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
@@ -1,370 +0,0 @@
1
- #==============================================================================
2
- # ** Spriteset_Map
3
- #------------------------------------------------------------------------------
4
- # This class brings together map screen sprites, tilemaps, etc.
5
- # It's used within the Scene_Map class.
6
- #==============================================================================
7
-
8
- class Spriteset_Map
9
- #--------------------------------------------------------------------------
10
- # * Object Initialization
11
- #--------------------------------------------------------------------------
12
- def initialize(spriteset = nil)
13
- # Make viewports
14
- @viewport = Viewport.new(0, 0, 640, 480)
15
- @viewport_bg = Viewport.new(0, 0, 640, 480)
16
- @viewport_pics = Viewport.new(0, 0, 640, 480)
17
- @viewport_particles = Viewport.new(0, 0, 640, 480)
18
- @viewport_lights = Viewport.new(0, 0, 640, 480)
19
- @viewport_flash = Viewport.new(0, 0, 640, 480)
20
-
21
- @viewport_bg.z = -500
22
- @viewport_lights.z = 200
23
- @viewport_pics.z = 500
24
- @viewport_flash.z = 5000
25
-
26
- # Make tilemap
27
- @tilemap = Tilemap.new(@viewport)
28
- if $game_map.tileset_name == "blank"
29
- @tilemap.tileset = nil
30
- else
31
- @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
32
- end
33
- for i in 0..6
34
- autotile_name = $game_map.autotile_names[i]
35
- @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
36
- end
37
- @tilemap.map_data = $game_map.data
38
- @tilemap.priorities = $game_map.priorities
39
- # Make panorama plane
40
- @panorama = Plane.new(@viewport_bg)
41
- @panorama.z = -1000
42
-
43
- if $game_map.pan_fade_animate
44
- @panorama2 = Plane.new(@viewport_bg)
45
- @panorama2.z = -999
46
- @panorama2.opacity = 0
47
- @pan_frame_index = 0
48
- end
49
-
50
- # Make fog plane
51
- @fog = Plane.new(@viewport)
52
- @fog.z = 3000
53
- # Make character sprites
54
- @character_sprites = []
55
- for i in $game_map.events.keys.sort
56
- sprite = Sprite_Character.new(@viewport, @viewport_lights, $game_map.events[i])
57
- @character_sprites.push(sprite)
58
- end
59
- $game_followers.each do |follower|
60
- @character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, follower))
61
- end
62
- @character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, $game_player))
63
- # Make footprints
64
- @footprint_sprites = []
65
- # Make weather
66
- @weather = RPG::Weather.new(@viewport)
67
- # Make picture sprites
68
- @picture_sprites = []
69
- for i in 1..50
70
- @picture_sprites.push(Sprite_Picture.new(@viewport_pics,
71
- $game_screen.pictures[i]))
72
- end
73
- # Make timer sprite
74
- @timer_sprite = Sprite_Timer.new
75
- # Make lightbulb sprite
76
- @bulb = Sprite.new(@viewport_lights)
77
- @bulb.x = -80
78
- @bulb.bitmap = RPG::Cache.light('bulb')
79
- @bulb.opacity = has_lightbulb? ? 255 : 0
80
- # Panorama animation timer
81
- @pan_animate_timer = 0
82
- # Frame update
83
- update
84
- end
85
- #--------------------------------------------------------------------------
86
- # * Dispose
87
- #--------------------------------------------------------------------------
88
- def dispose
89
- # Dispose of tilemap
90
- @tilemap.tileset.dispose if @tilemap.tileset
91
- for i in 0..6
92
- @tilemap.autotiles[i].dispose
93
- end
94
- @tilemap.dispose
95
- # Dispose of panorama plane
96
- @panorama.dispose
97
- if @panorama2 != nil
