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
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@@ -0,0 +1,294 @@
1
+ #==============================================================================
2
+ # ** Game_Battler (part 2)
3
+ #------------------------------------------------------------------------------
4
+ # This class deals with battlers. It's used as a superclass for the Game_Actor
5
+ # and Game_Enemy classes.
6
+ #==============================================================================
7
+
8
+ class Game_Battler
9
+ #--------------------------------------------------------------------------
10
+ # * Check State
11
+ # state_id : state ID
12
+ #--------------------------------------------------------------------------
13
+ def state?(state_id)
14
+ # Return true if the applicable state is added.
15
+ return @states.include?(state_id)
16
+ end
17
+ #--------------------------------------------------------------------------
18
+ # * Determine if a state is full or not.
19
+ # state_id : state ID
20
+ #--------------------------------------------------------------------------
21
+ def state_full?(state_id)
22
+ # Return false if the applicable state is not added.
23
+ unless self.state?(state_id)
24
+ return false
25
+ end
26
+ # Return true if the number of maintenance turns is -1 (auto state).
27
+ if @states_turn[state_id] == -1
28
+ return true
29
+ end
30
+ # Return true if the number of maintenance turns is equal to the
31
+ # lowest number of natural removal turns.
32
+ return @states_turn[state_id] == $data_states[state_id].hold_turn
33
+ end
34
+ #--------------------------------------------------------------------------
35
+ # * Add State
36
+ # state_id : state ID
37
+ # force : forcefully added flag (used to deal with auto state)
38
+ #--------------------------------------------------------------------------
39
+ def add_state(state_id, force = false)
40
+ # For an ineffective state
41
+ if $data_states[state_id] == nil
42
+ # End Method
43
+ return
44
+ end
45
+ # If not forcefully added
46
+ unless force
47
+ # A state loop already in existance
48
+ for i in @states
49
+ # If a new state is included in the state change (-) of an existing
50
+ # state, and that state is not included in the state change (-) of
51
+ # a new state (example: an attempt to add poison during dead)
52
+ if $data_states[i].minus_state_set.include?(state_id) and
53
+ not $data_states[state_id].minus_state_set.include?(i)
54
+ # End Method
55
+ return
56
+ end
57
+ end
58
+ end
59
+ # If this state is not added
60
+ unless state?(state_id)
61
+ # Add state ID to @states array
62
+ @states.push(state_id)
63
+ # If option [regarded as HP 0]is effective
64
+ if $data_states[state_id].zero_hp
65
+ # Change HP to 0
66
+ @hp = 0
67
+ end
68
+ # All state loops
69
+ for i in 1...$data_states.size
70
+ # Dealing with a state change (+)
71
+ if $data_states[state_id].plus_state_set.include?(i)
72
+ add_state(i)
73
+ end
74
+ # Dealing with a state change (-)
75
+ if $data_states[state_id].minus_state_set.include?(i)
76
+ remove_state(i)
77
+ end
78
+ end
79
+ # line change to a large rating order (if value is the same, then a
80
+ # strong restriction order)
81
+ @states.sort! do |a, b|
82
+ state_a = $data_states[a]
83
+ state_b = $data_states[b]
84
+ if state_a.rating > state_b.rating
85
+ -1
86
+ elsif state_a.rating < state_b.rating
87
+ +1
88
+ elsif state_a.restriction > state_b.restriction
89
+ -1
90
+ elsif state_a.restriction < state_b.restriction
91
+ +1
92
+ else
93
+ a <=> b
94
+ end
95
+ end
96
+ end
97
+ # If added forcefully
98
+ if force
99
+ # Set the natural removal's lowest number of turns to -1
100
+ @states_turn[state_id] = -1
101
+ end
102
+ # If not added forcefully
103
+ unless @states_turn[state_id] == -1
104
+ # Set the natural removal's lowest number of turns
105
+ @states_turn[state_id] = $data_states[state_id].hold_turn
106
+ end
107
+ # If unable to move
108
+ unless movable?
