Snugglebit

Krieger

  • »Snugglebit« ist der Autor dieses Themas

Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.

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1

Freitag, 23. November 2018, 20:30

Sound Lautstärke

Hi!
Ich verwende in meinem Projekt folgenden Skript, mit dem ich ein Optionsmenü hinzufügen kann:
Spoiler

Ruby Quellcode

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#==============================================================================
# 
# ▼ Yanfly Engine Ace - System Options v1.00
# -- Last Updated: 2012.01.01
# -- Level: Normal
# -- Requires: n/a
# 
#==============================================================================
 
$imported = {} if $imported.nil?
$imported["YEA-SystemOptions"] = true
 
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.01 - Started Script and Finished.
# 
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script replaces the "Game End" option in the Main Menu with a "System"
# menu where the player can adjust various settings in the game. Of them, the
# player can change the window colour, the volume for BGM, BGS, SFX, set
# automatic dashing, message text to display instantly, and speed up battles by
# hiding battle animations.
# 
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
# 
# -----------------------------------------------------------------------------
# Script Calls - These commands are used with script calls.
# -----------------------------------------------------------------------------
# $game_system.volume_change(:bgm, x)
# $game_system.volume_change(:bgs, x)
# $game_system.volume_change(:sfx, x)
# Unlike the previous Yanfly Engines, this version does not bind volume to a
# variable. Use the script call to change the bgm, bgs, or sfx sound rate by
# x increment. Use a negative value to lower the volume.
#
# $game_system.set_volume(:bgm, x)
# $game_system.set_volume(:bgs, x)
# $game_system.set_volume(:sfx, x)
# Use this script call to set the bgm, bgs, or sfx volume directly. (x should
# be between 0 and 100.)
# 
# $game_system.set_autodash(true)
# $game_system.set_autodash(false)
# Turns autodash on (true) or off (false).
# 
# $game_system.set_instantmsg(true)
# $game_system.set_instantmsg(false)
# Turns instant messages on (true) or off (false).
# 
# $game_system.set_animations(true)
# $game_system.set_animations(false)
# Turns battle animations on (true) or off (false).
# 
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
# 
#==============================================================================
 
module YEA
  module SYSTEM
 
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - General Setting -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These are the general settings that govern the System settings. This will
    # change the "Game End" vocab, and disable or enable autodash, instant
    # messages, or animations by default.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    COMMAND_NAME = "System"      # Command name used to replace Game End.
    DEFAULT_AUTODASH   = false    # Enable automatic dashing by default?
    DEFAULT_INSTANTMSG = false   # Enable instant message text by default?
    DEFAULT_ANIMATIONS = true    # Enable battle animations by default?
 
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Command Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These settings adjust the commands shown in the command list. Add, remove
    # or rearrange the commands as you see fit. Here's a list of which commands
    # do what:
    # 
    # -------------------------------------------------------------------------
    # :command         Description
    # -------------------------------------------------------------------------
    # :blank           Inserts an empty blank space.
    # 
    # :window_red      Changes the red tone for all windows.
    # :window_grn      Changes the green tone for all windows.
    # :window_blu      Changes the blue tone for all windows.
    # 
    # :volume_bgm      Changes the BGM volume used.
    # :volume_bgs      Changes the BGS volume used.
    # :volume_sfx      Changes the SFX volume used.
    # 
    # :autodash        Sets the player to automatically dash.
    # :instantmsg      Sets message text to appear instantly.
    # :animations      Enables battle animations or disables them.
    # 
    # :to_title        Returns to the title screen.
    # :shutdown        Shuts down the game.
    # 
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    COMMANDS =[
    # :window_red,   # Changes the red tone for all windows.
    # :window_grn,   # Changes the green tone for all windows.
    # :window_blu,   # Changes the blue tone for all windows.
      :volume_bgm,   # Changes the BGM volume used.
      :volume_bgs,   # Changes the BGS volume used.
      :volume_sfx,   # Changes the SFX volume used.
      :blank,
    # :autodash,     # Sets the player to automatically dash.
      :instantmsg,   # Sets message text to appear instantly.
      :animations,   # Enables battle animations or disables them.
    # :switch_1,     # Custom Switch 1. Adjust settings below.
    # :switch_2,     # Custom Switch 2. Adjust settings below.
    # :variable_1,   # Custom Variable 1. Adjust settings below.
    # :variable_2,   # Custom Variable 2. Adjust settings below.
      :blank,
      :to_title,     # Returns to the title screen.
      :shutdown,     # Shuts down the game.
    ] # Do not remove this.
 
    #--------------------------------------------------------------------------
    # - Custom Switches -
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # If you want your game to have system options other than just the ones
    # listed above, you can insert custom switches here to produce such an
    # effect. Adjust the settings here as you see fit.
    #--------------------------------------------------------------------------
    CUSTOM_SWITCHES ={
    # -------------------------------------------------------------------------
    # :switch    => [Switch, Name, Off Text, On Text, 
    #                Help Window Description
    #               ], # Do not remove this.
    # -------------------------------------------------------------------------
      :switch_1  => [ 1, "Custom Switch 1", "OFF", "ON",
                     "Help description used for custom switch 1."
                    ],
    # -------------------------------------------------------------------------
      :switch_2  => [ 2, "Custom Switch 2", "OFF", "ON",
                     "Help description used for custom switch 2."
                    ],
    # -------------------------------------------------------------------------
    } # Do not remove this.
 
