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*Script I pod


nocoldin
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IPod script

Descrizione


Questo script inserisce nel gioco un player musicale a forma di I pod, che permette di selezionare le musiche da una lista.
Si possono inserire anche canzoni sbloccabili.
Lo Script l'ho trovato Qui


Autore


Beran


Allegati


Link per la demo dello script
http://img513.imageshack.us/img513/8702/ipodtc0.png
http://img513.imageshack.us/img513/710/ipod2fe0.png


Istruzioni per l'uso


Inserire le immagini nella cartella Pictures e copiare lo script in una nuova classe sopra il Main oppure scaricare la demo


Script

 

 

 

#==============================================================================
#==============================================================================
#Berans' "iPod" script v1.13-final
#Last edited: 12 August 2008
#
#------------------------------------------------------------------------------
#What's new in v1.13
# -Major bugfixes and some code improvement
#------------------------------------------------------------------------------
#
#------------------------------------------------------------------------------
#What's new in v1.12
# -Further code improvements
# -Changed iPod menu options to include "Sorting"
#------------------------------------------------------------------------------
#
#------------------------------------------------------------------------------
#What's new in v1.01
# -Minor code cleanups
# -Debugging
# -Added "Back" option in the iPod menu
#------------------------------------------------------------------------------
#
#------------------------------------------------------------------------------
#What's new in v1.00
# -Added a "menu" feature on the ipod with a few small options
# -Code cleaned up
#------------------------------------------------------------------------------
#
#------------------------------------------------------------------------------
#What's new in v0.99
# -Fixed a few small glitches
# -The game now remembers whether or not you were playing a song upon exiting
# the iPod, to accomodate BGM_CHANGER better.
# -The game now remembers and saves the BGM_CHANGER option, so it can be changed
# ingame with a new, easy-to-use script command
#------------------------------------------------------------------------------
#
#will allow you to playback songs from a list using a simple window which looks
#like an ipod
#
#feel free to edit and change any names, provided you have changed them in your
#audio/bgm folder(this would let you have custom names drawn in the menu)
#see further instructions below
#
#Credits: Berans - Making the script
# Blizzard - Lessons on scripting and scripting conventions
# Sniper308 - Requesting the script
#------------------------------------------------------------------------------
#Features
#------------------------------------------------------------------------------
# -Allows for as many songs as you wish
# -Relatively easy setup
# -IPod Graphic
# -Allows for author and genre names
# -Allows unlockable songs
# -Currently selected song is remembered, and saved in your save game
# -Unlocked songs saved in save game
# -Entirely Lag-free
# -Map as background
# -Option to have the current BGM change with your selected song
# -NEW: BGM_CHANGER option now remembered and saved with new easy-to-use command
# -NEW: iPod menu with a few for-fun options
# -NEW: iPod menu now features a "sort" option, standard sorting now set to song
# title(sort option is saved in save game)
#------------------------------------------------------------------------------
#Compatibility
#------------------------------------------------------------------------------
#Should be compatible with most scripts, including the SDK
#Since this is a beta test, please notify me if something's not working
#
#==============================================================================
#Instructions
#==============================================================================
#
#------------------------------------------------------------------------------
#Setup:
#------------------------------------------------------------------------------
#In the Configuration section below, add the names of all songs you want to be
#"unlockable". The names must be spelled exactly as in your "Audio/BGM" folder,
#enclosed in quotation marks, and separated by a comma
#example:
#PLAYBACK = ["yoursong-01", "yoursong-02", "someothersong"]
#In playback initial, add the number of all the songs you want to have initially
#unlocked, separated by comma. The numbers directly correspond to the position
#of the names in the PLAYBACK array.
#The PLAYBACK_AUTHOR and PLAYBACK_GENRE "hashes" respectively hold information on
#the author and genre, respectively, of each song.
#To add an author or genre name, simply add "yoursongnumber => description"
#anywhere in the correct hash. The author's/genre's name must be enclosed in
#quotation marks, and the number and name together, separated by a comma
#If a song number is not in there, the author or
#genre are automatically set to "unkown" for that song
#example:
#PLAYBACK_AUTHOR = {20 => "the author of your 20th song",
# 1 => "the author of your 1st song", 3 => "another author"}
#the same exact same format goes for genre
#If you want all the songs in your PLAYBACK array to be "unlocked" from the
#start,simply set "unlockables" to "false"
#If you want the "IPod" to change the currently playing BGM for a map when a
#song is selected and played, set bgm_changer to "true"
#
#------------------------------------------------------------------------------
#Required Graphics and instructions:
#------------------------------------------------------------------------------
#For this script to work properly, the following files are needed, and have to
#be placed in the "Graphics/Pictures" folder in your game:
# -IPod.png
# -IPod2.png
#you'll also need to import the files within your project and set the correct
#transparancies
#Transparancy for IPod.png must be set to white
#Transparancy for IPod2.png must be set to the darker shade of grey, with the
#semi-transparant color set to the lighter grey
#
#------------------------------------------------------------------------------
#Using the script
#------------------------------------------------------------------------------
#To call the script, within an event use the "script" command
#in the script write "$scene = Scene_Playback.new" (without quotation marks)
#If you want the "ipod" to return to menu upon exit, add (true) after
#Scene_Playback.new. This works well in combination with a common event with an
#item.
#
#To "unlock" a song, ensure its name is in the PLAYBACK array in the
#configuration below, then, use the "script" command in an event, and enter the
#following: "unlock_song(your_song_number)"
#The song number directly corresponds to the position in the PLAYBACK array
#example:
#Your PLAYBACK array is ["yoursong-01", "yoursong-02", "someothersong"]
#and you want to unlock "yoursong-02
#simply write "unlock_song(2)" within your script command
#
#To change the BGM_CHANGER option ingame, use the following code in an event,
#within a "script..." command: "bgm_changer(condition)" (without the quotes)
#replace the word condition with either true or false, depending on what you
#would like the option to be
#
#NOTE:
#Long song/author/genre names may look squashed. For optimal looks, try to keep
#names under 15 characters.
#==============================================================================
#==============================================================================