98
- @panorama2.dispose
99
- end
100
- # Dispose of fog plane
101
- @fog.dispose
102
- # Dispose of character sprites
103
- @character_sprites.each do |sprite|
104
- sprite.dispose
105
- end
106
- # Dispose of footprints
107
- @footprint_sprites.each do |sprite|
108
- sprite.dispose
109
- end
110
- # Dispose of weather
111
- @weather.dispose
112
- # Dispose of picture sprites
113
- for sprite in @picture_sprites
114
- sprite.dispose
115
- end
116
- # Dispose of bg
117
- @bg.dispose if @bg
118
- # Dispose of particles
119
- @particles.dispose if @particles
120
- # Dispose of timer sprite
121
- @timer_sprite.dispose
122
- # Dispose of viewports
123
- @viewport.dispose
124
- @viewport_pics.dispose
125
- @viewport_particles.dispose
126
- @viewport_bg.dispose
127
- @viewport_lights.dispose
128
- @viewport_flash.dispose
129
- end
130
- #--------------------------------------------------------------------------
131
- # * Follower operations
132
- #--------------------------------------------------------------------------
133
- def add_follower(follower)
134
- @character_sprites.pop.dispose
135
- @character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, follower))
136
- @character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, $game_player))
137
- end
138
- def remove_follower(follower)
139
- @character_sprites.reverse_each do |spr|
140
- if spr.character == follower
141
- @character_sprites.delete(spr)
142
- spr.dispose
143
- break
144
- end
145
- end
146
- end
147
- #--------------------------------------------------------------------------
148
- # * Frame Update
149
- #--------------------------------------------------------------------------
150
- def update
151
- # Update tilemap
152
- @tilemap.wrapping = $game_map.wrapping
153
- # If panorama is different from current one
154
- if @panorama_name != $game_map.panorama_name or
155
- @panorama_hue != $game_map.panorama_hue
156
- @panorama_name = $game_map.panorama_name
157
- @panorama_hue = $game_map.panorama_hue
158
- if @panorama.bitmap != nil
159
- @panorama.bitmap.dispose
160
- @panorama.bitmap = nil
161
- end
162
- if @panorama2 != nil && @panorama2.bitmap != nil
163
- @panorama2.bitmap.dispose
164
- @panorama2.bitmap = nil
165
- end
166
- if @panorama_name != ""
167
- if $game_map.pan_fade_animate
168
- if @panorama2 == nil
169
- @panorama2 = Plane.new(@viewport_bg)
170
- @panorama2.z = -999
171
- @panorama2.opacity = 0
172
- @pan_frame_index = 0
173
- end
174
- @panorama.bitmap = RPG::Cache.panorama(@panorama_name + (1 + @pan_frame_index).to_s, @panorama_hue)
175
- @panorama2.bitmap = RPG::Cache.panorama(@panorama_name + (1 + @pan_frame_index).to_s, @panorama_hue)
176
- else
177
- @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
178
- end
179
- end
180
- Graphics.frame_reset
181
- end
182
- # If fog is different than current fog
183
- if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
184
- @fog_name = $game_map.fog_name
185
- @fog_hue = $game_map.fog_hue
186
- if @fog.bitmap != nil
187
- @fog.bitmap.dispose
188
- @fog.bitmap = nil
189
- end
190
- if @fog_name != ""
191
- @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
192
- end
193
- Graphics.frame_reset
194
- end
195
- # If BG is different than current BG
196
- if @bg_name != $game_map.bg_name
197
- @bg_name = $game_map.bg_name
198
- if !@bg
199
- @bg = Sprite.new(@viewport_bg)
200
- @bg.zoom_x = 2
201
- @bg.zoom_y = 2
202
- end
203
- if @bg_name.empty?