    #--------------------------------------------------------------------------
    # - Custom Variables -
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # If you want your game to have system options other than just the ones
    # listed above, you can insert custom variables here to produce such an
    # effect. Adjust the settings here as you see fit.
    #--------------------------------------------------------------------------
    CUSTOM_VARIABLES ={
    # -------------------------------------------------------------------------
    # :variable   => [Switch, Name, Colour1, Colour2, Min, Max,
    #                 Help Window Description
    #                ], # Do not remove this.
    # -------------------------------------------------------------------------
      :variable_1 => [ 1, "Custom Variable 1", 9, 1, -100, 100,
                      "Help description used for custom variable 1."
                     ],
    # -------------------------------------------------------------------------
      :variable_2 => [ 2, "Custom Variable 2", 10, 2, -10, 10,
                      "Help description used for custom variable 2."
                     ],
    # -------------------------------------------------------------------------
    } # Do not remove this.
 
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Vocab Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This hash adjusts the vocab used for both the commands and the help
    # description that appears above the command window. Note that for the
    # command help descriptions, you may use text codes. Use \n to linebreak.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    COMMAND_VOCAB ={
    # -------------------------------------------------------------------------
    # :command    => [Command Name, Option1, Option2
    #                 Help Window Description,
    #                ], # Do not remove this.
    # -------------------------------------------------------------------------
      :blank      => ["", "None", "None",
                      ""
                     ], # Do not remove this.
    # -------------------------------------------------------------------------
      :window_red => ["Window Red", "None", "None",
                      "Change the red colour tone for windows.\n" +
                      "Hold SHIFT to change increment by 10."
                     ], # Do not remove this.
    # -------------------------------------------------------------------------
      :window_grn => ["Window Green", "None", "None",
                      "Change the green colour tone for windows.\n" +
                      "Hold SHIFT to change increment by 10."
                     ], # Do not remove this.
    # -------------------------------------------------------------------------
      :window_blu => ["Window Blue", "None", "None",
                      "Change the blue colour tone for windows.\n" +
                      "Hold SHIFT to change increment by 10."
                     ], # Do not remove this.
    # -------------------------------------------------------------------------
      :volume_bgm => ["Musik", 12, 4, # Options 1 & 2 are Gauge Colours.
                      "Ändere die Lautstärke der Musik.\n" +
                      "Halte Shift gedrückt, für größere Schritte."
                     ], # Do not remove this.
    # -------------------------------------------------------------------------
      :volume_bgs => ["Hintergrund", 13, 5, # Options 1 & 2 are Gauge Colours.
                      "Ändere die Lautstärke von Hintergrundgeräuschen.\n" +
                      "Halte Shift gedrückt, für größere Schritte."
                     ], # Do not remove this.
    # -------------------------------------------------------------------------
      :volume_sfx => ["Effekte", 14, 6, # Options 1 & 2 are Gauge Colours.
                      "Ändere die Lautstärke von Soundeffekten.\n" +
                      "Halte Shift gedrückt, für größere Schritte."
                     ], # Do not remove this.
    # -------------------------------------------------------------------------
      :autodash   => ["Auto-Dash", "Walk", "Dash",
                      "Automatically dash without holding the run button."
                     ], # Do not remove this.
    # -------------------------------------------------------------------------
      :instantmsg => ["Sofort-Text", "Normal", "Sofort",
                      "Schalte das Text-Scrollen ein oder aus."
                     ], # Do not remove this.
    # -------------------------------------------------------------------------
      :animations => ["Kampfanimationen", "Aus", "An",
                      "Schalte die Animationen im Kampf ein oder aus."
                     ], # Do not remove this.
    # -------------------------------------------------------------------------
      :to_title   => ["Zum Titel", "None", "None",
                      "Gehe zurück zum Titel.\n" +
                      "Nicht gespeicherter Fortschritt geht verloren!"
                     ], # Do not remove this.
    # -------------------------------------------------------------------------
      :shutdown   => ["Spiel beenden", "None", "None",
                      "Beende das Spiel.\n" +
                      "Nicht gespeicherter Fortschritt geht verloren!"
                     ], # Do not remove this.
    # -------------------------------------------------------------------------
    } # Do not remove this.
 
