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5楼
楼主 |
发表于 2011-10-3 10:40:15
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只看该作者
过眼云烟 发表于 2011-10-3 10:27
你确定把整个脚本都贴出来了?
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
#
#=============================================================================== |
|