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我把分辨率调为1270x971,结果音乐屋变成了这样:无法选择。要怎么解决这个问题?我翻遍了脚本,把数值测试了一遍,还是没有什么用T T球大神解答啊啊啊!!
附上脚本:
#==============================================================================
# +++ MOG - 音乐屋 (v2.2) +++
#==============================================================================
# By Moghunter
# https://atelierrgss.wordpress.com/
#==============================================================================
# 可以在音乐屋里听游戏里的音乐.
#==============================================================================
#==============================================================================
# 使用方法
#
# 1 - 在以下路径创建文件夹
# /Graphics/Music_Room/
#
# 2 - 从本工程中拷贝以下图片到你自己工程里的相应位置.
# Layout.png
# Layout2.png
#
#==============================================================================
# 可选:
#
# 在"Music_Room"文件夹里放入和音乐同名的图片作为其封面.
#
# 例子:
#
# 音乐文件名
# Theme5.MP3 (Ogg/mid/等等...)
#
# 图片文件名
# Theme5.png
#
#==============================================================================
# 进入进入音乐屋画面的脚本:
#
# music_room
#
#==============================================================================
# ● Version History
#==============================================================================
# 2.1 - Melhor codificação,
# 2.0 - Verificação da música direto no módulo de áudio, o que deixa
# compátivel praticamente com todos os script que tocam música.
# - Opção de ocultar determinadas músicas na lista músicas.
# - Compatibilidade com resoluções maiores que o padrão normal.
#==============================================================================
module MOG_MUSIC_ROOM
# 在音乐屋中隐藏的音乐.
# 例子:
# FORCE_HIDE_MUSIC = ["Battle3","Battle5","Ending"]
#
FORCE_HIDE_MUSIC = []
# 在播放列表中隐藏不可用的音乐.
HIDE_UNAVAILABLE_MUSIC = false
#在帮助窗口中显示的音乐介绍.
MUSIC_INFO = {
"Town5" => "标题画面主题 (by Enterbrain)",
"Field1" => "小镇主题 (by Enterbrain)",
"Battle6" => "战斗主题 3 (by Enterbrain)",
"Boss_Theme" => "Boss 主题 (by Freedom House)",
"Battle_Theme" => "战斗主题 1 (by Freedom House)",
"Battle_Theme2" => "战斗主题 2 (by Freedom House)",
"Main_Theme" => "主要主题 (by Freedom House)"
}
# 播放列表文字的位置.
MUSIC_LIST_POSITION_TEXT = [0, 420]
# 播放列表图片的位置.
MUSIC_LIST_POSITION_LAYOUT = [0, 400]
# 播放列表自动隐藏的时间.
MUSICLIST_FADE_TIME = 1#(秒)
# 是否在画面中显示一张动画图片(图片名为"Character").
CHARACTER_SPRITE = true
# 动画图片的改变速度.
CHARACTER_ANIMATION_SPEED = 30
# 动画图片的位置
CHARACTER_POSITION = [700,400]
# 音乐搜集度的文本.
COMPLETED_WORD = "搜集度"
# 帮助文本的位置.
INFO_POSITION = [0,850]
# 音乐屋里是否包含RTP音乐.
INCLUDE_RTP = true
# RTP路径.
RTP_PATH = "C:/Program Files (x86)/Common Files/Enterbrain/RGSS3/RPGVXAce/Audio/BGM/"
# 是否在菜单中添加音乐屋的选项.
MENU_COMMAND = true
# 音乐屋选项的文本
MENU_COMMAND_NAME = "音乐屋"
end
$imported = {} if $imported.nil?
