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 +1,317 @@
1
+ #==============================================================================
2
+ # ** Game_Enemy
3
+ #------------------------------------------------------------------------------
4
+ # This class handles enemies. It's used within the Game_Troop class
5
+ # ($game_troop).
6
+ #==============================================================================
7
+
8
+ class Game_Enemy < Game_Battler
9
+ #--------------------------------------------------------------------------
10
+ # * Object Initialization
11
+ # troop_id : troop ID
12
+ # member_index : troop member index
13
+ #--------------------------------------------------------------------------
14
+ def initialize(troop_id, member_index)
15
+ super()
16
+ @troop_id = troop_id
17
+ @member_index = member_index
18
+ troop = $data_troops[@troop_id]
19
+ @enemy_id = troop.members[@member_index].enemy_id
20
+ enemy = $data_enemies[@enemy_id]
21
+ @battler_name = enemy.battler_name
22
+ @battler_hue = enemy.battler_hue
23
+ @hp = maxhp
24
+ @sp = maxsp
25
+ @hidden = troop.members[@member_index].hidden
26
+ @immortal = troop.members[@member_index].immortal
27
+ end
28
+ #--------------------------------------------------------------------------
29
+ # * Get Enemy ID
30
+ #--------------------------------------------------------------------------
31
+ def id
32
+ return @enemy_id
33
+ end
34
+ #--------------------------------------------------------------------------
35
+ # * Get Index
36
+ #--------------------------------------------------------------------------
37
+ def index
38
+ return @member_index
39
+ end
40
+ #--------------------------------------------------------------------------
41
+ # * Get Name
42
+ #--------------------------------------------------------------------------
43
+ def name
44
+ return $data_enemies[@enemy_id].name
45
+ end
46
+ #--------------------------------------------------------------------------
47
+ # * Get Basic Maximum HP
48
+ #--------------------------------------------------------------------------
49
+ def base_maxhp
50
+ return $data_enemies[@enemy_id].maxhp
51
+ end
52
+ #--------------------------------------------------------------------------
53
+ # * Get Basic Maximum SP
54
+ #--------------------------------------------------------------------------
55
+ def base_maxsp
56
+ return $data_enemies[@enemy_id].maxsp
57
+ end
58
+ #--------------------------------------------------------------------------
59
+ # * Get Basic Strength
60
+ #--------------------------------------------------------------------------
61
+ def base_str
62
+ return $data_enemies[@enemy_id].str
63
+ end
64
+ #--------------------------------------------------------------------------
65
+ # * Get Basic Dexterity
66
+ #--------------------------------------------------------------------------
67
+ def base_dex
68
+ return $data_enemies[@enemy_id].dex
69
+ end
70
+ #--------------------------------------------------------------------------
71
+ # * Get Basic Agility
72
+ #--------------------------------------------------------------------------
73
+ def base_agi
74
+ return $data_enemies[@enemy_id].agi
75
+ end
76
+ #--------------------------------------------------------------------------
77
+ # * Get Basic Intelligence
78
+ #--------------------------------------------------------------------------
79
+ def base_int
80
+ return $data_enemies[@enemy_id].int
81
+ end
82
+ #--------------------------------------------------------------------------
83
+ # * Get Basic Attack Power
84
+ #--------------------------------------------------------------------------
85
+ def base_atk
86
+ return $data_enemies[@enemy_id].atk
87
+ end
88
+ #--------------------------------------------------------------------------
89
+ # * Get Basic Physical Defense
90
+ #--------------------------------------------------------------------------
91
+ def base_pdef
92
+ return $data_enemies[@enemy_id].pdef
93
+ end
94
+ #--------------------------------------------------------------------------
95
+ # * Get Basic Magic Defense
96
+ #--------------------------------------------------------------------------
97
+ def base_mdef
98
+ return $data_enemies[@enemy_id].mdef
99
+ end
100
+ #--------------------------------------------------------------------------
101
+ # * Get Basic Evasion
102
+ #--------------------------------------------------------------------------
