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Se encontraron 4 resultados para ------------------------------------------------------------------------------

Necesito a alguien que sepa de scripts - Dom Ene 10, 2016 4:06 pm

Hola buenas quisiera que alguien me explicara como hacer funcionar este script como esta en ingles me cuesta un poco se les agradece la ayuda Opalo Hola



#==============================================================================
# ** Victor Engine - State Graphics
#------------------------------------------------------------------------------
# Author : Victor Sant
#
# Version History:
# v 1.00 - 2012.12.13 > First relase
# v 1.01 - 2012.12.15 > Fixed issue with Defend skill
#------------------------------------------------------------------------------
# This script allows to setup states that changes the battler graphic when
# the battle is under certain states. You can use that to create transformation
# states, such as the 'Toad' state from the Final Fantasy series.
#------------------------------------------------------------------------------
# Compatibility
# Requires the script 'Victor Engine - Basic Module' v 1.30 or higher
# If used with 'Victor Engine - Animated Battle' place this bellow it.
# If used with 'Victor Engine - Actors Battlers' place this bellow it.
#
# * Overwrite methods
# class Game_Actor < Game_Battler
# def battler_name
# def character_name
# def character_index
#
# class Game_Enemy < Game_Battler
# def battler_name
# def character_name
#
# * Alias methods
# class Game_BattlerBase
# def erase_state(state_id)
#
# class Game_Battler < Game_BattlerBase
# def add_new_state(state_id)
#
# class Game_Enemy < Game_Battler
# def character_index
#
#------------------------------------------------------------------------------
# Instructions:
# To instal the scr&#105;pt, open you scr&#105;pt editor and paste this scr&#105;pt on
# a new section bellow the Materials section. This scr&#105;pt must also
# be bellow the scr&#105;pt 'Victor Engine - Basic'
#
#------------------------------------------------------------------------------
# States note tags:
# Tags to be used on the States note box in the database
#
#
#
# Adding this tag on the state will make the battle, charset and face graphic
# to be directly replaced by the one set with this tag
# x : character filename
# y : character index (for 8 charset files)
#
#
# Adding this tag on the state will make the battle, charset and face graphic
# to be replaced by one with the same filename + the extension
# x : character filename extension
#
#------------------------------------------------------------------------------
# Additional instructions:
#
# The / tag uses
# always the same graphic no matter who is the state target.
# This will also change the face index to the same index as the charset
#
# The allows to setup different graphics based
# on the target. The graphic must have the same filename + the extension.
# The charset index will not be changed using this tag.
# Ex.: A battler with a graphic named 'Actor1' when inflicted with a state with
# the tag will need a filename
# named 'Actor1[toad].
# This sufix must be the first one when used together with the Animated Battle
# sufixes.
# This doesn't change the index for faces and charsets, so the new file must
# have a matching graphic for that index.
#
# If the battler state graphic don't exist the graphic will not be changed.
#
#==============================================================================

#==============================================================================
# ** Victor Engine
#------------------------------------------------------------------------------
# Setting module for the Victor Engine
#==============================================================================

module Victor_Engine
#--------------------------------------------------------------------------
# * Change Map Graphic
# When true, the on map charset will be changed when under states that
# change the graphic. If false, only in battle graphics will be changed.
# Note: if using the Animated Battle with charset template, this option
# must be set true, since the battlers are actually map charsets.
#--------------------------------------------------------------------------
Change_Map_Graphic = true
#--------------------------------------------------------------------------
# * required
# This method checks for the existance of the basic module and other
# VE scripts required for this scr&#105;pt to work, don't edit this
#--------------------------------------------------------------------------
def self.required(name, req, version, type = nil)
if !&#36;imported[:ve_basic_module]
msg = "The scr&#105;pt '%s' requires the scr&#105;pt\n"
msg += "'VE - Basic Module' v%s or higher above it to work properly\n"
msg += "Go to http://victorenginescripts.wordpress.com/ to download this scr&#105;pt."
msgbox(sprintf(msg, self.scr&#105;pt_name(name), version))
exit
else
self.required_scr&#105;pt(name, req, version, type)
end
end
#--------------------------------------------------------------------------
# * scr&#105;pt_name
# Get the scr&#105;pt name base on the imported value
#--------------------------------------------------------------------------
def self.scr&#105;pt_name(name, ext = "VE")
name = name.to_s.gsub("_", " ").upcase.split
name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }
name.join(" ")
end
end