$imported[:mog_music_room] = true
#===============================================================================
# ■ Game System
#===============================================================================
class Game_System
attr_accessor :music_book_list
attr_accessor :avaliable_music_list
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_music_book_initialize initialize
def initialize
mog_music_book_initialize
music_book_setup
end
#--------------------------------------------------------------------------
# ● Music Book Setup
#--------------------------------------------------------------------------
def music_book_setup
return if !SceneManager.scene_is?(Scene_Title)
@music_book_list = []
@avaliable_music_list = []
@music_book_list.push([$data_system.title_bgm.name,true]) if $data_system.title_bgm.name != ""
path = "Audio/BGM/"
make_music_list(path)
if MOG_MUSIC_ROOM::INCLUDE_RTP
path = MOG_MUSIC_ROOM::RTP_PATH
make_music_list(path)
end
end
#--------------------------------------------------------------------------
# ● Make_Music_List
#--------------------------------------------------------------------------
def make_music_list(path)
return if !File.directory?(path)
list = Dir.entries(path)
for i in 2...list.size
file_name = File.basename(list.to_s, ".*")
@music_book_list.push([file_name,false]) unless repeated_song?(file_name)
end
end
#--------------------------------------------------------------------------
# ● Repeated Song?
#--------------------------------------------------------------------------
def repeated_song?(file_name)
for i in MOG_MUSIC_ROOM::FORCE_HIDE_MUSIC
return true if file_name == i
end
for i in 0...@music_book_list.size
return true if @music_book_list.include?(file_name)
end
return false
end
#--------------------------------------------------------------------------
# ● Make Avaliable Music List
#--------------------------------------------------------------------------
def make_avaliable_music_list
@avaliable_music_list = []
for i in @music_book_list
@avaliable_music_list.push(i) if i[1]
end
end
end
#==============================================================================
# ■ Game Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ● Music Room
#--------------------------------------------------------------------------
def music_room
SceneManager.call(Scene_Music_Box)
end
end
#===============================================================================
# ■ RPG Audio
#===============================================================================
class << Audio
#--------------------------------------------------------------------------
# ● Bgm Play
#--------------------------------------------------------------------------
alias mog_music_box_bgm_play bgm_play
def bgm_play(filename, volume, pitch, pos = 0)
mog_music_box_bgm_play(filename, volume, pitch, pos)
check_music_book(filename)
end
#--------------------------------------------------------------------------
# ● Check Music Book
#--------------------------------------------------------------------------
def check_music_book(filename)
return if $game_system.music_book_list == nil
return if filename == nil or filename == ""
path = "Audio/BGM/"
for i in 0...$game_system.music_book_list.size
song_name = path.to_s + $game_system.music_book_list[0].to_s
if song_name.to_s == filename.to_s
$game_system.music_book_list[1] = true
break
end
end
end
end
#===============================================================================
# ■ RPG Cache
#===============================================================================
module Cache
#--------------------------------------------------------------------------
# ● Music Cover
#--------------------------------------------------------------------------
def self.music_cover(filename)
load_bitmap("Graphics/Music_Room/", filename)
end
end
#===============================================================================
# ■ RPG_FileTest
#===============================================================================
module RPG_FileTest
#--------------------------------------------------------------------------
# ● RPG_FileTest.music_cover_exist?
#--------------------------------------------------------------------------
def RPG_FileTest.music_cover_exist?(filename)
return Cache.music_cover(filename) rescue return false
end
end
#==============================================================================
# ■ Window_Picture
#==============================================================================
class Window_Music_List < Window_Selectable
include MOG_MUSIC_ROOM
#------------------------------------------------------------------------------
# ● Initialize
#------------------------------------------------------------------------------
def initialize
super(0, 0, Graphics.width, 350)
self.opacity = 0
@index = -1
if HIDE_UNAVAILABLE_MUSIC
@music_list = $game_system.avaliable_music_list
else
@music_list = $game_system.music_book_list
end
@item_max = @music_list.size
refresh
select(0)
activate
end
#------------------------------------------------------------------------------
# ● Refresh
#------------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
if @item_max > 0
self.contents = Bitmap.new(width - 32, 24 * @item_max)
