rmxp_extractor 1.6 → 1.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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
  14. data/Data/Map003.rxdata +0 -0
  15. data/Data/Map004.rxdata +0 -0
  16. data/Data/Map005.rxdata +0 -0
  17. data/Data/Map006.rxdata +0 -0
  18. data/Data/Map007.rxdata +0 -0
  19. data/Data/Map008.rxdata +0 -0
  20. data/Data/Map009.rxdata +0 -0
  21. data/Data/Map010.rxdata +0 -0
  22. data/Data/Map011.rxdata +0 -0
  23. data/Data/Map012.rxdata +0 -0
  24. data/Data/Map013.rxdata +0 -0
  25. data/Data/Map014.rxdata +0 -0
  26. data/Data/Map015.rxdata +0 -0
  27. data/Data/Map016.rxdata +0 -0
  28. data/Data/Map017.rxdata +0 -0
  29. data/Data/Map018.rxdata +0 -0
  30. data/Data/Map019.rxdata +0 -0
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  111. data/Data/Map100.rxdata +0 -0
  112. data/Data/Map101.rxdata +0 -0
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  114. data/Data/Map103.rxdata +0 -0
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  207. data/Data/Map196.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
@@ -1,94 +0,0 @@
1
- #==============================================================================
2
- # ** Window_ShopSell
3
- #------------------------------------------------------------------------------
4
- # This window displays items in possession for selling on the shop screen.
5
- #==============================================================================
6
-
7
- class Window_ShopSell < Window_Selectable
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- #--------------------------------------------------------------------------
11
- def initialize
12
- super(0, 128, 640, 352)
13
- @column_max = 2
14
- refresh
15
- self.index = 0
16
- end
17
- #--------------------------------------------------------------------------
18
- # * Getting Items
19
- #--------------------------------------------------------------------------
20
- def item
21
- return @data[self.index]
22
- end
23
- #--------------------------------------------------------------------------
24
- # * Refresh
25
- #--------------------------------------------------------------------------
26
- def refresh
27
- if self.contents != nil
28
- self.contents.dispose
29
- self.contents = nil
30
- end
31
- @data = []
32
- for i in 1...$data_items.size
33
- if $game_party.item_number(i) > 0
34
- @data.push($data_items[i])
35
- end
36
- end
37
- for i in 1...$data_weapons.size
38
- if $game_party.weapon_number(i) > 0
39
- @data.push($data_weapons[i])
40
- end
41
- end
42
- for i in 1...$data_armors.size
43
- if $game_party.armor_number(i) > 0
44
- @data.push($data_armors[i])
45
- end
46
- end
47
- # If item count is not 0, make a bitmap and draw all items
48
- @item_max = @data.size
49
- if @item_max > 0
50
- self.contents = Bitmap.new(width - 32, row_max * 32)
51
- for i in 0...@item_max
52
- draw_item(i)
53
- end
54
- end
55
- end
56
- #--------------------------------------------------------------------------
57
- # * Draw Item
58
- # index : item number
59
- #--------------------------------------------------------------------------
60
- def draw_item(index)
61
- item = @data[index]
62
- case item
63
- when RPG::Item
64
- number = $game_party.item_number(item.id)
65
- when RPG::Weapon
66
- number = $game_party.weapon_number(item.id)
67
- when RPG::Armor
68
- number = $game_party.armor_number(item.id)
69
- end
70
- # If items are sellable, set to valid text color. If not, set to invalid
71
- # text color.
72
- if item.price > 0
73
- self.contents.font.color = normal_color
74
- else
75
- self.contents.font.color = disabled_color
76
- end
77
- x = 4 + index % 2 * (288 + 32)
78
- y = index / 2 * 32
79
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
80
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
81
- bitmap = RPG::Cache.icon(item.icon_name)
82
- opacity = self.contents.font.color == normal_color ? 255 : 128
83
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
84
- self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
85
- self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
86
- self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
87
- end
88
- #--------------------------------------------------------------------------
89
- # * Help Text Update
90
- #--------------------------------------------------------------------------
91
- def update_help
92
- @help_window.set_text(self.item == nil ? "" : self.item.description)
93
- end
94
- end
@@ -1,107 +0,0 @@
1
- #==============================================================================
2
- # ** Window_ShopStatus
3
- #------------------------------------------------------------------------------
4
- # This window displays number of items in possession and the actor's equipment
5
- # on the shop screen.