103
+ def base_eva
104
+ return $data_enemies[@enemy_id].eva
105
+ end
106
+ #--------------------------------------------------------------------------
107
+ # * Get Offensive Animation ID for Normal Attack
108
+ #--------------------------------------------------------------------------
109
+ def animation1_id
110
+ return $data_enemies[@enemy_id].animation1_id
111
+ end
112
+ #--------------------------------------------------------------------------
113
+ # * Get Target Animation ID for Normal Attack
114
+ #--------------------------------------------------------------------------
115
+ def animation2_id
116
+ return $data_enemies[@enemy_id].animation2_id
117
+ end
118
+ #--------------------------------------------------------------------------
119
+ # * Get Element Revision Value
120
+ # element_id : Element ID
121
+ #--------------------------------------------------------------------------
122
+ def element_rate(element_id)
123
+ # Get a numerical value corresponding to element effectiveness
124
+ table = [0,200,150,100,50,0,-100]
125
+ result = table[$data_enemies[@enemy_id].element_ranks[element_id]]
126
+ # If protected by state, this element is reduced by half
127
+ for i in @states
128
+ if $data_states[i].guard_element_set.include?(element_id)
129
+ result /= 2
130
+ end
131
+ end
132
+ # End Method
133
+ return result
134
+ end
135
+ #--------------------------------------------------------------------------
136
+ # * Get State Effectiveness
137
+ #--------------------------------------------------------------------------
138
+ def state_ranks
139
+ return $data_enemies[@enemy_id].state_ranks
140
+ end
141
+ #--------------------------------------------------------------------------
142
+ # * Determine State Guard
143
+ # state_id : state ID
144
+ #--------------------------------------------------------------------------
145
+ def state_guard?(state_id)
146
+ return false
147
+ end
148
+ #--------------------------------------------------------------------------
149
+ # * Get Normal Attack Element
150
+ #--------------------------------------------------------------------------
151
+ def element_set
152
+ return []
153
+ end
154
+ #--------------------------------------------------------------------------
155
+ # * Get Normal Attack State Change (+)
156
+ #--------------------------------------------------------------------------
157
+ def plus_state_set
158
+ return []
159
+ end
160
+ #--------------------------------------------------------------------------
161
+ # * Get Normal Attack State Change (-)
162
+ #--------------------------------------------------------------------------
163
+ def minus_state_set
164
+ return []
165
+ end
166
+ #--------------------------------------------------------------------------
167
+ # * Aquire Actions
168
+ #--------------------------------------------------------------------------
169
+ def actions
170
+ return $data_enemies[@enemy_id].actions
171
+ end
172
+ #--------------------------------------------------------------------------
173
+ # * Get EXP
174
+ #--------------------------------------------------------------------------
175
+ def exp
176
+ return $data_enemies[@enemy_id].exp
177
+ end
178
+ #--------------------------------------------------------------------------
179
+ # * Get Gold
180
+ #--------------------------------------------------------------------------
181
+ def gold
182
+ return $data_enemies[@enemy_id].gold
183
+ end
184
+ #--------------------------------------------------------------------------
185
+ # * Get Item ID
186
+ #--------------------------------------------------------------------------
187
+ def item_id
188
+ return $data_enemies[@enemy_id].item_id
189
+ end
190
+ #--------------------------------------------------------------------------
191
+ # * Get Weapon ID
192
+ #--------------------------------------------------------------------------
193
+ def weapon_id
194
+ return $data_enemies[@enemy_id].weapon_id
195
+ end
196
+ #--------------------------------------------------------------------------
197
+ # * Get Armor ID
198
+ #--------------------------------------------------------------------------
199
+ def armor_id
200
+ return $data_enemies[@enemy_id].armor_id
201
+ end
202
+ #--------------------------------------------------------------------------
203
+ # * Get Treasure Appearance Probability
204