109
+ # Clear action
110
+ @current_action.clear
111
+ end
112
+ # Check the maximum value of HP and SP
113
+ @hp = [@hp, self.maxhp].min
114
+ @sp = [@sp, self.maxsp].min
115
+ end
116
+ #--------------------------------------------------------------------------
117
+ # * Remove State
118
+ # state_id : state ID
119
+ # force : forcefully removed flag (used to deal with auto state)
120
+ #--------------------------------------------------------------------------
121
+ def remove_state(state_id, force = false)
122
+ # If this state is added
123
+ if state?(state_id)
124
+ # If a forcefully added state is not forcefully removed
125
+ if @states_turn[state_id] == -1 and not force
126
+ # End Method
127
+ return
128
+ end
129
+ # If current HP is at 0 and options are effective [regarded as HP 0]
130
+ if @hp == 0 and $data_states[state_id].zero_hp
131
+ # Determine if there's another state [regarded as HP 0] or not
132
+ zero_hp = false
133
+ for i in @states
134
+ if i != state_id and $data_states[i].zero_hp
135
+ zero_hp = true
136
+ end
137
+ end
138
+ # Change HP to 1 if OK to remove incapacitation.
139
+ if zero_hp == false
140
+ @hp = 1
141
+ end
142
+ end
143
+ # Delete state ID from @states and @states_turn hash array
144
+ @states.delete(state_id)
145
+ @states_turn.delete(state_id)
146
+ end
147
+ # Check maximum value for HP and SP
148
+ @hp = [@hp, self.maxhp].min
149
+ @sp = [@sp, self.maxsp].min
150
+ end
151
+ #--------------------------------------------------------------------------
152
+ # * Get State Animation ID
153
+ #--------------------------------------------------------------------------
154
+ def state_animation_id
155
+ # If no states are added
156
+ if @states.size == 0
157
+ return 0
158
+ end
159
+ # Return state animation ID with maximum rating
160
+ return $data_states[@states[0]].animation_id
161
+ end
162
+ #--------------------------------------------------------------------------
163
+ # * Get Restriction
164
+ #--------------------------------------------------------------------------
165
+ def restriction
166
+ restriction_max = 0
167
+ # Get maximum restriction from currently added states
168
+ for i in @states
169
+ if $data_states[i].restriction >= restriction_max
170
+ restriction_max = $data_states[i].restriction
171
+ end
172
+ end
173
+ return restriction_max
174
+ end
175
+ #--------------------------------------------------------------------------
176
+ # * Determine [Can't Get EXP] States
177
+ #--------------------------------------------------------------------------
178
+ def cant_get_exp?
179
+ for i in @states
180
+ if $data_states[i].cant_get_exp
181
+ return true
182
+ end
183
+ end
184
+ return false
185
+ end
186
+ #--------------------------------------------------------------------------
187
+ # * Determine [Can't Evade] States
188
+ #--------------------------------------------------------------------------
189
+ def cant_evade?
190
+ for i in @states
191
+ if $data_states[i].cant_evade
192
+ return true
193
+ end
194
+ end
195
+ return false
196
+ end
197
+ #--------------------------------------------------------------------------
198
+ # * Determine [Slip Damage] States
199
+ #--------------------------------------------------------------------------
200
+ def slip_damage?
