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- =begin =========================================================================
- Dekita's v1.1
- ★ Pokémon RealTime Effects™ ★
- ================================================================================
- Script Information:
- ====================
- This script replicates the time system from pokemon,
- e.g in game time is determined by real life time.
- This script enables screen tint changes according to real time,
- not only that is can change weather effects, $game_switches, $game_variables,
- trigger common events and even your own custom "time" effects.
- You can set up different seasons (as many as you want)
- You can give each month its own unique season if you wish, turning on
- different swicthes and controling different variables on a month to month
- rotation.
- now you can simply control a switch / a variable / the weather / Screen Tint
- and whatever else you can code in realtime with minimal effort.
- COMPATIBLE WITH :
- Khas Awesome Light Effects,(change advanced lighting effects using real time)
- MOG Weather EX, (change mog weather effects using real time)
- AND
- other features will be available with the use of other pokemon style scripts
- e.g Capture add-on : Pokeball Effects ^_^
- ================================================================================
- ★☆★☆★☆★☆★☆★☆★☆★ TERMS AND CONDITIONS: ☆★☆★☆★☆★☆★☆★☆★☆★☆
- ================================================================================
- 1. You must give credit to "Dekita"
- 2. You are NOT allowed to repost this script.(or modified versions)
- 3. You are NOT allowed to convert this script.(into other game engines e.g RGSS2)
- 4. You are NOT allowed to use this script for Commercial games.
- 5. ENJOY!
- "FINE PRINT"
- By using this script you hereby agree to the above terms and conditions,
- if any violation of the above terms occurs "legal action" may be taken.
- Not understanding the above terms and conditions does NOT mean that
- they do not apply to you.
- If you wish to discuss the terms and conditions in further detail you can
- contact me at http://dekitarpg.wordpress.com/ or DekitaRPG@gmail.com
- ================================================================================
- History:
- =========
- D /M /Y
- 01/01/2o12 - fixed effects triggering too often.
- 23/12/2o12 - finished,
- 15/12/2o12 - started,
- ================================================================================
- Credit and Thanks to :
- =======================
- Tsukihime - for helping me solve my menu problem :D
- ================================================================================
- Known Bugs:
- ============
- N/A
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- If a new bug is found please contact me at
- http://dekitarpg.wordpress.com/
- ================================================================================
- INSTRUCTIONS:
- ==============
- Place this script UNDER "▼ Materials" and ABOVE "▼ Main" in your script editor.
- ================================================================================
- NoteTags:
- ==========
- <no tint>
- put the above notetag into map noteboxes for maps that do not get tinted
- by real time, this would be buildings and things of that nature.
- <no weather>
- put this in map noteboxes for maps that arent effected by the weather at
- the current time. ONLY IF USING A WEATHER EFFECT.
- <tint:red,blue,green,grey>
- make sure there is no space's " " when using this notetag !
- This is for maps that have a unique tint, e.g caves
- =end #==========================================================================#
- module Dekita_RealTime_Clock
- Using_Khas_Awesome_Lights_Script = false#true
- T_Color ={# << Do Not Delete
- # Switch Examples.
- #[:switch, switch id, boolean]
- # e.g
- #[:switch, 1, true]
- #[:switch, 8, false]
- # Variable Examples.
- #[:variable, variable id, effect type, value]
- # e.g
- #[:variable, 1, :set, 3]
- #[:variable, 1, :add, 3]
- #[:variable, 1, :sub, 3]
- #[:variable, 1, :div, 3]
- #[:variable, 1, :mul, 3]
- # Weather Examples.
- #[weather type, power, sound]
- # e.g
- #[:none]
- #[:rain, 9, "Rain"]
- #[:storm, 1, "Storm"]
- #[:snow, 5, "Wind"]
- # Mog Weather Examples.
- #[:mog_weather, type, power, name, sound]
- # e.g
- #[:mog_weather, 5, 6, "Light_02A", "Rain"]
- #[:mog_weather, 0, 6, "Rain_01A", "Rain"]
- # Common Event Example.
- #[:common, common event id]
- # e.g
- #[:common, 15]
- # Examples:
- # :_01_30am => [100, 0, 0, 0, true, [:rain, 6], [:switch, 1, true] ],
- # this will make it rain and switch 1 will be true(active) at 1:30 am till 2am
- # and the screen tint will be red .
