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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1
+ #==============================================================================
2
+ # ** Game_Character (part 1)
3
+ #------------------------------------------------------------------------------
4
+ # This class deals with characters. It's used as a superclass for the
5
+ # Game_Player and Game_Event classes.
6
+ #==============================================================================
7
+
8
+ class Game_Character
9
+ #--------------------------------------------------------------------------
10
+ # * Public Instance Variables
11
+ #--------------------------------------------------------------------------
12
+ attr_reader :id # ID
13
+ attr_accessor :x # map x-coordinate (logical)
14
+ attr_accessor :y # map y-coordinate (logical)
15
+ attr_accessor :real_x # map x-coordinate (real * 128)
16
+ attr_accessor :real_y # map y-coordinate (real * 128)
17
+ attr_reader :tile_id # tile ID (invalid if 0)
18
+ attr_reader :character_name # character file name
19
+ attr_reader :character_hue # character hue
20
+ attr_reader :opacity # opacity level
21
+ attr_reader :blend_type # blending method
22
+ attr_accessor :direction # direction
23
+ attr_accessor :pattern # pattern
24
+ attr_reader :move_route_forcing # forced move route flag
25
+ attr_reader :through # through
26
+ attr_accessor :animation_id # animation ID
27
+ attr_accessor :transparent # transparent flag
28
+ #--------------------------------------------------------------------------
29
+ # * Object Initialization
30
+ #--------------------------------------------------------------------------
31
+ def initialize
32
+ @id = 0
33
+ @x = 0
34
+ @y = 0
35
+ @real_x = 0
36
+ @real_y = 0
37
+ @tile_id = 0
38
+ @character_name = ""
39
+ @character_hue = 0
40
+ @opacity = 255
41
+ @blend_type = 0
42
+ @direction = 2
43
+ @pattern = 0
44
+ @move_route_forcing = false
45
+ @through = false
46
+ @animation_id = 0
47
+ @transparent = false
48
+ @original_pattern = 0
49
+ @move_type = 0
50
+ @move_speed = 4
51
+ @move_frequency = 6
52
+ @move_route = nil
53
+ @move_route_index = 0
54
+ @original_move_route = nil
55
+ @original_move_route_index = 0
56
+ @walk_anime = true
57
+ @step_anime = false
58
+ @direction_fix = false
59
+ @always_on_top = false
60
+ @anime_count = 0
61
+ @stop_count = 0
62
+ @jump_count = 0
63
+ @jump_peak = 0
64
+ @wait_count = 0
65
+ @locked = false
66
+ @prelock_direction = 0
67
+ @custom_flags = []
68
+ end
69
+ #--------------------------------------------------------------------------
70
+ # * Determine if Moving
71
+ #--------------------------------------------------------------------------
72
+ def moving?
73
+ # If logical coordinates differ from real coordinates,
74
+ # movement is occurring.
75
+ return (@real_x != @x * 128 or @real_y != @y * 128)
76
+ end
77
+ #--------------------------------------------------------------------------
78
+ # * Determine if Jumping
79
+ #--------------------------------------------------------------------------
80
+ def jumping?
81
+ # A jump is occurring if jump count is larger than 0
82
+ return @jump_count > 0
83
+ end
84
+ #--------------------------------------------------------------------------
85
+ # * Straighten Position
86
+ #--------------------------------------------------------------------------
87
+ def straighten
88
+ # If moving animation or stop animation is ON
89
+ if @walk_anime or @step_anime
90
+ # Set pattern to 0
91
+ @pattern = 0
92
+ end
93
+ # Clear animation count
94
+ @anime_count = 0
95
+ # Clear prelock direction
96
+ @prelock_direction = 0
97
+ end
98
+ #--------------------------------------------------------------------------
99
+ # * Force Move Route
100
+ # move_route : new move route
101
+ #--------------------------------------------------------------------------
102
+ def force_move_route(move_route)
103
+ # Save original move route
104
+ if @original_move_route == nil
105
+ @original_move_route = @move_route
106
+ @original_move_route_index = @move_route_index
107
+ end
108
+ # Change move route
109
+ @move_route = move_route
110
+ @move_route_index = 0
111
+ # Set forced move route flag
112
+ @move_route_forcing = true
113
+ # Clear prelock direction
114
+ @prelock_direction = 0
115
+ # Clear wait count
116
+ @wait_count = 0
117
+ # Move cutsom
118
+ move_type_custom
119
+ end
120
+ #--------------------------------------------------------------------------
121
+ # * Determine if Passable
122
+ # x : x-coordinate
123
+ # y : y-coordinate
124
+ # d : direction (0,2,4,6,8)
125
+ # * 0 = Determines if all directions are impassable (for jumping)
126
+ #--------------------------------------------------------------------------
127
+ def passable?(x, y, d)
128
+ # Get new coordinates
129
+ new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
130
+ new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
131
+ # If coordinates are outside of map
132
+ unless $game_map.valid?(new_x, new_y)
133
+ # impassable
134
+ return false
135
+ end
136
+ # If through is ON
137
+ if @through
138
+ # passable
139
+ return true
140
+ end
141
+ # If unable to leave first move tile in designated direction
142
+ unless $game_map.passable?(x, y, d, self)
143
+ # impassable
144
+ return false
145
+ end
146
+ # If unable to enter move tile in designated direction
147
+ unless $game_map.passable?(new_x, new_y, 10 - d)
148
+ # impassable
149
+ return false
150
+ end
151
+ # Loop all events
152
+ for event in $game_map.events.values
153
+ next if event.through || event.character_name.empty?
