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[已经解决] 猫君音乐鉴赏问题

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Lv1.梦旅人

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发表于 2012-7-27 19:11:33 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
这个脚本每次返回时都要播放Town1音乐
能不能改成返回时播放地图音乐?
  1. =begin
  2. ================================================================================
  3.                         Music Room ~ ZUN's Style v1.1
  4.                                 by wltr3565
  5. --------------------------------------------------------------------------------
  6.                            简体中文化 & BUG修正 v1.1
  7.                               by 各种压力的猫君
  8. ================================================================================
  9. 2011-10-3 v1.1 简体中文化 by 各种压力的猫君
  10.      ① 仅汉化了和设定有关的内容,原作者的废话(误)均没有汉化;
  11.      ② 个人水平有限可能导致和原版有出入,因此保留了原版注释内容。
  12. 2011-10-3 v1.0 BUG修正 by 各种压力的猫君
  13.      ① 支持中文简介的显示;
  14.      ② 修正解锁全部音乐的BUG;
  15.      ③ 解决F12报错。
  16. --------------------------------------------------------------------------------
  17. 使用说明:
  18. ① 往下翻 - - 找到相应注释的位置分别设定文件名、歌曲名、内容简介。
  19. ② 游戏中直接使用播放BGM,会自动记录下来。
  20. ③ 参考范例中事件的写法,可以把自己添加到标题画面(注:需要存档)
  21. ④ 其他自定义设置均请参考下面的注释(于是这说明相当于什么都没说……)
  22. ================================================================================
  23. This is mainly for my project (or shouldn't I?). Among all music room scripts
  24. that I found, none of them sastify me. They lack commentary. Comments are very
  25. important for your composers, you know, or to add more description for the
  26. music...
  27. ================================================================================
  28. Features:
  29. - No need to rename the music files!
  30. - Auto music unlock!
  31. - Based on ZUN's music room:
  32. ' That he usually add comments,
  33. ' That he usually lets the players to play locked musics,
  34. ' That he usually gives the music name different from the actual file's name,
  35. ' That he sometimes doesn't list some songs...
  36. - Auto command install on title! (Thanks to KGC)
  37. - Commentary format is like normal message in the events!
  38. - Checks between existing savefiles!
  39. ================================================================================
  40. How it will work:
  41. This script tracks the musics that was listed and played, for later to be
  42. replayed in the Music Room Scene. The script detects the unlocked musics between
  43. existing savefiles. You can play the unlocked ones, but to play the locked ones,
  44. you can't just select it once, but twice for your own safety
  45. (spoilers possible!).
  46. ================================================================================
  47. How to Use:
  48. There's some event commands for controlling the music locks. What's between []
  49. is optional:

  50. - $game_system.music_flag[id] = control
  51. That one will control the flag of the musics' lock. id is the music's id, from
  52. the set order. control is the control between true or false. true will unlock
  53. the music, regardless, and false will lock the music, regardless.

  54. - $game_system.music_unlocked?(id)
  55. Checks if the music is alread unlocked. id is the music's id, from the set
  56. order. Use it for conditional branches.

  57. - $game_system.music_unlock_all
  58. This command will make all of the musics available to be unlocked.