- # :_18_30pm => [ 0, 100, 0, 100, true, [:snow, 6], [:switch, 1, false] ],
- # this will make it snow and switch 1 will be false(inactive) at
- # 6:30 pm till 7pm
- # Time => [red,green,blue,grey,nighttime?,[effect 1],[effect 2],[effect 3],[effect 4] ]
- ## SEASON BEGIN
- :season_1 => { # Season 1 settings
- # Midnight -> Noon
- :_00_00am => [ 0, 0, 0, 200, true, [:none], [nil], [nil], [nil] ],
- :_00_30am => [ 0, 0, 0, 200, true, [:none], [nil], [nil], [nil] ],
- :_01_00am => [ 0, 0, 0, 200, true, [:none], [nil],[nil], [nil] ],
- :_01_30am => [ 0, 0, 0, 200, true, [:none],[nil], [nil], [nil] ],
- :_02_00am => [ 0, 0, 0, 200, true, [:rain, 5, "Rain"],[nil], [nil], [nil] ],
- :_02_30am => [ 0, 0, 0, 200, true, [:rain, 9, "Rain"],[nil], [nil], [nil] ],
- :_03_00am => [ 0, 0, 0, 200, true, [:storm, 7, "Storm"],[nil], [nil], [nil] ],
- :_03_30am => [ 0, 0, 0, 200, true, [:storm, 9, "Storm"],[nil], [nil], [nil] ],
- :_04_00am => [ 0, 0, 0, 200, true, [:rain, 9, "Rain"],[nil], [nil], [nil] ],
- :_04_30am => [ 0, 0, 0, 200, true, [:rain, 5, "Rain"],[nil], [nil], [nil] ],
- :_05_00am => [ 0, 0, 0, 200, true, [:none],[nil], [nil], [nil] ],
- :_05_30am => [ 0, 0, 0, 200, true, [:none],[nil], [nil], [nil] ],
- :_06_00am => [ 0, 0, 0, 200, true, [:snow, 9, "Wind"],[nil], [nil], [nil] ],
- :_06_30am => [ 0, 0, 0, 200, true, [:snow, 9, "Wind"],[nil], [nil], [nil] ],
- :_07_00am => [ 0, 0, 0, 100, false,[:rain, 5, "Rain"],[nil], [nil], [nil] ],
- :_07_30am => [ 0, 0, 0, 100, false,[:storm, 9, "Storm"],[nil], [nil], [nil] ],
- :_08_00am => [ 0, 0, 0, 100, false,[:storm, 5, "Storm"],[nil], [nil], [nil] ],
- :_08_30am => [ 0, 0, 0, 100, false,[:rain, 5, "Rain"],[nil], [nil], [nil] ],
- :_09_00am => [ 0, 0, 0, 100, false,[:none],[nil], [nil], [nil] ],
- :_09_30am => [ 0, 0, 0, 100, false,[:none],[nil], [nil], [nil] ],
- :_10_00am => [ 0, 0, 0, 100, false,[:none],[nil], [nil], [nil] ],
- :_10_30am => [ 0, 0, 0, 100, false,[:none],[nil], [nil], [nil] ],
- :_11_00am => [ 0, 0, 0, 100, false,[:none],[nil], [nil], [nil] ],
- :_11_30am => [ 0, 0, 0, 100, false,[:none],[nil], [nil], [nil] ],
- # Noon -> Midnight
- :_12_00pm => [ 0, 0, 0, 100, false,[:rain, 2, "Rain"],[nil], [nil], [nil] ],
- :_12_30pm => [ 0, 0, 0, 100, false,[:rain, 1, "Rain"],[nil], [nil], [nil] ],
- :_13_00pm => [ 0, 0, 0, 100, false,[:none],[nil], [nil], [nil] ],
- :_13_30pm => [ 0, 0, 0, 100, false,[:snow, 9, "Wind"],[nil], [nil], [nil] ],
- :_14_00pm => [ 0, 0, 0, 100, false,[:none],[:switch, 1, true], [:variable, 1, :add, 3], [:common, 1] ],
- :_14_30pm => [ 0, 0, 0, 100, false,[:snow, 9, "Wind"],[nil], [nil], [nil] ],
- :_15_00pm => [ 0, 0, 0, 100, false,[:rain, 9, "Rain"],[nil], [nil], [nil] ],