204
- @bg.bitmap = nil
205
- else
206
- @bg.bitmap = RPG::Cache.panorama(@bg_name, 0)
207
- end
208
- Graphics.frame_reset
209
- end
210
- # If particles different than current particles
211
- if @particles_type != $game_map.particles_type
212
- @particles.dispose if @particles
213
- @particles_type = $game_map.particles_type
214
- if @particles_type == nil
215
- @particles = nil
216
- else
217
- case @particles_type
218
- when :fireflies
219
- klass = Particle_Firefly
220
- count = 30
221
- layer = :front
222
- when :shrimp
223
- klass = Particle_Shrimp
224
- count = 80
225
- layer = :back
226
- else
227
- raise 'invalid particle type'
228
- end
229
- @particles = ParticleLayer.new(@viewport_particles, klass, count)
230
- @viewport_particles.z = (layer == :front) ? 500 : -400
231
- end
232
- end
233
- # Update bg plane
234
- @bg.x = (-$game_map.display_x / 4)
235
- @bg.y = (-$game_map.display_y / 4)
236
- # Update tilemap
237
- @tilemap.ox = $game_map.display_x / 4
238
- @tilemap.oy = $game_map.display_y / 4
239
- @tilemap.update
240
- # Update panorama plane
241
- if $game_map.always_moving
242
- $game_map.pan_move_offset += 1
243
- end
244
- if $game_map.clamped_x
245
- x = ($game_player.real_x.to_f / (($game_map.width - 1) * 128)) * (@panorama.bitmap.width * $game_map.pan_zoom - 640)
246
- @panorama.ox = x < 0.0 ? 0.0 : x
247
- else
248
- @panorama.ox = $game_map.display_x / ($game_map.pan_onetoone ? 4 : 8)
249
- end
250
- if $game_map.clamped_y
251
- y = ($game_player.real_y.to_f / (($game_map.height - 1) * 128)) * (@panorama.bitmap.height * $game_map.pan_zoom - 480)
252
- @panorama.oy = y < 0.0 ? 0.0 : y
253
- else
254
- @panorama.oy = $game_map.pan_offset_y + $game_map.display_y / ($game_map.pan_onetoone ? 4 : 8)
255
- end
256
- @panorama.zoom_x = @panorama.zoom_y = $game_map.pan_zoom
257
- # Animate panorama
258
- if $game_map.pan_animate
259
- @pan_animate_timer = (@pan_animate_timer + 1) % 16
260
- @panorama.src_rect.width = @panorama.src_rect.height
261
- if @pan_animate_timer == 0
262
- @panorama.src_rect.x = (@panorama.src_rect.x + @panorama.src_rect.height) % @panorama.bitmap.width
263
- end
264
- end
265
-
266
- if $game_map.pan_fade_animate
267
- @panorama2.opacity += 3
268
- @panorama2.ox = @panorama.ox
269
- @panorama2.oy = @panorama.oy
270
- @panorama2.zoom_x = @panorama2.zoom_y = $game_map.pan_zoom
271
- if @panorama2.opacity >= 255
272
- @panorama2.opacity = 255
273
- @panorama.dispose
274
- @panorama = @panorama2
275
- @panorama.z = -1000
276
- @panorama2 = Plane.new(@viewport_bg)
277
- @panorama2.z = -999
278
- @panorama2.opacity = 0
279
- @pan_frame_index = (@pan_frame_index + 1) % 3
280
- @panorama2.bitmap = RPG::Cache.panorama(@panorama_name + (1 + @pan_frame_index).to_s, @panorama_hue)
281
- end
282
- end
283
- # Update fog plane
284
- @fog.zoom_x = $game_map.fog_zoom / 100.0
285
- @fog.zoom_y = $game_map.fog_zoom / 100.0
286
- @fog.opacity = $game_map.fog_opacity
287
- @fog.blend_type = $game_map.fog_blend_type
288
- @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
289
- @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
290
- @fog.tone = $game_map.fog_tone
291
- # Update character sprites
292
- @character_sprites.each do |sprite|
293
- if !sprite.character.is_a?(Game_Event)
294
- sprite.update
295
- elsif
296
-
297
- # this is just a check to make sure the sprite is onscreen for game events
298
- # based on its current width and height
299
- # no point in updating the sprite if offscreen
300
- # this greatly increases performance on larger maps
301
-
302
- ((sprite.character.real_x + (sprite.ox*4) > $game_map.display_x - 128) &&
303
- (sprite.character.real_x - (sprite.ox*4) < $game_map.display_x + (21 * 128)) &&
304
- (sprite.character.real_y + (sprite.oy*4) > ($game_map.display_y) - 128) &&
305
- (sprite.character.real_y - (sprite.oy*4) < ($game_map.display_y) + (17 * 128)))
306
- sprite.update
307
- else
308
- sprite.update_fast
309
- end
310
- end
311
- # Update footprints
312
- @footprint_sprites.delete_if do |sprite|
313
- sprite.update
314
- sprite.disposed?
315
- end
316
- # Update weather graphic
317
- @weather.type = $game_screen.weather_type
318
- @weather.max = $game_screen.weather_max
319
- @weather.ox = $game_map.display_x / 4
320
- @weather.oy = $game_map.display_y / 4
321
- @weather.update
322
- # Update picture sprites
323
- for sprite in @picture_sprites
324
- sprite.update
325
- end
326
- # Update bulb if fading in
327
- @bulb.tone = $game_map.ambient
328
- if has_lightbulb?
