rmxp_extractor 1.5 → 1.6

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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
  401. data/Data/Map266.rxdata +0 -0
  402. data/Data/Map267.rxdata +0 -0
  403. data/Data/Map268.rxdata +0 -0
  404. data/Data/Map269.rxdata +0 -0
  405. data/Data/Map270.rxdata +0 -0
  406. data/Data/Map271.rxdata +0 -0
  407. data/Data/Map272.rxdata +0 -0
  408. data/Data/Map273.rxdata +0 -0
  409. data/Data/Map274.rxdata +0 -0
  410. data/Data/Map275.rxdata +0 -0
  411. data/Data/Map276.rxdata +0 -0
  412. data/Data/Map277.rxdata +0 -0
  413. data/Data/Map278.rxdata +0 -0
  414. data/Data/Map279.rxdata +0 -0
  415. data/Data/Map280.rxdata +0 -0
  416. data/Data/Map281.rxdata +0 -0
  417. data/Data/Map282.rxdata +0 -0
  418. data/Data/Map283.rxdata +0 -0
  419. data/Data/Map284.rxdata +0 -0
  420. data/Data/Map285.rxdata +0 -0
  421. data/Data/Map286.rxdata +0 -0
  422. data/Data/Map287.rxdata +0 -0
  423. data/Data/Map288.rxdata +0 -0
  424. data/Data/Map289.rxdata +0 -0
  425. data/Data/Map290.rxdata +0 -0
  426. data/Data/Map291.rxdata +0 -0
  427. data/Data/Map292.rxdata +0 -0
  428. data/Data/Map293.rxdata +0 -0
  429. data/Data/Map294.rxdata +0 -0
  430. data/Data/Map295.rxdata +0 -0
  431. data/Data/Map296.rxdata +0 -0
  432. data/Data/Map297.rxdata +0 -0
  433. data/Data/Map298.rxdata +0 -0
  434. data/Data/Map299.rxdata +0 -0
  435. data/Data/Map300.rxdata +0 -0
  436. data/Data/Map301.rxdata +0 -0
  437. data/Data/Map302.rxdata +0 -0
  438. data/Data/Map303.rxdata +0 -0
  439. data/Data/Map304.rxdata +0 -0
  440. data/Data/Map305.rxdata +0 -0
  441. data/Data/Map306.rxdata +0 -0
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@@ -0,0 +1,370 @@
1
+ #==============================================================================
2
+ # ** Spriteset_Map
3
+ #------------------------------------------------------------------------------
4
+ # This class brings together map screen sprites, tilemaps, etc.
5
+ # It's used within the Scene_Map class.
6
+ #==============================================================================
7
+
8
+ class Spriteset_Map
9
+ #--------------------------------------------------------------------------
10
+ # * Object Initialization
11
+ #--------------------------------------------------------------------------
12
+ def initialize(spriteset = nil)
13
+ # Make viewports
14
+ @viewport = Viewport.new(0, 0, 640, 480)
15
+ @viewport_bg = Viewport.new(0, 0, 640, 480)
16
+ @viewport_pics = Viewport.new(0, 0, 640, 480)
17
+ @viewport_particles = Viewport.new(0, 0, 640, 480)
18
+ @viewport_lights = Viewport.new(0, 0, 640, 480)
19
+ @viewport_flash = Viewport.new(0, 0, 640, 480)
20
+
21
+ @viewport_bg.z = -500
22
+ @viewport_lights.z = 200
23
+ @viewport_pics.z = 500
24
+ @viewport_flash.z = 5000
25
+
26
+ # Make tilemap
27
+ @tilemap = Tilemap.new(@viewport)
28
+ if $game_map.tileset_name == "blank"
29
+ @tilemap.tileset = nil
30
+ else
31
+ @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
32
+ end
33
+ for i in 0..6
34
+ autotile_name = $game_map.autotile_names[i]
35
+ @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
36
+ end
37
+ @tilemap.map_data = $game_map.data
38
+ @tilemap.priorities = $game_map.priorities
39
+ # Make panorama plane
