<?xml version="1.0" encoding="ISO-8859-1"?><!-- generator="FeedCreator 1.7.2-ppt (info@mypapit.net)" --><rss version="2.0">    <channel>        <title>VISION MAKER</title>        <description><![CDATA[blog especial para todo lo referente a los rpg maker]]></description>        <link>http://visionmaker.blogcindario.com/</link>        <lastBuildDate>Mon, 24 Nov 2008 19:56:16 +0100</lastBuildDate>        <generator>FeedCreator 1.7.2-ppt (info@mypapit.net)</generator>        <item>            <title>aportes</title>            <link>http://visionmaker.blogcindario.com/2008/11/00011-aportes.html</link>            <description><![CDATA[hola gente <br /><br />solo es para decir que si tiene algun juego o script o recursos o lo que sea para<br />aportar en el blog que lo pueden mandar a <a href="mailto:roserose1818@hotmail.com">roserose1818@hotmail.com</a> <br />y que yo lo subire al blog.<br /><br />gracias y saludos.]]></description>            <pubDate>Mon, 24 Nov 2008 19:56:14 +0100</pubDate>        </item>        <item>            <title>DIA Y NOCHE EN TIEMPO REAL.</title>            <link>http://visionmaker.blogcindario.com/2008/11/00010-dia-y-noche-en-tiempo-real.html</link>            <description><![CDATA[<p><br />DIA Y NOCHE EN TIEMPO REAL. by venomus de <a href="http://www.baseavalancha.mforos.com" title="bliztball" target="_blank">www.baseavalancha.mforos.com</a><br /><br />aqui un script para que anochezca en nuestros juegos cada tanto tiempo y amanezca como en la vida real.<br /><br />pss le eh editado un poco por que al guardar y cargar pega errores.<br /><br /><hr />#=======================================#<br /># &acirc;&ndash;&#65533;&nbsp; class Game_Title&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />#&nbsp;&nbsp;&nbsp;&nbsp; written by Deke<br />#&nbsp;&nbsp;&nbsp;&nbsp; Rewiten by Near Fantastica<br />#&nbsp;&nbsp;&nbsp;&nbsp; Tweaked by Silentdragon<br />#------------------------------------------------------------------------------#<br />#=======================================#<br />class Game_Time</p><p>attr_accessor :minute_length<br />attr_accessor :hours<br />attr_accessor :minutess<br />attr_accessor :timess</p><p>def initialize<br />&nbsp;@minute_length=2.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #length of game minute in real seconds<br />&nbsp;@hour_length= 60.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #minute in an hour<br />&nbsp;@day_length=24.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #hours in a day<br />&nbsp;@month_length=30.0&nbsp;&nbsp;&nbsp; #days in a month<br />&nbsp;@year_length=12.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #months in a year<br />&nbsp;@minutes=0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #starting minute count<br />&nbsp;@timess=Time.now&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #Real-Time Tweak<br />&nbsp;@hours=timess.strftime("%H").to_i #Real Hours<br />&nbsp;@minutess=timess.strftime("%M").to_i #Real Min<br />end</p><p>def get_time<br />&nbsp;@timess=Time.now&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #Real-Time Tweak<br />&nbsp;@hours=timess.strftime("%H").to_i #Real Hours<br />&nbsp;@minutess=timess.strftime("%M").to_i #Real Min<br />end<br />def get_tone<br />&nbsp;get_time<br />&nbsp;hour=hours<br />&nbsp;minutes=minutess + hour*@hour_length<br />&nbsp;phase_shift=Math::PI*(minutes/(@hour_length*@day_length))<br />&nbsp;illumination=&nbsp; -150+ 165*Math.sin(phase_shift)<br />&nbsp;tone=Tone.new(illumination,illumination,illumination,0)<br />&nbsp;return tone<br />end</p><p>end # of class Game_Time&nbsp; </p><p>#=======================================#<br /># &acirc;&ndash;&#65533;&nbsp; class Window_Time&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br /># written by Deke&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />#------------------------------------------------------------------------------#<br />#=======================================#<br />class Window_Time &lt; Window_Base</p><p>#--------------------------------------------------------------------------<br />def initialize<br />&nbsp; super(0, 0, 160, 96)<br />&nbsp; self.contents = Bitmap.new(width - 32, height - 32)<br />&nbsp; self.contents.font.name = $defaultfonttype&nbsp; # "Time" window