for i in 0...@item_max
draw_item(i)
end
return
end
self.contents = Bitmap.new(width - 32, 24)
self.contents.draw_text(x,y,Graphics.width - 32,32,"No Data",0)
end
#------------------------------------------------------------------------------
# ● draw_item
#------------------------------------------------------------------------------
def draw_item(index)
x = 5
y = 40 * index
if @music_list[index][1]
change_color(normal_color,true)
music_name = MUSIC_INFO[@music_list[index][0].to_s] rescue nil
music_name = @music_list[index][0].to_s if music_name == nil
music = "N" + sprintf("%02d", index + 1).to_s + " - " + music_name.to_s
else
change_color(normal_color,false)
music = "N" + sprintf("%02d", index + 1).to_s + " - 无效"
end
self.contents.draw_text(x,y,Graphics.width - 32,32,music,0)
end
#------------------------------------------------------------------------------
# ● Col Max
#------------------------------------------------------------------------------
def col_max
return 1
end
#------------------------------------------------------------------------------
# ● Item Max
#------------------------------------------------------------------------------
def item_max
return @item_max == nil ? 0 : @item_max
end
end
#===============================================================================
# ■ Scene Music Box
#===============================================================================
class Scene_Music_Box
include MOG_MUSIC_ROOM
#--------------------------------------------------------------------------
# ● Main
#--------------------------------------------------------------------------
def main
execute_dispose
create_music_list
create_layout
create_sprite_now_playing
create_character
execute_loop
execute_dispose
end
#--------------------------------------------------------------------------
# ● Execute Loop
#--------------------------------------------------------------------------
def execute_loop
Graphics.transition
loop do
Graphics.update
Input.update
update
break if SceneManager.scene != self
end
end
#--------------------------------------------------------------------------
# ● Create Layout
#--------------------------------------------------------------------------
def create_layout
@background = Sprite.new
@background.z = 1
make_background_zero
@layout = Sprite.new
@layout.bitmap = Cache.music_cover("Layout")
@layout.z = 90
@old_index = -1
end
#--------------------------------------------------------------------------
# ● create Sprite now Playing
#--------------------------------------------------------------------------
def create_sprite_now_playing
@now_playing = Plane.new
@now_playing.bitmap = Bitmap.new(Graphics.width,Graphics.height)
@now_playing.z = 100
check_completion
make_now_playing(true)
end
#--------------------------------------------------------------------------
# ● Check Completion
#--------------------------------------------------------------------------
def check_completion
comp = 0
for i in 0...$game_system.music_book_list.size
comp += 1 if $game_system.music_book_list[1]
end
if $game_system.music_book_list.size > 0
@completed = "( " + COMPLETED_WORD + " " + (comp.to_f / $game_system.music_book_list.size * 100).truncate.to_s + "% )"
else
@completed = "( " + COMPLETED_WORD + " )"
end
end
#--------------------------------------------------------------------------
# ● Screen Rev X
#--------------------------------------------------------------------------
def screen_rev_x
Graphics.width - 1270
end
#--------------------------------------------------------------------------
# ● Screen Rev Y
#--------------------------------------------------------------------------
def screen_rev_y
Graphics.height - 971
end
#--------------------------------------------------------------------------
# ● Create_Character
#--------------------------------------------------------------------------
def create_character
return if !CHARACTER_SPRITE
@character_index = 0
@character_animation_speed = 0
@character = Sprite.new
@character.z = 80
@character_image = Cache.music_cover("Character")
@character_frame_max = @character_image.width / @character_image.height
@character_width = @character_image.width / @character_frame_max
@character.bitmap = Bitmap.new(@character_width,@character_image.height)
@character.x = CHARACTER_POSITION[0] + screen_rev_x
@character.y = CHARACTER_POSITION[1] + screen_rev_y
make_character_bitmap
end
#--------------------------------------------------------------------------
# ● Make Now Playing
#--------------------------------------------------------------------------
def make_now_playing(init = false)
@now_playing.bitmap.clear
@now_playing.bitmap.font.size = 30
@now_playing.bitmap.font.bold = true
music_name = MUSIC_INFO[song_name.to_s] rescue nil
music_name = song_name if music_name == nil
text = music_name.to_s + " " + @completed
text = @completed if init
@now_playing.bitmap.draw_text(INFO_POSITION[0] + screen_rev_x,INFO_POSITION[1] + screen_rev_y, Graphics.width, 32, text.to_s,1)
@now_playing.opacity = 0
end
#--------------------------------------------------------------------------
# ● Make Background Zero
#--------------------------------------------------------------------------
def make_background_zero