  59. - $scene = Scene_Music.new[(file, call)]
  60. This command will call the music room. File represents the saveslot for
  61. obtaining the information from the assigned slot. call represents the target
  62. Scene for coming back. The default is title. If you assign the call "Map", will
  63. bring you back to the map. If you insert the file nil, will check all existing
  64. saveslots.
  65. More functions can be seen in the configurations below.
  66. --------------------------------------------------------------------------------
  67. 使用方法:
  68. $game_system.music_flag[id] = true/false 解锁/锁定音乐(id为后面脚本中指定的id)
  69. $game_system.music_unlocked?(id)         判断音乐的锁定状态
  70. $game_system.music_unlock_all            解锁全部音乐
  71. $scene = Scene_Music.new[(file, call)]   呼出Music Room,
  72.                                          file为存档文件名,call为返回的场景。
  73.                                          不清楚用法请参考范例。
  74. ================================================================================
  75. Install:
  76. Insert below title-related scripts and above main.
  77. --------------------------------------------------------------------------------
  78. 安装方法:
  79. 将本脚本插入到Title相关脚本以下,Main脚本以上。
  80. ================================================================================
  81. Terms of Use:
  82. Credit me, wltr3565. Free to use in commercial games as long I'm being credited.
  83. Crediting who I thanked will be a good idea.
  84. --------------------------------------------------------------------------------
  85. 使用守则:
  86. 在Credit中给出 wltr3565 的名字,在此前提下允许用于商业游戏,
  87. 最好也给我感谢的人Credit。
  88. PS:如果使用了本汉化修正版,也请在Credit中给出咱的名字(by 各种压力的猫君)
  89. ================================================================================
  90. Thanks:
  91. ZUN: His games and musics :P, and main inspiration.
  92. KGC: Method for adding command in the menu.
  93. --------------------------------------------------------------------------------
  94. 感谢:
  95. ZUN:他的游戏和音乐 :P, 以及给我提供了主要的灵感。
  96. KGC:在菜单中增加选项的方法。
  97. ================================================================================
  98. =end
  99. #===============================================================================
  100. #   COMMENCING COMPATIBILITY FLAG
  101. #===============================================================================
  102. $imported = {} if $imported == nil
  103. $imported["wltr3565's_Music_Room"] = true
  104. #===============================================================================
  105. #   END COMPATIBILITY FLAG
  106. #===============================================================================
  107. module WLTR
  108.   module MUSIC_ROOM_SETUP
  109.     MUSICS = [ # Don't touch
  110. #===============================================================================
  111. # List of musics available at the music room. Write their filename in a string,
  112. # and be sure to add "," without the quotation for each musics, like this:
  113. # Town1,
  114. # Battle2,
  115. #--------------------------------------------------------------------------------
  116. #【自定义文件名】
  117. # 即音乐文件在你BGM目录下的文件名,扩展名可省。
  118. #  参考下面给出的格式不需要更多说明了吧 = =
  119. #  标点符号均为英文半角(文件名不限)
  120. #===============================================================================
  121.     "Town5", # Music 1,
  122.     "Field1", # Music 2,
  123.     "Battle1", # Music 3 and so forth.
  124.     "st31",
  125.     "th06_15",
  126. #===============================================================================
  127.     ] # Don't touch
  128.    
  129.     MUSICS_NAME = [# Don't touch
  130. #===============================================================================
  131. # Each musics' name to be shown at the music room. Write it in a string. It will
  132. # be used at each assigned musics in the same order, like this:
  133. #        filename                                name
  134. #        "Town1",                             "Melancholy",
  135. #       "Battle2",                             "Battling",
  136. # At the music room, the Town1 music will have it's name shown as Melancholy,
  137. # and Battle2 as Battling.
  138. #===============================================================================
  139. #【自定义音乐名】
  140. # 即在Music Room中显示的名字。
  141. #  标点符号均为英文半角(歌曲名不限)
  142. #===============================================================================
  143.     "Town5", # Music 1,
  144.     "Field1", # Music 2 and so forth.
  145.     "Battle1",
  146.     "Beloved Tomboyish Girl",
  147.     "U.N. Owen Was Her?!",
  148. #===============================================================================
  149.     ] # Don't touch
  150.    
  151.     MUSICS_COMMENT = [] # << EXTREMELY DO NOT TOUCH!
  152.    
  153. #===============================================================================
  154. # In here you can make comments for the musics listed. The format for writing
  155. # them is almost the same as the normal message in text events. To make one,
  156. # do this:
  157. # MUSICS_COMMENT[id] = comment
  158. # The id represents the music's order from 0 that listed above. comment is the
  159. # comment. Be sure to close the text with "". You can use | for making new lines
  160. # other than using enter. Example:
  161. #
  162. # MUSICS_COMMENT[0] = "What we usually hear while testing our game...
  163. # You guys must be bored."
  164. # The Town1 music (from the example list of above) will show it's comments like
  165. # this:
  166. # What we usually hear while testing our game...
  167. # You guys must be bored.
  168. #
  169. # Doesn't make one will make the comment empty.
  170. #===============================================================================
  171. #【自定义简介】
  172. # 即在Music Room中选定后显示的歌曲简介,可以使用|代替换行。
  173. #  标点符号均为英文半角(简介内容不限)
  174. #  若下面没有对应的简介会显示为空。
  175. #  最大长度:10行,每行30个汉字。
  176. #===============================================================================
  177.     MUSICS_COMMENT[0] = "VX RTP's music. Commonly used for title screen.
  178.    
  179. Enterbrain just prefer this music for new projects' title theme.
  180. But really, why don't they name it \"Title\" or something more
  181. fit other than \"Town5\"?"

