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ТЕМА: Нужен скрипт радио
Нужен скрипт радио 11 года 1 мес. назад #65109
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нужен скрипт на чего нибуть на подобе радио чтобы при нажатии открывалось меню с песнями и проигрывались.ну или какой нибуть похожий скрипт
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Последнее редактирование: 11 года 4 нед. назад от AnnTenna.
Администратор запретил публиковать записи гостям.
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нужен скрипт!! 11 года 1 мес. назад #65115
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Советую этот скрипт
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Администратор запретил публиковать записи гостям.
За этот пост поблагодарили: Arykray
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нужен скрипт!! 11 года 1 мес. назад #65118
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не получилось установить скрипт,как его устанавливать и как он работает???
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Администратор запретил публиковать записи гостям.
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нужен скрипт!! 11 года 1 мес. назад #65119
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Этот скрипт позволяет игроку вывести список музыки. К этому можно добавить в качестве пункта меню вызывается или через вызов события.
Вы можете выбрать, чтобы добавить все файлы из папки в этот список, или позволяют игроку коллекционировать музыку во время игры, добавляя новые песни с сценария звонки в события. Игрок теперь может установить транспортного средства фоновой музыки и бой bgm песни, что они узнали, и изменить его в любое время они хотят. Использовать сценарий возврата вызова битва bgm на выбор игрока после битвы изменился. |
Администратор запретил публиковать записи гостям.
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нужен скрипт!! 11 года 1 мес. назад #65121
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Неплохой скрипт осоветовал Yros, привожу листинг:
Galv's Basic Music Player [ Нажмите, чтобы развернуть ][ Нажмите, чтобы скрыть ] #------------------------------------------------------------------------------#
# Galv's Basic Music Player
#------------------------------------------------------------------------------#
# For: RPGMAKER VX ACE
# Version 1.6
#------------------------------------------------------------------------------#
# 2013-01-08 - Version 1.6 - plays auto map music or default battle when STOP
# 2013-01-08 - Version 1.5 - added a stop button
# 2012-11-03 - Version 1.4 - added ability to change separate vehicle music
# - fixed bug with vehicle music not going to default
# 2012-10-28 - Version 1.3 - tweak to right col position was a few px out
# 2012-10-28 - Version 1.2 - added option to set battle bgm to a known track
# - added option to set vehicle bgm to a known track
# - more script calls for eventing purposes
# - can access music player in battle
# 2012-10-27 - Version 1.1 - fixed bug with folder locations
# 2012-10-25 - Version 1.0 - release
#------------------------------------------------------------------------------#
# This script allows the player to bring up a list of music to play. This can
# be added as a menu option or called via an event call.
# You can choose to add all files from a folder to this list or allow the
# player to collect music by adding tracks with event calls.
# Within this list a player can set vehicle and combat music to their choice.
#------------------------------------------------------------------------------#
# INSTRUCTIONS:
# Read the setup options below and set it up as desired.
#
# Script calls to use:
#------------------------------------------------------------------------------#
#
# SceneManager.call(Scene_MusicPlayer) # Calls the scene with an event.
#
# add_music("Music Name") # Adds song to the music player.
#
# know_music?("Music Name") # Returns true or false. Use in
# # conditional branches.
#
# play_last # Play the last track the player chose
#
# restore_bgm # restores Battle BGM to what the player's choice
# # use this if you changed the BGM for a boss fight
# # then restore bgm to player preference after
#
#------------------------------------------------------------------------------#
# Example script call:
# add_music("Battle1")
#------------------------------------------------------------------------------#
# NOTE:
# The script can only see the AUDIO_FOLDER music in your project audio folder,
# not in the RTP. This is only for the folder-generated music list on game start.
# You can add music from the RTP via the add_music script call.
#------------------------------------------------------------------------------#
$imported = {} if $imported.nil?
