rmxp_extractor 1.5 → 1.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (520) hide show
  1. checksums.yaml +4 -4
  2. data/Data/Actors.rxdata +0 -0
  3. data/Data/Animations.rxdata +0 -0
  4. data/Data/Armors.rxdata +0 -0
  5. data/Data/Classes.rxdata +0 -0
  6. data/Data/CommonEvents.rxdata +0 -0
  7. data/Data/Enemies.rxdata +0 -0
  8. data/Data/Items.rxdata +0 -0
  9. data/Data/Map001.rxdata +0 -0
  10. data/Data/Map002.rxdata +0 -0
  11. data/Data/Map003.rxdata +0 -0
  12. data/Data/Map004.rxdata +0 -0
  13. data/Data/Map005.rxdata +0 -0
  14. data/Data/Map006.rxdata +0 -0
  15. data/Data/Map007.rxdata +0 -0
  16. data/Data/Map008.rxdata +0 -0
  17. data/Data/Map009.rxdata +0 -0
  18. data/Data/Map010.rxdata +0 -0
  19. data/Data/Map011.rxdata +0 -0
  20. data/Data/Map012.rxdata +0 -0
  21. data/Data/Map013.rxdata +0 -0
  22. data/Data/Map014.rxdata +0 -0
  23. data/Data/Map015.rxdata +0 -0
  24. data/Data/Map016.rxdata +0 -0
  25. data/Data/Map017.rxdata +0 -0
  26. data/Data/Map018.rxdata +0 -0
  27. data/Data/Map019.rxdata +0 -0
  28. data/Data/Map020.rxdata +0 -0
  29. data/Data/Map021.rxdata +0 -0
  30. data/Data/Map022.rxdata +0 -0
  31. data/Data/Map023.rxdata +0 -0
  32. data/Data/Map024.rxdata +0 -0
  33. data/Data/Map025.rxdata +0 -0
  34. data/Data/Map026.rxdata +0 -0
  35. data/Data/Map027.rxdata +0 -0
  36. data/Data/Map028.rxdata +0 -0
  37. data/Data/Map029.rxdata +0 -0
  38. data/Data/Map030.rxdata +0 -0
  39. data/Data/Map031.rxdata +0 -0
  40. data/Data/Map032.rxdata +0 -0
  41. data/Data/Map033.rxdata +0 -0
  42. data/Data/Map034.rxdata +0 -0
  43. data/Data/Map035.rxdata +0 -0
  44. data/Data/Map036.rxdata +0 -0
  45. data/Data/Map037.rxdata +0 -0
  46. data/Data/Map038.rxdata +0 -0
  47. data/Data/Map039.rxdata +0 -0
  48. data/Data/Map040.rxdata +0 -0
  49. data/Data/Map041.rxdata +0 -0
  50. data/Data/Map042.rxdata +0 -0
  51. data/Data/Map043.rxdata +0 -0
  52. data/Data/Map044.rxdata +0 -0
  53. data/Data/Map045.rxdata +0 -0
  54. data/Data/Map046.rxdata +0 -0
  55. data/Data/Map047.rxdata +0 -0
  56. data/Data/Map048.rxdata +0 -0
  57. data/Data/Map049.rxdata +0 -0
  58. data/Data/Map050.rxdata +0 -0
  59. data/Data/Map051.rxdata +0 -0
  60. data/Data/Map052.rxdata +0 -0
  61. data/Data/Map053.rxdata +0 -0
  62. data/Data/Map054.rxdata +0 -0
  63. data/Data/Map055.rxdata +0 -0
  64. data/Data/Map056.rxdata +0 -0
  65. data/Data/Map057.rxdata +0 -0
  66. data/Data/Map058.rxdata +0 -0
  67. data/Data/Map059.rxdata +0 -0
  68. data/Data/Map060.rxdata +0 -0
  69. data/Data/Map061.rxdata +0 -0
  70. data/Data/Map062.rxdata +0 -0
  71. data/Data/Map063.rxdata +0 -0
  72. data/Data/Map064.rxdata +0 -0
  73. data/Data/Map065.rxdata +0 -0
  74. data/Data/Map066.rxdata +0 -0
  75. data/Data/Map067.rxdata +0 -0
  76. data/Data/Map068.rxdata +0 -0
  77. data/Data/Map069.rxdata +0 -0
  78. data/Data/Map070.rxdata +0 -0
  79. data/Data/Map071.rxdata +0 -0
  80. data/Data/Map072.rxdata +0 -0
  81. data/Data/Map073.rxdata +0 -0
  82. data/Data/Map074.rxdata +0 -0
  83. data/Data/Map075.rxdata +0 -0
  84. data/Data/Map076.rxdata +0 -0
  85. data/Data/Map077.rxdata +0 -0
  86. data/Data/Map078.rxdata +0 -0
  87. data/Data/Map079.rxdata +0 -0
  88. data/Data/Map080.rxdata +0 -0
  89. data/Data/Map081.rxdata +0 -0
  90. data/Data/Map082.rxdata +0 -0
  91. data/Data/Map083.rxdata +0 -0
  92. data/Data/Map084.rxdata +0 -0
  93. data/Data/Map085.rxdata +0 -0
  94. data/Data/Map086.rxdata +0 -0
  95. data/Data/Map087.rxdata +0 -0
  96. data/Data/Map088.rxdata +0 -0
  97. data/Data/Map089.rxdata +0 -0
  98. data/Data/Map090.rxdata +0 -0
  99. data/Data/Map091.rxdata +0 -0
  100. data/Data/Map092.rxdata +0 -0
  101. data/Data/Map093.rxdata +0 -0
  102. data/Data/Map094.rxdata +0 -0
  103. data/Data/Map095.rxdata +0 -0
  104. data/Data/Map096.rxdata +0 -0
  105. data/Data/Map097.rxdata +0 -0
  106. data/Data/Map098.rxdata +0 -0
  107. data/Data/Map099.rxdata +0 -0
  108. data/Data/Map100.rxdata +0 -0
  109. data/Data/Map101.rxdata +0 -0
