Ajustar Volume Durante o Jogo
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Ajustar Volume Durante o Jogo
Olá pessoal, estou voltando a ativa!
Características: Este script permite configurar os níveis de diversos sons que acontecem durante o jogo.
Instruções: Copie os DOIS scripts e cole-os acima do main, depois use $scene = Scene_Options.new para chamar o script.
Código:
SCRIPT 1
SCRIPT 2
Créditos:
Akin e L
FUI!!!
Audio Adjustment Script version 1.1
por Akin
por Akin
Características: Este script permite configurar os níveis de diversos sons que acontecem durante o jogo.
Instruções: Copie os DOIS scripts e cole-os acima do main, depois use $scene = Scene_Options.new para chamar o script.
Código:
SCRIPT 1
- Código:
#################################################################
# Audio Adjustment Script version 1.1 #
#################################################################
# by Akin #
# Credit to The Sleeping Leonhart who's XP Options script #
# helped me learn and to DerVVulfman who helped me find #
# an easy location to change battle sounds #
#################################################################
# This script allows the the volumes of Background Music, #
# Background Sound, Sound Effects, and Music Effects #
# Though the use of the following variables from 0-100 #
# $game_system.bgm_volume #
# $game_system.bgs_volume #
# $game_system.se_volume #
# $game_system.me_volume #
#################################################################
# Simpley use my GUI or someone else's to set the volumes #
# with lines like this #
# "$game_system.se_volume = 90" #
# "$game_system.bgs_volume = 23" #
# Just keep the value between 0 and 100 #
# #
# To reset the volumes of currently playing BGM and #
# BGS use the following lines. #
# Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume) #
# Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume) #
# #
# To continue playing the currently playing BGM and BGS upon #
# entering combat. Use the following command. #
# "$game_system.battle_music_mode = 1" #
# #
# Use "$game_system.battle_music_mode = 0" to return to the #
# traditional method of changing BGM's and BGS upon battle #
#################################################################
# Release Notes #
# 1.0 - Initial Release #
# 1.1 - Added ability to continue music playing though combat #
#################################################################
# This adds on to the Audio module and adjusts playback volumes by the adjustment value
module Audio
def self.play_adjust(sound_file, adjustment) # accepts a sound file and an adjustment value from 0-100
original_volume = sound_file.volume # stores the original volume of the sound file
sound_file.volume = Integer(original_volume * adjustment / 100) # resets the sound volume to the adjustment %
sound_file.play # plays the sound file
sound_file.volume = original_volume # resets the volume of the orginal file
end
end
# Replaces the current sound module so that all sound effects that are called for in
# the game and in scripts that use "Sound.play_X" play at the correct volume
module Sound
# Cursor
def self.play_cursor
Audio.play_adjust($data_system.sounds[0], $game_system.se_volume)
end
# Decision
def self.play_decision
Audio.play_adjust($data_system.sounds[1], $game_system.se_volume)
end
# Cancel
def self.play_cancel
Audio.play_adjust($data_system.sounds[2], $game_system.se_volume)
end
# Buzzer
def self.play_buzzer
Audio.play_adjust($data_system.sounds[3], $game_system.se_volume)
end
# Equip
def self.play_equip