&#36;imported ||= {}
&#36;imported[:ve_state_graphics] = 1.00
Victor_Engine.required(:ve_state_graphics, :ve_basic_module, 1.30, :above)

#==============================================================================
# ** RPG::State
#------------------------------------------------------------------------------
# This is the data class for states
#==============================================================================

class RPG::State < RPG::BaseItem
#--------------------------------------------------------------------------
# * New method: graphic_replace
#--------------------------------------------------------------------------
def graphic_replace
regexp = /<,]*)(?:, *(\d+))?>/i
note =~ regexp ? [&#36;1.to_s, &#36;2 ? &#36;2.to_i - 1 : 0] : nil
end
#--------------------------------------------------------------------------
# * New method: graphic_extension
#--------------------------------------------------------------------------
def graphic_extension
note =~ /<]*)>/i ? &#36;1.to_s : nil
end
#--------------------------------------------------------------------------
# * New method: state_graphic?
#--------------------------------------------------------------------------
def state_graphic?
graphic_replace || graphic_extension
end
end

#==============================================================================
# ** Game_BattlerBase
#------------------------------------------------------------------------------
# This class handles battlers. It's used as a superclass of the Game_Battler
# classes.
#==============================================================================

class Game_BattlerBase
#--------------------------------------------------------------------------
# * Alias method: erase_state
#--------------------------------------------------------------------------
alias :erase_state_ve_state_graphic :erase_state
def erase_state(state_id)
erase_state_ve_state_graphic(state_id)
&#36;game_player.refresh if &#36;data_states[state_id].state_graphic? && actor?
end
#--------------------------------------------------------------------------
# * New method: check_state_extension
#--------------------------------------------------------------------------
def check_state_extension
list = states.sort {|a,b| b.priority <=> a.priority }
list.each {|st| return st.graphic_extension if st.graphic_extension }
return nil
end
#--------------------------------------------------------------------------
# * New method: check_state_replace
#--------------------------------------------------------------------------
def check_state_replace
list = states.sort {|a,b| b.priority <=> a.priority }
list.each {|st| return st.graphic_replace if st.graphic_replace }
return nil
end
end

#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
# This class deals with battlers. It's used as a superclass of the Game_Actor
# and Game_Enemy classes.
#==============================================================================

class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# * Alias method: add_new_state
#--------------------------------------------------------------------------
alias :add_new_state_ve_state_graphic :add_new_state
def add_new_state(state_id)
add_new_state_ve_state_graphic(state_id)
&#36;game_player.refresh if &#36;data_states[state_id].state_graphic? && actor?
end
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles actors. It's used within the Game_Actors class
# (&#36;game_actors) and referenced by the Game_Party class (&#36;game_party).
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Overwrite method: battler_name
#--------------------------------------------------------------------------
def battler_name
@battler_name = actor_battler_name
extension = check_state_extension
replace = check_state_replace
name = @battler_name + extension if extension
name = replace.first if replace
@battler_name = name if name && battler_exist?(name)
@battler_name
end
#--------------------------------------------------------------------------
# * Overwrite method: face_name
#--------------------------------------------------------------------------
def face_name
face_name = @face_name
extension = check_state_extension
replace = check_state_replace
name = face_name + extension if extension
name = replace.first if replace
face_name = name if name && character_exist?(name)
face_name
end
#--------------------------------------------------------------------------
# * Overwrite method: character_name
#--------------------------------------------------------------------------
def character_name
character_name = @character_name
extension = check_state_extension
replace = check_state_replace
name = character_name + extension if extension
name = replace.first if replace
character_name = name if name && character_exist?(name)
character_name
end
#--------------------------------------------------------------------------
# * Overwrite method: character_index
#--------------------------------------------------------------------------
def character_index
character_index = @character_index
replace = check_state_replace
index = replace.last if replace
character_index = index if index
character_index
end
#--------------------------------------------------------------------------
# * Overwrite method: face_index
#--------------------------------------------------------------------------
def face_index
face_index = @face_index
replace = check_state_replace
index = replace.last if replace
face_index = index if index
face_index
end
end