  110. data/Data/Map102.rxdata +0 -0
  111. data/Data/Map103.rxdata +0 -0
  112. data/Data/Map104.rxdata +0 -0
  113. data/Data/Map105.rxdata +0 -0
  114. data/Data/Map106.rxdata +0 -0
  115. data/Data/Map107.rxdata +0 -0
  116. data/Data/Map108.rxdata +0 -0
  117. data/Data/Map109.rxdata +0 -0
  118. data/Data/Map110.rxdata +0 -0
  119. data/Data/Map111.rxdata +0 -0
  120. data/Data/Map112.rxdata +0 -0
  121. data/Data/Map113.rxdata +0 -0
  122. data/Data/Map114.rxdata +0 -0
  123. data/Data/Map115.rxdata +0 -0
  124. data/Data/Map116.rxdata +0 -0
  125. data/Data/Map117.rxdata +0 -0
  126. data/Data/Map118.rxdata +0 -0
  127. data/Data/Map119.rxdata +0 -0
  128. data/Data/Map120.rxdata +0 -0
  129. data/Data/Map121.rxdata +0 -0
  130. data/Data/Map122.rxdata +0 -0
  131. data/Data/Map123.rxdata +0 -0
  132. data/Data/Map124.rxdata +0 -0
  133. data/Data/Map125.rxdata +0 -0
  134. data/Data/Map126.rxdata +0 -0
  135. data/Data/Map127.rxdata +0 -0
  136. data/Data/Map128.rxdata +0 -0
  137. data/Data/Map129.rxdata +0 -0
  138. data/Data/Map130.rxdata +0 -0
  139. data/Data/Map131.rxdata +0 -0
  140. data/Data/Map132.rxdata +0 -0
  141. data/Data/Map133.rxdata +0 -0
  142. data/Data/Map134.rxdata +0 -0
  143. data/Data/Map135.rxdata +0 -0
  144. data/Data/Map136.rxdata +0 -0
  145. data/Data/Map137.rxdata +0 -0
  146. data/Data/Map138.rxdata +0 -0
  147. data/Data/Map139.rxdata +0 -0
  148. data/Data/Map140.rxdata +0 -0
  149. data/Data/Map141.rxdata +0 -0
  150. data/Data/Map142.rxdata +0 -0
  151. data/Data/Map143.rxdata +0 -0
  152. data/Data/Map144.rxdata +0 -0
  153. data/Data/Map145.rxdata +0 -0
  154. data/Data/Map146.rxdata +0 -0
  155. data/Data/Map147.rxdata +0 -0
  156. data/Data/Map148.rxdata +0 -0
  157. data/Data/Map149.rxdata +0 -0
  158. data/Data/Map150.rxdata +0 -0
  159. data/Data/Map151.rxdata +0 -0
  160. data/Data/Map152.rxdata +0 -0
  161. data/Data/Map153.rxdata +0 -0
  162. data/Data/Map154.rxdata +0 -0
  163. data/Data/Map155.rxdata +0 -0
  164. data/Data/Map156.rxdata +0 -0
  165. data/Data/Map157.rxdata +0 -0
  166. data/Data/Map158.rxdata +0 -0
  167. data/Data/Map159.rxdata +0 -0
  168. data/Data/Map160.rxdata +0 -0
  169. data/Data/Map161.rxdata +0 -0
  170. data/Data/Map162.rxdata +0 -0
  171. data/Data/Map163.rxdata +0 -0
  172. data/Data/Map164.rxdata +0 -0
  173. data/Data/Map165.rxdata +0 -0
  174. data/Data/Map166.rxdata +0 -0
  175. data/Data/Map167.rxdata +0 -0
  176. data/Data/Map168.rxdata +0 -0
  177. data/Data/Map169.rxdata +0 -0
  178. data/Data/Map170.rxdata +0 -0
  179. data/Data/Map171.rxdata +0 -0
  180. data/Data/Map172.rxdata +0 -0
  181. data/Data/Map173.rxdata +0 -0
  182. data/Data/Map174.rxdata +0 -0
  183. data/Data/Map175.rxdata +0 -0
  184. data/Data/Map176.rxdata +0 -0
  185. data/Data/Map177.rxdata +0 -0
  186. data/Data/Map178.rxdata +0 -0
  187. data/Data/Map179.rxdata +0 -0
  188. data/Data/Map180.rxdata +0 -0
  189. data/Data/Map181.rxdata +0 -0
  190. data/Data/Map182.rxdata +0 -0
  191. data/Data/Map183.rxdata +0 -0
  192. data/Data/Map184.rxdata +0 -0
  193. data/Data/Map185.rxdata +0 -0
  194. data/Data/Map186.rxdata +0 -0
  195. data/Data/Map187.rxdata +0 -0
  196. data/Data/Map188.rxdata +0 -0
  197. data/Data/Map189.rxdata +0 -0
  198. data/Data/Map190.rxdata +0 -0
  199. data/Data/Map191.rxdata +0 -0
  200. data/Data/Map192.rxdata +0 -0
  201. data/Data/Map193.rxdata +0 -0
  202. data/Data/Map194.rxdata +0 -0
  203. data/Data/Map195.rxdata +0 -0
  204. data/Data/Map196.rxdata +0 -0
  205. data/Data/Map197.rxdata +0 -0
  206. data/Data/Map198.rxdata +0 -0
  207. data/Data/Map199.rxdata +0 -0
  208. data/Data/Map200.rxdata +0 -0
  209. data/Data/Map201.rxdata +0 -0
  210. data/Data/Map202.rxdata +0 -0
  211. data/Data/Map203.rxdata +0 -0
  212. data/Data/Map204.rxdata +0 -0
  213. data/Data/Map205.rxdata +0 -0
  214. data/Data/Map206.rxdata +0 -0
  215. data/Data/Map207.rxdata +0 -0
  216. data/Data/Map208.rxdata +0 -0
  217. data/Data/Map209.rxdata +0 -0
