本帖最后由 各种压力的猫君 于 2011-10-3 17:49 编辑 脚本加个代码框吧。 刚翻出去把范例载下来了,发现一个BUG。
原脚本因为是英文的,所以获取文字的时候是按照1字节获取的。 我们知道一个汉字=2字节,因此就会报错了。 换一种算法就好,修正版:http://rpg.blue/thread-211137-1-1.html |
照做了,但是仍然是一堆符号……到底是哪里的问题呢…… |
本帖最后由 nanaka 于 2011-10-3 14:38 编辑 应该是你加错地方了…… 是加在你发出来的那个脚本的517行 也就是 Window_Music_List的draw_item方法里
如果有效的话 在Window_Comment的initialize方法里
另外,最好把你发的代码拿code括起来 不然不但很长还被转成表情符号了实在没法看 |
517行加上 self.contents.font.name = "()" ()内为你想要的字体,然后试试看 |
好吧,确实只是贴了一段……这次是整个的,如果大家要是对这个脚本有兴趣,也可以直接拿走了…… =begin ================================================================================ Music Room ~ ZUN's Style v1.1 by wltr3565 ================================================================================ This is mainly for my project (or shouldn't I?). Among all music room scripts that I found, none of them sastify me. They lack commentary. Comments are very important for your composers, you know, or to add more description for the music... ================================================================================ Features: - No need to rename the music files! - Auto music unlock! - Based on ZUN's music room: ' That he usually add comments, ' That he usually lets the players to play locked musics, ' That he usually gives the music name different from the actual file's name, ' That he sometimes doesn't list some songs... - Auto command install on title! (Thanks to KGC) - Commentary format is like normal message in the events! - Checks between existing savefiles! ================================================================================ How it will work: This script tracks the musics that was listed and played, for later to be replayed in the Music Room Scene. The script detects the unlocked musics between existing savefiles. You can play the unlocked ones, but to play the locked ones, you can't just select it once, but twice for your own safety (spoilers possible!). ================================================================================ How to Use: There's some event commands for controlling the music locks. What's between [] is optional: - $game_system.music_flag[id] = control That one will control the flag of the musics' lock. id is the music's id, from the set order. control is the control between true or false. true will unlock the music, regardless, and false will lock the music, regardless. - $game_system.music_unlocked?(id) Checks if the music is alread unlocked. id is the music's id, from the set order. Use it for conditional branches. - $game_system.music_unlock_all This command will make all of the musics available to be unlocked. - $scene = Scene_Music.new[(file, call)] This command will call the music room. File represents the saveslot for obtaining the information from the assigned slot. call represents the target Scene for coming back. The default is title. If you assign the call "Map", will bring you back to the map. If you insert the file nil, will check all existing saveslots. More functions can be seen in the configurations below. ================================================================================ Install: Insert below title-related scripts and above main. ================================================================================ Terms of Use: Credit me, wltr3565. Free to use in commercial games as long I'm being credited. Crediting who I thanked will be a good idea. ================================================================================ Thanks: ZUN: His games and musics :P, and main inspiration. KGC: Method for adding command in the menu. ================================================================================ =end #=============================================================================== # COMMENCING COMPATIBILITY FLAG #=============================================================================== $imported = {} if $imported == nil $imported["wltr3565's_Music_Room"] = true #=============================================================================== # END COMPATIBILITY FLAG #=============================================================================== module WLTR module MUSIC_ROOM_SETUP MUSICS = [ # Don't touch #=============================================================================== # List of musics available at the music room. Write their filename in a string, # and be sure to add "," without the quotation for each musics, like this: # Town1, # Battle2, #=============================================================================== "Town5", # Music 1, "Field1", # Music 2, "Battle1", # Music 3 and so forth. "st31", "th06_15", #=============================================================================== ] # Don't touch MUSICS_NAME = [# Don't touch #=============================================================================== # Each musics' name to be shown at the music room. Write it in a string. It will # be used at each assigned musics in the same order, like this: # filename name # "Town1", "Melancholy", # "Battle2", "Battling", # At the music room, the Town1 music will have it's name shown as Melancholy, # and Battle2 as Battling. #=============================================================================== "Town5", # Music 1, "Field1", # Music 2 and so forth. "Battle1", "Beloved Tomboyish Girl", "U.N. Owen Was Her?!", #=============================================================================== ] # Don't touch MUSICS_COMMENT = [] # << EXTREMELY DO NOT TOUCH! #=============================================================================== # In here you can make comments for the musics listed. The format for writing # them is almost the same as the normal message in text events. To make one, # do this: # MUSICS_COMMENT[id] = comment # The id represents the music's order from 0 that listed above. comment is the # comment. Be sure to close the text with "". You can use | for making new lines # other than using enter. Example: # # MUSICS_COMMENT[0] = "What we usually hear while testing our game... # You guys must be bored." # The Town1 music (from the example list of above) will show it's comments like # this: # What we usually hear while testing our game... # You guys must be bored. # # Doesn't make one will make the comment empty. #=============================================================================== MUSICS_COMMENT[0] = "VX RTP's music. Commonly used for title screen. Enterbrain just prefer this music for new projects' title theme. But really, why don't they name it \"Title\" or something more fit other than \"Town5\"?" MUSICS_COMMENT[1] = "VX RTP's music. I do like this one personally, too bad, I'm not even sure what's the best situation for using this piece... No need to answer this, really." MUSICS_COMMENT[2] = "VX RTP's music. The default battle theme. Enterbrain do made 4 battle themes for us to use, but they selected this for the default. Because of the default battle system?" MUSICS_COMMENT[3] = "~ Beloved Tomboyish Girl ~ Composed by ZUN, Cirno's theme from TH12.3. This piece was not made purely by ZUN himself, it's rearranged by Tasofro's composer. I love this theme! The theme's so stupid, but cool at a time. One of the best Tasofro's Touhou music remix, I guess." MUSICS_COMMENT[4] = "~ U.N. Owen Was Her?! ~ Composed by ZUN, Flandre Scarlet's theme from TH06. One of ZUN's most loli-tastic musics. The theme's very chaotic aswell. Really Touhou-like. This one's the MIDI version. I prefer the MIDI version compared to the WAV version because the MIDI version more fit for RPG games..." #=============================================================================== #=============================================================================== # Comment for a locked music, to warn the players that the music is not yet # unlocked in the game. The format for writing it is the same. #=============================================================================== EMPTY_COMMENT = "*** The selected music has not yet been played in the game. *** The comments may contain spoiler, as well as the music itself. Select the music again to play the music, or select another music." #=============================================================================== #=============================================================================== # Letter used to mark that the music is not yet unlocked. Write it in a string. # Example: Melancholy will show ?????????? if it's not yet unlocked and the # UNKNOWN_WORD is "?". #=============================================================================== UNKNOWN_WORD = "?" #=============================================================================== # The music room texts' font size. The higher the number, the bigger the # the letters. Write it in a number. Suggested that the font size is not 20, but # 16. #=============================================================================== FONT_SIZE = 16 #=============================================================================== # Custom background for the music room. Leave it "" if you don't want to use # one. The background image must be located in Graphics/System folder. # To note tha if you want to use a background, the big window that shows the # music room's name at the top-left of the screen will vanish. #=============================================================================== BACKGROUND = "" #=============================================================================== # The music room's name shown in the commands. Write it in a string. #=============================================================================== MUSIC_ROOM_NAME = "Music Room" #=============================================================================== # This will check if you want to let