Audio.play_adjust($data_system.sounds[4], $game_system.se_volume)
end
# Save
def self.play_save
Audio.play_adjust($data_system.sounds[5], $game_system.se_volume)
end
# Load
def self.play_load
Audio.play_adjust($data_system.sounds[6], $game_system.se_volume)
end
# Battle Start
def self.play_battle_start
Audio.play_adjust($data_system.sounds[7], $game_system.se_volume)
end
# Escape
def self.play_escape
Audio.play_adjust($data_system.sounds[8], $game_system.se_volume)
end
# Enemy Attack
def self.play_enemy_attack
Audio.play_adjust($data_system.sounds[9], $game_system.se_volume)
end
# Enemy Damage
def self.play_enemy_damage
Audio.play_adjust($data_system.sounds[10], $game_system.se_volume)
end
# Enemy Collapse
def self.play_enemy_collapse
Audio.play_adjust($data_system.sounds[11], $game_system.se_volume)
end
# Actor Damage
def self.play_actor_damage
Audio.play_adjust($data_system.sounds[12], $game_system.se_volume)
end
# Actor Collapse
def self.play_actor_collapse
Audio.play_adjust($data_system.sounds[13], $game_system.se_volume)
end
# Recovery
def self.play_recovery
Audio.play_adjust($data_system.sounds[14], $game_system.se_volume)
end
# Miss
def self.play_miss
Audio.play_adjust($data_system.sounds[15], $game_system.se_volume)
end
# Evasion
def self.play_evasion
Audio.play_adjust($data_system.sounds[16], $game_system.se_volume)
end
# Shop
def self.play_shop
Audio.play_adjust($data_system.sounds[17], $game_system.se_volume)
end
# Use Item
def self.play_use_item
Audio.play_adjust($data_system.sounds[18], $game_system.se_volume)
end
# Use Skill
def self.play_use_skill
Audio.play_adjust($data_system.sounds[19], $game_system.se_volume)
end
end
# Modifies the game system to add in the optional volume adjustments
class Game_System
attr_accessor :bgm_volume
attr_accessor :se_volume
attr_accessor :bgs_volume
attr_accessor :me_volume
attr_accessor :battle_music_mode
alias akin_sound_ini_game_system initialize
def initialize
akin_sound_ini_game_system
# BGM, BGS, SE and ME Volume Values for storage
@bgm_volume = 100; @se_volume = 100; @bgs_volume = 100; @me_volume = 100; @battle_music_mode = 0;
end
end
# Edits the game_interpreter so that all event sounds are played at the correct volume
class Game_Interpreter
def command_241
Audio.play_adjust(@params[0], $game_system.bgm_volume) #BGM
return true
end
def command_245
Audio.play_adjust(@params[0], $game_system.bgs_volume) #BGS
return true
end
def command_249
Audio.play_adjust(@params[0], $game_system.me_volume) #ME
return true
end
def command_250
Audio.play_adjust(@params[0], $game_system.se_volume) #SE
return true
end
end
# Edits the game_map to play autoplayed BGS and BGM's at the correct volume
class Game_Map
def autoplay
Audio.play_adjust(@map.bgm, $game_system.bgm_volume) if @map.autoplay_bgm
Audio.play_adjust(@map.bgs, $game_system.bgs_volume) if @map.autoplay_bgs
end
end
# Edits game_vehicle to play the correct volume sound when mounting a vehicle
class Game_Vehicle < Game_Character
def get_on
@driving = true
@walk_anime = true
@step_anime = true
if @type == 2 # If airship
@priority_type = 2 # Change priority to "Above Characters"
end
Audio.play_adjust(@bgm, $game_system.bgm_volume) # Start BGM
end
end
# Edits game_player to play the correct volume sound after dismounting a vehicle
class Game_Player < Game_Character
def get_off_vehicle
if in_airship? # Airship
return unless airship_land_ok?(@x, @y) # Can't land?
else # Boat/ship
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
return unless can_walk?(front_x, front_y) # Can't touch land?
