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
@@ -1,380 +0,0 @@
1
- #==============================================================================
2
- # ** Game_Party
3
- #------------------------------------------------------------------------------
4
- # This class handles the party. It includes information on amount of gold
5
- # and items. Refer to "$game_party" for the instance of this class.
6
- #==============================================================================
7
-
8
- class Game_Party
9
- #--------------------------------------------------------------------------
10
- # * Public Instance Variables
11
- #--------------------------------------------------------------------------
12
- attr_reader :actors # actors
13
- attr_reader :gold # amount of gold
14
- attr_reader :steps # number of steps
15
- #--------------------------------------------------------------------------
16
- # * Object Initialization
17
- #--------------------------------------------------------------------------
18
- def initialize
19
- # Create actor array
20
- @actors = []
21
- # Initialize amount of gold and steps
22
- @gold = 0
23
- @steps = 0
24
- # Create amount in possession hash for items, weapons, and armor
25
- @items = {}
26
- @weapons = {}
27
- @armors = {}
28
- end
29
- #--------------------------------------------------------------------------
30
- # * Initial Party Setup
31
- #--------------------------------------------------------------------------
32
- def setup_starting_members
33
- @actors = []
34
- for i in $data_system.party_members
35
- #@actors.push($game_actors[i])
36
- add_actor(i)
37
- end
38
- end
39
- #--------------------------------------------------------------------------
40
- # * Battle Test Party Setup
41
- #--------------------------------------------------------------------------
42
- def setup_battle_test_members
43
- @actors = []
44
- for battler in $data_system.test_battlers
45
- actor = $game_actors[battler.actor_id]
46
- actor.level = battler.level
47
- gain_weapon(battler.weapon_id, 1)
48
- gain_armor(battler.armor1_id, 1)
49
- gain_armor(battler.armor2_id, 1)
50
- gain_armor(battler.armor3_id, 1)
51
- gain_armor(battler.armor4_id, 1)
52
- actor.equip(0, battler.weapon_id)
53
- actor.equip(1, battler.armor1_id)
54
- actor.equip(2, battler.armor2_id)
55
- actor.equip(3, battler.armor3_id)
56
- actor.equip(4, battler.armor4_id)
57
- actor.recover_all
58
- @actors.push(actor)
59
- end
60
- @items = {}
61
- for i in 1...$data_items.size
62
- if $data_items[i].name != ""
63
- occasion = $data_items[i].occasion
64
- if occasion == 0 or occasion == 1
65
- @items[i] = 99
66
- end
67
- end
68
- end
69
- end
70
- #--------------------------------------------------------------------------
71
- # * Refresh Party Members
72
- #--------------------------------------------------------------------------
73
- def refresh
74
- # Actor objects split from $game_actors right after loading game data
75
- # Avoid this problem by resetting the actors each time data is loaded.
76
- new_actors = []
77
- for i in 0...@actors.size
78
- if $data_actors[@actors[i].id] != nil
79
- new_actors.push($game_actors[@actors[i].id])
80
- end
81
- end
82
- @actors = new_actors
83
- end
84
- #--------------------------------------------------------------------------
85
- # * Getting Maximum Level
86
- #--------------------------------------------------------------------------
87
- def max_level
88
- # If 0 members are in the party
89
- if @actors.size == 0
90
- return 0
91
- end
92
- # Initialize local variable: level
93
- level = 0
94
- # Get maximum level of party members
95
- for actor in @actors
96
- if level < actor.level
97
- level = actor.level
98
- end
99
- end
100
- return level
101
- end
102
- #--------------------------------------------------------------------------
103
- # * Add an Actor
104
- # actor_id : actor ID
105
- #--------------------------------------------------------------------------
106
- def add_actor(actor_id)
107
- # Get actor
108
- actor = $game_actors[actor_id]
109
- # If the party has less than 4 members and this actor is not in the party
110
- if @actors.size < 4 and not @actors.include?(actor)
111
- # Add follower
112
- unless @actors.empty?
