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 Musique Player [VxACE]

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redfire27
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redfire27

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Date d'inscription : 16/07/2012
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MessageSujet: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 10 Déc 2012 - 18:23

Salut !

Je partage un Petit script que j'ai trouver sur Rpg Maker VX ACE [Forum Anglophone]
Se script vous permet d'ajouté une Option Musique au Menu.

Le Script: http://pastebin.com/q67iCRG6
Auteur: Glav
Crédit Obligatoire: Glav
Traduction du Texte IG: Redfire27

Pour ajouté une Musique au Menu Musique il faut faire :

Code:
add_music("Battle3")
A la Place de Battle3 vous devez mettre le Nom de la Musique,le nom quel porte dans la BDD
La Musique Battle3 est une Musique D'origine de ACE
Et vous devez enregistrer les Musique dans BGM !

Screens:
Spoiler:


Voilà c'est tout !

Et je vous confirme que le Script est Fonctionnel car je l'utilise moi même dans mon projet.

À Bientôt ! En espérant que cela vous sera utile(ou pas)
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Elekami
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 10 Déc 2012 - 19:09

Salut, merci du partage, je t'ajoute des points.
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https://www.ledijonshow.fr https://twitter.com/EleKoptes
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 10 Déc 2012 - 19:46

C'est original comme script. =)
Merci du partage.
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redfire27
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 10 Déc 2012 - 20:08

Happyroms a écrit:
C'est original comme script. =)

Je trouve sa aussi original, je trouve sa bien que le Joueur puise changer de musique In Game.


Elekami: Merci Smile


Et De rien
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Likali
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 10 Déc 2012 - 22:20

Hey ! Très sympa ! Et qui pourrais bien me servir. Encore merci.
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https://twitter.com/@AjisaiLee
mario5102
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 25 Nov 2013 - 18:19

Bonjour comment on fait pour retiré les musque ? ce que je veux dire c'est que tout mon dossier est directement dans le menue et je ne vois pas du tout comment les enlevé merci ;/
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shin
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 25 Nov 2013 - 19:08

au début du script ligne 64 il y a :

AUDIO_FOLDER = "Audio/BGM/"

Tu peux donc créé un dossier musique ou tu placera toute les musique voulues et tu remplace "Audio/BGM/" par "Audio/ton dossier".
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mario5102
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 25 Nov 2013 - 19:17

Et je voulais savoir on peut modifier pour par exemple ne pas programmer l'option du menus :
Code:
SET_BATTLE = "Musique pour le Combat"
  SET_VEHICLE = "Musique pour les Transports"
    SET_BOAT = "Musique du Bateau"
    SET_SHIP = "Musique de la Barque"
    SET_AIRSHIP = "Musique pour le Dirigable"
    SET_ALL = "Utiliser pour tous"
ligne 97 à 102 ? si oui faut modifié quoi ?
et petit problème quand je joue une musique depuis le menue et quitte le menue je ne peut plus y retourné ni changé les musique de carte sauf quand elle est lancé en event mais reste bloqué sur la musique de l'event jusqu'au prochain event.
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shin
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 25 Nov 2013 - 20:07

Tu voudrais qu'il n'y est que l'option jouer ??

Si c'est le cas je pourrais te le faire vite fais.
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mario5102
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 25 Nov 2013 - 20:12

oui voilà Smile (et si c'est possible que ca ne fasse pas le même probleme d'acces et d'actualisation comme j'ai essayé& d'expliqué juste avant ) merci Smile
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shin
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 25 Nov 2013 - 20:42

Code:
#------------------------------------------------------------------------------#
#  Galv's Basic Music Player
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 1.4
#------------------------------------------------------------------------------#
 
# TO DO - ship, boat, airship defaults
 
#  2012-11-03 - Version 1.4 - added ability to change separate vehicle music
#                          - fixed bug with vehicle music not going to default
#  2012-10-28 - Version 1.3 - tweak to right col position was a few px out
#  2012-10-28 - Version 1.2 - added option to set battle bgm to a known track
#                          - added option to set vehicle bgm to a known track
#                          - more script calls for eventing purposes
#                          - can access music player in battle
#  2012-10-27 - Version 1.1 - fixed bug with folder locations
#  2012-10-25 - Version 1.0 - release
#------------------------------------------------------------------------------#
#  This script allows the player to bring up a list of music to play. This can
#  be added as a menu option or called via an event call.
#  You can choose to add all files from a folder to this list or allow the
#  player to collect music by adding tracks with event calls.
#  Within this list a player can set vehicle and combat music to their choice.
#------------------------------------------------------------------------------#
#  INSTRUCTIONS:
#  Read the setup options below and set it up as desired.
#
#  Script calls to use:
#------------------------------------------------------------------------------#
#
#  SceneManager.call(Scene_MusicPlayer)  # Calls the scene with an event.
#
#  add_music("Music Name")                # Adds song to the music player.
#
#  know_music?("Music Name")              # Returns true or false. Use in
#                                        # conditional branches.
#
#  play_last                    # Play the last track the player chose
#
#  restore_bgm                  # restores Battle BGM to what the player's choice
#                              # use this if you changed the BGM for a boss fight
#                              # then restore bgm to player preference after
#
#------------------------------------------------------------------------------#
#  Example script call:
#  add_music("Battle1")
#------------------------------------------------------------------------------#
#  NOTE:
#  The script can only see the AUDIO_FOLDER music in your project audio folder,
#  not in the RTP. This is only for the folder-generated music list on game start.
#  You can add music from the RTP via the add_music script call.
#------------------------------------------------------------------------------#
 
$imported = {} if $imported.nil?
$imported["Music_Player"] = true
 
module Galv_Music_Player
 
#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
 
  AUDIO_FOLDER = "Audio/BGM/"  # Adds ALL files from this folder to the music
                                # list at game start. Make sure to only have
                                # playable audio in the folder.
                                # The format for this option is: "Audio/BGM/"
                                # AUDIO_FOLDER = "" to add music via script
                                # calls throughout the game.
 
  MAP_BGM_SWITCH = 1            # Turn switch ON to disable map auto BGM change
                                # When switch is OFF, it will play as normal.
                                # Make this 0 if you will never want to disable
                             
  # MENU COMMAND OPTIONS
  ADD_TO_MENU = true            # Add it to default menu? true or false.
  MENU_VOCAB = "Musique"  # How it displays in the menu.
 
  ADD_TO_BATTLE_MENU = true    # Add it to default battle menu? true or false.
  BATTLE_MENU_VOCAB = "Musique"  # How it displays in the battle menu.
 
  ENABLE_MENU_SWITCH = 2        # Turn switch ON to disable command in both menus.
                                # Make this 0 if you will never want to disable
 
  # OTHER OPTIONS
  MUSIC_ICON = 118                # Icon ID for all musics
  BATTLE_BGM_ICON = 131          # Icon ID for the selected Battle BGM
  VEHICLE_BGM_ICON = 179          # Icons ID for the selected Vehicle BGM
    BOAT_ICON = 162
    SHIP_ICON = 442
    AIRSHIP_ICON = 328
 
  OPTIONS_WIDTH = 280            # Width of the options window.
 
  # OPTIONS VOCAB
  PLAY_SELECTED = "Jouer"
  STOP = "stop"
  SET_BATTLE = "Musique pour le Combat"
  SET_VEHICLE = "Musique pour les Transports"
    SET_BOAT = "Musique du Bateau"
    SET_SHIP = "Musique de la Barque"
    SET_AIRSHIP = "Musique pour le Dirigable"
    SET_ALL = "Utiliser pour tous"
  RESTORE_DEFAULTS = "Paramétre par Défauts"
 