- :_15_30pm => [ 0, 0, 0, 100, false,[:none],[nil], [nil], [nil] ],
- :_16_00pm => [ 0, 0, 0, 100, false,[:none],[nil], [nil], [nil] ],
- :_16_30pm => [ 0, 0, 0, 100, false,[:none],[nil], [nil], [nil] ],
- :_17_00pm => [ 0, 0, 0, 100, false,[:none],[nil], [nil], [nil] ],
- :_17_30pm => [ 0, 0, 0, 100, false,[:none],[nil], [nil], [nil] ],
- :_18_00pm => [ 0, 0, 0, 100, false,[:rain, 9, "Rain"], [:switch, 1, true], [nil], [nil] ],
- :_18_30pm => [ 0, 0, 0, 100, false,[:snow, 9, "Rain"], [:switch, 1, false], [nil], [nil] ],
- :_19_00pm => [ 0, 0, 0, 100, false,[:none], [nil], [nil], [nil] ],
- :_19_30pm => [ 0, 0, 0, 100, false,[:none], [nil], [nil], [nil] ],
- :_20_00pm => [ 0, 0, 0, 200, true, [:mog_weather, 5, 6, "Light_02A", "Rain"], [nil], [nil], [nil] ],
- :_20_30pm => [ 0, 0, 0, 200, true, [:mog_weather, 1, 9, "Light_02A", "Rain"], [nil], [nil], [nil] ],
- :_21_00pm => [ 0, 0, 0, 200, true, [:mog_weather, 0, 6, "Rain_01A", "Rain"], [nil], [nil], [nil] ],
- :_21_30pm => [ 0, 0, 0, 200, true, [:mog_weather, 1, 9, "Light_02A", "Rain"], [nil], [nil], [nil] ],
- :_22_00pm => [ 0, 0, 0, 200, true, [:mog_weather, 0, 6, "Light_02A", "Rain"], [:switch, 1, true], [nil], [nil] ],
- :_22_30pm => [ 0, 0, 0, 200, true, [:mog_weather, 0, 6, "Light_02A", "Rain"], [:switch, 1, true], [nil], [nil] ],
- :_23_00pm => [ 0, 0, 0, 200, true, [:rain, 9, "Rain"],[nil], [nil], [nil] ],
- :_23_30pm => [ 0, 0, 0, 200, true, [:none],[nil], [nil], [nil] ],
- }, # Do Not Delete
- ## SEASON END
- # If you wish to add more than 1 season simply follow these instructions.
- # 1 - Copy from SEASON BEGIN (around line 109) upto and including..
- # - SEASON END(around line 163)
- # 2 - Paste a new "season" below SEASON END
- # 3 - directly under SEASON BEGIN (of the season you just pasted)
- # - find the line that says " :season_1 => { # Season 1 settings "
- # 4 - change " :season_1 " to whatever you want to call it
- # 5 - look below and you will find the "Months" section, simply rename
- # - the season in here for the months you wish to use for your new season
- # e.g
- # 1 => [:season_1],
- # 2 => [:season_2],
- # 3 => [:season_3],
- } # << ALL SEASONS END
- Months ={
- 1 => [:season_1], # January
- 2 => [:season_1], # Febuary
- 3 => [:season_1], # March
- 4 => [:season_1], # April
- 5 => [:season_1], # May
- 6 => [:season_1], # June
- 7 => [:season_1], # July
- 8 => [:season_1], # August
- 9 => [:season_1], # September
- 10 => [:season_1], # October
- 11 => [:season_1], # November
- 12 => [:season_1], # December
- }
- #####################################
- # * YOUR OWN CUSTOM EFFECTS BELOW * #
- #####################################
- def self.custom_time_effects(condition) # < !!
- case condition[0] # DO NOT DELETE THESE < !!