$imported["Music_Player"] = true
module Galv_Music_Player
#------------------------------------------------------------------------------#
# SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
AUDIO_FOLDER = "Audio/BGM/" # Adds ALL files from this folder to the music
# list at game start. Make sure to only have
# playable audio in the folder.
# The format for this option is: "Audio/BGM/"
# AUDIO_FOLDER = "" to add music via script
# calls throughout the game.
MAP_BGM_SWITCH = 1 # Turn switch ON to disable map auto BGM change
# When switch is OFF, it will play as normal.
# Make this 0 if you will never want to disable
# MENU COMMAND OPTIONS
ADD_TO_MENU = true # Add it to default menu? true or false.
MENU_VOCAB = "Music Player" # How it displays in the menu.
ADD_TO_BATTLE_MENU = true # Add it to default battle menu? true or false.
BATTLE_MENU_VOCAB = "Music" # How it displays in the battle menu.
ENABLE_MENU_SWITCH = 2 # Turn switch ON to disable command in both menus.
# Make this 0 if you will never want to disable
# OTHER OPTIONS
MUSIC_ICON = 118 # Icon ID for all musics
BATTLE_BGM_ICON = 131 # Icon ID for the selected Battle BGM
VEHICLE_BGM_ICON = 179 # Icons ID for the selected Vehicle BGM
BOAT_ICON = 162
SHIP_ICON = 442
AIRSHIP_ICON = 328
OPTIONS_WIDTH = 280 # Width of the options window.
# OPTIONS VOCAB
PLAY_SELECTED = "Play track"
SET_BATTLE = "Set as battle music"
SET_VEHICLE = "Set as vehicle music"
SET_BOAT = "Boat music"
SET_SHIP = "Ship music"
SET_AIRSHIP = "Airship music"
SET_ALL = "Use for all"
RESTORE_DEFAULTS = "Restore defaults"
STOP_MUSIC = "Stop music"
#------------------------------------------------------------------------------#
# SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
end
class Scene_MusicPlayer < Scene_MenuBase
def start
super
create_music_option_window
create_vehicle_option_window
create_music_window
end
def create_music_option_window
@music_option_window = Window_Music_Options.new
@music_option_window.viewport = @info_viewport
@music_option_window.set_handler(:ok, method(:on_music_option_ok))
@music_option_window.set_handler(:cancel, method(:on_music_option_cancel))
@music_option_window.hide.deactivate
@music_option_window.z = 400
end
def create_vehicle_option_window
@vehicle_option_window = Window_Vehicle_Options.new
@vehicle_option_window.viewport = @info_viewport
@vehicle_option_window.set_handler(:ok, method(:on_vehicle_option_ok))
@vehicle_option_window.set_handler(:cancel, method(:on_vehicle_option_cancel))
@vehicle_option_window.hide.deactivate
@vehicle_option_window.z = 450
end
def create_music_window
@music_window = Window_Music_List.new(0)
@music_window.show
@music_window.viewport = @info_viewport
@music_window.set_handler(:ok, method(:on_music_ok))
@music_window.set_handler(:cancel, method(:on_music_cancel))
end
def on_vehicle_option_ok
case @vehicle_option_window.current_symbol
when :set_boat
$game_system.vehicle_track = nil
$game_system.vehicles_music[0] = $game_system.last_track
@music_window.activate
@music_option_window.hide.deactivate
@vehicle_option_window.hide.deactivate
@music_window.refresh(0)
when :set_ship
$game_system.vehicle_track = nil
$game_system.vehicles_music[1] = $game_system.last_track
@music_window.activate
@music_option_window.hide.deactivate
@vehicle_option_window.hide.deactivate
@music_window.refresh(0)
when :set_airship
$game_system.vehicle_track = nil