40
+ @panorama = Plane.new(@viewport_bg)
41
+ @panorama.z = -1000
42
+
43
+ if $game_map.pan_fade_animate
44
+ @panorama2 = Plane.new(@viewport_bg)
45
+ @panorama2.z = -999
46
+ @panorama2.opacity = 0
47
+ @pan_frame_index = 0
48
+ end
49
+
50
+ # Make fog plane
51
+ @fog = Plane.new(@viewport)
52
+ @fog.z = 3000
53
+ # Make character sprites
54
+ @character_sprites = []
55
+ for i in $game_map.events.keys.sort
56
+ sprite = Sprite_Character.new(@viewport, @viewport_lights, $game_map.events[i])
57
+ @character_sprites.push(sprite)
58
+ end
59
+ $game_followers.each do |follower|
60
+ @character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, follower))
61
+ end
62
+ @character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, $game_player))
63
+ # Make footprints
64
+ @footprint_sprites = []
65
+ # Make weather
66
+ @weather = RPG::Weather.new(@viewport)
67
+ # Make picture sprites
68
+ @picture_sprites = []
69
+ for i in 1..50
70
+ @picture_sprites.push(Sprite_Picture.new(@viewport_pics,
71
+ $game_screen.pictures[i]))
72
+ end
73
+ # Make timer sprite
74
+ @timer_sprite = Sprite_Timer.new
75
+ # Make lightbulb sprite
76
+ @bulb = Sprite.new(@viewport_lights)
77
+ @bulb.x = -80
78
+ @bulb.bitmap = RPG::Cache.light('bulb')
79
+ @bulb.opacity = has_lightbulb? ? 255 : 0
80
+ # Panorama animation timer
81
+ @pan_animate_timer = 0
82
+ # Frame update
83
+ update
84
+ end
85
+ #--------------------------------------------------------------------------
86
+ # * Dispose
87
+ #--------------------------------------------------------------------------
88
+ def dispose
89
+ # Dispose of tilemap
90
+ @tilemap.tileset.dispose if @tilemap.tileset
91
+ for i in 0..6
92
+ @tilemap.autotiles[i].dispose
93
+ end
94
+ @tilemap.dispose
95
+ # Dispose of panorama plane
96
+ @panorama.dispose
97
+ if @panorama2 != nil
98
+ @panorama2.dispose
99
+ end
100
+ # Dispose of fog plane
101
+ @fog.dispose
102
+ # Dispose of character sprites
103
+ @character_sprites.each do |sprite|
104
+ sprite.dispose
105
+ end
106
+ # Dispose of footprints
107
+ @footprint_sprites.each do |sprite|
108
+ sprite.dispose
109
+ end
110
+ # Dispose of weather
111
+ @weather.dispose
112
+ # Dispose of picture sprites
113
+ for sprite in @picture_sprites
114
+ sprite.dispose
115
+ end
116
+ # Dispose of bg
117
+ @bg.dispose if @bg
118
+ # Dispose of particles
119
+ @particles.dispose if @particles
120
+ # Dispose of timer sprite
121
+ @timer_sprite.dispose
122
+ # Dispose of viewports
123
+ @viewport.dispose
124
+ @viewport_pics.dispose
125
+ @viewport_particles.dispose
126
+ @viewport_bg.dispose
127
+ @viewport_lights.dispose
128
+ @viewport_flash.dispose
129
+ end
130
+ #--------------------------------------------------------------------------
131
+ # * Follower operations
132
+ #--------------------------------------------------------------------------
133
+ def add_follower(follower)
134
+ @character_sprites.pop.dispose
135
+ @character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, follower))
136
+ @character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, $game_player))
137
+ end
138
+ def remove_follower(follower)
139
+ @character_sprites.reverse_each do |spr|
140
+ if spr.character == follower
141
+ @character_sprites.delete(spr)
