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
@@ -1,262 +0,0 @@
1
- #==============================================================================
2
- # ** Window_NameInput
3
- #------------------------------------------------------------------------------
4
- # This window is used to select text characters on the input name screen.
5
- #==============================================================================
6
-
7
- class NameInputMode
8
- attr_reader :names
9
- attr_reader :size
10
- attr_accessor :index
11
- attr_accessor :count
12
-
13
- def initialize(names, bitmap)
14
- @names = names
15
- @size = names.map { |n| bitmap.text_size(n).width }.max
16
- @index = 0
17
- @count = 0
18
- end
19
-
20
- def cycle
21
- @index = (@index + 1) % @count
22
- end
23
-
24
- def label
25
- @names[(@index + 1) % @count]
26
- end
27
- end
28
-
29
- class Window_NameInput < Window_Base
30
- BUTTON_BUFFER = 8
31
- BUTTON_PADDING = 16
32
-
33
- attr_accessor :index
34
- attr_accessor :ok_text
35
- attr_accessor :character_tables
36
- attr_accessor :table_height
37
- attr_accessor :char_w
38
- attr_accessor :char_h
39
-
40
- #--------------------------------------------------------------------------
41
- # * Object Initialization
42
- #--------------------------------------------------------------------------
43
- def initialize
44
- super(0, 128, 640, 352)
45
- self.contents = Bitmap.new(width - 32, height - 32)
46
- @index = 0
47
- @ok_text = "OK"
48
- @char_w = 28
49
- @char_h = 32
50
- end
51
- def init
52
- # Create dimension information
53
- @table_size = @character_tables.values.first.size
54
- @table_width = @table_size / @table_height
55
- @start_x = ((width - 32) - @table_width * @char_w) / 2
56
- @start_y = ((height - 32) - (@table_height + 1) * @char_h + BUTTON_BUFFER) / 2
57
- @ok_text_size = self.contents.text_size(@ok_text).width
58
-
59
- # Initialize mode information
60
- @character_tables.each_key do |key|
61
- key.each_with_index do |new_max, i|
62
- @modes[i].count = new_max + 1 if @modes[i].count < new_max + 1
63
- end
64
- end
65
-
66
- refresh
67
- update_cursor_rect
68
- self
69
- end
70
- #--------------------------------------------------------------------------
71
- # * Properties
72
- #--------------------------------------------------------------------------
73
- def set_mode_buttons(buttons)
74
- @modes = buttons.map { |n| NameInputMode.new(n, self.contents) }
75
- end
76
- #--------------------------------------------------------------------------
77
- # * Text Character Acquisition
78
- #--------------------------------------------------------------------------
79
- def character
80
- return current_table[@index]
81
- end
82
- #--------------------------------------------------------------------------
83
- # * Mode Button Cursor Positioning
84
- #--------------------------------------------------------------------------
85
- def mode_button_slot
86
- pos = @index % @table_width
87
- x = 0
88
- @modes.each_with_index do |mode, i|
89
- size = mode.size + BUTTON_PADDING * 2
90
- if pos * @char_w >= x && pos * @char_w <= x + size
91
- if (pos + 1) * @char_w - BUTTON_PADDING <= x + size || i < @modes.size - 1
92
- return i
93
- end
94
- end
95
- x += size
96
- end
97
- return -1
98
- end
99
- #--------------------------------------------------------------------------
100
- # * Cycle Current Mode
101
- #--------------------------------------------------------------------------
102
- def cycle_mode(slot)
103
- @modes[slot].cycle
104
- refresh
105
- end
106
- #--------------------------------------------------------------------------
107
- # * Get Character Table for Mode
108
- #--------------------------------------------------------------------------
109
- def current_table
110
- @character_tables[@modes.map { |m| m.index }]