font<br />&nbsp; self.contents.font.size = $defaultfontsize<br />&nbsp; refresh<br />end</p><p>#--------------------------------------------------------------------------<br />def refresh<br />&nbsp; $game_time.get_time<br />&nbsp; self.contents.clear<br />&nbsp; @total_sec = Graphics.frame_count / Graphics.frame_rate<br />&nbsp; @minute=$game_time.minutess<br />&nbsp; hour = $game_time.hours<br />&nbsp; pm_flag= hour &gt;=12 ? true : false<br />&nbsp; hour= hour &gt;= 12 ? hour-12 : hour<br />&nbsp; if hour.floor==0<br />&nbsp;&nbsp;&nbsp; text=sprintf("%02d:%02d",12,@minute)<br />&nbsp; else<br />&nbsp;&nbsp;&nbsp; text=sprintf("%02d:%02d",hour,@minute)<br />&nbsp; end<br />&nbsp; if pm_flag<br />&nbsp;&nbsp;&nbsp; text += " PM"<br />&nbsp; else<br />&nbsp;&nbsp;&nbsp; text += " AM"<br />&nbsp; end<br />&nbsp; self.contents.font.color = normal_color<br />&nbsp; self.contents.draw_text(4, 0, 120, 32, text, 2)<br />end</p><p>#--------------------------------------------------------------------------<br />def update<br />&nbsp; $game_time.get_time<br />&nbsp; if $game_time.minutess != @minute<br />&nbsp;&nbsp;&nbsp; refresh<br />&nbsp; end<br />end<br />end # of class</p><p>#=======================================<br />class Game_Temp<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Refer setup to Game Temp<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;alias dns_game_temp_initalize initialize<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Refer the Attr<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;attr_reader&nbsp;&nbsp;&nbsp; :map_infos&nbsp; #Added Lines<br />&nbsp;attr_reader&nbsp;&nbsp;&nbsp; :outside_array&nbsp; #Added Lines<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Refer setup to Scene Map<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def initialize<br />&nbsp;&nbsp; dns_game_temp_initalize<br />&nbsp;&nbsp; @outside_array = Array.new<br />&nbsp;&nbsp; @map_infos = load_data("Data/MapInfos.rxdata")<br />&nbsp;&nbsp; for key in @map_infos.keys<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @outside_array[key] = @map_infos[key].name.include?("*")<br />&nbsp;&nbsp; end<br />end<br />end</p><p>#=======================================<br />class Scene_Map<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Refer setup to Scene Map<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;alias dns_scene_map_main main<br />&nbsp;alias dns_scene_map_update update<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Main<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def main<br />&nbsp;&nbsp;&nbsp; if $game_temp.outside_array[$game_map.map_id]<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; tone=$game_time.get_tone<br />&nbsp;&nbsp;&nbsp; $game_time.get_time<br />&nbsp;&nbsp;&nbsp;&nbsp; @minute=$game_time.minutess<br />&nbsp;&nbsp;&nbsp;&nbsp; $game_screen.start_tone_change(tone, 0)<br />&nbsp;&nbsp; end<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # &atilde;&sbquo;&sup1;&atilde;&fnof;&mdash;&atilde;&fnof;&copy;&atilde;&sbquo;&curren;&atilde;&fnof;&circ;&atilde;&sbquo;&raquo;&atilde;&fnof;&fnof;&atilde;&fnof;&circ;&atilde;&sbquo;&rsquo;&auml;&frac12;&oelig;&aelig;&circ;?<br />&nbsp;&nbsp; @spriteset = Spriteset_Map.new<br />&nbsp;&nbsp; # &atilde;&fnof;&iexcl;&atilde;&fnof;&fnof;&atilde;&sbquo;&raquo;&atilde;&fnof;&frac14;&atilde;&sbquo;&cedil;&atilde;&sbquo;&brvbar;&atilde;&sbquo;&pound;&atilde;&fnof;&sup3;&atilde;&fnof;&permil;&atilde;&sbquo;&brvbar;&atilde;&sbquo;&rsquo;&auml;&frac12;&oelig;<br />&aelig;&circ;?<br />&nbsp;&nbsp; @message_window = Window_Message.new<br />&nbsp;&nbsp; # &atilde;&fnof;&circ;&atilde;&fnof;&copy;&atilde;&fnof;&sup3;&atilde;&sbquo;&cedil;&atilde;&sbquo;&middot;&atilde;&fnof;&sect;&atilde;&fnof;&sup3;&aring;&reg;&Yuml;&egrave;&iexcl;&OElig;<br />&nbsp;&nbsp; Graphics.transition<br />&nbsp;&nbsp; # &atilde;&fnof;&iexcl;&atilde;&sbquo;&curren;&atilde;&fnof;&sup3;&atilde;&fnof;&laquo;&atilde;&fnof;&frac14;&atilde;&fnof;&mdash;<br />&nbsp;&nbsp; loop do<br />&nbsp;&nbsp;&nbsp;&nbsp; $light_effects.refresh<br />&nbsp;&nbsp;&nbsp;&nbsp; # &atilde;&sbquo;&sup2;&atilde;&fnof;&frac14;&atilde;&fnof;&#65533; &ccedil;&rdquo;&raquo;&eacute;?