赞 | 0 |
VIP | 0 |
好人卡 | 0 |
积分 | 1 |
经验 | 1764 |
最后登录 | 2013-9-3 |
在线时间 | 30 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 30 小时
- 注册时间
- 2012-7-8
- 帖子
- 255
|
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?- =begin
- ================================================================================
- Music Room ~ ZUN's Style v1.1
- by wltr3565
- --------------------------------------------------------------------------------
- 简体中文化 & BUG修正 v1.1
- by 各种压力的猫君
- ================================================================================
- 2011-10-3 v1.1 简体中文化 by 各种压力的猫君
- 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;
- 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。
- 2011-10-3 v1.0 BUG修正 by 各种压力的猫君
- ① 支持中文简介的显示;
- ② 修正解锁全部音乐的BUG;
- ③ 解决F12报错。
- --------------------------------------------------------------------------------
- 使用说明:
- 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。
- ② 游戏中直接使用播放BGM,会自动记录下来。
- 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)
- 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……)
- ================================================================================
- 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.
- --------------------------------------------------------------------------------
- 使用方法:
- $game_system.music_flag[id] = true/false 解锁/锁定音乐(id为后面脚本中指定的id)
- $game_system.music_unlocked?(id) 判断音乐的锁定状态
- $game_system.music_unlock_all 解锁全部音乐
- $scene = Scene_Music.new[(file, call)] 呼出Music Room,
- file为存档文件名,call为返回的场景。
- 不清楚用法请参考范例。
- ================================================================================
- Install:
- Insert below title-related scripts and above main.
- --------------------------------------------------------------------------------
- 安装方法:
- 将本脚本插入到Title相关脚本以下,Main脚本以上。
- ================================================================================
- 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.
- --------------------------------------------------------------------------------
- 使用守则:
- 在Credit中给出 wltr3565 的名字,在此前提下允许用于商业游戏,
- 最好也给我感谢的人Credit。
- 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)
- ================================================================================
- Thanks:
- ZUN: His games and musics :P, and main inspiration.
- KGC: Method for adding command in the menu.
- --------------------------------------------------------------------------------
- 感谢:
- ZUN:他的游戏和音乐 :P, 以及给我提供了主要的灵感。
- KGC:在菜单中增加选项的方法。
- ================================================================================
- =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,
- #--------------------------------------------------------------------------------
- #【自定义文件名】
- # 即音乐文件在你BGM目录下的文件名,扩展名可省。
- # 参考下面给出的格式不需要更多说明了吧 = =
- # 标点符号均为英文半角(文件名不限)
- #===============================================================================
- "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.
- #===============================================================================
- #【自定义音乐名】
- # 即在Music Room中显示的名字。
- # 标点符号均为英文半角(歌曲名不限)
- #===============================================================================
- "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.
- #===============================================================================
- #【自定义简介】
- # 即在Music Room中选定后显示的歌曲简介,可以使用|代替换行。
- # 标点符号均为英文半角(简介内容不限)
- # 若下面没有对应的简介会显示为空。
- # 最大长度:10行,每行30个汉字。
- #===============================================================================
- 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?! ~
-
- U.N.オーエンは彼女なのか? U.N.OWEN就是她吗?(东方红魔乡)
- 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
-
- 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."
- #-------------------------------------------------------------------------------
- #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 - -
- #-------------------------------------------------------------------------------
- #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.
- #-------------------------------------------------------------------------------
- # 未解锁的音乐简介
- #===============================================================================
- 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 "?".
- #-------------------------------------------------------------------------------
- # 未解锁的音乐替代字符(字符的个数由歌曲名长度决定)
- #===============================================================================
- 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.
- #-------------------------------------------------------------------------------
- # 字体大小,建议使用16而不是20。
- #===============================================================================
- 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.
- #-------------------------------------------------------------------------------
- # 背景图,留空的话使用默认的窗口。
- # 当背景图被启用时,左上角的“Music Room”窗口将被隐藏
- #===============================================================================
- BACKGROUND = ""
-
- #===============================================================================
- # The music room's name shown in the commands. Write it in a string.
- #-------------------------------------------------------------------------------
- # Music Room 的名称,显示在菜单中。
- #===============================================================================
- 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.
- #-------------------------------------------------------------------------------
- # 当在Music Room中播放一个未解锁音乐时,是否将其解锁。
- # true :解锁
- # false:不解锁
- #===============================================================================
- SPOIL_UNLOCK = true
-
- #===============================================================================
- # This will check if you can play a locked music after you select it twice.
- # true : Play it.
- # false : Don't play it.
- #-------------------------------------------------------------------------------
- # 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。
- # true :播放
- # false:不播放
- #===============================================================================
- LOCK_PLAYABLE = true
-
- #===============================================================================
- # Checks if you want the command to be useable for title screen.
- # true : Add it.
- # false : Don't add it.
- #-------------------------------------------------------------------------------
- # 设置你是否想在标题菜单添加 Music Room 选项
- # true :添加
- # false:不添加
- #===============================================================================
- 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.
- #-------------------------------------------------------------------------------
- # 在标题画面显示 Music Room 的开关编号
- # 当上一个选项为false时这里的设定是无效的。
- #===============================================================================
- TITLE_SWITCH = 1
-
- #===============================================================================
- # Number of columns that you want to have for the list.
- #-------------------------------------------------------------------------------
- # 音乐列表的列数
- #===============================================================================
- COLUMNS = 2
- end
- end
- "=============================================================================="
- " BELOW IS TOO DANGEROUS TO READ WITHOUT PROPER SCRIPTING SKILLS. THEREFOR, "
- " EDIT AT YOUR OWN RISK! "
- "------------------------------------------------------------------------------"
- " ※请在你的能力以内编辑以下脚本※ "
- "=============================================================================="
- 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[i] = false
- end
- end
-
- def music_unlocked?(id)
- return @music_flag[id]
- end
-
- def music_unlock_all
- for i in 0..@music_list.size
- @music_flag[i] = true
- end
- end
- end
- module RPG
- class BGM < AudioFile
- unless $def_bit_play
- alias play_check play
- $def_bit_play = true
- end
- 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[i] = 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[i] = 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 = []
- @text = text.clone
- for i in 0..text.size
- @comment << @text.slice!(/./m)
- end
- 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
- #
- #===============================================================================
复制代码 |
|