end
$game_map.vehicles[@vehicle_type].get_off # Get off processing
if in_airship? # Airship
@direction = 2 # Face down
else # Boat/ship
force_move_forward # Move one step forward
@transparent = false # Remove transparency
end
@vehicle_getting_off = true # Start getting off operation
@move_speed = 4 # Return move speed
@through = false # Passage OFF
Audio.play_adjust(@walking_bgm, $game_system.bgm_volume) # Restore walking BGM
make_encounter_count # Initialize encounter
end
end
# Edits sprite_base to play sound effects from battle animations at the correct volume
class Sprite_Base < Sprite
def animation_process_timing(timing)
Audio.play_adjust(timing.se, $game_system.se_volume)
case timing.flash_scope
when 1
self.flash(timing.flash_color, timing.flash_duration * 4)
when 2
if viewport != nil
viewport.flash(timing.flash_color, timing.flash_duration * 4)
end
when 3
self.flash(nil, timing.flash_duration * 4)
end
end
end
# Edits scene_map to play the battle BGM at the correct volume
class Scene_Map < Scene_Base
def call_battle
@spriteset.update
Graphics.update
$game_player.make_encounter_count
$game_player.straighten
$game_temp.map_bgm = RPG::BGM.last
$game_temp.map_bgs = RPG::BGS.last
unless $game_system.battle_music_mode == 1 # Does not stop current must if battle_music mode is 1
RPG::BGM.stop
RPG::BGS.stop
end
Sound.play_battle_start
unless $game_system.battle_music_mode == 1
Audio.play_adjust($game_system.battle_bgm, $game_system.bgm_volume) # Does not play battle music if battle mode is 1
end
$game_temp.next_scene = nil
$scene = Scene_Battle.new
end
end
# Edits the scene_battle class to play the BGM and BGS of the returning map and
# the victory ME at the correct volumes
class Scene_Battle < Scene_Base
def battle_end(result)
if result == 2 and not $game_troop.can_lose
call_gameover
else
$game_party.clear_actions
$game_party.remove_states_battle
$game_troop.clear
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
unless $BTEST or $game_system.battle_music_mode == 1 #does not restore BGM if battle music mode 1 is enabled
Audio.play_adjust($game_temp.map_bgm, $game_system.bgm_volume)
Audio.play_adjust($game_temp.map_bgs, $game_system.bgs_volume)
end
$scene = Scene_Map.new
@message_window.clear
Graphics.fadeout(30)
end
$game_temp.in_battle = false
end
def process_victory
@info_viewport.visible = false
@message_window.visible = true
unless $game_system.battle_music_mode == 1 #does not play victory ME if battle music mode 1 is enabled
RPG::BGM.stop
Audio.play_adjust($game_system.battle_end_me, $game_system.me_volume)
end
unless $BTEST or $game_system.battle_music_mode == 1 #does not restore BGM if battle music mode 1 is enabled
Audio.play_adjust($game_temp.map_bgm, $game_system.bgm_volume)
Audio.play_adjust($game_temp.map_bgs, $game_system.bgs_volume)
end
display_exp_and_gold
display_drop_items
display_level_up
battle_end(0)
end
end
# Edits the scene_gameover to play the gameover ME at the correct volume
class Scene_Gameover < Scene_Base
def start
super
RPG::BGM.stop
RPG::BGS.stop
Audio.play_adjust($data_system.gameover_me, $game_system.me_volume)
Graphics.transition(120)
Graphics.freeze
create_gameover_graphic
end
end
# Edits the scene_file so that music plays at the correct volume upon loading
class Scene_File < Scene_Base
def do_load
file = File.open(@savefile_windows[@index].filename, "rb")
read_save_data(file)
file.close
$scene = Scene_Map.new
RPG::BGM.fade(1500)
Graphics.fadeout(60)
Graphics.wait(40)