  218. data/Data/Map210.rxdata +0 -0
  219. data/Data/Map211.rxdata +0 -0
  220. data/Data/Map212.rxdata +0 -0
  221. data/Data/Map213.rxdata +0 -0
  222. data/Data/Map214.rxdata +0 -0
  223. data/Data/Map215.rxdata +0 -0
  224. data/Data/Map216.rxdata +0 -0
  225. data/Data/Map217.rxdata +0 -0
  226. data/Data/Map218.rxdata +0 -0
  227. data/Data/Map219.rxdata +0 -0
  228. data/Data/Map220.rxdata +0 -0
  229. data/Data/Map221.rxdata +0 -0
  230. data/Data/Map222.rxdata +0 -0
  231. data/Data/Map223.rxdata +0 -0
  232. data/Data/Map224.rxdata +0 -0
  233. data/Data/Map225.rxdata +0 -0
  234. data/Data/Map226.rxdata +0 -0
  235. data/Data/Map227.rxdata +0 -0
  236. data/Data/Map228.rxdata +0 -0
  237. data/Data/Map229.rxdata +0 -0
  238. data/Data/Map230.rxdata +0 -0
  239. data/Data/Map231.rxdata +0 -0
  240. data/Data/Map232.rxdata +0 -0
  241. data/Data/Map233.rxdata +0 -0
  242. data/Data/Map234.rxdata +0 -0
  243. data/Data/Map235.rxdata +0 -0
  244. data/Data/Map236.rxdata +0 -0
  245. data/Data/Map237.rxdata +0 -0
  246. data/Data/Map238.rxdata +0 -0
  247. data/Data/Map239.rxdata +0 -0
  248. data/Data/Map240.rxdata +0 -0
  249. data/Data/Map241.rxdata +0 -0
  250. data/Data/Map242.rxdata +0 -0
  251. data/Data/Map243.rxdata +0 -0
  252. data/Data/Map244.rxdata +0 -0
  253. data/Data/Map245.rxdata +0 -0
  254. data/Data/Map246.rxdata +0 -0
  255. data/Data/Map247.rxdata +0 -0
  256. data/Data/Map248.rxdata +0 -0
  257. data/Data/Map249.rxdata +0 -0
  258. data/Data/Map250.rxdata +0 -0
  259. data/Data/Map251.rxdata +0 -0
  260. data/Data/Map252.rxdata +0 -0
  261. data/Data/Map253.rxdata +0 -0
  262. data/Data/Map254.rxdata +0 -0
  263. data/Data/Map255.rxdata +0 -0
  264. data/Data/Map256.rxdata +0 -0
  265. data/Data/Map257.rxdata +0 -0
  266. data/Data/Map258.rxdata +0 -0
  267. data/Data/Map259.rxdata +0 -0
  268. data/Data/Map260.rxdata +0 -0
  269. data/Data/Map261.rxdata +0 -0
  270. data/Data/Map262.rxdata +0 -0
  271. data/Data/Map263.rxdata +0 -0
  272. data/Data/MapInfos.rxdata +0 -0
  273. data/Data/Scripts.rxdata +0 -0
  274. data/Data/Skills.rxdata +0 -0
  275. data/Data/States.rxdata +0 -0
  276. data/Data/System.rxdata +0 -0
  277. data/Data/Tilesets.rxdata +0 -0
  278. data/Data/Troops.rxdata +0 -0
  279. data/Data/Weapons.rxdata +0 -0
  280. data/Data/xScripts.rxdata +0 -0
  281. data/Scripts/Credits_Message.rb +259 -0
  282. data/Scripts/Data_FastTravel.rb +50 -0
  283. data/Scripts/Data_Footsteps.rb +77 -0
  284. data/Scripts/Data_Item.rb +50 -0
  285. data/Scripts/Data_SpecialEventData.rb +60 -0
  286. data/Scripts/Demo.rb +7 -0
  287. data/Scripts/Desktop_Message.rb +210 -0
  288. data/Scripts/Doc_Message.rb +273 -0
  289. data/Scripts/EdText.rb +50 -0
  290. data/Scripts/Ed_Message.rb +234 -0
  291. data/Scripts/FastTravel.rb +175 -0
  292. data/Scripts/Game_Actor.rb +156 -0
  293. data/Scripts/Game_Actors.rb +28 -0
  294. data/Scripts/Game_BattleAction.rb +145 -0
  295. data/Scripts/Game_Battler 1.rb +307 -0
  296. data/Scripts/Game_Battler 2.rb +294 -0
  297. data/Scripts/Game_Battler 3.rb +354 -0
  298. data/Scripts/Game_Character 1.rb +291 -0
  299. data/Scripts/Game_Character 2.rb +355 -0
  300. data/Scripts/Game_Character 3.rb +505 -0
  301. data/Scripts/Game_CommonEvent.rb +70 -0
  302. data/Scripts/Game_Enemy.rb +317 -0
  303. data/Scripts/Game_Event.rb +264 -0
  304. data/Scripts/Game_FastTravel.rb +40 -0
  305. data/Scripts/Game_Follower.rb +76 -0
  306. data/Scripts/Game_Light.rb +13 -0
  307. data/Scripts/Game_Map.rb +551 -0
  308. data/Scripts/Game_Oneshot.rb +83 -0
  309. data/Scripts/Game_Party.rb +380 -0
  310. data/Scripts/Game_Picture.rb +164 -0
  311. data/Scripts/Game_Player.rb +298 -0
  312. data/Scripts/Game_Screen.rb +148 -0
  313. data/Scripts/Game_SelfSwitches.rb +30 -0
  314. data/Scripts/Game_Switches.rb +45 -0
  315. data/Scripts/Game_System.rb +210 -0
  316. data/Scripts/Game_Temp.rb +145 -0
  317. data/Scripts/Game_Variables.rb +36 -0
  318. data/Scripts/Interpreter 1.rb +320 -0