- # the condition that gets passed is the condition slot
- # for the current time period eg. " [:snow, 6, "Wind"] "
- #--------------------------------------------------------------------------
- # * change_weather(type, power, duration)
- # type = :none, :rain, :storm, :snow
- # power = 0 - 9 # 0 = weak | 9 = strong
- # duration = 0 # for instant change upon transfer
- #--------------------------------------------------------------------------
- when :none
- $game_map.screen.change_weather(:none, 0, 0)
- if $mog_rgss3_weather_ex == true
- $game_temp.weather_fade = false
- $game_system.weather.clear
- $game_system.weather = [-1,0,""]
- $game_system.weather_restore = [-1,0,""]
- $game_system.weather_temp = [-1,0,""]
- end
- Audio.bgs_fade(30)
- when :rain, :storm, :snow
- if $game_map.can_weather
- $game_map.screen.change_weather(condition[0], condition[1], 0)
- Audio.bgs_play("Audio/BGS/" + condition[2], 10 * condition[1], 100)
- else
- $game_map.screen.change_weather(:none, 0, 0)
- Audio.bgs_play("Audio/BGS/" + condition[2], 7 * condition[1], 100)
- end
- when :mog_weather # [:mog_weather, type, power, name, sound]
- return unless $mog_rgss3_weather_ex == true
- if $game_map.can_weather
- $game_temp.weather_fade = false
- if $game_system.weather != [condition[1],condition[2],condition[3]]
- $game_system.weather.clear
- end
- $game_system.weather = [condition[1],condition[2],condition[3]]
- Audio.bgs_play("Audio/BGS/" + condition[4], 10 * condition[2], 100)
- else
- $game_temp.weather_fade = false
- $game_system.weather.clear
- $game_system.weather = [-1,0,""]
- $game_system.weather_restore = [-1,0,""]
- $game_system.weather_temp = [-1,0,""]
- Audio.bgs_play("Audio/BGS/" + condition[4], 7 * condition[2], 100)
- end
- #--------------------------------------------------------------------------
- # * YOUR OWN CUSTOM EFFECTS
- # Here you can create you own custom effects, (with some scripting knowladge)
- # you can then call the effect by putting [:custom] into the condition slot
- # for each time period. make sure " :custom " matches the effect you want.
- # Above is how i set up the basic weather effects for an example.
- #--------------------------------------------------------------------------
- when :custom
- #---
- # insert code here
- #---
- when :custom_2
- #---
- # insert code here
- #---
- #===============================================================================#
- ############################# CUSTOMISATION END #################################
- #===============================================================================#
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- # #
- # http://dekitarpg.wordpress.com/ #
- # #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- #===============================================================================#
- # ARE YOU MODIFYING BEYOND THIS POINT? \.\. #
- # YES?\.\. #
- # OMG, REALLY? \| #
- # WELL SLAP MY FACE AND CALL ME A DITTO.\..\.. #
- # I REALLY DIDN'T THINK YOU HAD IT IN YOU.\..\.. #
- #===============================================================================#
- end# << DO NOT DELETE THESE
- end # <<
- end
- $imported = {} if $imported.nil?
- $imported[:Dekita_Pokémon_RealTime_Clock] = true
- #===============================================================================#
- class RPG::Map
- #===============================================================================#
- attr_reader :can_tint
- attr_reader :can_weather_effects
- attr_reader :has_unique_tint
- def get_tint_info
- @can_tint = true
- @can_weather_effects = true
- @has_unique_tint = [false, nil, nil, nil, nil]
- self.note.split(/[\r\n]+/).each { |line|
- case line
- when /<no tint>/i
- @can_tint = false
- #---
- when /<no weather>/i
- @can_weather_effects = false
- #---
- when /<tint:(.*),(.*),(.*),(.*)>/i
- @has_unique_tint = [true, $1.to_i, $2.to_i, $3.to_i, $4.to_i]
- #---
- end
- } # self.note.split
- end
- end
- #==============================================================================
- class Game_Temp
- #==============================================================================
- attr_accessor :last_used__restricted_tint_effect
- alias dekitarealtimesystemgt initialize
