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[Solved] Picture tint w/ time script? D:

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Hi, friends! :) I'm working on my project again and decided to start parallax mapping. Doing so, I encountered an annoying issue with Selchar's Harvest Moon style time script. I'm using pictures for the pieces that float above the player. The problem is, this script changes the tint of the map to match the designated time of day - but NOT the picture's tint. So, I have over-layers colored completely normally while everything else is tinted. It looks super weird.

Here's a nighttime screenie for maximum awkwardness:


What I'd like is to see if there's a way to edit in the tint for picture 1 directly into the script, like so:

Of course...that didn't work specifically because I don't know how to script. ;_; I just threw in the script call for picture tinting to show my point.

If anyone can help with this, I would be eternally grateful! <3 Here's my set up of Selchar's script (minus my failed picture tint code):
Spoiler for:
Code: [Select]
#-------------------------------------------------------------------------------
#Harvest Moon style Variable Based Calendar and Weather System
#Author: Selchar
#Version 2.1
#-------------------------------------------------------------------------------
=begin
This is an attempt to make an easy to use yet customizable calendar system
similar to what can be found in Harvest Moon games.  It's come a long say since
the initial release, as I've remade the whole thing to make it easier to
understand and customizable.  Instructions are down below in the customization
area.

#-------------------------------------------------------------------------------
#Map/Tileset Note Tags
#-------------------------------------------------------------------------------
The following can be used in either map note boxes, or tileset note boxes.

<stop_time>   - Maps with this tag will disable time.
<no_tone>     - Maps with this tag will use the default done setting.
<inside_map>  - Maps with this tag will not show weather effects, but
                will have background sound volume will be divided by 3
<no_weather>  - Maps with this tag will not show weather or use said weather's
                background sound.
#-------------------------------------------------------------------------------
#Scriptcalls
#-------------------------------------------------------------------------------
All scriptcalls begin with HM_SEL::
next_day            - This scriptcall will transition the day forward to the
                      nearest 6 AM.
next_day(x)         - It also allows for an optional argument to select what
                      time of the day you will arrive at.
show_tint           - This scriptcall should be used after manually changing
                      the time variable, to re-adjust the tone settings needed.
show_weather        - This scriptcall should be used after manually adjusting
                      the Weather variable.
festivalcheck(x)    - This scriptcall will return true if day x of the year is
                      flagged for a festival.
tomorrow_festival?  - This scriptcall will return true if tomorrow is flagged
                      as a festival.
exact_time(h, m)    - Returns true if it is the specified time.
                      Example: HM_SEL::exact_time(22, 10) is true at 10:10 PM
hour_range(a, b)    - Returns true if the current hour is within the range.
                      Example: HM_SEL::hour_range(9, 21) is false before 9 AM
                      and after 9 PM, otherwise is true.
week_range(a, b)    - Same as hour_range except for days.
=end
#-------------------------------------------------------------------------------
#Customization Begin
#-------------------------------------------------------------------------------
module HM_SEL
  #What variables will be used
  MIN = 11     #Minute Variable
  HOUR = 12   #Hour variable, actual/military time. 0 = 12 AM, 13 = 1 PM
  DAYA = 13   #Day of the Week variable, 1 for Monday, 7 for Sunday
  DAYB = 14   #Day of the Month variable, you can find a use for it I'm sure.
  DAYC = 15   #Day of the Year variable, used for festival day checks.
  MONTH = 16   #Month Variable
  YEAR = 17   #Year Variable
  WEATHA = 18  #Current Weather
  WEATHB = 19  #Tomorrow's Weather
 
  #Used to determine if the currend day is flagged as a festival. 0 means it's
  #a normal day, and you can set different values for different days in the
  #FESTIVALDAYS hash below.
  FESTIVAL_VAR = 20
 
  #Switches that can be used for extra control. Set to 0 if you don not wish
  #to use them.
  STOP_TIME = 0
  NO_TONE = 0
  INSIDE_SWITCH = 0
  DISABLE_WEATHER = 0
 
  FRAMES_TIL_UPDATE = 60  #How quickly time updates, 60 roughly = 1 second
  MINUTE_CYCLE = 1    #How many minutes pass per update
 
  DAYS_IN_MONTH = {
  #Month => Days,
  1 => 30,
  2 => 30,
  3 => 30,
  4 => 30,
  #Add more for more months.
  }#Please do not remove
 
#Want a common event to run at a specific time?  Add it below in the shown format!
#Note, you can only have 1 common event per hour.
  COMMON_EVENTS = {
  #Hour => [Minute, ID],
  6 => [0, 1], #Midnight
  }#Please do not remove
 