the music unlocked while played in the # music room, while the music itself is not yet unlocked. # true : Let it unlocked. # false : Don't unlock it. #=============================================================================== SPOIL_UNLOCK = false #=============================================================================== # This will check if you can play a locked music after you select it twice. # true : Play it. # false : Don't play it. #=============================================================================== LOCK_PLAYABLE = true #=============================================================================== # Checks if you want the command to be useable for title screen. # true : Add it. # false : Don't add it. #=============================================================================== ADD_TO_MENU = true #=============================================================================== # The switch for limiting the accessibility of the music room at the title # screen. Set the id. If the assigned switch is on, the command will show. # If it's off, will not show. Useless if ADD_TO_MENU is false. Set below to nil # if you want the music room accessable at anytime. #=============================================================================== TITLE_SWITCH = 1 #=============================================================================== # Number of columns that you want to have for the list. #=============================================================================== COLUMNS = 2 end end "==============================================================================" " BELOW IS TOO DANGEROUS TO READ WITHOUT PROPER SCRIPTING SKILLS. THEREFOR, " " EDIT AT YOUR OWN RISK! " "==============================================================================" class Game_System attr_reader :music_list attr_accessor :music_flag attr_accessor :spoiler alias initialize_musics initialize def initialize initialize_musics @spoiler = false @music_list = WLTR::MUSIC_ROOM_SETUP::MUSICS @music_flag = [] for i in 0..@music_list.size - 1 @music_flag = false end end def music_unlocked?(id) return @music_flag[id] end def music_unlock_all for i in 0..@music_list @music_flag = true end end end module RPG class BGM < AudioFile alias play_check play def play if [email protected]? check = $game_system.music_list.index(@name) play_check return if $game_system.spoiler return if check == nil $game_system.music_flag[check] = true end end end end class Scene_Music < Scene_Base def initialize(file = nil, call = "Title") @last_bgm = RPG::BGM.last @index = 0 @available_musics = [] for i in 0..WLTR::MUSIC_ROOM_SETUP::MUSICS.size - 1 @available_musics = false end if file == nil for i in 0..3 @filename = make_filename(i) load_musicdata next if !@file_exist counter = 0 for flag in @game_system.music_flag if flag == true @available_musics[counter] = true end counter += 1 end end elsif @file != 0 @filename = make_filename(file) load_musicdata counter = 0 for flag in @game_system.music_flag if flag == true @available_musics[counter] = true end counter += 1 end end counter = 0 for flag in $game_system.music_flag if flag == true @available_musics[counter] = true end counter += 1 end @file = file @call = call @spoil = false $game_system.spoiler = true if !WLTR::MUSIC_ROOM_SETUP::SPOIL_UNLOCK end def make_filename(file_index) return "Save#{file_index + 1}.rvdata" end def load_musicdata @time_stamp = Time.at(0) @file_exist = FileTest.exist?(@filename) if @file_exist file = File.open(@filename, "r") @time_stamp = file.mtime begin @characters = Marshal.load(file) @frame_count = Marshal.load(file) @last_bgm = Marshal.load(file) @last_bgs = Marshal.load(file) @game_system = Marshal.load(file) rescue @file_exist = false ensure file.close end end end def start super create_menu_background if WLTR::MUSIC_ROOM_SETUP::BACKGROUND != "" @background = Sprite.new @background.bitmap = Cache.system(WLTR::MUSIC_ROOM_SETUP::BACKGROUND) else @background = Window_Base.new(0, 0, 272, 60) @background.contents.draw_text(0, 0, 272, 24, WLTR::MUSIC_ROOM_SETUP::MUSIC_ROOM_NAME) end @viewport = Viewport.new(0, 0, 544, 416) @music_list = Window_Music_List.new(0, 60, 272, 416 - 260, @file) @music_list.viewport = @viewport @comment = Window_Comment.new(0, 416 - 200, 544, 200) @comment.viewport = @viewport @spoil = true if $game_system.music_flag[0] == false @comment.refresh(@spoil) @spoil = false @index = @music_list.index end def terminate super dispose_menu_background @music_list.dispose @comment.dispose @background.dispose if @background != nil end def return_scene eval("$scene = Scene_" + @call + ".new") $game_system.spoiler = false @last_bgm.play end def update super update_menu_background @music_list.update @comment.update update_music end def update_music @spoil = false if @music_list.index != @index @index = @music_list.index if @music_list.index != @index if Input.trigger?