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
@@ -1,222 +0,0 @@
1
- #==============================================================================
2
- # ** Scene_Equip
3
- #------------------------------------------------------------------------------
4
- # This class performs equipment screen processing.
5
- #==============================================================================
6
-
7
- class Scene_Equip
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- # actor_index : actor index
11
- # equip_index : equipment index
12
- #--------------------------------------------------------------------------
13
- def initialize(actor_index = 0, equip_index = 0)
14
- @actor_index = actor_index
15
- @equip_index = equip_index
16
- end
17
- #--------------------------------------------------------------------------
18
- # * Main Processing
19
- #--------------------------------------------------------------------------
20
- def main
21
- # Get actor
22
- @actor = $game_party.actors[@actor_index]
23
- # Make windows
24
- @help_window = Window_Help.new
25
- @left_window = Window_EquipLeft.new(@actor)
26
- @right_window = Window_EquipRight.new(@actor)
27
- @item_window1 = Window_EquipItem.new(@actor, 0)
28
- @item_window2 = Window_EquipItem.new(@actor, 1)
29
- @item_window3 = Window_EquipItem.new(@actor, 2)
30
- @item_window4 = Window_EquipItem.new(@actor, 3)
31
- @item_window5 = Window_EquipItem.new(@actor, 4)
32
- # Associate help window
33
- @right_window.help_window = @help_window
34
- @item_window1.help_window = @help_window
35
- @item_window2.help_window = @help_window
36
- @item_window3.help_window = @help_window
37
- @item_window4.help_window = @help_window
38
- @item_window5.help_window = @help_window
39
- # Set cursor position
40
- @right_window.index = @equip_index
41
- refresh
42
- # Execute transition
43
- Graphics.transition
44
- # Main loop
45
- loop do
46
- # Update game screen
47
- Graphics.update
48
- # Update input information
49
- Input.update
50
- # Frame update
51
- update
52
- # Abort loop if screen is changed
53
- if $scene != self
54
- break
55
- end
56
- end
57
- # Prepare for transition
58
- Graphics.freeze
59
- # Dispose of windows
60
- @help_window.dispose
61
- @left_window.dispose
62
- @right_window.dispose
63
- @item_window1.dispose
64
- @item_window2.dispose
65
- @item_window3.dispose
66
- @item_window4.dispose
67
- @item_window5.dispose
68
- end
69
- #--------------------------------------------------------------------------
70
- # * Refresh
71
- #--------------------------------------------------------------------------
72
- def refresh
73
- # Set item window to visible
74
- @item_window1.visible = (@right_window.index == 0)
75
- @item_window2.visible = (@right_window.index == 1)
76
- @item_window3.visible = (@right_window.index == 2)
77
- @item_window4.visible = (@right_window.index == 3)
78
- @item_window5.visible = (@right_window.index == 4)
79
- # Get currently equipped item
80
- item1 = @right_window.item
81
- # Set current item window to @item_window
82
- case @right_window.index
83
- when 0
84
- @item_window = @item_window1
85
- when 1
86
- @item_window = @item_window2
87
- when 2
88
- @item_window = @item_window3
89
- when 3
90
- @item_window = @item_window4
91
- when 4
92
- @item_window = @item_window5
93
- end
94
- # If right window is active
95
- if @right_window.active
96
- # Erase parameters for after equipment change
97
- @left_window.set_new_parameters(nil, nil, nil)
98
- end
99
- # If item window is active
100
- if @item_window.active
101
- # Get currently selected item
102
- item2 = @item_window.item
103
- # Change equipment
104
- last_hp = @actor.hp
105
- last_sp = @actor.sp
106
- @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
107
- # Get parameters for after equipment change
108
- new_atk = @actor.atk
109
- new_pdef = @actor.pdef
110
- new_mdef = @actor.mdef
111
- # Return equipment