  319. data/Scripts/Interpreter 2.rb +286 -0
  320. data/Scripts/Interpreter 3.rb +474 -0
  321. data/Scripts/Interpreter 4.rb +327 -0
  322. data/Scripts/Interpreter 5.rb +448 -0
  323. data/Scripts/Interpreter 6.rb +307 -0
  324. data/Scripts/Interpreter 7.rb +282 -0
  325. data/Scripts/Main.rb +46 -9
  326. data/Scripts/Particles.rb +141 -0
  327. data/Scripts/Persistent.rb +71 -0
  328. data/Scripts/Puzzle_Film.rb +14 -0
  329. data/Scripts/Puzzle_Pixel.rb +210 -0
  330. data/Scripts/Puzzle_Safe.rb +152 -0
  331. data/Scripts/Puzzle_Sokoban.rb +14 -0
  332. data/Scripts/RPG.rb +55 -0
  333. data/Scripts/SaveLoad.rb +275 -0
  334. data/Scripts/Scene_Debug.rb +190 -0
  335. data/Scripts/Scene_End.rb +108 -0
  336. data/Scripts/Scene_Equip.rb +222 -0
  337. data/Scripts/Scene_File.rb +111 -0
  338. data/Scripts/Scene_Item.rb +205 -0
  339. data/Scripts/Scene_Load.rb +106 -0
  340. data/Scripts/Scene_Map.rb +540 -0
  341. data/Scripts/Scene_Menu.rb +213 -0
  342. data/Scripts/Scene_Name.rb +113 -0
  343. data/Scripts/Scene_Save.rb +88 -0
  344. data/Scripts/Scene_Skill.rb +232 -0
  345. data/Scripts/Scene_Status.rb +78 -0
  346. data/Scripts/Scene_Title.rb +237 -0
  347. data/Scripts/Script.rb +780 -0
  348. data/Scripts/Sprite_Battler.rb +131 -0
  349. data/Scripts/Sprite_Character.rb +192 -0
  350. data/Scripts/Sprite_Footprint.rb +35 -0
  351. data/Scripts/Sprite_Footsplash.rb +54 -0
  352. data/Scripts/Sprite_Light.rb +18 -0
  353. data/Scripts/Sprite_MapText.rb +63 -0
  354. data/Scripts/Sprite_Picture.rb +72 -0
  355. data/Scripts/Sprite_Timer.rb +52 -0
  356. data/Scripts/Spriteset_Map.rb +370 -0
  357. data/Scripts/Window_Base.rb +327 -0
  358. data/Scripts/Window_BattleResult.rb +51 -0
  359. data/Scripts/Window_BattleStatus.rb +62 -0
  360. data/Scripts/Window_Command.rb +49 -0
  361. data/Scripts/Window_DebugLeft.rb +57 -0
  362. data/Scripts/Window_DebugRight.rb +69 -0
  363. data/Scripts/Window_EquipItem.rb +94 -0
  364. data/Scripts/Window_EquipLeft.rb +61 -0
  365. data/Scripts/Window_EquipRight.rb +56 -0
  366. data/Scripts/Window_Gold.rb +27 -0
  367. data/Scripts/Window_Help.rb +33 -0
  368. data/Scripts/Window_InputNumber.rb +111 -0
  369. data/Scripts/Window_Item.rb +229 -0
  370. data/Scripts/Window_MainMenu.rb +150 -0
  371. data/Scripts/Window_MenuStatus.rb +48 -0
  372. data/Scripts/Window_Message.rb +459 -0
  373. data/Scripts/Window_NameEdit.rb +108 -0
  374. data/Scripts/Window_NameInput.rb +262 -0
  375. data/Scripts/Window_PartyCommand.rb +42 -0
  376. data/Scripts/Window_PlayTime.rb +40 -0
  377. data/Scripts/Window_SaveFile.rb +91 -0
  378. data/Scripts/Window_Selectable.rb +203 -0
  379. data/Scripts/Window_Settings.rb +469 -0
  380. data/Scripts/Window_ShopBuy.rb +93 -0
  381. data/Scripts/Window_ShopCommand.rb +37 -0
  382. data/Scripts/Window_ShopNumber.rb +87 -0
  383. data/Scripts/Window_ShopSell.rb +94 -0
  384. data/Scripts/Window_ShopStatus.rb +107 -0
  385. data/Scripts/Window_Skill.rb +83 -0
  386. data/Scripts/Window_SkillStatus.rb +28 -0
  387. data/Scripts/Window_Status.rb +64 -0
  388. data/Scripts/Window_Steps.rb +26 -0
  389. data/Scripts/Window_Target.rb +49 -0
  390. data/Scripts/_scripts.txt +110 -0
  391. data/Scripts/i18n_English.rb +59 -0
  392. data/Scripts/i18n_Language.rb +130 -0
  393. data/lib/rmxp_extractor/classnames.rb +6 -0
  394. data/lib/rmxp_extractor/data_export.rb +4 -2
  395. data/lib/rmxp_extractor/version.rb +1 -1
  396. metadata +111 -125
  397. data/Data/Map-1.rxdata +0 -0
  398. data/Data/Map-327.rxdata +0 -0
  399. data/Data/Map264.rxdata +0 -0
  400. data/Data/Map265.rxdata +0 -0
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  407. data/Data/Map272.rxdata +0 -0
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@@ -0,0 +1,222 @@
1
+ #==============================================================================
2
+ # ** Scene_Equip
3
+ #------------------------------------------------------------------------------
4
+ # This class performs equipment screen processing.