(Input::C) if @available_musics[@music_list.index] == true bgm = RPG::BGM.new($game_system.music_list[@music_list.index]) bgm.play @spoil = false @comment.id = @music_list.index spoil = false spoil = true if !$game_system.music_flag[@music_list.index] @comment.refresh(spoil) else if @spoil == false RPG::BGM.stop @comment.id = @music_list.index @comment.refresh @spoil = true if WLTR::MUSIC_ROOM_SETUP::LOCK_PLAYABLE else return if !WLTR::MUSIC_ROOM_SETUP::LOCK_PLAYABLE bgm = RPG::BGM.new($game_system.music_list[@music_list.index]) bgm.play @comment.id = @music_list.index @spoil = false @comment.refresh(true) @music_list.refresh if !$game_system.spoiler end end elsif Input.trigger?(Input::B) Sound.play_cancel return_scene elsif Input.trigger?(Input::X) RPG::BGM.stop elsif Input.trigger?(Input::Y) RPG::BGM.fade(600) end end end class Window_Music_List < Window_Selectable def initialize(x, y, width, height, file = nil) super(x, y, width, height) self.opacity = 0 if WLTR::MUSIC_ROOM_SETUP::BACKGROUND != "" @column_max = WLTR::MUSIC_ROOM_SETUP::COLUMNS if @column_max > 1 self.width += 272 end @available_musics = [] for i in 0..WLTR::MUSIC_ROOM_SETUP::MUSICS.size - 1 @available_musics = false end if file == nil for i in 0..3 @filename = make_filename(i) load_musicdata next if !@file_exist counter = 0 for flag in @game_system.music_flag if flag == true @available_musics[counter] = true end counter += 1 end end elsif @file != 0 @filename = make_filename(file) load_musicdata counter = 0 for flag in @game_system.music_flag if flag == true @available_musics[counter] = true end counter += 1 end end counter = 0 for flag in $game_system.music_flag if flag == true @available_musics[counter] = true end counter += 1 end @index = 0 refresh end def refresh self.contents.clear @data = WLTR::MUSIC_ROOM_SETUP::MUSICS_NAME @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) item = @data[index] if item != nil rect.width -= 4 name = item known = @available_musics[index] if !known count = name.size + 1 name = "" for i in 1...count name += WLTR::MUSIC_ROOM_SETUP::UNKNOWN_WORD end end rect.width -= 4 self.contents.font.size = WLTR::MUSIC_ROOM_SETUP::FONT_SIZE self.contents.draw_text(rect.x, rect.y, 24, rect.height, sprintf("%2d:", index + 1), 2) self.contents.draw_text(rect.x + 24, rect.y, self.width - 32, rect.height, name) end end def make_filename(file_index) return "Save#{file_index + 1}.rvdata" end def load_musicdata @time_stamp = Time.at(0) @file_exist = FileTest.exist?(@filename) if @file_exist file = File.open(@filename, "r") @time_stamp = file.mtime begin @characters = Marshal.load(file) @frame_count = Marshal.load(file) @last_bgm = Marshal.load(file) @last_bgs = Marshal.load(file) @game_system = Marshal.load(file) rescue @file_exist = false ensure file.close end end end end class Window_Comment < Window_Base attr_accessor :id def initialize(x, y, width, height, id = 0) super(x, y, width, height) self.opacity = 0 if WLTR::MUSIC_ROOM_SETUP::BACKGROUND != "" @id = id self.contents.font.size = WLTR::MUSIC_ROOM_SETUP::FONT_SIZE pre_start refresh end def pre_start #=============================================================================== # Insert a code or two here if you want to do something before the first refresh # starts. #=============================================================================== #=============================================================================== end def pre_refresh #=============================================================================== # Insert a code or two here if you want to do something before the refresh # starts. #=============================================================================== #=============================================================================== end def refresh(spoil = false) pre_refresh @x = 0 @y = 0 self.contents.clear text = WLTR::MUSIC_ROOM_SETUP::MUSICS_COMMENT[@id] text = WLTR::MUSIC_ROOM_SETUP::EMPTY_COMMENT if !$game_system.music_unlocked?(@id) and spoil == false text = "" if text == nil process = text text = convert_special_characters(process) @comment = [] for i in 0..text.size - 1 @comment << text[i, 1] end update end def convert_special_characters(text) text.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] } text.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name } text.gsub!(/\n/i) { "|" } return text end def update super word = @comment.shift return if word == nil case word when "|" @x = 0 @y += self.contents.text_size(word).height else self.contents.draw_text(@x, @y, 40, WLH, word) width = self.contents.text_size(word).width @x += width end end end #============================================================================== # ■ Window_Command #============================================================================== # Stole this from KGC... class Window_Command < Window_Selectable unless method_defined?