if @background.bitmap != nil
@background.bitmap.dispose
@background.bitmap = nil
end
if RPG_FileTest.music_cover_exist?("Background")
@background.bitmap = Cache.music_cover("Background")
@background.ox = @background.bitmap.width / 6
@background.oy = @background.bitmap.height / 6
@background.x = Graphics.width / 2
@background.y = Graphics.height / 2
else
@background.bitmap = Cache.music_cover("")
end
end
#--------------------------------------------------------------------------
# ● Make Background
#--------------------------------------------------------------------------
def make_background
if @background.bitmap != nil
@background.bitmap.dispose
@background.bitmap = nil
end
if RPG_FileTest.music_cover_exist?(song_name)
@background.bitmap = Cache.music_cover(song_name)
@background.ox = @background.width / 2
@background.oy = @background.height / 2
@background.x = Graphics.width / 2
@background.y = Graphics.height / 2
else
@background.bitmap = Cache.music_cover("")
end
@background.opacity = 0
end
#--------------------------------------------------------------------------
# ● Song Name
#--------------------------------------------------------------------------
def song_name
if @music_list.size == 0
return ""
end
return @music_list[@music_list_window.index][0].to_s
end
#--------------------------------------------------------------------------
# ● Create_Music_List
#--------------------------------------------------------------------------
def create_music_list
$game_system.make_avaliable_music_list
if HIDE_UNAVAILABLE_MUSIC
@music_list = $game_system.avaliable_music_list
else
@music_list = $game_system.music_book_list
end
@stop = true
@layout2 = Sprite.new
@layout2.bitmap = Cache.music_cover("Layout2")
@layout_org_position = [MUSIC_LIST_POSITION_LAYOUT[0],MUSIC_LIST_POSITION_LAYOUT[1] + screen_rev_y ]
@layout2.y = @layout_org_position[1]
@layout2.z = 150
@music_list_window = Window_Music_List.new
@music_list_window.z = 100
@music_list_window_org = [MUSIC_LIST_POSITION_TEXT[0],MUSIC_LIST_POSITION_TEXT[1] + screen_rev_y]
@music_list_window.y = @music_list_window_org[1]
@music_index = @music_list_window.index
@fade_max = 60 + 60 * MUSICLIST_FADE_TIME
@fade_time = @fade_max
@music_list_window.x = -Graphics.width
@music_list_window.contents_opacity = 0
@layout2.x = -Graphics.width
@layout2.opacity = 0
end
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize
BattleManager.save_bgm_and_bgs
RPG::BGM.fade(2 * 1000)
RPG::BGS.fade(2 * 1000)
@w_visible = true
end
#--------------------------------------------------------------------------
# ● Execute Dispose
#--------------------------------------------------------------------------
def execute_dispose
return if @layout == nil
Graphics.freeze
@music_list_window.dispose
if @background.bitmap != nil
@background.bitmap.dispose
end
@background.dispose
@layout.bitmap.dispose
@layout.dispose
@layout = nil
@layout2.bitmap.dispose
@layout2.dispose
@now_playing.bitmap.dispose
@now_playing.dispose
if CHARACTER_SPRITE
@character.bitmap.dispose
@character.dispose
@character_image.dispose
end
RPG::BGM.stop
BattleManager.replay_bgm_and_bgs
end
#--------------------------------------------------------------------------
# ● Hide_Layout
#--------------------------------------------------------------------------
def hide_layout
Sound.play_ok
@w_visible = @w_visible == true ? false : true
@fade_time = @w_visible ? @fade_max : 0
@layout.visible = @w_visible
if CHARACTER_SPRITE
@character.visible = @w_visible
end
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
update_commands
update_animation
end
#--------------------------------------------------------------------------
# ● Update Animation
#--------------------------------------------------------------------------
def update_animation
@now_playing.opacity += 2
@now_playing.ox += 1
update_list_fade
update_character_animation
update_background_animation
end
#--------------------------------------------------------------------------
# ● Update Background Animation
#--------------------------------------------------------------------------
def update_background_animation
@background.opacity += 1
end
#--------------------------------------------------------------------------
# ● Update Character Animation
#--------------------------------------------------------------------------
def update_character_animation
return if !CHARACTER_SPRITE or @stop
@character_animation_speed += 1
if @character_animation_speed > CHARACTER_ANIMATION_SPEED
@character_animation_speed = 0
@character_index += 1
@character_index = 0 if @character_index >= @character_frame_max
make_character_bitmap
end
end
#--------------------------------------------------------------------------
# ● Make Character_bitmap
#--------------------------------------------------------------------------
def make_character_bitmap
@character.bitmap.clear
src_rect_back = Rect.new(@character_width * @character_index, 0,@character_width,@character_image.height)
@character.bitmap.blt(0,0, @character_image, src_rect_back)
end
#--------------------------------------------------------------------------
# ● Update List Fade
#--------------------------------------------------------------------------
def update_list_fade
@fade_time = @fade_max if moved?