5
+ #==============================================================================
6
+
7
+ class Scene_Equip
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ # actor_index : actor index
11
+ # equip_index : equipment index
12
+ #--------------------------------------------------------------------------
13
+ def initialize(actor_index = 0, equip_index = 0)
14
+ @actor_index = actor_index
15
+ @equip_index = equip_index
16
+ end
17
+ #--------------------------------------------------------------------------
18
+ # * Main Processing
19
+ #--------------------------------------------------------------------------
20
+ def main
21
+ # Get actor
22
+ @actor = $game_party.actors[@actor_index]
23
+ # Make windows
24
+ @help_window = Window_Help.new
25
+ @left_window = Window_EquipLeft.new(@actor)
26
+ @right_window = Window_EquipRight.new(@actor)
27
+ @item_window1 = Window_EquipItem.new(@actor, 0)
28
+ @item_window2 = Window_EquipItem.new(@actor, 1)
29
+ @item_window3 = Window_EquipItem.new(@actor, 2)
30
+ @item_window4 = Window_EquipItem.new(@actor, 3)
31
+ @item_window5 = Window_EquipItem.new(@actor, 4)
32
+ # Associate help window
33
+ @right_window.help_window = @help_window
34
+ @item_window1.help_window = @help_window
35
+ @item_window2.help_window = @help_window
36
+ @item_window3.help_window = @help_window
37
+ @item_window4.help_window = @help_window
38
+ @item_window5.help_window = @help_window
39
+ # Set cursor position
40
+ @right_window.index = @equip_index
41
+ refresh
42
+ # Execute transition
43
+ Graphics.transition
44
+ # Main loop
45
+ loop do
46
+ # Update game screen
47
+ Graphics.update
48
+ # Update input information
49
+ Input.update
50
+ # Frame update
51
+ update
52
+ # Abort loop if screen is changed
53
+ if $scene != self
54
+ break
55
+ end
56
+ end
57
+ # Prepare for transition
58
+ Graphics.freeze
59
+ # Dispose of windows
60
+ @help_window.dispose
61
+ @left_window.dispose
62
+ @right_window.dispose
63
+ @item_window1.dispose
64
+ @item_window2.dispose
65
+ @item_window3.dispose
66
+ @item_window4.dispose
67
+ @item_window5.dispose
68
+ end
69
+ #--------------------------------------------------------------------------
70
+ # * Refresh
71
+ #--------------------------------------------------------------------------
72
+ def refresh
73
+ # Set item window to visible
74
+ @item_window1.visible = (@right_window.index == 0)
75
+ @item_window2.visible = (@right_window.index == 1)
76
+ @item_window3.visible = (@right_window.index == 2)
77
+ @item_window4.visible = (@right_window.index == 3)
78
+ @item_window5.visible = (@right_window.index == 4)
79
+ # Get currently equipped item
80
+ item1 = @right_window.item
81
+ # Set current item window to @item_window
82
+ case @right_window.index
83
+ when 0
84
+ @item_window = @item_window1
85
+ when 1
86
+ @item_window = @item_window2
87
+ when 2
88
+ @item_window = @item_window3
89
+ when 3
90
+ @item_window = @item_window4
91
+ when 4
92
+ @item_window = @item_window5
93
+ end
94
+ # If right window is active
95
+ if @right_window.active
96
+ # Erase parameters for after equipment change
97
+ @left_window.set_new_parameters(nil, nil, nil)
98
+ end
99
+ # If item window is active
100
+ if @item_window.active
101
+ # Get currently selected item
102
+ item2 = @item_window.item
103
+ # Change equipment
104
+ last_hp = @actor.hp
105
+ last_sp = @actor.sp
106
+ @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
107
+ # Get parameters for after equipment change
108
+ new_atk = @actor.atk
109
+ new_pdef = @actor.pdef
110
+ new_mdef = @actor.mdef
111
+ # Return equipment
112
+ @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
113
+ @actor.hp = last_hp
114
+ @actor.sp = last_sp
115
+ # Draw in left window
116
+ @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
117
+ end
118
+ end
119
+ #--------------------------------------------------------------------------
120
+ # * Frame Update
121
+ #--------------------------------------------------------------------------
122
+ def update
123
+ # Update windows
124
+ @left_window.update
125
+ @right_window.update
126
+ @item_window.update
127
+ refresh
128
+ # If right window is active: call update_right
129
+ if @right_window.active
130
+ update_right
131
+ return
132
+ end
133
+ # If item window is active: call update_item
134
+ if @item_window.active
135
+ update_item
136
+ return
137
+ end
138
+ end
139
+ #--------------------------------------------------------------------------
140
+ # * Frame Update (when right window is active)
141
+ #--------------------------------------------------------------------------
142
+ def update_right
143
+ # If B button was pressed
144
+ if Input.trigger?(Input::CANCEL)
145
+ # Play cancel SE
146
+ $game_system.se_play($data_system.cancel_se)
147
+ # Switch to menu screen
148
+ $scene = Scene_Menu.new(2)
149
+ return
150
+ end
151
+ # If C button was pressed
152
+ if Input.trigger?(Input::ACTION)
153
+ # If equipment is fixed
154
+ if @actor.equip_fix?(@right_window.index)
155
+ # Play buzzer SE
156
+ $game_system.se_play($data_system.buzzer_se)
157
+ return
158
+ end
159
+ # Play decision SE
160
+ $game_system.se_play($data_system.decision_se)
161
+ # Activate item window
162
+ @right_window.active = false
163
+ @item_window.active = true
164
+ @item_window.index = 0
165
+ return
166
+ end
167
+ # If R button was pressed
168
+ if Input.trigger?(Input::R)
169
+ # Play cursor SE
170
+ $game_system.se_play($data_system.cursor_se)
171
+ # To next actor
172
+ @actor_index += 1
173
+ @actor_index %= $game_party.actors.size
174
+ # Switch to different equipment screen
175