Audio.play_adjust(@last_bgm, $game_system.bgm_volume)
Audio.play_adjust(@last_bgs, $game_system.bgs_volume)
end
end
SCRIPT 2
- Código:
####################################################
# Custom Options Menu #
####################################################
# por Akin #
# creditos ao 'L' quem me ajudou #
# a imaginar como fazê-lo #
####################################################
# Este script chama um menu de configurações #
# de aúdio #
# Chame usando "$scene = Scene_Options.new" #
# #
####################################################
module OptionCommand
#Main Option Commands
Audio = 'Audio'
Controls = 'Controles'
Exit_Options = 'Voltar'
#Audio Option commands
Audiobgm = 'Música - BGM'
Audiobgs = 'Efeitos de fundo - BGS'
Audiome = 'Efeitos musicais - ME'
Audiose = 'Efeitos - SE'
#BGM Options
Audiobgm0 = '0'
Audiobgm1 = '1'
Audiobgm2 = '2'
Audiobgm3 = '3'
Audiobgm4 = '4'
Audiobgm5 = '5'
Audiobgm6 = '6'
Audiobgm7 = '7'
Audiobgm8 = '8'
Audiobgm9 = '9'
Audiobgm10 = '10'
#BGS Options
Audiobgs0 = '0'
Audiobgs1 = '1'
Audiobgs2 = '2'
Audiobgs3 = '3'
Audiobgs4 = '4'
Audiobgs5 = '5'
Audiobgs6 = '6'
Audiobgs7 = '7'
Audiobgs8 = '8'
Audiobgs9 = '9'
Audiobgs10 = '10'
#SE Options
Audiose0 = '0'
Audiose1 = '1'
Audiose2 = '2'
Audiose3 = '3'
Audiose4 = '4'
Audiose5 = '5'
Audiose6 = '6'
Audiose7 = '7'
Audiose8 = '8'
Audiose9 = '9'
Audiose10 = '10'
#ME Options
Audiome0 = '0'
Audiome1 = '1'
Audiome2 = '2'
Audiome3 = '3'
Audiome4 = '4'
Audiome5 = '5'
Audiome6 = '6'
Audiome7 = '7'
Audiome8 = '8'
Audiome9 = '9'
Audiome10 = '10'
end
#==============================================================================
# ** Scene_Options
#------------------------------------------------------------------------------
# This class performs the Options screen processing.
#==============================================================================
class Scene_Options < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(options_index = 0)
@options_index = options_index
options_init
end
#--------------------------------------------------------------------------
# * Set Commands
#--------------------------------------------------------------------------
def options_init
@options = []
op1 = OptionCommand::Audio
op2 = OptionCommand::Controls
op3 = OptionCommand::Exit_Options
@options.push(op1, op2, op3).flatten!
@audio_options = []
aud1 = OptionCommand::Audiobgm
aud2 = OptionCommand::Audiobgs
aud3 = OptionCommand::Audiome
aud4 = OptionCommand::Audiose
@audio_options.push(aud1, aud2, aud3, aud4).flatten!
@bgm_options = []
bgm0 = OptionCommand::Audiobgm0
bgm1 = OptionCommand::Audiobgm1
bgm2 = OptionCommand::Audiobgm2
bgm3 = OptionCommand::Audiobgm3
bgm4 = OptionCommand::Audiobgm4
bgm5 = OptionCommand::Audiobgm5
bgm6 = OptionCommand::Audiobgm6
bgm7 = OptionCommand::Audiobgm7
bgm8 = OptionCommand::Audiobgm8
bgm9 = OptionCommand::Audiobgm9
bgm10 = OptionCommand::Audiobgm10
@bgm_options.push(bgm0, bgm1, bgm2, bgm3, bgm4, bgm5, bgm6, bgm7, bgm8, bgm9, bgm10).flatten!
@bgs_options = []
bgs0 = OptionCommand::Audiobgs0
bgs1 = OptionCommand::Audiobgs1
bgs2 = OptionCommand::Audiobgs2
bgs3 = OptionCommand::Audiobgs3
bgs4 = OptionCommand::Audiobgs4
bgs5 = OptionCommand::Audiobgs5
bgs6 = OptionCommand::Audiobgs6
bgs7 = OptionCommand::Audiobgs7
bgs8 = OptionCommand::Audiobgs8
bgs9 = OptionCommand::Audiobgs9
bgs10 = OptionCommand::Audiobgs10
@bgs_options.push(bgs0, bgs1, bgs2, bgs3, bgs4, bgs5, bgs6, bgs7, bgs8, bgs9, bgs10).flatten!