+ #--------------------------------------------------------------------------
205
+ def treasure_prob
206
+ return $data_enemies[@enemy_id].treasure_prob
207
+ end
208
+ #--------------------------------------------------------------------------
209
+ # * Get Battle Screen X-Coordinate
210
+ #--------------------------------------------------------------------------
211
+ def screen_x
212
+ return $data_troops[@troop_id].members[@member_index].x
213
+ end
214
+ #--------------------------------------------------------------------------
215
+ # * Get Battle Screen Y-Coordinate
216
+ #--------------------------------------------------------------------------
217
+ def screen_y
218
+ return $data_troops[@troop_id].members[@member_index].y
219
+ end
220
+ #--------------------------------------------------------------------------
221
+ # * Get Battle Screen Z-Coordinate
222
+ #--------------------------------------------------------------------------
223
+ def screen_z
224
+ return screen_y
225
+ end
226
+ #--------------------------------------------------------------------------
227
+ # * Escape
228
+ #--------------------------------------------------------------------------
229
+ def escape
230
+ # Set hidden flag
231
+ @hidden = true
232
+ # Clear current action
233
+ self.current_action.clear
234
+ end
235
+ #--------------------------------------------------------------------------
236
+ # * Transform
237
+ # enemy_id : ID of enemy to be transformed
238
+ #--------------------------------------------------------------------------
239
+ def transform(enemy_id)
240
+ # Change enemy ID
241
+ @enemy_id = enemy_id
242
+ # Change battler graphics
243
+ @battler_name = $data_enemies[@enemy_id].battler_name
244
+ @battler_hue = $data_enemies[@enemy_id].battler_hue
245
+ # Remake action
246
+ make_action
247
+ end
248
+ #--------------------------------------------------------------------------
249
+ # * Make Action
250
+ #--------------------------------------------------------------------------
251
+ def make_action
252
+ # Clear current action
253
+ self.current_action.clear
254
+ # If unable to move
255
+ unless self.movable?
256
+ # End Method
257
+ return
258
+ end
259
+ # Extract current effective actions
260
+ available_actions = []
261
+ rating_max = 0
262
+ for action in self.actions
263
+ # Confirm turn conditions
264
+ n = $game_temp.battle_turn
265
+ a = action.condition_turn_a
266
+ b = action.condition_turn_b
267
+ if (b == 0 and n != a) or
268
+ (b > 0 and (n < 1 or n < a or n % b != a % b))
269
+ next
270
+ end
271
+ # Confirm HP conditions
272
+ if self.hp * 100.0 / self.maxhp > action.condition_hp
273
+ next
274
+ end
275
+ # Confirm level conditions
276
+ if $game_party.max_level < action.condition_level
277
+ next
278
+ end
279
+ # Confirm switch conditions
280
+ switch_id = action.condition_switch_id
281
+ if switch_id > 0 and $game_switches[switch_id] == false
282
+ next
283
+ end
284
+ # Add this action to applicable conditions
285
+ available_actions.push(action)
286
+ if action.rating > rating_max
287
+ rating_max = action.rating
288
+ end
289
+ end
290
+ # Calculate total with max rating value at 3 (exclude 0 or less)
291
+ ratings_total = 0
292
+ for action in available_actions
293
+ if action.rating > rating_max - 3
294
+ ratings_total += action.rating - (rating_max - 3)
295
+ end
296
+ end
297
+ # If ratings total isn't 0
298
+ if ratings_total > 0
299
+ # Create random numbers
300
+ value = rand(ratings_total)
301
+ # Set things that correspond to created random numbers as current action
302
+ for action in available_actions
303
+ if action.rating > rating_max - 3
304
+ if value < action.rating - (rating_max - 3)
305
+ self.current_action.kind = action.kind
306
+ self.current_action.basic = action.basic
307
+ self.current_action.skill_id = action.skill_id
308
+ self.current_action.decide_random_target_for_enemy
309
+ return
310
+ else
311
+ value -= action.rating - (rating_max - 3)
312
+ end
313
+ end
314
+ end
315
+ end
316
+ end
317
+ end
@@ -0,0 +1,264 @@
1
+ #==============================================================================
2
+ # ** Game_Event
3
+ #------------------------------------------------------------------------------
4
+ # This class deals with events. It handles functions including event page
5
+ # switching via condition determinants, and running parallel process events.
6
+ # It's used within the Game_Map class.