#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
 
end
 
 
class Scene_MusicPlayer < Scene_MenuBase
 
  def start
    super
    create_music_option_window
    create_vehicle_option_window
    create_music_window
  end
 
  def create_music_option_window
    @music_option_window = Window_Music_Options.new
    @music_option_window.viewport = @info_viewport
    @music_option_window.set_handler(:ok,      method(:on_music_option_ok))
    @music_option_window.set_handler(:cancel, method(:on_music_option_cancel))
    @music_option_window.hide.deactivate
    @music_option_window.z = 400
  end
  def create_vehicle_option_window
    @vehicle_option_window = Window_Vehicle_Options.new
    @vehicle_option_window.viewport = @info_viewport
    @vehicle_option_window.set_handler(:ok,      method(:on_vehicle_option_ok))
    @vehicle_option_window.set_handler(:cancel, method(:on_vehicle_option_cancel))
    @vehicle_option_window.hide.deactivate
    @vehicle_option_window.z = 450
  end
 
  def create_music_window
    @music_window = Window_Music_List.new(0)
    @music_window.show
    @music_window.viewport = @info_viewport
    @music_window.set_handler(:ok,    method(:on_music_ok))
    @music_window.set_handler(:cancel, method(:on_music_cancel))
  end
 
  def on_vehicle_option_ok
    case @vehicle_option_window.current_symbol
    when :set_boat
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[0] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_ship
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[1] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_airship
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[2] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_all
      $game_system.vehicle_track = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    end
  end
 
  def on_vehicle_option_cancel
      @music_option_window.activate
      @vehicle_option_window.hide.deactivate
  end
 
  def on_music_option_ok
    case @music_option_window.current_symbol
    when :play_track
      RPG::BGM.new($game_system.last_track, 100, 100).play
      @music_window.activate
      @music_option_window.hide.deactivate
    when :stop
      RPG::BGM.stop
      @music_window.activate
      @music_option_window.hide.deactivate
    when :set_battle_music
      $game_system.battle_bgm = RPG::BGM.new($game_system.last_track, 100, 100)
      $game_system.stored_bgm = $game_system.battle_bgm
      $game_system.stored_bgm.play if $game_party.in_battle
      @music_window.activate
      @music_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_vehicle_music
      @music_option_window.deactivate
      @vehicle_option_window.select(0)
      @vehicle_option_window.show.activate
    when :restore_defaults
      $game_system.battle_bgm = $data_system.battle_bgm
      $game_system.vehicle_track = nil
      $game_system.vehicles_music = [$data_system.boat.bgm.name,$data_system.ship.bgm.name,$data_system.airship.bgm.name]
      @music_window.activate
      @music_option_window.hide.deactivate
      @music_window.refresh(0)
    end
  end
 
  def on_music_option_cancel
      @music_window.activate
      @music_option_window.hide.deactivate
  end
 
  def on_music_ok
    @music_window.deactivate
    @music_option_window.select(0)
    @music_option_window.show.activate
  end
 
  def on_music_cancel
    SceneManager.return
  end
 
end # Scene_MusicPlayer < Scene_MenuBase
 
 
class Window_Vehicle_Options < Window_Command
  def initialize
    super(0, 0)
    update_placement
  end
  def window_width
    return Galv_Music_Player::OPTIONS_WIDTH
  end
 
  def update_placement
    self.x = (Graphics.width - width) / 2
    self.y = (Graphics.height * 1.6 - height) / 2 - self.height
  end
 
  def make_command_list
    add_command(Galv_Music_Player::SET_BOAT, :set_boat)
    add_command(Galv_Music_Player::SET_SHIP, :set_ship)
    add_command(Galv_Music_Player::SET_AIRSHIP, :set_airship)
    add_command(Galv_Music_Player::SET_ALL, :set_all)
  end
 
end # Window_Vehicle_Options < Window_Command
 
 
class Window_Music_Options < Window_Command
  def initialize
    super(0, 0)
    update_placement
  end
  def window_width
    return Galv_Music_Player::OPTIONS_WIDTH
  end
 
  def update_placement
    self.x = (Graphics.width - width) / 2
    self.y = (Graphics.height * 1.6 - height) / 2
  end
 
  def make_command_list
    add_command(Galv_Music_Player::PLAY_SELECTED, :play_track)
    add_command(Galv_Music_Player::STOP, :stop)
#        add_command(Galv_Music_Player::SET_BATTLE, :set_battle_music)
#        add_command(Galv_Music_Player::SET_VEHICLE, :set_vehicle_music)
#        add_command(Galv_Music_Player::RESTORE_DEFAULTS, :restore_defaults)
  end
 
end # Window_Music_Options < Window_Command
 
 
class Window_Music_List < Window_Selectable
 
  def initialize(data)
    super(0, 0, Graphics.width, Graphics.height) unless SceneManager.scene_is?(Scene_Battle)
    super(0, 0, Graphics.width, Graphics.height - 120) if SceneManager.scene_is?(Scene_Battle)
    @index = 0
    @data = data
    @item_max = $game_system.music_list.count
    refresh(data)
    select(0)
    activate
  end
 
  def refresh(data)
    self.contents.clear
    if @item_max > 0
      if @item_max.odd?
        self.contents = Bitmap.new(width - 32, (@item_max * 24) / col_max + 12)
      else
        self.contents = Bitmap.new(width - 32, (@item_max * 24) / col_max)
      end
      for i in 0...$game_system.music_list.count
          draw_item(i) unless i == nil
      end
    end
  end
 
  def check_item_max
    @data_max = $game_system.music_list.count / col_max
  end
 
  def col_max
    return 2
  end
 
  def item_height
    line_height * 1
  end
 
  def draw_item(index)
    return if $game_system.music_list[index] == nil
 
    x = Graphics.width / col_max + 4 if index.odd?
    x = 0 if index.even?
    y = (index) / col_max * 24
 
    music_name = $game_system.music_list[index].to_s
    change_color(normal_color,true)
    check_item_max
    d = @data_max > 99 ? "%03d" : @data_max > 9 ? "%02d" : "%01d"
 
    if $game_system.music_list[index].to_s == $game_system.battle_bgm.name
      draw_icon(Galv_Music_Player::BATTLE_BGM_ICON, x, y)
    elsif $game_system.music_list[index].to_s == $game_system.vehicle_track
      draw_icon(Galv_Music_Player::VEHICLE_BGM_ICON, x, y)
 
    elsif $game_system.music_list[index].to_s == $game_system.vehicles_music[0] && $game_system.vehicle_track.nil?
      draw_icon(Galv_Music_Player::BOAT_ICON, x, y) 
   
    elsif $game_system.music_list[index].to_s == $game_system.vehicles_music[1] && $game_system.vehicle_track.nil?
      draw_icon(Galv_Music_Player::SHIP_ICON, x, y)
    elsif $game_system.music_list[index].to_s == $game_system.vehicles_music[2] && $game_system.vehicle_track.nil?
      draw_icon(Galv_Music_Player::AIRSHIP_ICON, x, y)
    else
      draw_icon(Galv_Music_Player::MUSIC_ICON, x, y)
    end
    self.contents.draw_text(x + 30, y, 238, 24, music_name, 0)
  end
 
  def item_max
    return @item_max == nil ? 0 : @item_max
  end 
 
  def process_ok
    if $game_system.music_list[index].nil?
      return Sound.play_buzzer
    else
      $game_system.last_track = $game_system.music_list[index]
      call_ok_handler
    end
  end
 
end # Window_Music_List < Window_Selectable
 
class Game_System
  attr_accessor :music_list
  attr_accessor :last_track
  attr_accessor :stored_bgm
  attr_accessor :vehicle_track
  attr_accessor :vehicles_music
  alias galv_musicplayer_initialize initialize
  def initialize
    galv_musicplayer_initialize
    @music_list = []
    create_music_list unless Galv_Music_Player::AUDIO_FOLDER == ""
    @last_track = ""
    @vehicles_music = [$data_system.boat.bgm.name,$data_system.ship.bgm.name,$data_system.airship.bgm.name]
  end
  def last_track
    @last_track
  end
  def music_list
    @music_list
  end
  def stored_bgm
    @stored_bgm
  end
  def vehicle_track
    @vehicle_track
  end
  def vehicles_music
    @vehicles_music
  end
 
  def create_music_list
    @music_list = Dir[Galv_Music_Player::AUDIO_FOLDER + "*"]
    no_songs = @music_list.count
    no_songs.times { |i|
      if @music_list[i] =~ /(.*)\/(.*)\./i
        @music_list[i] = $2.to_s
      end
    }
  end
 
end # Game_System
 
 
class Game_Map
 
  alias galv_musicplayer_autoplay autoplay
  def autoplay
    if $game_switches[Galv_Music_Player::MAP_BGM_SWITCH]
      @map.bgs.play if @map.autoplay_bgs
      return
    end
    galv_musicplayer_autoplay
  end
end # Game_Map
 
 
#------------------------------------------------------------------------------#
#  ADD TO MAIN MENU
#------------------------------------------------------------------------------#
 
class Window_MenuCommand < Window_Command
  alias galv_musicplayer_add_original_commands add_original_commands
  def add_original_commands
    add_command(Galv_Music_Player::MENU_VOCAB, :play_music, music_player_enabled) if Galv_Music_Player::ADD_TO_MENU
    galv_musicplayer_add_original_commands
  end
 
  def music_player_enabled
    !$game_switches[Galv_Music_Player::ENABLE_MENU_SWITCH] && !$game_system.music_list.empty?
  end
 
end # Window_MenuCommand < Window_Command
 
class Scene_Menu < Scene_MenuBase
  alias galv_musicplayer_create_command_window create_command_window
  def create_command_window
    galv_musicplayer_create_command_window
    @command_window.set_handler(:play_music,  method(:command_play_music))
  end
 
  def command_play_music
    SceneManager.call(Scene_MusicPlayer)
  end
end # Scene_Menu < Scene_MenuBase
 