142
+ spr.dispose
143
+ break
144
+ end
145
+ end
146
+ end
147
+ #--------------------------------------------------------------------------
148
+ # * Frame Update
149
+ #--------------------------------------------------------------------------
150
+ def update
151
+ # Update tilemap
152
+ @tilemap.wrapping = $game_map.wrapping
153
+ # If panorama is different from current one
154
+ if @panorama_name != $game_map.panorama_name or
155
+ @panorama_hue != $game_map.panorama_hue
156
+ @panorama_name = $game_map.panorama_name
157
+ @panorama_hue = $game_map.panorama_hue
158
+ if @panorama.bitmap != nil
159
+ @panorama.bitmap.dispose
160
+ @panorama.bitmap = nil
161
+ end
162
+ if @panorama2 != nil && @panorama2.bitmap != nil
163
+ @panorama2.bitmap.dispose
164
+ @panorama2.bitmap = nil
165
+ end
166
+ if @panorama_name != ""
167
+ if $game_map.pan_fade_animate
168
+ if @panorama2 == nil
169
+ @panorama2 = Plane.new(@viewport_bg)
170
+ @panorama2.z = -999
171
+ @panorama2.opacity = 0
172
+ @pan_frame_index = 0
173
+ end
174
+ @panorama.bitmap = RPG::Cache.panorama(@panorama_name + (1 + @pan_frame_index).to_s, @panorama_hue)
175
+ @panorama2.bitmap = RPG::Cache.panorama(@panorama_name + (1 + @pan_frame_index).to_s, @panorama_hue)
176
+ else
177
+ @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
178
+ end
179
+ end
180
+ Graphics.frame_reset
181
+ end
182
+ # If fog is different than current fog
183
+ if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
184
+ @fog_name = $game_map.fog_name
185
+ @fog_hue = $game_map.fog_hue
186
+ if @fog.bitmap != nil
187
+ @fog.bitmap.dispose
188
+ @fog.bitmap = nil
189
+ end
190
+ if @fog_name != ""
191
+ @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
192
+ end
193
+ Graphics.frame_reset
194
+ end
195
+ # If BG is different than current BG
196
+ if @bg_name != $game_map.bg_name
197
+ @bg_name = $game_map.bg_name
198
+ if !@bg
199
+ @bg = Sprite.new(@viewport_bg)
200
+ @bg.zoom_x = 2
201
+ @bg.zoom_y = 2
202
+ end
203
+ if @bg_name.empty?
204
+ @bg.bitmap = nil
205
+ else
206
+ @bg.bitmap = RPG::Cache.panorama(@bg_name, 0)
207
+ end
208
+ Graphics.frame_reset
209
+ end
210
+ # If particles different than current particles
211
+ if @particles_type != $game_map.particles_type
212
+ @particles.dispose if @particles
213
+ @particles_type = $game_map.particles_type
214
+ if @particles_type == nil
215
+ @particles = nil
216
+ else
217
+ case @particles_type
218
+ when :fireflies
219
+ klass = Particle_Firefly
220
+ count = 30
221
+ layer = :front
222
+ when :shrimp
223
+ klass = Particle_Shrimp
224
+ count = 80
225
+ layer = :back
226
+ else
227
+ raise 'invalid particle type'
228
+ end
229
+ @particles = ParticleLayer.new(@viewport_particles, klass, count)
230
+ @viewport_particles.z = (layer == :front) ? 500 : -400
231
+ end
232
+ end
233
+ # Update bg plane
234
+ @bg.x = (-$game_map.display_x / 4)
235
+ @bg.y = (-$game_map.display_y / 4)
236
+ # Update tilemap
237
+ @tilemap.ox = $game_map.display_x / 4
238
+ @tilemap.oy = $game_map.display_y / 4
239
+ @tilemap.update
240
+ # Update panorama plane
241
+ if $game_map.always_moving
242
+ $game_map.pan_move_offset += 1
243
+ end
244
+ if $game_map.clamped_x
245
