AccueilAccueil  PortailPortail  FAQFAQ  RechercherRechercher  MembresMembres  GroupesGroupes  S'enregistrerS'enregistrer  ConnexionConnexion  




Partagez | 
 

 [VX] Jour et Nuit

Voir le sujet précédent Voir le sujet suivant Aller en bas 
AuteurMessage
Poulet Lv.1
Poulet Lv.1
avatar


Masculin Age : 22
Inscrit le : 25/01/2011
Messages : 7

MessageSujet: [VX] Jour et Nuit   Mer 26 Jan 2011 - 11:47

Bonjour ;

Je viens de trouver un scripte pour jour et nuit

Code:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ? 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 = 2

# ? 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

#--------------------------------------------------------------------------
# ? ?????????
# troop : ??????????
# phase : ????????
#--------------------------------------------------------------------------
def self.troop_appear?(troop, phase = $game_system.daynight_phase)
# ????
unless troop.appear_daynight_phase.empty?
return false unless troop.appear_daynight_phase.include?(phase)
end
# ?????
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
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def stop_daynight
$game_system.daynight_change_enabled = false
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ???????????
# duration : ??????(????)
#--------------------------------------------------------------------------
def set_daynight_default(duration = KGC::DayNight::PHASE_DURATION)
$game_screen.set_daynight_default(duration)
$game_map.need_refresh = true
end
#--------------------------------------------------------------------------
# ? ??????????
# duration : ??????(????)
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def name
return @name.gsub(/\[.*\]/) { "" }
end
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
def original_name
return @name
end
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def daynight_stop
return @name =~ KGC::DayNight::Regexp::MapInfo::DAYNIGHT_STOP
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def daynight_void
return @name =~ KGC::DayNight::Regexp::MapInfo::DAYNIGHT_VOID
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ RPG::Area
#==============================================================================

unless $@
class RPG::Area
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
alias encounter_list_KGC_DayNight encounter_list
def encounter_list
list = encounter_list_KGC_DayNight.clone

# ??????
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 = []

# ????????
if @name =~ KGC::DayNight::Regexp::Troop::APPEAR_PHASE
$1.scan(/[\-]?\d+/).each { |num|
phase = num.to_i
if phase < 0
# ?????
@__nonappear_daynight_phase << phase.abs
else
# ????
@__appear_daynight_phase << phase
end
}
end
end
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def appear_daynight_phase
create_daynight_cache if @__appear_daynight_phase == nil
return @__appear_daynight_phase
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def nonappear_daynight_phase
create_daynight_cache if @__nonappear_daynight_phase == nil
return @__nonappear_daynight_phase
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Game_Temp
#==============================================================================

class Game_Temp
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_accessor :manual_daynight_duration # ???????????
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias initialize_KGC_DayNight initialize
def initialize
initialize_KGC_DayNight

@manual_daynight_duration = nil
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Game_System
#==============================================================================

class Game_System
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_writer :daynight_counter # ??????????
attr_writer :daynight_change_enabled # ????????
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias initialize_KGC_DayNight initialize
def initialize
initialize_KGC_DayNight

@daynight_counter = 0
@daynight_change_enabled = true
end
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
def daynight_counter
@daynight_counter = 0 if @daynight_counter == nil
return @daynight_counter
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def daynight_phase
return $game_variables[KGC::DayNight::PHASE_VARIABLE]
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def daynight_phase=(value)
$game_variables[KGC::DayNight::PHASE_VARIABLE] = value
end
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
def daynight_change_enabled
@daynight_change_enabled = 0 if @daynight_change_enabled == nil
return @daynight_change_enabled
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ????????????????
#--------------------------------------------------------------------------
def daynight_phase_object
return KGC::DayNight::PHASE[daynight_phase]
end
#--------------------------------------------------------------------------
# ? ????????????????
#--------------------------------------------------------------------------
def previous_daynight_phase_object
return KGC::DayNight::PHASE[daynight_phase - 1]
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Game_Screen
#==============================================================================

class Game_Screen
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader :daynight_tone # ?????
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
alias clear_KGC_DayNight clear
def clear
clear_KGC_DayNight

clear_daynight
end
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
def clear_daynight
@default_tone = Tone.new(0, 0, 0)

# ??????????
@daynight_x = 0
@daynight_y = 0

# ??????????????
@frame_count = Graphics.frame_count
@daynight_tone_duration = 0

apply_daynight
end
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def apply_daynight
return if $game_map == nil

# ????????????????
if $game_map.daynight_void?
if @daynight_tone_changed
# ????????
@tone = @default_tone.clone
@daynight_tone_changed = false
end
@daynight_tone = @tone.clone
return
end