@se_options = []
se0 = OptionCommand::Audiose0
se1 = OptionCommand::Audiose1
se2 = OptionCommand::Audiose2
se3 = OptionCommand::Audiose3
se4 = OptionCommand::Audiose4
se5 = OptionCommand::Audiose5
se6 = OptionCommand::Audiose6
se7 = OptionCommand::Audiose7
se8 = OptionCommand::Audiose8
se9 = OptionCommand::Audiose9
se10 = OptionCommand::Audiose10
@se_options.push(se0, se1, se2, se3, se4, se5, se6, se7, se8, se9, se10).flatten!
@me_options = []
me0 = OptionCommand::Audiome0
me1 = OptionCommand::Audiome1
me2 = OptionCommand::Audiome2
me3 = OptionCommand::Audiome3
me4 = OptionCommand::Audiome4
me5 = OptionCommand::Audiome5
me6 = OptionCommand::Audiome6
me7 = OptionCommand::Audiome7
me8 = OptionCommand::Audiome8
me9 = OptionCommand::Audiome9
me10 = OptionCommand::Audiome10
@me_options.push(me0, me1, me2, me3, me4, me5, me6, me7, me8, me9, me10).flatten!
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_options_window
create_audio_window
create_bgm_window
create_bgs_window
create_se_window
create_me_window
create_controls_window
@help_window = Window_Help.new
@help_window.viewport = @viewport
@help_window.set_text("Opções")
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@options_window.dispose
@audio_options_window.dispose
@bgm_options_window.dispose
@bgs_options_window.dispose
@se_options_window.dispose
@me_options_window.dispose
@controls_window.dispose
@help_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@options_window.update
@audio_options_window.update
@bgm_options_window.update
@bgs_options_window.update
@se_options_window.update
@me_options_window.update
@controls_window.update
@help_window.update
if @options_window.active
update_options_selection
elsif @audio_options_window.active
update_audio_options_selection
elsif @bgm_options_window.active
update_bgm_options_selection
elsif @bgs_options_window.active
update_bgs_options_selection
elsif @se_options_window.active
update_se_options_selection
elsif @me_options_window.active
update_me_options_selection
elsif @controls_window.active
update_controls_selection
end
end
#--------------------------------------------------------------------------
# * Create Main Option Selection
#--------------------------------------------------------------------------
def create_options_window
@options_window = Window_Command.new(160, @options)
@options_window.index = @options_index
@options_window.y = 56
end
#--------------------------------------------------------------------------
# * Create Audio Options Window
#--------------------------------------------------------------------------
def create_audio_window
@audio_options_window = Window_Command.new(277, @audio_options)
@audio_options_window.visible = false
@audio_options_window.active = false
@audio_options_window.x = 160
@audio_options_window.y = 56
end
#--------------------------------------------------------------------------
# * Create Audio-BGM Options Window
#--------------------------------------------------------------------------
def create_bgm_window
@bgm_options_window = Window_Command.new(62, @bgm_options)
@bgm_options_window.visible = false
@bgm_options_window.active = false
@bgm_options_window.x = 437
@bgm_options_window.y = 56
end
#--------------------------------------------------------------------------
# * Create Audio-BGS Options Window
#--------------------------------------------------------------------------
def create_bgs_window
@bgs_options_window = Window_Command.new(62, @bgs_options)
@bgs_options_window.visible = false
@bgs_options_window.active = false
@bgs_options_window.x = 437
@bgs_options_window.y = 56
end
#--------------------------------------------------------------------------
# * Create Audio-SE Options Window
#--------------------------------------------------------------------------
def create_se_window
@se_options_window = Window_Command.new(62, @se_options)
@se_options_window.visible = false
@se_options_window.active = false
@se_options_window.x = 437
@se_options_window.y = 56
end
#--------------------------------------------------------------------------
# * Create Audio-ME Options Window
#--------------------------------------------------------------------------
def create_me_window
@me_options_window = Window_Command.new(62, @me_options)
@me_options_window.visible = false
@me_options_window.active = false