  end # SYSTEM
end # YEA
 
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
 
#==============================================================================
# ■ Vocab
#==============================================================================
 
module Vocab
 
  #--------------------------------------------------------------------------
  # overwrite method: self.game_end
  #--------------------------------------------------------------------------
  def self.game_end
    return YEA::SYSTEM::COMMAND_NAME
  end
 
end # Vocab
 
#==============================================================================
# ■ RPG::BGM
#==============================================================================
 
class RPG::BGM < RPG::AudioFile
 
  #--------------------------------------------------------------------------
  # overwrite method: play
  #--------------------------------------------------------------------------
  def play(pos = 0)
    if @name.empty?
      Audio.bgm_stop
      @@last = RPG::BGM.new
    else
      volume = @volume
      volume *= $game_system.volume(:bgm) * 0.01 unless $game_system.nil?
      Audio.bgm_play('Audio/BGM/' + @name, volume, @pitch, pos)
      @@last = self.clone
    end
  end
 
end # RPG::BGM
 
#==============================================================================
# ■ RPG::ME
#==============================================================================
 
class RPG::ME < RPG::AudioFile
 
  #--------------------------------------------------------------------------
  # overwrite method: play
  #--------------------------------------------------------------------------
  def play
    if @name.empty?
      Audio.me_stop
    else
      volume = @volume
      volume *= $game_system.volume(:bgm) * 0.01 unless $game_system.nil?
      Audio.me_play('Audio/ME/' + @name, volume, @pitch)
    end
  end
 
end # RPG::ME
 
#==============================================================================
# ■ RPG::BGS
#==============================================================================
 
class RPG::BGS < RPG::AudioFile
 
  #--------------------------------------------------------------------------
  # overwrite method: play
  #--------------------------------------------------------------------------
  def play(pos = 0)
    if @name.empty?
      Audio.bgs_stop
      @@last = RPG::BGS.new
    else
      volume = @volume
      volume *= $game_system.volume(:bgs) * 0.01 unless $game_system.nil?
      Audio.bgs_play('Audio/BGS/' + @name, volume, @pitch, pos)
      @@last = self.clone
    end
  end
 
end # RPG::BGS
 
#==============================================================================
# ■ RPG::SE
#==============================================================================
 
class RPG::SE < RPG::AudioFile
 
  #--------------------------------------------------------------------------
  # overwrite method: play
  #--------------------------------------------------------------------------
  def play
    unless @name.empty?
      volume = @volume
      volume *= $game_system.volume(:sfx) * 0.01 unless $game_system.nil?
      Audio.se_play('Audio/SE/' + @name, volume, @pitch)
    end
  end
 
end # RPG::SE
 
#==============================================================================
# ■ Game_System
#==============================================================================
 
class Game_System
 
  #--------------------------------------------------------------------------
  # alias method: initialize
  #--------------------------------------------------------------------------
  alias game_system_initialize_so initialize
  def initialize
    game_system_initialize_so
    init_volume_control
    init_autodash
    init_instantmsg
    init_animations
  end
 
  #--------------------------------------------------------------------------
  # new method: init_volume_control
  #--------------------------------------------------------------------------
  def init_volume_control
    @volume = {}
    @volume[:bgm] = 100
    @volume[:bgs] = 100
    @volume[:sfx] = 100
  end
 
  #--------------------------------------------------------------------------
  # new method: volume
  #--------------------------------------------------------------------------
  def volume(type)
    init_volume_control if @volume.nil?
    return [[@volume[type], 0].max, 100].min
  end
 
  #--------------------------------------------------------------------------
  # new method: set_volume
  #--------------------------------------------------------------------------
  def set_volume(type, value)
    init_volume_control if @volume.nil?
    @volume[type] = [[value, 0].max, 100].min
    case type
    when :bgm
      RPG::BGM::last.play
    when :bgs
      RPG::BGS::last.play
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: volume_change
  #--------------------------------------------------------------------------
  def volume_change(type, increment)
    set_volume(type, @volume[type] + increment)
  end
 
  #--------------------------------------------------------------------------
  # new method: init_autodash
  #--------------------------------------------------------------------------
  def init_autodash
    @autodash = YEA::SYSTEM::DEFAULT_AUTODASH
  end
 
  #--------------------------------------------------------------------------
  # new method: autodash?
  #--------------------------------------------------------------------------
  def autodash?
    init_autodash if @autodash.nil?
    return @autodash
  end
 
  #--------------------------------------------------------------------------
  # new method: set_autodash
  #--------------------------------------------------------------------------
  def set_autodash(value)
    @autodash = value
  end
 
  #--------------------------------------------------------------------------
  # new method: init_instantmsg
  #--------------------------------------------------------------------------
  def init_instantmsg
    @instantmsg = YEA::SYSTEM::DEFAULT_INSTANTMSG
  end
 
  #--------------------------------------------------------------------------
  # new method: instantmsg?
  #--------------------------------------------------------------------------
  def instantmsg?
    init_instantmsg if @instantmsg.nil?
    return @instantmsg
  end
 
  #--------------------------------------------------------------------------
  # new method: set_instantmsg
  #--------------------------------------------------------------------------
  def set_instantmsg(value)
    @instantmsg = value
  end
 
  #--------------------------------------------------------------------------
  # new method: init_animations
  #--------------------------------------------------------------------------
  def init_animations
    @animations = YEA::SYSTEM::DEFAULT_ANIMATIONS
  end
 
  #--------------------------------------------------------------------------
  # new method: animations?
  #--------------------------------------------------------------------------
  def animations?
    init_animations if @animations.nil?
    return @animations
  end
 
