Eventers Lab & G+ Games (ELG+)
Olá, se você já é cadastrado no nosso fórum, faça seu login, se ainda não é, não perca tempo! Cadastre-se já!

Participe do fórum, é rápido e fácil

Eventers Lab & G+ Games (ELG+)
Olá, se você já é cadastrado no nosso fórum, faça seu login, se ainda não é, não perca tempo! Cadastre-se já!
Eventers Lab & G+ Games (ELG+)
Gostaria de reagir a esta mensagem? Crie uma conta em poucos cliques ou inicie sessão para continuar.
Entrar

Esqueci-me da senha

Últimos assuntos
» 2 Players no jogo (Backup RMB)
Ajustar Volume Durante o Jogo EmptyDom Jul 31, 2011 5:39 pm por Rodrigo Vernaschi

» Chamar Bote
Ajustar Volume Durante o Jogo EmptyDom Jul 31, 2011 5:16 pm por Rodrigo Vernaschi

» Caixa de Texto Acima do Personagem
Ajustar Volume Durante o Jogo EmptyDom Jul 31, 2011 4:56 pm por Rodrigo Vernaschi

» Auto-Tile Speed
Ajustar Volume Durante o Jogo EmptyDom Jul 31, 2011 4:49 pm por Rodrigo Vernaschi

» Apresentação Antes do Title
Ajustar Volume Durante o Jogo EmptyDom Jul 31, 2011 4:35 pm por Rodrigo Vernaschi

» Anti-Hack System (Silver Link/Gold Link)
Ajustar Volume Durante o Jogo EmptyDom Jul 31, 2011 4:26 pm por Rodrigo Vernaschi

» Anti Hack (AMIGO X)
Ajustar Volume Durante o Jogo EmptyDom Jul 31, 2011 4:19 pm por Rodrigo Vernaschi

» Ajustar Volume Durante o Jogo
Ajustar Volume Durante o Jogo EmptyDom Jul 31, 2011 3:58 pm por Rodrigo Vernaschi

» Músicas e poemas
Ajustar Volume Durante o Jogo EmptyQua Out 20, 2010 8:19 pm por Memories


Ajustar Volume Durante o Jogo

Ir para baixo

Ajustar Volume Durante o Jogo Empty Ajustar Volume Durante o Jogo

Mensagem por Rodrigo Vernaschi Dom Jul 31, 2011 3:58 pm

Olá pessoal, estou voltando a ativa!

Audio Adjustment Script version 1.1
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
Rodrigo Vernaschi
Administrador
Administrador

Número de Mensagens : 113
Idade : 31
Localização : Mauá-SP
Respeito às regras : Ajustar Volume Durante o Jogo 111010
Premios : Ajustar Volume Durante o Jogo Medal_gold_3: 0 Ajustar Volume Durante o Jogo Medal_silver_3: 0 Ajustar Volume Durante o Jogo Medal_bronze_3: 0
Reputação : 3
Pontos : 251
Data de inscrição : 27/02/2009

Ficha do personagem
Raça: Humano
Nível Maker: Experiente
Mensagem Pessoal: Leiam as regras!

https://eventerslab.forumakers.com

Ir para o topo Ir para baixo

Ir para o topo

- Tópicos semelhantes

 
Permissões neste sub-fórum
Não podes responder a tópicos