@me_options_window.x = 437
@me_options_window.y = 56
end
#--------------------------------------------------------------------------
# * Create Controls Options Window
#--------------------------------------------------------------------------
def create_controls_window
@controls_window = Window_Base.new(161, 57, 292, 300)
@controls_window.contents.draw_text(0, -2, 100, 24, "Controles")
@controls_window.contents.draw_text(0, 24, 300, 24, "Para acessar o controle de sistema")
@controls_window.contents.draw_text(0, 48, 300, 24, "Pressione F1 a qualquer momento")
@controls_window.contents.draw_text(40, 96, 300, 24, "A")
@controls_window.contents.draw_text(40, 120, 300, 24, "B")
@controls_window.contents.draw_text(40, 144, 300, 24, "C")
@controls_window.contents.draw_text(40, 168, 300, 24, "L")
@controls_window.contents.draw_text(40, 192, 300, 24, "R")
@controls_window.contents.draw_text(40, 216, 300, 24, "X")
@controls_window.contents.draw_text(40, 240, 300, 24, "Y")
@controls_window.contents.draw_text(60, 96, 300, 24, ":: Dash")
@controls_window.contents.draw_text(60, 120, 300, 24, ":: Cancelar/Menu")
@controls_window.contents.draw_text(60, 144, 300, 24, ":: Confirmar/Falar")
@controls_window.contents.draw_text(60, 168, 300, 24, ":: Menu Anterior")
@controls_window.contents.draw_text(60, 192, 300, 24, ":: Próximo Menu")
@controls_window.contents.draw_text(60, 216, 300, 24, ":: Não Usado")
@controls_window.contents.draw_text(60, 240, 300, 24, ":: Não Usado")
@controls_window.visible = false
@controls_window.active = false
end
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(0) #-----------Change this number to the options spot -1 on main menu-----------------
end
#--------------------------------------------------------------------------
# * Update Options Selection
#--------------------------------------------------------------------------
def update_options_selection
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
main_options_input
end
end
#--------------------------------------------------------------------------
# * Update Audio Options Selection
#--------------------------------------------------------------------------
def update_audio_options_selection
if Input.trigger?(Input::B)
Sound.play_cancel
@options_window.active = true
@audio_options_window.active = false
@audio_options_window.visible = false
@audio_options_window.index = 0
return
elsif Input.trigger?(Input::C)
audio_options_input
end
end
#--------------------------------------------------------------------------
# * Update Audio-BGM Options Selection
#--------------------------------------------------------------------------
def update_bgm_options_selection
if Input.trigger?(Input::B)
Sound.play_cancel
@audio_options_window.active = true
@bgm_options_window.active = false
@bgm_options_window.visible = false
@bgm_options_window.index = 0
return
elsif Input.trigger?(Input::C)
bgm_options_input
end
end
#--------------------------------------------------------------------------
# * Update Audio-BGS Options Selection
#--------------------------------------------------------------------------
def update_bgs_options_selection
if Input.trigger?(Input::B)
Sound.play_cancel
@audio_options_window.active = true
@bgs_options_window.active = false
@bgs_options_window.visible = false
@bgs_options_window.index = 0
return
elsif Input.trigger?(Input::C)
bgs_options_input
end
end
#--------------------------------------------------------------------------
# * Update Audio-SE Options Selection
#--------------------------------------------------------------------------
def update_se_options_selection
if Input.trigger?(Input::B)
Sound.play_cancel
@audio_options_window.active = true
@se_options_window.active = false
@se_options_window.visible = false
@se_options_window.index = 0
return
elsif Input.trigger?(Input::C)
se_options_input
end
end
#--------------------------------------------------------------------------
# * Update Audio-ME Options Selection
#--------------------------------------------------------------------------
def update_me_options_selection
if Input.trigger?(Input::B)
Sound.play_cancel
@audio_options_window.active = true
@me_options_window.active = false
@me_options_window.visible = false
@me_options_window.index = 0
return
elsif Input.trigger?(Input::C)
me_options_input
end