 
#------------------------------------------------------------------------------#
#  ADD TO BATTLE MENU
#------------------------------------------------------------------------------#
 
class Window_PartyCommand < Window_Command
  alias galv_musicplayer_make_command_list make_command_list
  def make_command_list
    galv_musicplayer_make_command_list
    add_command(Galv_Music_Player::BATTLE_MENU_VOCAB, :play_music, music_player_enabled) if Galv_Music_Player::ADD_TO_BATTLE_MENU
  end
 
  def music_player_enabled
    !$game_switches[Galv_Music_Player::ENABLE_MENU_SWITCH] && !$game_system.music_list.empty?
  end
 
end # Window_PartyCommand < Window_Command
 
 
class Scene_Battle < Scene_Base
 
  alias galv_musicplayer_create_all_windows create_all_windows
  def create_all_windows
    create_music_option_window
    create_vehicle_option_window
    create_music_window
    galv_musicplayer_create_all_windows
  end
 
  alias galv_musicplayer_create_party_command_window create_party_command_window
  def create_party_command_window
    galv_musicplayer_create_party_command_window
    @party_command_window.set_handler(:play_music,  method(:command_play_music))
  end
 
  def command_play_music
    @party_command_window.deactivate
    @music_window.show.activate
  end
 
  def create_music_option_window
    @music_option_window = Window_Music_Options.new
    @music_option_window.viewport = @info_viewport
    @music_option_window.set_handler(:ok,      method(:on_music_option_ok))
    @music_option_window.set_handler(:cancel, method(:on_music_option_cancel))
    @music_option_window.hide.deactivate
    @music_option_window.z = 400
  end
  def create_vehicle_option_window
    @vehicle_option_window = Window_Vehicle_Options.new
    @vehicle_option_window.viewport = @info_viewport
    @vehicle_option_window.set_handler(:ok,      method(:on_vehicle_option_ok))
    @vehicle_option_window.set_handler(:cancel, method(:on_vehicle_option_cancel))
    @vehicle_option_window.hide.deactivate
    @vehicle_option_window.z = 450
  end
 
  def create_music_window
    @music_window = Window_Music_List.new(0)
    @music_window.hide.deactivate
    @music_window.viewport = @info_viewport
    @music_window.set_handler(:ok,    method(:on_music_ok))
    @music_window.set_handler(:cancel, method(:on_music_cancel))
  end
 
  def on_vehicle_option_ok
    case @vehicle_option_window.current_symbol
    when :set_boat
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[0] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_ship
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[1] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_airship
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[2] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_all
      $game_system.vehicle_track = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    end
  end
 
  def on_vehicle_option_cancel
      @music_option_window.activate
      @vehicle_option_window.hide.deactivate
  end
 
  def on_music_option_ok
    case @music_option_window.current_symbol
    when :play_track
      RPG::BGM.new($game_system.last_track, 100, 100).play
      @music_window.activate
      @music_option_window.hide.deactivate
    when :set_battle_music
      $game_system.battle_bgm = RPG::BGM.new($game_system.last_track, 100, 100)
      $game_system.stored_bgm = $game_system.battle_bgm
      $game_system.stored_bgm.play if $game_party.in_battle
      @music_window.activate
      @music_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_vehicle_music
      @music_option_window.deactivate
      @vehicle_option_window.select(0)
      @vehicle_option_window.show.activate
    when :restore_defaults
      $game_system.battle_bgm = $data_system.battle_bgm
      $game_system.vehicle_track = nil
      $game_system.vehicles_music = [$data_system.boat.bgm.name,$data_system.ship.bgm.name,$data_system.airship.bgm.name]
      @music_window.activate
      @music_option_window.hide.deactivate
      @music_window.refresh(0)
    end
  end
 
  def on_music_option_cancel
      @music_window.activate
      @music_option_window.hide.deactivate
  end 
 
  def on_music_ok
    @music_window.deactivate
    @music_option_window.select(0)
    @music_option_window.show.activate
  end
 
  def on_music_cancel
    @music_window.hide.deactivate
    @party_command_window.activate
  end
 
 
end # Scene_Battle < Scene_Base
 
 
class Game_Vehicle < Game_Character
 
  alias galv_music_player_get_on get_on
  def get_on
    galv_music_player_get_on
 
    if !$game_system.vehicle_track.nil?
      RPG::BGM.new($game_system.vehicle_track, 100, 100).play
    end
 
    if @type == :boat && !$game_system.vehicles_music[0].nil?
      RPG::BGM.new($game_system.vehicles_music[0], 100, 100).play
    end
    if @type == :ship && !$game_system.vehicles_music[1].nil?
      RPG::BGM.new($game_system.vehicles_music[1], 100, 100).play
    end
    if @type == :airship && !$game_system.vehicles_music[2].nil?
      RPG::BGM.new($game_system.vehicles_music[2], 100, 100).play
    end
 
  end
end
 
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS
#------------------------------------------------------------------------------#
 
class Game_Interpreter
 
  def add_music(music_name)
    return if $game_system.music_list.include?(music_name)
    $game_system.music_list << music_name
  end
 
  def know_music?(music_name)
    $game_system.music_list.include?(music_name)
  end
 
  def play_last
    RPG::BGM.new($game_system.last_track, 100, 100).play
  end
 
  def restore_bgm
    $game_system.battle_bgm = $game_system.stored_bgm
  end
 
end
Et voila j'ai mis un bouton stop et retiré les autre option
Revenir en haut Aller en bas
mario5102
Paysan (niveau 4)
Paysan (niveau 4)
mario5102

Messages postés : 36
Date d'inscription : 25/11/2013
Jauge LPC :
Musique Player [VxACE] 89152714008 / 1008 / 100Musique Player [VxACE] 8915271400


Musique Player [VxACE] Empty
MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 25 Nov 2013 - 20:56

Ah super il marche tip top ;)eh bien je te remercie beaucoup. et comment dire quand c'est mis sur stop il n'y a plus du tout de musique y a un moyen de reprendre la musique de la map ? (pas forcement où elle c'etait arreter )
Revenir en haut Aller en bas
shin
Chevalier Dragon (niveau 1)
Chevalier Dragon (niveau 1)
shin

Masculin
Messages postés : 726
Date d'inscription : 18/10/2011
Jauge LPC :
Musique Player [VxACE] 891527140043 / 10043 / 100Musique Player [VxACE] 8915271400

Musique Player [VxACE] Membre10
Musique Player [VxACE] Altrui10
Musique Player [VxACE] Script10
Musique Player [VxACE] Collec10
Musique Player [VxACE] Collec11
Musique Player [VxACE] Collec12
Musique Player [VxACE] Collec13
Musique Player [VxACE] Zibrop11


Musique Player [VxACE] Empty
MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 25 Nov 2013 - 21:11

ah oui j'y avais pas pensé ^^

Code:
#------------------------------------------------------------------------------#
#  Galv's Basic Music Player
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 1.4
#------------------------------------------------------------------------------#
 
# TO DO - ship, boat, airship defaults
 
#  2012-11-03 - Version 1.4 - added ability to change separate vehicle music
#                          - fixed bug with vehicle music not going to default
#  2012-10-28 - Version 1.3 - tweak to right col position was a few px out
#  2012-10-28 - Version 1.2 - added option to set battle bgm to a known track
#                          - added option to set vehicle bgm to a known track
#                          - more script calls for eventing purposes
#                          - can access music player in battle
#  2012-10-27 - Version 1.1 - fixed bug with folder locations
#  2012-10-25 - Version 1.0 - release
#------------------------------------------------------------------------------#
#  This script allows the player to bring up a list of music to play. This can
#  be added as a menu option or called via an event call.
#  You can choose to add all files from a folder to this list or allow the
#  player to collect music by adding tracks with event calls.
#  Within this list a player can set vehicle and combat music to their choice.
#------------------------------------------------------------------------------#
#  INSTRUCTIONS:
#  Read the setup options below and set it up as desired.
#
#  Script calls to use:
#------------------------------------------------------------------------------#
#
#  SceneManager.call(Scene_MusicPlayer)  # Calls the scene with an event.
#
#  add_music("Music Name")                # Adds song to the music player.
#
#  know_music?("Music Name")              # Returns true or false. Use in
#                                        # conditional branches.
#
#  play_last                    # Play the last track the player chose
#
#  restore_bgm                  # restores Battle BGM to what the player's choice
#                              # use this if you changed the BGM for a boss fight
#                              # then restore bgm to player preference after
#
#------------------------------------------------------------------------------#
#  Example script call:
#  add_music("Battle1")
#------------------------------------------------------------------------------#
#  NOTE:
#  The script can only see the AUDIO_FOLDER music in your project audio folder,
#  not in the RTP. This is only for the folder-generated music list on game start.
#  You can add music from the RTP via the add_music script call.
#------------------------------------------------------------------------------#
 
$imported = {} if $imported.nil?
$imported["Music_Player"] = true
 
module Galv_Music_Player
 
#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
 
  AUDIO_FOLDER = "Audio/BGM/"  # Adds ALL files from this folder to the music
                                # list at game start. Make sure to only have
                                # playable audio in the folder.
                                # The format for this option is: "Audio/BGM/"
                                # AUDIO_FOLDER = "" to add music via script
                                # calls throughout the game.
 
