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Lv1.梦旅人 ~琉璃の雪~<
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你用个容错脚本试试,把它插入main之前:
#==============================================================================
# ■ 容错脚本第2版 BY 亿万星辰
#------------------------------------------------------------------------------
# 道理很简单,缺什么就不用什么……全缺的话会比较恐怖,比如默认的范例就是……
# 不过这里要声明的一点,这个只针对素材的缺失,如果data文件夹下的数据缺失的话,
# 这样再用容错似乎没什么意义…… (数据库都没了还容什么错……)
#
# 下一版本考虑增加一些替代用的素材。
#
# 默认范例为新建工程时生成的默认地图……只是RTP没选而已。
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# ● 演奏 BGM
# bgm : 演奏的 BGM
#--------------------------------------------------------------------------
def bgm_play(bgm)
@playing_bgm = bgm
begin
if bgm != nil and bgm.name != ""
Audio.bgm_play("Audio/BGM/" + bgm.name, bgm.volume, bgm.pitch)
else
Audio.bgm_stop
end
rescue Errno::ENOENT
Audio.bgm_stop
unless $need_file.include?("Audio/BGM/#{bgm.name}")
$need_file.push("Audio/BGM/#{bgm.name}")
f = File.open("./log.txt","a")
f.write("Audio/BGM/#{bgm.name}" + "\n")
f.close
end
end
Graphics.frame_reset
end
#--------------------------------------------------------------------------
# ● 演奏 BGS
# bgs : 演奏的 BGS
#--------------------------------------------------------------------------
def bgs_play(bgs)
@playing_bgs = bgs
begin
if bgs != nil and bgs.name != ""
Audio.bgs_play("Audio/BGS/" + bgs.name, bgs.volume, bgs.pitch)
else
Audio.bgs_stop
end
rescue Errno::ENOENT
Audio.bgs_stop
unless $need_file.include?("Audio/BGM/#{bgs.name}")
$need_file.push("Audio/BGM/#{bgs.name}")
f = File.open("./log.txt","a")
f.write("Audio/BGM/#{bgs.name}" + "\n")
f.close
end
end
Graphics.frame_reset
end
#--------------------------------------------------------------------------
# ● ME 的演奏
# me : 演奏的 ME
#--------------------------------------------------------------------------
def me_play(me)
begin
if me != nil and me.name != ""
Audio.me_play("Audio/ME/" + me.name, me.volume, me.pitch)
else
Audio.me_stop
end
rescue Errno::ENOENT
Audio.me_stop
unless $need_file.include?("Audio/BGM/#{me.name}")
$need_file.push("Audio/BGM/#{me.name}")
f = File.open("./log.txt","a")
f.write("Audio/BGM/#{me.name}" + "\n")
f.close
end
end
Graphics.frame_reset
end
#--------------------------------------------------------------------------
# ● SE 的演奏
# se : 演奏的 SE
#--------------------------------------------------------------------------
def se_play(se)
begin
if se != nil and se.name != ""
Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch)
end
rescue Errno::ENOENT
Audio.se_stop
unless $need_file.include?("Audio/BGM/#{se.name}")
$need_file.push("Audio/BGM/#{se.name}")
f = File.open("./log.txt","a")
f.write("Audio/BGM/#{se.name}" + "\n")
f.close
end
end
end
end
module RPG
module Cache
def self.load_bitmap(folder_name, filename, hue = 0)
begin
path = folder_name + filename
if not @cache.include?(path) or @cache[path].disposed?
if filename != ""
@cache[path] = Bitmap.new(path)
else
@cache[path] = Bitmap.new(32, 32)
end
end
if hue == 0
@cache[path]
else
key = [path, hue]
if not @cache.include?(key) or @cache[key].disposed?
@cache[key] = @cache[path].clone
@cache[key].hue_change(hue)
end
@cache[key]
end
rescue Errno::ENOENT
unless $need_file.include?("#{folder_name}#{filename}")
$need_file.push("#{folder_name}#{filename}")
f = File.open("./log.txt","a")
f.write("#{folder_name}#{filename}" + "\n")
f.close
end
self.load_bitmap(folder_name, "", hue)
end
end
end
end |
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