  #Hash used for flagging special days of the year. All days will be 0 by
  #default.  Day refers to the day of the year, Variable is what number you
  #want to associate with said day for eventing purposes.
  FESTIVALDAYS = {
  #Day => Variable,
  1 => 0,
  2 => 1,
  }#Please do not remove
 
  TONE_DEFAULT = Tone.new(0,0,0,0)
  TONES = {
=begin
#orignal tone changes
#Hour => Tone Settings(Red, Green, Blue, Grey)
  0 => Tone.new(-125,-125,0,125),
  1 => Tone.new(-125,-125,0,125),
  2 => Tone.new(-125,-125,0,125),
  3 => Tone.new(-125,-125,0,125),
  4 => Tone.new(-75,-75,0,50),
  5 => Tone.new(-75,-75,0,50),

  11 => Tone.new(45,45,0,-25),
  12 => Tone.new(45,45,0,-25),
  13 => Tone.new(45,45,0,-25),
  14 => Tone.new(45,45,0,-25),
 
  18 => Tone.new(-50,-50,0,25),
  19 => Tone.new(-50,-50,0,25),
  20 => Tone.new(-50,-50,0,25),
  21 => Tone.new(-75,-100,0,75),
  22 => Tone.new(-75,-100,0,75),
  23 => Tone.new(-75,-100,0,75),
=end
  0 => Tone.new(-70,-70,0,70),
  1 => Tone.new(-70,-70,0,70),
  2 => Tone.new(-70,-70,0,70),
  3 => Tone.new(-70,-70,0,70),
  4 => Tone.new(-55,-55,0,55),
  5 => Tone.new(-40,-40,0,40),
  6 => Tone.new(-20,-20,0,20),
  7 => Tone.new(-10,-10,0,10),
  8 => Tone.new(0,0,0,0),
  17 => Tone.new(20,-20,-20,0),
  18 => Tone.new(40,-40,-40,0),
  19 => Tone.new(40,-40,-40,0),
  20 => Tone.new(-40,-50,-10,30),
  21 => Tone.new(-70,-70,0,70),
  22 => Tone.new(-70,-70,0,70),
  23 => Tone.new(-70,-70,0,70),
  }
 
  WEATHER = {
#Month => [Odds, Weather, BGS, Volume, Pitch]
  1 => [55, :rain, "Rain", 95, 100],
  2 => [45, :rain, "Rain", 95, 100],
  3 => [60, :rain, "Rain", 95, 100],
  4 => [60, :snow, "Wind", 75, 100],
  }
 
#The following methods are used as condions for determining whether or not to
#use this script's effect.  Feel free to add/remove conditions as you see fit.
  def self.time_stop?
    #EXAMPLES
    #Stops time at 11 PM
    #return true if $game_variables[HOUR] == 23
   
    #Stops time if not moving
    #return true if $game_player.movable?
   
    return true if $game_switches[STOP_TIME]
    return true if $game_message.visible == true  #Stop time during messages.
    return true if $game_map.interpreter.running? #Stop time running events.
    return true if $game_map.map.stop_time
    return true if $game_map.tileset.stop_time
    return false
  end
 
  def self.no_tone?
    return true if $game_switches[NO_TONE]
    return true if $game_map.map.no_tone
    return true if $game_map.tileset.no_tone
    return false
  end
 
  def self.inside?
    return true if $game_switches[INSIDE_SWITCH]
    return true if $game_map.map.inside_map
    return true if $game_map.tileset.inside_map
    return false
  end
 
  def self.no_weather?
    return true if $game_switches[DISABLE_WEATHER]
    return true if $game_map.map.no_weather
    return true if $game_map.tileset.no_weather
    return false
  end
 
  #This determines what the variables will be at the start of the game.
  def self.init_var
    if $game_variables[DAYA] == 0 #Ignore this
      $game_variables[DAYA]   = 1 #1 = Monday, 7 = Sunday
      $game_variables[DAYB]   = 1 #Day of the month
      $game_variables[DAYC]   = 1 #Day of the year
      $game_variables[MONTH]  = 1 #Starting month
      $game_variables[YEAR]   = 1 #Starting year
      $game_variables[WEATHA] = 1 #Initial weather.
      $game_variables[WEATHB] = 1 #1 = Sun, 2 = Rain, 3 = Snow
      $game_variables[HOUR]   = 6 #1 = Monday, 7 = Sunday
      show_tint
      show_weather
    end
  end
end
#-------------------------------------------------------------------------------
#Customization End
#-------------------------------------------------------------------------------
#Beow is the core of the script.  It should be easy to understand, tho there
#is little reason to change anything, feel free to look around.
#===============================================================================
$sel_time_frame = 0
module HM_SEL
  def self.prog_minute #Minute's End
    $sel_time_frame = 0
    $game_variables[MIN] += MINUTE_CYCLE
   