#==============================================================================
#Begin Configuration
#==============================================================================

module Playback
	UNLOCKABLES = true
	BGM_CHANGER = false
	PLAYBACK = [ "001-Battle01", "002-Battle02", "003-Battle03",
	"004-Battle04", "005-Boss01", "006-Boss02",
	"007-Boss03", "008-Boss04", "009-LastBoss01",
	"035-Dungeon01", "063-Slow06",]
	
	PLAYBACK_INITIAL = [3,8]
	
	PLAYBACK_AUTHOR = {1 => "Enterbrain", 2 => "Enterbrain", 3 => "Enterbrain",
	4 => "Enterbrain", 5 => "Enterbrain", 6 => "Enterbrain",
	7 => "Enterbrain", 8 => "Enterbrain", 9 => "Enterbrain",
	10 => "Enterbrain", 12 => "Enterbrain"}
	
	PLAYBACK_GENRE = {1 => "Classic"}
	
	#==============================================================================
	#End Configuration
	#==============================================================================
	
	PLAYBACK_UNLOCKED = []
	for i in 0...PLAYBACK.size
		PLAYBACK_UNLOCKED.push nil
	end
	unless PLAYBACK_INITIAL.empty?
		for i in 0...PLAYBACK_INITIAL.size
			PLAYBACK_UNLOCKED[PLAYBACK_INITIAL[i] -1] = PLAYBACK[PLAYBACK_INITIAL[i] -1]
		end
	end
	if !UNLOCKABLES
		for i in 0...PLAYBACK.size
			PLAYBACK_UNLOCKED[i] = PLAYBACK[i]
		end
	end
	unless $game_system == nil
		unless $game_system.bgm_changer == nil
			if $game_system.bgm_changer
				BGM_CHANGER = true
			elsif !$game_system.bgm_changer
				BGM_CHANGER = false
			end
		end
	end
	$playback_list = []
	for i in 0...PLAYBACK_UNLOCKED.size
		if PLAYBACK_UNLOCKED[i] != nil
			$playback_list[i] = [Playback::PLAYBACK_UNLOCKED[i],
			Playback::PLAYBACK_AUTHOR[i+1] == nil ? "Unkown" :
			Playback::PLAYBACK_AUTHOR[i+1],
			Playback::PLAYBACK_GENRE[i+1] == nil ? "Unkown" :
			Playback::PLAYBACK_GENRE[i+1]]
		end
	end
	$playback_list = $playback_list.compact
end