7
+ #==============================================================================
8
+
9
+ class Game_Event < Game_Character
10
+ #--------------------------------------------------------------------------
11
+ # * Public Instance Variables
12
+ #--------------------------------------------------------------------------
13
+ attr_reader :trigger # trigger
14
+ attr_reader :list # list of event commands
15
+ attr_reader :starting # starting flag
16
+ attr_reader :collision # collision array
17
+ attr_reader :x
18
+ attr_reader :y
19
+ #--------------------------------------------------------------------------
20
+ # * Object Initialization
21
+ # map_id : map ID
22
+ # event : event (RPG::Event)
23
+ #--------------------------------------------------------------------------
24
+ def initialize(map_id, event)
25
+ super()
26
+ @made_text = false
27
+ @map_id = map_id
28
+ @event = event
29
+ @id = @event.id
30
+ @erased = false
31
+ @starting = false
32
+ @through = true
33
+ @collision = [[0, 0]]
34
+ # Initialize custom flags
35
+ event.name.scan(/:([a-z]+)/) do |flag, *|
36
+ @custom_flags << flag.to_sym
37
+ end
38
+ # Add special event data if it exists
39
+ /!([a-z]+)/.match(event.name) do |name|
40
+ special = SpecialEventData.get(name.captures.first.to_sym)
41
+ @custom_flags.concat(special.flags)
42
+ @collision = special.collision
43
+ end
44
+ # Move to starting position
45
+ moveto(@event.x, @event.y)
46
+ refresh
47
+ end
48
+ #--------------------------------------------------------------------------
49
+ # * Return true if intersects with specified tile
50
+ #--------------------------------------------------------------------------
51
+ def intersects?(x, y)
52
+ @collision.each do |ox, oy|
53
+ return true if @x + ox == x && @y + oy == y
54
+ end
55
+ return false
56
+ end
57
+ #--------------------------------------------------------------------------
58
+ # * Return name
59
+ #--------------------------------------------------------------------------
60
+ def name
61
+ return @event.name
62
+ end
63
+ #--------------------------------------------------------------------------
64
+ # * Clear Starting Flag
65
+ #--------------------------------------------------------------------------
66
+ def clear_starting
67
+ @starting = false
68
+ end
69
+ #--------------------------------------------------------------------------
70
+ # * Determine if Over Trigger
71
+ # (whether or not same position is starting condition)
72
+ #--------------------------------------------------------------------------
73
+ def over_trigger?
74
+ # If not through situation with character as graphic
75
+ if @character_name != "" and not @through
76
+ # Starting determinant is face
77
+ return false
78
+ end
79
+ # If this position on the map is impassable
80
+ unless $game_map.passable?(@x, @y, 0)
81
+ # Starting determinant is face
82
+ return false
83
+ end
84
+ # Starting determinant is same position
85
+ return true
86
+ end
87
+ #--------------------------------------------------------------------------
88
+ # * Start Event
89
+ #--------------------------------------------------------------------------
90
+ def start
91
+ # If list of event commands is not empty
92
+ if @list.size > 1
93
+ @starting = true
94
+ end
95
+ end
96
+ #--------------------------------------------------------------------------
97
+ # * Temporarily Erase
98
+ #--------------------------------------------------------------------------
99
+ def erase
100
+ @erased = true
101
+ refresh
102
+ end
103
+ #--------------------------------------------------------------------------
104
+ # * Refresh
105
+ #--------------------------------------------------------------------------
106
+ def refresh
107
+ # Initialize local variable: new_page
108
+ new_page = nil
109
+ # If not temporarily erased
110
+ unless @erased
111
+ # Check in order of large event pages
112
+ for page in @event.pages.reverse
113
+ # Make possible referrence for event condition with c
114
+ c = page.condition
115
+ # Switch 1 condition confirmation
116
+ if c.switch1_valid
117
+ if $game_switches[c.switch1_id] == false
118
+ next
119
+ end
120
+ end
121
+ # Switch 2 condition confirmation
122
+ if c.switch2_valid
123
+ if $game_switches[c.switch2_id] == false
124
+ next
125
