rmxp_extractor 1.6 → 1.7

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Files changed (535) hide show
  1. checksums.yaml +4 -4
  2. data/CODE_OF_CONDUCT.md +74 -74
  3. data/Data/Actors.rxdata +0 -0
  4. data/Data/Animations.rxdata +0 -0
  5. data/Data/Armors.rxdata +0 -0
  6. data/Data/Classes.rxdata +0 -0
  7. data/Data/CommonEvents.rxdata +0 -0
  8. data/Data/Enemies.rxdata +0 -0
  9. data/Data/Items.rxdata +0 -0
  10. data/Data/Map-1.rxdata +0 -0
  11. data/Data/Map-327.rxdata +0 -0
  12. data/Data/Map001.rxdata +0 -0
  13. data/Data/Map002.rxdata +0 -0
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  18. data/Data/Map007.rxdata +0 -0
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  20. data/Data/Map009.rxdata +0 -0
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  22. data/Data/Map011.rxdata +0 -0
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  25. data/Data/Map014.rxdata +0 -0
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  111. data/Data/Map100.rxdata +0 -0
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  114. data/Data/Map103.rxdata +0 -0
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  116. data/Data/Map105.rxdata +0 -0
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  145. data/Data/Map134.rxdata +0 -0
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  147. data/Data/Map136.rxdata +0 -0
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  149. data/Data/Map138.rxdata +0 -0
  150. data/Data/Map139.rxdata +0 -0
  151. data/Data/Map140.rxdata +0 -0
  152. data/Data/Map141.rxdata +0 -0
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  158. data/Data/Map147.rxdata +0 -0
  159. data/Data/Map148.rxdata +0 -0
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  171. data/Data/Map160.rxdata +0 -0
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  173. data/Data/Map162.rxdata +0 -0
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  206. data/Data/Map195.rxdata +0 -0
  207. data/Data/Map196.rxdata +0 -0
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  209. data/Data/Map198.rxdata +0 -0
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  291. data/Data/Map280.rxdata +0 -0
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  397. data/Data/MapInfos.rxdata +0 -0
  398. data/Data/Scripts.rxdata +0 -0
  399. data/Data/Skills.rxdata +0 -0
  400. data/Data/States.rxdata +0 -0
  401. data/Data/System.rxdata +0 -0
  402. data/Data/Tilesets.rxdata +0 -0
  403. data/Data/Troops.rxdata +0 -0
  404. data/Data/Weapons.rxdata +0 -0
  405. data/Data/xScripts.rxdata +0 -0
  406. data/Gemfile +13 -13
  407. data/Gemfile.lock +2 -1
  408. data/LICENSE.txt +21 -21
  409. data/README.md +35 -35
  410. data/Rakefile +6 -6
  411. data/Scripts/Main.rb +9 -46
  412. data/Scripts/_scripts.txt +1 -111
  413. data/bin/rmxp_extractor +13 -13
  414. data/bin/setup +8 -8
  415. data/diff_check.rb +13 -13
  416. data/lib/rmxp_extractor/classnames.rb +243 -243
  417. data/lib/rmxp_extractor/data_export.rb +82 -82
  418. data/lib/rmxp_extractor/data_import.rb +69 -69
  419. data/lib/rmxp_extractor/ron.rb +144 -146
  420. data/lib/rmxp_extractor/script_handler.rb +85 -85
  421. data/lib/rmxp_extractor/version.rb +3 -3
  422. data/lib/rmxp_extractor.rb +46 -46
  423. data/rmxp_extractor.gemspec +30 -30
  424. data/spec/spec_helper.rb +100 -100
  425. metadata +126 -112
  426. data/Scripts/Credits_Message.rb +0 -259
  427. data/Scripts/Data_FastTravel.rb +0 -50
  428. data/Scripts/Data_Footsteps.rb +0 -77
  429. data/Scripts/Data_Item.rb +0 -50
  430. data/Scripts/Data_SpecialEventData.rb +0 -60
  431. data/Scripts/Demo.rb +0 -7
  432. data/Scripts/Desktop_Message.rb +0 -210
  433. data/Scripts/Doc_Message.rb +0 -273
  434. data/Scripts/EdText.rb +0 -50
  435. data/Scripts/Ed_Message.rb +0 -234
  436. data/Scripts/FastTravel.rb +0 -175
  437. data/Scripts/Game_Actor.rb +0 -156
  438. data/Scripts/Game_Actors.rb +0 -28
  439. data/Scripts/Game_BattleAction.rb +0 -145
  440. data/Scripts/Game_Battler 1.rb +0 -307
  441. data/Scripts/Game_Battler 2.rb +0 -294
  442. data/Scripts/Game_Battler 3.rb +0 -354
  443. data/Scripts/Game_Character 1.rb +0 -291
  444. data/Scripts/Game_Character 2.rb +0 -355
