#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ◆ Day-to-Night Phases - KGC_DayNight ◆ VX ◆
#_/ ◇ Last update : 2008/03/08 ◇
#_/ ◆ Translated by Mr. Anonymous ◆
#_/-----------------------------------------------------------------------------
#_/ 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".
#_/ ◆ Instructions For Usage ◆
#_/
#_/ ◆ Stop Day-to-Night ◆
#_/ 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.
#_/
#_/ ◆ Stop Day-to-Night and Time, Cancel Phase ◆
#_/
#_/ 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.
#_/
#_/ ◆ Phase-Specific Encounters ◆
#_/
#_/ 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.
#_/
#_/ ◆ Event Script Functions ◆
#_/ 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
# ◆ Day to Night Switch Method ◆
# 0. Time Lapse 1.Time passes with number of steps 2.Real Time
METHOD = 1
# ◆ Phase Variable ◆
# The present phase (of day and night) is stored here.
PHASE_VARIABLE = 11
# ◆ Passing Days Storage Variable ◆
# The passing days is stored here.
PASS_DAYS_VARIABLE = 12
# ◆ Stop On Event Toggle ◆
# Stops the Day/Night Timer when an event is run by player.
STOP_ON_EVENT = false
# ◆ Phases During Combat ◆
# true = Only the battleback is tinted.
# false = Battleback and enemies are tinted.
TONE_BACK_ONLY_IN_BATTLE = true
# ◆ Setting Individual Phases ◆
# Each phase makes use of the Tint Screen function. The format as follows:
# ["Name", the color tone(Tint), time switch],
#
# [Name]
# Name of Phase
# *The name holds no significance.
# [Tint]
# The color tone of the entire screen.
# Please don't alter this if you don't grasp color tints.
# [Time Shift]
# The amount of steps taken until the next phase shift occurs.
# The following set up is for step-time change. (METHOD = 1)
PHASE = [
["Noon", Tone.new( 0, 0, 0), 300], # Phase 0
["Evening", Tone.new( -32, -96, -96), 100], # Phase 1
["Night", Tone.new(-128, -128, -32), 250], # Phase 2
["Morning", Tone.new( -48, -48, -16), 100], # Phase 3
]
# ◆ Real Time Setup ◆
# Replace the values in the about phase set-up if you wish to use real-time.
# ["Noon", Tone.new( 0, 0, 0), 16], #Phase0 (16 o'clock [4:00PM])
# ["Evening", Tone.new( 0, -96, -96), 20], #Phase1 (20 o'clock [8:00PM])
# ["Night", Tone.new(-96, -96, -64), 6], #Phase2 (6 o'clock [6:00AM])
# ["Morning", Tone.new(-48, -48, -16), 10], #Phase3 (10 o'clock [10:00AM])
# ◆ Day Change ◆
# The day changes on the value set here.
# 0.Day 1.Evening 2.Night 3.Morning
PASS_DAY_PHASE = 3
# ◆ Fade Time (by frame) ◆
# The amount of frames it takes to fade into the next phase.
PHASE_DURATION = 60
# ◆ Day of the Week Names ◆
# This shouldn't be hard to figure out, I hope.
# When using the Real-Time method (= 2), this must be seven days.
# Values of these are 0, 1, 2, 3, 4, 5, 6
WEEK_NAME = ["Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday"]
end
end
#------------------------------------------------------------------------------#
$imported = {} if $imported == nil
$imported["DayNight"] = true
if $data_mapinfos == nil
$data_mapinfos = load_data("Data/MapInfos.rvdata")
end
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
# Unless you know what you're doing, it's best not to alter anything beyond #
# this point, as this only affects the tags used for the Map name. #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
module KGC::DayNight
METHOD_TIME = 0 # Time Lapse
METHOD_STEP = 1 # Time passes with number of steps
METHOD_RTIME = 2 # Real Time
# Whatever word(s) in the following lines are what are used to determine
# what is searched for in the Map Name or the "Notes" section of the database.
# Regular Expression Defined
module Regexp
# Base MapInfo Module
module MapInfo
# Day/Night Stop tag string
DAYNIGHT_STOP = /\[DN_STOP\]/i
# Day/Night Void tag string
DAYNIGHT_VOID = /\[DN_VOID\]/i
end
# Base Troop Module
module Troop
# Appearance Phase tag string
APPEAR_PHASE = /\[DN((?:[ ]*[\-]?\d+(?:[ ]*,)?)+)\]/i
end
end
#--------------------------------------------------------------------------
# ○ 敵グループ出現判定
# troop : 判定対象の敵グループ
# phase : 判定するフェーズ
#--------------------------------------------------------------------------
def self.troop_appear?(troop, phase = $game_system.daynight_phase)
# 出現判定
unless troop.appear_daynight_phase.empty?