  MAP_BGM_SWITCH = 1            # Turn switch ON to disable map auto BGM change
                                # When switch is OFF, it will play as normal.
                                # Make this 0 if you will never want to disable
                             
  # MENU COMMAND OPTIONS
  ADD_TO_MENU = true            # Add it to default menu? true or false.
  MENU_VOCAB = "Musique"  # How it displays in the menu.
 
  ADD_TO_BATTLE_MENU = true    # Add it to default battle menu? true or false.
  BATTLE_MENU_VOCAB = "Musique"  # How it displays in the battle menu.
 
  ENABLE_MENU_SWITCH = 2        # Turn switch ON to disable command in both menus.
                                # Make this 0 if you will never want to disable
 
  # OTHER OPTIONS
  MUSIC_ICON = 118                # Icon ID for all musics
  BATTLE_BGM_ICON = 131          # Icon ID for the selected Battle BGM
  VEHICLE_BGM_ICON = 179          # Icons ID for the selected Vehicle BGM
    BOAT_ICON = 162
    SHIP_ICON = 442
    AIRSHIP_ICON = 328
 
  OPTIONS_WIDTH = 280            # Width of the options window.
 
  # OPTIONS VOCAB
  PLAY_SELECTED = "Jouer"
  STOP = "stop"
  SET_BATTLE = "Musique pour le Combat"
  SET_VEHICLE = "Musique pour les Transports"
    SET_BOAT = "Musique du Bateau"
    SET_SHIP = "Musique de la Barque"
    SET_AIRSHIP = "Musique pour le Dirigable"
    SET_ALL = "Utiliser pour tous"
  RESTORE_DEFAULTS = "Paramétre par Défauts"
 
#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
 
end
 
 
class Scene_MusicPlayer < Scene_MenuBase
 
  def start
    super
    create_music_option_window
    create_vehicle_option_window
    create_music_window
  end
 
  def create_music_option_window
    @music_option_window = Window_Music_Options.new
    @music_option_window.viewport = @info_viewport
    @music_option_window.set_handler(:ok,      method(:on_music_option_ok))
    @music_option_window.set_handler(:cancel, method(:on_music_option_cancel))
    @music_option_window.hide.deactivate
    @music_option_window.z = 400
  end
  def create_vehicle_option_window
    @vehicle_option_window = Window_Vehicle_Options.new
    @vehicle_option_window.viewport = @info_viewport
    @vehicle_option_window.set_handler(:ok,      method(:on_vehicle_option_ok))
    @vehicle_option_window.set_handler(:cancel, method(:on_vehicle_option_cancel))
    @vehicle_option_window.hide.deactivate
    @vehicle_option_window.z = 450
  end
 
  def create_music_window
    @music_window = Window_Music_List.new(0)
    @music_window.show
    @music_window.viewport = @info_viewport
    @music_window.set_handler(:ok,    method(:on_music_ok))
    @music_window.set_handler(:cancel, method(:on_music_cancel))
  end
 
  def on_vehicle_option_ok
    case @vehicle_option_window.current_symbol
    when :set_boat
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[0] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_ship
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[1] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_airship
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[2] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_all
      $game_system.vehicle_track = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    end
  end
 
  def on_vehicle_option_cancel
      @music_option_window.activate
      @vehicle_option_window.hide.deactivate
  end
 
  def on_music_option_ok
    case @music_option_window.current_symbol
    when :play_track
      RPG::BGM.new($game_system.last_track, 100, 100).play
      @music_window.activate
      @music_option_window.hide.deactivate
    when :stop
      RPG::BGM.stop
      @music_window.activate
      @music_option_window.hide.deactivate
      $game_map.autoplay()
    when :set_battle_music
      $game_system.battle_bgm = RPG::BGM.new($game_system.last_track, 100, 100)
      $game_system.stored_bgm = $game_system.battle_bgm
      $game_system.stored_bgm.play if $game_party.in_battle
      @music_window.activate
      @music_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_vehicle_music
      @music_option_window.deactivate
      @vehicle_option_window.select(0)
      @vehicle_option_window.show.activate
    when :restore_defaults
      $game_system.battle_bgm = $data_system.battle_bgm
      $game_system.vehicle_track = nil
      $game_system.vehicles_music = [$data_system.boat.bgm.name,$data_system.ship.bgm.name,$data_system.airship.bgm.name]
      @music_window.activate
      @music_option_window.hide.deactivate
      @music_window.refresh(0)
    end
  end
 
  def on_music_option_cancel
      @music_window.activate
      @music_option_window.hide.deactivate
  end
 
  def on_music_ok
    @music_window.deactivate
    @music_option_window.select(0)
    @music_option_window.show.activate
  end
 
  def on_music_cancel
    SceneManager.return
  end
 
end # Scene_MusicPlayer < Scene_MenuBase
 
 
class Window_Vehicle_Options < Window_Command
  def initialize
    super(0, 0)
    update_placement
  end
  def window_width
    return Galv_Music_Player::OPTIONS_WIDTH
  end
 
  def update_placement
    self.x = (Graphics.width - width) / 2
    self.y = (Graphics.height * 1.6 - height) / 2 - self.height
  end
 
  def make_command_list
    add_command(Galv_Music_Player::SET_BOAT, :set_boat)
    add_command(Galv_Music_Player::SET_SHIP, :set_ship)
    add_command(Galv_Music_Player::SET_AIRSHIP, :set_airship)
    add_command(Galv_Music_Player::SET_ALL, :set_all)
  end
 
end # Window_Vehicle_Options < Window_Command
 
 
class Window_Music_Options < Window_Command
  def initialize
    super(0, 0)
    update_placement
  end
  def window_width
    return Galv_Music_Player::OPTIONS_WIDTH
  end
 
  def update_placement
    self.x = (Graphics.width - width) / 2
    self.y = (Graphics.height * 1.6 - height) / 2
  end
 
  def make_command_list
    add_command(Galv_Music_Player::PLAY_SELECTED, :play_track)
    add_command(Galv_Music_Player::STOP, :stop)
#        add_command(Galv_Music_Player::SET_BATTLE, :set_battle_music)
#        add_command(Galv_Music_Player::SET_VEHICLE, :set_vehicle_music)
#        add_command(Galv_Music_Player::RESTORE_DEFAULTS, :restore_defaults)
  end
 
end # Window_Music_Options < Window_Command
 
 
class Window_Music_List < Window_Selectable
 
  def initialize(data)
    super(0, 0, Graphics.width, Graphics.height) unless SceneManager.scene_is?(Scene_Battle)
    super(0, 0, Graphics.width, Graphics.height - 120) if SceneManager.scene_is?(Scene_Battle)
    @index = 0
    @data = data
    @item_max = $game_system.music_list.count
    refresh(data)
    select(0)
    activate
  end
 
  def refresh(data)
    self.contents.clear
    if @item_max > 0
      if @item_max.odd?
        self.contents = Bitmap.new(width - 32, (@item_max * 24) / col_max + 12)
      else
        self.contents = Bitmap.new(width - 32, (@item_max * 24) / col_max)
      end
      for i in 0...$game_system.music_list.count
          draw_item(i) unless i == nil
      end
    end
  end
 
  def check_item_max
    @data_max = $game_system.music_list.count / col_max
  end
 
  def col_max
    return 2
  end
 
  def item_height
    line_height * 1
  end
 
  def draw_item(index)
    return if $game_system.music_list[index] == nil
 
    x = Graphics.width / col_max + 4 if index.odd?
    x = 0 if index.even?
    y = (index) / col_max * 24
 
    music_name = $game_system.music_list[index].to_s
    change_color(normal_color,true)
    check_item_max
    d = @data_max > 99 ? "%03d" : @data_max > 9 ? "%02d" : "%01d"
 