  #--------------------------------------------------------------------------
  # new method: set_animations
  #--------------------------------------------------------------------------
  def set_animations(value)
    @animations = value
  end
 
end # Game_System
 
#==============================================================================
# ■ Game_Player
#==============================================================================
 
class Game_Player < Game_Character
 
  #--------------------------------------------------------------------------
  # alias method: dash?
  #--------------------------------------------------------------------------
  alias game_player_dash_so dash?
  def dash?
    if $game_system.autodash?
      return false if @move_route_forcing
      return false if $game_map.disable_dash?
      return false if vehicle
      return !Input.press?(:A)
    else
      return game_player_dash_so
    end
  end
 
end # Game_Player
 
#==============================================================================
# ■ Scene_Battle
#==============================================================================
 
class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # alias method: show_fast?
  #--------------------------------------------------------------------------
  alias scene_battle_show_fast_so show_fast?
  def show_fast?
    return true unless $game_system.animations?
    return scene_battle_show_fast_so
  end
 
  #--------------------------------------------------------------------------
  # alias method: show_normal_animation
  #--------------------------------------------------------------------------
  alias scene_battle_show_normal_animation_so show_normal_animation
  def show_normal_animation(targets, animation_id, mirror = false)
    return unless $game_system.animations?
    scene_battle_show_normal_animation_so(targets, animation_id, mirror)
  end
 
end # Scene_Battle
 
#==============================================================================
# ■ Window_Message
#==============================================================================
 
class Window_Message < Window_Base
 
  #--------------------------------------------------------------------------
  # alias method: clear_flags
  #--------------------------------------------------------------------------
  alias window_message_clear_flags_so clear_flags
  def clear_flags
    window_message_clear_flags_so
    @show_fast = true if $game_system.instantmsg?
  end
 
end # Window_Message
 
#==============================================================================
# ■ Window_SystemOptions
#==============================================================================
 
class Window_SystemOptions < Window_Command
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(help_window)
    @help_window = help_window
    super(0, @help_window.height)
    refresh
  end
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; return Graphics.width; end
 
  #--------------------------------------------------------------------------
  # window_height
  #--------------------------------------------------------------------------
  def window_height; return Graphics.height - @help_window.height; end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    if current_symbol == :custom_switch || current_symbol == :custom_variable
      text = @help_descriptions[current_ext]
    else
      text = @help_descriptions[current_symbol]
    end
    text = "" if text.nil?
    @help_window.set_text(text)
  end
 
  #--------------------------------------------------------------------------
  # ok_enabled?
  #--------------------------------------------------------------------------
  def ok_enabled?
    return true if [:to_title, :shutdown].include?(current_symbol)
    return false
  end
 
  #--------------------------------------------------------------------------
  # make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    @help_descriptions = {}
    for command in YEA::SYSTEM::COMMANDS
      case command
      when :blank
        add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command)
        @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3]
      when :window_red, :window_grn, :window_blu
        add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command)
        @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3]
      when :volume_bgm, :volume_bgs, :volume_sfx
        add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command)
        @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3]
      when :autodash, :instantmsg, :animations
        add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command)
        @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3]
      when :to_title, :shutdown
        add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command)
        @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3]
      else
        process_custom_switch(command)
        process_custom_variable(command)
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # process_custom_switch
  #--------------------------------------------------------------------------
  def process_custom_switch(command)
    return unless YEA::SYSTEM::CUSTOM_SWITCHES.include?(command)
    name = YEA::SYSTEM::CUSTOM_SWITCHES[command][1]
    add_command(name, :custom_switch, true, command)
    @help_descriptions[command] = YEA::SYSTEM::CUSTOM_SWITCHES[command][4]
  end
 
  #--------------------------------------------------------------------------
  # process_custom_variable
  #--------------------------------------------------------------------------
  def process_custom_variable(command)
    return unless YEA::SYSTEM::CUSTOM_VARIABLES.include?(command)
    name = YEA::SYSTEM::CUSTOM_VARIABLES[command][1]
    add_command(name, :custom_variable, true, command)
    @help_descriptions[command] = YEA::SYSTEM::CUSTOM_VARIABLES[command][6]
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    reset_font_settings
    rect = item_rect(index)
    contents.clear_rect(rect)
    case @list[index][:symbol]
    when :window_red, :window_grn, :window_blu
      draw_window_tone(rect, index, @list[index][:symbol])
    when :volume_bgm, :volume_bgs, :volume_sfx
      draw_volume(rect, index, @list[index][:symbol])
    when :autodash, :instantmsg, :animations
      draw_toggle(rect, index, @list[index][:symbol])
    when :to_title, :shutdown
      draw_text(item_rect_for_text(index), command_name(index), 1)
    when :custom_switch
      draw_custom_switch(rect, index, @list[index][:ext])
    when :custom_variable
      draw_custom_variable(rect, index, @list[index][:ext])
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_window_tone
  #--------------------------------------------------------------------------
  def draw_window_tone(rect, index, symbol)
    name = @list[index][:name]
    draw_text(0, rect.y, contents.width/2, line_height, name, 1)
    #---
    dx = contents.width / 2
    tone = $game_system.window_tone
    case symbol
    when :window_red
      rate = (tone.red + 255.0) / 510.0
      colour1 = Color.new(128, 0, 0)
      colour2 = Color.new(255, 0, 0)
      value = tone.red.to_i
    when :window_grn
      rate = (tone.green + 255.0) / 510.0
      colour1 = Color.new(0, 128, 0)
      colour2 = Color.new(0, 255, 0)
      value = tone.green.to_i
    when :window_blu
      rate = (tone.blue + 255.0) / 510.0
      colour1 = Color.new(0, 0, 128)
      colour2 = Color.new(0, 0, 255)
      value = tone.blue.to_i
    end
    draw_gauge(dx, rect.y, contents.width - dx - 48, rate, colour1, colour2)
    draw_text(dx, rect.y, contents.width - dx - 48, line_height, value, 2)
  end
 