return false unless troop.appear_daynight_phase.include?(phase)
end
# 非出現判定
unless troop.nonappear_daynight_phase.empty?
return false if troop.nonappear_daynight_phase.include?(phase)
end
return true
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ KGC::Commands
#==============================================================================
module KGC::Commands
module_function
#--------------------------------------------------------------------------
# ○ 昼夜切り替えを停止
#--------------------------------------------------------------------------
def stop_daynight
$game_system.daynight_change_enabled = false
end
#--------------------------------------------------------------------------
# ○ 昼夜切り替えを起動
#--------------------------------------------------------------------------
def start_daynight
$game_system.daynight_change_enabled = true
end
#--------------------------------------------------------------------------
# ○ Preset Phase is aquired.
#--------------------------------------------------------------------------
def get_daynight_name
return KGC::DayNight::PHASE[get_daynight_phase][0]
end
#--------------------------------------------------------------------------
# ○ Obtain DayNight Week and store it in a variable.
# variable_id : Variable ID
#--------------------------------------------------------------------------
def get_daynight_week(variable_id = 0)
if KGC::DayNight::METHOD == KGC::DayNight::METHOD_RTIME
week = Time.now.wday
else
days = $game_variables[KGC::DayNight::PASS_DAYS_VARIABLE]
week = (days % KGC::DayNight::WEEK_NAME.size)
end
if variable_id > 0
$game_variables[variable_id] = week
end
return week
end
#--------------------------------------------------------------------------
# ○ Present Day of the Week is aquired.
#--------------------------------------------------------------------------
def get_daynight_week_name
return KGC::DayNight::WEEK_NAME[get_daynight_week]
end
#--------------------------------------------------------------------------
# ○ Phase Shift
# phase : Phase
# duration : Shift Time(In Frames)
# pass_days : Passing Days (When argument is omitted: 0)
#--------------------------------------------------------------------------
def change_daynight_phase(phase,
duration = KGC::DayNight::PHASE_DURATION,
pass_days = 0)
$game_temp.manual_daynight_duration = duration
$game_system.daynight_counter = 0
$game_system.daynight_phase = phase
$game_variables[KGC::DayNight::PASS_DAYS_VARIABLE] += pass_days
$game_map.need_refresh = true
end
#--------------------------------------------------------------------------
# ○ Transit Daynight Phase
# duration : Shift Time(In Frames)
#--------------------------------------------------------------------------
def transit_daynight_phase(duration = KGC::DayNight::PHASE_DURATION)
$game_screen.transit_daynight_phase(duration)
$game_map.need_refresh = true
end
#--------------------------------------------------------------------------
# ○ デフォルトの色調に戻す
# duration : 切り替え時間(フレーム)
#--------------------------------------------------------------------------
def set_daynight_default(duration = KGC::DayNight::PHASE_DURATION)
$game_screen.set_daynight_default(duration)
$game_map.need_refresh = true
end
#--------------------------------------------------------------------------
# ○ 現在のフェーズを復元
# duration : 切り替え時間(フレーム)
#--------------------------------------------------------------------------
def restore_daynight_phase(duration = KGC::DayNight::PHASE_DURATION)
$game_screen.restore_daynight_phase(duration)
$game_map.need_refresh = true
end
end
class Game_Interpreter
include KGC::Commands
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ RPG::MapInfo
#==============================================================================
class RPG::MapInfo
#--------------------------------------------------------------------------
# ● マップ名取得
#--------------------------------------------------------------------------
def name
return @name.gsub(/\[.*\]/) { "" }
end
#--------------------------------------------------------------------------
# ○ オリジナルマップ名取得
#--------------------------------------------------------------------------
def original_name
return @name
end
#--------------------------------------------------------------------------
# ○ 昼夜切り替え停止
#--------------------------------------------------------------------------
def daynight_stop
return @name =~ KGC::DayNight::Regexp::MapInfo::DAYNIGHT_STOP
end
#--------------------------------------------------------------------------
# ○ 昼夜エフェクト無効
#--------------------------------------------------------------------------
def daynight_void
return @name =~ KGC::DayNight::Regexp::MapInfo::DAYNIGHT_VOID
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ RPG::Area
#==============================================================================
unless $@
class RPG::Area
#--------------------------------------------------------------------------
# ○ エンカウントリストの取得
#--------------------------------------------------------------------------