  445. data/Scripts/Game_Character 3.rb +0 -505
  446. data/Scripts/Game_CommonEvent.rb +0 -70
  447. data/Scripts/Game_Enemy.rb +0 -317
  448. data/Scripts/Game_Event.rb +0 -264
  449. data/Scripts/Game_FastTravel.rb +0 -40
  450. data/Scripts/Game_Follower.rb +0 -76
  451. data/Scripts/Game_Light.rb +0 -13
  452. data/Scripts/Game_Map.rb +0 -551
  453. data/Scripts/Game_Oneshot.rb +0 -83
  454. data/Scripts/Game_Party.rb +0 -380
  455. data/Scripts/Game_Picture.rb +0 -164
  456. data/Scripts/Game_Player.rb +0 -298
  457. data/Scripts/Game_Screen.rb +0 -148
  458. data/Scripts/Game_SelfSwitches.rb +0 -30
  459. data/Scripts/Game_Switches.rb +0 -45
  460. data/Scripts/Game_System.rb +0 -210
  461. data/Scripts/Game_Temp.rb +0 -145
  462. data/Scripts/Game_Variables.rb +0 -36
  463. data/Scripts/Interpreter 1.rb +0 -320
  464. data/Scripts/Interpreter 2.rb +0 -286
  465. data/Scripts/Interpreter 3.rb +0 -474
  466. data/Scripts/Interpreter 4.rb +0 -327
  467. data/Scripts/Interpreter 5.rb +0 -448
  468. data/Scripts/Interpreter 6.rb +0 -307
  469. data/Scripts/Interpreter 7.rb +0 -282
  470. data/Scripts/Particles.rb +0 -141
  471. data/Scripts/Persistent.rb +0 -71
  472. data/Scripts/Puzzle_Film.rb +0 -14
  473. data/Scripts/Puzzle_Pixel.rb +0 -210
  474. data/Scripts/Puzzle_Safe.rb +0 -152
  475. data/Scripts/Puzzle_Sokoban.rb +0 -14
  476. data/Scripts/RPG.rb +0 -55
  477. data/Scripts/SaveLoad.rb +0 -275
  478. data/Scripts/Scene_Debug.rb +0 -190
  479. data/Scripts/Scene_End.rb +0 -108
  480. data/Scripts/Scene_Equip.rb +0 -222
  481. data/Scripts/Scene_File.rb +0 -111
  482. data/Scripts/Scene_Item.rb +0 -205
  483. data/Scripts/Scene_Load.rb +0 -106
  484. data/Scripts/Scene_Map.rb +0 -540
  485. data/Scripts/Scene_Menu.rb +0 -213
  486. data/Scripts/Scene_Name.rb +0 -113
  487. data/Scripts/Scene_Save.rb +0 -88
  488. data/Scripts/Scene_Skill.rb +0 -232
  489. data/Scripts/Scene_Status.rb +0 -78
  490. data/Scripts/Scene_Title.rb +0 -237
  491. data/Scripts/Script.rb +0 -780
  492. data/Scripts/Sprite_Battler.rb +0 -131
  493. data/Scripts/Sprite_Character.rb +0 -192
  494. data/Scripts/Sprite_Footprint.rb +0 -35
  495. data/Scripts/Sprite_Footsplash.rb +0 -54
  496. data/Scripts/Sprite_Light.rb +0 -18
  497. data/Scripts/Sprite_MapText.rb +0 -63
  498. data/Scripts/Sprite_Picture.rb +0 -72
  499. data/Scripts/Sprite_Timer.rb +0 -52
  500. data/Scripts/Spriteset_Map.rb +0 -370
  501. data/Scripts/Window_Base.rb +0 -327
  502. data/Scripts/Window_BattleResult.rb +0 -51
  503. data/Scripts/Window_BattleStatus.rb +0 -62
  504. data/Scripts/Window_Command.rb +0 -49
  505. data/Scripts/Window_DebugLeft.rb +0 -57
  506. data/Scripts/Window_DebugRight.rb +0 -69
  507. data/Scripts/Window_EquipItem.rb +0 -94
  508. data/Scripts/Window_EquipLeft.rb +0 -61
  509. data/Scripts/Window_EquipRight.rb +0 -56
  510. data/Scripts/Window_Gold.rb +0 -27
  511. data/Scripts/Window_Help.rb +0 -33
  512. data/Scripts/Window_InputNumber.rb +0 -111
  513. data/Scripts/Window_Item.rb +0 -229
  514. data/Scripts/Window_MainMenu.rb +0 -150
  515. data/Scripts/Window_MenuStatus.rb +0 -48
  516. data/Scripts/Window_Message.rb +0 -459
  517. data/Scripts/Window_NameEdit.rb +0 -108
  518. data/Scripts/Window_NameInput.rb +0 -262
  519. data/Scripts/Window_PartyCommand.rb +0 -42
  520. data/Scripts/Window_PlayTime.rb +0 -40
  521. data/Scripts/Window_SaveFile.rb +0 -91
  522. data/Scripts/Window_Selectable.rb +0 -203
  523. data/Scripts/Window_Settings.rb +0 -469
  524. data/Scripts/Window_ShopBuy.rb +0 -93
  525. data/Scripts/Window_ShopCommand.rb +0 -37
  526. data/Scripts/Window_ShopNumber.rb +0 -87
  527. data/Scripts/Window_ShopSell.rb +0 -94
  528. data/Scripts/Window_ShopStatus.rb +0 -107
  529. data/Scripts/Window_Skill.rb +0 -83
  530. data/Scripts/Window_SkillStatus.rb +0 -28
  531. data/Scripts/Window_Status.rb +0 -64
  532. data/Scripts/Window_Steps.rb +0 -26
  533. data/Scripts/Window_Target.rb +0 -49
  534. data/Scripts/i18n_English.rb +0 -59
  535. data/Scripts/i18n_Language.rb +0 -130
@@ -1,291 +0,0 @@
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
@@ -1,355 +0,0 @@
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