  182.     MUSICS_COMMENT[1] = "VX RTP's music.
  183.    
  184. I do like this one personally, too bad, I'm not even sure what's
  185. the best situation for using this piece... No need to answer
  186. this, really."

  187.     MUSICS_COMMENT[2] = "VX RTP's music. The default battle theme.

  188. Enterbrain do made 4 battle themes for us to use, but they
  189. selected this for the default. Because of the default battle
  190. system?"

  191.     MUSICS_COMMENT[3] = "~ Beloved Tomboyish Girl ~
  192. Composed by ZUN, Cirno's theme from TH12.3.

  193. This piece was not made purely by ZUN himself, it's rearranged
  194. by Tasofro's composer.
  195. I love this theme! The theme's so stupid, but cool at a time.
  196. One of the best Tasofro's Touhou music remix, I guess."
  197.    
  198.     MUSICS_COMMENT[4] = "~ U.N. Owen Was Her?! ~
  199.    
  200. U.N.オーエンは彼女なのか? U.N.OWEN就是她吗?(东方红魔乡)

  201. 二小姐 芙兰朵露·斯卡雷特 (フランドール·スカーレット) 主题曲
  202.    
  203. Composed by ZUN, Flandre Scarlet's theme from TH06.

  204. One of ZUN's most loli-tastic musics. The theme's very chaotic
  205. aswell. Really Touhou-like."
  206. #-------------------------------------------------------------------------------
  207. #下面的是U.N.Owen原来的英文简介的后半部分,长度超出被我切掉了 - -
  208. #-------------------------------------------------------------------------------
  209. #This one's the MIDI version. I prefer the MIDI version compared
  210. #to the WAV  version because the MIDI version more fit for RPG
  211. #games...
  212. #===============================================================================

  213. #===============================================================================
  214. # Comment for a locked music, to warn the players that the music is not yet
  215. # unlocked in the game. The format for writing it is the same.
  216. #-------------------------------------------------------------------------------
  217. # 未解锁的音乐简介
  218. #===============================================================================
  219.     EMPTY_COMMENT = "*** The selected music has not yet been played in the game. ***

  220.       The comments may contain spoiler, as well as the music
  221. itself. Select the music again to play the music, or select
  222. another music."
  223. #===============================================================================