- def initialize
- dekitarealtimesystemgt
- @last_used__restricted_tint_effect = [[nil],[nil],[nil],[nil]]
- end
- end
- #==============================================================================
- class Game_System
- #==============================================================================
- if !$imported[:Dekita__Pokémon_CORE] ; attr_accessor :night_time ; end
- attr_accessor :refresh_the_map_for_tint
- attr_accessor :screen_tint
- alias :init_de_map_tintzz :initialize
- def initialize
- init_de_map_tintzz
- @screen_tint = get_time_light
- @refresh_the_map_for_tint = false
- @night_time = false if !$imported[:Dekita__Pokémon_CORE]
- end
- def get_time_sym
- case Time.now.hour
- when 0 ; sym = Time.now.min < 30 ? :_00_00am : :_00_30am
- when 1 ; sym = Time.now.min < 30 ? :_01_00am : :_01_30am
- when 2 ; sym = Time.now.min < 30 ? :_02_00am : :_02_30am
- when 3 ; sym = Time.now.min < 30 ? :_03_00am : :_03_30am
- when 4 ; sym = Time.now.min < 30 ? :_04_00am : :_04_30am
- when 5 ; sym = Time.now.min < 30 ? :_05_00am : :_05_30am
- when 6 ; sym = Time.now.min < 30 ? :_06_00am : :_06_30am
- when 7 ; sym = Time.now.min < 30 ? :_07_00am : :_07_30am
- when 8 ; sym = Time.now.min < 30 ? :_08_00am : :_08_30am
- when 9 ; sym = Time.now.min < 30 ? :_09_00am : :_09_30am
- when 10 ; sym = Time.now.min < 30 ? :_10_00am : :_10_30am
- when 11 ; sym = Time.now.min < 30 ? :_11_00am : :_11_30am
- when 12 ; sym = Time.now.min < 30 ? :_12_00pm : :_12_30pm
- when 13 ; sym = Time.now.min < 30 ? :_13_00pm : :_13_30pm
- when 14 ; sym = Time.now.min < 30 ? :_14_00pm : :_14_30pm
- when 15 ; sym = Time.now.min < 30 ? :_15_00pm : :_15_30pm
- when 16 ; sym = Time.now.min < 30 ? :_16_00pm : :_16_30pm
- when 17 ; sym = Time.now.min < 30 ? :_17_00pm : :_17_30pm
- when 18 ; sym = Time.now.min < 30 ? :_18_00pm : :_18_30pm
- when 19 ; sym = Time.now.min < 30 ? :_19_00pm : :_19_30pm
- when 20 ; sym = Time.now.min < 30 ? :_20_00pm : :_20_30pm
- when 21 ; sym = Time.now.min < 30 ? :_21_00pm : :_21_30pm
- when 22 ; sym = Time.now.min < 30 ? :_22_00pm : :_22_30pm
- when 23 ; sym = Time.now.min < 30 ? :_23_00pm : :_23_30pm
- end ; return sym
- end
- def get_time_light
- sym = get_time_sym
- season = Dekita_RealTime_Clock::Months[Time.now.mon][0]
- tset = Dekita_RealTime_Clock::T_Color[season][sym]
- if SceneManager.scene != Scene_Map || Scene_Battle
- return [tset[0], tset[1], tset[2], tset[3]]
- elsif $game_map.has_unique_tint[0]
- gmt = $game_map.has_unique_tint
- return [gmt[1], gmt[2], gmt[3], gmt[4]]
- else
- return [tset[0], tset[1], tset[2], tset[3]]
- end
- end
- def update_time_light
- sym = get_time_sym
- season = Dekita_RealTime_Clock::Months[Time.now.mon][0]
- tset = Dekita_RealTime_Clock::T_Color[season][sym]
- if tset[5] != nil ; update_unique_effects(tset[5], sym, 0) ; end
- if tset[6] != nil ; update_unique_effects(tset[6], sym, 1) ; end
- if tset[7] != nil ; update_unique_effects(tset[7], sym, 2) ; end
- if tset[8] != nil ; update_unique_effects(tset[8], sym, 3) ; end
- if SceneManager.scene != Scene_Map || Scene_Battle
- return [tset[0], tset[1], tset[2], tset[3]]
- elsif $game_map.has_unique_tint[0]
- gmt = $game_map.has_unique_tint
- return [gmt[1], gmt[2], gmt[3], gmt[4]]
- else
- return [tset[0], tset[1], tset[2], tset[3]]
- end
- end
- def update_unique_effects(tset, sym, gt_id)
- last_effect = $game_temp.last_used__restricted_tint_effect[gt_id]
- case tset[0]#[0]
- when :switch
- return if last_effect == [:switch, sym]
- $game_temp.last_used__restricted_tint_effect[gt_id] = [:switch, sym]
- $game_switches[ tset[1] ] = tset[2]
- when :variable
- case tset[2]
- when :set
- return if last_effect == [:set, sym]
- $game_temp.last_used__restricted_tint_effect[gt_id] = [:set, sym]
- $game_variables[tset[1]] = tset[3]
- when :add
- return if last_effect == [:add, sym]
- $game_temp.last_used__restricted_tint_effect[gt_id] = [:add, sym]
- $game_variables[tset[1]] = ($game_variables[tset[1]]+tset[3]).to_i
- when :sub
- return if last_effect == [:sub, sym]
- $game_temp.last_used__restricted_tint_effect[gt_id] = [:sub, sym]
- $game_variables[tset[1]] = ($game_variables[tset[1]]-tset[3]).to_i
- when :div