112
- @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
113
- @actor.hp = last_hp
114
- @actor.sp = last_sp
115
- # Draw in left window
116
- @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
117
- end
118
- end
119
- #--------------------------------------------------------------------------
120
- # * Frame Update
121
- #--------------------------------------------------------------------------
122
- def update
123
- # Update windows
124
- @left_window.update
125
- @right_window.update
126
- @item_window.update
127
- refresh
128
- # If right window is active: call update_right
129
- if @right_window.active
130
- update_right
131
- return
132
- end
133
- # If item window is active: call update_item
134
- if @item_window.active
135
- update_item
136
- return
137
- end
138
- end
139
- #--------------------------------------------------------------------------
140
- # * Frame Update (when right window is active)
141
- #--------------------------------------------------------------------------
142
- def update_right
143
- # If B button was pressed
144
- if Input.trigger?(Input::CANCEL)
145
- # Play cancel SE
146
- $game_system.se_play($data_system.cancel_se)
147
- # Switch to menu screen
148
- $scene = Scene_Menu.new(2)
149
- return
150
- end
151
- # If C button was pressed
152
- if Input.trigger?(Input::ACTION)
153
- # If equipment is fixed
154
- if @actor.equip_fix?(@right_window.index)
155
- # Play buzzer SE
156
- $game_system.se_play($data_system.buzzer_se)
157
- return
158
- end
159
- # Play decision SE
160
- $game_system.se_play($data_system.decision_se)
161
- # Activate item window
162
- @right_window.active = false
163
- @item_window.active = true
164
- @item_window.index = 0
165
- return
166
- end
167
- # If R button was pressed
168
- if Input.trigger?(Input::R)
169
- # Play cursor SE
170
- $game_system.se_play($data_system.cursor_se)
171
- # To next actor
172
- @actor_index += 1
173
- @actor_index %= $game_party.actors.size
174
- # Switch to different equipment screen
175
- $scene = Scene_Equip.new(@actor_index, @right_window.index)
176
- return
177
- end
178
- # If L button was pressed
179
- if Input.trigger?(Input::L)
180
- # Play cursor SE
181
- $game_system.se_play($data_system.cursor_se)
182
- # To previous actor
183
- @actor_index += $game_party.actors.size - 1
184
- @actor_index %= $game_party.actors.size
185
- # Switch to different equipment screen
186
- $scene = Scene_Equip.new(@actor_index, @right_window.index)
187
- return
188
- end
189
- end
190
- #--------------------------------------------------------------------------
191
- # * Frame Update (when item window is active)
192
- #--------------------------------------------------------------------------
193
- def update_item
194
- # If B button was pressed
195
- if Input.trigger?(Input::CANCEL)
196
- # Play cancel SE
197
- $game_system.se_play($data_system.cancel_se)
198
- # Activate right window
199
- @right_window.active = true
200
- @item_window.active = false
201
- @item_window.index = -1
202
- return
203
- end
204
- # If C button was pressed
205
- if Input.trigger?(Input::ACTION)
206
- # Play equip SE
207
- $game_system.se_play($data_system.equip_se)
208
- # Get currently selected data on the item window
209
- item = @item_window.item
210
- # Change equipment
211
- @actor.equip(@right_window.index, item == nil ? 0 : item.id)
212
- # Activate right window
213
- @right_window.active = true
214
- @item_window.active = false
215
- @item_window.index = -1
216
- # Remake right window and item window contents
217
- @right_window.refresh
218
- @item_window.refresh
219
- return
220
- end
221
- end
222
- end
@@ -1,111 +0,0 @@
1
- #==============================================================================
2
- # ** Scene_File
3
- #------------------------------------------------------------------------------
4
- # This is a superclass for the save screen and load screen.