  224. #===============================================================================
  225. # Letter used to mark that the music is not yet unlocked. Write it in a string.
  226. # Example: Melancholy will show ?????????? if it's not yet unlocked and the
  227. # UNKNOWN_WORD is "?".
  228. #-------------------------------------------------------------------------------
  229. # 未解锁的音乐替代字符(字符的个数由歌曲名长度决定)
  230. #===============================================================================
  231.     UNKNOWN_WORD = "?"
  232.    
  233. #===============================================================================
  234. # The music room texts' font size. The higher the number, the bigger the
  235. # the letters. Write it in a number. Suggested that the font size is not 20, but
  236. # 16.
  237. #-------------------------------------------------------------------------------
  238. # 字体大小,建议使用16而不是20。
  239. #===============================================================================
  240.     FONT_SIZE = 16
  241.    
  242. #===============================================================================
  243. # Custom background for the music room. Leave it "" if you don't want to use
  244. # one. The background image must be located in Graphics/System folder.
  245. # To note tha if you want to use a background, the big window that shows the
  246. # music room's name at the top-left of the screen will vanish.
  247. #-------------------------------------------------------------------------------
  248. # 背景图,留空的话使用默认的窗口。
  249. # 当背景图被启用时,左上角的“Music Room”窗口将被隐藏
  250. #===============================================================================
  251.     BACKGROUND = ""
  252.    
  253. #===============================================================================
  254. # The music room's name shown in the commands. Write it in a string.
  255. #-------------------------------------------------------------------------------
  256. # Music Room 的名称,显示在菜单中。
  257. #===============================================================================
  258.     MUSIC_ROOM_NAME = "Music Room"
  259.    
  260. #===============================================================================
  261. # This will check if you want to let the music unlocked while played in the
  262. # music room, while the music itself is not yet unlocked.
  263. # true  : Let it unlocked.
  264. # false : Don't unlock it.
  265. #-------------------------------------------------------------------------------
  266. # 当在Music Room中播放一个未解锁音乐时,是否将其解锁。
  267. # true :解锁
  268. # false:不解锁
  269. #===============================================================================
  270.     SPOIL_UNLOCK = true
  271.    
  272. #===============================================================================
  273. # This will check if you can play a locked music after you select it twice.
  274. # true  : Play it.
  275. # false : Don't play it.
  276. #-------------------------------------------------------------------------------
  277. # 当你在Music Room中尝试播放一个未解锁的音乐两次时,是否播放。
  278. # true :播放
  279. # false:不播放
  280. #===============================================================================
  281.     LOCK_PLAYABLE = true
  282.    
  283. #===============================================================================
  284. # Checks if you want the command to be useable for title screen.
  285. # true  : Add it.
  286. # false : Don't add it.
  287. #-------------------------------------------------------------------------------
  288. # 设置你是否想在标题菜单添加 Music Room 选项
  289. # true :添加
  290. # false:不添加
  291. #===============================================================================
  292.     ADD_TO_MENU = true
  293.    
  294. #===============================================================================
  295. # The switch for limiting the accessibility of the music room at the title
  296. # screen. Set the id. If the assigned switch is on, the command will show.
  297. # If it's off, will not show. Useless if ADD_TO_MENU is false. Set below to nil
  298. # if you want the music room accessable at anytime.
  299. #-------------------------------------------------------------------------------
  300. # 在标题画面显示 Music Room 的开关编号
  301. # 当上一个选项为false时这里的设定是无效的。
  302. #===============================================================================
  303.     TITLE_SWITCH = 1
  304.    
  305. #===============================================================================
  306. # Number of columns that you want to have for the list.
  307. #-------------------------------------------------------------------------------
  308. # 音乐列表的列数
  309. #===============================================================================
  310.     COLUMNS = 2
  311.   end
  312. end

  313. "=============================================================================="
  314. "   BELOW IS TOO DANGEROUS TO READ WITHOUT PROPER SCRIPTING SKILLS. THEREFOR,  "
  315. "                            EDIT AT YOUR OWN RISK!                            "
  316. "------------------------------------------------------------------------------"
  317. "                       ※请在你的能力以内编辑以下脚本※                       "
  318. "=============================================================================="

  319. class Game_System
  320.   attr_reader :music_list
  321.   attr_accessor :music_flag
  322.   attr_accessor :spoiler
  323.   alias initialize_musics initialize
  324.   def initialize
  325.     initialize_musics
  326.    
  327.     @spoiler = false
  328.     @music_list = WLTR::MUSIC_ROOM_SETUP::MUSICS
  329.     @music_flag = []
  330.     for i in 0..@music_list.size - 1
  331.       @music_flag[i] = false
  332.     end
  333.   end
  334.   
  335.   def music_unlocked?(id)
  336.     return @music_flag[id]
  337.   end
  338.   
  339.   def music_unlock_all
  340.     for i in 0..@music_list.size
  341.       @music_flag[i] = true
  342.     end
  343.   end
  344. end

  345. module RPG
  346.   class BGM < AudioFile
  347.     unless $def_bit_play
  348.       alias play_check play
  349.       $def_bit_play = true
  350.     end
  351.     def play
  352.       if [email protected]?
  353.         check = $game_system.music_list.index(@name)
  354.         play_check
  355.         return if $game_system.spoiler
  356.         return if check == nil
  357.         $game_system.music_flag[check] = true
  358.       end
  359.     end
  360.   end
  361. end

