RPGXP Script
2013.10.01 06:19

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#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/  ◆?夜切り替え - KGC_DayNight◆
#_/----------------------------------------------------------------------------
#_/ ゲ?ム中に?夜の?念を作成します。
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

# 導入?みフラグをオン

#==============================================================================
# ★ カスタマイズ項目 ★
#==============================================================================

class Game_Screen
# ?夜切り替え方式(0:時間?過 1:?? 2:現?時間)
DAYNIGHT_METHOD = 0

# ★☆以下の3項目は全て同じ個?にしてください☆★
# ?理の都合上、最初を?にするのがベスト(違っても大きな問題は無し)

# ?夜の名?(あまり意味は無い)
DAYNIGHT_NAME = ["noon", "night", "mid-night", "morning"]

# ?夜の色調(よく分からない場合はこのまま)
DAYNIGHT_TONE = [Tone.new(0, 0, 0),
Tone.new(-32, -96, -96),
Tone.new(-128, -128, -32),
Tone.new(-48, -48, -16)]

# ?夜切り替え時間(次の?態へ移るまでの期間)
# 切り替え方式が時間の場合は秒?、??の場合は??そのまま
# ??中は切り替え時間が10倍(1/10の速度)
# 現?時間の場合、次の?態へ切り替える時刻(24時間方式)
DAYNIGHT_TIME = [30, 10, 25, 10]

# DAYNIGHT_TIME = [16, 20, 6, 10]
# ↑現?時間用のサンプル。試す場合はコメントを解除
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#--------------------------------------------------------------------------
# ● 現在の?態
#--------------------------------------------------------------------------
def now_daynight
# 現在の?態を返す
return $game_system.daynight_phase
end
#--------------------------------------------------------------------------
# ● ?態名取得
#--------------------------------------------------------------------------
def now_daynight_name
# 現在の?態名を返す
return DAYNIGHT_NAME[now_daynight]
end
#--------------------------------------------------------------------------
# ● ?夜手動切り替え
# phase : 切り替え後の?態INDEX
# duration : 切り替え時間(フレ?ム) (省略時:40)
#--------------------------------------------------------------------------
def change_daynight(phase, duration = 40)
# カウント初期化
$game_system.daynight_count = 0
# フェ?ズ更新
$game_system.daynight_phase = phase
# 手動切り替え有?
$manual_daynight_change = duration
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Game_System
#------------------------------------------------------------------------------
#  システム周りのデ?タを扱うクラスです。BGM などの管理も行います。このクラス
# のインスタンスは $game_system で?照されます。
#==============================================================================

class Game_System
#--------------------------------------------------------------------------
# ● 公開インスタンス??
#--------------------------------------------------------------------------
attr_accessor :daynight_count # ?夜判定用カウント
attr_accessor :daynight_phase # 現在の?態
attr_accessor :daynight_change # ?夜?更可否フラグ
attr_accessor :daynight_change_battle # ??中の?夜?更可否フラグ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_KGC_DayNight initialize
def initialize
# 元の?理を?行
initialize_KGC_DayNight

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

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Game_Screen
#------------------------------------------------------------------------------
#  色調?更やフラッシュなど、?面全?に?係する?理のデ?タを保持するクラスで
# す。このクラスのインスタンスは $game_screen で?照されます。
#==============================================================================

class Game_Screen
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_KGC_DayNight initialize
def initialize
# 元の?理を?行
initialize_KGC_DayNight

# とりあえず現在の?態に設定
@tone = DAYNIGHT_TONE[$game_system.daynight_phase].clone
# 移動判定用座標
@x = 0
@y = 0
end
#--------------------------------------------------------------------------
# ● フレ?ム更新
#--------------------------------------------------------------------------
alias update_KGC_DayNight update
def update
# 元の?理を?行
update_KGC_DayNight

# ?夜切り替え判定
if (!$game_temp.in_battle && $game_system.daynight_change) ||
($game_temp.in_battle && $game_system.daynight_change &&
$game_system.daynight_change_battle)
case DAYNIGHT_METHOD
when 0 # 時間判定
# カウント加算
if $game_temp.in_battle
$game_system.daynight_count += 0.1
else
$game_system.daynight_count += 1
end
# ?態移行判定
count = $game_system.daynight_count / Graphics.frame_rate
if count >= DAYNIGHT_TIME[$game_system.daynight_phase]
# 次の?態へ移行
$game_system.daynight_count = 0
$game_system.daynight_phase += 1
# 最後の?態に達した場合
if $game_system.daynight_phase >= DAYNIGHT_TONE.size
# 最初の?態に?す
$game_system.daynight_phase = 0
end
# 色調切り替え
start_tone_change(DAYNIGHT_TONE[$game_system.daynight_phase], 40)
end
when 1 # ??判定
# 移動判定
if @x != $game_player.x || @y != $game_player.y
# 座標更新
@x = $game_player.x
@y = $game_player.y
# カウント加算
$game_system.daynight_count += 1
# ?態移行判定
count = $game_system.daynight_count
if count >= DAYNIGHT_TIME[$game_system.daynight_phase]
# 次の?態へ移行
$game_system.daynight_count = 0
$game_system.daynight_phase += 1
# 最後の?態に達した場合
if $game_system.daynight_phase >= DAYNIGHT_TONE.size
# 最初の?態に?す
$game_system.daynight_phase = 0
end
# 色調切り替え
start_tone_change(DAYNIGHT_TONE[$game_system.daynight_phase], 40)
end
end
when 2 # 現?時間
# 現在の時間を取得
time = Time.now
# ?態移行判定
time1 = DAYNIGHT_TIME[$game_system.daynight_phase]
time2 = DAYNIGHT_TIME[$game_system.daynight_phase - 1]
if time2 != nil && time2 > time1
change = time.hour < time2 && time.hour >= time1
else
change = time.hour >= time1
end
if change
# 次の?態へ移行
$game_system.daynight_count = 0
$game_system.daynight_phase += 1
# 最後の?態に達した場合
if $game_system.daynight_phase >= DAYNIGHT_TONE.size
# 最初の?態に?す
$game_system.daynight_phase = 0
end
# 色調切り替え
start_tone_change(DAYNIGHT_TONE[$game_system.daynight_phase], 40)
end
end
end
# 手動切り替えが行われた場合
if $manual_daynight_change != nil
# 色調切り替え
start_tone_change(DAYNIGHT_TONE[$game_system.daynight_phase], $manual_daynight_change)
# 手動切り替え解除
$manual_daynight_change = nil
end
end
end

 

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