end
#--------------------------------------------------------------------------
# * Update Controls Selection
#--------------------------------------------------------------------------
def update_controls_selection
if Input.trigger?(Input::B)
Sound.play_cancel
@options_window.active = true
@controls_window.active = false
@controls_window.visible = false
end
end
#--------------------------------------------------------------------------
# * Update Main Options InputCheck
#--------------------------------------------------------------------------
def main_options_input
option = @options[@options_window.index]
Sound.play_decision
# Checks Options Commands
case option
when OptionCommand::Audio #calls Audio options subwindow
@audio_options_window.active = true
@audio_options_window.visible = true
@options_window.active = false
when OptionCommand::Controls #Controls
@controls_window.active = true
@controls_window.visible = true
@options_window.active = false
when OptionCommand::Exit_Options #Return to Main Menu
return_scene
end
end
#--------------------------------------------------------------------------
# * Update Audio Options InputCheck
#--------------------------------------------------------------------------
def audio_options_input
audio_option = @audio_options[@audio_options_window.index]
Sound.play_decision
# Checks Graphics Options Commands
case audio_option
when OptionCommand::Audiobgm #Adjust BGM
@bgm_options_window.index = Integer($game_system.bgm_volume / 10)
@bgm_options_window.active = true
@bgm_options_window.visible = true
@audio_options_window.active = false
when OptionCommand::Audiobgs #Adjust BGS
@bgs_options_window.index = Integer($game_system.bgs_volume / 10)
@bgs_options_window.active = true
@bgs_options_window.visible = true
@audio_options_window.active = false
when OptionCommand::Audiome #Adjust ME
@me_options_window.index = Integer($game_system.me_volume / 10)
@me_options_window.active = true
@me_options_window.visible = true
@audio_options_window.active = false
when OptionCommand::Audiose #Adjust SE
@se_options_window.index = Integer($game_system.se_volume / 10)
@se_options_window.active = true
@se_options_window.visible = true
@audio_options_window.active = false
end
end
#--------------------------------------------------------------------------
# * Update Audio-BGM Options InputCheck
#--------------------------------------------------------------------------
def bgm_options_input
bgm_option = @bgm_options[@bgm_options_window.index]
Sound.play_decision
# Checks BGM Options Commands
case bgm_option
when OptionCommand::Audiobgm0 #BGM Volume 0%
$game_system.bgm_volume = 0
Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
when OptionCommand::Audiobgm1 #BGM Volume 10%
$game_system.bgm_volume = 10
Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
when OptionCommand::Audiobgm2 #BGM Volume 20%
$game_system.bgm_volume = 20
Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
when OptionCommand::Audiobgm3 #BGM Volume 30%
$game_system.bgm_volume = 30
Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
when OptionCommand::Audiobgm4 #BGM Volume 40%
$game_system.bgm_volume = 40
Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
when OptionCommand::Audiobgm5 #BGM Volume 50%
$game_system.bgm_volume = 50
Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
when OptionCommand::Audiobgm6 #BGM Volume 60%
$game_system.bgm_volume = 60
Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
when OptionCommand::Audiobgm7 #BGM Volume 70%
$game_system.bgm_volume = 70
Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
when OptionCommand::Audiobgm8 #BGM Volume 80%
$game_system.bgm_volume = 80
Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
when OptionCommand::Audiobgm9 #BGM Volume 90%
$game_system.bgm_volume = 90
Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
when OptionCommand::Audiobgm10 #BGM Volume 100%
$game_system.bgm_volume = 100
Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
end
end
#--------------------------------------------------------------------------
# * Update Audio-BGS Options InputCheck
#--------------------------------------------------------------------------
def bgs_options_input
bgs_option = @bgs_options[@bgs_options_window.index]
Sound.play_decision
# Checks BGM Options Commands
case bgs_option