$game_system.vehicles_music[2] = $game_system.last_track
@music_window.activate
@music_option_window.hide.deactivate
@vehicle_option_window.hide.deactivate
@music_window.refresh(0)
when :set_all
$game_system.vehicle_track = $game_system.last_track
@music_window.activate
@music_option_window.hide.deactivate
@vehicle_option_window.hide.deactivate
@music_window.refresh(0)
end
end
def on_vehicle_option_cancel
@music_option_window.activate
@vehicle_option_window.hide.deactivate
end
def on_music_option_ok
case @music_option_window.current_symbol
when :play_track
RPG::BGM.new($game_system.last_track, 100, 100).play
@music_window.activate
@music_option_window.hide.deactivate
when :set_battle_music
$game_system.battle_bgm = RPG::BGM.new($game_system.last_track, 100, 100)
$game_system.stored_bgm = $game_system.battle_bgm
$game_system.stored_bgm.play if $game_party.in_battle
@music_window.activate
@music_option_window.hide.deactivate
@music_window.refresh(0)
when :set_vehicle_music
@music_option_window.deactivate
@vehicle_option_window.select(0)
@vehicle_option_window.show.activate
when :restore_defaults
$game_system.battle_bgm = $data_system.battle_bgm
$game_system.vehicle_track = nil
$game_system.vehicles_music = [$data_system.boat.bgm.name,$data_system.ship.bgm.name,$data_system.airship.bgm.name]
@music_window.activate
@music_option_window.hide.deactivate
@music_window.refresh(0)
when :stop_music
RPG::BGM.stop
@music_window.activate
@music_option_window.hide.deactivate
$game_map.play_map_music
end
end
def on_music_option_cancel
@music_window.activate
@music_option_window.hide.deactivate
end
def on_music_ok
@music_window.deactivate
@music_option_window.select(0)
@music_option_window.show.activate
end
def on_music_cancel
SceneManager.return
end
end # Scene_MusicPlayer < Scene_MenuBase
class Window_Vehicle_Options < Window_Command
def initialize
super(0, 0)
update_placement
end
def window_width
return Galv_Music_Player::OPTIONS_WIDTH
end
def update_placement
self.x = (Graphics.width - width) / 2
self.y = (Graphics.height * 1.6 - height) / 2 - self.height
end
def make_command_list
add_command(Galv_Music_Player::SET_BOAT, :set_boat)
add_command(Galv_Music_Player::SET_SHIP, :set_ship)
add_command(Galv_Music_Player::SET_AIRSHIP, :set_airship)
add_command(Galv_Music_Player::SET_ALL, :set_all)
end
end # Window_Vehicle_Options < Window_Command
class Window_Music_Options < Window_Command
def initialize
super(0, 0)
update_placement
end
def window_width
return Galv_Music_Player::OPTIONS_WIDTH
end
def update_placement
self.x = (Graphics.width - width) / 2
self.y = (Graphics.height * 1.6 - height) / 2
end
def make_command_list
add_command(Galv_Music_Player::PLAY_SELECTED, :play_track)
add_command(Galv_Music_Player::SET_BATTLE, :set_battle_music)
add_command(Galv_Music_Player::SET_VEHICLE, :set_vehicle_music)
add_command(Galv_Music_Player::RESTORE_DEFAULTS, :restore_defaults)
add_command(Galv_Music_Player::STOP_MUSIC, :stop_music)
end
end # Window_Music_Options < Window_Command
class Window_Music_List < Window_Selectable
def initialize(data)
super(0, 0, Graphics.width, Graphics.height) unless SceneManager.scene_is?(Scene_Battle)
super(0, 0, Graphics.width, Graphics.height - 120) if SceneManager.scene_is?(Scene_Battle)
@index = 0
@data = data
@item_max = $game_system.music_list.count
refresh(data)
select(0)
activate
end
def refresh(data)
self.contents.clear
if @item_max > 0
if @item_max.odd?
