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Dzień i Noc
Autor Wiadomość
Lartarin 




Ranga RM:
4 gry

Pomogła: 3 razy
Dołączyła: 20 Wrz 2007
Posty: 233
Skąd: Ergard
Wysłany: Pią 23 Paź, 2009 07:40
Dzień i Noc
Aloha!

Dzisiaj dodam skrypcik który w zależności od ustawień zmienia odcień ekranu.
Dzień przeplata nam się z nocą :lartarin:
Skrypt do RPG Makera XP dodajemy nad Main, jak zwykle zresztą ^@^

Spoiler:

Kod:
# Dzień i Noc
# Autor KGC
# Edited by Lartarin the Super Pig ^@^ [www.ultimateam.pl]
#==============================================================================

module KGC
 
  DAYNIGHT_ENABLE_OLD_METHOD = false
#==============================================================================
# 0..Zależne od czasu.  1..Ilość kroków.  2..Czas Realny
  DAYNIGHT_METHOD = 0
#==============================================================================
 
  DAYNIGHT_EVENT_STOP = true
  DAYNIGHT_TONE_BACK_ONLY = true
  DAYNIGHT_PASS_PHASE = 3
  DAYNIGHT_DURATION = 40
  DAYNIGHT_WEEK_NAME = ["N", "Pn", "Wt", "Śr", "Cz", "Pi", "So"]
  DAYNIGHT_NAME = ["Południe", "Wieczór", "Noc", "Rano"]
  DAYNIGHT_TONE = [Tone.new(0, 0, 0),
    Tone.new(-32, -96, -96),
    Tone.new(-128, -128, -32),
    Tone.new(-48, -48, -16)]
 DAYNIGHT_TIME = [30, 10, 25, 10]
end



$imported = {} if $imported == nil
$imported["DayNight"] = true

module DayNight

  def self._init_var_
    $game_system.daynight_count = 0 if $game_system.daynight_count == nil
    $game_system.daynight_phase = 0 if $game_system.daynight_phase == nil
    $game_system.daynight_pass_days = 0 if $game_system.daynight_pass_days == nil
  end

  def self.now

    return $game_system.daynight_phase
  end

  def self.now_name

    return KGC::DAYNIGHT_NAME[self.now]
  end

 def self.change(phase, duration = KGC::DAYNIGHT_DURATION, pass_days = 0)

    $game_system.daynight_count = 0
 
    $game_system.daynight_phase = phase

    $game_temp.manual_daynight_change = duration

    $game_system.daynight_pass_days += pass_days
  end

  def self.change_next(duration = KGC::DAYNIGHT_DURATION)
    $game_screen.change_daynight_next(duration)
  end

  def self.now_week
    # Zwraca bieżący dzień
    if KGC::DAYNIGHT_METHOD == 2
      return Time.now.wday
    else
      return $game_system.daynight_pass_days % KGC::DAYNIGHT_WEEK_NAME.size
    end
  end

  def self.now_week_name
    # Zwraca nazwę bieżącego dnia
    return KGC::DAYNIGHT_WEEK_NAME[self.now_week]
  end

  def self.set_default(duration = KGC::DAYNIGHT_DURATION)
    $game_screen.set_daynight_default(duration)
  end

  def self.apply(duration = KGC::DAYNIGHT_DURATION)
    $game_screen.apply_daynight(duration)
  end
end


#==============================================================================
# Game_Temp
#==============================================================================

class Game_Temp
  attr_accessor :manual_daynight_change

  alias initialize_KGC_DayNight initialize
  def initialize   
    initialize_KGC_DayNight

    @manual_daynight_change = false
  end
end



#==============================================================================
# Game_System
#==============================================================================

class Game_System
  attr_accessor :daynight_count, :daynight_phase, :daynight_pass_days,
    :daynight_change, :daynight_change_battle

  alias initialize_KGC_DayNight initialize
  def initialize
    initialize_KGC_DayNight

    @daynight_count = @daynight_phase = @daynight_pass_days = 0
    @daynight_change = true
    @daynight_change_battle = true
  end
end



#==============================================================================
# Game_Screen
#==============================================================================

class Game_Screen
  attr_reader :daynight_tone

  alias initialize_KGC_DayNight initialize
  def initialize

    initialize_KGC_DayNight


    @default_tone = Tone.new(0, 0, 0)
    @tone = KGC::DAYNIGHT_TONE[$game_system.daynight_phase].clone
    @daynight_tone = @tone.clone
 