  #--------------------------------------------------------------------------
  # draw_volume
  #--------------------------------------------------------------------------
  def draw_volume(rect, index, symbol)
    name = @list[index][:name]
    draw_text(0, rect.y, contents.width/2, line_height, name, 1)
    #---
    dx = contents.width / 2
    case symbol
    when :volume_bgm
      rate = $game_system.volume(:bgm)
    when :volume_bgs
      rate = $game_system.volume(:bgs)
    when :volume_sfx
      rate = $game_system.volume(:sfx)
    end
    colour1 = text_color(YEA::SYSTEM::COMMAND_VOCAB[symbol][1])
    colour2 = text_color(YEA::SYSTEM::COMMAND_VOCAB[symbol][2])
    value = sprintf("%d%%", rate)
    rate *= 0.01
    draw_gauge(dx, rect.y, contents.width - dx - 48, rate, colour1, colour2)
    draw_text(dx, rect.y, contents.width - dx - 48, line_height, value, 2)
  end
 
  #--------------------------------------------------------------------------
  # draw_toggle
  #--------------------------------------------------------------------------
  def draw_toggle(rect, index, symbol)
    name = @list[index][:name]
    draw_text(0, rect.y, contents.width/2, line_height, name, 1)
    #---
    dx = contents.width / 2
    case symbol
    when :autodash
      enabled = $game_system.autodash?
    when :instantmsg
      enabled = $game_system.instantmsg?
    when :animations
      enabled = $game_system.animations?
    end
    dx = contents.width/2
    change_color(normal_color, !enabled)
    option1 = YEA::SYSTEM::COMMAND_VOCAB[symbol][1]
    draw_text(dx, rect.y, contents.width/4, line_height, option1, 1)
    dx += contents.width/4
    change_color(normal_color, enabled)
    option2 = YEA::SYSTEM::COMMAND_VOCAB[symbol][2]
    draw_text(dx, rect.y, contents.width/4, line_height, option2, 1)
  end
 
  #--------------------------------------------------------------------------
  # cursor_right
  #--------------------------------------------------------------------------
  def draw_custom_switch(rect, index, ext)
    name = @list[index][:name]
    draw_text(0, rect.y, contents.width/2, line_height, name, 1)
    #---
    dx = contents.width / 2
    enabled = $game_switches[YEA::SYSTEM::CUSTOM_SWITCHES[ext][0]]
    dx = contents.width/2
    change_color(normal_color, !enabled)
    option1 = YEA::SYSTEM::CUSTOM_SWITCHES[ext][2]
    draw_text(dx, rect.y, contents.width/4, line_height, option1, 1)
    dx += contents.width/4
    change_color(normal_color, enabled)
    option2 = YEA::SYSTEM::CUSTOM_SWITCHES[ext][3]
    draw_text(dx, rect.y, contents.width/4, line_height, option2, 1)
  end
 
  #--------------------------------------------------------------------------
  # draw_custom_variable
  #--------------------------------------------------------------------------
  def draw_custom_variable(rect, index, ext)
    name = @list[index][:name]
    draw_text(0, rect.y, contents.width/2, line_height, name, 1)
    #---
    dx = contents.width / 2
    value = $game_variables[YEA::SYSTEM::CUSTOM_VARIABLES[ext][0]]
    colour1 = text_color(YEA::SYSTEM::CUSTOM_VARIABLES[ext][2])
    colour2 = text_color(YEA::SYSTEM::CUSTOM_VARIABLES[ext][3])
    minimum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][4]
    maximum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][5]
    rate = (value - minimum).to_f / [(maximum - minimum).to_f, 0.01].max
    dx = contents.width/2
    draw_gauge(dx, rect.y, contents.width - dx - 48, rate, colour1, colour2)
    draw_text(dx, rect.y, contents.width - dx - 48, line_height, value, 2)
  end
 
  #--------------------------------------------------------------------------
  # cursor_right
  #--------------------------------------------------------------------------
  def cursor_right(wrap = false)
    cursor_change(:right)
    super(wrap)
  end
 
  #--------------------------------------------------------------------------
  # cursor_left
  #--------------------------------------------------------------------------
  def cursor_left(wrap = false)
    cursor_change(:left)
    super(wrap)
  end
 