+ x = ($game_player.real_x.to_f / (($game_map.width - 1) * 128)) * (@panorama.bitmap.width * $game_map.pan_zoom - 640)
246
+ @panorama.ox = x < 0.0 ? 0.0 : x
247
+ else
248
+ @panorama.ox = $game_map.display_x / ($game_map.pan_onetoone ? 4 : 8)
249
+ end
250
+ if $game_map.clamped_y
251
+ y = ($game_player.real_y.to_f / (($game_map.height - 1) * 128)) * (@panorama.bitmap.height * $game_map.pan_zoom - 480)
252
+ @panorama.oy = y < 0.0 ? 0.0 : y
253
+ else
254
+ @panorama.oy = $game_map.pan_offset_y + $game_map.display_y / ($game_map.pan_onetoone ? 4 : 8)
255
+ end
256
+ @panorama.zoom_x = @panorama.zoom_y = $game_map.pan_zoom
257
+ # Animate panorama
258
+ if $game_map.pan_animate
259
+ @pan_animate_timer = (@pan_animate_timer + 1) % 16
260
+ @panorama.src_rect.width = @panorama.src_rect.height
261
+ if @pan_animate_timer == 0
262
+ @panorama.src_rect.x = (@panorama.src_rect.x + @panorama.src_rect.height) % @panorama.bitmap.width
263
+ end
264
+ end
265
+
266
+ if $game_map.pan_fade_animate
267
+ @panorama2.opacity += 3
268
+ @panorama2.ox = @panorama.ox
269
+ @panorama2.oy = @panorama.oy
270
+ @panorama2.zoom_x = @panorama2.zoom_y = $game_map.pan_zoom
271
+ if @panorama2.opacity >= 255
272
+ @panorama2.opacity = 255
273
+ @panorama.dispose
274
+ @panorama = @panorama2
275
+ @panorama.z = -1000
276
+ @panorama2 = Plane.new(@viewport_bg)
277
+ @panorama2.z = -999
278
+ @panorama2.opacity = 0
279
+ @pan_frame_index = (@pan_frame_index + 1) % 3
280
+ @panorama2.bitmap = RPG::Cache.panorama(@panorama_name + (1 + @pan_frame_index).to_s, @panorama_hue)
281
+ end
282
+ end
283
+ # Update fog plane
284
+ @fog.zoom_x = $game_map.fog_zoom / 100.0
285
+ @fog.zoom_y = $game_map.fog_zoom / 100.0
286
+ @fog.opacity = $game_map.fog_opacity
287
+ @fog.blend_type = $game_map.fog_blend_type
288
+ @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
289
+ @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
290
+ @fog.tone = $game_map.fog_tone
291
+ # Update character sprites
292
+ @character_sprites.each do |sprite|
293
+ if !sprite.character.is_a?(Game_Event)
294
+ sprite.update
295
+ elsif
296
+
297
+ # this is just a check to make sure the sprite is onscreen for game events
298
+ # based on its current width and height
299
+ # no point in updating the sprite if offscreen
300
+ # this greatly increases performance on larger maps
301
+
302
+ ((sprite.character.real_x + (sprite.ox*4) > $game_map.display_x - 128) &&
303
+ (sprite.character.real_x - (sprite.ox*4) < $game_map.display_x + (21 * 128)) &&
304
+ (sprite.character.real_y + (sprite.oy*4) > ($game_map.display_y) - 128) &&
305
+ (sprite.character.real_y - (sprite.oy*4) < ($game_map.display_y) + (17 * 128)))
306
+ sprite.update
307
+ else
308
+ sprite.update_fast
309
+ end
310
+ end
311
+ # Update footprints
312
+ @footprint_sprites.delete_if do |sprite|
313
+ sprite.update
314
+ sprite.disposed?
315
+ end
316
+ # Update weather graphic
317
+ @weather.type = $game_screen.weather_type
318
+ @weather.max = $game_screen.weather_max
319
+ @weather.ox = $game_map.display_x / 4
320
+ @weather.oy = $game_map.display_y / 4
321
+ @weather.update
322
+ # Update picture sprites
323
+ for sprite in @picture_sprites
324
+ sprite.update
325
+ end
326
+ # Update bulb if fading in
327
+ @bulb.tone = $game_map.ambient
328
+ if has_lightbulb?