    @x = @y = 0

    @frame_count = Graphics.frame_count
    @daynight_tone_duration = 0
  end

  def tone
    if $game_temp.in_battle && KGC::DAYNIGHT_TONE_BACK_ONLY
      return @default_tone
    else
      return @tone
    end
  end

  alias start_tone_change_KGC_DayNight start_tone_change
  def start_tone_change(tone, duration)
    start_tone_change_KGC_DayNight(tone, duration)

    @daynight_tone_target = tone.clone
    @daynight_tone_duration = duration
    if @daynight_tone_duration == 0
      @daynight_tone = @daynight_tone_target.clone
    end
  end

  alias update_KGC_DayNight update
  def update
    update_KGC_DayNight

    if @daynight_tone_duration >= 1
      d = @daynight_tone_duration
      @daynight_tone.red =
        (@daynight_tone.red * (d - 1) + @daynight_tone_target.red) / d
      @daynight_tone.green =
        (@daynight_tone.green * (d - 1) + @daynight_tone_target.green) / d
      @daynight_tone.blue =
        (@daynight_tone.blue * (d - 1) + @daynight_tone_target.blue) / d
      @daynight_tone.gray =
        (@daynight_tone.gray * (d - 1) + @daynight_tone_target.gray) / d
      @daynight_tone_duration -= 1
    end

    if (!$game_temp.in_battle && $game_system.daynight_change) ||
        ($game_temp.in_battle && $game_system.daynight_change &&
        $game_system.daynight_change_battle)
      case KGC::DAYNIGHT_METHOD
      when 0 
        update_daynight_pass_time
      when 1
        update_daynight_step
      when 2 
        update_daynight_real_time
      end
    end
 
    if $game_temp.manual_daynight_change != nil
   
      start_tone_change(KGC::DAYNIGHT_TONE[$game_system.daynight_phase],
        KGC::DAYNIGHT_DURATION)
     
      $game_temp.manual_daynight_change = nil
    end
  end

  def update_daynight_pass_time

    inc_count = Graphics.frame_count - @frame_count

    if inc_count >= 100
      @frame_count = Graphics.frame_count
      return
    end

    if KGC::DAYNIGHT_EVENT_STOP && $game_system.map_interpreter.running?
      @frame_count = Graphics.frame_count
      return
    end
 
    if $game_temp.in_battle
      inc_count /= 10.0
      $game_system.daynight_count += inc_count
    else
      $game_system.daynight_count += inc_count
    end

    @frame_count = Graphics.frame_count

    count = $game_system.daynight_count / Graphics.frame_rate
    if count >= KGC::DAYNIGHT_TIME[$game_system.daynight_phase]

      change_daynight_next
    end
  end
  private :update_daynight_pass_time

  def update_daynight_step

    if @x != $game_player.x || @y != $game_player.y

      @x = $game_player.x
      @y = $game_player.y

      $game_system.daynight_count += 1

      count = $game_system.daynight_count
      if count >= KGC::DAYNIGHT_TIME[$game_system.daynight_phase]
   
        change_daynight_next
      end
    end
  end
  private :update_daynight_step

  def update_daynight_real_time

    time = Time.now

    time1 = KGC::DAYNIGHT_TIME[$game_system.daynight_phase]
    time2 = KGC::DAYNIGHT_TIME[$game_system.daynight_phase - 1]
    if time2 != nil && time1 < time2
      change = time.hour < time2 && time1 <= time.hour
    else
      change = time1 <= time.hour
    end
    if change

      change_daynight_next
    end
  end
  private :update_daynight_real_time

  def change_daynight_next(duration = KGC::DAYNIGHT_DURATION)
    $game_system.daynight_count = 0
    $game_system.daynight_phase += 1

    if $game_system.daynight_phase >= KGC::DAYNIGHT_TONE.size
 
      $game_system.daynight_phase = 0
    end

    if $game_system.daynight_phase == KGC::DAYNIGHT_PASS_PHASE
      $game_system.daynight_pass_days += 1
    end
 
    start_tone_change(KGC::DAYNIGHT_TONE[$game_system.daynight_phase],
      duration)
  end

  def set_daynight_default(duration)
    start_tone_change(Tone.new(0, 0, 0), duration)
  end

  def apply_daynight(duration)
    start_tone_change(KGC::DAYNIGHT_TONE[$game_system.daynight_phase], duration)
  end
  if KGC::DAYNIGHT_ENABLE_OLD_METHOD

  def daynight_default(duration = KGC::DAYNIGHT_DURATION)
    start_tone_change(Tone.new(0, 0, 0), duration)
  end

  def daynight_apply(duration = KGC::DAYNIGHT_DURATION)
    start_tone_change(KGC::DAYNIGHT_TONE[$game_system.daynight_phase], duration)
  end
  end
end



