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 +1,294 @@
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