329
+ if @bulb.opacity < 255
330
+ @bulb.opacity += 2.125
331
+ end
332
+ else
333
+ if @bulb.opacity > 0
334
+ @bulb.opacity -= 2.125
335
+ end
336
+ end
337
+ # Update particles
338
+ @particles.update if @particles
339
+ # Update timer sprite
340
+ @timer_sprite.update
341
+ # Set screen color tone and shake position
342
+ @viewport.tone = $game_screen.tone + $game_map.ambient * (1.0 - @bulb.opacity / 255.0)
343
+ @viewport.ox = $game_screen.shake
344
+ @viewport_lights.ox = $game_screen.shake
345
+ # Set screen flash color
346
+ @viewport_flash.color = $game_screen.flash_color
347
+ # Update viewports
348
+ @viewport.update
349
+ @viewport_flash.update
350
+ @viewport_lights.update
351
+ end
352
+ #--------------------------------------------------------------------------
353
+ # * Misc operations
354
+ #--------------------------------------------------------------------------
355
+ def new_footprint(direction, x, y)
356
+ @footprint_sprites << Sprite_Footprint.new(@viewport, direction, x, y)
357
+ end
358
+ def new_maptext(text, x, y)
359
+ @footprint_sprites << Sprite_MapText.new(@viewport, text, x, y)
360
+ end
361
+ def new_footsplash(direction, x, y)
362
+ @footprint_sprites << Sprite_Footsplash.new(@viewport, direction, x, y)
363
+ end
364
+ def fix_footsplashes(x, y)
365
+ for footprint in @footprint_sprites
366
+ footprint.correctX(x)
367
+ footprint.correctY(y)
368
+ end
369
+ end
370
+ end
@@ -0,0 +1,327 @@
1
+ #==============================================================================
2
+ # ** Window_Base
3
+ #------------------------------------------------------------------------------
4
+ # This class is for all in-game windows.
5
+ #==============================================================================
6
+
7
+ class Window_Base < Window
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ # x : window x-coordinate
11
+ # y : window y-coordinate
12
+ # width : window width
13
+ # height : window height
14
+ #--------------------------------------------------------------------------
15
+ def initialize(x, y, width, height)
16
+ super()
17
+ @windowskin_name = $game_system.windowskin_name
18
+ self.windowskin = RPG::Cache.windowskin(@windowskin_name)
19
+ self.x = x
20
+ self.y = y
21
+ self.width = width
22
+ self.height = height
23
+ self.z = 100
24
+ end
25
+ #--------------------------------------------------------------------------
26
+ # * Dispose
27
+ #--------------------------------------------------------------------------
28
+ def dispose
29
+ # Dispose if window contents bit map is set
30
+ if self.contents != nil
31
+ self.contents.dispose
32
+ end
33
+ super
34
+ end
35
+ #--------------------------------------------------------------------------
36
+ # * Get Text Color
37
+ # n : text color number (0-7)
38
+ #--------------------------------------------------------------------------
39
+ def self.text_color(n)
40
+ case n
41
+ when 0
42
+ return Color.new(255, 255, 255, 255)
43
+ when 1
44
+ return Color.new(255, 64, 64, 255)
45
+ when 2
46
+ return Color.new(0, 224, 0, 255)
47
+ when 3
48
+ return Color.new(255, 255, 0, 255)
49
+ when 4
50
+ return Color.new(64, 64, 255, 255)
51
+ when 5
52
+ return Color.new(255, 64, 255, 255)
53
+ when 6
54
+ return Color.new(64, 255, 255, 255)
55
+ when 7
56
+ return Color.new(128, 128, 128, 255)
57
+ else
58
+ normal_color
59
+ end
60
+ end
61
+ #--------------------------------------------------------------------------
62
+ # * Get Normal Text Color
63
+ #--------------------------------------------------------------------------
64
+ def normal_color
65
+ return Color.new(255, 255, 255, 255)
66
+ end
67
+ #--------------------------------------------------------------------------
68
+ # * Get Active Item Text Color
69
+ #--------------------------------------------------------------------------
70
+ def active_item_color
71
+ return Color.new(222, 134, 0, 255)
72
+ end
73
+ #--------------------------------------------------------------------------
74
+ # * Get Disabled Text Color
75
+ #--------------------------------------------------------------------------
76
+ def disabled_color
77
+ return Color.new(255, 255, 255, 128)
78
+ end
79
+ #--------------------------------------------------------------------------
80
+ # * Get System Text Color
81
+ #--------------------------------------------------------------------------
82
+ def system_color
83
+ return Color.new(192, 224, 255, 255)
84
+ end
85
+ #--------------------------------------------------------------------------
86
+ # * Get Crisis Text Color
87
+ #--------------------------------------------------------------------------