113
- if $game_followers.empty?
114
- $game_followers.push(Game_Follower.new($game_player, actor))
115
- else
116
- $game_followers.push(Game_Follower.new($game_followers.last, actor))
117
- end
118
- $scene.add_follower($game_followers.last)
119
- end
120
- # Add actor
121
- @actors.push(actor)
122
- # Refresh player
123
- $game_player.refresh
124
- end
125
- end
126
- #--------------------------------------------------------------------------
127
- # * Remove Actor
128
- # actor_id : actor ID
129
- #--------------------------------------------------------------------------
130
- def remove_actor(actor_id)
131
- actor = $game_actors[actor_id]
132
- # Delete follower
133
- unless $game_followers.empty?
134
- follower = $game_followers.pop
135
- $scene.remove_follower(follower)
136
- new_actor = follower.actor
137
- if new_actor != actor
138
- $game_followers.reverse_each do |follower|
139
- new_actor, follower.actor = follower.actor, new_actor
140
- break if new_actor == actor
141
- end
142
- end
143
- end
144
- # Delete actor
145
- @actors.delete(actor)
146
- # Refresh player
147
- # $game_player.refresh
148
- end
149
- #--------------------------------------------------------------------------
150
- # * Gain Gold (or lose)
151
- # n : amount of gold
152
- #--------------------------------------------------------------------------
153
- def gain_gold(n)
154
- @gold = [[@gold + n, 0].max, 9999999].min
155
- end
156
- #--------------------------------------------------------------------------
157
- # * Lose Gold
158
- # n : amount of gold
159
- #--------------------------------------------------------------------------
160
- def lose_gold(n)
161
- # Reverse the numerical value and call it gain_gold
162
- gain_gold(-n)
163
- end
164
- #--------------------------------------------------------------------------
165
- # * Increase Steps
166
- #--------------------------------------------------------------------------
167
- def increase_steps
168
- @steps = [@steps + 1, 9999999].min
169
- end
170
- #--------------------------------------------------------------------------
171
- # * Get Number of Items Possessed
172
- # item_id : item ID
173
- #--------------------------------------------------------------------------
174
- def item_number(item_id)
175
- # If quantity data is in the hash, use it. If not, return 0
176
- return @items.include?(item_id) ? @items[item_id] : 0
177
- end
178
- #--------------------------------------------------------------------------
179
- # * Get Number of Weapons Possessed
180
- # weapon_id : weapon ID
181
- #--------------------------------------------------------------------------
182
- def weapon_number(weapon_id)
183
- # If quantity data is in the hash, use it. If not, return 0
184
- return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
185
- end
186
- #--------------------------------------------------------------------------
187
- # * Get Amount of Armor Possessed
188
- # armor_id : armor ID
189
- #--------------------------------------------------------------------------
190
- def armor_number(armor_id)
191
- # If quantity data is in the hash, use it. If not, return 0
192
- return @armors.include?(armor_id) ? @armors[armor_id] : 0
193
- end
194
- #--------------------------------------------------------------------------
195
- # * Gain Items (or lose)
196
- # item_id : item ID
197
- # n : quantity
198
- #--------------------------------------------------------------------------
199
- def gain_item(item_id, n)
200
- # Update quantity data in the hash.
201
- if item_id > 0
202
- @items[item_id] = [[item_number(item_id) + n, 0].max, 99].min
203
- end
204
- end
205
- #--------------------------------------------------------------------------
206
- # * Gain Weapons (or lose)
207
- # weapon_id : weapon ID
208
- # n : quantity
209
- #--------------------------------------------------------------------------
210
- def gain_weapon(weapon_id, n)
211
- # Update quantity data in the hash.
212
- if weapon_id > 0
213
- @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
214
- end
215
- end
216
- #--------------------------------------------------------------------------
217
- # * Gain Armor (or lose)
218
- # armor_id : armor ID
219
- # n : quantity
220
- #--------------------------------------------------------------------------
221
- def gain_armor(armor_id, n)
222
- # Update quantity data in the hash.