329
- if @bulb.opacity < 255
330
- @bulb.opacity += 2.125
331
- end
332
- else
333
- if @bulb.opacity > 0
334
- @bulb.opacity -= 2.125
335
- end
336
- end
337
- # Update particles
338
- @particles.update if @particles
339
- # Update timer sprite
340
- @timer_sprite.update
341
- # Set screen color tone and shake position
342
- @viewport.tone = $game_screen.tone + $game_map.ambient * (1.0 - @bulb.opacity / 255.0)
343
- @viewport.ox = $game_screen.shake
344
- @viewport_lights.ox = $game_screen.shake
345
- # Set screen flash color
346
- @viewport_flash.color = $game_screen.flash_color
347
- # Update viewports
348
- @viewport.update
349
- @viewport_flash.update
350
- @viewport_lights.update
351
- end
352
- #--------------------------------------------------------------------------
353
- # * Misc operations
354
- #--------------------------------------------------------------------------
355
- def new_footprint(direction, x, y)
356
- @footprint_sprites << Sprite_Footprint.new(@viewport, direction, x, y)
357
- end
358
- def new_maptext(text, x, y)
359
- @footprint_sprites << Sprite_MapText.new(@viewport, text, x, y)
360
- end
361
- def new_footsplash(direction, x, y)
362
- @footprint_sprites << Sprite_Footsplash.new(@viewport, direction, x, y)
363
- end
364
- def fix_footsplashes(x, y)
365
- for footprint in @footprint_sprites
366
- footprint.correctX(x)
367
- footprint.correctY(y)
368
- end
369
- end
370
- end
@@ -1,327 +0,0 @@
1
- #==============================================================================
2
- # ** Window_Base
3
- #------------------------------------------------------------------------------
4
- # This class is for all in-game windows.
5
- #==============================================================================
6
-
7
- class Window_Base < Window
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- # x : window x-coordinate
11
- # y : window y-coordinate
12
- # width : window width
13
- # height : window height
14
- #--------------------------------------------------------------------------
15
- def initialize(x, y, width, height)
16
- super()
17
- @windowskin_name = $game_system.windowskin_name
18
- self.windowskin = RPG::Cache.windowskin(@windowskin_name)
19
- self.x = x
20
- self.y = y
21
- self.width = width
22
- self.height = height
23
- self.z = 100
24
- end
25
- #--------------------------------------------------------------------------
26
- # * Dispose
27
- #--------------------------------------------------------------------------
28
- def dispose
29
- # Dispose if window contents bit map is set
30
- if self.contents != nil
31
- self.contents.dispose
32
- end
33
- super
34
- end
35
- #--------------------------------------------------------------------------
36
- # * Get Text Color
37
- # n : text color number (0-7)
38
- #--------------------------------------------------------------------------
39
- def self.text_color(n)
40
- case n
41
- when 0
42
- return Color.new(255, 255, 255, 255)
43
- when 1
44
- return Color.new(255, 64, 64, 255)
45
- when 2
46
- return Color.new(0, 224, 0, 255)
47
- when 3
48
- return Color.new(255, 255, 0, 255)
49
- when 4
50
- return Color.new(64, 64, 255, 255)
51
- when 5
52
- return Color.new(255, 64, 255, 255)
53
- when 6
54
- return Color.new(64, 255, 255, 255)
55
- when 7
56
- return Color.new(128, 128, 128, 255)
57
- else
58
- normal_color
59
- end
60
- end
61
- #--------------------------------------------------------------------------
62
- # * Get Normal Text Color
63
- #--------------------------------------------------------------------------
64
- def normal_color
65
- return Color.new(255, 255, 255, 255)
66
- end
67
- #--------------------------------------------------------------------------
68
- # * Get Active Item Text Color
69
- #--------------------------------------------------------------------------
70
- def active_item_color
71
- return Color.new(222, 134, 0, 255)
72
- end
73
- #--------------------------------------------------------------------------
74
- # * Get Disabled Text Color
75
- #--------------------------------------------------------------------------
76
- def disabled_color
77
- return Color.new(255, 255, 255, 128)
78
- end
79
- #--------------------------------------------------------------------------
80
- # * Get System Text Color
81
- #--------------------------------------------------------------------------
82
- def system_color
83
- return Color.new(192, 224, 255, 255)
84
- end
85
- #--------------------------------------------------------------------------
86
- # * Get Crisis Text Color
87
- #--------------------------------------------------------------------------
