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Script In Question (Translated Version):
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ â—†Day-to-Night Phases - KGC_DayNight â—†VX â—â€
#_/ â—‡ Last update : 2008/03/08 â—‡
#_/ â—†Translated by Mr. Anonymous â—â€
#_/-----------------------------------------------------------------------------
#_/ This script adds the concept of Day-to-Night phase shifting to your game.
#_/ Events that only occur during certain phase shifts, such as night, can
#_/ be created as well.
#_/=============================================================================
#_/ Note: The event command "Tint Screen" doesn't function normally while this
#_/ script is running a phase shift. To use the Tint Screen function properly,
#_/ please refer to the directions.
#_/=============================================================================
#_/ Installation: Insert above Main.
#_/-----------------------------------------------------------------------------
#_/ Terminology: Phase refers to the current state of the day, such as "Noon".
#_/ â—†Instructions For Usage â—â€
#_/
#_/ â—†Stop Day-to-Night â—â€
#_/ When [DN_STOP] is inserted into a Map's name (after its given name), the
#_/ Day-to-Night change stops, the timer does not stop however, and if a phase
#_/ is currently active, such as "Night", the tint remains on the map.
#_/
#_/ â—†Stop Day-to-Night and Time, Cancel Phase â—â€
#_/
#_/ When [DN_VOID] is inserted into a Map's name (after its given name), the
#_/ Day-to-Night change stops, the timer is effectively frozen, and if a phase
#_/ is currently active, such as "Night", the tint is reverted back to normal.
#_/
#_/ â—†Phase-Specific Encounters â—â€
#_/
#_/ When [DN Phase#](Where Phase# refers to the phase. 0 = Noon, 1 = Evening,
#_/ 2 = Night, 3 = Morning) is inserted into a specified Troop's "Notes" box
#_/ in the Troops tab of the database, the specified Troop will only appear
#_/ under those conditions.
#_/
#_/ â—†Event Script Functions â—â€
#_/ The following commands are available using the "Script" item in events.
#_/
#_/ * stop_daynight
#_/ Day to Night change is stopped.
#_/
#_/ * start_daynight
#_/ Day to Night change is started.
#_/
#_/ * get_daynight_name
#_/ Name of present phase is acquired. This function only works in other
#_/ scripts.
#_/
#_/ * get_daynight_week (variable_id)
#_/ Appoints the day of the week to the given variable.
#_/
#_/ * get_daynight_week_name
#_/ Name of the present day is aquired. This function only works in other
#_/ scripts.
#_/
#_/ * change_daynight_phase(phase, duration, pass_days)
#_/ Changes the current phase to a new one. Handy for Inns and the like.
#_/ Example: change_daynight_phase (3, 1, 1)
#_/ This would make one day pass, change the phase to morning, with a
#_/ duration of one frame. Duration must be set to a minimum of 1.
#_/
#_/ * transit_daynight_phase(duration)
#_/ Forces the phase to change at the very moment you call this.
#_/ This appears to be bugged. No matter how I've called it, I get errors.
#_/
#_/ * set_daynight_default(duration)
#_/ Forces the tint of the current phase to reset to the initial phase.
#_/
#_/ * restore_daynight_phase(duration)
#_/ Forces the tint of the current phase to reset to its normal tint.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#==============================================================================#
# ★ Customization ★ #
#==============================================================================#
module KGC
module DayNight
# â—†Day to Night Switch Method â—â€
# 0. Time Lapse 1.Time passes with number of steps 2.Real Time
METHOD = 1
# â—†Phase Variable â—â€
# The present phase (of day and night) is stored here.
PHASE_VARIABLE = 11
# â—†Passing Days Storage Variable â—â€
# The passing days is stored here.
PASS_DAYS_VARIABLE = 12
# â—†Stop On Event Toggle â—â€
# Stops the Day/Night Timer when an event is run by player.
STOP_ON_EVENT = false
# â—†Phases During Combat â—â€
# true = Only the battleback is tinted.
# false = Battleback and enemies are tinted.
TONE_BACK_ONLY_IN_BATTLE = true
# â—†Setting Individual Phases â—â€
# Each phase makes use of the Tint Screen function. The format as follows:
# ["Name", the color tone(Tint), time switch],
#
#
#_/ â—†Day-to-Night Phases - KGC_DayNight â—†VX â—â€
#_/ â—‡ Last update : 2008/03/08 â—‡
#_/ â—†Translated by Mr. Anonymous â—â€
#_/-----------------------------------------------------------------------------
#_/ This script adds the concept of Day-to-Night phase shifting to your game.