  362. class Scene_Music < Scene_Base
  363.   def initialize(file = nil, call = "Title")
  364.     @last_bgm = RPG::BGM.last
  365.     @index = 0
  366.     @available_musics = []
  367.     for i in 0..WLTR::MUSIC_ROOM_SETUP::MUSICS.size - 1
  368.       @available_musics[i] = false
  369.     end
  370.     if file == nil
  371.       for i in 0..3
  372.         @filename = make_filename(i)
  373.         load_musicdata
  374.         next if !@file_exist
  375.         counter = 0
  376.         for flag in @game_system.music_flag
  377.           if flag == true
  378.             @available_musics[counter] = true
  379.           end
  380.           counter += 1
  381.         end
  382.       end
  383.     elsif @file != 0
  384.       @filename = make_filename(file)
  385.       load_musicdata
  386.       counter = 0
  387.       for flag in @game_system.music_flag
  388.         if flag == true
  389.           @available_musics[counter] = true
  390.         end
  391.         counter += 1
  392.       end
  393.     end
  394.     counter = 0
  395.     for flag in $game_system.music_flag
  396.       if flag == true
  397.         @available_musics[counter] = true
  398.       end
  399.       counter += 1
  400.     end
  401.     @file = file
  402.     @call = call
  403.     @spoil = false
  404.     $game_system.spoiler = true if !WLTR::MUSIC_ROOM_SETUP::SPOIL_UNLOCK
  405.   end
  406.   
  407.   def make_filename(file_index)
  408.     return "Save#{file_index + 1}.rvdata"
  409.   end
  410.   
  411.   def load_musicdata
  412.     @time_stamp = Time.at(0)
  413.     @file_exist = FileTest.exist?(@filename)
  414.     if @file_exist
  415.       file = File.open(@filename, "r")
  416.       @time_stamp = file.mtime
  417.       begin
  418.         @characters     = Marshal.load(file)
  419.         @frame_count    = Marshal.load(file)
  420.         @last_bgm       = Marshal.load(file)
  421.         @last_bgs       = Marshal.load(file)
  422.         @game_system    = Marshal.load(file)
  423.       rescue
  424.         @file_exist = false
  425.       ensure
  426.         file.close
  427.       end
  428.     end
  429.   end
  430.   
  431.   def start
  432.     super
  433.     create_menu_background
  434.     if WLTR::MUSIC_ROOM_SETUP::BACKGROUND != ""
  435.       @background = Sprite.new
  436.       @background.bitmap = Cache.system(WLTR::MUSIC_ROOM_SETUP::BACKGROUND)
  437.     else
  438.       @background = Window_Base.new(0, 0, 272, 60)
  439.       @background.contents.draw_text(0, 0, 272, 24, WLTR::MUSIC_ROOM_SETUP::MUSIC_ROOM_NAME)
  440.     end
  441.     @viewport = Viewport.new(0, 0, 544, 416)
  442.     @music_list = Window_Music_List.new(0, 60, 272, 416 - 260, @file)
  443.     @music_list.viewport = @viewport
  444.     @comment = Window_Comment.new(0, 416 - 200, 544, 200)
  445.     @comment.viewport = @viewport
  446.     @spoil = true if $game_system.music_flag[0] == false
  447.     @comment.refresh(@spoil)
  448.     @spoil = false
  449.     @index = @music_list.index
  450.   end

  451.   def terminate
  452.     super
  453.     dispose_menu_background
  454.     @music_list.dispose
  455.     @comment.dispose
  456.     @background.dispose if @background != nil
  457.   end

  458.   def return_scene
  459.     eval("$scene = Scene_" + @call + ".new")
  460.     $game_system.spoiler = false
  461.     @last_bgm.play
  462.   end