88
- def crisis_color
89
- return Color.new(255, 255, 64, 255)
90
- end
91
- #--------------------------------------------------------------------------
92
- # * Get Knockout Text Color
93
- #--------------------------------------------------------------------------
94
- def knockout_color
95
- return Color.new(255, 64, 0)
96
- end
97
- #--------------------------------------------------------------------------
98
- # * Frame Update
99
- #--------------------------------------------------------------------------
100
- def update
101
- super
102
- # Reset if windowskin was changed
103
- if $game_system.windowskin_name != @windowskin_name
104
- @windowskin_name = $game_system.windowskin_name
105
- self.windowskin = RPG::Cache.windowskin(@windowskin_name)
106
- end
107
- end
108
- #--------------------------------------------------------------------------
109
- # * Draw Graphic
110
- # actor : actor
111
- # x : draw spot x-coordinate
112
- # y : draw spot y-coordinate
113
- #--------------------------------------------------------------------------
114
- def draw_actor_graphic(actor, x, y)
115
- bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
116
- cw = bitmap.width / 4
117
- ch = bitmap.height / 4
118
- src_rect = Rect.new(0, 0, cw, ch)
119
- self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
120
- end
121
- #--------------------------------------------------------------------------
122
- # * Draw Name
123
- # actor : actor
124
- # x : draw spot x-coordinate
125
- # y : draw spot y-coordinate
126
- #--------------------------------------------------------------------------
127
- def draw_actor_name(actor, x, y)
128
- self.contents.font.color = normal_color
129
- self.contents.draw_text(x, y, 120, 32, actor.name)
130
- end
131
- #--------------------------------------------------------------------------
132
- # * Draw Class
133
- # actor : actor
134
- # x : draw spot x-coordinate
135
- # y : draw spot y-coordinate
136
- #--------------------------------------------------------------------------
137
- def draw_actor_class(actor, x, y)
138
- self.contents.font.color = normal_color
139
- self.contents.draw_text(x, y, 236, 32, actor.class_name)
140
- end
141
- #--------------------------------------------------------------------------
142
- # * Draw Level
143
- # actor : actor
144
- # x : draw spot x-coordinate
145
- # y : draw spot y-coordinate
146
- #--------------------------------------------------------------------------
147
- def draw_actor_level(actor, x, y)
148
- self.contents.font.color = system_color
149
- self.contents.draw_text(x, y, 32, 32, "Lv")
150
- self.contents.font.color = normal_color
151
- self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
152
- end
153
- #--------------------------------------------------------------------------
154
- # * Make State Text String for Drawing
155
- # actor : actor
156
- # width : draw spot width
157
- # need_normal : Whether or not [normal] is needed (true / false)
158
- #--------------------------------------------------------------------------
159
- def make_battler_state_text(battler, width, need_normal)
160
- # Get width of brackets
161
- brackets_width = self.contents.text_size("[]").width
162
- # Make text string for state names
163
- text = ""
164
- for i in battler.states
165
- if $data_states[i].rating >= 1
166
- if text == ""
167
- text = $data_states[i].name
168
- else
169
- new_text = text + "/" + $data_states[i].name
170
- text_width = self.contents.text_size(new_text).width
171
- if text_width > width - brackets_width
172
- break
173
- end
174
- text = new_text
175
- end
176
- end
177
- end
178
- # If text string for state names is empty, make it [normal]
179
- if text == ""
180
- if need_normal
181
- text = "[Normal]"
182
- end
183
- else
184
- # Attach brackets
185
- text = "[" + text + "]"
186
- end
187
- # Return completed text string
188
- return text
189
- end
190
- #--------------------------------------------------------------------------
191
- # * Draw State
192
- # actor : actor
193
- # x : draw spot x-coordinate
194
- # y : draw spot y-coordinate
195
- # width : draw spot width
196
- #--------------------------------------------------------------------------
197
- def draw_actor_state(actor, x, y, width = 120)
198
- text = make_battler_state_text(actor, width, true)
199
- self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
200
- self.contents.draw_text(x, y, width, 32, text)
201
- end
202
- #--------------------------------------------------------------------------
203
- # * Draw EXP
204
- # actor : actor
205
- # x : draw spot x-coordinate
206