#==============================================================================
# Game_Map
#==============================================================================

class Game_Map

  alias encounter_list_KGC_DayNight encounter_list
  def encounter_list

    list = encounter_list_KGC_DayNight.dup

 
    list.each_index { |i|
      appear = false
      troop = $data_troops[list[i]]

      next unless troop.name =~ /\[DN((?:[ ]*[\-]?\d+(?:,[ ]*)?)+)\]/i

      $1.split(/,/).each { |dn|
        dn.gsub!(/[ ]/) {""}
        appear |= dn[0, 1] == "-" ?
          $game_system.daynight_phase != dn.to_i.abs :
          $game_system.daynight_phase == dn.to_i
      }
      list[i] = nil unless appear
    }
    return list.compact
  end
end


#==============================================================================
# Spriteset_Battle
#==============================================================================

if KGC::DAYNIGHT_TONE_BACK_ONLY
class Spriteset_Battle

  alias update_KGC_DayNight update
  def update
    update_KGC_DayNight

    @battleback_sprite.tone = $game_screen.daynight_tone
  end
end
end



#==============================================================================
# Scene_Map
#==============================================================================

class Scene_Map

  alias main_KGC_DayNight main
  def main
    DayNight._init_var_

    main_KGC_DayNight
  end
end

________________________

 
 
 
kerpl 



Preferowany:
RPG Maker VX

Dołączył: 13 Gru 2009
Posty: 32
Skąd: Człuchów
Wysłany: Pią 18 Gru, 2009 14:29
dobra a jak go wywołać??
 
 
Unnamed 




Preferowany:
RPG Maker XP

Dołączył: 29 Lip 2009
Posty: 59
Skąd: from Hell
Wysłany: Pon 21 Gru, 2009 00:22
Tego skryptu nie wywolujesz. Konfigurujesz go tylko w linii
Kod:
#==============================================================================
# 0..Zależne od czasu.  1..Ilość kroków.  2..Czas Realny
  DAYNIGHT_METHOD = 0
#==============================================================================

Pory dnia beda sie zmienialy albo po jakiejs ilosci krokow albo tak jak w realu etc.
________________________
Time to Play :!:

 
 
alintes 




Preferowany:
RPG Maker XP

Dołączył: 20 Gru 2009
Posty: 41
Skąd: Strzelin
Wysłany: Czw 24 Gru, 2009 16:28
dzieki za wstawke szukam szukam i nic ,ale ty wstawiłaś jesteś boska
________________________
http://footballteam.pl/in...olecil=108205#v
 
 
 
spino333 



Preferowany:
RPG Maker VX

Pomógł: 1 raz
Dołączył: 21 Gru 2009
Posty: 85
Skąd: Nie pamiętam
Wysłany: Czw 21 Sty, 2010 01:10
mam problem bo jak jestem w domku to np. tez mam noc :-( help
________________________
_________________
_________________
Jak kraść to milinony...
Jak ruchać to księżniczki...
_________________
_________________
_________________
 
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Czw 21 Sty, 2010 09:56
Bo używając skryptów tego typu (które zmieniają odcień ekranu), w każdym pomieszczeniu należałoby wstawić zdarzenie równoległe (parallel process), które zmieniałoby odcień na 0,0,0,0 w ciągu 1 sekundy. Do tego służy polecenie Tint Screen / Odcień Ekranu (albo coś podobnego. Nie mam teraz zainstalowanego XP).
________________________


 
 
 
Yoroiookami 

Omnomnomnom



Preferowany:
RPG Maker XP

Ranga RM:
3 gry

Pomógł: 57 razy
Dołączył: 24 Lut 2010
Posty: 751
Wysłany: Sro 24 Lut, 2010 00:41
Czy skrypt trzeba w jakiś sposób uruchomić? Zmienić coś oprócz "Daynight method"?
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Sro 24 Lut, 2010 07:50
Nie trzeba, skrypt powoduje zmianę pory dnia automatycznie.
________________________