223
- if armor_id > 0
224
- @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
225
- end
226
- end
227
- #--------------------------------------------------------------------------
228
- # * Lose Items
229
- # item_id : item ID
230
- # n : quantity
231
- #--------------------------------------------------------------------------
232
- def lose_item(item_id, n)
233
- # Reverse the numerical value and call it gain_item
234
- gain_item(item_id, -n)
235
- end
236
- #--------------------------------------------------------------------------
237
- # * Lose Weapons
238
- # weapon_id : weapon ID
239
- # n : quantity
240
- #--------------------------------------------------------------------------
241
- def lose_weapon(weapon_id, n)
242
- # Reverse the numerical value and call it gain_weapon
243
- gain_weapon(weapon_id, -n)
244
- end
245
- #--------------------------------------------------------------------------
246
- # * Lose Armor
247
- # armor_id : armor ID
248
- # n : quantity
249
- #--------------------------------------------------------------------------
250
- def lose_armor(armor_id, n)
251
- # Reverse the numerical value and call it gain_armor
252
- gain_armor(armor_id, -n)
253
- end
254
- #--------------------------------------------------------------------------
255
- # * Determine if Item is Usable
256
- # item_id : item ID
257
- #--------------------------------------------------------------------------
258
- def item_can_use?(item_id)
259
- # If item quantity is 0
260
- if item_number(item_id) == 0
261
- # Unusable
262
- return false
263
- end
264
- # Get usable time
265
- occasion = $data_items[item_id].occasion
266
- # If in battle
267
- if $game_temp.in_battle
268
- # If useable time is 0 (normal) or 1 (only battle) it's usable
269
- return (occasion == 0 or occasion == 1)
270
- end
271
- # If useable time is 0 (normal) or 2 (only menu) it's usable
272
- return (occasion == 0 or occasion == 2)
273
- end
274
- #--------------------------------------------------------------------------
275
- # * Clear All Member Actions
276
- #--------------------------------------------------------------------------
277
- def clear_actions
278
- # Clear All Member Actions
279
- for actor in @actors
280
- actor.current_action.clear
281
- end
282
- end
283
- #--------------------------------------------------------------------------
284
- # * Determine if Command is Inputable
285
- #--------------------------------------------------------------------------
286
- def inputable?
287
- # Return true if input is possible for one person as well
288
- for actor in @actors
289
- if actor.inputable?
290
- return true
291
- end
292
- end
293
- return false
294
- end
295
- #--------------------------------------------------------------------------
296
- # * Determine Everyone is Dead
297
- #--------------------------------------------------------------------------
298
- def all_dead?
299
- # If number of party members is 0
300
- if $game_party.actors.size == 0
301
- return false
302
- end
303
- # If an actor is in the party with 0 or more HP
304
- for actor in @actors
305
- if actor.hp > 0
306
- return false
307
- end
308
- end
309
- # All members dead
310
- return true
311
- end
312
- #--------------------------------------------------------------------------
313
- # * Slip Damage Check (for map)
314
- #--------------------------------------------------------------------------
315
- def check_map_slip_damage
316
- for actor in @actors
317
- if actor.hp > 0 and actor.slip_damage?
318
- actor.hp -= [actor.maxhp / 100, 1].max
319
- if actor.hp == 0
320
- $game_system.se_play($data_system.actor_collapse_se)
321
- end
322
- $game_screen.start_flash(Color.new(255,0,0,128), 4)
323
- $game_temp.gameover = $game_party.all_dead?
324
- end
325
- end
326
- end
327
- #--------------------------------------------------------------------------
328
- # * Random Selection of Target Actor
329
- # hp0 : limited to actors with 0 HP
330
- #--------------------------------------------------------------------------
331
- def random_target_actor(hp0 = false)
332
- # Initialize roulette
333
- roulette = []
334
- # Loop
335
- for actor in @actors
336
- # If it fits the conditions
337
- if (not hp0 and actor.exist?) or (hp0 and actor.hp0?)