6
- #==============================================================================
7
-
8
- class Window_ShopStatus < Window_Base
9
- #--------------------------------------------------------------------------
10
- # * Object Initialization
11
- #--------------------------------------------------------------------------
12
- def initialize
13
- super(368, 128, 272, 352)
14
- self.contents = Bitmap.new(width - 32, height - 32)
15
- @item = nil
16
- refresh
17
- end
18
- #--------------------------------------------------------------------------
19
- # * Refresh
20
- #--------------------------------------------------------------------------
21
- def refresh
22
- self.contents.clear
23
- if @item == nil
24
- return
25
- end
26
- case @item
27
- when RPG::Item
28
- number = $game_party.item_number(@item.id)
29
- when RPG::Weapon
30
- number = $game_party.weapon_number(@item.id)
31
- when RPG::Armor
32
- number = $game_party.armor_number(@item.id)
33
- end
34
- self.contents.font.color = system_color
35
- self.contents.draw_text(4, 0, 200, 32, "number in possession")
36
- self.contents.font.color = normal_color
37
- self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
38
- if @item.is_a?(RPG::Item)
39
- return
40
- end
41
- # Equipment adding information
42
- for i in 0...$game_party.actors.size
43
- # Get actor
44
- actor = $game_party.actors[i]
45
- # If equippable, then set to normal text color. If not, set to
46
- # invalid text color.
47
- if actor.equippable?(@item)
48
- self.contents.font.color = normal_color
49
- else
50
- self.contents.font.color = disabled_color
51
- end
52
- # Draw actor's name
53
- self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
54
- # Get current equipment
55
- if @item.is_a?(RPG::Weapon)
56
- item1 = $data_weapons[actor.weapon_id]
57
- elsif @item.kind == 0
58
- item1 = $data_armors[actor.armor1_id]
59
- elsif @item.kind == 1
60
- item1 = $data_armors[actor.armor2_id]
61
- elsif @item.kind == 2
62
- item1 = $data_armors[actor.armor3_id]
63
- else
64
- item1 = $data_armors[actor.armor4_id]
65
- end
66
- # If equippable
67
- if actor.equippable?(@item)
68
- # If weapon
69
- if @item.is_a?(RPG::Weapon)
70
- atk1 = item1 != nil ? item1.atk : 0
71
- atk2 = @item != nil ? @item.atk : 0
72
- change = atk2 - atk1
73
- end
74
- # If armor
75
- if @item.is_a?(RPG::Armor)
76
- pdef1 = item1 != nil ? item1.pdef : 0
77
- mdef1 = item1 != nil ? item1.mdef : 0
78
- pdef2 = @item != nil ? @item.pdef : 0
79
- mdef2 = @item != nil ? @item.mdef : 0
80
- change = pdef2 - pdef1 + mdef2 - mdef1
81
- end
82
- # Draw parameter change values
83
- self.contents.draw_text(124, 64 + 64 * i, 112, 32,
84
- sprintf("%+d", change), 2)
85
- end
86
- # Draw item
87
- if item1 != nil
88
- x = 4
89
- y = 64 + 64 * i + 32
90
- bitmap = RPG::Cache.icon(item1.icon_name)
91
- opacity = self.contents.font.color == normal_color ? 255 : 128
92
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
93
- self.contents.draw_text(x + 28, y, 212, 32, item1.name)
94
- end
95
- end
96
- end
97
- #--------------------------------------------------------------------------
98
- # * Set Item
99
- # item : new item
100
- #--------------------------------------------------------------------------
101
- def item=(item)
102
- if @item != item
103
- @item = item
104
- refresh
105
- end
106
- end
107
- end
@@ -1,83 +0,0 @@
1
- #==============================================================================
2
- # ** Window_Skill
3
- #------------------------------------------------------------------------------
4
- # This window displays usable skills on the skill and battle screens.