+ end
126
+ end
127
+ # Variable condition confirmation
128
+ if c.variable_valid
129
+ if $game_variables[c.variable_id] < c.variable_value
130
+ next
131
+ end
132
+ end
133
+ # Self switch condition confirmation
134
+ if c.self_switch_valid
135
+ key = [@map_id, @event.id, c.self_switch_ch]
136
+ if $game_self_switches[key] != true
137
+ next
138
+ end
139
+ end
140
+ # Set local variable: new_page
141
+ new_page = page
142
+ # Remove loop
143
+ break
144
+ end
145
+ end
146
+ # If event page is the same as last time
147
+ if new_page == @page
148
+ # End method
149
+ return
150
+ end
151
+ # Set @page as current event page
152
+ @page = new_page
153
+ # Clear starting flag
154
+ clear_starting
155
+ # If no page fulfills conditions
156
+ if @page == nil
157
+ # Set each instance variable
158
+ @tile_id = 0
159
+ @character_name = ""
160
+ @character_hue = 0
161
+ @move_type = 0
162
+ @through = true
163
+ @trigger = nil
164
+ @list = nil
165
+ @interpreter = nil
166
+ # End method
167
+ return
168
+ end
169
+ # Set each instance variable
170
+ @tile_id = @page.graphic.tile_id
171
+ @character_name = @page.graphic.character_name
172
+ @character_hue = @page.graphic.character_hue
173
+ if @original_direction != @page.graphic.direction
174
+ @direction = @page.graphic.direction
175
+ @original_direction = @direction
176
+ @prelock_direction = 0
177
+ end
178
+ if @original_pattern != @page.graphic.pattern
179
+ @pattern = @page.graphic.pattern
180
+ @original_pattern = @pattern
181
+ end
182
+ @opacity = @page.graphic.opacity
183
+ @blend_type = @page.graphic.blend_type
184
+ @move_type = @page.move_type
185
+ @move_speed = @page.move_speed
186
+ @move_frequency = @page.move_frequency
187
+ @move_route = @page.move_route
188
+ @move_route_index = 0
189
+ @move_route_forcing = false
190
+ @walk_anime = @page.walk_anime
191
+ @step_anime = @page.step_anime
192
+ @direction_fix = @page.direction_fix
193
+ @through = @page.through
194
+ @always_on_top = @page.always_on_top
195
+ @trigger = @page.trigger
196
+ @list = @page.list
197
+ @interpreter = nil
198
+ # If trigger is [parallel process]
199
+ if @trigger == 4
200
+ # Create parallel process interpreter
201
+ @interpreter = Interpreter.new
202
+ end
203
+ # Auto event start determinant
204
+ check_event_trigger_auto
205
+ end
206
+ #--------------------------------------------------------------------------
207
+ # * Touch Event Starting Determinant
208
+ #--------------------------------------------------------------------------
209
+ def check_event_trigger_touch(x, y)
210
+ # If event is running
211
+ if $game_system.map_interpreter.running?
212
+ return
213
+ end
214
+ # If trigger is [touch from event] and consistent with player coordinates
215
+ if @trigger == 2 and x == $game_player.x and y == $game_player.y
216
+ # If starting determinant other than jumping is front event
217
+ if not jumping? and not over_trigger?
218
+ start
219
+ end
220
+ end
221
+ end
222
+ #--------------------------------------------------------------------------
223
+ # * Automatic Event Starting Determinant
224
+ #--------------------------------------------------------------------------
225
+ def check_event_trigger_auto
226
+ # If trigger is [touch from event] and consistent with player coordinates
227
+ if @trigger == 2 and @x == $game_player.x and @y == $game_player.y
228
+ # If starting determinant other than jumping is same position event
229
+ if not jumping? and over_trigger?
230
+ start
231
+ end
232
+ end
233
+ # If trigger is [auto run]
234
+ if @trigger == 3
235
+ start
236
+ end
237
+ end
238
+ #--------------------------------------------------------------------------
239
+ # * Frame Update
240
+ #--------------------------------------------------------------------------
241
+ def update
242
+ super
243
+
244
+ if(@made_text == false && @event.name.start_with?("@text"))
245
+ if @list.size > 1 && @list[0].code == 101
246
+ $scene.new_maptext(Language.tr(@list[0].parameters[0].strip), @x, @y)
247
+ @list.delete_at(0)
248
+ end
249
+ @made_text = true
250
+ end
251
+ # Automatic event starting determinant
252
+ check_event_trigger_auto
253
+ # If parallel process is valid
254
+ if @interpreter != nil
255
+ # If not running
256
+ unless @interpreter.running?