154
+ return false if event.intersects?(new_x, new_y)
155
+ end
156
+ # If player coordinates are consistent with move destination
157
+ if $game_player.x == new_x and $game_player.y == new_y
158
+ # If through is OFF
159
+ unless $game_player.through
160
+ # If your own graphic is the character
161
+ if @character_name != ""
162
+ # impassable
163
+ return false
164
+ end
165
+ end
166
+ end
167
+ # passable
168
+ return true
169
+ end
170
+ #--------------------------------------------------------------------------
171
+ # * Lock
172
+ #--------------------------------------------------------------------------
173
+ def lock
174
+ # If already locked
175
+ if @locked
176
+ # End method
177
+ return
178
+ end
179
+ # Save prelock direction
180
+ @prelock_direction = @direction
181
+ # Turn toward player
182
+ turn_toward_player
183
+ # Set locked flag
184
+ @locked = true
185
+ end
186
+ #--------------------------------------------------------------------------
187
+ # * Determine if Locked
188
+ #--------------------------------------------------------------------------
189
+ def lock?
190
+ return @locked
191
+ end
192
+ #--------------------------------------------------------------------------
193
+ # * Unlock
194
+ #--------------------------------------------------------------------------
195
+ def unlock
196
+ # If not locked
197
+ unless @locked
198
+ # End method
199
+ return
200
+ end
201
+ # Clear locked flag
202
+ @locked = false
203
+ # If direction is not fixed
204
+ unless @direction_fix
205
+ # If prelock direction is saved
206
+ if @prelock_direction != 0
207
+ # Restore prelock direction
208
+ @direction = @prelock_direction
209
+ end
210
+ end
211
+ end
212
+ #--------------------------------------------------------------------------
213
+ # * Move to Designated Position
214
+ # x : x-coordinate
215
+ # y : y-coordinate
216
+ #--------------------------------------------------------------------------
217
+ def moveto(x, y)
218
+ @x = x % $game_map.width
219
+ @y = y % $game_map.height
220
+ @real_x = @x * 128
221
+ @real_y = @y * 128
222
+ @prelock_direction = 0
223
+ end
224
+ #--------------------------------------------------------------------------
225
+ # * Get Screen X-Coordinates
226
+ #--------------------------------------------------------------------------
227
+ def screen_x
228
+ # Get screen coordinates from real coordinates and map display position
229
+ return (@real_x - $game_map.display_x + 3) / 4 + 16
230
+ end
231
+ #--------------------------------------------------------------------------
232
+ # * Get Screen Y-Coordinates
233
+ #--------------------------------------------------------------------------
234
+ def screen_y
235
+ # Get screen coordinates from real coordinates and map display position
236
+ y = (@real_y - $game_map.display_y + 3) / 4 + 32
237
+ # Make y-coordinate smaller via jump count
238
+ if @jump_count >= @jump_peak
239
+ n = @jump_count - @jump_peak
240
+ else
241
+ n = @jump_peak - @jump_count
242
+ end
243
+ return y - (@jump_peak * @jump_peak - n * n) / 2
244
+ end
245
+ #--------------------------------------------------------------------------
246
+ # * Get Screen Z-Coordinates
247
+ # height : character height
248
+ #--------------------------------------------------------------------------
249
+ def screen_z(height = 0)
250
+ # If display flag on closest surface is ON
251
+ if @always_on_top
252
+ # 999, unconditional
253
+ return 999
254
+ end
255
+ if @custom_flags.include? :bottom
256
+ return 0
257
+ end
258
+ # Get screen coordinates from real coordinates and map display position
259
+ z = (@real_y - $game_map.display_y + 3) / 4 + 32
260
+ # If tile
261
+ if @tile_id > 0
262
+ # Add tile priority * 32
263
+ return z + $game_map.priorities[@tile_id] * 32
264
+ # If character
265
+ else
266
+ # If height exceeds 32, then add 31
267
+ return z + ((height > 32) ? 31 : 0)
268
+ end
269
+ end
270
+ #--------------------------------------------------------------------------
271
+ # * Get Thicket Depth
272
+ #--------------------------------------------------------------------------
273
+ def bush_depth
274
+ # If tile, or if display flag on the closest surface is ON
275
+ if @tile_id > 0 or @always_on_top
276
+ return 0
277
+ end
278