201
+ for i in @states
202
+ if $data_states[i].slip_damage
203
+ return true
204
+ end
205
+ end
206
+ return false
207
+ end
208
+ #--------------------------------------------------------------------------
209
+ # * Remove Battle States (called up during end of battle)
210
+ #--------------------------------------------------------------------------
211
+ def remove_states_battle
212
+ for i in @states.clone
213
+ if $data_states[i].battle_only
214
+ remove_state(i)
215
+ end
216
+ end
217
+ end
218
+ #--------------------------------------------------------------------------
219
+ # * Natural Removal of States (called up each turn)
220
+ #--------------------------------------------------------------------------
221
+ def remove_states_auto
222
+ for i in @states_turn.keys.clone
223
+ if @states_turn[i] > 0
224
+ @states_turn[i] -= 1
225
+ elsif rand(100) < $data_states[i].auto_release_prob
226
+ remove_state(i)
227
+ end
228
+ end
229
+ end
230
+ #--------------------------------------------------------------------------
231
+ # * State Removed by Shock (called up each time physical damage occurs)
232
+ #--------------------------------------------------------------------------
233
+ def remove_states_shock
234
+ for i in @states.clone
235
+ if rand(100) < $data_states[i].shock_release_prob
236
+ remove_state(i)
237
+ end
238
+ end
239
+ end
240
+ #--------------------------------------------------------------------------
241
+ # * State Change (+) Application
242
+ # plus_state_set : State Change (+)
243
+ #--------------------------------------------------------------------------
244
+ def states_plus(plus_state_set)
245
+ # Clear effective flag
246
+ effective = false
247
+ # Loop (added state)
248
+ for i in plus_state_set
249
+ # If this state is not guarded
250
+ unless self.state_guard?(i)
251
+ # Set effective flag if this state is not full
252
+ effective |= self.state_full?(i) == false
253
+ # If states offer [no resistance]
254
+ if $data_states[i].nonresistance
255
+ # Set state change flag
256
+ @state_changed = true
257
+ # Add a state
258
+ add_state(i)
259
+ # If this state is not full
260
+ elsif self.state_full?(i) == false
261
+ # Convert state effectiveness to probability,
262
+ # compare to random numbers
263
+ if rand(100) < [0,100,80,60,40,20,0][self.state_ranks[i]]
264
+ # Set state change flag
265
+ @state_changed = true
266
+ # Add a state
267
+ add_state(i)
268
+ end
269
+ end
270
+ end
271
+ end
272
+ # End Method
273
+ return effective
274
+ end
275
+ #--------------------------------------------------------------------------
276
+ # * Apply State Change (-)
277
+ # minus_state_set : state change (-)
278
+ #--------------------------------------------------------------------------
279
+ def states_minus(minus_state_set)
280
+ # Clear effective flag
281
+ effective = false
282
+ # Loop (state to be removed)
283
+ for i in minus_state_set
284
+ # Set effective flag if this state is added
285
+ effective |= self.state?(i)
286
+ # Set a state change flag
287
+ @state_changed = true
288
+ # Remove state
289
+ remove_state(i)
290
+ end
291
+ # End Method
292
+ return effective
293
+ end
294
+ end
@@ -0,0 +1,354 @@
1
+ #==============================================================================
2
+ # ** Game_Battler (part 3)
3
+ #------------------------------------------------------------------------------
4
+ # This class deals with battlers. It's used as a superclass for the Game_Actor
5
+ # and Game_Enemy classes.
6
+ #==============================================================================
7
+
8
+ class Game_Battler
9
+ #--------------------------------------------------------------------------
10
+ # * Determine Usable Skills
11
+ # skill_id : skill ID
12
+ #--------------------------------------------------------------------------
13
+ def skill_can_use?(skill_id)
14
+ # If there's not enough SP, the skill cannot be used.
15
+ if $data_skills[skill_id].sp_cost > self.sp
16
+ return false
17
+ end
18
+ # Unusable if incapacitated
19
+ if dead?