257
+ # Set up event
258
+ @interpreter.setup(@list, @event.id)
259
+ end
260
+ # Update interpreter
261
+ @interpreter.update
262
+ end
263
+ end
264
+ end
@@ -0,0 +1,40 @@
1
+ class Game_FastTravel
2
+ attr_reader :zone
3
+ attr_accessor :enabled
4
+ alias :enabled? :enabled
5
+
6
+ class Map
7
+ attr_reader :id
8
+ attr_reader :x
9
+ attr_reader :y
10
+ attr_reader :dir
11
+
12
+ def initialize(id, x, y, dir)
13
+ @id = id
14
+ @x = x
15
+ @y = y
16
+ @dir = dir
17
+ end
18
+ end
19
+
20
+ def initialize
21
+ @unlocked = {}
22
+ @zone = nil
23
+ @enabled = false
24
+ end
25
+
26
+ def unlock(map, id, x, y, dir)
27
+ @unlocked[@zone][map] = Map.new(id, x, y, dir)
28
+ end
29
+
30
+ def zone=(zone)
31
+ @zone = zone
32
+ unless @unlocked.include? zone
33
+ @unlocked[zone] = {}
34
+ end
35
+ end
36
+
37
+ def unlocked_maps
38
+ @unlocked[@zone]
39
+ end
40
+ end
@@ -0,0 +1,76 @@
1
+ #==============================================================================
2
+ # ** Game_Follower
3
+ #------------------------------------------------------------------------------
4
+ # This class handles player followers.
5
+ #==============================================================================
6
+
7
+ class Game_Follower < Game_Character
8
+ attr_accessor :leader
9
+
10
+ def initialize(leader, actor)
11
+ super()
12
+ @leader = leader
13
+ self.actor = actor
14
+ moveto(leader.x, leader.y)
15
+ end
16
+
17
+ # Overrides
18
+ def moveto(x, y)
19
+ @lox = x
20
+ @loy = y
21
+ super
22
+ end
23
+ def passable?(x, y, d)
24
+ return true
25
+ end
26
+ def check_event_trigger_here(triggers)
27
+ false
28
+ end
29
+ def check_event_trigger_there(triggers)
30
+ false
31
+ end
32
+ def check_event_trigger_touch(x, y)
33
+ false
34
+ end
35
+
36
+ # Change actor
37
+ def actor
38
+ @actor
39
+ end
40
+ def actor=(actor)
41
+ @actor = actor
42
+ if actor == nil
43
+ @character_name = ''
44
+ @character_hue = 0
45
+ else
46
+ # Set character file name and hue
47
+ @character_name = actor.character_name
48
+ @character_hue = actor.character_hue
49
+ # Initialize opacity level and blending method
50
+ @opacity = 255
51
+ @blend_type = 0
52
+ end
53
+ end
54
+
55
+ def update
56
+ @move_speed = $game_player.move_speed
57
+ unless moving?
58
+ if @lox != @leader.x || @loy != @leader.y
59
+ ox = @lox - @x
60
+ oy = @loy - @y
61
+ if ox < 0
62
+ move_left
63
+ elsif ox > 0
64
+ move_right
65
+ elsif oy < 0
66
+ move_up
67
+ elsif oy > 0
68
+ move_down
69
+ end
70
+ @lox = @leader.x
71
+ @loy = @leader.y
72
+ end
73
+ end
74
+ super
75
+ end
76
+ end
@@ -0,0 +1,13 @@
1
+ class Game_Light
2
+ attr_accessor :filename
3
+ attr_accessor :intensity
4
+ attr_accessor :x
5
+ attr_accessor :y
6
+
7
+ def initialize(filename, intensity, x, y)
8
+ @filename = filename
9
+ @intensity = intensity
10
+ @x = x
11
+ @y = y
12
+ end
13
+ end