5
- #==============================================================================
6
-
7
- class Scene_File
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- # help_text : text string shown in the help window
11
- #--------------------------------------------------------------------------
12
- def initialize(help_text)
13
- @help_text = help_text
14
- end
15
- #--------------------------------------------------------------------------
16
- # * Main Processing
17
- #--------------------------------------------------------------------------
18
- def main
19
- # Make help window
20
- @help_window = Window_Help.new
21
- @help_window.set_text(@help_text)
22
- # Make save file window
23
- @savefile_windows = []
24
- for i in 0..3
25
- @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
26
- end
27
- # Select last file to be operated
28
- @file_index = $game_temp.last_file_index
29
- @savefile_windows[@file_index].selected = true
30
- # Execute transition
31
- Graphics.transition
32
- # Main loop
33
- loop do
34
- # Update game screen
35
- Graphics.update
36
- # Update input information
37
- Input.update
38
- # Frame update
39
- update
40
- # Abort loop if screen is changed
41
- if $scene != self
42
- break
43
- end
44
- end
45
- # Prepare for transition
46
- Graphics.freeze
47
- # Dispose of windows
48
- @help_window.dispose
49
- for i in @savefile_windows
50
- i.dispose
51
- end
52
- end
53
- #--------------------------------------------------------------------------
54
- # * Frame Update
55
- #--------------------------------------------------------------------------
56
- def update
57
- # Update windows
58
- @help_window.update
59
- for i in @savefile_windows
60
- i.update
61
- end
62
- # If C button was pressed
63
- if Input.trigger?(Input::ACTION)
64
- # Call method: on_decision (defined by the subclasses)
65
- on_decision(make_filename(@file_index))
66
- $game_temp.last_file_index = @file_index
67
- return
68
- end
69
- # If B button was pressed
70
- if Input.trigger?(Input::CANCEL)
71
- # Call method: on_cancel (defined by the subclasses)
72
- on_cancel
73
- return
74
- end
75
- # If the down directional button was pressed
76
- if Input.repeat?(Input::DOWN)
77
- # If the down directional button pressed down is not a repeat,
78
- # or cursor position is more in front than 3
79
- if Input.trigger?(Input::DOWN) or @file_index < 3
80
- # Play cursor SE
81
- $game_system.se_play($data_system.cursor_se)
82
- # Move cursor down
83
- @savefile_windows[@file_index].selected = false
84
- @file_index = (@file_index + 1) % 4
85
- @savefile_windows[@file_index].selected = true
86
- return
87
- end
88
- end
89
- # If the up directional button was pressed
90
- if Input.repeat?(Input::UP)
91
- # If the up directional button pressed down is not a repeat、
92
- # or cursor position is more in back than 0
93
- if Input.trigger?(Input::UP) or @file_index > 0
94
- # Play cursor SE
95
- $game_system.se_play($data_system.cursor_se)
96
- # Move cursor up
97
- @savefile_windows[@file_index].selected = false
98
- @file_index = (@file_index + 3) % 4
99
- @savefile_windows[@file_index].selected = true
100
- return
101
- end
102
- end
103
- end
104
- #--------------------------------------------------------------------------
105
- # * Make File Name
106
- # file_index : save file index (0-3)
107
- #--------------------------------------------------------------------------
108
- def make_filename(file_index)
109
- return "Save#{file_index + 1}.rxdata"
110
- end
111
- end
@@ -1,205 +0,0 @@
1
- #==============================================================================
2
- # ** Scene_Item
3
- #------------------------------------------------------------------------------
4
- # This class performs item screen processing.
5
- #==============================================================================
6
-
7
- class Scene_Item
8
- #--------------------------------------------------------------------------
9
- # * Main Processing
10
- #--------------------------------------------------------------------------
11
- def main
12
- # Make help window, item window
13
- @help_window = Window_Help.new
14
- @item_window = Window_Item.new
15
- # Associate help window
16
- @item_window.help_window = @help_window
17
- # Make target window (set to invisible / inactive)
18
- @target_window = Window_Target.new
19
- @target_window.visible = false
20
- @target_window.active = false
21
- # Execute transition
22
- Graphics.transition
23
- # Main loop
24
- loop do
25
- # Update game screen
26
- Graphics.update
27
- # Update input information
28
- Input.update
29
- # Frame update
30
- update
31
- # Abort loop if screen is changed