20
+ return false
21
+ end
22
+ # If silent, only physical skills can be used
23
+ if $data_skills[skill_id].atk_f == 0 and self.restriction == 1
24
+ return false
25
+ end
26
+ # Get usable time
27
+ occasion = $data_skills[skill_id].occasion
28
+ # If in battle
29
+ if $game_temp.in_battle
30
+ # Usable with [Normal] and [Only Battle]
31
+ return (occasion == 0 or occasion == 1)
32
+ # If not in battle
33
+ else
34
+ # Usable with [Normal] and [Only Menu]
35
+ return (occasion == 0 or occasion == 2)
36
+ end
37
+ end
38
+ #--------------------------------------------------------------------------
39
+ # * Applying Normal Attack Effects
40
+ # attacker : battler
41
+ #--------------------------------------------------------------------------
42
+ def attack_effect(attacker)
43
+ # Clear critical flag
44
+ self.critical = false
45
+ # First hit detection
46
+ hit_result = (rand(100) < attacker.hit)
47
+ # If hit occurs
48
+ if hit_result == true
49
+ # Calculate basic damage
50
+ atk = [attacker.atk - self.pdef / 2, 0].max
51
+ self.damage = atk * (20 + attacker.str) / 20
52
+ # Element correction
53
+ self.damage *= elements_correct(attacker.element_set)
54
+ self.damage /= 100
55
+ # If damage value is strictly positive
56
+ if self.damage > 0
57
+ # Critical correction
58
+ if rand(100) < 4 * attacker.dex / self.agi
59
+ self.damage *= 2
60
+ self.critical = true
61
+ end
62
+ # Guard correction
63
+ if self.guarding?
64
+ self.damage /= 2
65
+ end
66
+ end
67
+ # Dispersion
68
+ if self.damage.abs > 0
69
+ amp = [self.damage.abs * 15 / 100, 1].max
70
+ self.damage += rand(amp+1) + rand(amp+1) - amp
71
+ end
72
+ # Second hit detection
73
+ eva = 8 * self.agi / attacker.dex + self.eva
74
+ hit = self.damage < 0 ? 100 : 100 - eva
75
+ hit = self.cant_evade? ? 100 : hit
76
+ hit_result = (rand(100) < hit)
77
+ end
78
+ # If hit occurs
79
+ if hit_result == true
80
+ # State Removed by Shock
81
+ remove_states_shock
82
+ # Substract damage from HP
83
+ self.hp -= self.damage
84
+ # State change
85
+ @state_changed = false
86
+ states_plus(attacker.plus_state_set)
87
+ states_minus(attacker.minus_state_set)
88
+ # When missing
89
+ else
90
+ # Set damage to "Miss"
91
+ self.damage = "Miss"
92
+ # Clear critical flag
93
+ self.critical = false
94
+ end
95
+ # End Method
96
+ return true
97
+ end
98
+ #--------------------------------------------------------------------------
99
+ # * Apply Skill Effects
100
+ # user : the one using skills (battler)
101
+ # skill : skill
102
+ #--------------------------------------------------------------------------
103
+ def skill_effect(user, skill)
104
+ # Clear critical flag
105
+ self.critical = false
106
+ # If skill scope is for ally with 1 or more HP, and your own HP = 0,
107
+ # or skill scope is for ally with 0, and your own HP = 1 or more
108
+ if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
109
+ ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
110
+ # End Method
111
+ return false
112
+ end
113
+ # Clear effective flag
114
+ effective = false
115
+ # Set effective flag if common ID is effective
116
+ effective |= skill.common_event_id > 0
117
+ # First hit detection
118
+ hit = skill.hit
119
+ if skill.atk_f > 0
120
+ hit *= user.hit / 100
121
+ end
122
+ hit_result = (rand(100) < hit)
123
+ # Set effective flag if skill is uncertain
124
+ effective |= hit < 100
125
+ # If hit occurs
126
+ if hit_result == true
127
+ # Calculate power
128
+ power = skill.power + user.atk * skill.atk_f / 100
129
+ if power > 0
130
+ power -= self.pdef * skill.pdef_f / 200
131
+ power -= self.mdef * skill.mdef_f / 200
132
+ power = [power, 0].max
133
+ end
134
+ # Calculate rate
135
+ rate = 20
136
+ rate += (user.str * skill.str_f / 100)
137
+ rate += (user.dex * skill.dex_f / 100)
138
+ rate += (user.agi * skill.agi_f / 100)
139
+ rate += (user.int * skill.int_f / 100)
140
+ # Calculate basic damage
141
+ self.damage = power * rate / 20
142
+ # Element correction
143
+ self.damage *= elements_correct(skill.element_set)
144
+ self.damage /= 100
145
+ # If damage value is strictly positive
146
+ if self.damage > 0
147
+ # Guard correction
148
+ if self.guarding?