  463.   def update
  464.     super
  465.     update_menu_background
  466.     @music_list.update
  467.     @comment.update
  468.     update_music
  469.   end
  470.   
  471.   def update_music
  472.     @spoil = false if @music_list.index != @index
  473.     @index = @music_list.index if @music_list.index != @index
  474.     if Input.trigger?(Input::C)
  475.       if @available_musics[@music_list.index] == true
  476.         bgm = RPG::BGM.new($game_system.music_list[@music_list.index])
  477.         bgm.play
  478.         @spoil = false
  479.         @comment.id = @music_list.index
  480.         spoil = false
  481.         spoil = true if !$game_system.music_flag[@music_list.index]
  482.         @comment.refresh(spoil)
  483.       else
  484.         if @spoil == false
  485.           RPG::BGM.stop
  486.           @comment.id = @music_list.index
  487.           @comment.refresh
  488.           @spoil = true if WLTR::MUSIC_ROOM_SETUP::LOCK_PLAYABLE
  489.         else
  490.           return if !WLTR::MUSIC_ROOM_SETUP::LOCK_PLAYABLE
  491.           bgm = RPG::BGM.new($game_system.music_list[@music_list.index])
  492.           bgm.play
  493.           @comment.id = @music_list.index
  494.           @spoil = false
  495.           @comment.refresh(true)
  496.           @music_list.refresh if !$game_system.spoiler
  497.         end
  498.       end
  499.     elsif Input.trigger?(Input::B)
  500.       Sound.play_cancel
  501.       return_scene
  502.     elsif Input.trigger?(Input::X)
  503.       RPG::BGM.stop
  504.     elsif Input.trigger?(Input::Y)
  505.       RPG::BGM.fade(600)
  506.     end
  507.   end
  508. end

  509. class Window_Music_List < Window_Selectable
  510.   def initialize(x, y, width, height, file = nil)
  511.     super(x, y, width, height)
  512.     self.opacity = 0 if WLTR::MUSIC_ROOM_SETUP::BACKGROUND != ""
  513.     @column_max = WLTR::MUSIC_ROOM_SETUP::COLUMNS
  514.     if @column_max > 1
  515.       self.width += 272
  516.     end
  517.     @available_musics = []
  518.     for i in 0..WLTR::MUSIC_ROOM_SETUP::MUSICS.size - 1
  519.       @available_musics[i] = false
  520.     end
  521.     if file == nil
  522.       for i in 0..3
  523.         @filename = make_filename(i)
  524.         load_musicdata
  525.         next if !@file_exist
  526.         counter = 0
  527.         for flag in @game_system.music_flag
  528.           if flag == true
  529.             @available_musics[counter] = true
  530.           end
  531.           counter += 1
  532.         end
  533.       end
  534.     elsif @file != 0
  535.       @filename = make_filename(file)
  536.       load_musicdata
  537.       counter = 0
  538.       for flag in @game_system.music_flag
  539.         if flag == true
  540.           @available_musics[counter] = true
  541.         end
  542.         counter += 1
  543.       end
  544.     end
  545.     counter = 0
  546.     for flag in $game_system.music_flag
  547.       if flag == true
  548.         @available_musics[counter] = true
  549.       end
  550.       counter += 1
  551.     end
  552.     @index = 0
  553.     refresh
  554.   end
  555.   
  556.   def refresh
  557.     self.contents.clear
  558.     @data = WLTR::MUSIC_ROOM_SETUP::MUSICS_NAME
  559.     @item_max = @data.size
  560.     create_contents
  561.     for i in 0...@item_max
  562.       draw_item(i)
  563.     end
  564.   end
  565.   #--------------------------------------------------------------------------
  566.   # * Draw Item
  567.   #     index : item number
  568.   #--------------------------------------------------------------------------
  569.   def draw_item(index)
  570.     rect = item_rect(index)
  571.     self.contents.clear_rect(rect)
  572.     item = @data[index]
  573.     if item != nil
  574.       rect.width -= 4
  575.       name = item
  576.       known = @available_musics[index]
  577.       if !known
  578.         count = name.size + 1
  579.         name = ""
  580.         for i in 1...count
  581.           name += WLTR::MUSIC_ROOM_SETUP::UNKNOWN_WORD
  582.         end
  583.       end
  584.       rect.width -= 4
  585.       self.contents.font.size = WLTR::MUSIC_ROOM_SETUP::FONT_SIZE
  586.       self.contents.draw_text(rect.x, rect.y, 24, rect.height, sprintf("%2d:", index + 1), 2)
  587.       self.contents.draw_text(rect.x + 24, rect.y, self.width - 32, rect.height, name)
  588.     end
  589.   end
  590.   
  591.   def make_filename(file_index)
  592.     return "Save#{file_index + 1}.rvdata"
  593.   end
  594.   
  595.   def load_musicdata
  596.     @time_stamp = Time.at(0)
  597.     @file_exist = FileTest.exist?(@filename)
  598.     if @file_exist
  599.       file = File.open(@filename, "r")
  600.       @time_stamp = file.mtime
  601.       begin
  602.         @characters     = Marshal.load(file)
  603.         @frame_count    = Marshal.load(file)
  604.         @last_bgm       = Marshal.load(file)
  605.         @last_bgs       = Marshal.load(file)
  606.         @game_system    = Marshal.load(file)
  607.       rescue
  608.         @file_exist = false
  609.       ensure
  610.         file.close
  611.       end
  612.     end
  613.   end
  614. end