    #Checks Common Event Hash
    call_common_event
  end
  def self.prog_hour #Hour's End
    $game_variables[MIN] = 0
    $game_variables[HOUR] += 1
   
    show_tint
  end
  def self.prog_day  #Day's End
    $game_variables[HOUR] = 0
    $game_variables[DAYA] += 1
    $game_variables[DAYB] += 1
    $game_variables[DAYC] += 1
   
    #Week's end
    $game_variables[DAYA] = 1 if $game_variables[DAYA] == 8
   
    #Month's end
    if $game_variables[DAYB] > DAYS_IN_MONTH[$game_variables[MONTH]]
      $game_variables[DAYB] = 1
      $game_variables[MONTH] += 1
    end
   
    #Year's end
    if $game_variables[MONTH] > DAYS_IN_MONTH.size
      $game_variables[DAYC] = 1
      $game_variables[MONTH] = 1
      $game_variables[YEAR] += 1
    end
   
    #Shift Weather
    weather_manager
   
    if festivalcheck($game_variables[DAYC])
      $game_variables[FESTIVAL_VAR] = FESTIVALDAYS[$game_variables[DAYC]]
    else
      $game_variables[FESTIVAL_VAR] = 0
    end
  end
  #-----------------------------------------------------------------------------
  #Start of Time Manager--------------------------------------------------------
  #-----------------------------------------------------------------------------
  def self.time_manager
    unless time_stop?
      init_var
      if $sel_time_frame == FRAMES_TIL_UPDATE
        prog_minute
        prog_hour if $game_variables[MIN] >= 60
        prog_day if $game_variables[HOUR] >= 24 && $game_variables[MIN] == 0
      end
      $sel_time_frame += 1
    end
  end
  #-----------------------------------------------------------------------------
  def self.call_common_event
    hour = $game_variables[HOUR]
    minute = $game_variables[MIN]
    #Corrects time if minute is 60
    if minute == 60
      hour += 1
      minute = 0
    end
    hour = 0 if hour == 24
   
    if COMMON_EVENTS[hour] != nil
      if COMMON_EVENTS[hour].at(0) == minute
        $game_temp.reserve_common_event(COMMON_EVENTS[hour].at(1))
      end
    end
  end
  #-----------------------------------------------------------------------------
#=#Tone Related-----------------------------------------------------------------
  #-----------------------------------------------------------------------------
  def self.show_tint(dura = 60)
    hour = $game_variables[HOUR];hour = 0 if hour == 24
    t = TONES[hour] unless no_tone?
    t = TONE_DEFAULT if t == nil
    $game_map.screen.start_tone_change(t, dura)
  end
  #-----------------------------------------------------------------------------
#=#Weather Related--------------------------------------------------------------
  #-----------------------------------------------------------------------------
  def self.weather_manager
    $game_variables[WEATHA] = $game_variables[WEATHB]
    t_weather = 1
   
    unless tomorrow_festival?
      random_number = 1 + rand(100)
      odds = WEATHER[$game_variables[MONTH]]
      if random_number <= odds[0]
        case odds[1]
        when :rain
          t_weather = 2
        when :snow
          t_weather = 3
        when :storm
          t_weather = 4
        end
      end
    end
    $game_variables[WEATHB] = t_weather
    show_weather
  end

  def self.show_weather(dura = 300)
    unless no_weather?
      temp = WEATHER[$game_variables[MONTH]]
      unless inside?
        case $game_variables[WEATHA]
        when 1  #Sun
          $game_map.screen.change_weather(:none, 0, dura)
          Audio.bgs_stop
        else
          $game_map.screen.change_weather(temp[1], 5, dura)
          RPG::BGS.new(temp[2], temp[3], temp[4]).play
        end
      else  #Inside
        $game_map.screen.change_weather(:none, 0, 0)
        case $game_variables[WEATHA]
        when 1  #Sun
          Audio.bgs_stop
        else
          RPG::BGS.new(temp[2], temp[3]/3, temp[4]).play
        end
      end
    else
      $game_map.screen.change_weather(:none, 0, 120)
      Audio.bgs_stop
    end
  end
  #-----------------------------------------------------------------------------
#=#Scriptcalls------------------------------------------------------------------
  #-----------------------------------------------------------------------------
  def self.next_day(temp_hour = 6)
    $sel_time_frame = 0
    case $game_variables[HOUR]
    when 0...temp_hour
      $game_variables[MIN] = 0
      $game_variables[HOUR] = temp_hour
    else
      prog_day
      $game_variables[MIN] = 0
      $game_variables[HOUR] = temp_hour
      show_tint
    end
  end
 