#==============================================================================
#**Window_Playback
#------------------------------------------------------------------------------
#This window displays the playback screen
#==============================================================================

class Window_Playback < Window_Selectable
	
	attr_accessor :playback_bgm
	
	def initialize
		super (212,66,216,170)
		self.contents = Bitmap.new(width - 32, height - 32)
		@item_max = 4
		@column_max = 4
		self.z -= 100
		self.index = 0
		self.active = true
		#Get the playback bgm to draw the text right
		get_playback_bgm
		refresh
	end
	
	def refresh
		self.contents.clear
		unless $game_system.playback_list.empty?
			if $game_system.playback_list[@playback_bgm] != nil
				bgm = $game_system.playback_list[@playback_bgm][0]
			else
				@check = 0
				#check all possible songs for an unlocked entry
				loop do
					@check += 1
					@playback_bgm += 1
					@playback_bgm %= $game_system.playback_list.size
					if $game_system.playback_list[@playback_bgm] != nil
						bgm = $game_system.playback_list[@playback_bgm][0]
						break
					end
				end
			end
		else
			bgm = "No Songs Unlocked"
			$nosongs = true
		end
		if !$nosongs
			text = (@playback_bgm + 1).to_s + ": " + bgm
			if $game_system.playback_list[@playback_bgm] != nil
				text2 = "Author: " + $game_system.playback_list[@playback_bgm][1]
			else
				text2 = "Author: Unkown"
			end
			if $game_system.playback_list[@playback_bgm] != nil
				text3 = "Genre: " + $game_system.playback_list[@playback_bgm][2]
			else
				text3 = "Genre: Unkown"
			end
		else
			text = bgm
			text2 = ""
			text3 = ""
		end
		self.contents.draw_text(0,8,self.contents.width,32,text,1)
		self.contents.draw_text(0,40,self.contents.width,32,text2,1)
		self.contents.draw_text(0,72,self.contents.width,32,text3,1)
	end
	
	def update_cursor_rect
		self.cursor_rect.empty
	end
	
	def get_playback_bgm
		if $game_system.playback_bgm == nil
			@playback_bgm = 0
			$game_system.playback_bgm = @playback_bgm
		else
			@playback_bgm = $game_system.playback_bgm
		end
	end
end


#==============================================================================
#**Scene_Playback
#------------------------------------------------------------------------------
#This class handles processing for the playback window
#==============================================================================

class Scene_Playback
	
	#----------------------------------------------------------------------------
	# * Public Instance Variables
	#----------------------------------------------------------------------------
	attr_reader :mute
	
	def initialize(frommenu = false)
		@animation_flag = false
		@mute = false
		@temp_hash = {}
		@temp_hash2 = {}
		@temp_array = []
		if $game_system.playback_list.empty?
			$game_system.playback_list = $playback_list
		end
		if $game_system.sort_option == nil
			sort(0)
			$game_system.sort_option = 0
		else
			sort($game_system.sort_option)
		end
		for i in 0...$game_system.unlocked_songs.size
			unlock_song($game_system.unlocked_songs[i]+1)
		end
		if $game_temp.mute
			@mute = true
		end
		if $game_system.bgm_changer == nil
			$game_system.bgm_changer = Playback::BGM_CHANGER
		end
		if $game_temp.playing == nil
			@playing = false
		else
			@playing = $game_temp.playing
		end
		@frommenu = frommenu
	end
	
	def main
		#ensure map/menu bgm is kept
		$game_system.bgm_memorize
		@spriteset = Spriteset_Map.new
		@spriteset2 = Spriteset_Ipod.new
		@dummy_window = Ipod_Dummy.new
		@playback_window = Window_Playback.new
		@imenu_window = Window_iMenu.new
		Graphics.transition
		loop do
			Graphics.update
			Input.update
			update
			if $scene != self
				break
			end
		end
		Graphics.freeze
		@playback_window.dispose
		@spriteset.dispose
		@spriteset2.dispose
		$nosongs = false
		@dummy_window.dispose
		@imenu_window.dispose
	end
	
	def update
		if @playback_window.active
			update_playback
		end
		if @imenu_window.active
			update_imenu
		end
	end
	