#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
# This class handles enemy characters. It's used within the Game_Troop class
# (&#36;game_troop).
#==============================================================================

class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# * Overwrite method: battler_name
#--------------------------------------------------------------------------
def battler_name
@battler_name = enemy.battler_name
extension = check_state_extension
replace = check_state_replace
name = @battler_name + extension if extension
name = replace.first if replace
@battler_name = name if name && battler_exist?(name)
@battler_name
end
#--------------------------------------------------------------------------
# * Overwrite method: character_name
#--------------------------------------------------------------------------
def character_name
@character_name = battler_name
extension = check_state_extension
replace = check_state_replace
name = @character_name + extension if extension
name = replace.first if replace
@character_name = name if name && character_exist?(name)
@character_name
end
#--------------------------------------------------------------------------
# * Alias method: character_index
#--------------------------------------------------------------------------
alias :character_index_ve_state_graphic :character_index if &#36;imported[:ve_animated_battle]
def character_index
@character_index = character_index_ve_state_graphic
replace = check_state_replace
name = replace.last if replace
@character_index = index if index
@character_index
end
end
Buscar en: Ayuda  Argumento: Necesito a alguien que sepa de scripts   Respuestas: 6  Vistos: 856

[RMXP] efecto de respiracion - Vie Oct 02, 2015 7:30 pm

Hola mis amigos de Universo Maker esta vez les traigo este scr&#105;pt que simula un pequeo movimiento en tu personaje, como si estubiera respirando

Scr&#105;pt:

#==============================================================================
# ** DRG - Breath Effect
# Version : 1.00
# Author : LiTTleDRAgo
#==============================================================================
#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
# This sprite is used to display the character.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Character
#--------------------------------------------------------------------------
# * Alias Method
#--------------------------------------------------------------------------
alias_method :drg1732013_update, :update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
drg1732013_update
update_breath
end
#--------------------------------------------------------------------------
# * Update Breath
#--------------------------------------------------------------------------
def update_breath
if sprite_controlable?(@character)
@zoom_wait,b = [(@zoom_wait||0)-1,0].max, 1.05
if self.zoom_y < b && !@up && @zoom_wait == 0
       self.zoom_y += 0.005
       @up, @zoom_wait = true, 20 if self.zoom_y >= b
     elsif self.zoom_y >= 1.0 && @up && @zoom_wait == 0
self.zoom_y -= 0.005
@up, @zoom_wait = false,60 if self.zoom_y <= 1.0
end
else
self.zoom_y = @character.instance_variable_get(:@zoom_y) || 1
end
end
#--------------------------------------------------------------------------
# * sprite_controlable?
#--------------------------------------------------------------------------
def sprite_controlable?(character)
return false if &#36;game_system.map_interpreter.running?
return false if character.move_route_forcing
return false if &#36;game_temp.message_window_showing
return false if character.moving?
return false if character.transparent
return false if !character.is_a?(Game_Player)
return true
end
end


Instrucciones:

Pegar encima de main.

Creditos:

dadle creditos a LiTTleDRAgo, el creador del scr&#105;pt Opalo Hola

Acerca del scr&#105;pt:

El scr&#105;pt permite que el personaje principal tenga un pequeo movimiento, como si estuviera respirando, asi tu personaje no estara tan estatico y tendra un pelin ms de realismo Ópalo Contento

Bueno, esto es todo Opalo Triste pero pronto volvere a publicar muchas cosas ms, !!!nos vemos en el siguiente post!!! Opalo Hola Opalo Hola Opalo Hola

(Scr&#105;pt 100% funcional, probado por mi, algn inconveniente con el scr&#105;pt, me avisan)
Buscar en: Scripts  Argumento: [RMXP] efecto de respiracion  Respuestas: 0  Vistos: 786

Ayuda con script - Lun Jul 27, 2015 5:06 am

quise publicar todo en un solo mensaje pero me decia que estaba muy largo, he aca el scr&#105;pt
Scr&#105;pt:

#==============================================================================
# ** Melly-Mel's Calendar System
#------------------------------------------------------------------------------
# by DerVVulfman
# version 1.7
# 06-01-2012
# RGSS / RPGMaker XP
#==============================================================================
#
# INTRODUCTION:
#
# Based on designs by Kylock and features employed by Near Fantastica in his
# original system, this Day Night system gives the user mastery over the time
# system in his project.
#
# By manipulating the scr&#105;pt's configuration section, one can control how fast
# time runs in the game, the actual increments used, and even how many months
# there are in a year. The creator has full control over the game's calendar.
#
# Not only that, you can program weather patterns based on months or dates of
# your choice. Of course, using a [SET WEATHER EFFECTS] event works as normal.
#
#------------------------------------------------------------------------------
#
# INSTRUCTIONS:
#
# The configurables are fairly self explanatory, and each heading and value has
# enough instructions alone to assist the user of this scr&#105;pt.
#
# ^_^ Probably more instructions than most Day/Night scripts anyway.
#
#
#------------------------------------------------------------------------------
#
# SCR&#73;PT CALLS:
# The following calls are used to retrieve calendar information that is
# used by this system. All data, even the numeric values, are passed as
# strings. If used for numeric calculations, conversion to integers is
# advised.
#
# * &#36;game_time.get_weekday_number Returns a numeric value of the weekday
# * &#36;game_time.get_weekday_name Returns the actual text of the weekday
# * &#36;game_time.get_day_of_year Returns the day of the year (ex: 1-365)
# * &#36;game_time.get_month_name Returns the name of the current month
# * &#36;game_time.get_month_number Returns the month as a number (ex:1-12)
# * &#36;game_time.get_day_of_month Returns the day for that month (ex 1-31)
# * &#36;game_time.get_light_setting_name Returns text describing the day (Dawn)
# * &#36;game_time.get_light_setting_number Returns a numeric value for the time of day
# * &#36;game_time.get_year Returns the current year
# * &#36;game_time.get_total_days Returns the total number of days
#
# . . . . . . . . . . . . . . . . . . .
#
# The following values are used to retrieve clock/time information that is
# used by this system.
# * &#36;game_time.clock_seconds Returns the current seconds(ex 1-60)
# * &#36;game_time.clock_minutes Returns the current minutes(ex 1-60)
# * &#36;game_time.clock_hours Returns the current hours(ex 1-24)
#
# . . . . . . . . . . . . . . . . . . .
#
# The following calls are used to manipulate the current information that is
# used by the system. These can increase or decrease the number of days,
# hours or years.
#
# * &#36;game_time.adjust_seconds(number) Increases or decreases the seconds
# * &#36;game_time.adjust_minutes(number) Increases or decreases the minutes
# * &#36;game_time.adjust_hours(number) Increases or decreases the hours
# * &#36;game_time.adjust_days(number) Increases or decreases the days
# * &#36;game_time.adjust_years(number) Increases or decreases the years
#
# . . . . . . . . . . . . . . . . . . .
#
# The following callse are used to turn on/off the system's pause feature.
# When the system is paused, an RMXP game switch that can be used by events
# will be turned on for game use (see DN_Pause_Switch).
#
# * &#36;game_time.start_pause Pauses the time system
# * &#36;game_time.stop_pause Starts the time system
#
# You can continue adjusting the game's clock through scr&#105;pt calls such as
# the ones mentioned above. They are not inhibited by the pause system.
# And calling the &#36;game_time.stop_pause command while the pause system is
# already engaged will not have any effect.
#
# . . . . . . . . . . . . . . . . . . .
#
# This scr&#105;pt has a feature that allows for different weather based on the
# changing days. It does not rewrite the weather system, so you may find it
# compatible with the weather scr&#105;pt by ccoa. You can turn on and off this
# system with the following scr&#105;pt call:
#
# * &#36;game_system.dn_weather_on = value A simple 'true/false' value
#
# And you can retrieve the type and strength of the current weather with the
# following values:
#
# * &#36;game_system.dn_weather_type The type of weather pattern
# * &#36;game_system.dn_weather_power How strong the weather pattern is
#
#------------------------------------------------------------------------------
#
# COMPATIBILITY:
#
# Given the number of aliases in use and the creation of its own 'Game_Time'
# class, it should be compatible with most other scripts... with the exception
# of other Day/Night or time scripts.
#
# Also note that this system can function along with the 'Weather Scr&#105;pt' by
# Ccoa (with ideas by ScriptKitty and Mr.DJ).
#
#------------------------------------------------------------------------------
#
# THANKS:
#
# Thanks to PK8... (among other aliases)... for requesting a time scr&#105;pt that
# included weather control, which I added to this scr&#105;pt. To Near Fantastica
# and Kylock for the basics of this Day/Night scr&#105;pt. And to Kalier, who gave
# me a few ideas while discussing fun game features. Also to Yin who gave me
# the idea of making a switch system useful for event switches like night-time
# campfires or lamp post lights. And thanks goes to both Kalier and Rosair who
# wanted a revision of the Switch system to allow for multiple switches which
# can be controlled by the time system. And more thanks to Rosair for noticing
# a bug related to the day-overlap function that interefered with the scr&#105;pt's
# game switch toggling system. Lastly to derula and Yin for noticing something
# that could cause crash errors while using saves in a project's development.
#
#
#==============================================================================