  def self.festivalcheck(day)
    return false if FESTIVALDAYS[day] == nil
    return false if FESTIVALDAYS[day] == 0
    return true
  end
 
  def self.tomorrow_festival?
    return festivalcheck($game_variables[DAYC] + 1)
  end

  def self.exact_time(hour, min)
    if $game_variables[HOUR] == hour && $game_variables[MIN] == min
      return true
    else
      return false
    end
  end
 
  def self.hour_range(hour_a, hour_b)
    if $game_variables[HOUR] >= hour_a && $game_variables[HOUR < hour_b]
      return true
    else
      return false
    end
  end
 
  def self.week_range(day_a, day_b)
    if $game_variables[DAYA] >= day_a && $game_variables[DAYA] < day_b
      return true
    else
      return false
    end
  end
end
#-------------------------------------------------------------------------------
#Auto Weather/Tone change during transfers just before Fade-In
#-------------------------------------------------------------------------------
class Scene_Map < Scene_Base
  alias :sel_time_post_transfer :post_transfer
  def post_transfer
    HM_SEL::show_tint(0)
    HM_SEL::show_weather(0)
    sel_time_post_transfer
  end
 
  alias :hm_sel_update :update
  def update
    hm_sel_update
    HM_SEL::time_manager
  end
end
#-------------------------------------------------------------------------------
#Map Note Tags Begin============================================================
#-------------------------------------------------------------------------------
class Game_Map
  attr_accessor :map
end
class RPG::Map
  def stop_time
    if @stop_time.nil?
      if @note =~ /<stop_time>/i
        @stop_time = true
      else
        @stop_time = false
      end
    end
    @stop_time
  end
  def no_tone
    if @no_tone.nil?
      if @note =~ /<no_tone>/i
        @no_tone = true
      else
        @no_tone = false
      end
    end
    @no_tone
  end
  def inside_map
    if @inside_map.nil?
      if @note =~ /<inside_map>/i
        @inside_map = true
      else
        @inside_map = false
      end
    end
    @inside_map
  end
  def no_weather
    if @no_weather.nil?
      if @note =~ /<no_weather>/i
        @no_weather = true
      else
        @no_weather = false
      end
    end
    @no_weather
  end
end

class RPG::Tileset
  def stop_time
    if @stop_time.nil?
      if @note =~ /<stop_time>/i
        @stop_time = true
      else
        @stop_time = false
      end
    end
    @stop_time
  end
  def no_tone
    if @no_tone.nil?
      if @note =~ /<no_tone>/i
        @no_tone = true
      else
        @no_tone = false
      end
    end
    @no_tone
  end
  def inside_map
    if @inside_map.nil?
      if @note =~ /<inside_map>/i
        @inside_map = true
      else
        @inside_map = false
      end
    end
    @inside_map
  end
  def no_weather
    if @no_weather.nil?
      if @note =~ /<no_weather>/i
        @no_weather = true
      else
        @no_weather = false
      end
    end
    @no_weather
  end
end
#-------------------------------------------------------------------------------
#End of File
#-------------------------------------------------------------------------------
« Last Edit: July 15, 2015, 08:44:31 PM by yuyu! »
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I should probably state that this is totally event-possible, but I'm going to have enough parallel events running to completely kill the game's FPS if I add one more. ;9 It'd also be more convenient to find a way to squeeze it into the script so I can control both tints simultaneously.

Thanks again to anyone that can take a crack at this! :boe:
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bumping this :-)
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Hey, Aco! :D I took a look at that script, but I'm not completely sure if that will work with the system I'm using. ;9 I think it only uses set images for day/night, so I don't know if I'd be able to control the times specifically and include evening tints. I might take a second look at it after work, though.

I found some scripts that count the pictures as layers, but they don't allow me to move behind the top layers. D: I'll dig a little deeper, though. :)
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AHA! Fixed! I looked more into similar scripts, then to parallax-specific scripts and decided to try out DMO's Liquid Parallax script. Somehow, this script appears to have fixed the problem. I think it's drawing the parallax top layer as a second "floating" parallax, instead of a picture file. Not loading the image from the picture folder means it will be affected by the screen tint.

It's also made parallaxing 10,000x easier to manage. ;_; I'm going to use this script 4evar

Thanks again for the help, Aco! :-) I didn't know where to look and you pointed me in the right direction. I'll also keep that script in mind if I ever do a day/night system that is less complicated than this silly one. :D
« Last Edit: July 15, 2015, 08:46:34 PM by yuyu! »
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