&cent;&atilde;&sbquo;&rsquo;&aelig;&rsaquo;&acute;&aelig;&ndash;&deg;<br />&nbsp;&nbsp;&nbsp;&nbsp; Graphics.update<br />&nbsp;&nbsp;&nbsp;&nbsp; # &aring;&hellip;&yen;&aring;&#65533; &rsaquo;&aelig;&fnof;&hellip;&aring;&#65533; &plusmn;&atilde;&sbquo;&rsquo;&aelig;&rsaquo;&acute;&aelig;&ndash;&deg;<br />&nbsp;&nbsp;&nbsp;&nbsp; Input.update<br />&nbsp;&nbsp;&nbsp;&nbsp; # &atilde;&fnof;&bull;&atilde;&fnof;&not;&atilde;&fnof;&frac14;&atilde;&fnof;&#65533; &aelig;&rsaquo;&acute;&aelig;&ndash;&deg;<br />&nbsp;&nbsp;&nbsp;&nbsp; update<br />&nbsp;&nbsp;&nbsp;&nbsp; # &ccedil;&rdquo;&raquo;&eacute;?&cent;&atilde;?&OElig;&aring;&circ;&Dagger;&atilde;&sbquo;&#65533; &aelig;&rsaquo;&iquest;&atilde;&sbquo;?&atilde;?&pound;&atilde;?&Yuml;&atilde;&sbquo;&permil;&atilde;&fnof;&laquo;&atilde;&fnof;&frac14;&atilde;&fnof;&mdash;&atilde;&sbquo;&rsquo;&auml;&cedil;&shy;&aelig;&ndash;&shy;<br />&nbsp;&nbsp;&nbsp;&nbsp; if $scene != self<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; break<br />&nbsp;&nbsp;&nbsp;&nbsp; end<br />&nbsp;&nbsp; end<br />&nbsp;&nbsp; # &atilde;&fnof;&circ;&atilde;&fnof;&copy;&atilde;&fnof;&sup3;&atilde;&sbquo;&cedil;&atilde;&sbquo;&middot;&atilde;&fnof;&sect;&atilde;&fnof;&sup3;&aelig;&ordm;&ndash;&aring;&sbquo;&trade;<br />&nbsp;&nbsp; Graphics.freeze<br />&nbsp;&nbsp; # &atilde;&sbquo;&sup1;&atilde;&fnof;&mdash;&atilde;&fnof;&copy;&atilde;&sbquo;&curren;&atilde;&fnof;&circ;&atilde;&sbquo;&raquo;&atilde;&fnof;&fnof;&atilde;&fnof;&circ;&atilde;&sbquo;&rsquo;&egrave;&sect;&pound;&aelig;&rdquo;&frac34;<br />&nbsp;&nbsp; @spriteset.dispose<br />&nbsp;&nbsp; # &atilde;&fnof;&iexcl;&atilde;&fnof;&fnof;&atilde;&sbquo;&raquo;&atilde;&fnof;&frac14;&atilde;&sbquo;&cedil;&atilde;&sbquo;&brvbar;&atilde;&sbquo;&pound;&atilde;&fnof;&sup3;&atilde;&fnof;&permil;&atilde;&sbquo;&brvbar;&atilde;&sbquo;&rsquo;&egrave;&sect;&pound;<br />&aelig;&rdquo;&frac34;<br />&nbsp;&nbsp; @message_window.dispose<br />&nbsp;&nbsp; # &atilde;&sbquo;&iquest;&atilde;&sbquo;&curren;&atilde;&fnof;&circ;&atilde;&fnof;&laquo;&ccedil;&rdquo;&raquo;&eacute;?&cent;&atilde;?&laquo;&aring;&circ;&Dagger;&atilde;&sbquo;&#65533; &aelig;&rsaquo;&iquest;&atilde;?&circ;&auml;&cedil;&shy;&atilde;?&reg;&aring;&#65533; &acute;&aring;?&circ;<br />&nbsp;&nbsp; if $scene.is_a?(Scene_Title)<br />&nbsp;&nbsp;&nbsp;&nbsp; # &ccedil;&rdquo;&raquo;&eacute;?&cent;&atilde;&sbquo;&rsquo;&atilde;&fnof;&bull;&atilde;&sbquo;&sect;&atilde;&fnof;&frac14;&atilde;&fnof;&permil;&atilde;&sbquo;&cent;&atilde;&sbquo;&brvbar;&atilde;&fnof;&circ;<br />&nbsp;&nbsp;&nbsp;&nbsp; Graphics.transition<br />&nbsp;&nbsp;&nbsp;&nbsp; Graphics.freeze<br />&nbsp;&nbsp; end<br />&nbsp;&nbsp; $light_effects.hide<br />&nbsp;end<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Update<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def update<br />&nbsp;&nbsp; $game_time.get_time<br />&nbsp;&nbsp; $light_effects.update<br />&nbsp;&nbsp;&nbsp; conditional1 =$game_temp.outside_array[$game_map.map_id] and $game_time.minutess != @minute<br />&nbsp;&nbsp;&nbsp; conditional2 =$game_temp.outside_array[$game_map.map_id] and @current_id != $game_map.map_id<br />&nbsp;&nbsp;&nbsp; if&nbsp; conditional1 or conditional2&nbsp;&nbsp;&nbsp; <br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; tone=$game_time.get_tone<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $game_screen.start_tone_change(tone, 0)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @minute = $game_time.minutess<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $game_map.need_refresh=true<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @current_id=$game_map.map_id<br />&nbsp;&nbsp;&nbsp; end<br />&nbsp;&nbsp;&nbsp; if $game_temp.outside_array[$game_map.map_id] == false and @current_id != $game_map.map_id<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $game_screen.start_tone_change(Tone.new(0,0,0,0),0)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @current_id=$game_map.map_id<br />&nbsp;&nbsp; end<br />&nbsp;&nbsp; dns_scene_map_update<br />end<br />end</p><p>#======================================================<br />class Scene_Title<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Refer setup to Scene Map<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;alias dns_scene_title_update update<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Refer setup