+ $scene = Scene_Equip.new(@actor_index, @right_window.index)
176
+ return
177
+ end
178
+ # If L button was pressed
179
+ if Input.trigger?(Input::L)
180
+ # Play cursor SE
181
+ $game_system.se_play($data_system.cursor_se)
182
+ # To previous actor
183
+ @actor_index += $game_party.actors.size - 1
184
+ @actor_index %= $game_party.actors.size
185
+ # Switch to different equipment screen
186
+ $scene = Scene_Equip.new(@actor_index, @right_window.index)
187
+ return
188
+ end
189
+ end
190
+ #--------------------------------------------------------------------------
191
+ # * Frame Update (when item window is active)
192
+ #--------------------------------------------------------------------------
193
+ def update_item
194
+ # If B button was pressed
195
+ if Input.trigger?(Input::CANCEL)
196
+ # Play cancel SE
197
+ $game_system.se_play($data_system.cancel_se)
198
+ # Activate right window
199
+ @right_window.active = true
200
+ @item_window.active = false
201
+ @item_window.index = -1
202
+ return
203
+ end
204
+ # If C button was pressed
205
+ if Input.trigger?(Input::ACTION)
206
+ # Play equip SE
207
+ $game_system.se_play($data_system.equip_se)
208
+ # Get currently selected data on the item window
209
+ item = @item_window.item
210
+ # Change equipment
211
+ @actor.equip(@right_window.index, item == nil ? 0 : item.id)
212
+ # Activate right window
213
+ @right_window.active = true
214
+ @item_window.active = false
215
+ @item_window.index = -1
216
+ # Remake right window and item window contents
217
+ @right_window.refresh
218
+ @item_window.refresh
219
+ return
220
+ end
221
+ end
222
+ end
@@ -0,0 +1,111 @@
1
+ #==============================================================================
2
+ # ** Scene_File
3
+ #------------------------------------------------------------------------------
4
+ # This is a superclass for the save screen and load screen.
5
+ #==============================================================================
6
+
7
+ class Scene_File
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ # help_text : text string shown in the help window
11
+ #--------------------------------------------------------------------------
12
+ def initialize(help_text)
13
+ @help_text = help_text
14
+ end
15
+ #--------------------------------------------------------------------------
16
+ # * Main Processing
17
+ #--------------------------------------------------------------------------
18
+ def main
19
+ # Make help window
20
+ @help_window = Window_Help.new
21
+ @help_window.set_text(@help_text)
22
+ # Make save file window
23
+ @savefile_windows = []
24
+ for i in 0..3
25
+ @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
26
+ end
27
+ # Select last file to be operated
28
+ @file_index = $game_temp.last_file_index
29
+ @savefile_windows[@file_index].selected = true
30
+ # Execute transition
31
+ Graphics.transition
32
+ # Main loop
33
+ loop do
34
+ # Update game screen
35
+ Graphics.update
36
+ # Update input information
37
+ Input.update
38
+ # Frame update
39
+ update
40
+ # Abort loop if screen is changed
41
+ if $scene != self
42
+ break
43
+ end
44
+ end
45
+ # Prepare for transition
46
+ Graphics.freeze
47
+ # Dispose of windows
48
+ @help_window.dispose
49
+ for i in @savefile_windows
50
+ i.dispose
51
+ end
52
+ end
53
+ #--------------------------------------------------------------------------
54
+ # * Frame Update
55
+ #--------------------------------------------------------------------------
56
+ def update
57
+ # Update windows
58
+ @help_window.update
59
+ for i in @savefile_windows
60
+ i.update
61
+ end
62
+ # If C button was pressed
63
+ if Input.trigger?(Input::ACTION)
64
+ # Call method: on_decision (defined by the subclasses)
65
+ on_decision(make_filename(@file_index))
66
+ $game_temp.last_file_index = @file_index
67
+ return
68
+ end
69
+ # If B button was pressed
70
+ if Input.trigger?(Input::CANCEL)
71
+ # Call method: on_cancel (defined by the subclasses)
72
+ on_cancel
73
+ return
74
+ end
75
+ # If the down directional button was pressed
76
+ if Input.repeat?(Input::DOWN)
77
+ # If the down directional button pressed down is not a repeat,
78
+ # or cursor position is more in front than 3
79
+ if Input.trigger?(Input::DOWN) or @file_index < 3
80
+ # Play cursor SE
81
+ $game_system.se_play($data_system.cursor_se)
82
+ # Move cursor down
83
+ @savefile_windows[@file_index].selected = false
84
+ @file_index = (@file_index + 1) % 4
85
+ @savefile_windows[@file_index].selected = true
86
+ return
87
+ end
88
+ end
89
+ # If the up directional button was pressed
90
+ if Input.repeat?(Input::UP)
91
+ # If the up directional button pressed down is not a repeat、
92
+ # or cursor position is more in back than 0
93
+ if Input.trigger?(Input::UP) or @file_index > 0
94
+ # Play cursor SE
95
+ $game_system.se_play($data_system.cursor_se)
96
+ # Move cursor up
97
+ @savefile_windows[@file_index].selected = false
98
+ @file_index = (@file_index + 3) % 4
99
+ @savefile_windows[@file_index].selected = true
100
+ return
101
+ end
102
+ end
103
+ end
104
+ #--------------------------------------------------------------------------
105
+ # * Make File Name
106
+ # file_index : save file index (0-3)
107
+ #--------------------------------------------------------------------------
108
+ def make_filename(file_index)
109
+ return "Save#{file_index + 1}.rxdata"
110
+ end
111
+ end
@@ -0,0 +1,205 @@
1
+ #==============================================================================
2
+ # ** Scene_Item
3
+ #------------------------------------------------------------------------------
4
+ # This class performs item screen processing.