 
 
 
pw115 



Preferowany:
RPG Maker XP

Pomógł: 10 razy
Dołączył: 19 Lut 2010
Posty: 235
Skąd: Katowice
Wysłany: Sro 24 Lut, 2010 09:23
Mam pytanko: Czy ten skrypt jest przyporządkowany do jakiejś zmiennej ?
Chciałem zrobić w grze takie coś że będzie można się przespać i żeby w trakcie spania była zmiana godzin np +4 albo żeby skakało do konkretnej pory dnia np wieczór
________________________
Pomocy:
http://pw115.myminicity.com/




 
 
Yoroiookami 

Omnomnomnom



Preferowany:
RPG Maker XP

Ranga RM:
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Pomógł: 57 razy
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Posty: 751
Wysłany: Sro 24 Lut, 2010 13:03
A w jaki sposób ustalić "liczbę kroków"? Chyba że to jakaś konkretna liczba?
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Sro 24 Lut, 2010 13:39
pw115, użyj polecenia Skrypt/Script w zdarzeniu i wpisz:
Kod:
$game_screen.change_daynight_next(40)


Yoroiookami, po ustawieniu:
Kod:
DAYNIGHT_METHOD = 1

wystarczy edytować linijkę:
Kod:
DAYNIGHT_TIME = [30, 10, 25, 10]

30, 10, 25 i 10 to kolejno liczba kroków.
________________________


 
 
 
Agumon 




Preferowany:
RPG Maker VX

Ranga RM:
1 gra

Pomógł: 53 razy
Dołączył: 30 Gru 2009
Posty: 515
Skąd: Ruda Śląska
Wysłany: Nie 07 Mar, 2010 20:05
A da się żeby w menu pisało że jest np. Wtorek - Rano?
Aha i jak zrobić żeby po 5 minutach się zmieniało z rano na południe itd ??
________________________
Pomogłem? Daj ""
Piszę poprawnie po polsku

 
 
Melvin 




Preferowany:
RPG Maker XP

Ranga RM:
1 gra

Pomógł: 35 razy
Dołączył: 23 Paź 2009
Posty: 1063
Wysłany: Nie 07 Mar, 2010 20:12
Spróbuj tego systemu "D&N"(Day & Night):
http://rmxp.pl/index.php?topic=2770.0
Według mnie lepszy.
________________________
MelvinClass:
Spoiler:

 
 
mateuszglodowski123 



Preferowany:
RPG Maker XP

Dołączył: 05 Lip 2010
Posty: 3
Wysłany: Pią 22 Paź, 2010 10:00
Mam takie pytanko...
W rpg makerze xp jestem trochę zielony.
Czy ktoś mi wytłumaczy jak można to zrobić by
np. co 15min była noc :?:
 
 
DJPIRO 



Preferowany:
RPG Maker VX

Dołączył: 09 Lis 2010
Posty: 2
Wysłany: Sro 10 Lis, 2010 16:58
ciekawostka :jeżeli usuniesz w skrypcie dane dotyczace walki to będzie chodzić na VX-ie
Spoiler:

Kod:
# Dzień i Noc
# Autor KGC
# Edited by Lartarin the Super Pig ^@^ [www.ultimateam.pl]
#==============================================================================

module KGC
 
  DAYNIGHT_ENABLE_OLD_METHOD = false
#==============================================================================
# 0..Zależne od czasu.  1..Ilość kroków.  2..Czas Realny
  DAYNIGHT_METHOD = 1
#==============================================================================
 
  DAYNIGHT_EVENT_STOP = true
  DAYNIGHT_TONE_BACK_ONLY = true
  DAYNIGHT_PASS_PHASE = 3
  DAYNIGHT_DURATION = 40
  DAYNIGHT_WEEK_NAME = ["N", "Pn", "Wt", "Śr", "Cz", "Pi", "So"]
  DAYNIGHT_NAME = ["Południe", "Wieczór", "Noc", "Rano"]
  DAYNIGHT_TONE = [Tone.new(0, 0, 0),
    Tone.new(-32, -96, -96),
    Tone.new(-128, -128, -32),
    Tone.new(-48, -48, -16)]
 DAYNIGHT_TIME = [30, 10, 25, 10]
end