88
+ def crisis_color
89
+ return Color.new(255, 255, 64, 255)
90
+ end
91
+ #--------------------------------------------------------------------------
92
+ # * Get Knockout Text Color
93
+ #--------------------------------------------------------------------------
94
+ def knockout_color
95
+ return Color.new(255, 64, 0)
96
+ end
97
+ #--------------------------------------------------------------------------
98
+ # * Frame Update
99
+ #--------------------------------------------------------------------------
100
+ def update
101
+ super
102
+ # Reset if windowskin was changed
103
+ if $game_system.windowskin_name != @windowskin_name
104
+ @windowskin_name = $game_system.windowskin_name
105
+ self.windowskin = RPG::Cache.windowskin(@windowskin_name)
106
+ end
107
+ end
108
+ #--------------------------------------------------------------------------
109
+ # * Draw Graphic
110
+ # actor : actor
111
+ # x : draw spot x-coordinate
112
+ # y : draw spot y-coordinate
113
+ #--------------------------------------------------------------------------
114
+ def draw_actor_graphic(actor, x, y)
115
+ bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
116
+ cw = bitmap.width / 4
117
+ ch = bitmap.height / 4
118
+ src_rect = Rect.new(0, 0, cw, ch)
119
+ self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
120
+ end
121
+ #--------------------------------------------------------------------------
122
+ # * Draw Name
123
+ # actor : actor
124
+ # x : draw spot x-coordinate
125
+ # y : draw spot y-coordinate
126
+ #--------------------------------------------------------------------------
127
+ def draw_actor_name(actor, x, y)
128
+ self.contents.font.color = normal_color
129
+ self.contents.draw_text(x, y, 120, 32, actor.name)
130
+ end
131
+ #--------------------------------------------------------------------------
132
+ # * Draw Class
133
+ # actor : actor
134
+ # x : draw spot x-coordinate
135
+ # y : draw spot y-coordinate
136
+ #--------------------------------------------------------------------------
137
+ def draw_actor_class(actor, x, y)
138
+ self.contents.font.color = normal_color
139
+ self.contents.draw_text(x, y, 236, 32, actor.class_name)
140
+ end
141
+ #--------------------------------------------------------------------------
142
+ # * Draw Level
143
+ # actor : actor
144
+ # x : draw spot x-coordinate
145
+ # y : draw spot y-coordinate
146
+ #--------------------------------------------------------------------------
147
+ def draw_actor_level(actor, x, y)
148
+ self.contents.font.color = system_color
149
+ self.contents.draw_text(x, y, 32, 32, "Lv")
150
+ self.contents.font.color = normal_color
151
+ self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
152
+ end
153
+ #--------------------------------------------------------------------------
154
+ # * Make State Text String for Drawing
155
+ # actor : actor
156
+ # width : draw spot width
157
+ # need_normal : Whether or not [normal] is needed (true / false)
158
+ #--------------------------------------------------------------------------
159
+ def make_battler_state_text(battler, width, need_normal)
160
+ # Get width of brackets
161
+ brackets_width = self.contents.text_size("[]").width
162
+ # Make text string for state names
163
+ text = ""
164
+ for i in battler.states
165
+ if $data_states[i].rating >= 1
166
+ if text == ""
167
+ text = $data_states[i].name
168
+ else
169
+ new_text = text + "/" + $data_states[i].name
170
+ text_width = self.contents.text_size(new_text).width
171
+ if text_width > width - brackets_width
172
+ break
173
+ end
174
+ text = new_text
175
+ end
176
+ end
177
+ end
178
+ # If text string for state names is empty, make it [normal]
179
+ if text == ""
180
+ if need_normal
181
+ text = "[Normal]"
182
+ end
183
+ else
184
+ # Attach brackets
185
+ text = "[" + text + "]"
186
+ end
187
+ # Return completed text string
188
+ return text
189
+ end
190
+ #--------------------------------------------------------------------------
191
+ # * Draw State
192
+ # actor : actor
193
+ # x : draw spot x-coordinate
194
+ # y : draw spot y-coordinate
195
+ # width : draw spot width
196
+ #--------------------------------------------------------------------------
197
+ def draw_actor_state(actor, x, y, width = 120)
198
+ text = make_battler_state_text(actor, width, true)
199
+ self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
200
+ self.contents.draw_text(x, y, width, 32, text)
201
+ end
202
+ #--------------------------------------------------------------------------
203
+ # * Draw EXP
204
+ # actor : actor
205
+ # x : draw spot x-coordinate
206