self.contents = Bitmap.new(width - 32, (@item_max * 24) / col_max + 12)
else
self.contents = Bitmap.new(width - 32, (@item_max * 24) / col_max)
end
for i in 0...$game_system.music_list.count
draw_item(i) unless i == nil
end
end
end
def check_item_max
@data_max = $game_system.music_list.count / col_max
end
def col_max
return 2
end
def item_height
line_height * 1
end
def draw_item(index)
return if $game_system.music_list[index] == nil
x = Graphics.width / col_max + 4 if index.odd?
x = 0 if index.even?
y = (index) / col_max * 24
music_name = $game_system.music_list[index].to_s
change_color(normal_color,true)
check_item_max
d = @data_max > 99 ? "%03d" : @data_max > 9 ? "%02d" : "%01d"
if $game_system.music_list[index].to_s == $game_system.battle_bgm.name
draw_icon(Galv_Music_Player::BATTLE_BGM_ICON, x, y)
elsif $game_system.music_list[index].to_s == $game_system.vehicle_track
draw_icon(Galv_Music_Player::VEHICLE_BGM_ICON, x, y)
elsif $game_system.music_list[index].to_s == $game_system.vehicles_music[0] && $game_system.vehicle_track.nil?
draw_icon(Galv_Music_Player::BOAT_ICON, x, y)
elsif $game_system.music_list[index].to_s == $game_system.vehicles_music[1] && $game_system.vehicle_track.nil?
draw_icon(Galv_Music_Player::SHIP_ICON, x, y)
elsif $game_system.music_list[index].to_s == $game_system.vehicles_music[2] && $game_system.vehicle_track.nil?
draw_icon(Galv_Music_Player::AIRSHIP_ICON, x, y)
else
draw_icon(Galv_Music_Player::MUSIC_ICON, x, y)
end
self.contents.draw_text(x + 30, y, 238, 24, music_name, 0)
end
def item_max
return @item_max == nil ? 0 : @item_max
end
def process_ok
if $game_system.music_list[index].nil?
return Sound.play_buzzer
else
$game_system.last_track = $game_system.music_list[index]
call_ok_handler
end
end
end # Window_Music_List < Window_Selectable
class Game_System
attr_accessor :music_list
attr_accessor :last_track
attr_accessor :stored_bgm
attr_accessor :vehicle_track
attr_accessor :vehicles_music
alias galv_musicplayer_initialize initialize
def initialize
galv_musicplayer_initialize
@music_list = []
create_music_list unless Galv_Music_Player::AUDIO_FOLDER == ""
@last_track = ""
@vehicles_music = [$data_system.boat.bgm.name,$data_system.ship.bgm.name,$data_system.airship.bgm.name]
end
def last_track
@last_track
end
def music_list
@music_list
end
def stored_bgm
@stored_bgm
end
def vehicle_track
@vehicle_track
end
def vehicles_music
@vehicles_music
end
def create_music_list
@music_list = Dir[Galv_Music_Player::AUDIO_FOLDER + "*"]
no_songs = @music_list.count
no_songs.times { |i|
if @music_list[i] =~ /(.*)\/(.*)\./i
@music_list[i] = $2.to_s
end
}
end
end # Game_System
class Game_Map
alias galv_musicplayer_autoplay autoplay
def autoplay
if $game_switches[Galv_Music_Player::MAP_BGM_SWITCH]
@map.bgs.play if @map.autoplay_bgs
return
end
galv_musicplayer_autoplay
end
def play_map_music
@map.bgm.play if @map.autoplay_bgm
end
end # Game_Map
#------------------------------------------------------------------------------#
# ADD TO MAIN MENU
#------------------------------------------------------------------------------#
class Window_MenuCommand < Window_Command
alias galv_musicplayer_add_original_commands add_original_commands
def add_original_commands
add_command(Galv_Music_Player::MENU_VOCAB, :play_music, music_player_enabled) if Galv_Music_Player::ADD_TO_MENU
galv_musicplayer_add_original_commands
end
def music_player_enabled
!$game_switches[Galv_Music_Player::ENABLE_MENU_SWITCH] && !$game_system.music_list.empty?