149
+ self.damage /= 2
150
+ end
151
+ end
152
+ # Dispersion
153
+ if skill.variance > 0 and self.damage.abs > 0
154
+ amp = [self.damage.abs * skill.variance / 100, 1].max
155
+ self.damage += rand(amp+1) + rand(amp+1) - amp
156
+ end
157
+ # Second hit detection
158
+ eva = 8 * self.agi / user.dex + self.eva
159
+ hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
160
+ hit = self.cant_evade? ? 100 : hit
161
+ hit_result = (rand(100) < hit)
162
+ # Set effective flag if skill is uncertain
163
+ effective |= hit < 100
164
+ end
165
+ # If hit occurs
166
+ if hit_result == true
167
+ # If physical attack has power other than 0
168
+ if skill.power != 0 and skill.atk_f > 0
169
+ # State Removed by Shock
170
+ remove_states_shock
171
+ # Set to effective flag
172
+ effective = true
173
+ end
174
+ # Substract damage from HP
175
+ last_hp = self.hp
176
+ self.hp -= self.damage
177
+ effective |= self.hp != last_hp
178
+ # State change
179
+ @state_changed = false
180
+ effective |= states_plus(skill.plus_state_set)
181
+ effective |= states_minus(skill.minus_state_set)
182
+ # If power is 0
183
+ if skill.power == 0
184
+ # Set damage to an empty string
185
+ self.damage = ""
186
+ # If state is unchanged
187
+ unless @state_changed
188
+ # Set damage to "Miss"
189
+ self.damage = "Miss"
190
+ end
191
+ end
192
+ # If miss occurs
193
+ else
194
+ # Set damage to "Miss"
195
+ self.damage = "Miss"
196
+ end
197
+ # If not in battle
198
+ unless $game_temp.in_battle
199
+ # Set damage to nil
200
+ self.damage = nil
201
+ end
202
+ # End Method
203
+ return effective
204
+ end
205
+ #--------------------------------------------------------------------------
206
+ # * Application of Item Effects
207
+ # item : item
208
+ #--------------------------------------------------------------------------
209
+ def item_effect(item)
210
+ # Clear critical flag
211
+ self.critical = false
212
+ # If item scope is for ally with 1 or more HP, and your own HP = 0,
213
+ # or item scope is for ally with 0 HP, and your own HP = 1 or more
214
+ if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or
215
+ ((item.scope == 5 or item.scope == 6) and self.hp >= 1)
216
+ # End Method
217
+ return false
218
+ end
219
+ # Clear effective flag
220
+ effective = false
221
+ # Set effective flag if common ID is effective
222
+ effective |= item.common_event_id > 0
223
+ # Determine hit
224
+ hit_result = (rand(100) < item.hit)
225
+ # Set effective flag is skill is uncertain
226
+ effective |= item.hit < 100
227
+ # If hit occurs
228
+ if hit_result == true
229
+ # Calculate amount of recovery
230
+ recover_hp = maxhp * item.recover_hp_rate / 100 + item.recover_hp
231
+ recover_sp = maxsp * item.recover_sp_rate / 100 + item.recover_sp
232
+ if recover_hp < 0
233
+ recover_hp += self.pdef * item.pdef_f / 20
234
+ recover_hp += self.mdef * item.mdef_f / 20
235
+ recover_hp = [recover_hp, 0].min
236
+ end
237
+ # Element correction
238
+ recover_hp *= elements_correct(item.element_set)
239
+ recover_hp /= 100
240
+ recover_sp *= elements_correct(item.element_set)
241
+ recover_sp /= 100
242
+ # Dispersion
243
+ if item.variance > 0 and recover_hp.abs > 0
244
+ amp = [recover_hp.abs * item.variance / 100, 1].max
245
+ recover_hp += rand(amp+1) + rand(amp+1) - amp
246
+ end
247
+ if item.variance > 0 and recover_sp.abs > 0
248
+ amp = [recover_sp.abs * item.variance / 100, 1].max
249
+ recover_sp += rand(amp+1) + rand(amp+1) - amp
250
+ end
251
+ # If recovery code is negative
252
+ if recover_hp < 0
253
+ # Guard correction
254
+ if self.guarding?