to Scene Map<br />&nbsp;#--------------------------------------------------------------------------<br />def update<br />&nbsp; $game_time=Game_Time.new<br />&nbsp;&nbsp; #Dubealex Addition (from XRXS) to show Map Name on screen<br />&nbsp; dns_scene_title_update<br />end<br />end</p><p>class Game_Map<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Refer the attr<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;attr_reader&nbsp;&nbsp; :outside<br />&nbsp;attr_reader&nbsp;&nbsp; :map_id<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Outside<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def outside<br />&nbsp;&nbsp;&nbsp; return $game_temp.outside_array[@map_id]<br />&nbsp;end<br />end</p><p>#==============================================================================<br /># &acirc;&ndash;&#65533;&nbsp; Light Effect System<br />#------------------------------------------------------------------------------<br /># &atilde;&euro;&euro;By: Near Fantastica<br />#&nbsp;&nbsp; Date: 13/2/05<br />#<br />#&nbsp;&nbsp; Addes light Effects to the DNS so objects glow and have ground effect lighting...<br />#==============================================================================</p><p>class Light_Effect_System<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Refer the attr<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;attr_accessor&nbsp;&nbsp;&nbsp; :picture_le<br />&nbsp;attr_accessor&nbsp;&nbsp;&nbsp; :event_list<br />&nbsp;attr_accessor&nbsp;&nbsp;&nbsp; :type_list<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Initialization<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def initialize<br />&nbsp;&nbsp; @event_counter = 0<br />&nbsp;&nbsp; @picture_le = Array.new<br />&nbsp;&nbsp; @event_list = Array.new<br />&nbsp;&nbsp; @type_list = Array.new<br />&nbsp;end<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Setup Light Effects on Map Change<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def setup<br />&nbsp;&nbsp; # Setup Event Max<br />&nbsp;&nbsp; @event_counter = 0<br />&nbsp;&nbsp; for i in 1..999<br />&nbsp;&nbsp;&nbsp;&nbsp; if $game_map.map.events[i].id &gt; @event_counter<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @event_counter = $game_map.map.events[i].id<br />&nbsp;&nbsp;&nbsp;&nbsp; end<br />&nbsp;&nbsp; end<br />&nbsp;&nbsp; #<br />&nbsp;&nbsp; for i in 1..@event_counter<br />&nbsp;&nbsp;&nbsp;&nbsp; if&nbsp; $game_map.map.events[i] == nil<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; next<br />&nbsp;&nbsp;&nbsp;&nbsp; end<br />&nbsp;&nbsp;&nbsp;&nbsp; case $game_map.map.events[i].name<br />&nbsp;&nbsp;&nbsp;&nbsp; when "Ground"<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ground(i)<br />&nbsp;&nbsp;&nbsp;&nbsp; when "Fire"<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fire(i)<br />&nbsp;&nbsp;&nbsp;&nbsp; when "Lamp Post"<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; lamp(i)<br />&nbsp;&nbsp;&nbsp;&nbsp; when "Left Lantern"<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; left_lantern(i)<br />&nbsp;&nbsp;&nbsp;&nbsp; when "Right Lantern"<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; right_lantern(i)<br />&nbsp;&nbsp;&nbsp;&nbsp; end<br />&nbsp;&nbsp; end<br />&nbsp;end<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Updates the Array based on time of day<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def update<br />&nbsp;&nbsp; $game_time.get_time<br />&nbsp;&nbsp; if $game_time.hours &gt; 7 and $game_time.hours &lt; 14<br />&nbsp;&nbsp;&nbsp;&nbsp; hide<br />&nbsp;&nbsp; else<br />&nbsp;&nbsp;&nbsp;&nbsp; show<br />&nbsp;&nbsp; end<br />&nbsp;end<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Updates the XY of the sprites<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def refresh<br />&nbsp;&nbsp; for i in 0..