# ?????????????
if $game_system.daynight_phase_object == nil
$game_system.daynight_phase = 0
end

# ????????
@tone = $game_system.daynight_phase_object[1].clone
@daynight_tone = @tone.clone

# ?????????
if KGC::DayNight::METHOD == KGC::DayNight::METHOD_RTIME
time = Time.now
# ????????????
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
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def tone
if $game_temp.in_battle && KGC::DayNight::TONE_BACK_ONLY_IN_BATTLE
return @default_tone
else
return @tone
end
end
#--------------------------------------------------------------------------
# ? ???????
# tone : ??
# duration : ??
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias update_KGC_DayNight update
def update
update_KGC_DayNight

update_daynight_transit
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_daynight_transit
# ?????????????
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 # ?????
return if $game_map.daynight_stop? # ???

if KGC::DayNight::STOP_ON_EVENT
interpreter = ($game_temp.in_battle ? $game_troop.interpreter :
$game_map.interpreter)
return if interpreter.running? # ???????
end

case KGC::DayNight::METHOD
when KGC::DayNight::METHOD_TIME # ??
update_daynight_pass_time
when KGC::DayNight::METHOD_STEP # ??
update_daynight_step
when KGC::DayNight::METHOD_RTIME # ????
update_daynight_real_time
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
# ??????
$game_system.daynight_counter += inc_count
@frame_count = Graphics.frame_count

# ??????
count = $game_system.daynight_counter / Graphics.frame_rate
if count >= $game_system.daynight_phase_object[2]
transit_daynight_next
end
end
#--------------------------------------------------------------------------
# ? ?? : ??
#--------------------------------------------------------------------------
def update_daynight_step
# ???????????
return if @daynight_x == $game_player.x && @daynight_y == $game_player.y

@daynight_x = $game_player.x
@daynight_y = $game_player.y
# ??????
$game_system.daynight_counter += 1
# ??????
count = $game_system.daynight_counter
if count >= $game_system.daynight_phase_object[2]
transit_daynight_next
end
end
#--------------------------------------------------------------------------
# ? ?? : ????
#--------------------------------------------------------------------------
def update_daynight_real_time
time = Time.now
# ??????
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
#--------------------------------------------------------------------------
# ? ???????
# duration : ????
#--------------------------------------------------------------------------
def transit_daynight_next(duration = KGC::DayNight::PHASE_DURATION)
$game_system.daynight_counter = 0
$game_system.progress_daynight_phase
# ??????
if $game_system.daynight_phase == KGC::DayNight::PASS_DAY_PHASE
$game_variables[KGC::DayNight::PASS_DAYS_VARIABLE] += 1
end
# ??????
start_tone_change($game_system.daynight_phase_object[1], duration)
@daynight_tone_changed = true
end
#--------------------------------------------------------------------------
# ? ????????(0, 0, 0)???
# duration : ????
#--------------------------------------------------------------------------
def set_daynight_default(duration)
start_tone_change(@default_tone, duration)
end
#--------------------------------------------------------------------------
# ? ??????????
# duration : ????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ??????
# map_id : ??? ID
#--------------------------------------------------------------------------
alias setup_KGC_DayNight setup
def setup(map_id)
setup_KGC_DayNight(map_id)

@screen.apply_daynight
end
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
def daynight_stop?
info = $data_mapinfos[map_id]
return false if info == nil
return (info.daynight_stop || info.daynight_void)
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def daynight_void?
info = $data_mapinfos[map_id]
return false if info == nil
return info.daynight_void
end
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
alias encounter_list_KGC_DayNight encounter_list
def encounter_list
list = encounter_list_KGC_DayNight.clone

# ??????
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
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
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:
#
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
Revenir en haut Aller en bas
Voir le profil de l'utilisateur
Modérateur
Modérateur
avatar


Masculin Age : 127
Inscrit le : 14/04/2009
Messages : 1321

MessageSujet: Re: [VX] Jour et Nuit   Mer 26 Jan 2011 - 13:45

Cool.
Mais, là tu postes pour poster ... Tu nous balances un script sans aucune explications, et les commentaires dans celui-ci sont en Anglais. Sacré aide ...
De plus, des scripts du même type sont déjà présent sur le forum, ainsi que des systèmes en event, alors ...

Artyflash
Revenir en haut Aller en bas
Voir le profil de l'utilisateur
 

[VX] Jour et Nuit

Voir le sujet précédent Voir le sujet suivant Revenir en haut 
Page 1 sur 1

 Sujets similaires

-
» espace baignoire jour et nuit
» Logo du forum = Avoir une version nuit/jour
» june ; après la nuit avant le jour j'irai chercher les hautes lumières
» Théme de nuit et de jour
» [Résolu]Mis a jour impossible avec Antivir

Permission de ce forum:Vous ne pouvez pas répondre aux sujets dans ce forum
RPG Maker VX :: Entraide :: Scripts :: Scripts VX - RGSS2 :: Divers-
Créer un forum | © phpBB | Forum gratuit d'entraide | Signaler un abus | Forumactif.com