5
- #==============================================================================
6
-
7
- class Window_Skill < Window_Selectable
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- # actor : actor
11
- #--------------------------------------------------------------------------
12
- def initialize(actor)
13
- super(0, 128, 640, 352)
14
- @actor = actor
15
- @column_max = 2
16
- refresh
17
- self.index = 0
18
- # If in battle, move window to center of screen
19
- # and make it semi-transparent
20
- if $game_temp.in_battle
21
- self.y = 64
22
- self.height = 256
23
- self.back_opacity = 160
24
- end
25
- end
26
- #--------------------------------------------------------------------------
27
- # * Acquiring Skill
28
- #--------------------------------------------------------------------------
29
- def skill
30
- return @data[self.index]
31
- end
32
- #--------------------------------------------------------------------------
33
- # * Refresh
34
- #--------------------------------------------------------------------------
35
- def refresh
36
- if self.contents != nil
37
- self.contents.dispose
38
- self.contents = nil
39
- end
40
- @data = []
41
- for i in 0...@actor.skills.size
42
- skill = $data_skills[@actor.skills[i]]
43
- if skill != nil
44
- @data.push(skill)
45
- end
46
- end
47
- # If item count is not 0, make a bit map and draw all items
48
- @item_max = @data.size
49
- if @item_max > 0
50
- self.contents = Bitmap.new(width - 32, row_max * 32)
51
- for i in 0...@item_max
52
- draw_item(i)
53
- end
54
- end
55
- end
56
- #--------------------------------------------------------------------------
57
- # * Draw Item
58
- # index : item number
59
- #--------------------------------------------------------------------------
60
- def draw_item(index)
61
- skill = @data[index]
62
- if @actor.skill_can_use?(skill.id)
63
- self.contents.font.color = normal_color
64
- else
65
- self.contents.font.color = disabled_color
66
- end
67
- x = 4 + index % 2 * (288 + 32)
68
- y = index / 2 * 32
69
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
70
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
71
- bitmap = RPG::Cache.icon(skill.icon_name)
72
- opacity = self.contents.font.color == normal_color ? 255 : 128
73
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
74
- self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
75
- self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
76
- end
77
- #--------------------------------------------------------------------------
78
- # * Help Text Update
79
- #--------------------------------------------------------------------------
80
- def update_help
81
- @help_window.set_text(self.skill == nil ? "" : self.skill.description)
82
- end
83
- end
@@ -1,28 +0,0 @@
1
- #==============================================================================
2
- # ** Window_SkillStatus
3
- #------------------------------------------------------------------------------
4
- # This window displays the skill user's status on the skill screen.
5
- #==============================================================================
6
-
7
- class Window_SkillStatus < Window_Base
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- # actor : actor
11
- #--------------------------------------------------------------------------
12
- def initialize(actor)
13
- super(0, 64, 640, 64)
14
- self.contents = Bitmap.new(width - 32, height - 32)
15
- @actor = actor
16
- refresh
17
- end
18
- #--------------------------------------------------------------------------
19
- # * Refresh
20
- #--------------------------------------------------------------------------
21
- def refresh
22
- self.contents.clear
23
- draw_actor_name(@actor, 4, 0)
24
- draw_actor_state(@actor, 140, 0)
25
- draw_actor_hp(@actor, 284, 0)
26
- draw_actor_sp(@actor, 460, 0)
27
- end
28
- end
@@ -1,64 +0,0 @@
1
- #==============================================================================
2
- # ** Window_Status
3
- #------------------------------------------------------------------------------
4
- # This window displays full status specs on the status screen.