end
end # Window_MenuCommand < Window_Command
class Scene_Menu < Scene_MenuBase
alias galv_musicplayer_create_command_window create_command_window
def create_command_window
galv_musicplayer_create_command_window
@command_window.set_handler(:play_music, method(:command_play_music))
end
def command_play_music
SceneManager.call(Scene_MusicPlayer)
end
end # Scene_Menu < Scene_MenuBase
#------------------------------------------------------------------------------#
# ADD TO BATTLE MENU
#------------------------------------------------------------------------------#
class Window_PartyCommand < Window_Command
alias galv_musicplayer_make_command_list make_command_list
def make_command_list
galv_musicplayer_make_command_list
add_command(Galv_Music_Player::BATTLE_MENU_VOCAB, :play_music, music_player_enabled) if Galv_Music_Player::ADD_TO_BATTLE_MENU
end
def music_player_enabled
!$game_switches[Galv_Music_Player::ENABLE_MENU_SWITCH] && !$game_system.music_list.empty?
end
end # Window_PartyCommand < Window_Command
class Scene_Battle < Scene_Base
alias galv_musicplayer_create_all_windows create_all_windows
def create_all_windows
create_music_option_window
create_vehicle_option_window
create_music_window
galv_musicplayer_create_all_windows
end
alias galv_musicplayer_create_party_command_window create_party_command_window
def create_party_command_window
galv_musicplayer_create_party_command_window
@party_command_window.set_handler(:play_music, method(:command_play_music))
end
def command_play_music
@party_command_window.deactivate
@music_window.show.activate
end
def create_music_option_window
@music_option_window = Window_Music_Options.new
@music_option_window.viewport = @info_viewport
@music_option_window.set_handler(:ok, method(:on_music_option_ok))
@music_option_window.set_handler(:cancel, method(:on_music_option_cancel))
@music_option_window.hide.deactivate
@music_option_window.z = 400
end
def create_vehicle_option_window
@vehicle_option_window = Window_Vehicle_Options.new
@vehicle_option_window.viewport = @info_viewport
@vehicle_option_window.set_handler(:ok, method(:on_vehicle_option_ok))
@vehicle_option_window.set_handler(:cancel, method(:on_vehicle_option_cancel))
@vehicle_option_window.hide.deactivate
@vehicle_option_window.z = 450
end
def create_music_window
@music_window = Window_Music_List.new(0)
@music_window.hide.deactivate
@music_window.viewport = @info_viewport
@music_window.set_handler(:ok, method(:on_music_ok))
@music_window.set_handler(:cancel, method(:on_music_cancel))
end
def on_vehicle_option_ok
case @vehicle_option_window.current_symbol
when :set_boat
$game_system.vehicle_track = nil
$game_system.vehicles_music[0] = $game_system.last_track
@music_window.activate
@music_option_window.hide.deactivate
@vehicle_option_window.hide.deactivate
@music_window.refresh(0)
when :set_ship
$game_system.vehicle_track = nil
$game_system.vehicles_music[1] = $game_system.last_track
@music_window.activate
@music_option_window.hide.deactivate
@vehicle_option_window.hide.deactivate
@music_window.refresh(0)
when :set_airship
$game_system.vehicle_track = nil
$game_system.vehicles_music[2] = $game_system.last_track
@music_window.activate
@music_option_window.hide.deactivate
@vehicle_option_window.hide.deactivate
@music_window.refresh(0)
when :set_all
$game_system.vehicle_track = $game_system.last_track
@music_window.activate
@music_option_window.hide.deactivate
@vehicle_option_window.hide.deactivate
@music_window.refresh(0)
end
end
def on_vehicle_option_cancel
@music_option_window.activate
@vehicle_option_window.hide.deactivate
end
def on_music_option_ok
case @music_option_window.current_symbol
when :play_track