338
- # Get actor class [position]
339
- position = $data_classes[actor.class_id].position
340
- # Front guard: n = 4; Mid guard: n = 3; Rear guard: n = 2
341
- n = 4 - position
342
- # Add actor to roulette n times
343
- n.times do
344
- roulette.push(actor)
345
- end
346
- end
347
- end
348
- # If roulette size is 0
349
- if roulette.size == 0
350
- return nil
351
- end
352
- # Spin the roulette, choose an actor
353
- return roulette[rand(roulette.size)]
354
- end
355
- #--------------------------------------------------------------------------
356
- # * Random Selection of Target Actor (HP 0)
357
- #--------------------------------------------------------------------------
358
- def random_target_actor_hp0
359
- return random_target_actor(true)
360
- end
361
- #--------------------------------------------------------------------------
362
- # * Smooth Selection of Target Actor
363
- # actor_index : actor index
364
- #--------------------------------------------------------------------------
365
- def smooth_target_actor(actor_index)
366
- # Get an actor
367
- actor = @actors[actor_index]
368
- # If an actor exists
369
- if actor != nil and actor.exist?
370
- return actor
371
- end
372
- # Loop
373
- for actor in @actors
374
- # If an actor exists
375
- if actor.exist?
376
- return actor
377
- end
378
- end
379
- end
380
- end
@@ -1,164 +0,0 @@
1
- #==============================================================================
2
- # ** Game_Picture
3
- #------------------------------------------------------------------------------
4
- # This class handles the picture. It's used within the Game_Screen class
5
- # ($game_screen).
6
- #==============================================================================
7
-
8
- class Game_Picture
9
- #--------------------------------------------------------------------------
10
- # * Public Instance Variables
11
- #--------------------------------------------------------------------------
12
- attr_reader :number # picture number
13
- attr_reader :name # file name
14
- attr_reader :origin # starting point
15
- attr_reader :x # x-coordinate
16
- attr_reader :y # y-coordinate
17
- attr_reader :zoom_x # x directional zoom rate
18
- attr_reader :zoom_y # y directional zoom rate
19
- attr_reader :opacity # opacity level
20
- attr_reader :blend_type # blend method
21
- attr_reader :tone # color tone
22
- attr_reader :angle # rotation angle
23
- #--------------------------------------------------------------------------
24
- # * Object Initialization
25
- # number : picture number
26
- #--------------------------------------------------------------------------
27
- def initialize(number)
28
- @number = number
29
- @name = ""
30
- @origin = 0
31
- @x = 0.0
32
- @y = 0.0
33
- @zoom_x = 100.0
34
- @zoom_y = 100.0
35
- @opacity = 255.0
36
- @blend_type = 1
37
- @duration = 0
38
- @target_x = @x
39
- @target_y = @y
40
- @target_zoom_x = @zoom_x
41
- @target_zoom_y = @zoom_y
42
- @target_opacity = @opacity
43
- @tone = Tone.new(0, 0, 0, 0)
44
- @tone_target = Tone.new(0, 0, 0, 0)
45
- @tone_duration = 0
46
- @angle = 0
47
- @rotate_speed = 0
48
- end
49
- #--------------------------------------------------------------------------
50
- # * Show Picture
51
- # name : file name
52
- # origin : starting point
53
- # x : x-coordinate
54
- # y : y-coordinate
55
- # zoom_x : x directional zoom rate
56
- # zoom_y : y directional zoom rate
57
- # opacity : opacity level
58
- # blend_type : blend method
59
- #--------------------------------------------------------------------------
60