+ # If element tile other than jumping, then 12; anything else = 0
279
+ if @jump_count == 0 and $game_map.bush?(@x, @y)
280
+ return 12
281
+ else
282
+ return 0
283
+ end
284
+ end
285
+ #--------------------------------------------------------------------------
286
+ # * Get Terrain Tag
287
+ #--------------------------------------------------------------------------
288
+ def terrain_tag
289
+ return $game_map.terrain_tag(@x, @y)
290
+ end
291
+ end
@@ -0,0 +1,355 @@
1
+ #==============================================================================
2
+ # ** Game_Character (part 2)
3
+ #------------------------------------------------------------------------------
4
+ # This class deals with characters. It's used as a superclass for the
5
+ # Game_Player and Game_Event classes.
6
+ #==============================================================================
7
+
8
+ class Game_Character
9
+ #--------------------------------------------------------------------------
10
+ # * Frame Update
11
+ #--------------------------------------------------------------------------
12
+ def update
13
+ # Branch with jumping, moving, and stopping
14
+ if jumping?
15
+ update_jump
16
+ elsif moving?
17
+ update_move
18
+ else
19
+ update_stop
20
+ end
21
+ # If animation count exceeds maximum value
22
+ # * Maximum value is move speed * 1 taken from basic value 18
23
+ if @anime_count > 18 - @move_speed * 2
24
+ # If stop animation is OFF when stopping
25
+ if not @step_anime and @stop_count > 0
26
+ # Return to original pattern
27
+ @pattern = @original_pattern
28
+ # If stop animation is ON when moving
29
+ else
30
+ # Update pattern
31
+ @pattern = (@pattern + 1) % 4
32
+ end
33
+ # Clear animation count
34
+ @anime_count = 0
35
+ end
36
+ # If waiting
37
+ if @wait_count > 0
38
+ # Reduce wait count
39
+ @wait_count -= 1
40
+ return
41
+ end
42
+ # If move route is forced
43
+ if @move_route_forcing
44
+ # Custom move
45
+ move_type_custom
46
+ return
47
+ end
48
+ # When waiting for event execution or locked
49
+ if @starting or lock?
50
+ # Not moving by self
51
+ return
52
+ end
53
+ # If stop count exceeds a certain value (computed from move frequency)
54
+ if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
55
+ # Branch by move type
56
+ case @move_type
57
+ when 1 # Random
58
+ move_type_random
59
+ when 2 # Approach
60
+ move_type_toward_player
61
+ when 3 # Custom
62
+ move_type_custom
63
+ end
64
+ end
65
+ end
66
+ #--------------------------------------------------------------------------
67
+ # * Frame Update (jump)
68
+ #--------------------------------------------------------------------------
69
+ def update_jump
70
+ # Reduce jump count by 1
71
+ @jump_count -= 1
72
+ # Calculate new coordinates
73
+ @real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
74
+ @real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
75
+ end
76
+ #--------------------------------------------------------------------------
77
+ # * Update frame (move)
78
+ #--------------------------------------------------------------------------
79
+ def update_move
80
+ # Convert map coordinates from map move speed into move distance
81
+ distance = 2 ** @move_speed
82
+ # If logical coordinates are further down than real coordinates
83
+ if @y * 128 > @real_y
84
+ # Move down
85
+ @real_y = [@real_y + distance, @y * 128].min
86
+ end
87
+ # If logical coordinates are more to the left than real coordinates
88
+ if @x * 128 < @real_x
89
+ # Move left
90
+ @real_x = [@real_x - distance, @x * 128].max
91
+ end
92
+ # If logical coordinates are more to the right than real coordinates
93
+ if @x * 128 > @real_x
94
+ # Move right
95
+ @real_x = [@real_x + distance, @x * 128].min
96
+ end
97
+ # If logical coordinates are further up than real coordinates
98
+ if @y * 128 < @real_y
99
+ # Move up
100
+ @real_y = [@real_y - distance, @y * 128].max
101
+ end
102
+ # If move animation is ON
103
+ if @walk_anime
104
+ # Increase animation count by 1.5
105
+ @anime_count += 1.5
106
+ # If move animation is OFF, and stop animation is ON
107
+ elsif @step_anime
108
+ # Increase animation count by 1
109
+ @anime_count += 1
110
+ end
111
+ # Wrap position
112
+ if @x * 128 == @real_x && @y * 128 == @real_y
113
+ @x %= $game_map.width
114
+ @y %= $game_map.height
115
+ @real_x = @x * 128