RPG::BGM.new($game_system.last_track, 100, 100).play
@music_window.activate
@music_option_window.hide.deactivate
when :set_battle_music
$game_system.battle_bgm = RPG::BGM.new($game_system.last_track, 100, 100)
$game_system.stored_bgm = $game_system.battle_bgm
$game_system.stored_bgm.play if $game_party.in_battle
@music_window.activate
@music_option_window.hide.deactivate
@music_window.refresh(0)
when :set_vehicle_music
@music_option_window.deactivate
@vehicle_option_window.select(0)
@vehicle_option_window.show.activate
when :restore_defaults
$game_system.battle_bgm = $data_system.battle_bgm
$game_system.vehicle_track = nil
$game_system.vehicles_music = [$data_system.boat.bgm.name,$data_system.ship.bgm.name,$data_system.airship.bgm.name]
@music_window.activate
@music_option_window.hide.deactivate
@music_window.refresh(0)
when :stop_music
RPG::BGM.stop
@music_window.activate
@music_option_window.hide.deactivate
$game_system.battle_bgm.play
end
end
def on_music_option_cancel
@music_window.activate
@music_option_window.hide.deactivate
end
def on_music_ok
@music_window.deactivate
@music_option_window.select(0)
@music_option_window.show.activate
end
def on_music_cancel
@music_window.hide.deactivate
@party_command_window.activate
end
end # Scene_Battle < Scene_Base
class Game_Vehicle < Game_Character
alias galv_music_player_get_on get_on
def get_on
galv_music_player_get_on
if !$game_system.vehicle_track.nil?
RPG::BGM.new($game_system.vehicle_track, 100, 100).play
end
if @type == :boat && !$game_system.vehicles_music[0].nil?
RPG::BGM.new($game_system.vehicles_music[0], 100, 100).play
end
if @type == :ship && !$game_system.vehicles_music[1].nil?
RPG::BGM.new($game_system.vehicles_music[1], 100, 100).play
end
if @type == :airship && !$game_system.vehicles_music[2].nil?
RPG::BGM.new($game_system.vehicles_music[2], 100, 100).play
end
end
end
#------------------------------------------------------------------------------#
# SCRIPT CALLS
#------------------------------------------------------------------------------#
class Game_Interpreter
def add_music(music_name)
return if $game_system.music_list.include?(music_name)
$game_system.music_list << music_name
end
def know_music?(music_name)
$game_system.music_list.include?(music_name)
end
def play_last
RPG::BGM.new($game_system.last_track, 100, 100).play
end
def restore_bgm
$game_system.battle_bgm = $game_system.stored_bgm
end
end Немного пояснений: Скрит устанавливается как все остальные до Main. Музыка в список добавляется следующим образом: создается событие, в нем вызывается script (последняя кнопка на 3-ей вкладке) там пишется код: add_music("NAME"), где NAME название музыки к примеру Battle1 или Dungeon1 (название мелодий можно посмотреть в менеджере данных). Пример: add_music("Battle1")
add_music("Battle2")
add_music("Battle3")
add_music("Battle4") В меню игры появляется новая строка по названием Music Player, в ней можно прослушать добавленные мелодии, выбрать музыку для сражения или для транспорта, востановить все по умолчанию! Скрипт видит только папку AUDIO из проекта или из стандартного RTP, для добавления своих мелодий имортируйте их через менеджер данных. |
Последнее редактирование: 11 года 1 мес. назад от Arykray.
Администратор запретил публиковать записи гостям.
За этот пост поблагодарили: tim103
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нужен скрипт!! 11 года 1 мес. назад #65122
|
ОФИГЕННО очень нужный скрипт он даже лучше чем надо было я создам свои голосовые заметки!)
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Администратор запретил публиковать записи гостям.
|
Модераторы: NeKotZima
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