    if $game_system.music_list[index].to_s == $game_system.battle_bgm.name
      draw_icon(Galv_Music_Player::BATTLE_BGM_ICON, x, y)
    elsif $game_system.music_list[index].to_s == $game_system.vehicle_track
      draw_icon(Galv_Music_Player::VEHICLE_BGM_ICON, x, y)
 
    elsif $game_system.music_list[index].to_s == $game_system.vehicles_music[0] && $game_system.vehicle_track.nil?
      draw_icon(Galv_Music_Player::BOAT_ICON, x, y) 
   
    elsif $game_system.music_list[index].to_s == $game_system.vehicles_music[1] && $game_system.vehicle_track.nil?
      draw_icon(Galv_Music_Player::SHIP_ICON, x, y)
    elsif $game_system.music_list[index].to_s == $game_system.vehicles_music[2] && $game_system.vehicle_track.nil?
      draw_icon(Galv_Music_Player::AIRSHIP_ICON, x, y)
    else
      draw_icon(Galv_Music_Player::MUSIC_ICON, x, y)
    end
    self.contents.draw_text(x + 30, y, 238, 24, music_name, 0)
  end
 
  def item_max
    return @item_max == nil ? 0 : @item_max
  end 
 
  def process_ok
    if $game_system.music_list[index].nil?
      return Sound.play_buzzer
    else
      $game_system.last_track = $game_system.music_list[index]
      call_ok_handler
    end
  end
 
end # Window_Music_List < Window_Selectable
 
class Game_System
  attr_accessor :music_list
  attr_accessor :last_track
  attr_accessor :stored_bgm
  attr_accessor :vehicle_track
  attr_accessor :vehicles_music
  alias galv_musicplayer_initialize initialize
  def initialize
    galv_musicplayer_initialize
    @music_list = []
    create_music_list unless Galv_Music_Player::AUDIO_FOLDER == ""
    @last_track = ""
    @vehicles_music = [$data_system.boat.bgm.name,$data_system.ship.bgm.name,$data_system.airship.bgm.name]
  end
  def last_track
    @last_track
  end
  def music_list
    @music_list
  end
  def stored_bgm
    @stored_bgm
  end
  def vehicle_track
    @vehicle_track
  end
  def vehicles_music
    @vehicles_music
  end
 
  def create_music_list
    @music_list = Dir[Galv_Music_Player::AUDIO_FOLDER + "*"]
    no_songs = @music_list.count
    no_songs.times { |i|
      if @music_list[i] =~ /(.*)\/(.*)\./i
        @music_list[i] = $2.to_s
      end
    }
  end
 
end # Game_System
 
 
class Game_Map
 
  alias galv_musicplayer_autoplay autoplay
  def autoplay
    if $game_switches[Galv_Music_Player::MAP_BGM_SWITCH]
      @map.bgs.play if @map.autoplay_bgs
      return
    end
    galv_musicplayer_autoplay
  end
end # Game_Map
 
 
#------------------------------------------------------------------------------#
#  ADD TO MAIN MENU
#------------------------------------------------------------------------------#
 
class Window_MenuCommand < Window_Command
  alias galv_musicplayer_add_original_commands add_original_commands
  def add_original_commands
    add_command(Galv_Music_Player::MENU_VOCAB, :play_music, music_player_enabled) if Galv_Music_Player::ADD_TO_MENU
    galv_musicplayer_add_original_commands
  end
 
  def music_player_enabled
    !$game_switches[Galv_Music_Player::ENABLE_MENU_SWITCH] && !$game_system.music_list.empty?
  end
 
end # Window_MenuCommand < Window_Command
 
class Scene_Menu < Scene_MenuBase
  alias galv_musicplayer_create_command_window create_command_window
  def create_command_window
    galv_musicplayer_create_command_window
    @command_window.set_handler(:play_music,  method(:command_play_music))
  end
 
  def command_play_music
    SceneManager.call(Scene_MusicPlayer)
  end
end # Scene_Menu < Scene_MenuBase
 
 
#------------------------------------------------------------------------------#
#  ADD TO BATTLE MENU
#------------------------------------------------------------------------------#
 
class Window_PartyCommand < Window_Command
  alias galv_musicplayer_make_command_list make_command_list
  def make_command_list
    galv_musicplayer_make_command_list
    add_command(Galv_Music_Player::BATTLE_MENU_VOCAB, :play_music, music_player_enabled) if Galv_Music_Player::ADD_TO_BATTLE_MENU
  end
 
  def music_player_enabled
    !$game_switches[Galv_Music_Player::ENABLE_MENU_SWITCH] && !$game_system.music_list.empty?
  end
 
end # Window_PartyCommand < Window_Command
 
 
class Scene_Battle < Scene_Base
 
  alias galv_musicplayer_create_all_windows create_all_windows
  def create_all_windows
    create_music_option_window
    create_vehicle_option_window
    create_music_window
    galv_musicplayer_create_all_windows
  end
 
  alias galv_musicplayer_create_party_command_window create_party_command_window
  def create_party_command_window
    galv_musicplayer_create_party_command_window
    @party_command_window.set_handler(:play_music,  method(:command_play_music))
  end
 
  def command_play_music
    @party_command_window.deactivate
    @music_window.show.activate
  end
 
  def create_music_option_window
    @music_option_window = Window_Music_Options.new
    @music_option_window.viewport = @info_viewport
    @music_option_window.set_handler(:ok,      method(:on_music_option_ok))
    @music_option_window.set_handler(:cancel, method(:on_music_option_cancel))
    @music_option_window.hide.deactivate
    @music_option_window.z = 400
  end
  def create_vehicle_option_window
    @vehicle_option_window = Window_Vehicle_Options.new
    @vehicle_option_window.viewport = @info_viewport
    @vehicle_option_window.set_handler(:ok,      method(:on_vehicle_option_ok))
    @vehicle_option_window.set_handler(:cancel, method(:on_vehicle_option_cancel))
    @vehicle_option_window.hide.deactivate
    @vehicle_option_window.z = 450
  end
 
  def create_music_window
    @music_window = Window_Music_List.new(0)
    @music_window.hide.deactivate
    @music_window.viewport = @info_viewport
    @music_window.set_handler(:ok,    method(:on_music_ok))
    @music_window.set_handler(:cancel, method(:on_music_cancel))
  end
 
  def on_vehicle_option_ok
    case @vehicle_option_window.current_symbol
    when :set_boat
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[0] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_ship
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[1] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_airship
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[2] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_all
      $game_system.vehicle_track = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    end
  end
 
  def on_vehicle_option_cancel
      @music_option_window.activate
      @vehicle_option_window.hide.deactivate
  end
 
  def on_music_option_ok
    case @music_option_window.current_symbol
    when :play_track
      RPG::BGM.new($game_system.last_track, 100, 100).play
      @music_window.activate
      @music_option_window.hide.deactivate
    when :set_battle_music
      $game_system.battle_bgm = RPG::BGM.new($game_system.last_track, 100, 100)
      $game_system.stored_bgm = $game_system.battle_bgm
      $game_system.stored_bgm.play if $game_party.in_battle
      @music_window.activate
      @music_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_vehicle_music
      @music_option_window.deactivate
      @vehicle_option_window.select(0)
      @vehicle_option_window.show.activate
    when :restore_defaults
      $game_system.battle_bgm = $data_system.battle_bgm
      $game_system.vehicle_track = nil
      $game_system.vehicles_music = [$data_system.boat.bgm.name,$data_system.ship.bgm.name,$data_system.airship.bgm.name]
      @music_window.activate
      @music_option_window.hide.deactivate
      @music_window.refresh(0)
    end
  end
 
  def on_music_option_cancel
      @music_window.activate
      @music_option_window.hide.deactivate
  end 
 
  def on_music_ok
    @music_window.deactivate
    @music_option_window.select(0)
    @music_option_window.show.activate
  end
 
  def on_music_cancel
    @music_window.hide.deactivate
    @party_command_window.activate
  end
 
 
end # Scene_Battle < Scene_Base
 
 
class Game_Vehicle < Game_Character
 
  alias galv_music_player_get_on get_on
  def get_on
    galv_music_player_get_on
 
    if !$game_system.vehicle_track.nil?
      RPG::BGM.new($game_system.vehicle_track, 100, 100).play
    end
 
    if @type == :boat && !$game_system.vehicles_music[0].nil?
      RPG::BGM.new($game_system.vehicles_music[0], 100, 100).play
    end
    if @type == :ship && !$game_system.vehicles_music[1].nil?
      RPG::BGM.new($game_system.vehicles_music[1], 100, 100).play
    end
    if @type == :airship && !$game_system.vehicles_music[2].nil?
      RPG::BGM.new($game_system.vehicles_music[2], 100, 100).play
    end
 
  end
end
 
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS
#------------------------------------------------------------------------------#
 
class Game_Interpreter
 
  def add_music(music_name)
    return if $game_system.music_list.include?(music_name)
    $game_system.music_list << music_name
  end
 
  def know_music?(music_name)
    $game_system.music_list.include?(music_name)
  end
 
  def play_last
    RPG::BGM.new($game_system.last_track, 100, 100).play
  end
 
  def restore_bgm
    $game_system.battle_bgm = $game_system.stored_bgm
  end
 
end
Revenir en haut Aller en bas
mario5102
Paysan (niveau 4)
Paysan (niveau 4)
mario5102