111
- end
112
- #--------------------------------------------------------------------------
113
- # * Refresh
114
- #--------------------------------------------------------------------------
115
- def refresh
116
- self.contents.clear
117
- delete_text = tr("Press X to delete characters (default controls)")
118
- delete_width = self.contents.text_size(delete_text).width
119
- delete_height = self.contents.text_size(delete_text).height
120
- self.contents.draw_text((self.contents.width - delete_width)/2, self.contents.height - (delete_height+2), delete_width, delete_height, delete_text, 1)
121
- table = current_table
122
- @table_size.times do |i|
123
- x = @start_x + (i % @table_width) * @char_w
124
- y = @start_y + (i / @table_width) * @char_h
125
- self.contents.draw_text(x, y, @char_w, @char_h, table[i], 1)
126
- end
127
- # OK button
128
- self.contents.draw_text(@start_x + @table_width * @char_w - @ok_text_size - BUTTON_PADDING,
129
- @start_y + @table_height * @char_h + BUTTON_BUFFER,
130
- @ok_text_size, @char_h, @ok_text, 1)
131
- # Mode buttons
132
- x = @start_x + BUTTON_PADDING
133
- @modes.each do |mode|
134
- self.contents.draw_text(x, @start_y + @table_height * @char_h + BUTTON_BUFFER,
135
- mode.size, @char_h, mode.label, 1)
136
- x += BUTTON_PADDING * 2 + mode.size
137
- end
138
- end
139
- #--------------------------------------------------------------------------
140
- # * Cursor Rectangle Update
141
- #--------------------------------------------------------------------------
142
- def update_cursor_rect
143
- if @index >= @table_size
144
- # Cursor is positioned on OK or mode buttons
145
- slot = mode_button_slot
146
- if slot >= 0
147
- # Cursor is positioned on mode button
148
- x = @start_x
149
- @modes.each_with_index do |mode, i|
150
- if slot == i
151
- self.cursor_rect.set(x, @start_y + @table_height * @char_h + BUTTON_BUFFER,
152
- mode.size + BUTTON_PADDING * 2, @char_h)
153
- break
154
- end
155
- x += BUTTON_PADDING * 2 + mode.size
156
- end
157
- else
158
- # Cursor is positioned on OK button
159
- self.cursor_rect.set(@start_x + @table_width * @char_w - @ok_text_size - BUTTON_PADDING * 2,
160
- @start_y + @table_height * @char_h + BUTTON_BUFFER,
161
- @ok_text_size + 32, @char_h)
162
- end
163
- else
164
- # Cursor is not positioned on OK or mode buttons
165
- x = @start_x + (@index % @table_width) * @char_w
166
- y = @start_y + (@index / @table_width) * @char_h
167
- self.cursor_rect.set(x, y, @char_w, @char_h)
168
- end
169
- end
170
- #--------------------------------------------------------------------------
171
- # * Frame Update
172
- #--------------------------------------------------------------------------
173
- def update
174
- super
175
- if @index >= @table_size
176
- # Cursor is positioned on OK or mode buttons
177
- if Input.repeat?(Input::LEFT)
178
- # If directional button pressed down is not a repeat, or
179
- # cursor is not positioned on the left edge
180
- old_slot = mode_button_slot
181
- if Input.trigger?(Input::LEFT) || old_slot != 0
182
- $game_system.se_play($data_system.cursor_se)
183
- if old_slot == 0
184
- @index = @table_size + @table_width - 1
185
- else
186
- loop do
187
- @index -= 1
188
- break if old_slot != mode_button_slot
189
- end
190
- end
191
- end
192
- end
193
- if Input.repeat?(Input::RIGHT)
194
- # If directional button pressed down is not a repeat, or
195
- # cursor is not positioned on the right edge
196
- old_slot = mode_button_slot
197
- if Input.trigger?(Input::RIGHT) || old_slot != -1
198
- $game_system.se_play($data_system.cursor_se)
199
- if old_slot == -1
200
- @index = @table_size
201
- else
202
- loop do
203
- @index += 1
204
- break if old_slot != mode_button_slot
205
- end
206
- end
207
- end
208
- end
209
