96 lines
3.5 KiB
Ruby
96 lines
3.5 KiB
Ruby
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
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#_/ ◆ BGM 継続 - KGC_ContinueBGM ◆ VX ◆
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#_/ ◇ Last update : 2008/08/31 ◇
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#_/----------------------------------------------------------------------------
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#_/ マップ BGM のまま戦闘に突入する演出などを可能にする機能を追加します。
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#_/============================================================================
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#_/ 他のスクリプトに影響を与える可能性があるため、できるだけ「素材」の最上部に
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#_/ 導入してください。
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#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
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$imported = {} if $imported == nil
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$imported["ContinueBGM"] = true
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#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
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#==============================================================================
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# ■ RPG::AudioFile
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#==============================================================================
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class RPG::AudioFile
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#--------------------------------------------------------------------------
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# ○ 一致判定
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#--------------------------------------------------------------------------
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def eql?(obj)
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return false unless obj.is_a?(RPG::AudioFile)
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return false if self.name != obj.name
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return false if self.volume != obj.volume
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return false if self.pitch != obj.pitch
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return true
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end
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#--------------------------------------------------------------------------
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# ○ 等値演算子
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#--------------------------------------------------------------------------
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def ==(obj)
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return self.eql?(obj)
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end
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end
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#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
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#==============================================================================
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# ■ Scene_Map
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#==============================================================================
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class Scene_Map < Scene_Base
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#--------------------------------------------------------------------------
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# ● バトル画面への切り替え
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#--------------------------------------------------------------------------
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def call_battle
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@spriteset.update
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Graphics.update
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$game_player.make_encounter_count
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$game_player.straighten
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$game_temp.map_bgm = RPG::BGM.last
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$game_temp.map_bgs = RPG::BGS.last
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if $game_temp.map_bgm != $game_system.battle_bgm
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RPG::BGM.stop
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RPG::BGS.stop
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end
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Sound.play_battle_start
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$game_system.battle_bgm.play
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$game_temp.next_scene = nil
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$scene = Scene_Battle.new
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end
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end
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#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
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#==============================================================================
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# ■ Scene_Battle
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#==============================================================================
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class Scene_Battle < Scene_Base
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#--------------------------------------------------------------------------
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# ● 勝利の処理
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#--------------------------------------------------------------------------
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def process_victory
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@info_viewport.visible = false
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@message_window.visible = true
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unless $game_system.battle_end_me.name.empty?
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RPG::BGM.stop
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$game_system.battle_end_me.play
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end
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unless $BTEST
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$game_temp.map_bgm.play
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$game_temp.map_bgs.play
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end
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display_exp_and_gold
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display_drop_items
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display_level_up
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battle_end(0)
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end
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end
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