32
- if $scene != self
33
- break
34
- end
35
- end
36
- # Prepare for transition
37
- Graphics.freeze
38
- # Dispose of windows
39
- @help_window.dispose
40
- @item_window.dispose
41
- @target_window.dispose
42
- end
43
- #--------------------------------------------------------------------------
44
- # * Frame Update
45
- #--------------------------------------------------------------------------
46
- def update
47
- # Update windows
48
- @help_window.update
49
- @item_window.update
50
- @target_window.update
51
- # If item window is active: call update_item
52
- if @item_window.active
53
- update_item
54
- return
55
- end
56
- # If target window is active: call update_target
57
- if @target_window.active
58
- update_target
59
- return
60
- end
61
- end
62
- #--------------------------------------------------------------------------
63
- # * Frame Update (when item window is active)
64
- #--------------------------------------------------------------------------
65
- def update_item
66
- # If B button was pressed
67
- if Input.trigger?(Input::CANCEL)
68
- # Play cancel SE
69
- $game_system.se_play($data_system.cancel_se)
70
- # Switch to menu screen
71
- $scene = Scene_Menu.new(0)
72
- return
73
- end
74
- # If C button was pressed
75
- if Input.trigger?(Input::ACTION)
76
- # Get currently selected data on the item window
77
- @item = @item_window.item
78
- # If not a use item
79
- unless @item.is_a?(RPG::Item)
80
- # Play buzzer SE
81
- $game_system.se_play($data_system.buzzer_se)
82
- return
83
- end
84
- # If it can't be used
85
- unless $game_party.item_can_use?(@item.id)
86
- # Play buzzer SE
87
- $game_system.se_play($data_system.buzzer_se)
88
- return
89
- end
90
- # Play decision SE
91
- $game_system.se_play($data_system.decision_se)
92
- # If effect scope is an ally
93
- if @item.scope >= 3
94
- # Activate target window
95
- @item_window.active = false
96
- @target_window.x = (@item_window.index + 1) % 2 * 304
97
- @target_window.visible = true
98
- @target_window.active = true
99
- # Set cursor position to effect scope (single / all)
100
- if @item.scope == 4 || @item.scope == 6
101
- @target_window.index = -1
102
- else
103
- @target_window.index = 0
104
- end
105
- # If effect scope is other than an ally
106
- else
107
- # If command event ID is valid
108
- if @item.common_event_id > 0
109
- # Command event call reservation
110
- $game_temp.common_event_id = @item.common_event_id
111
- # Play item use SE
112
- $game_system.se_play(@item.menu_se)
113
- # If consumable
114
- if @item.consumable
115
- # Decrease used items by 1
116
- $game_party.lose_item(@item.id, 1)
117
- # Draw item window item
118
- @item_window.draw_item(@item_window.index)
119
- end
120
- # Switch to map screen
121
- $scene = Scene_Map.new
122
- return
123
- end
124
- end
125
- return
126
- end
127
- end
128
- #--------------------------------------------------------------------------
129
- # * Frame Update (when target window is active)
130
- #--------------------------------------------------------------------------
131
- def update_target
132
- # If B button was pressed
133
- if Input.trigger?(Input::CANCEL)
134
- # Play cancel SE
135
- $game_system.se_play($data_system.cancel_se)
136
- # If unable to use because items ran out
137
- unless $game_party.item_can_use?(@item.id)
138
- # Remake item window contents
139
- @item_window.refresh
140
- end
141
- # Erase target window
142
- @item_window.active = true
143
- @target_window.visible = false
144
- @target_window.active = false
145
- return
146
- end
147
- # If C button was pressed
148
- if Input.trigger?(Input::ACTION)
149
- # If items are used up
150
- if $game_party.item_number(@item.id) == 0
151
- # Play buzzer SE
152
- $game_system.se_play($data_system.buzzer_se)
153
- return
154
- end
155
- # If target is all
156
- if @target_window.index == -1
157
- # Apply item effects to entire party
158
- used = false
159
- for i in $game_party.actors
160
- used |= i.item_effect(@item)
161
- end
162
- end
163
- # If single target
164
- if @target_window.index >= 0
165
- # Apply item use effects to target actor
166
- target = $game_party.actors[@target_window.index]
167
- used = target.item_effect(@item)
168
- end
169
- # If an item was used
170
- if used
171
- # Play item use SE
172
- $game_system.se_play(@item.menu_se)
173
- # If consumable
174
- if @item.consumable
175
- # Decrease used items by 1
176
- $game_party.lose_item(@item.id, 1)
177
- # Redraw item window item
178
- @item_window.draw_item(@item_window.index)
179
- end
180
- # Remake target window contents
181
- @target_window.refresh
182
- # If all party members are dead
183
- if $game_party.all_dead?