- if Input.trigger?(Input::DOWN)
210
- $game_system.se_play($data_system.cursor_se)
211
- @index -= @table_size
212
- end
213
- if Input.repeat?(Input::UP)
214
- $game_system.se_play($data_system.cursor_se)
215
- @index -= @table_width
216
- end
217
- else
218
- # Cursor is not positioned on OK or mode buttons
219
- if Input.repeat?(Input::RIGHT)
220
- # If directional button pressed down is not a repeat, or
221
- # cursor is not positioned on the right edge
222
- if Input.trigger?(Input::RIGHT) || @index % @table_width < @table_width - 1
223
- $game_system.se_play($data_system.cursor_se)
224
- if @index % @table_width < @table_width - 1
225
- @index += 1
226
- else
227
- @index -= @table_width - 1
228
- end
229
- end
230
- end
231
- if Input.repeat?(Input::LEFT)
232
- # If directional button pressed down is not a repeat, or
233
- # cursor is not positioned on the left edge
234
- if Input.trigger?(Input::LEFT) || @index % @table_width > 0
235
- $game_system.se_play($data_system.cursor_se)
236
- if @index % @table_width > 0
237
- @index -= 1
238
- else
239
- @index += @table_width - 1
240
- end
241
- end
242
- end
243
- if Input.repeat?(Input::DOWN)
244
- $game_system.se_play($data_system.cursor_se)
245
- @index += @table_width
246
- end
247
- if Input.repeat?(Input::UP)
248
- # If directional button pressed down is not a repeat, or
249
- # cursor is not positioned on the upper edge
250
- if Input.trigger?(Input::UP) || @index >= @table_width
251
- $game_system.se_play($data_system.cursor_se)
252
- if @index >= @table_width
253
- @index -= @table_width
254
- else
255
- @index += @table_size
256
- end
257
- end
258
- end
259
- end
260
- update_cursor_rect
261
- end
262
- end
@@ -1,42 +0,0 @@
1
- #==============================================================================
2
- # ** Window_PartyCommand
3
- #------------------------------------------------------------------------------
4
- # This window is used to select whether to fight or escape on the battle
5
- # screen.
6
- #==============================================================================
7
-
8
- class Window_PartyCommand < Window_Selectable
9
- #--------------------------------------------------------------------------
10
- # * Object Initialization
11
- #--------------------------------------------------------------------------
12
- def initialize
13
- super(0, 0, 640, 64)
14
- self.contents = Bitmap.new(width - 32, height - 32)
15
- self.back_opacity = 160
16
- @commands = ["Fight", "Escape"]
17
- @item_max = 2
18
- @column_max = 2
19
- draw_item(0, normal_color)
20
- draw_item(1, $game_temp.battle_can_escape ? normal_color : disabled_color)
21
- self.active = false
22
- self.visible = false
23
- self.index = 0
24
- end
25
- #--------------------------------------------------------------------------
26
- # * Draw Item
27
- # index : item number
28
- # color : text character color
29
- #--------------------------------------------------------------------------
30
- def draw_item(index, color)
31
- self.contents.font.color = color
32
- rect = Rect.new(160 + index * 160 + 4, 0, 128 - 10, 32)
33
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
34
- self.contents.draw_text(rect, @commands[index], 1)
35
- end
36
- #--------------------------------------------------------------------------
37
- # * Cursor Rectangle Update
38
- #--------------------------------------------------------------------------
39
- def update_cursor_rect
40
- self.cursor_rect.set(160 + index * 160, 0, 128, 32)
41
- end
42
- end
@@ -1,40 +0,0 @@
1
- #==============================================================================
2
- # ** Window_PlayTime
3
- #------------------------------------------------------------------------------
4
- # This window displays play time on the menu screen.