alias encounter_list_KGC_DayNight encounter_list
def encounter_list
list = encounter_list_KGC_DayNight.clone
# 出現条件判定
list.each_index { |i|
list[i] = nil unless KGC::DayNight.troop_appear?($data_troops[list[i]])
}
return list.compact
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ RPG::Troop
#==============================================================================
class RPG::Troop
#--------------------------------------------------------------------------
# ○ Generate DayNight Cache
#--------------------------------------------------------------------------
def create_daynight_cache
@__appear_daynight_phase = []
@__nonappear_daynight_phase = []
# 出現するフェーズ
if @name =~ KGC::DayNight::Regexp::Troop::APPEAR_PHASE
$1.scan(/[\-]?\d+/).each { |num|
phase = num.to_i
if phase < 0
# 出現しない
@__nonappear_daynight_phase << phase.abs
else
# 出現する
@__appear_daynight_phase << phase
end
}
end
end
#--------------------------------------------------------------------------
# ○ 出現するフェーズ
#--------------------------------------------------------------------------
def appear_daynight_phase
create_daynight_cache if @__appear_daynight_phase == nil
return @__appear_daynight_phase
end
#--------------------------------------------------------------------------
# ○ 出現しないフェーズ
#--------------------------------------------------------------------------
def nonappear_daynight_phase
create_daynight_cache if @__nonappear_daynight_phase == nil
return @__nonappear_daynight_phase
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :manual_daynight_duration # 手動フェーズ変更フラグ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_KGC_DayNight initialize
def initialize
initialize_KGC_DayNight
@manual_daynight_duration = nil
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_writer :daynight_counter # フェーズ遷移カウンタ
attr_writer :daynight_change_enabled # 昼夜切り替え有効
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_KGC_DayNight initialize
def initialize
initialize_KGC_DayNight
@daynight_counter = 0
@daynight_change_enabled = true
end
#--------------------------------------------------------------------------
# ○ フェーズ遷移カウンタを取得
#--------------------------------------------------------------------------
def daynight_counter
@daynight_counter = 0 if @daynight_counter == nil
return @daynight_counter
end
#--------------------------------------------------------------------------
# ○ 現在のフェーズを取得
#--------------------------------------------------------------------------
def daynight_phase
return $game_variables[KGC::DayNight::PHASE_VARIABLE]
end
#--------------------------------------------------------------------------
# ○ 現在のフェーズを変更
#--------------------------------------------------------------------------
def daynight_phase=(value)
$game_variables[KGC::DayNight::PHASE_VARIABLE] = value
end
#--------------------------------------------------------------------------
# ○ 昼夜切り替え有効フラグを取得
#--------------------------------------------------------------------------
def daynight_change_enabled
@daynight_change_enabled = 0 if @daynight_change_enabled == nil
return @daynight_change_enabled
end
#--------------------------------------------------------------------------
# ○ フェーズ進行
#--------------------------------------------------------------------------
def progress_daynight_phase
self.daynight_phase += 1
if self.daynight_phase >= KGC::DayNight::PHASE.size
self.daynight_phase = 0
end
$game_map.need_refresh = true
end
#--------------------------------------------------------------------------
# ○ 現在のフェーズオブジェクトを取得
#--------------------------------------------------------------------------
def daynight_phase_object
return KGC::DayNight::PHASE[daynight_phase]
end
#--------------------------------------------------------------------------
# ○ 以前のフェーズオブジェクトを取得
#--------------------------------------------------------------------------
def previous_daynight_phase_object
return KGC::DayNight::PHASE[daynight_phase - 1]
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_Screen
#==============================================================================
class Game_Screen
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :daynight_tone # 昼夜の色調
#--------------------------------------------------------------------------
# ● クリア
#--------------------------------------------------------------------------
alias clear_KGC_DayNight clear
def clear
clear_KGC_DayNight
clear_daynight
end
#--------------------------------------------------------------------------
# ○ 昼夜切り替え用変数をクリア
#--------------------------------------------------------------------------
def clear_daynight
@default_tone = Tone.new(0, 0, 0)
# 移動判定用座標初期化
@daynight_x = 0
@daynight_y = 0
# フレーム更新用カウント初期化
@frame_count = Graphics.frame_count
@daynight_tone_duration = 0
apply_daynight
end
#--------------------------------------------------------------------------
# ○ 昼夜の色調を適用
#--------------------------------------------------------------------------
def apply_daynight
return if $game_map == nil
# 切り替えを無効化するマップの場合
if $game_map.daynight_void?