255
+ recover_hp /= 2
256
+ end
257
+ end
258
+ # Set damage value and reverse HP recovery amount
259
+ self.damage = -recover_hp
260
+ # HP and SP recovery
261
+ last_hp = self.hp
262
+ last_sp = self.sp
263
+ self.hp += recover_hp
264
+ self.sp += recover_sp
265
+ effective |= self.hp != last_hp
266
+ effective |= self.sp != last_sp
267
+ # State change
268
+ @state_changed = false
269
+ effective |= states_plus(item.plus_state_set)
270
+ effective |= states_minus(item.minus_state_set)
271
+ # If parameter value increase is effective
272
+ if item.parameter_type > 0 and item.parameter_points != 0
273
+ # Branch by parameter
274
+ case item.parameter_type
275
+ when 1 # Max HP
276
+ @maxhp_plus += item.parameter_points
277
+ when 2 # Max SP
278
+ @maxsp_plus += item.parameter_points
279
+ when 3 # Strength
280
+ @str_plus += item.parameter_points
281
+ when 4 # Dexterity
282
+ @dex_plus += item.parameter_points
283
+ when 5 # Agility
284
+ @agi_plus += item.parameter_points
285
+ when 6 # Intelligence
286
+ @int_plus += item.parameter_points
287
+ end
288
+ # Set to effective flag
289
+ effective = true
290
+ end
291
+ # If HP recovery rate and recovery amount are 0
292
+ if item.recover_hp_rate == 0 and item.recover_hp == 0
293
+ # Set damage to empty string
294
+ self.damage = ""
295
+ # If SP recovery rate / recovery amount are 0, and parameter increase
296
+ # value is ineffective.
297
+ if item.recover_sp_rate == 0 and item.recover_sp == 0 and
298
+ (item.parameter_type == 0 or item.parameter_points == 0)
299
+ # If state is unchanged
300
+ unless @state_changed
301
+ # Set damage to "Miss"
302
+ self.damage = "Miss"
303
+ end
304
+ end
305
+ end
306
+ # If miss occurs
307
+ else
308
+ # Set damage to "Miss"
309
+ self.damage = "Miss"
310
+ end
311
+ # If not in battle
312
+ unless $game_temp.in_battle
313
+ # Set damage to nil
314
+ self.damage = nil
315
+ end
316
+ # End Method
317
+ return effective
318
+ end
319
+ #--------------------------------------------------------------------------
320
+ # * Application of Slip Damage Effects
321
+ #--------------------------------------------------------------------------
322
+ def slip_damage_effect
323
+ # Set damage
324
+ self.damage = self.maxhp / 10
325
+ # Dispersion
326
+ if self.damage.abs > 0
327
+ amp = [self.damage.abs * 15 / 100, 1].max
328
+ self.damage += rand(amp+1) + rand(amp+1) - amp
329
+ end
330
+ # Subtract damage from HP
331
+ self.hp -= self.damage
332
+ # End Method
333
+ return true
334
+ end
335
+ #--------------------------------------------------------------------------
336
+ # * Calculating Element Correction
337
+ # element_set : element
338
+ #--------------------------------------------------------------------------
339
+ def elements_correct(element_set)
340
+ # If not an element
341
+ if element_set == []
342
+ # Return 100
343
+ return 100
344
+ end
345
+ # Return the weakest object among the elements given
346
+ # * "element_rate" method is defined by Game_Actor and Game_Enemy classes,
347
+ # which inherit from this class.
348
+ weakest = -100
349
+ for i in element_set
350
+ weakest = [weakest, self.element_rate(i)].max
351
+ end
352
+ return weakest
353
+ end
354
+ end