  615. class Window_Comment < Window_Base
  616.   attr_accessor :id
  617.   def initialize(x, y, width, height, id = 0)
  618.     super(x, y, width, height)
  619.     self.opacity = 0 if WLTR::MUSIC_ROOM_SETUP::BACKGROUND != ""
  620.     @id = id
  621.     self.contents.font.size = WLTR::MUSIC_ROOM_SETUP::FONT_SIZE
  622.     pre_start
  623.     refresh
  624.   end
  625.   
  626.   def pre_start
  627. #===============================================================================
  628. # Insert a code or two here if you want to do something before the first refresh
  629. # starts.
  630. #===============================================================================

  631. #===============================================================================
  632.   end
  633.   
  634.   def pre_refresh
  635. #===============================================================================
  636. # Insert a code or two here if you want to do something before the refresh
  637. # starts.
  638. #===============================================================================

  639. #===============================================================================
  640.   end
  641.   
  642.   def refresh(spoil = false)
  643.     pre_refresh
  644.     @x = 0
  645.     @y = 0
  646.     self.contents.clear
  647.     text = WLTR::MUSIC_ROOM_SETUP::MUSICS_COMMENT[@id]
  648.     text = WLTR::MUSIC_ROOM_SETUP::EMPTY_COMMENT if !$game_system.music_unlocked?(@id) and spoil == false
  649.     text = "" if text == nil
  650.     process = text
  651.     text = convert_special_characters(process)
  652.     @comment = []
  653.     @text = text.clone
  654.     for i in 0..text.size
  655.       @comment << @text.slice!(/./m)
  656.     end
  657.   end
  658.   
  659.   def convert_special_characters(text)
  660.     text.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
  661.     text.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name }
  662.     text.gsub!(/\n/i) { "|" }
  663.     return text
  664.   end
  665.   
  666.   def update
  667.     super
  668.     word = @comment.shift
  669.     return if word == nil
  670.     case word
  671.     when "|"
  672.       @x = 0
  673.       @y += self.contents.text_size(word).height
  674.     else
  675.       self.contents.draw_text(@x, @y, 40, WLH, word)
  676.       width = self.contents.text_size(word).width
  677.       @x += width
  678.     end
  679.   end
  680. end

  681. #==============================================================================
  682. # ■ Window_Command
  683. #==============================================================================
  684. # Stole this from KGC...
  685. class Window_Command < Window_Selectable
  686.   unless method_defined?(:add_command)
  687.   #--------------------------------------------------------------------------
  688.   # ○ コマンドを追加
  689.   #    追加した位置を返す
  690.   #--------------------------------------------------------------------------
  691.   def add_command(command)
  692.     @commands << command
  693.     @item_max = @commands.size
  694.     item_index = @item_max - 1
  695.     refresh_command
  696.     draw_item(item_index)
  697.     return item_index
  698.   end
  699.   #--------------------------------------------------------------------------
  700.   # ○ コマンドをリフレッシュ
  701.   #--------------------------------------------------------------------------
  702.   def refresh_command
  703.     buf = self.contents.clone
  704.     self.height = [self.height, row_max * WLH + 32].max
  705.     create_contents
  706.     self.contents.blt(0, 0, buf, buf.rect)
  707.     buf.dispose
  708.   end
  709.   #--------------------------------------------------------------------------
  710.   # ○ コマンドを挿入
  711.   #--------------------------------------------------------------------------
  712.   def insert_command(index, command)
  713.     @commands.insert(index, command)
  714.     @item_max = @commands.size
  715.     refresh_command
  716.     refresh
  717.   end
  718.   #--------------------------------------------------------------------------
  719.   # ○ コマンドを削除
  720.   #--------------------------------------------------------------------------
  721.   def remove_command(command)
  722.     @commands.delete(command)
  723.     @item_max = @commands.size
  724.     refresh
  725.   end
  726.   end
  727. end