Messages postés : 36
Date d'inscription : 25/11/2013
Jauge LPC :
Musique Player [VxACE] 89152714008 / 1008 / 100Musique Player [VxACE] 8915271400


Musique Player [VxACE] Empty
MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 25 Nov 2013 - 21:17

heu désolé de te derangé encore mais ça reprend pas la musique (j'appuis sur stop et plus de musique du tout et ni d'actualisation en changeant de map :/ )
Revenir en haut Aller en bas
shin
Chevalier Dragon (niveau 1)
Chevalier Dragon (niveau 1)
shin

Masculin
Messages postés : 726
Date d'inscription : 18/10/2011
Jauge LPC :
Musique Player [VxACE] 891527140043 / 10043 / 100Musique Player [VxACE] 8915271400

Musique Player [VxACE] Membre10
Musique Player [VxACE] Altrui10
Musique Player [VxACE] Script10
Musique Player [VxACE] Collec10
Musique Player [VxACE] Collec11
Musique Player [VxACE] Collec12
Musique Player [VxACE] Collec13
Musique Player [VxACE] Zibrop11


Musique Player [VxACE] Empty
MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 25 Nov 2013 - 21:25

ça relance le bgm et bgs natif de la map ça ne relance pas les musiques qui apparaisse grâce a un évent.

les bgm et bgs natif sont les musique qui ce lance des que t'arrive sur la map on les choisi dans propriété de la map en faisant clique droit sur le nom de la map en bas a gauche puis propriété de la map.
Revenir en haut Aller en bas
mario5102
Paysan (niveau 4)
Paysan (niveau 4)
mario5102

Messages postés : 36
Date d'inscription : 25/11/2013
Jauge LPC :
Musique Player [VxACE] 89152714008 / 1008 / 100Musique Player [VxACE] 8915271400


Musique Player [VxACE] Empty
MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 25 Nov 2013 - 21:32

oui ça je sais mais en changeant de map où la musique est differente pourtant, je n'ai toujours pas de musique. :/
Revenir en haut Aller en bas
shin
Chevalier Dragon (niveau 1)
Chevalier Dragon (niveau 1)
shin

Masculin
Messages postés : 726
Date d'inscription : 18/10/2011
Jauge LPC :
Musique Player [VxACE] 891527140043 / 10043 / 100Musique Player [VxACE] 8915271400

Musique Player [VxACE] Membre10
Musique Player [VxACE] Altrui10
Musique Player [VxACE] Script10
Musique Player [VxACE] Collec10
Musique Player [VxACE] Collec11
Musique Player [VxACE] Collec12
Musique Player [VxACE] Collec13
Musique Player [VxACE] Zibrop11


Musique Player [VxACE] Empty
MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 25 Nov 2013 - 22:23

t'as peut être rater ton copier coller ( ou peut être moi ^^)

chez moi tout marche bien des que je met stop la musique de la map redémarre.

je remet le script dans le doute.

Code:
#------------------------------------------------------------------------------#
#  Galv's Basic Music Player
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 1.4
#------------------------------------------------------------------------------#
 
# TO DO - ship, boat, airship defaults
 
#  2012-11-03 - Version 1.4 - added ability to change separate vehicle music
#                          - fixed bug with vehicle music not going to default
#  2012-10-28 - Version 1.3 - tweak to right col position was a few px out
#  2012-10-28 - Version 1.2 - added option to set battle bgm to a known track
#                          - added option to set vehicle bgm to a known track
#                          - more script calls for eventing purposes
#                          - can access music player in battle
#  2012-10-27 - Version 1.1 - fixed bug with folder locations
#  2012-10-25 - Version 1.0 - release
#------------------------------------------------------------------------------#
#  This script allows the player to bring up a list of music to play. This can
#  be added as a menu option or called via an event call.
#  You can choose to add all files from a folder to this list or allow the
#  player to collect music by adding tracks with event calls.
#  Within this list a player can set vehicle and combat music to their choice.
#------------------------------------------------------------------------------#
#  INSTRUCTIONS:
#  Read the setup options below and set it up as desired.
#
#  Script calls to use:
#------------------------------------------------------------------------------#
#
#  SceneManager.call(Scene_MusicPlayer)  # Calls the scene with an event.
#
#  add_music("Music Name")                # Adds song to the music player.
#
#  know_music?("Music Name")              # Returns true or false. Use in
#                                        # conditional branches.
#
#  play_last                    # Play the last track the player chose
#
#  restore_bgm                  # restores Battle BGM to what the player's choice
#                              # use this if you changed the BGM for a boss fight
#                              # then restore bgm to player preference after
#
#------------------------------------------------------------------------------#
#  Example script call:
#  add_music("Battle1")
#------------------------------------------------------------------------------#
#  NOTE:
#  The script can only see the AUDIO_FOLDER music in your project audio folder,
#  not in the RTP. This is only for the folder-generated music list on game start.
#  You can add music from the RTP via the add_music script call.
#------------------------------------------------------------------------------#
 
$imported = {} if $imported.nil?
$imported["Music_Player"] = true
 
module Galv_Music_Player
 
#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
 
  AUDIO_FOLDER = "Audio/BGM/"  # Adds ALL files from this folder to the music
                                # list at game start. Make sure to only have
                                # playable audio in the folder.
                                # The format for this option is: "Audio/BGM/"
                                # AUDIO_FOLDER = "" to add music via script
                                # calls throughout the game.
 
  MAP_BGM_SWITCH = 1            # Turn switch ON to disable map auto BGM change
                                # When switch is OFF, it will play as normal.
                                # Make this 0 if you will never want to disable
                             
  # MENU COMMAND OPTIONS
  ADD_TO_MENU = true            # Add it to default menu? true or false.
  MENU_VOCAB = "Musique"  # How it displays in the menu.
 
  ADD_TO_BATTLE_MENU = true    # Add it to default battle menu? true or false.
  BATTLE_MENU_VOCAB = "Musique"  # How it displays in the battle menu.
 
  ENABLE_MENU_SWITCH = 2        # Turn switch ON to disable command in both menus.
                                # Make this 0 if you will never want to disable
 
  # OTHER OPTIONS
  MUSIC_ICON = 118                # Icon ID for all musics
  BATTLE_BGM_ICON = 131          # Icon ID for the selected Battle BGM
  VEHICLE_BGM_ICON = 179          # Icons ID for the selected Vehicle BGM
    BOAT_ICON = 162
    SHIP_ICON = 442
    AIRSHIP_ICON = 328
 
  OPTIONS_WIDTH = 280            # Width of the options window.
 
  # OPTIONS VOCAB
  PLAY_SELECTED = "Jouer"
  STOP = "stop"
  SET_BATTLE = "Musique pour le Combat"
  SET_VEHICLE = "Musique pour les Transports"
    SET_BOAT = "Musique du Bateau"
    SET_SHIP = "Musique de la Barque"
    SET_AIRSHIP = "Musique pour le Dirigable"
    SET_ALL = "Utiliser pour tous"
  RESTORE_DEFAULTS = "Paramétre par Défauts"
 