$imported = {} if $imported == nil
$imported["DayNight"] = true

module DayNight

  def self._init_var_
    $game_system.daynight_count = 0 if $game_system.daynight_count == nil
    $game_system.daynight_phase = 0 if $game_system.daynight_phase == nil
    $game_system.daynight_pass_days = 0 if $game_system.daynight_pass_days == nil
  end

  def self.now

    return $game_system.daynight_phase
  end

  def self.now_name

    return KGC::DAYNIGHT_NAME[self.now]
  end

 def self.change(phase, duration = KGC::DAYNIGHT_DURATION, pass_days = 0)

    $game_system.daynight_count = 0
 
    $game_system.daynight_phase = phase

    $game_temp.manual_daynight_change = duration

    $game_system.daynight_pass_days += pass_days
  end

  def self.change_next(duration = KGC::DAYNIGHT_DURATION)
    $game_screen.change_daynight_next(duration)
  end

  def self.now_week
    # Zwraca bieżący dzień
    if KGC::DAYNIGHT_METHOD == 2
      return Time.now.wday
    else
      return $game_system.daynight_pass_days % KGC::DAYNIGHT_WEEK_NAME.size
    end
  end

  def self.now_week_name
    # Zwraca nazwę bieżącego dnia
    return KGC::DAYNIGHT_WEEK_NAME[self.now_week]
  end

  def self.set_default(duration = KGC::DAYNIGHT_DURATION)
    $game_screen.set_daynight_default(duration)
  end

  def self.apply(duration = KGC::DAYNIGHT_DURATION)
    $game_screen.apply_daynight(duration)
  end
end


#==============================================================================
# Game_Temp
#==============================================================================

class Game_Temp
  attr_accessor :manual_daynight_change

  alias initialize_KGC_DayNight initialize
  def initialize   
    initialize_KGC_DayNight

    @manual_daynight_change = false
  end
end



#==============================================================================
# Game_System
#==============================================================================

class Game_System
  attr_accessor :daynight_count, :daynight_phase, :daynight_pass_days,
    :daynight_change, :daynight_change_battle

  alias initialize_KGC_DayNight initialize
  def initialize
    initialize_KGC_DayNight

    @daynight_count = @daynight_phase = @daynight_pass_days = 0
    @daynight_change = true
    @daynight_change_battle = true
  end
end



#==============================================================================
# Game_Screen
#==============================================================================

class Game_Screen
  attr_reader :daynight_tone

  alias initialize_KGC_DayNight initialize
  def initialize

    initialize_KGC_DayNight


    @default_tone = Tone.new(0, 0, 0)
    @tone = KGC::DAYNIGHT_TONE[$game_system.daynight_phase].clone
    @daynight_tone = @tone.clone
 
    @x = @y = 0

    @frame_count = Graphics.frame_count
    @daynight_tone_duration = 0
  end

  def tone
    if $game_temp.in_battle && KGC::DAYNIGHT_TONE_BACK_ONLY
      return @default_tone
    else
      return @tone
    end
  end

  alias start_tone_change_KGC_DayNight start_tone_change
  def start_tone_change(tone, duration)
    start_tone_change_KGC_DayNight(tone, duration)

    @daynight_tone_target = tone.clone
    @daynight_tone_duration = duration
    if @daynight_tone_duration == 0
      @daynight_tone = @daynight_tone_target.clone
    end
  end

  alias update_KGC_DayNight update
  def update
    update_KGC_DayNight

    if @daynight_tone_duration >= 1
      d = @daynight_tone_duration
      @daynight_tone.red =
        (@daynight_tone.red * (d - 1) + @daynight_tone_target.red) / d
      @daynight_tone.green =
        (@daynight_tone.green * (d - 1) + @daynight_tone_target.green) / d
      @daynight_tone.blue =
        (@daynight_tone.blue * (d - 1) + @daynight_tone_target.blue) / d
      @daynight_tone.gray =
        (@daynight_tone.gray * (d - 1) + @daynight_tone_target.gray) / d
      @daynight_tone_duration -= 1
    end

    if (!$game_temp.in_battle && $game_system.daynight_change) ||
        ($game_temp.in_battle && $game_system.daynight_change &&
        $game_system.daynight_change_battle)
      case KGC::DAYNIGHT_METHOD
      when 0
        update_daynight_pass_time
      when 1
        update_daynight_step
      when 2
        update_daynight_real_time
      end
    end
 
    if $game_temp.manual_daynight_change != nil
   
      start_tone_change(KGC::DAYNIGHT_TONE[$game_system.daynight_phase],
        KGC::DAYNIGHT_DURATION)
     