$light_effects.picture_le.size - 1<br />&nbsp;&nbsp;&nbsp;&nbsp; case $light_effects.type_list[i]<br />&nbsp;&nbsp;&nbsp;&nbsp; when "Ground"<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $light_effects.picture_le[i].x = ($game_map.events[$light_effects.event_list[i]].real_x - 200 - $game_map.display_x) / 4<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $light_effects.picture_le[i].y = ($game_map.events[$light_effects.event_list[i]].real_y - 200 - $game_map.display_y) / 4<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $light_effects.picture_le[i].visible = true<br />&nbsp;&nbsp;&nbsp;&nbsp; when "Fire"<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $light_effects.picture_le[i].x = ($game_map.events[$light_effects.event_list[i]].real_x - 300 - $game_map.display_x) / 4<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $light_effects.picture_le[i].y = ($game_map.events[$light_effects.event_list[i]].real_y - 300 - $game_map.display_y) / 4<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $light_effects.picture_le[i].visible = true<br />&nbsp;&nbsp;&nbsp;&nbsp; when "Left Lamp Post"<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) +<br />($game_map.events[$light_effects.event_list[i]].x * 32) - 5<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />$light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) +<br />($game_map.events[$light_effects.event_list[i]].y * 32) - 15<br />&nbsp;&nbsp;&nbsp;&nbsp; when "Right Lamp Post"<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) +<br />($game_map.events[$light_effects.event_list[i]].x * 32) - 25<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />$light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) +<br />($game_map.events[$light_effects.event_list[i]].y * 32) - 15<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $light_effects.picture_le[i].visible = true<br />&nbsp;&nbsp;&nbsp;&nbsp; when "Left Lantern"<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) +<br />($game_map.events[$light_effects.event_list[i]].x * 32) - 20<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />&nbsp; $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) +<br />($game_map.events[$light_effects.event_list[i]].y * 32) - 5<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $light_effects.picture_le[i].visible = true<br />&nbsp;&nbsp;&nbsp;&nbsp; when "Right Lantern"<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) +<br />($game_map.events[$light_effects.event_list[i]].x * 32) - 10<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />$light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) +<br />($game_map.events[$light_effects.event_list[i]].y * 32) - 5<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; $light_effects.picture_le[i].visible = true<br />&nbsp;&nbsp;&nbsp;&nbsp; end<br />&nbsp;&nbsp; end<br />&nbsp;end<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Redraws the Array<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def redraw<br />&nbsp;&nbsp; if @picture_le != []<br />&nbsp;&nbsp;&nbsp;&nbsp; for i in 0..@picture_le.size - 1<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @picture_le[i].bitmap.dispose<br />&nbsp;&nbsp;&nbsp;&nbsp; end<br />&nbsp;&nbsp;&nbsp;&nbsp; @picture_le = Array.new<br />&nbsp;&nbsp;&nbsp;&nbsp; @event_list = Array.new<br />&nbsp;&nbsp;&nbsp;&nbsp; @type_list = Array.new<br />&nbsp;&nbsp; end<br />&nbsp;end<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Shows Array<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def show<br />&nbsp;&nbsp; if @picture_le != []<br />&nbsp;&nbsp;&nbsp;&nbsp; for i in 0..@picture_le.size - 1<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @picture_le[i].visible = true<br />&nbsp;&nbsp;&nbsp;&nbsp; end<br />&nbsp;&nbsp; end<br />&nbsp;end<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Hides Array<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def hide<br />&nbsp;&nbsp; if @picture_le != []<br />&nbsp;&nbsp;&nbsp;&nbsp; for i in 0..@picture_le.size - 1<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @picture_le[i].visible = false<br />&nbsp;&nbsp;&nbsp;&nbsp; end<br />&nbsp;&nbsp; end<br />&nbsp;end<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Setup Light Effects for Ground<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def ground(event_index)<br />&nbsp;&nbsp; light_effects = Sprite.new<br />&nbsp;&nbsp; light_effects.bitmap = RPG::Cache.picture("LE.PNG")<br />&nbsp;&nbsp; light_effects.zoom_x = 200 / 100.0<br />&nbsp;&nbsp; light_effects.zoom_y = 200 / 100.0<br />&nbsp;&nbsp; light_effects.z = 1000<br />&nbsp;&nbsp; light_effects.opacity = 50<br />&nbsp;&nbsp; light_effects.visible = false<br />&nbsp;&nbsp; @picture_le.push(light_effects)<br />&nbsp;&nbsp; @event_list.push(event_index)<br />&nbsp;&nbsp; @type_list.push("Ground")<br />&nbsp;end<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Setup Light Effects for Fire<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def fire(event_index)<br />&nbsp;&nbsp; light_effects = Sprite.new<br />&nbsp;&nbsp; light_effects.bitmap = RPG::Cache.picture("LE.PNG")<br />&nbsp;&nbsp; light_effects.zoom_x = 300 / 100.0<br />&nbsp;&nbsp; light_effects.zoom_y = 300 / 100.0<br />&nbsp;&nbsp; light_effects.z = 1000<br />&nbsp;&nbsp; light_effects.opacity = 100<br />&nbsp;&nbsp; light_effects.visible = false<br />&nbsp;&nbsp; @picture_le.push(light_effects)<br />&nbsp;&nbsp; @event_list.push(event_index)<br />&nbsp;&nbsp; @type_list.push("Fire")<br />&nbsp;end<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Setup Light Effects for Lamp<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def lamp(event_index)<br />&nbsp;&nbsp; light_effects = Sprite.new<br />&nbsp;&nbsp; light_effects.bitmap = RPG::Cache.picture("LE.PNG")<br />&nbsp;&nbsp; light_effects.z = 1000<br />&nbsp;&nbsp; light_effects.opacity = 100<br />&nbsp;&nbsp; light_effects.visible = false<br />&nbsp;&nbsp; @picture_le.push(light_effects)<br />&nbsp;&nbsp; @event_list.push(event_index)<br />&nbsp;&nbsp; @type_list.push("Left Lamp Post")<br />&nbsp;&nbsp; light_effects = Sprite.new<br />&nbsp;&nbsp; light_effects.bitmap = RPG::Cache.picture("LE.PNG")<br />&nbsp;&nbsp; light_effects.z = 1000<br />&nbsp;&nbsp; light_effects.opacity = 100<br />&nbsp;&nbsp; light_effects.visible = false<br />&nbsp;&nbsp; @picture_le.push(light_effects)<br />&nbsp;&nbsp; @event_list.push(event_index)<br />&nbsp;&nbsp; @type_list.push("Right Lamp Post")<br />&nbsp;end<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Setup Light Effects for Lantern<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def left_lantern(event_index)<br />&nbsp;&nbsp; light_effects = Sprite.new<br />&nbsp;&nbsp; light_effects.bitmap = RPG::Cache.picture("LE.PNG")<br />&nbsp;&nbsp; light_effects.z = 1000<br />&nbsp;&nbsp; light_effects.opacity = 150<br />&nbsp;&nbsp; light_effects.visible = false<br />&nbsp;&nbsp; @picture_le.push(light_effects)<br />&nbsp;&nbsp; @event_list.push(event_index)<br />&nbsp;&nbsp; @type_list.push("Left Lantern")<br />&nbsp;end<br />&nbsp;&nbsp; #--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Setup Light Effects for Lantern<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def right_lantern(event_index)<br />&nbsp;&nbsp; light_effects = Sprite.new<br />&nbsp;&nbsp; light_effects.bitmap = RPG::Cache.picture("LE.PNG")<br />&nbsp;&nbsp; light_effects.z = 1000<br />&nbsp;&nbsp; light_effects.opacity = 150<br />&nbsp;&nbsp; light_effects.visible = false<br />&nbsp;&nbsp; @picture_le.push(light_effects)<br />&nbsp;&nbsp; @event_list.push(event_index)<br />&nbsp;&nbsp; @type_list.push("Right Lantern")<br />&nbsp;end<br />end</p><p>#==============================================================================<br /># &acirc;&ndash;&#65533;&nbsp; Game_Map<br />#------------------------------------------------------------------------------<br /># &atilde;&euro;&euro;Add defenision of the names to Game Map Class<br />#==============================================================================</p><p>class Game_Map<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Refer the attr<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;attr_accessor :map<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Refer setup to Game Map<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;alias les_game_map_setup setup<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;# &acirc;&mdash;? Refers the Map Setup<br />&nbsp;#--------------------------------------------------------------------------<br />&nbsp;def setup(map_id)<br />&nbsp;&nbsp; $light_effects.redraw<br />&nbsp;&nbsp; les_game_map_setup(map_id)<br />&nbsp;&nbsp; $light_effects.setup<br />&nbsp;end<br />end</p><p>#==============================================================================<br /># &acirc;&ndash;&#65533;&nbsp; Scene_Title<br />#------------------------------------------------------------------------------<br /># &atilde;&euro;&euro;It is the class which