- return if last_effect == [:div, sym]
- $game_temp.last_used__restricted_tint_effect[gt_id] = [:div, sym]
- $game_variables[tset[1]] = ($game_variables[tset[1]]/tset[3]).to_i
- when :mul
- return if last_effect == [:mul, sym]
- $game_temp.last_used__restricted_tint_effect[gt_id] = [:mul, sym]
- $game_variables[tset[1]] = ($game_variables[tset[1]]*tset[3]).to_i
- end
- when :common
- return if last_effect == [:common, sym]
- $game_temp.last_used__restricted_tint_effect[gt_id] = [:common, sym]
- $game_temp.reserve_common_event(tset[1])
- else
- Dekita_RealTime_Clock.custom_time_effects(tset)
- end
- end
- end
- #===============================================================================#
- class Game_Map
- #===============================================================================#
- attr_reader :map_tintable
- attr_reader :can_weather
- attr_reader :has_unique_tint
- alias mapsetupforpkmntimesys setup
- def setup(map_id)
- mapsetupforpkmntimesys(map_id)
- @map.get_tint_info
- @map_tintable = @map.can_tint
- @can_weather = @map.can_weather_effects
- @has_unique_tint = @map.has_unique_tint
- end
- end
- #===============================================================================#
- module Time_Tint
- #===============================================================================#
- def self.updt
- $game_system.screen_tint = $game_system.update_time_light
- if $game_map.map_tintable == false
- rc = 0 ; gc = 0 ; bc = 0 ; al = 0
- elsif $game_map.has_unique_tint[0]
- rc = $game_map.has_unique_tint[1]
- gc = $game_map.has_unique_tint[2]
- bc = $game_map.has_unique_tint[3]
- al = $game_map.has_unique_tint[4]
- else
- rc = $game_system.screen_tint[0]
- gc = $game_system.screen_tint[1]
- bc = $game_system.screen_tint[2]
- al = $game_system.screen_tint[3]
- end
- if Dekita_RealTime_Clock::Using_Khas_Awesome_Lights_Script
- # tone = Tone.new(rc,gc,bc,al/4)
- $game_map.effect_surface.change_color(0,rc,gc,bc)
- $game_map.effect_surface.set_alpha(al)
- # $game_map.screen.start_tone_change(tone, 0)
- else
- tone = Tone.new(rc,gc,bc,al)
- $game_map.screen.start_tone_change(tone, 0)
- end
- end
- end
- #==============================================================================
- class Scene_Map < Scene_Base
- #==============================================================================
- alias realtimestartthatshit start
- def start
- realtimestartthatshit
- start_de_sprttone
- end
- def start_de_sprttone
- Time_Tint.updt
- @time_tint_min = Time.now.min#sec
- end
- alias realtimeupdatetime update
- def update
- realtimeupdatetime
- update_DPBz_effects if @time_tint_min != Time.now.min#sec
- end
- def update_DPBz_effects
- @time_tint_min = Time.now.min
- Time_Tint.updt
- end
- end
- #==============================================================================
- class Scene_Load < Scene_File
- #==============================================================================
- alias ols_on_load_success on_load_success
- def on_load_success
- ols_on_load_success
- add_load_time_fix
- end
- def add_load_time_fix
- $game_system.screen_tint = $game_system.update_time_light
- $game_system.refresh_the_map_for_tint = true
- if !Dekita_RealTime_Clock::Using_Khas_Awesome_Lights_Script
- end
- end
- end
- #==============================================================================
- class Game_Interpreter
- #==============================================================================
- alias com201pkmnrt_transfer_fade_ALIAS command_201
- def command_201
- return if $game_party.in_battle
- $game_map.screen.start_fadeout(30)
- if $mog_rgss3_weather_ex == true ; $game_system.weather.clear ; end
- com201pkmnrt_transfer_fade_ALIAS
- $game_system.screen_tint = $game_system.update_time_light
- $game_system.refresh_the_map_for_tint = true
- $game_map.screen.start_fadein(30)
- end
- end
- #===============================================================================#
- # - SCRIPT END - #
- #===============================================================================#
- # http://dekitarpg.wordpress.com/ #
- #===============================================================================#
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