	def update_playback
		if @playback_window.index != @playback_window_check
			@dummy_window.refresh(@playback_window.index)
		end
		if Input.repeat?(Input::RIGHT) && @playback_window.index == 3
			$game_system.se_play($data_system.cursor_se)
			@playback_window.index = 0
			return
		end
		if Input.repeat?(Input::LEFT) && @playback_window.index == 0
			$game_system.se_play($data_system.cursor_se)
			@playback_window.index = 3
			return
		end
		if Input.trigger?(Input::C)
			#Menu
			if @playback_window.index == 0
				$game_system.se_play($data_system.decision_se)
				@playback_window.active = false
				@playback_window.index = -1
				@imenu_window.visible = true
				@imenu_window.active = true
				@imenu_window.index = 0
				@imenu_wait = true
				return
			end
			unless $nosongs
				case @playback_window.index
					#Select next
				when 1
					$game_system.se_play($data_system.decision_se)
					#select the next BGM
					#the loop allows it to skip "nil" entries to aid in unlockables
					loop do
						@playback_window.playback_bgm += 1
						@playback_window.playback_bgm %= $game_system.playback_list.size
						$game_system.playback_bgm = @playback_window.playback_bgm
						if $game_system.playback_list[$game_system.playback_bgm] != nil
							break
						end
					end
					@playback_window.refresh
					#change the currently playing song if one was already playing
					if @playing
						bgm = RPG::AudioFile.new($game_system.playback_list[
						$game_system.playback_bgm][0],
						100, 100)
						$game_system.bgm_play(bgm)
						if @mute != false
							@mute = false
							@imenu_window.refresh
						end
					end
					#Play/Stop
				when 2
					if @init
						@init = false
					end
					if $game_system.playback_bgm != nil
						if !@playing
							$game_system.se_play($data_system.decision_se)
							#create BGM for playing
							bgm = RPG::AudioFile.new($game_system.playback_list[
							$game_system.playback_bgm][0],
							100,100)
							$game_system.bgm_play(bgm)
							if $game_system.bgm_changer
								$game_system.bgm_memorize
							end
						else
							$game_system.se_play($data_system.cancel_se)
							$game_system.bgm_play(nil)
						end
						if @mute != false
							@mute = false
							@imenu_window.refresh
						end
					end
					case @playing
					when true
						@playing = false
					when false
						@playing = true
					end
					#Select Previous
				when 3
					$game_system.se_play($data_system.decision_se)
					#select the previous BGM
					#the loop allows it to skip "nil" entries to aid in unlockables
					loop do
						@playback_window.playback_bgm += $game_system.playback_list.size - 1
						@playback_window.playback_bgm %= $game_system.playback_list.size
						$game_system.playback_bgm = @playback_window.playback_bgm
						if $game_system.playback_list[$game_system.playback_bgm] != nil
							break
						end
					end
					@playback_window.refresh
					#change the currently playing song if one was already playing
					if @playing
						bgm = RPG::AudioFile.new($game_system.playback_list[
						$game_system.playback_bgm][0],
						100, 100)
						$game_system.bgm_play(bgm)
						if @mute != false
							@mute = false
							@imenu_window.refresh
						end
					end
				end
			else
				$game_system.se_play($data_system.buzzer_se)
			end
		end
		if Input.trigger?(Input::B)
			$game_system.se_play($data_system.cancel_se)
			#get the correct @playing setting for when the iPod is restarted
			if $game_system.bgm_changer
				$game_temp.playing = @playing
			else
				@playing = false
			end
			if !@frommenu
				#restore the map/menu bgm
				if !$game_system.bgm_changer
					$game_system.bgm_play($game_map.map.bgm)
				end
				$scene = Scene_Map.new
				if !@playing && $game_system.bgm_changer
					if $game_system.playing_bgm == $game_map.map.bgm
						return
					end
					$game_system.bgm_play(nil)
				end
			else
				#restore the map/menu bgm
				if !$game_system.bgm_changer
					$game_system.bgm_play($game_map.map.bgm)
				end
				#change this to go to a different menu upon exit
				$scene = Scene_Menu.new
				if !@playing && $game_system.bgm_changer
					if $game_system.playing_bgm == $game_map.map.bgm
						return
					end
					$game_system.bgm_play(nil)
				end
			end
		end
		$game_temp.playing = @playing
		@playback_window_check = @playback_window.index
		@playback_window.update
	end
	