processes the title picture<br />#==============================================================================</p><p>class Scene_Title<br />#--------------------------------------------------------------------------<br /># &acirc;&mdash;? Refer setup to Scene Title<br />#--------------------------------------------------------------------------<br />alias les_scene_title_update update<br />#--------------------------------------------------------------------------<br /># &acirc;&mdash;? Sets up the ABS<br />#--------------------------------------------------------------------------<br />def update<br />&nbsp; $light_effects = Light_Effect_System.new<br />&nbsp; les_scene_title_update<br />end<br />end <hr /></p>]]></description>            <pubDate>Fri, 21 Nov 2008 20:53:50 +0100</pubDate>        </item>        <item>            <title>REFRESCO DE PANTALLA MEJORADO</title>            <link>http://visionmaker.blogcindario.com/2008/11/00009-refresco-de-pantalla-mejorado.html</link>            <description><![CDATA[REFRESCO DE PANTALLA MEJORADO by venom18<p>INFO:aunque esta script sea sencilla puede seros muy util ya que elimina la molestia de que al comenzar se vea una imagen del mapa. ademas actua como antilagg y suaviza la escena en movimiento.<br /><br />INSTALACION: Copia el siguiente script y pegale encima de main con el nombre que quieras.</p><p><hr />#======================================<br />#Actualizacion de pantalla mejorada by Venom18<br />#======================================</p><p>begin # Comienzo de Script<br />class Game_Temp&nbsp; # Clase a usar, en este caso esta ya que siempre estara activo<br />&nbsp;&nbsp;&nbsp;&nbsp; def # inicio de escena<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Graphics.freeze&nbsp; # preparar transicion<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Graphics.update # Actualizar pantalla<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end&nbsp; # un end por cada accion<br />&nbsp;&nbsp;&nbsp;&nbsp; end<br />end</p><p># Creditos: Venom18 </p><hr />]]></description>            <pubDate>Fri, 21 Nov 2008 20:40:45 +0100</pubDate>        </item>        <item>            <title>Demo Dragon Rise:The Sword of Kaos</title>            <link>http://visionmaker.blogcindario.com/2008/11/00008-demo-dragon-rise-the-sword-of-kaos.html</link>            <description><![CDATA[<p><br /><em><strong>by </strong></em><span style="font-family: verdana,geneva;"><span style="color: #000000;"><strong>Zack_Fair_92</strong></span></span><br /><br /><iframe frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://cid-5de2bb3b715504da.skydrive.live.com/embedrow.aspx/archivos%20de%20vision%20maker/demo|_Dragon|_Rise-The|_Sword|_of|_Kaos.rar" style="margin: 3px; width: 240px; height: 26px; background-color: #ffffff; border: #dde5e9 1px solid; padding: 0px;"></iframe><br /><br /><strong><em>PROTAGONISTAS:</em></strong></p><p>Striger-Chaval en&eacute;rgico de 17 a&ntilde;os.Entrena en el dojo de Mairoct.Su mayor sue&ntilde;o es hacerse un "cazador"(L&oacute;gicamente,una persona que hace encargos de liquidar monstruos) como su hermano Ephino.Empu&ntilde;a una o dos katanas.</p><p>Ephino-Chico serio de 29 a&ntilde;os.Entrenado por Mairoct en el arte de la lucha doble.Es un chaval callado.Est&aacute; considerado uno de los mejores cazadores.Usa a iguales un revolver y un florete,esta es una de las razones de ser tan destructivo.</p><p>Bononga-Chica de 19 a&ntilde;os medio salvaje/medio civilizada.La avandonaron de ni&ntilde;a en un bosque junto a un lobo.Desde entonces siempre han estado juntos y pelean conjuntamente.No ataca elle,ataca su lobo.</p><p>Wolkrye-Lobo de Bononga,tiene 7 a&ntilde;os.</p><p>Laxyel-Chica de 16 a&ntilde;os.Entrenaba con Bargyerck,un maestro de las armas hasta que lo asesinaron hace 3 a&ntilde;os,desde entonces entrena en solitario.Es la campeona conjunta del Torneo Mundial de guerreros junto a Striger.</p><p>Sniknom-Chico,edad desconocida.Medio hombre/medio demonio.Viaja con Striger con el fin de sembrar la discordia,pero al final acaba cambiando de parecer y acepta ayudarle a salvar el mundo.Usa magias demon&iacute;acas en vez de armas</p><p>Afna-Chica,edad desconocida.Medio mujer/Medio &aacute;ngel.Viaja con Striger con el fin de conservar el equilibrio mundial.Usa espadas grandes y sagradas.