#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
 
end
 
 
class Scene_MusicPlayer < Scene_MenuBase
 
  def start
    super
    create_music_option_window
    create_vehicle_option_window
    create_music_window
  end
 
  def create_music_option_window
    @music_option_window = Window_Music_Options.new
    @music_option_window.viewport = @info_viewport
    @music_option_window.set_handler(:ok,      method(:on_music_option_ok))
    @music_option_window.set_handler(:cancel, method(:on_music_option_cancel))
    @music_option_window.hide.deactivate
    @music_option_window.z = 400
  end
  def create_vehicle_option_window
    @vehicle_option_window = Window_Vehicle_Options.new
    @vehicle_option_window.viewport = @info_viewport
    @vehicle_option_window.set_handler(:ok,      method(:on_vehicle_option_ok))
    @vehicle_option_window.set_handler(:cancel, method(:on_vehicle_option_cancel))
    @vehicle_option_window.hide.deactivate
    @vehicle_option_window.z = 450
  end
 
  def create_music_window
    @music_window = Window_Music_List.new(0)
    @music_window.show
    @music_window.viewport = @info_viewport
    @music_window.set_handler(:ok,    method(:on_music_ok))
    @music_window.set_handler(:cancel, method(:on_music_cancel))
  end
 
  def on_vehicle_option_ok
    case @vehicle_option_window.current_symbol
    when :set_boat
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[0] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_ship
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[1] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_airship
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[2] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_all
      $game_system.vehicle_track = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    end
  end
 
  def on_vehicle_option_cancel
      @music_option_window.activate
      @vehicle_option_window.hide.deactivate
  end
 
  def on_music_option_ok
    case @music_option_window.current_symbol
    when :play_track
      RPG::BGM.new($game_system.last_track, 100, 100).play
      @music_window.activate
      @music_option_window.hide.deactivate
    when :stop
      RPG::BGM.stop
      @music_window.activate
      @music_option_window.hide.deactivate
      $game_map.autoplay()
    when :set_battle_music
      $game_system.battle_bgm = RPG::BGM.new($game_system.last_track, 100, 100)
      $game_system.stored_bgm = $game_system.battle_bgm
      $game_system.stored_bgm.play if $game_party.in_battle
      @music_window.activate
      @music_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_vehicle_music
      @music_option_window.deactivate
      @vehicle_option_window.select(0)
      @vehicle_option_window.show.activate
    when :restore_defaults
      $game_system.battle_bgm = $data_system.battle_bgm
      $game_system.vehicle_track = nil
      $game_system.vehicles_music = [$data_system.boat.bgm.name,$data_system.ship.bgm.name,$data_system.airship.bgm.name]
      @music_window.activate
      @music_option_window.hide.deactivate
      @music_window.refresh(0)
    end
  end
 
  def on_music_option_cancel
      @music_window.activate
      @music_option_window.hide.deactivate
  end
 
  def on_music_ok
    @music_window.deactivate
    @music_option_window.select(0)
    @music_option_window.show.activate
  end
 
  def on_music_cancel
    SceneManager.return
  end
 
end # Scene_MusicPlayer < Scene_MenuBase
 
 
class Window_Vehicle_Options < Window_Command
  def initialize
    super(0, 0)
    update_placement
  end
  def window_width
    return Galv_Music_Player::OPTIONS_WIDTH
  end
 
  def update_placement
    self.x = (Graphics.width - width) / 2
    self.y = (Graphics.height * 1.6 - height) / 2 - self.height
  end
 
  def make_command_list
    add_command(Galv_Music_Player::SET_BOAT, :set_boat)
    add_command(Galv_Music_Player::SET_SHIP, :set_ship)
    add_command(Galv_Music_Player::SET_AIRSHIP, :set_airship)
    add_command(Galv_Music_Player::SET_ALL, :set_all)
  end
 
end # Window_Vehicle_Options < Window_Command
 
 
class Window_Music_Options < Window_Command
  def initialize
    super(0, 0)
    update_placement
  end
  def window_width
    return Galv_Music_Player::OPTIONS_WIDTH
  end
 
  def update_placement
    self.x = (Graphics.width - width) / 2
    self.y = (Graphics.height * 1.6 - height) / 2
  end
 
  def make_command_list
    add_command(Galv_Music_Player::PLAY_SELECTED, :play_track)
    add_command(Galv_Music_Player::STOP, :stop)
#        add_command(Galv_Music_Player::SET_BATTLE, :set_battle_music)
#        add_command(Galv_Music_Player::SET_VEHICLE, :set_vehicle_music)
#        add_command(Galv_Music_Player::RESTORE_DEFAULTS, :restore_defaults)
  end
 
end # Window_Music_Options < Window_Command
 
 
class Window_Music_List < Window_Selectable
 
  def initialize(data)
    super(0, 0, Graphics.width, Graphics.height) unless SceneManager.scene_is?(Scene_Battle)
    super(0, 0, Graphics.width, Graphics.height - 120) if SceneManager.scene_is?(Scene_Battle)
    @index = 0
    @data = data
    @item_max = $game_system.music_list.count
    refresh(data)
    select(0)
    activate
  end
 
  def refresh(data)
    self.contents.clear
    if @item_max > 0
      if @item_max.odd?
        self.contents = Bitmap.new(width - 32, (@item_max * 24) / col_max + 12)
      else
        self.contents = Bitmap.new(width - 32, (@item_max * 24) / col_max)
      end
      for i in 0...$game_system.music_list.count
          draw_item(i) unless i == nil
      end
    end
  end
 
  def check_item_max
    @data_max = $game_system.music_list.count / col_max
  end
 
  def col_max
    return 2
  end
 
  def item_height
    line_height * 1
  end
 
  def draw_item(index)
    return if $game_system.music_list[index] == nil
 
    x = Graphics.width / col_max + 4 if index.odd?
    x = 0 if index.even?
    y = (index) / col_max * 24
 
    music_name = $game_system.music_list[index].to_s
    change_color(normal_color,true)
    check_item_max
    d = @data_max > 99 ? "%03d" : @data_max > 9 ? "%02d" : "%01d"
 
    if $game_system.music_list[index].to_s == $game_system.battle_bgm.name
      draw_icon(Galv_Music_Player::BATTLE_BGM_ICON, x, y)
    elsif $game_system.music_list[index].to_s == $game_system.vehicle_track
      draw_icon(Galv_Music_Player::VEHICLE_BGM_ICON, x, y)
 
    elsif $game_system.music_list[index].to_s == $game_system.vehicles_music[0] && $game_system.vehicle_track.nil?
      draw_icon(Galv_Music_Player::BOAT_ICON, x, y) 
   
    elsif $game_system.music_list[index].to_s == $game_system.vehicles_music[1] && $game_system.vehicle_track.nil?
      draw_icon(Galv_Music_Player::SHIP_ICON, x, y)
    elsif $game_system.music_list[index].to_s == $game_system.vehicles_music[2] && $game_system.vehicle_track.nil?
      draw_icon(Galv_Music_Player::AIRSHIP_ICON, x, y)
    else
      draw_icon(Galv_Music_Player::MUSIC_ICON, x, y)
    end
    self.contents.draw_text(x + 30, y, 238, 24, music_name, 0)
  end
 
  def item_max
    return @item_max == nil ? 0 : @item_max
  end 
 
  def process_ok
    if $game_system.music_list[index].nil?
      return Sound.play_buzzer
    else
      $game_system.last_track = $game_system.music_list[index]
      call_ok_handler
    end
  end
 
end # Window_Music_List < Window_Selectable
 
class Game_System
  attr_accessor :music_list
  attr_accessor :last_track
  attr_accessor :stored_bgm
  attr_accessor :vehicle_track
  attr_accessor :vehicles_music
  alias galv_musicplayer_initialize initialize
  def initialize
    galv_musicplayer_initialize
    @music_list = []
    create_music_list unless Galv_Music_Player::AUDIO_FOLDER == ""
    @last_track = ""
    @vehicles_music = [$data_system.boat.bgm.name,$data_system.ship.bgm.name,$data_system.airship.bgm.name]
  end
  def last_track
    @last_track
  end
  def music_list
    @music_list
  end
  def stored_bgm
    @stored_bgm
  end
  def vehicle_track
    @vehicle_track
  end
  def vehicles_music
    @vehicles_music
  end
 
  def create_music_list
    @music_list = Dir[Galv_Music_Player::AUDIO_FOLDER + "*"]
    no_songs = @music_list.count
    no_songs.times { |i|
      if @music_list[i] =~ /(.*)\/(.*)\./i
        @music_list[i] = $2.to_s
      end
    }
  end
 
end # Game_System
 
 
class Game_Map
 
  alias galv_musicplayer_autoplay autoplay
  def autoplay
    if $game_switches[Galv_Music_Player::MAP_BGM_SWITCH]
      @map.bgs.play if @map.autoplay_bgs
      return
    end
    galv_musicplayer_autoplay
  end
end # Game_Map
 
 
#------------------------------------------------------------------------------#
#  ADD TO MAIN MENU
#------------------------------------------------------------------------------#
 
class Window_MenuCommand < Window_Command
  alias galv_musicplayer_add_original_commands add_original_commands
  def add_original_commands
    add_command(Galv_Music_Player::MENU_VOCAB, :play_music, music_player_enabled) if Galv_Music_Player::ADD_TO_MENU
    galv_musicplayer_add_original_commands
  end
 
  def music_player_enabled
    !$game_switches[Galv_Music_Player::ENABLE_MENU_SWITCH] && !$game_system.music_list.empty?
  end
 
end # Window_MenuCommand < Window_Command
 
class Scene_Menu < Scene_MenuBase
  alias galv_musicplayer_create_command_window create_command_window
  def create_command_window
    galv_musicplayer_create_command_window
    @command_window.set_handler(:play_music,  method(:command_play_music))
  end
 
  def command_play_music
    SceneManager.call(Scene_MusicPlayer)
  end
end # Scene_Menu < Scene_MenuBase
 