+ # y : draw spot y-coordinate
207
+ #--------------------------------------------------------------------------
208
+ def draw_actor_exp(actor, x, y)
209
+ self.contents.font.color = system_color
210
+ self.contents.draw_text(x, y, 24, 32, "E")
211
+ self.contents.font.color = normal_color
212
+ self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
213
+ self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
214
+ self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
215
+ end
216
+ #--------------------------------------------------------------------------
217
+ # * Draw HP
218
+ # actor : actor
219
+ # x : draw spot x-coordinate
220
+ # y : draw spot y-coordinate
221
+ # width : draw spot width
222
+ #--------------------------------------------------------------------------
223
+ def draw_actor_hp(actor, x, y, width = 144)
224
+ # Draw "HP" text string
225
+ self.contents.font.color = system_color
226
+ self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
227
+ # Calculate if there is draw space for MaxHP
228
+ if width - 32 >= 108
229
+ hp_x = x + width - 108
230
+ flag = true
231
+ elsif width - 32 >= 48
232
+ hp_x = x + width - 48
233
+ flag = false
234
+ end
235
+ # Draw HP
236
+ self.contents.font.color = actor.hp == 0 ? knockout_color :
237
+ actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
238
+ self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
239
+ # Draw MaxHP
240
+ if flag
241
+ self.contents.font.color = normal_color
242
+ self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
243
+ self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
244
+ end
245
+ end
246
+ #--------------------------------------------------------------------------
247
+ # * Draw SP
248
+ # actor : actor
249
+ # x : draw spot x-coordinate
250
+ # y : draw spot y-coordinate
251
+ # width : draw spot width
252
+ #--------------------------------------------------------------------------
253
+ def draw_actor_sp(actor, x, y, width = 144)
254
+ # Draw "SP" text string
255
+ self.contents.font.color = system_color
256
+ self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
257
+ # Calculate if there is draw space for MaxHP
258
+ if width - 32 >= 108
259
+ sp_x = x + width - 108
260
+ flag = true
261
+ elsif width - 32 >= 48
262
+ sp_x = x + width - 48
263
+ flag = false
264
+ end
265
+ # Draw SP
266
+ self.contents.font.color = actor.sp == 0 ? knockout_color :
267
+ actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
268
+ self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
269
+ # Draw MaxSP
270
+ if flag
271
+ self.contents.font.color = normal_color
272
+ self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
273
+ self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
274
+ end
275
+ end
276
+ #--------------------------------------------------------------------------
277
+ # * Draw Parameter
278
+ # actor : actor
279
+ # x : draw spot x-coordinate
280
+ # y : draw spot y-coordinate
281
+ # type : parameter type (0-6)
282
+ #--------------------------------------------------------------------------
283
+ def draw_actor_parameter(actor, x, y, type)
284
+ case type
285
+ when 0
286
+ parameter_name = $data_system.words.atk
287
+ parameter_value = actor.atk
288
+ when 1
289
+ parameter_name = $data_system.words.pdef
290
+ parameter_value = actor.pdef
291
+ when 2
292
+ parameter_name = $data_system.words.mdef
293
+ parameter_value = actor.mdef
294
+ when 3
295
+ parameter_name = $data_system.words.str
296
+ parameter_value = actor.str
297
+ when 4
298
+ parameter_name = $data_system.words.dex
299
+ parameter_value = actor.dex
300
+ when 5
301
+ parameter_name = $data_system.words.agi
302
+ parameter_value = actor.agi
303
+ when 6
304
+ parameter_name = $data_system.words.int
305
+ parameter_value = actor.int
306
+ end
307
+ self.contents.font.color = system_color
308
+ self.contents.draw_text(x, y, 120, 32, parameter_name)
309
+ self.contents.font.color = normal_color
310
+ self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
311
+ end
312
+ #--------------------------------------------------------------------------
313
+ # * Draw Item Name
314
+ # item : item
315
+ # x : draw spot x-coordinate
316
+ # y : draw spot y-coordinate
317
+ #--------------------------------------------------------------------------
318
+ def draw_item_name(item, x, y)
319
+ if item == nil
320
+ return
321
+ end
322
+ bitmap = RPG::Cache.icon(item.icon_name)
323
+ self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
324
+ self.contents.font.color = normal_color
325
+ self.contents.draw_text(x + 28, y, 212, 32, item.name)
326
+ end
327
+ end