  #--------------------------------------------------------------------------
  # cursor_change
  #--------------------------------------------------------------------------
  def cursor_change(direction)
    case current_symbol
    when :window_red, :window_blu, :window_grn
      change_window_tone(direction)
    when :volume_bgm, :volume_bgs, :volume_sfx
      change_volume(direction)
    when :autodash, :instantmsg, :animations
      change_toggle(direction)
    when :custom_switch
      change_custom_switch(direction)
    when :custom_variable
      change_custom_variables(direction)
    end
  end
 
  #--------------------------------------------------------------------------
  # change_window_tone
  #--------------------------------------------------------------------------
  def change_window_tone(direction)
    Sound.play_cursor
    value = direction == :left ? -1 : 1
    value *= 10 if Input.press?(:A)
    tone = $game_system.window_tone.clone
    case current_symbol
    when :window_red; tone.red += value
    when :window_grn; tone.green += value
    when :window_blu; tone.blue += value
    end
    $game_system.window_tone = tone
    draw_item(index)
  end
 
  #--------------------------------------------------------------------------
  # change_volume
  #--------------------------------------------------------------------------
  def change_volume(direction)
    Sound.play_cursor
    value = direction == :left ? -1 : 1
    value *= 10 if Input.press?(:A)
    case current_symbol
    when :volume_bgm
      $game_system.volume_change(:bgm, value)
    when :volume_bgs
      $game_system.volume_change(:bgs, value)
    when :volume_sfx
      $game_system.volume_change(:sfx, value)
    end
    draw_item(index)
  end
 
  #--------------------------------------------------------------------------
  # change_toggle
  #--------------------------------------------------------------------------
  def change_toggle(direction)
    value = direction == :left ? false : true
    case current_symbol
    when :autodash
      current_case = $game_system.autodash?
      $game_system.set_autodash(value)
    when :instantmsg
      current_case = $game_system.instantmsg?
      $game_system.set_instantmsg(value)
    when :animations
      current_case = $game_system.animations?
      $game_system.set_animations(value)
    end
    Sound.play_cursor if value != current_case
    draw_item(index)
  end
 
  #--------------------------------------------------------------------------
  # change_custom_switch
  #--------------------------------------------------------------------------
  def change_custom_switch(direction)
    value = direction == :left ? false : true
    ext = current_ext
    current_case = $game_switches[YEA::SYSTEM::CUSTOM_SWITCHES[ext][0]]
    $game_switches[YEA::SYSTEM::CUSTOM_SWITCHES[ext][0]] = value
    Sound.play_cursor if value != current_case
    draw_item(index)
  end
 
  #--------------------------------------------------------------------------
  # change_custom_variables
  #--------------------------------------------------------------------------
  def change_custom_variables(direction)
    Sound.play_cursor
    value = direction == :left ? -1 : 1
    value *= 10 if Input.press?(:A)
    ext = current_ext
    var = YEA::SYSTEM::CUSTOM_VARIABLES[ext][0]
    minimum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][4]
    maximum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][5]
    $game_variables[var] += value
    $game_variables[var] = [[$game_variables[var], minimum].max, maximum].min
    draw_item(index)
  end
 
end # Window_SystemOptions
 
#==============================================================================
# ■ Scene_Menu
#==============================================================================
 
class Scene_Menu < Scene_MenuBase
 
  #--------------------------------------------------------------------------
  # overwrite method: command_game_end
  #--------------------------------------------------------------------------
  def command_game_end
    SceneManager.call(Scene_System)
  end
 
end # Scene_Menu
 
#==============================================================================
# ■ Scene_System
#==============================================================================
 
class Scene_System < Scene_MenuBase
 
  #--------------------------------------------------------------------------
  # start
  #--------------------------------------------------------------------------
  def start
    super
    create_help_window
    create_command_window
  end
 
  #--------------------------------------------------------------------------
  # create_command_window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_SystemOptions.new(@help_window)
    @command_window.set_handler(:cancel, method(:return_scene))
    @command_window.set_handler(:to_title, method(:command_to_title))
    @command_window.set_handler(:shutdown, method(:command_shutdown))
  end
 
  #--------------------------------------------------------------------------
  # command_to_title
  #--------------------------------------------------------------------------
  def command_to_title
    fadeout_all
    SceneManager.goto(Scene_Title)
  end
 
  #--------------------------------------------------------------------------
  # command_shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    fadeout_all
    SceneManager.exit
  end
 
end # Scene_System
 
#==============================================================================
# 
# ▼ End of File
# 
#==============================================================================
zum Lesen den Text mit der Maus markieren

Zusätzlich verwende ich auch einen Skript, der das Scrollen des Textes mit Sounds unterlegt:
Spoiler

Ruby Quellcode

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#==============================================================================
# 
# ▼ Moby's Script System - Text SE V1.0
# -- Last Updated: 2012.07.23
# 
#==============================================================================
 