5
- #==============================================================================
6
-
7
- class Window_PlayTime < Window_Base
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- #--------------------------------------------------------------------------
11
- def initialize
12
- super(0, 0, 160, 96)
13
- self.contents = Bitmap.new(width - 32, height - 32)
14
- refresh
15
- end
16
- #--------------------------------------------------------------------------
17
- # * Refresh
18
- #--------------------------------------------------------------------------
19
- def refresh
20
- self.contents.clear
21
- self.contents.font.color = system_color
22
- self.contents.draw_text(4, 0, 120, 32, "Play Time")
23
- @total_sec = Graphics.frame_count / Graphics.frame_rate
24
- hour = @total_sec / 60 / 60
25
- min = @total_sec / 60 % 60
26
- sec = @total_sec % 60
27
- text = sprintf("%02d:%02d:%02d", hour, min, sec)
28
- self.contents.font.color = normal_color
29
- self.contents.draw_text(4, 32, 120, 32, text, 2)
30
- end
31
- #--------------------------------------------------------------------------
32
- # * Frame Update
33
- #--------------------------------------------------------------------------
34
- def update
35
- super
36
- if Graphics.frame_count / Graphics.frame_rate != @total_sec
37
- refresh
38
- end
39
- end
40
- end
@@ -1,91 +0,0 @@
1
- #==============================================================================
2
- # ** Window_SaveFile
3
- #------------------------------------------------------------------------------
4
- # This window displays save files on the save and load screens.
5
- #==============================================================================
6
-
7
- class Window_SaveFile < Window_Base
8
- #--------------------------------------------------------------------------
9
- # * Public Instance Variables
10
- #--------------------------------------------------------------------------
11
- attr_reader :filename # file name
12
- attr_reader :selected # selected
13
- #--------------------------------------------------------------------------
14
- # * Object Initialization
15
- # file_index : save file index (0-3)
16
- # filename : file name
17
- #--------------------------------------------------------------------------
18
- def initialize(file_index, filename)
19
- super(0, 64 + file_index % 4 * 104, 640, 104)
20
- self.contents = Bitmap.new(width - 32, height - 32)
21
- @file_index = file_index
22
- @filename = "Save#{@file_index + 1}.rxdata"
23
- @time_stamp = Time.at(0)
24
- @file_exist = FileTest.exist?(@filename)
25
- if @file_exist
26
- file = File.open(@filename, "r")
27
- @time_stamp = file.mtime
28
- @characters = Marshal.load(file)
29
- @frame_count = Marshal.load(file)
30
- @game_system = Marshal.load(file)
31
- @game_switches = Marshal.load(file)
32
- @game_variables = Marshal.load(file)
33
- @total_sec = @frame_count / Graphics.frame_rate
34
- file.close
35
- end
36
- refresh
37
- @selected = false
38
- end
39
- #--------------------------------------------------------------------------
40
- # * Refresh
41
- #--------------------------------------------------------------------------
42
- def refresh
43
- self.contents.clear
44
- # Draw file number
45
- self.contents.font.color = normal_color
46
- name = "File#{@file_index + 1}"
47
- self.contents.draw_text(4, 0, 600, 32, name)
48
- @name_width = contents.text_size(name).width
49
- # If save file exists
50
- if @file_exist
51
- # Draw character
52
- for i in 0...@characters.size
53
- bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
54
- cw = bitmap.rect.width / 4
55
- ch = bitmap.rect.height / 4
56
- src_rect = Rect.new(0, 0, cw, ch)
57
- x = 300 - @characters.size * 32 + i * 64 - cw / 2
58
- self.contents.blt(x, 68 - ch, bitmap, src_rect)
59
- end
60
- # Draw play time
61
- hour = @total_sec / 60 / 60
62
- min = @total_sec / 60 % 60
63
- sec = @total_sec % 60
64
- time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
65
- self.contents.font.color = normal_color
66
- self.contents.draw_text(4, 8, 600, 32, time_string, 2)
67
- # Draw timestamp
68
- self.contents.font.color = normal_color
69
- time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
70
- self.contents.draw_text(4, 40, 600, 32, time_string, 2)
71
- end
72
- end
73
- #--------------------------------------------------------------------------
74
- # * Set Selected
75
- # selected : new selected (true = selected, false = unselected)
76
- #--------------------------------------------------------------------------
77
- def selected=(selected)
78
- @selected = selected
79
- update_cursor_rect
80
- end
81
- #--------------------------------------------------------------------------
82
- # * Cursor Rectangle Update
83
- #--------------------------------------------------------------------------
84
- def update_cursor_rect
85
- if @selected
86
- self.cursor_rect.set(0, 0, @name_width + 8, 32)
87
- else
88
- self.cursor_rect.empty
89
- end
90
- end
91
- end
@@ -1,203 +0,0 @@
1
- #==============================================================================
2
- # ** Window_Selectable
3
- #------------------------------------------------------------------------------
4
- # This window class contains cursor movement and scroll functions.