</p><p>Mairoct-36 a&ntilde;os,var&oacute;n.Maestro de todas las armas desde que muri&oacute; Bargyerck es considerado el mejor.Solo entrena a Striger y a Atriella.</p><p><em><strong>ANTAGONISTAS:</strong></em></p><p>Atriella-Chica de 18 a&ntilde;os con anhelos de grandeza.Entrenaba con Striger hasta que descubri&oacute; en un antiguo pergamino la existencia de la "espada del caos" o "Sword of Kaos".A partir de ese momento,solo anhela conseguirlaa cualquier precio.Usa la katana.</p><p>Habr&aacute; mas antagonistas(xD)pero aun est&aacute;n bajo producci&oacute;n, y adem&aacute;s ser&iacute;an secundarios, ya que el malo mal&iacute;simo es Atriella.</p><p><strong><em>PERSONAJES OCULTOS:</em></strong></p><p>Bereta-Mujer.Es la reencarnaci&oacute;n del elemento tierra.</p><p>Trieter-Hombre.Es la reencarnaci&oacute;n del elemento agua/hielo.</p><p>Lusgara-Mujer.Es la reencarnaci&oacute;n del elemento aire.</p><p>Higard-Hombre.Es la reencarncai&oacute;n del elemento fuego.</p><p>Estos personajes todav&iacute;a carecen de historia y aun est&aacute; por ver si tendr&aacute;n historia o ser&aacute;n simplemente luchadores.</p><!-- google_ad_section_end -->]]></description>            <pubDate>Fri, 21 Nov 2008 20:32:03 +0100</pubDate>        </item>        <item>            <title>guias de rpg maker xp by SketchDeluxe</title>            <link>http://visionmaker.blogcindario.com/2008/11/00007-guias-de-rpg-maker-xp-by-sketchdeluxe.html</link>            <description><![CDATA[<p style="text-align: center;">guia de rpg maker xp&nbsp;hecha por SketchDeluxe</p><iframe frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://cid-5de2bb3b715504da.skydrive.live.com/embedrow.aspx/archivos%20de%20vision%20maker/Super|_Guia|_RPG|_Maker|_Deluxe|_Rekinkiev.pdf" style="margin: 3px; width: 240px; height: 26px; background-color: #ffffff; border: #dde5e9 1px solid; padding: 0px;"></iframe><br /><br /><iframe frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://cid-5de2bb3b715504da.skydrive.live.com/embedrow.aspx/archivos%20de%20vision%20maker/Super|_Guia|_RPG|_Maker|_Deluxe|_Rekinkiev|_Tomo|_2.pdf" style="margin: 3px; width: 240px; height: 26px; background-color: #ffffff; border: #dde5e9 1px solid; padding: 0px;"></iframe><br /><br /><iframe frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://cid-5de2bb3b715504da.skydrive.live.com/embedrow.aspx/archivos%20de%20vision%20maker/Manual|_RPG|_Maker|_XP|_Deluxe|_Tomo|_3.rar" style="margin: 3px; width: 240px; height: 26px; background-color: #ffffff; border: #dde5e9 1px solid; padding: 0px;"></iframe>]]></description>            <pubDate>Fri, 21 Nov 2008 09:24:05 +0100</pubDate>        </item>        <item>            <title>pack de charas de naruto</title>            <link>http://visionmaker.blogcindario.com/2008/11/00006-pack-de-charas-de-naruto.html</link>            <description><![CDATA[En este paquete se encuentran 60 charas de el anime naruto<br />espero que sean de su agrado.<br /><br /><br /><br /><iframe frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://cid-5de2bb3b715504da.skydrive.live.com/embedrowdetail.aspx/archivos%20de%20vision%20maker/Pack|_Charas|_Naruto.zip" style="margin: 3px; width: 240px; height: 66px; background-color: #ffffff; border: #dde5e9 1px solid; padding: 0px;"></iframe>]]></description>            <pubDate>Fri, 21 Nov 2008 08:34:45 +0100</pubDate>        </item>        <item>            <title>Materias De Final Finatasy 7</title>            <link>http://visionmaker.blogcindario.com/2008/11/00005-materias-de-final-finatasy-7.html</link>            <description><![CDATA[bueno, este archivo contiene un tutorial y el script<br />para poder tener materias como las de final fantasy 7 en nuestros juegos<br /><br /><br />tutorial y script by alexander<br /><br /><iframe frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://cid-5de2bb3b715504da.skydrive.live.com/embedrowdetail.aspx/archivos%20de%20vision%20maker/Script|_Materia|_|_|_Tutorial|_hecho|_por|_Alexander.rar" style="margin: 3px; width: 240px; height: 66px; background-color: #ffffff; border: #dde5e9 1px solid; padding: 0px;"></iframe>]]></description>            <pubDate>Fri, 21 Nov 2008 08:28:37 +0100</pubDate>        </item>    </channel></rss>