 
#------------------------------------------------------------------------------#
#  ADD TO BATTLE MENU
#------------------------------------------------------------------------------#
 
class Window_PartyCommand < Window_Command
  alias galv_musicplayer_make_command_list make_command_list
  def make_command_list
    galv_musicplayer_make_command_list
    add_command(Galv_Music_Player::BATTLE_MENU_VOCAB, :play_music, music_player_enabled) if Galv_Music_Player::ADD_TO_BATTLE_MENU
  end
 
  def music_player_enabled
    !$game_switches[Galv_Music_Player::ENABLE_MENU_SWITCH] && !$game_system.music_list.empty?
  end
 
end # Window_PartyCommand < Window_Command
 
 
class Scene_Battle < Scene_Base
 
  alias galv_musicplayer_create_all_windows create_all_windows
  def create_all_windows
    create_music_option_window
    create_vehicle_option_window
    create_music_window
    galv_musicplayer_create_all_windows
  end
 
  alias galv_musicplayer_create_party_command_window create_party_command_window
  def create_party_command_window
    galv_musicplayer_create_party_command_window
    @party_command_window.set_handler(:play_music,  method(:command_play_music))
  end
 
  def command_play_music
    @party_command_window.deactivate
    @music_window.show.activate
  end
 
  def create_music_option_window
    @music_option_window = Window_Music_Options.new
    @music_option_window.viewport = @info_viewport
    @music_option_window.set_handler(:ok,      method(:on_music_option_ok))
    @music_option_window.set_handler(:cancel, method(:on_music_option_cancel))
    @music_option_window.hide.deactivate
    @music_option_window.z = 400
  end
  def create_vehicle_option_window
    @vehicle_option_window = Window_Vehicle_Options.new
    @vehicle_option_window.viewport = @info_viewport
    @vehicle_option_window.set_handler(:ok,      method(:on_vehicle_option_ok))
    @vehicle_option_window.set_handler(:cancel, method(:on_vehicle_option_cancel))
    @vehicle_option_window.hide.deactivate
    @vehicle_option_window.z = 450
  end
 
  def create_music_window
    @music_window = Window_Music_List.new(0)
    @music_window.hide.deactivate
    @music_window.viewport = @info_viewport
    @music_window.set_handler(:ok,    method(:on_music_ok))
    @music_window.set_handler(:cancel, method(:on_music_cancel))
  end
 
  def on_vehicle_option_ok
    case @vehicle_option_window.current_symbol
    when :set_boat
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[0] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_ship
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[1] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_airship
      $game_system.vehicle_track = nil
      $game_system.vehicles_music[2] = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_all
      $game_system.vehicle_track = $game_system.last_track
      @music_window.activate
      @music_option_window.hide.deactivate
      @vehicle_option_window.hide.deactivate
      @music_window.refresh(0)
    end
  end
 
  def on_vehicle_option_cancel
      @music_option_window.activate
      @vehicle_option_window.hide.deactivate
  end
 
  def on_music_option_ok
    case @music_option_window.current_symbol
    when :play_track
      RPG::BGM.new($game_system.last_track, 100, 100).play
      @music_window.activate
      @music_option_window.hide.deactivate
    when :set_battle_music
      $game_system.battle_bgm = RPG::BGM.new($game_system.last_track, 100, 100)
      $game_system.stored_bgm = $game_system.battle_bgm
      $game_system.stored_bgm.play if $game_party.in_battle
      @music_window.activate
      @music_option_window.hide.deactivate
      @music_window.refresh(0)
    when :set_vehicle_music
      @music_option_window.deactivate
      @vehicle_option_window.select(0)
      @vehicle_option_window.show.activate
    when :restore_defaults
      $game_system.battle_bgm = $data_system.battle_bgm
      $game_system.vehicle_track = nil
      $game_system.vehicles_music = [$data_system.boat.bgm.name,$data_system.ship.bgm.name,$data_system.airship.bgm.name]
      @music_window.activate
      @music_option_window.hide.deactivate
      @music_window.refresh(0)
    end
  end
 
  def on_music_option_cancel
      @music_window.activate
      @music_option_window.hide.deactivate
  end 
 
  def on_music_ok
    @music_window.deactivate
    @music_option_window.select(0)
    @music_option_window.show.activate
  end
 
  def on_music_cancel
    @music_window.hide.deactivate
    @party_command_window.activate
  end
 
 
end # Scene_Battle < Scene_Base
 
 
class Game_Vehicle < Game_Character
 
  alias galv_music_player_get_on get_on
  def get_on
    galv_music_player_get_on
 
    if !$game_system.vehicle_track.nil?
      RPG::BGM.new($game_system.vehicle_track, 100, 100).play
    end
 
    if @type == :boat && !$game_system.vehicles_music[0].nil?
      RPG::BGM.new($game_system.vehicles_music[0], 100, 100).play
    end
    if @type == :ship && !$game_system.vehicles_music[1].nil?
      RPG::BGM.new($game_system.vehicles_music[1], 100, 100).play
    end
    if @type == :airship && !$game_system.vehicles_music[2].nil?
      RPG::BGM.new($game_system.vehicles_music[2], 100, 100).play
    end
 
  end
end
 
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS
#------------------------------------------------------------------------------#
 
class Game_Interpreter
 
  def add_music(music_name)
    return if $game_system.music_list.include?(music_name)
    $game_system.music_list << music_name
  end
 
  def know_music?(music_name)
    $game_system.music_list.include?(music_name)
  end
 
  def play_last
    RPG::BGM.new($game_system.last_track, 100, 100).play
  end
 
  def restore_bgm
    $game_system.battle_bgm = $game_system.stored_bgm
  end
 
end
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mario5102
Paysan (niveau 4)
Paysan (niveau 4)
mario5102

Messages postés : 36
Date d'inscription : 25/11/2013
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 25 Nov 2013 - 22:35

Non chez moi toujours pareil pas de musique :/
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shin
Chevalier Dragon (niveau 1)
Chevalier Dragon (niveau 1)
shin

Masculin
Messages postés : 726
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Musique Player [VxACE] Empty
MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 25 Nov 2013 - 22:53

Au pire envoie moi ton projet par mp que j'y jette un œil.
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mario5102
Paysan (niveau 4)
Paysan (niveau 4)
mario5102

Messages postés : 36
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyLun 25 Nov 2013 - 23:15

d'ac le temps d'uploader je te met ça dans une heure
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mario5102
Paysan (niveau 4)
Paysan (niveau 4)
mario5102

Messages postés : 36
Date d'inscription : 25/11/2013
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyMar 26 Nov 2013 - 0:23

et voilà j'espere que tu vas trouvé d'où ça viens et désolé du dérangement :/Cristal epic pour script musique player-mario5102 (vxace)
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shin
Chevalier Dragon (niveau 1)
Chevalier Dragon (niveau 1)
shin

Masculin
Messages postés : 726
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyMar 26 Nov 2013 - 1:58

Trouvé (je m'en veux un peu d'avoir mis tout ce temps alors que c’était si simple) à la ligne 71 il y a une constante qui empêche les BGM de la map de ce relancer si l’interrupteur 1 est activer, remplace juste le 1 par 0 et tu ne sera plus jamais embêté.
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mario5102
Paysan (niveau 4)
Paysan (niveau 4)
mario5102

Messages postés : 36
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyMar 26 Nov 2013 - 11:37

Ah pile poil comme je voulais Very Happy je te remercie beaucoup ça marche bien et aucun problème et désolé du dérangement.
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Zexion
Administrateur
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Zexion

Masculin
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyMar 26 Nov 2013 - 12:30

Un gros merci à shin d'avoir assuré comme une bête sur ce coup là.
Je t'ajoute un paquet de points. :3
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mario5102
Paysan (niveau 4)
Paysan (niveau 4)
mario5102

Messages postés : 36
Date d'inscription : 25/11/2013
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] EmptyMar 26 Nov 2013 - 15:05

ah et quand l'interrupteur 2 etait activé ca grisait le menus (j'ai remplacer 2 par 24 au cas où si je compte me servir de ca vu que l'interrupteur 2 était déjà utilisé )
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MessageSujet: Re: Musique Player [VxACE]   Musique Player [VxACE] Empty

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