5
- #==============================================================================
6
-
7
- class Window_Status < Window_Base
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- # actor : actor
11
- #--------------------------------------------------------------------------
12
- def initialize(actor)
13
- super(0, 0, 640, 480)
14
- self.contents = Bitmap.new(width - 32, height - 32)
15
- @actor = actor
16
- refresh
17
- end
18
- #--------------------------------------------------------------------------
19
- # * Refresh
20
- #--------------------------------------------------------------------------
21
- def refresh
22
- self.contents.clear
23
- draw_actor_graphic(@actor, 40, 112)
24
- draw_actor_name(@actor, 4, 0)
25
- draw_actor_class(@actor, 4 + 144, 0)
26
- draw_actor_level(@actor, 96, 32)
27
- draw_actor_state(@actor, 96, 64)
28
- draw_actor_hp(@actor, 96, 112, 172)
29
- draw_actor_sp(@actor, 96, 144, 172)
30
- draw_actor_parameter(@actor, 96, 192, 0)
31
- draw_actor_parameter(@actor, 96, 224, 1)
32
- draw_actor_parameter(@actor, 96, 256, 2)
33
- draw_actor_parameter(@actor, 96, 304, 3)
34
- draw_actor_parameter(@actor, 96, 336, 4)
35
- draw_actor_parameter(@actor, 96, 368, 5)
36
- draw_actor_parameter(@actor, 96, 400, 6)
37
- self.contents.font.color = system_color
38
- self.contents.draw_text(320, 48, 80, 32, "EXP")
39
- self.contents.draw_text(320, 80, 80, 32, "NEXT")
40
- self.contents.font.color = normal_color
41
- self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
42
- self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
43
- self.contents.font.color = system_color
44
- self.contents.draw_text(320, 160, 96, 32, "equipment")
45
- draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
46
- draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
47
- draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
48
- draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
49
- draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)
50
- end
51
- def dummy
52
- self.contents.font.color = system_color
53
- self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
54
- self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
55
- self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
56
- self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
57
- self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
58
- draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
59
- draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
60
- draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
61
- draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
62
- draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
63
- end
64
- end
@@ -1,26 +0,0 @@
1
- #==============================================================================
2
- # ** Window_Steps
3
- #------------------------------------------------------------------------------
4
- # This window displays step count on the menu screen.
5
- #==============================================================================
6
-
7
- class Window_Steps < 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, "Step Count")
23
- self.contents.font.color = normal_color
24
- self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
25
- end
26
- end
@@ -1,49 +0,0 @@
1
- #==============================================================================
2
- # ** Window_Target
3
- #------------------------------------------------------------------------------
4
- # This window selects a use target for the actor on item and skill screens.
5