if @daynight_tone_changed
# 初期の色調に戻す
@tone = @default_tone.clone
@daynight_tone_changed = false
end
@daynight_tone = @tone.clone
return
end
# フェーズがおかしければ修復
if $game_system.daynight_phase_object == nil
$game_system.daynight_phase = 0
end
# 現在の色調を適用
@tone = $game_system.daynight_phase_object[1].clone
@daynight_tone = @tone.clone
# 現実時間遷移の場合
if KGC::DayNight::METHOD == KGC::DayNight::METHOD_RTIME
time = Time.now
# マッチするフェーズに遷移
KGC::DayNight::PHASE.each_with_index { |phase, i|
if phase[2] <= time.hour
start_tone_change(phase[1], 1)
$game_system.daynight_phase = i
break
end
}
end
@daynight_tone_changed = true
end
#--------------------------------------------------------------------------
# ○ 色調の取得
#--------------------------------------------------------------------------
def tone
if $game_temp.in_battle && KGC::DayNight::TONE_BACK_ONLY_IN_BATTLE
return @default_tone
else
return @tone
end
end
#--------------------------------------------------------------------------
# ● 色調変更の開始
# tone : 色調
# duration : 時間
#--------------------------------------------------------------------------
alias start_tone_change_KGC_DayNight start_tone_change
def start_tone_change(tone, duration)
duration = [duration, 1].max
start_tone_change_KGC_DayNight(tone, duration)
@daynight_tone_target = tone.clone
@daynight_tone_duration = duration
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_KGC_DayNight update
def update
update_KGC_DayNight
update_daynight_transit
end
#--------------------------------------------------------------------------
# ● 色調の更新
#--------------------------------------------------------------------------
alias update_tone_KGC_DayNight update_tone
def update_tone
update_tone_KGC_DayNight
if @daynight_tone_duration >= 1
d = @daynight_tone_duration
target = @daynight_tone_target
@daynight_tone.red = (@daynight_tone.red * (d - 1) + target.red) / d
@daynight_tone.green = (@daynight_tone.green * (d - 1) + target.green) / d
@daynight_tone.blue = (@daynight_tone.blue * (d - 1) + target.blue) / d
@daynight_tone.gray = (@daynight_tone.gray * (d - 1) + target.gray) / d
@daynight_tone_duration -= 1
end
end
#--------------------------------------------------------------------------
# ○ フェーズ遷移の更新
#--------------------------------------------------------------------------
def update_daynight_transit
# 手動切り替えが行われた場合
if $game_temp.manual_daynight_duration
start_tone_change($game_system.daynight_phase_object[1],
$game_temp.manual_daynight_duration)
$game_temp.manual_daynight_duration = nil
@daynight_tone_changed = true
end
return unless $game_system.daynight_change_enabled # 切り替えを
return if $game_map.daynight_stop? # 停止中
if KGC::DayNight::STOP_ON_EVENT
interpreter = ($game_temp.in_battle ? $game_troop.interpreter :
$game_map.interpreter)
return if interpreter.running? # イベント実行中
end
case KGC::DayNight::METHOD
when KGC::DayNight::METHOD_TIME # 時間
update_daynight_pass_time
when KGC::DayNight::METHOD_STEP # 歩数
update_daynight_step
when KGC::DayNight::METHOD_RTIME # 現実時間
update_daynight_real_time
end
end
#--------------------------------------------------------------------------
# ○ 遷移 : 時間経過
#--------------------------------------------------------------------------
def update_daynight_pass_time
# カウント増加量計算
inc_count = Graphics.frame_count - @frame_count
# 加算量がおかしい場合は戻る
if inc_count >= 100
@frame_count = Graphics.frame_count
return
end
# カウント加算
$game_system.daynight_counter += inc_count
@frame_count = Graphics.frame_count
# 状態遷移判定
count = $game_system.daynight_counter / Graphics.frame_rate
if count >= $game_system.daynight_phase_object[2]
transit_daynight_next
end
end
#--------------------------------------------------------------------------
# ○ 遷移 : 歩数
#--------------------------------------------------------------------------
def update_daynight_step
# 移動していなければ戻る
return if @daynight_x == $game_player.x && @daynight_y == $game_player.y
@daynight_x = $game_player.x
@daynight_y = $game_player.y
# カウント加算
$game_system.daynight_counter += 1
# 状態遷移判定
count = $game_system.daynight_counter
if count >= $game_system.daynight_phase_object[2]
