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Music Battle Np4
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Aldeia RPG :: RPG Maker :: Rpg Maker XP :: Netplays :: Scripts para netplays
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Music Battle Np4
Escavação para buscar melhorias em mr.mo Abs descobriu este addon:
Sempre que você se aproxima de uma música de batalha inimigo soou nos dados escojida basse rpg maker espero que seja útil
Sempre que você se aproxima de uma música de batalha inimigo soou nos dados escojida basse rpg maker espero que seja útil
- Código:
#==============================================================================
# ** Mr.Mo ABS
# Wyatt Addon #1: On-Map Battle Music
#------------------------------------------------------------------------------
# by Commander Wyatt
# edit by Urbios
# version 1.0
# 04-28-2010
# RGSS / RPGMaker XP
#------------------------------------------------------------------------------
#
# INTRODUCTION:
#
# This is probably without a doubt not the best script in the world, I made it
# for my game and... well, it's probably not the best way of doing this. But I
# thought I should share it as others might find it useful. It's dead simple
# so no credit is required unless you want to.
#
# When an enemy comes within a prescribed range, the battle music will start
# playing, whether the enemy is attacking the player or not. Enemy vs. enemy
# attacks will normally not start the music since it is no longer dependent on
# whether an enemy is attacking or not. This is a marked improvement from the
# earlier version.
#
# However, you may also configure and change in-game whether specified enemy
# groups may start the battle music. This too is an improvement, in that
# there is greater control over the conditions that starts the music.
#
#
#------------------------------------------------------------------------------
#
# INSTALLATION:
#
# Install this script above MAIN but below Mr.Mo's ABS.
#
#
#------------------------------------------------------------------------------
#
# INSTRUCTIONS:
#
# It uses the map's default music and the battle music from the editor.
#
# . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
#
# To turn on/off the system, perform a script call such as this:
#
# $game_system.mmo_bgm = true
# -or-
# $game_system.mmo_bgm = nil
#
# Do not pass a value of 'false' as RGSS has a problem with false values.
#
# . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
#
# To change the sensitivity, perform a script call such as this:
#
# $game_system.mmo_bgm_cnt = 4
#
# Which changes the battle music sensitivity to 2 seconds (measured in ½ sec.)
#
# . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
#
# To change the area range, perform a script call such as this:
#
# $game_system.mmo_bgm_range = 6
#
# Which changes the battle area range to 6 square radius. You may also set
# this value to either '0' or 'nil' so it functions based solely if there
# are enemies on the map.
#
# . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
#
# To edit the extra enemies that trigger music, use a script call like this:
#
# $game_system.mmo_bgm_enemies = [4,8]
#
# Which changes the enemies that may also trigger battle music to enemies #4
# and 6 within the database (enemy IDs, not events). It may also be set to
# 'nil' if no extra enemies are desired.
#
#
#------------------------------------------------------------------------------
#
# ISSUES:
#
# It checks to auto-play music determined in your maps properties. If you do
# not have music pre-set, the music from the previous map (including the bat-
# tle music) will carry over into the new map.
#
#
#------------------------------------------------------------------------------
#
# COMPATABILITY:
#
# I aliased this script, so it should be compatible with most things though I
# am not entirely sure. Designed for use with Mr.Mo's ABS and possibly his
# SBABS and ABS-lite.
#
#
#------------------------------------------------------------------------------
#
# VERSION HISTORY:
#
# 1.0 - Works for Mr.Mo's ABS
# 1.1 - lammer bug (initialize method added)
# 1.2 - Determined changec can work with Near's SBABS
# 1.3 - Made Sensitivity configurable and added Map Teleport feature
# 1.4 - Added On/Off capabilities.
# 1.5 - Music system now activates when enemies are within a set range
# 1.6 - Enemy Area range now adjustabe in-game
# 1.7 - Additional enemy IDs may now trigger battle music.
# 1.8 - Killed a lag issue bug.
#
#------------------------------------------------------------------------------
#
# CREDITS AND THANKS:
#
# Thanks to Mr.Mo for making the battle system(s), and thanks to Tibuda for
# helping me a bit. Thanks also to Ccoa for the Graphics.framecount equasion
# that eliminated the lag issue.
#
#------------------------------------------------------------------------------