(:add_command) #-------------------------------------------------------------------------- # ○ コマンドを追加 # 追加した位置を返す #-------------------------------------------------------------------------- def add_command(command) @commands << command @item_max = @commands.size item_index = @item_max - 1 refresh_command draw_item(item_index) return item_index end #-------------------------------------------------------------------------- # ○ コマンドをリフレッシュ #-------------------------------------------------------------------------- def refresh_command buf = self.contents.clone self.height = [self.height, row_max * WLH + 32].max create_contents self.contents.blt(0, 0, buf, buf.rect) buf.dispose end #-------------------------------------------------------------------------- # ○ コマンドを挿入 #-------------------------------------------------------------------------- def insert_command(index, command) @commands.insert(index, command) @item_max = @commands.size refresh_command refresh end #-------------------------------------------------------------------------- # ○ コマンドを削除 #-------------------------------------------------------------------------- def remove_command(command) @commands.delete(command) @item_max = @commands.size refresh end end end class Scene_Title < Scene_Base def make_filename(file_index) return "Save#{file_index + 1}.rvdata" end def load_cleardata @time_stamp = Time.at(0) @file_exist = FileTest.exist?(@filename) if @file_exist file = File.open(@filename, "r") @time_stamp = file.mtime begin @characters = Marshal.load(file) @frame_count = Marshal.load(file) @last_bgm = Marshal.load(file) @last_bgs = Marshal.load(file) @game_system = Marshal.load(file) @game_message = Marshal.load(file) @game_switches = Marshal.load(file) rescue @file_exist = false ensure file.close end end if @file_exist and WLTR::MUSIC_ROOM_SETUP::TITLE_SWITCH != nil @unlock_flag = @game_switches[WLTR::MUSIC_ROOM_SETUP::TITLE_SWITCH] unless @unlock_flag == true end end # Stole this from KGC's enemy guide. if WLTR::MUSIC_ROOM_SETUP::ADD_TO_MENU #-------------------------------------------------------------------------- # ● コマンドウィンドウの作成 #-------------------------------------------------------------------------- alias create_command_window_item_almanac create_command_window def create_command_window create_command_window_item_almanac return if $imported["CustomMenuCommand"] for i in 0..3 @filename = make_filename(i) load_cleardata end if WLTR::MUSIC_ROOM_SETUP::TITLE_SWITCH != nil return if !@unlock_flag end @__command_music_room = @command_window.add_command(WLTR::MUSIC_ROOM_SETUP::MUSIC_ROOM_NAME) if @command_window.oy > 0 @command_window.oy -= Window_Base::WLH end end end #-------------------------------------------------------------------------- # ● コマンド選択の更新 #-------------------------------------------------------------------------- alias update_command_selection_music_room update def update current_menu_index = @__command_music_room call_item_almanac = false if Input.trigger?(Input::C) case @command_window.index when @__command_music_room # モンスター図鑑 call_enemy_guide_flag = true end end # モンスター図鑑に移行 if call_enemy_guide_flag Sound.play_decision $scene = Scene_Music.new return end update_command_selection_music_room end end #=============================================================================== # # END OF SCRIPT # #=============================================================================== |
你确定把整个脚本都贴出来了? |
试着按font搜索了一下脚本页,却只有调整字体大小的设定…… def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) item = @data[index] if item != nil rect.width -= 4 name = item known = @available_musics[index] if !known count = name.size + 1 name = "" for i in 1...count name += WLTR::MUSIC_ROOM_SETUP::UNKNOWN_WORD end end rect.width -= 4 self.contents.font.size = WLTR::MUSIC_ROOM_SETUP::FONT_SIZE self.contents.draw_text(rect.x, rect.y, 24, rect.height, sprintf("%2d:", index + 1), 2) self.contents.draw_text(rect.x + 24, rect.y, self.width - 32, rect.height, name) end end def make_filename(file_index) return "Save#{file_index + 1}.rvdata" end def load_musicdata @time_stamp = Time.at(0) @file_exist = FileTest.exist?(@filename) if @file_exist file = File.open(@filename, "r") @time_stamp = file.mtime begin @characters = Marshal.load(file) @frame_count = Marshal.load(file) @last_bgm = Marshal.load(file) @last_bgs = Marshal.load(file) @game_system = Marshal.load(file) rescue @file_exist = false ensure file.close end end end end class Window_Comment < Window_Base attr_accessor :id def initialize(x, y, width, height, id = 0) super(x, y, width, height) self.opacity = 0 if WLTR::MUSIC_ROOM_SETUP::BACKGROUND != "" @id = id self.contents.font.size = WLTR::MUSIC_ROOM_SETUP::FONT_SIZE pre_start refresh end 就是这段……不知道该怎么换成全局的…… |
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