------------
attr_reader    :map_infos  #Added Lines
attr_reader    :outside_array  #Added Lines
#--------------------------------------------------------------------------
# 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
#--------------------------------------------------------------------------
# â—? Refer setup to Scene Map
#--------------------------------------------------------------------------
alias dns_scene_map_main main
alias dns_scene_map_update update
#--------------------------------------------------------------------------
# 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
    # スプライトセットを作æˆ?
@spriteset = Spriteset_Map.new
# メッセージウィンドウを作�
@message_window = Window_Message.new
# トランジション実行
Graphics.transition
# メインループ
loop do
  $light_effects.refresh
  # ゲーム画é?¢ã‚’æ›´æ–°
  Graphics.update
  # 入力情å ±ã‚’æ›´æ–°
  Input.update
  # フレーム更新
  update
  # ç”»é?¢ã?Œåˆ‡ã‚Šæ›¿ã‚?ã?£ã?Ÿã‚‰ãƒ«ãƒ¼ãƒ—を中断
  if $scene != self
    break
  end
end
# トランジション準備
Graphics.freeze
# スプライトセットを解放
@spriteset.dispose
# メッセージウィンドウを解放
@message_window.dispose
# タイトル画é?¢ã?«åˆ‡ã‚Šæ›¿ã?ˆä¸­ã?®å ´å?ˆ
if $scene.is_a?(Scene_Title)
  # ç”»é?¢ã‚’フェードアウト
  Graphics.transition
  Graphics.freeze
end
$light_effects.hide
end
#--------------------------------------------------------------------------
# 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
#--------------------------------------------------------------------------
# â—? Refer setup to Scene Map
#--------------------------------------------------------------------------
alias dns_scene_title_update update
#--------------------------------------------------------------------------
# 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
#--------------------------------------------------------------------------
# â—? Refer the attr
#--------------------------------------------------------------------------
attr_reader   :outside
attr_reader   :map_id
#--------------------------------------------------------------------------
# â—? Outside
#--------------------------------------------------------------------------
def outside
 return $game_temp.outside_array[@map_id]
end
end

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

#==============================================================================
# â–¦nbsp; Game_Map
#------------------------------------------------------------------------------
#  Add defenision of the names to Game Map Class
#==============================================================================

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

#==============================================================================
# â–¦nbsp; Scene_Title
#------------------------------------------------------------------------------
#  It is the class which processes the title picture
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# â—? Refer setup to Scene Title
#--------------------------------------------------------------------------
alias les_scene_title_update update
#--------------------------------------------------------------------------
# â—? Sets up the ABS
#--------------------------------------------------------------------------
def update
$light_effects = Light_Effect_System.new
les_scene_title_update
end
end
Edited by Sampi
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el mejor sistema de mensajes q hay xDD y el mejor script de slipknot lo unico malo es q no puedes usar el comando para q el mensaje se cierre solo al paso de un tiempo
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Estaria genial que se pudieran cerrar solo los mensajes, asi los dialogos irian en armonia con la musica de la escena.
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ya, pero lo malo es que no se puede
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2 pequeños problemas con este:
  1. Yo la había actualizado, con otro nombre, pero igual este basado en este. icon13.gif
  2. El script que pusiste no es el mío, ni siquiera es de mensajes. icon4.gif
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