- # y : draw spot y-coordinate
207
- #--------------------------------------------------------------------------
208
- def draw_actor_exp(actor, x, y)
209
- self.contents.font.color = system_color
210
- self.contents.draw_text(x, y, 24, 32, "E")
211
- self.contents.font.color = normal_color
212
- self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
213
- self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
214
- self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
215
- end
216
- #--------------------------------------------------------------------------
217
- # * Draw HP
218
- # actor : actor
219
- # x : draw spot x-coordinate
220
- # y : draw spot y-coordinate
221
- # width : draw spot width
222
- #--------------------------------------------------------------------------
223
- def draw_actor_hp(actor, x, y, width = 144)
224
- # Draw "HP" text string
225
- self.contents.font.color = system_color
226
- self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
227
- # Calculate if there is draw space for MaxHP
228
- if width - 32 >= 108
229
- hp_x = x + width - 108
230
- flag = true
231
- elsif width - 32 >= 48
232
- hp_x = x + width - 48
233
- flag = false
234
- end
235
- # Draw HP
236
- self.contents.font.color = actor.hp == 0 ? knockout_color :
237
- actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
238
- self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
239
- # Draw MaxHP
240
- if flag
241
- self.contents.font.color = normal_color
242
- self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
243
- self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
244
- end
245
- end
246
- #--------------------------------------------------------------------------
247
- # * Draw SP
248
- # actor : actor
249
- # x : draw spot x-coordinate
250
- # y : draw spot y-coordinate
251
- # width : draw spot width
252
- #--------------------------------------------------------------------------
253
- def draw_actor_sp(actor, x, y, width = 144)
254
- # Draw "SP" text string
255
- self.contents.font.color = system_color
256
- self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
257
- # Calculate if there is draw space for MaxHP
258
- if width - 32 >= 108
259
- sp_x = x + width - 108
260
- flag = true
261
- elsif width - 32 >= 48
262
- sp_x = x + width - 48
263
- flag = false
264
- end
265
- # Draw SP
266
- self.contents.font.color = actor.sp == 0 ? knockout_color :
267
- actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
268
- self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
269
- # Draw MaxSP
270
- if flag
271
- self.contents.font.color = normal_color
272
- self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
273
- self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
274
- end
275
- end
276
- #--------------------------------------------------------------------------
277
- # * Draw Parameter
278
- # actor : actor
279
- # x : draw spot x-coordinate
280
- # y : draw spot y-coordinate
281
- # type : parameter type (0-6)
282
- #--------------------------------------------------------------------------
283
- def draw_actor_parameter(actor, x, y, type)
284
- case type
285
- when 0
286
- parameter_name = $data_system.words.atk
287
- parameter_value = actor.atk
288
- when 1
289
- parameter_name = $data_system.words.pdef
290
- parameter_value = actor.pdef
291
- when 2
292
- parameter_name = $data_system.words.mdef
293
- parameter_value = actor.mdef
294
- when 3
295
- parameter_name = $data_system.words.str
296
- parameter_value = actor.str
297
- when 4
298
- parameter_name = $data_system.words.dex
299
- parameter_value = actor.dex
300
- when 5
301
- parameter_name = $data_system.words.agi
302
- parameter_value = actor.agi
303
- when 6
304
- parameter_name = $data_system.words.int
305
- parameter_value = actor.int
306
- end
307
- self.contents.font.color = system_color
308
- self.contents.draw_text(x, y, 120, 32, parameter_name)
309
- self.contents.font.color = normal_color
310
- self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
311
- end
312
- #--------------------------------------------------------------------------
313
- # * Draw Item Name
314
- # item : item
315
- # x : draw spot x-coordinate
316
- # y : draw spot y-coordinate
317
- #--------------------------------------------------------------------------
318
- def draw_item_name(item, x, y)
319
- if item == nil
320
- return
321
- end
322
- bitmap = RPG::Cache.icon(item.icon_name)
323
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
324
- self.contents.font.color = normal_color
325
- self.contents.draw_text(x + 28, y, 212, 32, item.name)
326
- end
327
- end