5
- #==============================================================================
6
-
7
- class Window_Selectable < Window_Base
8
- #--------------------------------------------------------------------------
9
- # * Public Instance Variables
10
- #--------------------------------------------------------------------------
11
- attr_reader :index # cursor position
12
- attr_reader :help_window # help window
13
- #--------------------------------------------------------------------------
14
- # * Object Initialization
15
- # x : window x-coordinate
16
- # y : window y-coordinate
17
- # width : window width
18
- # height : window height
19
- #--------------------------------------------------------------------------
20
- def initialize(x, y, width, height)
21
- super(x, y, width, height)
22
- @item_max = 1
23
- @column_max = 1
24
- @index = -1
25
- end
26
- #--------------------------------------------------------------------------
27
- # * Set Cursor Position
28
- # index : new cursor position
29
- #--------------------------------------------------------------------------
30
- def index=(index)
31
- @index = index
32
- # Update Help Text (update_help is defined by the subclasses)
33
- if self.active and @help_window != nil
34
- update_help
35
- end
36
- # Update cursor rectangle
37
- update_cursor_rect
38
- end
39
- #--------------------------------------------------------------------------
40
- # * Get Row Count
41
- #--------------------------------------------------------------------------
42
- def row_max
43
- # Compute rows from number of items and columns
44
- return (@item_max + @column_max - 1) / @column_max
45
- end
46
- #--------------------------------------------------------------------------
47
- # * Get Top Row
48
- #--------------------------------------------------------------------------
49
- def top_row
50
- # Divide y-coordinate of window contents transfer origin by 1 row
51
- # height of 32
52
- return self.oy / 32
53
- end
54
- #--------------------------------------------------------------------------
55
- # * Set Top Row
56
- # row : row shown on top
57
- #--------------------------------------------------------------------------
58
- def top_row=(row)
59
- # If row is less than 0, change it to 0
60
- if row < 0
61
- row = 0
62
- end
63
- # If row exceeds row_max - 1, change it to row_max - 1
64
- if row > row_max - 1
65
- row = row_max - 1
66
- end
67
- # Multiply 1 row height by 32 for y-coordinate of window contents
68
- # transfer origin
69
- self.oy = row * 32
70
- end
71
- #--------------------------------------------------------------------------
72
- # * Get Number of Rows Displayable on 1 Page
73
- #--------------------------------------------------------------------------
74
- def page_row_max
75
- # Subtract a frame height of 32 from the window height, and divide it by
76
- # 1 row height of 32
77
- return (self.height - 32) / 32
78
- end
79
- #--------------------------------------------------------------------------
80
- # * Get Number of Items Displayable on 1 Page
81
- #--------------------------------------------------------------------------
82
- def page_item_max
83
- # Multiply row count (page_row_max) times column count (@column_max)
84
- return page_row_max * @column_max
85
- end
86
- #--------------------------------------------------------------------------
87
- # * Set Help Window
88
- # help_window : new help window
89
- #--------------------------------------------------------------------------
90
- def help_window=(help_window)
91
- @help_window = help_window
92
- # Update help text (update_help is defined by the subclasses)
93
- if self.active and @help_window != nil
94
- update_help
95
- end
96
- end
97
- #--------------------------------------------------------------------------
98
- # * Update Cursor Rectangle
99
- #--------------------------------------------------------------------------