#==============================================================================#
# #
# * * * C O N F I G U R A T I O N S E C T I O N * * * #
# ----------------------------------------- #
#==============================================================================#


# GENERAL SYSTEM SETTINGS ===================================================
# ===========================================================================
#
# This section calibrates the speed of the day/night system, allows one to
# set up the actual time increments (how many seconds in a minute, etc.) and
# what the time is when the game starts.
#
# ===========================================================================


# SPEED AND SYSTEM
# These set general clock speed and display manners. It also determines
# whether the battle screen also becomes adjusted by the day/night system.
#
DN_Clock_Speed = 10 # Clock speed (1-10) or nil/0 for default speed
DN_Clock_System = true # If true, uses 'am/pm'-like system
DN_Battle_Tint = true # Battlesystem will tint to match if set to 'true'
DN_DayTag_1 = "AM" # Tag used in am/pm system (for 1st half of day)
DN_DayTag_2 = "PM" # Tag used in am/pm system (for 2nd half of day)
DN_Pause_Switch = 6 # An RMXP switch that is turned on if the time
# system is paused.

# CLOCK INCREMENTS
# This allows you to adjust the clock system. Normal day/night clocks have
# a 24 hour day / 60 minutes an hour system. However, one can control or
# create a 20 hour day and/or 100 seconds a minute system.
#
DN_By_Seconds = 30 # How many Seconds in a Minute
DN_By_Minutes = 60 # How many Minutes in an Hour
DN_By_Hours = 24 # How many Hours in a Day (must be multiple of 2)

# CLOCK START SETTINGS
# This allows you to set the time of day in which your game will start. It
# is dependent upon the 'CLOCK INCREMENTS' system above for an accurately
# set day/time start. (IE: Don't set the start minutes to 45 if you only
# have 20 minutes an hour.)
#
DN_Start_Hour = 12 # 1st hour in the game, based on 24hr clock
DN_Start_Minute = 4 # 1st minute (of the hour) in the game
DN_Start_Day = 1 # 1st day if the game, based on day of the year
DN_Start_Weekday = 2 # 1st weekday of the game (see DN_Weekday_Array)
DN_Start_Year = 2010 # 1st year of the game



# SYSTEM CALENDAR ARRAYS ====================================================
# ===========================================================================
#
# These values gives the system the ability to distinguish days of the week
# as well as setting the months of the year and number of days in each. Not
# only that, but it also contains an array so you can set the tone (or light)
# setting for different times of the day, and which maps are 'outdoor' maps
# that are affected.
#
# Current values are based on the modern Gregorian calendar.
#
# ===========================================================================


# DAYS OF THE WEEK
# This lists the days of the week. The system is flexible enough to even
# count the weekdays within this array. The DN_Start_Weekday value (above)
# relies on this array so to display the proper day of the week.
#
DN_Weekday_Array = [ "Sunday", "Monday", "Tuesday", "Wednesday",
"Thursday", "Friday", "Saturday" ]

# MONTHS IN THE YEAR
# This lists the individual months of the year, and how many days are in
# each individual month. As such, the system can calculate how many days
# are in a year as well as which month of the year the time is now set.
#
DN_Month_Array = [ [31, "Jan"], [28, "Feb"], [31, "Mar"],
[30, "Apr"], [31, "May"], [30, "Jun"],
[31, "Jul"], [31, "Aug"], [30, "Sept"],
[31, "Oct"], [30, "Nov"], [31, "Dec"] ]