when OptionCommand::Audiobgs0 #BGS Volume 0%
$game_system.bgs_volume = 0
Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
when OptionCommand::Audiobgs1 #BGS Volume 10%
$game_system.bgs_volume = 10
Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
when OptionCommand::Audiobgs2 #BGS Volume 20%
$game_system.bgs_volume = 20
Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
when OptionCommand::Audiobgs3 #BGS Volume 30%
$game_system.bgs_volume = 30
Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
when OptionCommand::Audiobgs4 #BGS Volume 40%
$game_system.bgs_volume = 40
Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
when OptionCommand::Audiobgs5 #BGS Volume 50%
$game_system.bgs_volume = 50
Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
when OptionCommand::Audiobgs6 #BGS Volume 60%
$game_system.bgs_volume = 60
Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
when OptionCommand::Audiobgs7 #BGS Volume 70%
$game_system.bgs_volume = 70
Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
when OptionCommand::Audiobgs8 #BGS Volume 80%
$game_system.bgs_volume = 80
Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
when OptionCommand::Audiobgs9 #BGS Volume 90%
$game_system.bgs_volume = 90
Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
when OptionCommand::Audiobgs10 #BGS Volume 100%
$game_system.bgs_volume = 100
Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
end
end
#--------------------------------------------------------------------------
# * Update Audio-SE Options InputCheck
#--------------------------------------------------------------------------
def se_options_input
se_option = @se_options[@se_options_window.index]
Sound.play_decision
# Checks BGM Options Commands
case se_option
when OptionCommand::Audiose0 #SE Volume 0%
$game_system.se_volume = 0
when OptionCommand::Audiose1 #SE Volume 10%
$game_system.se_volume = 10
when OptionCommand::Audiose2 #SE Volume 20%
$game_system.se_volume = 20
when OptionCommand::Audiose3 #SE Volume 30%
$game_system.se_volume = 30
when OptionCommand::Audiose4 #SE Volume 40%
$game_system.se_volume = 40
when OptionCommand::Audiose5 #SE Volume 50%
$game_system.se_volume = 50
when OptionCommand::Audiose6 #SE Volume 60%
$game_system.se_volume = 60
when OptionCommand::Audiose7 #SE Volume 70%
$game_system.se_volume = 70
when OptionCommand::Audiose8 #SE Volume 80%
$game_system.se_volume = 80
when OptionCommand::Audiose9 #SE Volume 90%
$game_system.se_volume = 90
when OptionCommand::Audiose10 #SE Volume 100%
$game_system.se_volume = 100
end
end
#--------------------------------------------------------------------------
# * Update Audio-ME Options InputCheck
#--------------------------------------------------------------------------
def me_options_input
me_option = @me_options[@me_options_window.index]
Sound.play_decision
# Checks BGM Options Commands
case me_option
when OptionCommand::Audiome0 #ME Volume 0%
$game_system.me_volume = 0
when OptionCommand::Audiome1 #ME Volume 10%
$game_system.me_volume = 10
when OptionCommand::Audiome2 #ME Volume 20%
$game_system.me_volume = 20
when OptionCommand::Audiome3 #ME Volume 30%
$game_system.me_volume = 30
when OptionCommand::Audiome4 #ME Volume 40%
$game_system.me_volume = 40
when OptionCommand::Audiome5 #ME Volume 50%
$game_system.me_volume = 50
when OptionCommand::Audiome6 #ME Volume 60%
$game_system.me_volume = 60
when OptionCommand::Audiome7 #ME Volume 70%
$game_system.me_volume = 70
when OptionCommand::Audiome8 #ME Volume 80%
$game_system.me_volume = 80
when OptionCommand::Audiome9 #ME Volume 90%
$game_system.me_volume = 90
when OptionCommand::Audiome10 #ME Volume 100%
$game_system.me_volume = 100
end
end
#--------------------------------------------------------------------------
# * Update Help Text
#--------------------------------------------------------------------------
def update_help
@help_window.set_text("Opções")
end
end
Créditos:
Akin e L
FUI!!!
Rodrigo Vernaschi- Administrador
- Número de Mensagens : 113
Idade : 30
Localização : Mauá-SP
Respeito às regras :
Premios :: 0
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Reputação : 3
Pontos : 251
Data de inscrição : 27/02/2009
Ficha do personagem
Raça: Humano
Nível Maker: Experiente
Mensagem Pessoal: Leiam as regras! -

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