$imported = {} if $imported.nil?
$imported["MSS-Text_SE"] = 1.0
 
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# N/A
# 
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This Script plays a SE you define in the module at the top every x letters.
# Possible Settings:
# - SE File Name
# - Pitch Range
# - Volume
# - Interval(x)
# 
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
# 
# All settings possible are placed in the module at the top.
# 
# If you have any questions, bugs you want to report or anything else,
# please contact me at mobychan@gmx.de or via my profile on 
# http://forums.rpgmakerweb.com (mobychan) or 
# http://w11.zetaboards.com/RMParadise/index/ (mobychan).
# 
# 
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
# 
#==============================================================================
# 
#==============================================================================
# ▼ Methods changed/added
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -----------------------------------------------------------------------------
# Aliased methods:
# -----------------------------------------------------------------------------
# class Window_Message:
#     - initialize
#     - process_normal_character
#     - process_new_page
# 
# -----------------------------------------------------------------------------
# Added methods:
# -----------------------------------------------------------------------------
# module Sound:
#     - self.play_text_se
# 
#==============================================================================
# 
#==============================================================================
# ▼ Compatibility Issues
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Since this script doesn't override anything there shouldn't be any issues.
# I fsomething doesn't work properly, try putting this script below every other
# script.
#==============================================================================
 
 
module TSE
  # The name of the file that will be played, must be placed in Audio/SE
  SE = "scroll"
  # The pitch range of the file being played
  # [start_pitch, end_pitch]
  # start and end pitch can be the same to have a static pitch
  Pitch = [100, 105]
  # The volume of the file being played
  Volume = 50
  # The interval at which the sound is being played, every x characters
  Interval = 3
end
 
 
 
#==============================================================================
# ** Sound
#==============================================================================
 
module Sound
 
  # System Sound Effect
  def self.play_text_se
    file = "Audio/SE/" + TSE::SE
    pitch = rand(TSE::Pitch[1] - TSE::Pitch[0]) + TSE::Pitch[0]
    Audio.se_play(file, TSE::Volume, pitch)
  end
end
 
 
 
#==============================================================================
# ** Window_Message
#==============================================================================
class Window_Message < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias tse_init initialize unless $@
  def initialize
    tse_init
    @character = 0
  end
  #--------------------------------------------------------------------------
  # * Normal Character Processing
  #--------------------------------------------------------------------------
  alias tse_process_normal_character process_normal_character unless $@
  def process_normal_character(c, pos)
    tse_process_normal_character(c, pos)
    Sound.play_text_se if @character % TSE::Interval == 0 && !@line_show_fast
    @character += 1
  end
  #--------------------------------------------------------------------------
  # * New Page Character Processing
  #--------------------------------------------------------------------------
  alias tse_process_new_page process_new_page unless $@
  def process_new_page(text, pos)
    tse_process_new_page(text, pos)
    @character = 0
  end
end
zum Lesen den Text mit der Maus markieren

Das Problem: Wenn man im Optionsmenü die Lautstärke der Soundeffekte senkt, wirkt sich dies nicht auf den Scrollsound für den Text aus.
Wie muss ich welchen Skript bearbeiten, damit das miteinander interagiert?

Zusätzlich habe ich festgestellt, dass die Soundeinstellungen nur Spielstand spezifisch sind. D. h., wenn man in Save1 die Lautstärke gesenkt hat und dann z. B. zum Hauptmenü zurückkehrt, ist die Musik dort wieder auf 100%. Kann man die Optionen irgendwie globalisieren?
Was lebt, das kann man töten. Was tot ist, das kann man essen.
--------------------------------------------------------------------------
:map: Mapping: :star::star::star::star::star:
:compile: Scripting: :star-empty::star-empty::star-empty::star-empty::star-empty:
:system-monitor: Event: :star::star::star::star::star:
:doc: Story: :star::star::star::star::star-empty:
:pencil: Zeichnen: :star::star::star::star::star:
:palette: Pixeln: :star::star::star-half::star-empty::star-empty:
:music-beam-16: Musik & Sounds: :star::star::star::star-empty::star-empty:
--------------------------------------------------------------------------
Bevorzugter Maker: :ace:
Ebenfalls im Besitzt: :rmxp: :rmvx: :rmmv:

2

Donnerstag, 6. Dezember 2018, 01:26

Zitat von »Snugglebit«

Wie muss ich welchen Skript bearbeiten, damit das miteinander interagiert?

Du kannst das im Script Moby's Script System - Text SE V1.0 anpassen. Entweder Du passt da Zeile 95ff an (siehe unten) oder Du fügst das ganze Script von weiter unten in meinem Beitrag als neues Script ein - das sollte auch funktionieren.

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module Sound
 
  # System Sound Effect
  def self.play_text_se
    file = "Audio/SE/" + TSE::SE
    pitch = rand(TSE::Pitch[1] - TSE::Pitch[0]) + TSE::Pitch[0]
    volume = TSE::Volume
    volume *= $game_system.volume(:sfx) * 0.01 unless $game_system.nil?
    Audio.se_play(file, volume, pitch)
  end
end


Zitat

Kann man die Optionen irgendwie globalisieren?