# DAYLIGHT SETTING
# This lists the individual daylight settings. Herein, you set the text
# that can describe the time of day, the hour range for the settings, the
# screen tint (in red,green,blue,alpha) and how long it takes (in frames)
# for the system to update the screen.
#
# The range for the light settings are only based on hours in the day.
#
# Name Hours RR GG BB AA Dur
# ======== ====== ==== ==== ==== ==== ===
DN_Lighting_Array = [ [ "Dawn", 0, 5, -187, -119, -17, 68, 20 ],
[ "Morning", 6, 6, 17, -51, -102, 0, 20 ],
[ "Day", 7, 18, 0, 0, 0, 0, 20 ],
[ "Evening", 19, 19, -68, -136, -34, 0, 20 ],
[ "Twilight", 20, 24, -187, -119, -17, 68, 20 ] ]


# THE SWITCH SYSTEM
# This system identifies RPGMaker XP Game Switches and the time, date and
# weekday in which will set each one to ON/True. This feature is quite
# useful to have campfires visible only within certain hour ranges.
#
# The first array is a list of your switches that are turned 'on' or 'off'.
# The second 'set' of arrays define a switch and the hour range, calendar
# date and weekday that turns the switch on and off. All hours are set on
# a 24 hour-like system. Each value set (hours, date, weekday) may be set
# to nil, so you may set the switch(es) to work on weekdays or dates alone
# or combinations of the like. However, you cannot set the second array
# to have all values set to nil.
#
# One default for switch #5, turns on at 19 (or 7pm) and turns off at 6am
# but only for Weekday #3 (Tuesday). It overlaps to Wednesday morning.
# Date values are in month/day order, so an array for February 12th would
# be set to [2,12]. The other default is for switch #7 that shows how to
# use the month/day feature as it turns on at 7am and off at 6pm (hence
# the 18 value), but only functions on January 2.
#
DN_Light_Switches = {} # <==  Do not touch (used to create the array.
 
  # List of RMXP Game Switches
    DN_Light_List           = [5,7] # The list of switches referred below.
   
  # List of Checked Switches    Hours,    Date,   WkDay
  #                             ======    ======  ======
    DN_Light_Switches[5]    = [ [19, 6],  [],     3]
    DN_Light_Switches[7]    = [ [7, 18],  [1,2],  nil]

   
  # THE OUTDOOR MAP ARRAY
  # This array holds the IDs of any and all maps that are outdoor maps and
  # are affected visually by the day/night system.  Any in this list will
  # visibly tint based on values within the DAYLIGHT SETTING array (above).
  #
    DN_Map_Array = [2]

   
   
# SYSTEM WEATHER CONTROLS ===================================================
# ===========================================================================
#
#  Weather pattern consists of 4 values:
#  Chance of weather (1-100),  the type (0-3), power (1-9),  delay in frames.
#  So an array of [50, 2, 1, 40]  would give a 50% of a weak storm that takes
#  a couple of seconds (40 frames) to fade in.
#
#  Um, you can set nil to an array if you don't want weather patterns. ^_^
#
#  The weather changes on the start/stop of each day, so no 'mid-day' weather
#  changes are programmable with the system.   You'll need to use the default
#  'SET WEATHER EFFECTS' map effect for that.
#
#  Compatible with Ccoa's Weather system.
#
# ===========================================================================

  # WEATHER_SYSTEM
  # This is a the default setting switch that determines whether or not you
  # decide to use this script's weather system.   It is a true/false switch
  # which can also be changed by the '$game_system.dn_weather_on' value.
  #
    DN_Weather_System   = true
   
  # EVENT_WEATHER_SAVE
  # This is a switch that determines if weather values created from the map
  # event feature [CHANGE MAP WEATHER] will be stored in save games. When it
  # is set to true, map event weather will be restored.  If set to false, it
  # doesn't save map weather created with the map event code.  Set to false
  # by default.  It's normally not saved, even without this script.
  #
    DN_Map_Weather_Save = false

  # MONTHLY WEATHER
  # This array holds the value of individual months and the generic weather
  # effects that are common for that month (ie April (#4) and rain).    
  #
  #                       Mth           =>  [chance, type,  power,  delay]
    DN_Weather_Month  = { 1             =>  [45,      3,    4,      0],
                          2             =>  [25,      1,    5,      0],
                          4             =>  [50,      2,    9,      0],
                          12            =>  [60,      3,    5,      0]}
 
   
  # DAILY WEATHER
  # Similar to  the Monthly weather array,  this allows you to set specific
  # month/day combinations to give certain days in a year a weather effect.
  # So... one could set up a holiday like Christmas Day to always be snowy.
  # Unlike the monthly weather system, the month/day value being checked is
  # to be a string, like so: "03/14" in a MM/DD pattern,  this representing
  # the 14th of March.
  #
  #                       Mth/Day       =>  [chance, type,  power,  delay]
    DN_Weather_Daily  =   nil