transit_daynight_next
end
end
#--------------------------------------------------------------------------
# ○ 遷移 : 現実時間
#--------------------------------------------------------------------------
def update_daynight_real_time
time = Time.now
# 状態遷移判定
time1 = $game_system.daynight_phase_object[2]
transit = (time1 <= time.hour)
if $game_system.previous_daynight_phase_object != nil
time2 = $game_system.previous_daynight_phase_object[2]
if time1 < time2
transit &= (time.hour < time2)
end
end
if transit
transit_daynight_next
end
end
#--------------------------------------------------------------------------
# ○ 次の状態へ遷移
# duration : 遷移時間
#--------------------------------------------------------------------------
def transit_daynight_next(duration = KGC::DayNight::PHASE_DURATION)
$game_system.daynight_counter = 0
$game_system.progress_daynight_phase
# 日数経過判定
if $game_system.daynight_phase == KGC::DayNight::PASS_DAY_PHASE
$game_variables[KGC::DayNight::PASS_DAYS_VARIABLE] += 1
end
# 色調切り替え
start_tone_change($game_system.daynight_phase_object[1], duration)
@daynight_tone_changed = true
end
#--------------------------------------------------------------------------
# ○ デフォルトの状態(0, 0, 0)に戻す
# duration : 遷移時間
#--------------------------------------------------------------------------
def set_daynight_default(duration)
start_tone_change(@default_tone, duration)
end
#--------------------------------------------------------------------------
# ○ 現在のフェーズを復元
# duration : 遷移時間
#--------------------------------------------------------------------------
def restore_daynight_phase(duration)
start_tone_change($game_system.daynight_phase_object[1], duration)
@daynight_tone_changed = true
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# ● セットアップ
# map_id : マップ ID
#--------------------------------------------------------------------------
alias setup_KGC_DayNight setup
def setup(map_id)
setup_KGC_DayNight(map_id)
@screen.apply_daynight
end
#--------------------------------------------------------------------------
# ○ 昼夜切り替えを停止するか
#--------------------------------------------------------------------------
def daynight_stop?
info = $data_mapinfos[map_id]
return false if info == nil
return (info.daynight_stop || info.daynight_void)
end
#--------------------------------------------------------------------------
# ○ 昼夜切り替えが無効か
#--------------------------------------------------------------------------
def daynight_void?
info = $data_mapinfos[map_id]
return false if info == nil
return info.daynight_void
end
#--------------------------------------------------------------------------
# ● エンカウントリストの取得
#--------------------------------------------------------------------------
alias encounter_list_KGC_DayNight encounter_list
def encounter_list
list = encounter_list_KGC_DayNight.clone
# 出現条件判定
list.each_index { |i|
list[i] = nil unless KGC::DayNight.troop_appear?($data_troops[list[i]])
}
return list.compact
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
if KGC::DayNight::TONE_BACK_ONLY_IN_BATTLE
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● バトルバックスプライトの作成
#--------------------------------------------------------------------------
alias create_battleback_KGC_DayNight create_battleback
def create_battleback
create_battleback_KGC_DayNight
if @battleback_sprite.wave_amp == 0
@battleback_sprite.tone = $game_troop.screen.daynight_tone
end
end
#--------------------------------------------------------------------------
# ● バトルフロアスプライトの作成
#--------------------------------------------------------------------------
alias create_battlefloor_KGC_DayNight create_battlefloor
def create_battlefloor
create_battlefloor_KGC_DayNight
@battlefloor_sprite.tone = $game_troop.screen.daynight_tone
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
alias start_KGC_DayNight start
def start
$game_map.screen.clear_daynight
start_KGC_DayNight
end
end
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ The original untranslated version of this script can be found here:
#
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_