  728. class Scene_Title < Scene_Base
  729.   def make_filename(file_index)
  730.     return "Save#{file_index + 1}.rvdata"
  731.   end
  732.   
  733.   def load_cleardata
  734.     @time_stamp = Time.at(0)
  735.     @file_exist = FileTest.exist?(@filename)
  736.     if @file_exist
  737.       file = File.open(@filename, "r")
  738.       @time_stamp = file.mtime
  739.       begin
  740.         @characters     = Marshal.load(file)
  741.         @frame_count    = Marshal.load(file)
  742.         @last_bgm       = Marshal.load(file)
  743.         @last_bgs       = Marshal.load(file)
  744.         @game_system    = Marshal.load(file)
  745.         @game_message   = Marshal.load(file)
  746.         @game_switches  = Marshal.load(file)
  747.       rescue
  748.         @file_exist = false
  749.       ensure
  750.         file.close
  751.       end
  752.     end
  753.     if @file_exist and WLTR::MUSIC_ROOM_SETUP::TITLE_SWITCH != nil
  754.       @unlock_flag = @game_switches[WLTR::MUSIC_ROOM_SETUP::TITLE_SWITCH] unless @unlock_flag == true
  755.     end
  756.   end
  757.   
  758.   # Stole this from KGC's enemy guide.
  759.   if WLTR::MUSIC_ROOM_SETUP::ADD_TO_MENU
  760.   #--------------------------------------------------------------------------
  761.   # ● コマンドウィンドウの作成
  762.   #--------------------------------------------------------------------------
  763.   alias create_command_window_item_almanac create_command_window
  764.   def create_command_window
  765.     create_command_window_item_almanac

  766.     return if $imported["CustomMenuCommand"]
  767.     for i in 0..3
  768.       @filename = make_filename(i)
  769.       load_cleardata
  770.     end
  771.     if WLTR::MUSIC_ROOM_SETUP::TITLE_SWITCH != nil
  772.       return if !@unlock_flag
  773.     end
  774.     @__command_music_room =
  775.       @command_window.add_command(WLTR::MUSIC_ROOM_SETUP::MUSIC_ROOM_NAME)
  776.     if @command_window.oy > 0
  777.       @command_window.oy -= Window_Base::WLH
  778.     end
  779.   end
  780.   end
  781.   #--------------------------------------------------------------------------
  782.   # ● コマンド選択の更新
  783.   #--------------------------------------------------------------------------
  784.   alias update_command_selection_music_room update
  785.   def update
  786.     current_menu_index = @__command_music_room
  787.     call_item_almanac = false

  788.     if Input.trigger?(Input::C)
  789.       case @command_window.index
  790.       when @__command_music_room  # モンスター図鑑
  791.         call_enemy_guide_flag = true
  792.       end
  793.     end

  794.     # モンスター図鑑に移行
  795.     if call_enemy_guide_flag
  796.       Sound.play_decision
  797.       $scene = Scene_Music.new
  798.       return
  799.     end

  800.     update_command_selection_music_room
  801.   end
  802. end
  803. #===============================================================================
  804. #
  805. # END OF SCRIPT
  806. #
  807. #===============================================================================
复制代码

Lv1.梦旅人

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2012-7-30
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2
发表于 2012-7-30 10:51:52 | 只看该作者
虽然说我没找到town1的具体标识在哪,完全不知道不知道怎么会播放town1
不过请注意以下代码:
  1.   def return_scene
  2.     eval("$scene = Scene_" + @call + ".new")
  3.     $game_system.spoiler = false
  4.     @last_bgm.play
  5.   end
复制代码
会播放town1就是因为@last_bgm不知道为什么会被设置到town1.
在处理@last_bgm的后面print @last_bgm,据目测应该是marshal.load出的问题

点评

暂时还无法解决,不过感谢你回答  发表于 2012-8-9 19:37
想回复我的话请呼(@)我一下。
准备执行人体盗图计划,copyright的诸君赶紧藏好咧~
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