- #==============================================================================
6
-
7
- class Window_Target < Window_Selectable
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- #--------------------------------------------------------------------------
11
- def initialize
12
- super(0, 0, 336, 480)
13
- self.contents = Bitmap.new(width - 32, height - 32)
14
- self.z += 10
15
- @item_max = $game_party.actors.size
16
- refresh
17
- end
18
- #--------------------------------------------------------------------------
19
- # * Refresh
20
- #--------------------------------------------------------------------------
21
- def refresh
22
- self.contents.clear
23
- for i in 0...$game_party.actors.size
24
- x = 4
25
- y = i * 116
26
- actor = $game_party.actors[i]
27
- draw_actor_name(actor, x, y)
28
- draw_actor_class(actor, x + 144, y)
29
- draw_actor_level(actor, x + 8, y + 32)
30
- draw_actor_state(actor, x + 8, y + 64)
31
- draw_actor_hp(actor, x + 152, y + 32)
32
- draw_actor_sp(actor, x + 152, y + 64)
33
- end
34
- end
35
- #--------------------------------------------------------------------------
36
- # * Cursor Rectangle Update
37
- #--------------------------------------------------------------------------
38
- def update_cursor_rect
39
- # Cursor position -1 = all choices, -2 or lower = independent choice
40
- # (meaning the user's own choice)
41
- if @index <= -2
42
- self.cursor_rect.set(0, (@index + 10) * 116, self.width - 32, 96)
43
- elsif @index == -1
44
- self.cursor_rect.set(0, 0, self.width - 32, @item_max * 116 - 20)
45
- else
46
- self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
47
- end
48
- end
49
- end
@@ -1,59 +0,0 @@
1
- # Default English localization settings
2
- Font.default_name = Language::FONT_WESTERN
3
-
4
- class Language
5
- def self.create_input
6
- if Font.default_name == FONT_J
7
- input = Window_NameInput.new
8
- input.ok_text = '決定'
9
- input.set_mode_buttons [['英字', 'かな', 'カナ']]
10
- input.character_tables = {
11
- [0] => [ # Latin
12
- "A","B","C","D","E","F","G","H","I","a","b","c","d","e","f","g","h","i",
13
- "J","K","L","M","N","O","P","Q","R","j","k","l","m","n","o","p","q","r",
14
- "S","T","U","V","W","X","Y","Z"," ","s","t","u","v","w","x","y","z"," ",
15
- "0","1","2","3","4","+","-","=","&","!","?","'",'"',".",",",":",";","$",
16
- "5","6","7","8","9","*","/","#","|","[","]","(",")","<",">","{","}","@",
17
- ],
18
- [1] => [ # Hiragana
19
- "ー","っ","ぁ","ぱ","ば","だ","ざ","が","わ","ら","や","ま","は","な","た","さ","か","あ",
20
- "~","ゃ","ぃ","ぴ","び","ぢ","じ","ぎ"," ","り"," ","み","ひ","に","ち","し","き","い",
21
- "・","ゅ","ぅ","ぷ","ぶ","づ","ず","ぐ","を","る","ゆ","む","ふ","ぬ","つ","す","く","う",
22
- "=","ょ","ぇ","ぺ","べ","で","ぜ","げ"," ","れ"," ","め","へ","ね","て","せ","け","え",
23
- "☆","ゎ","ぉ","ぽ","ぼ","ど","ぞ","ご","ん","ろ","よ","も","ほ","の","と","そ","こ","お",
24
- ],
25
- [2] => [ # Katakana
26
- "ー","ッ","ァ","パ","バ","ダ","ザ","ガ","ワ","ラ","ヤ","マ","ハ","ナ","タ","サ","カ","ア",
27
- "~","ャ","ィ","ピ","ビ","ヂ","ジ","ギ"," ","リ"," ","ミ","ヒ","ニ","チ","シ","キ","イ",
28
- "・","ュ","ゥ","プ","ブ","ヅ","ズ","グ","ヲ","ル","ユ","ム","フ","ヌ","ツ","ス","ク","ウ",
29
- "=","ョ","ェ","ペ","ベ","デ","ゼ","ゲ"," ","レ"," ","メ","ヘ","ネ","テ","セ","ケ","エ",
30
- "☆","ヮ","ォ","ポ","ボ","ド","ゾ","ゴ","ン","ロ","ヨ","モ","ホ","ノ","ト","ソ","コ","オ",
31
- ],
32
- }
33
- input.index = 17 # Start on あ
34
- input.table_height = 5
35
- input.init
36
- else
37
- input = Window_NameInput.new
38
- input.set_mode_buttons [[tr('Upper'), tr('Lower')]]
39
- input.character_tables = {
40
- [0] => [ # Case: Upper
41
- "A","B","C","D","E","F","G","H","I","J",
42
- "K","L","M","N","O","P","Q","R","S","T",
43
- "U","V","W","X","Y","Z"," ",".",",","-",