184
- # Switch to game over screen
185
- $scene = Scene_Gameover.new
186
- return
187
- end
188
- # If common event ID is valid
189
- if @item.common_event_id > 0
190
- # Common event call reservation
191
- $game_temp.common_event_id = @item.common_event_id
192
- # Switch to map screen
193
- $scene = Scene_Map.new
194
- return
195
- end
196
- end
197
- # If item wasn't used
198
- unless used
199
- # Play buzzer SE
200
- $game_system.se_play($data_system.buzzer_se)
201
- end
202
- return
203
- end
204
- end
205
- end
@@ -1,106 +0,0 @@
1
- #==============================================================================
2
- # ** Scene_Load
3
- #------------------------------------------------------------------------------
4
- # This class performs load screen processing.
5
- #==============================================================================
6
-
7
- class Scene_Load < Scene_File
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- #--------------------------------------------------------------------------
11
- def initialize
12
- # Remake temporary object
13
- $game_temp = Game_Temp.new
14
- # Timestamp selects new file
15
- $game_temp.last_file_index = 0
16
- latest_time = Time.at(0)
17
- for i in 0..3
18
- filename = make_filename(i)
19
- if FileTest.exist?(filename)
20
- file = File.open(filename, "r")
21
- if file.mtime > latest_time
22
- latest_time = file.mtime
23
- $game_temp.last_file_index = i
24
- end
25
- file.close
26
- end
27
- end
28
- super("Which file would you like to load?")
29
- end
30
- #--------------------------------------------------------------------------
31
- # * Decision Processing
32
- #--------------------------------------------------------------------------
33
- def on_decision(filename)
34
- # If file doesn't exist
35
- unless FileTest.exist?(filename)
36
- # Play buzzer SE
37
- $game_system.se_play($data_system.buzzer_se)
38
- return
39
- end
40
- # Play load SE
41
- $game_system.se_play($data_system.load_se)
42
- # Read save data
43
- file = File.open(filename, "rb")
44
- read_save_data(file)
45
- file.close
46
- # Restore BGM and BGS
47
- $game_system.bgm_play($game_system.playing_bgm)
48
- $game_system.bgs_play($game_system.playing_bgs)
49
- # Update map (run parallel process event)
50
- $game_map.update
51
- # Switch to map screen
52
- $scene = Scene_Map.new
53
- end
54
- #--------------------------------------------------------------------------
55
- # * Cancel Processing
56
- #--------------------------------------------------------------------------
57
- def on_cancel
58
- # Play cancel SE
59
- $game_system.se_play($data_system.cancel_se)
60
- # Switch to title screen
61
- $scene = Scene_Title.new
62
- end
63
- #--------------------------------------------------------------------------
64
- # * Read Save Data
65
- # file : file object for reading (opened)
66
- #--------------------------------------------------------------------------
67
- def read_save_data(file)
68
- # Read character data for drawing save file
69
- characters = Marshal.load(file)
70
- # Read frame count for measuring play time
71
- Graphics.frame_count = Marshal.load(file)
72
- # Read each type of game object
73
- $game_system = Marshal.load(file)
74
- $game_switches = Marshal.load(file)
75
- $game_variables = Marshal.load(file)
76
- $game_self_switches = Marshal.load(file)
77
- $game_screen = Marshal.load(file)
78
- $game_actors = Marshal.load(file)
79
- $game_party = Marshal.load(file)
80
- $game_troop = Marshal.load(file)
81
- $game_map = Marshal.load(file)
82
- $game_player = Marshal.load(file)
83
- $game_followers = Marshal.load(file)
84
- $game_oneshot = Marshal.load(file)
85
- $game_fasttravel = Marshal.load(file)
86
- $game_temp.footstep_sfx = Marshal.load(file)
87
-
88
- # If magic number is different from when saving
89
- # (if editing was added with editor)
90
- if $game_system.magic_number != $data_system.magic_number
91
- # Load map
92
- $game_map.setup($game_map.map_id)
93
- $game_player.center($game_player.x, $game_player.y)
94
- end
95
- # Refresh party members
96
- $game_party.refresh
97
-
98
- f_prev = $game_player
99
- for f in $game_followers
100
- f.leader = f_prev
101
- f.moveto($game_player.x, $game_player.y)
102
- f_prev = f
103
- end
104
- load_perma_flags
105
- end
106
- end