116
+ @real_y = @y * 128
117
+ end
118
+ end
119
+ #--------------------------------------------------------------------------
120
+ # * Frame Update (stop)
121
+ #--------------------------------------------------------------------------
122
+ def update_stop
123
+ # If stop animation is ON
124
+ if @step_anime
125
+ # Increase animation count by 1
126
+ @anime_count += 1
127
+ # If stop animation is OFF, but current pattern is different from original
128
+ elsif @pattern != @original_pattern
129
+ # Increase animation count by 1.5
130
+ @anime_count += 1.5
131
+ end
132
+ # When waiting for event execution, or not locked
133
+ # * If lock deals with event execution coming to a halt
134
+ unless @starting or lock?
135
+ # Increase stop count by 1
136
+ @stop_count += 1
137
+ end
138
+ end
139
+ #--------------------------------------------------------------------------
140
+ # * Move Type : Random
141
+ #--------------------------------------------------------------------------
142
+ def move_type_random
143
+ # Branch by random numbers 0-5
144
+ case rand(6)
145
+ when 0..3 # Random
146
+ move_random
147
+ when 4 # 1 step forward
148
+ move_forward
149
+ when 5 # Temporary stop
150
+ @stop_count = 0
151
+ end
152
+ end
153
+ #--------------------------------------------------------------------------
154
+ # * Move Type : Approach
155
+ #--------------------------------------------------------------------------
156
+ def move_type_toward_player
157
+ # Get difference in player coordinates
158
+ sx = @x - $game_player.x
159
+ sy = @y - $game_player.y
160
+ # Get absolute value of difference
161
+ abs_sx = sx > 0 ? sx : -sx
162
+ abs_sy = sy > 0 ? sy : -sy
163
+ # If separated by 20 or more tiles matching up horizontally and vertically
164
+ if abs_sx + abs_sy >= 20
165
+ # Random
166
+ move_random
167
+ return
168
+ end
169
+ # Branch by random numbers 0-5
170
+ case rand(6)
171
+ when 0..3 # Approach player
172
+ move_toward_player
173
+ when 4 # random
174
+ move_random
175
+ when 5 # 1 step forward
176
+ move_forward
177
+ end
178
+ end
179
+ #--------------------------------------------------------------------------
180
+ # * Move Type : Custom
181
+ #--------------------------------------------------------------------------
182
+ def move_type_custom
183
+ # Interrupt if not stopping
184
+ if jumping? or moving?
185
+ return
186
+ end
187
+ # Loop until finally arriving at move command list
188
+ while @move_route_index < @move_route.list.size
189
+ # Acquiring move command
190
+ command = @move_route.list[@move_route_index]
191
+ # If command code is 0 (last part of list)
192
+ if command.code == 0
193
+ # If [repeat action] option is ON
194
+ if @move_route.repeat
195
+ # First return to the move route index
196
+ @move_route_index = 0
197
+ end
198
+ # If [repeat action] option is OFF
199
+ unless @move_route.repeat
200
+ # If move route is forcing
201
+ if @move_route_forcing and not @move_route.repeat
202
+ # Release forced move route
203
+ @move_route_forcing = false
204
+ # Restore original move route
205
+ @move_route = @original_move_route
206
+ @move_route_index = @original_move_route_index
207
+ @original_move_route = nil
208
+ end
209
+ # Clear stop count
210
+ @stop_count = 0
211
+ end
212
+ return
213
+ end
214
+ # During move command (from move down to jump)
215
+ if command.code <= 14
216
+ # Branch by command code
217
+ case command.code
218
+ when 1 # Move down
219
+ move_down
220
+ when 2 # Move left
221
+ move_left
222
+ when 3 # Move right
223
+ move_right
224
+ when 4 # Move up
225
+ move_up
226
+ when 5 # Move lower left
227
+ move_lower_left
228
+ when 6 # Move lower right
229
+ move_lower_right
230
+ when 7 # Move upper left
231
+ move_upper_left
232
+ when 8 # Move upper right
233
+ move_upper_right
234
+ when 9 # Move at random
235
+ move_random
236
+ when 10 # Move toward player
237
+ move_toward_player
238
+ when 11 # Move away from player
239
+ move_away_from_player
240
+ when 12 # 1 step forward
241
+ move_forward
242
+ when 13 # 1 step backward
243
+ move_backward
244
+ when 14 # Jump
245
+ jump(command.parameters[0], command.parameters[1])
246
+ end
247
+ # If movement failure occurs when [Ignore if can't move] option is OFF
248
+ if not @move_route.skippable and not moving? and not jumping?