100
- def update_cursor_rect
101
- # If cursor position is less than 0
102
- if @index < 0
103
- self.cursor_rect.empty
104
- return
105
- end
106
- # Get current row
107
- row = @index / @column_max
108
- # If current row is before top row
109
- if row < self.top_row
110
- # Scroll so that current row becomes top row
111
- self.top_row = row
112
- end
113
- # If current row is more to back than back row
114
- if row > self.top_row + (self.page_row_max - 1)
115
- # Scroll so that current row becomes back row
116
- self.top_row = row - (self.page_row_max - 1)
117
- end
118
- # Calculate cursor width
119
- cursor_width = self.width / @column_max - 32
120
- # Calculate cursor coordinates
121
- x = @index % @column_max * (cursor_width + 32)
122
- y = @index / @column_max * 32 - self.oy
123
- # Update cursor rectangle
124
- self.cursor_rect.set(x, y, cursor_width, 32)
125
- end
126
- #--------------------------------------------------------------------------
127
- # * Frame Update
128
- #--------------------------------------------------------------------------
129
- def update
130
- super
131
- # If cursor is movable
132
- if self.active and @item_max > 0 and @index >= 0
133
- # If pressing down on the directional buttons
134
- if Input.repeat?(Input::DOWN)
135
- # If column count is 1 and directional button was pressed down with no
136
- # repeat, or if cursor position is more to the front than
137
- # (item count - column count)
138
- if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
139
- @index < @item_max - @column_max
140
- # Move cursor down
141
- $game_system.se_play($data_system.cursor_se)
142
- @index = (@index + @column_max) % @item_max
143
- end
144
- end
145
- # If the up directional button was pressed
146
- if Input.repeat?(Input::UP)
147
- # If column count is 1 and directional button was pressed up with no
148
- # repeat, or if cursor position is more to the back than column count
149
- if (@column_max == 1 and Input.trigger?(Input::UP)) or
150
- @index >= @column_max
151
- # Move cursor up
152
- $game_system.se_play($data_system.cursor_se)
153
- @index = (@index - @column_max + @item_max) % @item_max
154
- end
155
- end
156
- # If the right directional button was pressed
157
- if Input.repeat?(Input::RIGHT)
158
- # If column count is 2 or more, and cursor position is closer to front
159
- # than (item count -1)
160
- if @column_max >= 2 and @index < @item_max - 1
161
- # Move cursor right
162
- $game_system.se_play($data_system.cursor_se)
163
- @index += 1
164
- end
165
- end
166
- # If the left directional button was pressed
167
- if Input.repeat?(Input::LEFT)
168
- # If column count is 2 or more, and cursor position is more back than 0
169
- if @column_max >= 2 and @index > 0
170
- # Move cursor left
171
- $game_system.se_play($data_system.cursor_se)
172
- @index -= 1
173
- end
174
- end
175
- # If R button was pressed
176
- #if Input.repeat?(Input::R)
177
- # # If bottom row being displayed is more to front than bottom data row
178
- # if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
179
- # # Move cursor 1 page back
180
- # $game_system.se_play($data_system.cursor_se)
181
- # @index = [@index + self.page_item_max, @item_max - 1].min
182
- # self.top_row += self.page_row_max
183
- # end
184
- #end
185
- # If L button was pressed
186
- #if Input.repeat?(Input::L)
187
- # # If top row being displayed is more to back than 0
188
- # if self.top_row > 0
189
- # # Move cursor 1 page forward
190
- # $game_system.se_play($data_system.cursor_se)
191
- # @index = [@index - self.page_item_max, 0].max
192
- # self.top_row -= self.page_row_max
193
- # end
194
- #end
195
- end
196
- # Update help text (update_help is defined by the subclasses)
197
- if self.active and @help_window != nil
198
- update_help
199
- end
200
- # Update cursor rectangle
201
- update_cursor_rect
202
- end
203
- end