	def update_imenu
		if @imenu_wait
			@imenu_wait = false
			return
		end
		if @imenu_window.index != @imenu_window_check
			@dummy_window.refresh(@imenu_window.index)
		end
		if Input.repeat?(Input::RIGHT)
			if @imenu_window.index == 3
				$game_system.se_play($data_system.cursor_se)
				@imenu_window.index = 0
				return
			end
		end
		if Input.repeat?(Input::LEFT)
			if @imenu_window.index == 0
				$game_system.se_play($data_system.cursor_se)
				@imenu_window.index = 3
				return
			end
		end
		if Input.trigger?(Input::B)
			$game_system.se_play($data_system.cancel_se)
			@imenu_window.active = false
			@imenu_window.visible = false
			@playback_window.index = @imenu_window.index
			@imenu_window.index = -1
			@playback_window.active = true
		end
		if Input.trigger?(Input::C)
			case @imenu_window.index
			when 0
				$game_system.se_play($data_system.decision_se)
				if !@mute
					unless $game_system.playing_bgm == nil
						$game_system.playing_bgm.volume = 0
						$game_system.bgm_play($game_system.playing_bgm)
					end
					@mute = true
				elsif @mute
					unless $game_system.playing_bgm == nil
						$game_system.playing_bgm.volume = 100
						$game_system.bgm_play($game_system.playing_bgm)
					end
					@mute = false
				end
				@imenu_window.refresh
				$game_temp.mute = @mute
			when 1
				$game_system.se_play($data_system.cancel_se)
				if $game_system.bgm_changer
					$game_temp.playing = @playing
				else
					@playing = false
				end
				#restore the map/menu bgm
				if !$game_system.bgm_changer
					$game_system.bgm_play($game_map.map.bgm)
				end
				#change menu option 2 here
				$scene = Scene_Map.new
				if !@playing && $game_system.bgm_changer
					if $game_system.playing_bgm == $game_map.map.bgm
						return
					end
					$game_system.bgm_play(nil)
				end
			when 2
				if $nosongs
					$game_system.se_play($data_system.buzzer_se)
					return
				else
					$game_system.se_play($data_system.decision_se)
					$game_system.sort_option += 1
					$game_system.sort_option %= 3
					sort($game_system.sort_option)
					@imenu_window.refresh
					@playback_window.refresh
				end
			when 3
				$game_system.se_play($data_system.cancel_se)
				@imenu_window.active = false
				@imenu_window.visible = false
				@playback_window.index = @imenu_window.index
				@imenu_window.index = -1
				@playback_window.active = true
			end
		end
		@imenu_window.update
	end
end


#==============================================================================
#*unlock_song
#------------------------------------------------------------------------------
#Allows you to unlock songs for the playback window
#==============================================================================
def unlock_song(number)
	if $game_system.playback_list.empty?
		$game_system.playback_list = $playback_list
	end
	unless $game_system.playback_list.include?([
		Playback::PLAYBACK[number - 1], Playback::PLAYBACK_AUTHOR[number] || "Unkown",
		Playback::PLAYBACK_GENRE[number] || "Unkown"])
		for i in 0...Playback::PLAYBACK.size
			if $game_system.playback_list[i] == nil
				$game_system.playback_list[i] = [nil,nil,nil]
				$game_system.playback_list[i][0] = Playback::PLAYBACK[number - 1]
				$game_system.playback_list[i][1] =
				(Playback::PLAYBACK_AUTHOR[number] == nil ?
				"Unkown" : Playback::PLAYBACK_AUTHOR[number])
				$game_system.playback_list[i][2] =
				(Playback::PLAYBACK_GENRE[number] == nil ?
				"Unkown" : Playback::PLAYBACK_GENRE[number])
				$game_system.unlocked_songs.push(number - 1)
				return
			end
		end
	end
end


#==============================================================================
#*bgm_changer
#------------------------------------------------------------------------------
#Changes the BGM_CHANGER option for ingame use
#==============================================================================
def bgm_changer(condition)
	if !condition
		if $game_system.bgm_changer
			$game_system.bgm_changer = condition
		end
	else
		$game_system.bgm_changer = condition
	end
end


#==============================================================================
#**Spriteset_Ipod
#------------------------------------------------------------------------------
#Creates an "Ipod" Image at the centre of the screen
#==============================================================================
class Spriteset_Ipod
	def initialize
		@viewport = Viewport.new(208,53,224,374)
		@viewport.z = 5000
		@sprite = Sprite.new(@viewport)
		@sprite2 = Sprite.new
		@sprite2.bitmap = Bitmap.new(224,374)
		@ipod = RPG::Cache.picture('IPod.png')
		@sprite.bitmap = @ipod
	end
	
	def dispose
		@viewport.dispose
		@sprite.dispose
		@sprite2.dispose
	end
end


#==============================================================================
#**Ipod_Dummy
#------------------------------------------------------------------------------
#Creates the selection effect over the ipod image
#==============================================================================
class Ipod_Dummy < Window_Base
	
	def initialize
		super(208,53,224,374)
		self.contents = Bitmap.new(width - 32,height - 32)
		self.opacity = 0
		self.z = 9999
		refresh
	end
	