#
# TERMS OF USE:
#
# Don't bother crediting me please, unless you really want to. Free or commer-
# cial (but check with the terms in Mr.Mo's ABS for his terms).
#
#
#==============================================================================
# Adjust (in 1/2 secs) how sensitive the music refresh/check is performed.
# So a value of 1 rates a sensitivity of 1/2 a second and a value
# of 2 would rate a 1 second sensitivity.
#
WYATT_MUSIC_SENSITIVITY = 1
# Adjust enemy range for battle music (or 0/'nil' if no range limit).
#
WYATT_MUSIC_RANGE = 5
# Include additional enemy IDs that may trigger battle music in range.
#
WYATT_MUSIC_ENEMIES = nil
# Include additional enemy IDs that will never trigger music
# (Like practice dummies)
#
WYATT_MUSIC_EXCLUDED = [43, 44, 45]
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# Refer to "$game_temp" for the instance of this class.
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :mmo_bgm # Mr.Mo's battle music counter
end
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias wy_mbm_init initialize
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :mmo_bgm # Mr.Mo's battle music switch
attr_accessor :mmo_bgm_cnt # Mr.Mo's battle music counter
attr_accessor :mmo_bgm_range # Mr.Mo's battle music range
attr_accessor :mmo_bgm_enemies # Mr.Mo's battle music enemies
attr_accessor :mmo_bgm_excluded # Mr.Mo's battle music exclusions
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
wy_mbm_init
@mmo_bgm = true
@mmo_bgm_cnt = WYATT_MUSIC_SENSITIVITY * 2
@mmo_bgm_range = WYATT_MUSIC_RANGE
@mmo_bgm_enemies = []
@mmo_bgm_enemies = WYATT_MUSIC_ENEMIES
@mmo_bgm_excluded = []
@mmo_bgm_excluded = WYATT_MUSIC_EXCLUDED
end
end
#--------------------------------------------------------------------------
# * Class Mo ABS - DO NOT EDIT BELOW, if you don't know what you are doing :)
#--------------------------------------------------------------------------
class MrMo_ABS
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias music_update update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Perform the original call
music_update
# Check for enemy music
if check_enemy_music
$game_temp.mmo_bgm = $game_system.mmo_bgm_cnt
end
end
#--------------------------------------------------------------------------
# * Check for enemy music
#--------------------------------------------------------------------------
def check_enemy_music
# Preset music check to false
music_check = false
# Perform check for enemies only if enemies are in map
unless @enemies == {}
# grab current enemy music points
bgm_hate = [0]
# Only add extra enemies if array isn't nil
if $game_system.mmo_bgm_enemies != nil
bgm_hate += $game_system.mmo_bgm_enemies
end
# grab current exluded enemies
bgm_exclude = [0]
# Only add extra enemies if array isn't nil
if $game_system.mmo_bgm_excluded != nil
bgm_exclude += $game_system.mmo_bgm_excluded
end
# Grab area affect range
range = $game_system.mmo_bgm_range
# Prevent 'nil' errors
range = 0 if range == nil
# Check all active enemies in range
for enemy in @enemies.values
next if bgm_exclude.include?(enemy.enemy_id)
# if no range limit
if range == 0
bgm_hate.each {|i|
music_check = true if enemy.hate_group.include?(i)
}
else
# Check area range
if in_range?($game_player, enemy.event, range)
bgm_hate.each {|i|
music_check = true if enemy.hate_group.include?(i)
}
end
end
end
end
return music_check
end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias wy_mbm_update update
alias wy_mbm_transfer transfer_player
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
if @wy_abm_init_stack_prevent.nil?
@wy_abm_init_stack_prevent = true
alias wy_mbm_init initialize
def initialize
$game_temp.mmo_bgm = 0
wy_mbm_init
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if (Graphics.frame_count % 20) == 0
if $game_system.mmo_bgm == true
if $game_temp.mmo_bgm == 0
$game_map.autoplay
else
$game_system.bgm_play($game_system.battle_bgm)
end
$game_temp.mmo_bgm -= 1 unless $game_temp.mmo_bgm <= 0
end
end
wy_mbm_update
end
#--------------------------------------------------------------------------
# * Player Place Move
#--------------------------------------------------------------------------
def transfer_player
$game_temp.mmo_bgm = 0
wy_mbm_transfer
end
end
_________________
- RPG maker XP in android? :
urbios- Iniciante
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Créditos : 22
Re: Music Battle Np4
Bom gostei,mas primeiro tenho que entender,Após se aproximar de algum inimigo toca um BGM né?
Se for isto +1 Cred por postar
Se for isto +1 Cred por postar
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