- def show(name, origin, x, y, zoom_x, zoom_y, opacity, blend_type)
61
- # Localization: check if this picture exists
62
- # in the appropriate language folder, else
63
- # default to the base graphics folder
64
- translation_name = "#{$persistent.langcode}/#{name}"
65
- if File.exists?("Graphics/Pictures/#{translation_name}.png")
66
- @name = translation_name
67
- else
68
- @name = name
69
- end
70
- @origin = origin
71
- @x = x.to_f
72
- @y = y.to_f
73
- @zoom_x = zoom_x.to_f
74
- @zoom_y = zoom_y.to_f
75
- @opacity = opacity.to_f
76
- @blend_type = blend_type
77
- @duration = 0
78
- @target_x = @x
79
- @target_y = @y
80
- @target_zoom_x = @zoom_x
81
- @target_zoom_y = @zoom_y
82
- @target_opacity = @opacity
83
- @tone = Tone.new(0, 0, 0, 0)
84
- @tone_target = Tone.new(0, 0, 0, 0)
85
- @tone_duration = 0
86
- @angle = 0
87
- @rotate_speed = 0
88
- end
89
- #--------------------------------------------------------------------------
90
- # * Move Picture
91
- # duration : time
92
- # origin : starting point
93
- # x : x-coordinate
94
- # y : y-coordinate
95
- # zoom_x : x directional zoom rate
96
- # zoom_y : y directional zoom rate
97
- # opacity : opacity level
98
- # blend_type : blend method
99
- #--------------------------------------------------------------------------
100
- def move(duration, origin, x, y, zoom_x, zoom_y, opacity, blend_type)
101
- @duration = duration
102
- @origin = origin
103
- @target_x = x.to_f
104
- @target_y = y.to_f
105
- @target_zoom_x = zoom_x.to_f
106
- @target_zoom_y = zoom_y.to_f
107
- @target_opacity = opacity.to_f
108
- @blend_type = blend_type
109
- end
110
- #--------------------------------------------------------------------------
111
- # * Change Rotation Speed
112
- # speed : rotation speed
113
- #--------------------------------------------------------------------------
114
- def rotate(speed)
115
- @rotate_speed = speed
116
- end
117
- #--------------------------------------------------------------------------
118
- # * Start Change of Color Tone
119
- # tone : color tone
120
- # duration : time
121
- #--------------------------------------------------------------------------
122
- def start_tone_change(tone, duration)
123
- @tone_target = tone.clone
124
- @tone_duration = duration
125
- if @tone_duration == 0
126
- @tone = @tone_target.clone
127
- end
128
- end
129
- #--------------------------------------------------------------------------
130
- # * Erase Picture
131
- #--------------------------------------------------------------------------
132
- def erase
133
- @name = ""
134
- end
135
- #--------------------------------------------------------------------------
136
- # * Frame Update
137
- #--------------------------------------------------------------------------
138
- def update
139
- if @duration >= 1
140
- d = @duration
141
- @x = (@x * (d - 1) + @target_x) / d
142
- @y = (@y * (d - 1) + @target_y) / d
143
- @zoom_x = (@zoom_x * (d - 1) + @target_zoom_x) / d
144
- @zoom_y = (@zoom_y * (d - 1) + @target_zoom_y) / d
145
- @opacity = (@opacity * (d - 1) + @target_opacity) / d
146
- @duration -= 1
147
- end
148
- if @tone_duration >= 1
149
- d = @tone_duration
150
- @tone.red = (@tone.red * (d - 1) + @tone_target.red) / d
151
- @tone.green = (@tone.green * (d - 1) + @tone_target.green) / d
152
- @tone.blue = (@tone.blue * (d - 1) + @tone_target.blue) / d
153
- @tone.gray = (@tone.gray * (d - 1) + @tone_target.gray) / d
154
- @tone_duration -= 1
155
- end
156
- if @rotate_speed != 0
157
- @angle += @rotate_speed / 2.0
158
- while @angle < 0
159
- @angle += 360
160
- end
161
- @angle %= 360
162
- end
163
- end
164
- end