5
+ #==============================================================================
6
+
7
+ class Scene_Item
8
+ #--------------------------------------------------------------------------
9
+ # * Main Processing
10
+ #--------------------------------------------------------------------------
11
+ def main
12
+ # Make help window, item window
13
+ @help_window = Window_Help.new
14
+ @item_window = Window_Item.new
15
+ # Associate help window
16
+ @item_window.help_window = @help_window
17
+ # Make target window (set to invisible / inactive)
18
+ @target_window = Window_Target.new
19
+ @target_window.visible = false
20
+ @target_window.active = false
21
+ # Execute transition
22
+ Graphics.transition
23
+ # Main loop
24
+ loop do
25
+ # Update game screen
26
+ Graphics.update
27
+ # Update input information
28
+ Input.update
29
+ # Frame update
30
+ update
31
+ # Abort loop if screen is changed
32
+ if $scene != self
33
+ break
34
+ end
35
+ end
36
+ # Prepare for transition
37
+ Graphics.freeze
38
+ # Dispose of windows
39
+ @help_window.dispose
40
+ @item_window.dispose
41
+ @target_window.dispose
42
+ end
43
+ #--------------------------------------------------------------------------
44
+ # * Frame Update
45
+ #--------------------------------------------------------------------------
46
+ def update
47
+ # Update windows
48
+ @help_window.update
49
+ @item_window.update
50
+ @target_window.update
51
+ # If item window is active: call update_item
52
+ if @item_window.active
53
+ update_item
54
+ return
55
+ end
56
+ # If target window is active: call update_target
57
+ if @target_window.active
58
+ update_target
59
+ return
60
+ end
61
+ end
62
+ #--------------------------------------------------------------------------
63
+ # * Frame Update (when item window is active)
64
+ #--------------------------------------------------------------------------
65
+ def update_item
66
+ # If B button was pressed
67
+ if Input.trigger?(Input::CANCEL)
68
+ # Play cancel SE
69
+ $game_system.se_play($data_system.cancel_se)
70
+ # Switch to menu screen
71
+ $scene = Scene_Menu.new(0)
72
+ return
73
+ end
74
+ # If C button was pressed
75
+ if Input.trigger?(Input::ACTION)
76
+ # Get currently selected data on the item window
77
+ @item = @item_window.item
78
+ # If not a use item
79
+ unless @item.is_a?(RPG::Item)
80
+ # Play buzzer SE
81
+ $game_system.se_play($data_system.buzzer_se)
82
+ return
83
+ end
84
+ # If it can't be used
85
+ unless $game_party.item_can_use?(@item.id)
86
+ # Play buzzer SE
87
+ $game_system.se_play($data_system.buzzer_se)
88
+ return
89
+ end
90
+ # Play decision SE
91
+ $game_system.se_play($data_system.decision_se)
92
+ # If effect scope is an ally
93
+ if @item.scope >= 3
94
+ # Activate target window
95
+ @item_window.active = false
96
+ @target_window.x = (@item_window.index + 1) % 2 * 304
97
+ @target_window.visible = true
98
+ @target_window.active = true
99
+ # Set cursor position to effect scope (single / all)
100
+ if @item.scope == 4 || @item.scope == 6
101
+ @target_window.index = -1
102
+ else
103
+ @target_window.index = 0
104
+ end
105
+ # If effect scope is other than an ally
106
+ else
107
+ # If command event ID is valid
108
+ if @item.common_event_id > 0
109
+ # Command event call reservation
110
+ $game_temp.common_event_id = @item.common_event_id
111
+ # Play item use SE
112
+ $game_system.se_play(@item.menu_se)
113
+ # If consumable
114
+ if @item.consumable
115
+ # Decrease used items by 1
116
+ $game_party.lose_item(@item.id, 1)
117
+ # Draw item window item
118
+ @item_window.draw_item(@item_window.index)
119
+ end
120
+ # Switch to map screen
121
+ $scene = Scene_Map.new
122
+ return
123
+ end
124
+ end
125
+ return
126
+ end
127
+ end
128
+ #--------------------------------------------------------------------------
129
+ # * Frame Update (when target window is active)
130
+ #--------------------------------------------------------------------------
131
+ def update_target
132
+ # If B button was pressed
133
+ if Input.trigger?(Input::CANCEL)
134
+ # Play cancel SE
135
+ $game_system.se_play($data_system.cancel_se)
136
+ # If unable to use because items ran out
137
+ unless $game_party.item_can_use?(@item.id)
138
+ # Remake item window contents
139
+ @item_window.refresh
140
+ end
141
+ # Erase target window
142
+ @item_window.active = true
143
+ @target_window.visible = false
144
+ @target_window.active = false
145
+ return
146
+ end
147
+ # If C button was pressed
148
+ if Input.trigger?(Input::ACTION)
149
+ # If items are used up
150
+ if $game_party.item_number(@item.id) == 0
151
+ # Play buzzer SE
152
+ $game_system.se_play($data_system.buzzer_se)
153
+ return
154
+ end
155
+ # If target is all
156
+ if @target_window.index == -1
157
+ # Apply item effects to entire party
158
+ used = false
159
+ for i in $game_party.actors
160
+ used |= i.item_effect(@item)
161
+ end
162
+ end
163
+ # If single target
164
+ if @target_window.index >= 0
165
+ # Apply item use effects to target actor
166
+ target = $game_party.actors[@target_window.index]
167
+ used = target.item_effect(@item)
168
+ end
169
+ # If an item was used
170
+ if used
171
+ # Play item use SE
172
+ $game_system.se_play(@item.menu_se)
173
+ # If consumable
174
+ if @item.consumable
175
+ # Decrease used items by 1
176
+ $game_party.lose_item(@item.id, 1)
177
+ # Redraw item window item
178
+ @item_window.draw_item(@item_window.index)
179
+ end
180
+ # Remake target window contents
181
+ @target_window.refresh
182
+ # If all party members are dead
183
+ if $game_party.all_dead?