slide_speed = 5
fade_speed = 3
if @fade_time > 0
@fade_time -= 1 unless @stop
@layout2.opacity += fade_speed * 2
@music_list_window.contents_opacity += fade_speed * 2
if @music_list_window.x < @music_list_window_org[0]
@music_list_window.x += slide_speed * 2
@layout2.x += slide_speed * 2
if @music_list_window.x >= @music_list_window_org[0]
@music_list_window.x = @music_list_window_org[0]
@layout2.x = @layout_org_position[0]
end
end
else
@music_list_window.x -= slide_speed
@music_list_window.contents_opacity -= fade_speed
@layout2.x -= slide_speed
@layout2.opacity -= fade_speed
if @music_list_window.x < -Graphics.width
@music_list_window.x = -Graphics.width
@music_list_window.contents_opacity = 0
@layout2.x = -Graphics.width
@layout2.opacity = 0
end
end
end
#--------------------------------------------------------------------------
# ● Moved?
#--------------------------------------------------------------------------
def moved?
return true if Input.trigger?(:C)
return true if Input.trigger?(:B)
return true if Input.trigger?(:X)
return true if Input.trigger?(:R)
return true if Input.trigger?(:L)
return true if Input.press?(Input.dir4)
return false
end
#--------------------------------------------------------------------------
# ● Update Commands
#--------------------------------------------------------------------------
def update_commands
@music_list_window.update
if Input.trigger?(:B)
return_to_scene
elsif Input.trigger?(:C)
play_song
elsif Input.trigger?(:X)
stop_song
elsif Input.trigger?(:Y)
hide_layout
end
end
#--------------------------------------------------------------------------
# ● Return to Scene
#--------------------------------------------------------------------------
def return_to_scene
return if @fade_time == 0 and @layout2.opacity == 0
Sound.play_cancel
SceneManager.return
end
#--------------------------------------------------------------------------
# ● index_changed?
#--------------------------------------------------------------------------
def index_changed?
if @old_index != @music_list_window.index
@old_index = @music_list_window.index
return true
end
return false
end
#--------------------------------------------------------------------------
# ● Play Song
#--------------------------------------------------------------------------
def play_song
return if @music_list.size == 0
return if @fade_time == 0 and @layout2.opacity == 0
if @music_list[@music_list_window.index][1]
if index_changed? or @stop
Sound.play_ok
@stop = false
Audio.bgm_play("Audio/BGM/" + song_name, 100, 100) rescue nil
make_background
make_now_playing
end
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# ● Stop Song
#--------------------------------------------------------------------------
def stop_song
Sound.play_ok
@stop = true
RPG::BGM.fade(3 * 1000)
make_now_playing(true)
end
end
if MOG_MUSIC_ROOM::MENU_COMMAND
#==============================================================================
# ■ Window Menu Command
#==============================================================================
class Window_MenuCommand < Window_Command
#------------------------------------------------------------------------------
# ● Add Main Commands
#------------------------------------------------------------------------------
alias mog_musicbox_add_main_commands add_main_commands
def add_main_commands
mog_musicbox_add_main_commands
add_command(MOG_MUSIC_ROOM::MENU_COMMAND_NAME, :musicbox, main_commands_enabled)
end
end
#==============================================================================
# ■ Scene Menu
#==============================================================================
class Scene_Menu < Scene_MenuBase
#------------------------------------------------------------------------------
# ● Create Command Windows
#------------------------------------------------------------------------------
alias mog_musicbox_create_command_window create_command_window
def create_command_window
mog_musicbox_create_command_window
@command_window.set_handler(:musicbox, method(:Music_Box))
end
#------------------------------------------------------------------------------
# ● Music Box
#------------------------------------------------------------------------------
def Music_Box
SceneManager.call(Scene_Music_Box)
end
end
end
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