249
+ return
250
+ end
251
+ @move_route_index += 1
252
+ return
253
+ end
254
+ # If waiting
255
+ if command.code == 15
256
+ # Set wait count
257
+ @wait_count = command.parameters[0] * 2 - 1
258
+ @move_route_index += 1
259
+ return
260
+ end
261
+ # If direction change command
262
+ if command.code >= 16 and command.code <= 26
263
+ # Branch by command code
264
+ case command.code
265
+ when 16 # Turn down
266
+ turn_down
267
+ when 17 # Turn left
268
+ turn_left
269
+ when 18 # Turn right
270
+ turn_right
271
+ when 19 # Turn up
272
+ turn_up
273
+ when 20 # Turn 90° right
274
+ turn_right_90
275
+ when 21 # Turn 90° left
276
+ turn_left_90
277
+ when 22 # Turn 180°
278
+ turn_180
279
+ when 23 # Turn 90° right or left
280
+ turn_right_or_left_90
281
+ when 24 # Turn at Random
282
+ turn_random
283
+ when 25 # Turn toward player
284
+ turn_toward_player
285
+ when 26 # Turn away from player
286
+ turn_away_from_player
287
+ end
288
+ @move_route_index += 1
289
+ return
290
+ end
291
+ # If other command
292
+ if command.code >= 27
293
+ # Branch by command code
294
+ case command.code
295
+ when 27 # Switch ON
296
+ $game_switches[command.parameters[0]] = true
297
+ $game_map.need_refresh = true
298
+ when 28 # Switch OFF
299
+ $game_switches[command.parameters[0]] = false
300
+ $game_map.need_refresh = true
301
+ when 29 # Change speed
302
+ @move_speed = command.parameters[0]
303
+ when 30 # Change freq
304
+ @move_frequency = command.parameters[0]
305
+ when 31 # Move animation ON
306
+ @walk_anime = true
307
+ when 32 # Move animation OFF
308
+ @walk_anime = false
309
+ when 33 # Stop animation ON
310
+ @step_anime = true
311
+ when 34 # Stop animation OFF
312
+ @step_anime = false
313
+ when 35 # Direction fix ON
314
+ @direction_fix = true
315
+ when 36 # Direction fix OFF
316
+ @direction_fix = false
317
+ when 37 # Through ON
318
+ @through = true
319
+ when 38 # Through OFF
320
+ @through = false
321
+ when 39 # Always on top ON
322
+ @always_on_top = true
323
+ when 40 # Always on top OFF
324
+ @always_on_top = false
325
+ when 41 # Change Graphic
326
+ @tile_id = 0
327
+ @character_name = command.parameters[0]
328
+ @character_hue = command.parameters[1]
329
+ @direction = command.parameters[2]
330
+ @prelock_direction = 0
331
+ if @original_pattern != command.parameters[3]
332
+ @pattern = command.parameters[3]
333
+ @original_pattern = @pattern
334
+ end
335
+ when 42 # Change Opacity
336
+ @opacity = command.parameters[0]
337
+ when 43 # Change Blending
338
+ @blend_type = command.parameters[0]
339
+ when 44 # Play SE
340
+ $game_system.se_play(command.parameters[0])
341
+ when 45 # Script
342
+ eval(command.parameters[0])
343
+ end
344
+ @move_route_index += 1
345
+ end
346
+ end
347
+ end
348
+ #--------------------------------------------------------------------------
349
+ # * Increase Steps
350
+ #--------------------------------------------------------------------------
351
+ def increase_steps
352
+ # Clear stop count
353
+ @stop_count = 0
354
+ end
355
+ end