184
+ # Switch to game over screen
185
+ $scene = Scene_Gameover.new
186
+ return
187
+ end
188
+ # If common event ID is valid
189
+ if @item.common_event_id > 0
190
+ # Common event call reservation
191
+ $game_temp.common_event_id = @item.common_event_id
192
+ # Switch to map screen
193
+ $scene = Scene_Map.new
194
+ return
195
+ end
196
+ end
197
+ # If item wasn't used
198
+ unless used
199
+ # Play buzzer SE
200
+ $game_system.se_play($data_system.buzzer_se)
201
+ end
202
+ return
203
+ end
204
+ end
205
+ end
@@ -0,0 +1,106 @@
1
+ #==============================================================================
2
+ # ** Scene_Load
3
+ #------------------------------------------------------------------------------
4
+ # This class performs load screen processing.
5
+ #==============================================================================
6
+
7
+ class Scene_Load < Scene_File
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ #--------------------------------------------------------------------------
11
+ def initialize
12
+ # Remake temporary object
13
+ $game_temp = Game_Temp.new
14
+ # Timestamp selects new file
15
+ $game_temp.last_file_index = 0
16
+ latest_time = Time.at(0)
17
+ for i in 0..3
18
+ filename = make_filename(i)
19
+ if FileTest.exist?(filename)
20
+ file = File.open(filename, "r")
21
+ if file.mtime > latest_time
22
+ latest_time = file.mtime
23
+ $game_temp.last_file_index = i
24
+ end
25
+ file.close
26
+ end
27
+ end
28
+ super("Which file would you like to load?")
29
+ end
30
+ #--------------------------------------------------------------------------
31
+ # * Decision Processing
32
+ #--------------------------------------------------------------------------
33
+ def on_decision(filename)
34
+ # If file doesn't exist
35
+ unless FileTest.exist?(filename)
36
+ # Play buzzer SE
37
+ $game_system.se_play($data_system.buzzer_se)
38
+ return
39
+ end
40
+ # Play load SE
41
+ $game_system.se_play($data_system.load_se)
42
+ # Read save data
43
+ file = File.open(filename, "rb")
44
+ read_save_data(file)
45
+ file.close
46
+ # Restore BGM and BGS
47
+ $game_system.bgm_play($game_system.playing_bgm)
48
+ $game_system.bgs_play($game_system.playing_bgs)
49
+ # Update map (run parallel process event)
50
+ $game_map.update
51
+ # Switch to map screen
52
+ $scene = Scene_Map.new
53
+ end
54
+ #--------------------------------------------------------------------------
55
+ # * Cancel Processing
56
+ #--------------------------------------------------------------------------
57
+ def on_cancel
58
+ # Play cancel SE
59
+ $game_system.se_play($data_system.cancel_se)
60
+ # Switch to title screen
61
+ $scene = Scene_Title.new
62
+ end
63
+ #--------------------------------------------------------------------------
64
+ # * Read Save Data
65
+ # file : file object for reading (opened)
66
+ #--------------------------------------------------------------------------
67
+ def read_save_data(file)
68
+ # Read character data for drawing save file
69
+ characters = Marshal.load(file)
70
+ # Read frame count for measuring play time
71
+ Graphics.frame_count = Marshal.load(file)
72
+ # Read each type of game object
73
+ $game_system = Marshal.load(file)
74
+ $game_switches = Marshal.load(file)
75
+ $game_variables = Marshal.load(file)
76
+ $game_self_switches = Marshal.load(file)
77
+ $game_screen = Marshal.load(file)
78
+ $game_actors = Marshal.load(file)
79
+ $game_party = Marshal.load(file)
80
+ $game_troop = Marshal.load(file)
81
+ $game_map = Marshal.load(file)
82
+ $game_player = Marshal.load(file)
83
+ $game_followers = Marshal.load(file)
84
+ $game_oneshot = Marshal.load(file)
85
+ $game_fasttravel = Marshal.load(file)
86
+ $game_temp.footstep_sfx = Marshal.load(file)
87
+
88
+ # If magic number is different from when saving
89
+ # (if editing was added with editor)
90
+ if $game_system.magic_number != $data_system.magic_number
91
+ # Load map
92
+ $game_map.setup($game_map.map_id)
93
+ $game_player.center($game_player.x, $game_player.y)
94
+ end
95
+ # Refresh party members
96
+ $game_party.refresh
97
+
98
+ f_prev = $game_player
99
+ for f in $game_followers
100
+ f.leader = f_prev
101
+ f.moveto($game_player.x, $game_player.y)
102
+ f_prev = f
103
+ end
104
+ load_perma_flags
105
+ end
106
+ end