      $game_temp.manual_daynight_change = nil
    end
  end

  def update_daynight_pass_time

    inc_count = Graphics.frame_count - @frame_count

    if inc_count >= 100
      @frame_count = Graphics.frame_count
      return
    end

    if KGC::DAYNIGHT_EVENT_STOP && $game_system.map_interpreter.running?
      @frame_count = Graphics.frame_count
      return
    end
 
    if $game_temp.in_battle
      inc_count /= 10.0
      $game_system.daynight_count += inc_count
    else
      $game_system.daynight_count += inc_count
    end

    @frame_count = Graphics.frame_count

    count = $game_system.daynight_count / Graphics.frame_rate
    if count >= KGC::DAYNIGHT_TIME[$game_system.daynight_phase]

      change_daynight_next
    end
  end
  private :update_daynight_pass_time

  def update_daynight_step

    if @x != $game_player.x || @y != $game_player.y

      @x = $game_player.x
      @y = $game_player.y

      $game_system.daynight_count += 1

      count = $game_system.daynight_count
      if count >= KGC::DAYNIGHT_TIME[$game_system.daynight_phase]
   
        change_daynight_next
      end
    end
  end
  private :update_daynight_step

  def update_daynight_real_time

    time = Time.now

    time1 = KGC::DAYNIGHT_TIME[$game_system.daynight_phase]
    time2 = KGC::DAYNIGHT_TIME[$game_system.daynight_phase - 1]
    if time2 != nil && time1 < time2
      change = time.hour < time2 && time1 <= time.hour
    else
      change = time1 <= time.hour
    end
    if change

      change_daynight_next
    end
  end
  private :update_daynight_real_time

  def change_daynight_next(duration = KGC::DAYNIGHT_DURATION)
    $game_system.daynight_count = 0
    $game_system.daynight_phase += 1

    if $game_system.daynight_phase >= KGC::DAYNIGHT_TONE.size
 
      $game_system.daynight_phase = 0
    end

    if $game_system.daynight_phase == KGC::DAYNIGHT_PASS_PHASE
      $game_system.daynight_pass_days += 1
    end
 
    start_tone_change(KGC::DAYNIGHT_TONE[$game_system.daynight_phase],
      duration)
  end

  def set_daynight_default(duration)
    start_tone_change(Tone.new(0, 0, 0), duration)
  end

  def apply_daynight(duration)
    start_tone_change(KGC::DAYNIGHT_TONE[$game_system.daynight_phase], duration)
  end
  if KGC::DAYNIGHT_ENABLE_OLD_METHOD

  def daynight_default(duration = KGC::DAYNIGHT_DURATION)
    start_tone_change(Tone.new(0, 0, 0), duration)
  end

  def daynight_apply(duration = KGC::DAYNIGHT_DURATION)
    start_tone_change(KGC::DAYNIGHT_TONE[$game_system.daynight_phase], duration)
  end
  end
end



#==============================================================================
# Game_Map
#==============================================================================

class Game_Map

  alias encounter_list_KGC_DayNight encounter_list
  def encounter_list

    list = encounter_list_KGC_DayNight.dup

 
    list.each_index { |i|
      appear = false
      troop = $data_troops[list[i]]

      next unless troop.name =~ /\[DN((?:[ ]*[\-]?\d+(?:,[ ]*)?)+)\]/i

      $1.split(/,/).each { |dn|
        dn.gsub!(/[ ]/) {""}
        appear |= dn[0, 1] == "-" ?
          $game_system.daynight_phase != dn.to_i.abs :
          $game_system.daynight_phase == dn.to_i
      }
      list[i] = nil unless appear
    }
    return list.compact
  end
end
#==============================================================================
# Scene_Map
#==============================================================================

class Scene_Map

  alias main_KGC_DayNight main
  def main
    DayNight._init_var_

    main_KGC_DayNight
  end
end

Ostatnio zmieniony przez kamillo112 Sro 10 Lis, 2010 17:07, w całości zmieniany 1 raz  
 
 
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