44
- "0","1","2","3","4","5","6","7","8","9",
45
- "!","?",'"',"'","/","&","[","]","(",")",
46
- ],
47
- [1] => [ # Case: Lower
48
- "a","b","c","d","e","f","g","h","i","j",
49
- "k","l","m","n","o","p","q","r","s","t",
50
- "u","v","w","x","y","z"," ",".",",","-",
51
- "0","1","2","3","4","5","6","7","8","9",
52
- "!","?",'"',"'","/","&","[","]","(",")",
53
- ],
54
- }
55
- input.table_height = 5
56
- input.init
57
- end
58
- end
59
- end
@@ -1,130 +0,0 @@
1
- # Classes for translating text similar to GNU gettext
2
-
3
- # Translator class: translate text to another language
4
-
5
- # for debug REMOVE BEFORE COMMITTING / BUILDING
6
- # require "zlib"
7
-
8
- class Language
9
- FONT_WESTERN = 'Terminus (TTF)'
10
- FONT_CK = 'WenQuanYi Micro Hei'
11
- FONT_J = 'HigashiOme Gothic regular'
12
- LANG_WESTERN = [
13
- 'en', 'fr', 'pt_BR', 'es'
14
- ]
15
- LANG_J = [
16
- 'ja'
17
- ]
18
- LANG_CK = [
19
- 'ko', 'zh_CN'
20
- ]
21
- LANGUAGES = LANG_WESTERN + LANG_CK + LANG_J
22
-
23
- class << self
24
- def set(lc)
25
- dbg_print(lc.lang)
26
- @data = nil
27
- @tr = nil
28
- script = nil
29
- [lc.full.to_s, lc.lang.to_s].each do |name|
30
- path = "Languages/#{name}.loc"
31
- dbg_print(path)
32
- if FileTest.exist?(path)
33
- File.open(path, "rb") do |file|
34
- @data = Marshal.load(file)
35
- if LANG_CK.include? name
36
- Font.default_name = FONT_CK
37
- elsif LANG_J.include? name
38
- Font.default_name = FONT_J
39
- else
40
- Font.default_name = FONT_WESTERN
41
- end
42
- Journal.setLang(name)
43
- dbg_print(Font.default_name)
44
- end
45
- end
46
- end
47
- reset_fonts(@text_sprites)
48
- Oneshot.set_yes_no(tr('Yes'), tr('No'))
49
- end
50
-
51
- # Translate some text
52
- def tr(string)
53
- #dbg_print(caller_locations(1, 1).first.tap{|loc| puts "#{loc.path}:#{loc.lineno}"})
54
- if @data
55
- rv = @data[Oneshot::crc32(string)] || string
56
- else
57
- rv = string
58
- end
59
- dbg_print(string + " -> " + rv)
60
- return String.new(rv)
61
- end
62
-
63
- # Turn all database items into translatable strings
64
- def initialize_database
65
- $data_actors.each do |i|
66
- i.name = TrString.new(i.name) if i && !i.name.empty?
67
- end
68
- $data_items.each do |i|
69
- if i && !i.name.empty?
70
- i.name = TrString.new(i.name)
71
- i.description = TrString.new(i.description)
72
- end
73
- end
74
- end
75
-
76
- def dbg_print(str)
77
- # dbg = IO.new(STDERR.fileno)
78
- # if str.nil?
79
- # dbg.write("null\n")
80
- # else
81
- # dbg.write(str.to_s + "\n")
82
- # end
83
- # dbg.close()
84
- end
85
-
86
- def register_text_sprite(key, spr)
87
- dbg_print(key)
88
- if @text_sprites.nil?
89
- @text_sprites = Hash.new()
90
- end
91
- @text_sprites[key] = spr
92
- end
93
-
94
- def reset_fonts(sprites)
95
- if sprites.kind_of?(Array)
96
- sprites.each do |spr|
97
- if spr.kind_of?(Sprite) and !spr.disposed?
98
- spr.bitmap.font.name = Font.default_name
99
- end
100
- end
101
- elsif sprites.kind_of?(Hash)
102
- sprites.each_value do |spr|
103
- if spr.kind_of?(Sprite) and !spr.disposed?
104
- spr.bitmap.font.name = Font.default_name
105
- elsif spr.kind_of?(Bitmap) and !spr.disposed?
106
- spr.font.name = Font.default_name
107
- end
108
- end
109
- elsif sprites.kind_of?(Sprite) and not sprites.disposed?
110
- sprites.bitmap.font.name = Font.default_name
111
- end
112
- end
113
- end
114
- end
115
-
116
- # Translatable string
117
- class TrString
118
- def initialize(str)
119
- @str = str
120
- end
121
-
122
- def to_str
123
- Language.tr(@str)
124
- end
125
- alias :to_s :to_str
126
- end
127
-
128
- def tr(text)
129
- TrString.new(text)
130
- end