	def refresh(index = 0)
		self.contents.clear
		case index
		when 0
			rect = Rect.new(0,52,98,52)
			@bitmap = RPG::Cache.picture('IPod2.png')
			self.contents.blt(47,179,@bitmap,rect)
		when 1
			rect = Rect.new(52,104,52,98)
			@bitmap = RPG::Cache.picture('IPod2.png')
			self.contents.blt(113,199,@bitmap,rect)
		when 2
			rect = Rect.new(0,0,98,52)
			@bitmap = RPG::Cache.picture('IPod2.png')
			self.contents.blt(47,266,@bitmap,rect)
		when 3
			rect = Rect.new(0,104,52,98)
			@bitmap = RPG::Cache.picture('IPod2.png')
			self.contents.blt(26,199,@bitmap,rect)
		end
	end
end


#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================
class Game_System
	
	#----------------------------------------------------------------------------
	# * Public Instance Variables
	#----------------------------------------------------------------------------
	attr_accessor :playback_bgm
	attr_accessor :unlocked_songs
	attr_accessor :bgm_changer
	attr_accessor :sort_option
	attr_accessor :playback_list
	
	alias initialize_ipod_later initialize
	def initialize
		initialize_ipod_later
		@unlocked_songs = []
		@playback_list = []
	end
	
end

#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# Refer to "$game_temp" for the instance of this class.
#==============================================================================
class Game_Temp
	
	#----------------------------------------------------------------------------
	# * Public Instance Variables
	#----------------------------------------------------------------------------
	attr_accessor :playing
	attr_accessor :mute
	
end


#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles the map. It includes scrolling and passable determining
# functions. Refer to "$game_map" for the instance of this class.
#==============================================================================
class Game_Map
	
	#----------------------------------------------------------------------------
	# * Public Instance Variables
	#----------------------------------------------------------------------------
	attr_reader :map
	
end


#==============================================================================
# ** Window_iMenu
#------------------------------------------------------------------------------
# This class creates a dummy selectable menu to use with the iPod script
#==============================================================================
class Window_iMenu < Window_Selectable
	def initialize
		super(212,66,216,170)
		self.contents = Bitmap.new(width - 32, height - 32)
		self.index = -1
		self.visible = false
		self.active = false
		self.z += 10
		@item_max = 4
		@column_max = 4
		refresh
	end
	
	def refresh
		self.contents.clear
		if $scene.mute
			self.contents.draw_text(0,-5,self.contents.width,32,"Unmute",1)
		else
			self.contents.draw_text(0,-5,self.contents.width,32,"Mute",1)
		end
		#change the bit in quotes below to reflect where your iPod menu's 2nd option
		#exits to i.e. "Exit to Main Menu" or "Exit to Equipment Screen"
		#be wary of long names, as they may look squashed
		self.contents.draw_text(0,27,self.contents.width,32,"Exit to Map",1)
		case $game_system.sort_option
		when 0
			sort = "Title"
		when 1
			sort = "Author"
		when 2
			sort = "Genre"
		end
		self.contents.draw_text(0,59,self.contents.width,32,"Sorted by: " + sort,1)
		self.contents.draw_text(0,91,self.contents.width,32,"Back",1)
	end
	
	def update_cursor_rect
		if @index < 0
			self.cursor_rect.empty
		else
			y = -5 + 32*@index
			cursor_rect.set(5,y,self.contents.width - 10,32)
		end
	end
	
end


#==============================================================================
#*Sort
#------------------------------------------------------------------------------
#Method to sort the unlocked songs array for the iPod script
#==============================================================================

def sort(choice)
	$game_system.playback_list =
	$game_system.playback_list.sort {|a, b| a[choice] <=> b[choice]}
	return $game_system.playback_list
end

 

 

 

Bugs e Conflitti Noti


Lo script potrebbe non funzionare quando si carica una partita, in tal caso fare nuovo gioco

Edited by Dilos
Applicato tag code.

I MIEI PROGETTILimit FantasyIl progetto è ripartitoCompletamento demo: 92%Mappe: 35%Caratterizzazione personaggi 100%Storia: 65%Script: 100%, se ne trovo altri li aggiungoMinigioco Triple Triad: 80%Triple Triad Gods Blue Screen Of the DeathUn gioco in cui bisogna far impallare il computer per vincere!Attualmente in versione 1.1Kinesumi KillerIl gioco degli scoiattoli psicopatici!Adozioni: devo battere il record!

<div style="margin:20px;margin-top:5px" "="">

 

 

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