Ja, dann müsste man das Script so umschreiben das es eine extra "Options.rxdata"-Datei anlegt, wo diese Infos dann global gespeichert sind. Das könnte man programmieren. Aber sicher, dass es sowas aber nicht schon gibt? Auch: Brauchst Du die gloable Speicherung nur für Sounds oder für alle Einstellungsmöglichkeiten?

Snugglebit

Krieger

  • »Snugglebit« ist der Autor dieses Themas

Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.

  • Nachricht senden

3

Samstag, 8. Dezember 2018, 16:33

Vielen Dank schonmal für die Hilfe, das klappt wunterbar!

Brauchst Du die gloable Speicherung nur für Sounds oder für alle Einstellungsmöglichkeiten?

Was das betrifft, würde es mir reichen, wenn nur die Soundeinstellungen global wären. Die anderen 2 Optionen, die ich verwende, können Spielstandspezifisch sein.
Was lebt, das kann man töten. Was tot ist, das kann man essen.
--------------------------------------------------------------------------
:map: Mapping: :star::star::star::star::star:
:compile: Scripting: :star-empty::star-empty::star-empty::star-empty::star-empty:
:system-monitor: Event: :star::star::star::star::star:
:doc: Story: :star::star::star::star::star-empty:
:pencil: Zeichnen: :star::star::star::star::star:
:palette: Pixeln: :star::star::star-half::star-empty::star-empty:
:music-beam-16: Musik & Sounds: :star::star::star::star-empty::star-empty:
--------------------------------------------------------------------------
Bevorzugter Maker: :ace:
Ebenfalls im Besitzt: :rmxp: :rmvx: :rmmv:

4

Samstag, 8. Dezember 2018, 23:23

Probier mal das folgende aus, ob das so ist, wie Du es gern hättest:
Spoiler

Ruby Quellcode

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#==============================================================================
# ** DataManager
#==============================================================================
module DataManager
  #--------------------------------------------------------------------------
  # * Constants
  #--------------------------------------------------------------------------
  Options_Filename = 'Options.rvdata2'
  #--------------------------------------------------------------------------
  # * Load Options
  #--------------------------------------------------------------------------
  def self.load_options
    if options_file_exists?
      $options = load_data(Options_Filename)
      $game_system.set_volume(:bgm, $options['bgm_volume']) if $options['bgm_volume']
      $game_system.set_volume(:bgs, $options['bgs_volume']) if $options['bgs_volume']
      $game_system.set_volume(:sfx, $options['sfx_volume']) if $options['sfx_volume']
    else
      $options = {}
    end
  end
  #--------------------------------------------------------------------------
  # * Determine Existence of Options File
  #--------------------------------------------------------------------------
  def self.options_file_exists?
    !Dir.glob(Options_Filename).empty?
  end
  #--------------------------------------------------------------------------
  # * Save Options
  #--------------------------------------------------------------------------
  def self.save_options
    save_data($options, Options_Filename)
  end
end
#------------------------------------------------------------------------------
module DataManager
  class << self
    alias_method( :org_create_game_objs, :create_game_objects )
  end
    def self.create_game_objects
      org_create_game_objs
      load_options
    end
    #--------------------------------------------------------------------------
    # * Execute Load
    #--------------------------------------------------------------------------
    def self.load_game(index)
      load_game_without_rescue(index) rescue false
      load_options
    end
  #end
end
#==============================================================================
# ** Scene System
#==============================================================================
class Scene_System
  #--------------------------------------------------------------------------
  # * Pre-Termination Processing
  #--------------------------------------------------------------------------
  def pre_terminate
    super
    $options['bgm_volume'] = $game_system.volume(:bgm)
    $options['bgs_volume'] = $game_system.volume(:bgs)
    $options['sfx_volume'] = $game_system.volume(:sfx)
    DataManager.save_options
  end
end
zum Lesen den Text mit der Maus markieren


Wenn das so passt würde ich noch ein bisschen aufräumen - gerade ist der Code noch ein bisschen unordentlich hingeklatscht.

Snugglebit

Krieger

  • »Snugglebit« ist der Autor dieses Themas

Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.

  • Nachricht senden

5

Sonntag, 9. Dezember 2018, 01:35

Es funktioniert an sich schon. Wenn ich die Lautstärken senke und ins Hauptmenü zurückkehre, ist der Sound dort immernoch leiser. Nur kann ich gar keine Spielstände mehr laden. Wenn ich auf "Load" klicke, ertönt nur der Error Sound und das Spiel friert ein.
Was lebt, das kann man töten. Was tot ist, das kann man essen.
--------------------------------------------------------------------------
:map: Mapping: :star::star::star::star::star:
:compile: Scripting: :star-empty::star-empty::star-empty::star-empty::star-empty:
:system-monitor: Event: :star::star::star::star::star:
:doc: Story: :star::star::star::star::star-empty:
:pencil: Zeichnen: :star::star::star::star::star:
:palette: Pixeln: :star::star::star-half::star-empty::star-empty:
:music-beam-16: Musik & Sounds: :star::star::star::star-empty::star-empty:
--------------------------------------------------------------------------
Bevorzugter Maker: :ace:
Ebenfalls im Besitzt: :rmxp: :rmvx: :rmmv:

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