  # CALENDAR WEATHER
  # This is the most comprehensive  of the weather arrays  as it forces one
  # to specify the month, day and year for each weather pattern within. And
  # it follows upon a YYYYMMDD pattern, so entries must be as the following:
  # "20100422"... which would represent April 22, 2010.
  #
  #                       Year/Mth/Day  =>  [chance, type,  power,  delay]
    DN_Weather_Calen  = { "20100107"    =>  [100,     2,    9,      0],
                          "20100108"    => [100, 3, 5, 20]}



# EVENT FRIENDLY VARIABLES ==================================================
# ===========================================================================
#
# One thing to note. It may be easier to access time system variables if
# they are already assigned to &#36;game_variable variables, but it can slow the
# system down (if only for a couple of frames).
#
# ===========================================================================

DN_Variables = true # If true, you can get the game time from variables
DN_Var_Second = 1 # This assigned variable stores the clock seconds
DN_Var_Minute = 2 # This assigned variable stores the clock minutes
DN_Var_Hour = 3 # This assigned variable stores the clock hour
DN_Var_Day = 4 # This assigned variable stores the total days
DN_Var_Weekday = 5 # This assigned variable stores the weekday
DN_Var_Lighting = 6 # This assigned variable stores the daylight name
DN_Var_Month = 7 # This assigned variable stores the calendar month
DN_Var_MonthDay = 8 # This assigned variable stores the calendar day
DN_Var_Year = 9 # This assigned variable stores the calendar year



#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# Refer to "&#36;game_temp" for the instance of this class.
#==============================================================================

class Game_Temp
#-----------------------------------------------------------------------------
# * Public Instance Values
#-----------------------------------------------------------------------------
attr_reader :map_infos
attr_reader :outside_array
#-----------------------------------------------------------------------------
# * Object Initialization
#-----------------------------------------------------------------------------
alias dn_initalize initialize
def initialize
# Perform the original call
dn_initalize
# Create the map array
@outside_array = Array.new
# Gain map data
@map_infos = load_data("Data/MapInfos.rxdata")
# Sort through map data
for key in @map_infos.keys
# Set map value to true if map is an outside map
@outside_array[key] = true if DN_Map_Array.include?(key)
end
end
end



#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "&#36;game_system" for the instance of
# this class.
#==============================================================================

class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :dn_weather_type # Day/Night weather type
attr_accessor :dn_weather_power # Day/Night weather strength
attr_accessor :dn_weather_on # Day/Night weather_flag
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias dn_game_system_init initialize
def initialize
# Perform the original call
dn_game_system_init
# Weather values
@dn_weather_type, @dn_weather_power = 0, 0
@dn_weather_on = DN_Weather_System
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias dn_game_system_update update
def update
# Perform the original call
dn_game_system_update
# Update the clock
&#36;game_time.update
end
end



#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles the map. It includes scrolling and passable determining
# functions. Refer to "&#36;game_map" for the instance of this class.
#==============================================================================

class Game_Map
#--------------------------------------------------------------------------
# * Setup
# map_id : map ID
#--------------------------------------------------------------------------
alias dn_game_map_setup setup
def setup(map_id)
# Perform the original call
dn_game_map_setup(map_id)
# Prevent gametime update and tint if not loaded
return if &#36;game_time.nil?
# Update the clock
&#36;game_time.update
# Immediately tint on map load
&#36;game_time.instant_tint
end
end



#==============================================================================
# ** Game_Time
#------------------------------------------------------------------------------
# This class handles the calculations for the day night clock system.
# Refer to "&#36;game_time" for the instance of this class.
#==============================================================================

class Game_Time
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :pause_tint # Pause screen tinting flag
attr_accessor :manual_tint # Manual tint control flag
attr_accessor :weather_type # Game_Time's Weather type
attr_accessor :weather_power # Game_Time's Weather power level
attr_accessor :weather_duration # Game_Time's Weather duration
attr_accessor :clock_seconds # Game_Time's current seconds
attr_accessor :clock_minutes # Game_Time's current minutes
attr_accessor :clock_hours # Game_Time's current hours
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Create in-Game Arrays
@array_month = []
@array_light = []
@