#_/ Events that only occur during certain phase shifts, such as night, can
#_/ be created as well.
#_/=============================================================================
#_/ Note: The event command "Tint Screen" doesn't function normally while this
#_/ script is running a phase shift. To use the Tint Screen function properly,
#_/ please refer to the directions.
#_/=============================================================================
#_/ Installation: Insert above Main.
#_/-----------------------------------------------------------------------------
#_/ Terminology: Phase refers to the current state of the day, such as "Noon".
#_/ â—†Instructions For Usage â—â€
#_/
#_/ â—†Stop Day-to-Night â—â€
#_/ When [DN_STOP] is inserted into a Map's name (after its given name), the
#_/ Day-to-Night change stops, the timer does not stop however, and if a phase
#_/ is currently active, such as "Night", the tint remains on the map.
#_/
#_/ â—†Stop Day-to-Night and Time, Cancel Phase â—â€
#_/
#_/ When [DN_VOID] is inserted into a Map's name (after its given name), the
#_/ Day-to-Night change stops, the timer is effectively frozen, and if a phase
#_/ is currently active, such as "Night", the tint is reverted back to normal.
#_/
#_/ â—†Phase-Specific Encounters â—â€
#_/
#_/ When [DN Phase#](Where Phase# refers to the phase. 0 = Noon, 1 = Evening,
#_/ 2 = Night, 3 = Morning) is inserted into a specified Troop's "Notes" box
#_/ in the Troops tab of the database, the specified Troop will only appear
#_/ under those conditions.
#_/
#_/ â—†Event Script Functions â—â€
#_/ The following commands are available using the "Script" item in events.
#_/
#_/ * stop_daynight
#_/ Day to Night change is stopped.
#_/
#_/ * start_daynight
#_/ Day to Night change is started.
#_/
#_/ * get_daynight_name
#_/ Name of present phase is acquired. This function only works in other
#_/ scripts.
#_/
#_/ * get_daynight_week (variable_id)
#_/ Appoints the day of the week to the given variable.
#_/
#_/ * get_daynight_week_name
#_/ Name of the present day is aquired. This function only works in other
#_/ scripts.
#_/
#_/ * change_daynight_phase(phase, duration, pass_days)
#_/ Changes the current phase to a new one. Handy for Inns and the like.
#_/ Example: change_daynight_phase (3, 1, 1)
#_/ This would make one day pass, change the phase to morning, with a
#_/ duration of one frame. Duration must be set to a minimum of 1.
#_/
#_/ * transit_daynight_phase(duration)
#_/ Forces the phase to change at the very moment you call this.
#_/ This appears to be bugged. No matter how I've called it, I get errors.
#_/
#_/ * set_daynight_default(duration)
#_/ Forces the tint of the current phase to reset to the initial phase.
#_/
#_/ * restore_daynight_phase(duration)
#_/ Forces the tint of the current phase to reset to its normal tint.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#==============================================================================#
# ★ Customization ★ #
#==============================================================================#
module KGC
module DayNight
# â—†Day to Night Switch Method â—â€
# 0. Time Lapse 1.Time passes with number of steps 2.Real Time
METHOD = 1
# â—†Phase Variable â—â€
# The present phase (of day and night) is stored here.
PHASE_VARIABLE = 11
# â—†Passing Days Storage Variable â—â€
# The passing days is stored here.
PASS_DAYS_VARIABLE = 12
# â—†Stop On Event Toggle â—â€
# Stops the Day/Night Timer when an event is run by player.
STOP_ON_EVENT = false
# â—†Phases During Combat â—â€
# true = Only the battleback is tinted.
# false = Battleback and enemies are tinted.
TONE_BACK_ONLY_IN_BATTLE = true
# â—†Setting Individual Phases â—â€
# Each phase makes use of the Tint Screen function. The format as follows:
# ["Name", the color tone(Tint), time switch],
#
#