rmxp_extractor 1.7 → 1.8

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 (534) 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/Map001.rxdata +0 -0
  11. data/Data/Map002.rxdata +0 -0
  12. data/Data/Map003.rxdata +0 -0
  13. data/Data/Map004.rxdata +0 -0
  14. data/Data/Map005.rxdata +0 -0
  15. data/Data/Map006.rxdata +0 -0
  16. data/Data/Map007.rxdata +0 -0
  17. data/Data/Map008.rxdata +0 -0
  18. data/Data/Map009.rxdata +0 -0
  19. data/Data/Map010.rxdata +0 -0
  20. data/Data/Map011.rxdata +0 -0
  21. data/Data/Map012.rxdata +0 -0
  22. data/Data/Map013.rxdata +0 -0
  23. data/Data/Map014.rxdata +0 -0
  24. data/Data/Map015.rxdata +0 -0
  25. data/Data/Map016.rxdata +0 -0
  26. data/Data/Map017.rxdata +0 -0
  27. data/Data/Map018.rxdata +0 -0
  28. data/Data/Map019.rxdata +0 -0
  29. data/Data/Map020.rxdata +0 -0
  30. data/Data/Map021.rxdata +0 -0
  31. data/Data/Map022.rxdata +0 -0
  32. data/Data/Map023.rxdata +0 -0
  33. data/Data/Map024.rxdata +0 -0
  34. data/Data/Map025.rxdata +0 -0
  35. data/Data/Map026.rxdata +0 -0
  36. data/Data/Map027.rxdata +0 -0
  37. data/Data/Map028.rxdata +0 -0
  38. data/Data/Map029.rxdata +0 -0
  39. data/Data/Map030.rxdata +0 -0
  40. data/Data/Map031.rxdata +0 -0
  41. data/Data/Map032.rxdata +0 -0
  42. data/Data/Map033.rxdata +0 -0
  43. data/Data/Map034.rxdata +0 -0
  44. data/Data/Map035.rxdata +0 -0
  45. data/Data/Map036.rxdata +0 -0
  46. data/Data/Map037.rxdata +0 -0
  47. data/Data/Map038.rxdata +0 -0
  48. data/Data/Map039.rxdata +0 -0
  49. data/Data/Map040.rxdata +0 -0
  50. data/Data/Map041.rxdata +0 -0
  51. data/Data/Map042.rxdata +0 -0
  52. data/Data/Map043.rxdata +0 -0
  53. data/Data/Map044.rxdata +0 -0
  54. data/Data/Map045.rxdata +0 -0
  55. data/Data/Map046.rxdata +0 -0
  56. data/Data/Map047.rxdata +0 -0
  57. data/Data/Map048.rxdata +0 -0
  58. data/Data/Map049.rxdata +0 -0
  59. data/Data/Map050.rxdata +0 -0
  60. data/Data/Map051.rxdata +0 -0
  61. data/Data/Map052.rxdata +0 -0
  62. data/Data/Map053.rxdata +0 -0
  63. data/Data/Map054.rxdata +0 -0
  64. data/Data/Map055.rxdata +0 -0
  65. data/Data/Map056.rxdata +0 -0
  66. data/Data/Map057.rxdata +0 -0
  67. data/Data/Map058.rxdata +0 -0
  68. data/Data/Map059.rxdata +0 -0
  69. data/Data/Map060.rxdata +0 -0
  70. data/Data/Map061.rxdata +0 -0
  71. data/Data/Map062.rxdata +0 -0
  72. data/Data/Map063.rxdata +0 -0
  73. data/Data/Map064.rxdata +0 -0
  74. data/Data/Map065.rxdata +0 -0
  75. data/Data/Map066.rxdata +0 -0
  76. data/Data/Map067.rxdata +0 -0
  77. data/Data/Map068.rxdata +0 -0
  78. data/Data/Map069.rxdata +0 -0
  79. data/Data/Map070.rxdata +0 -0
  80. data/Data/Map071.rxdata +0 -0
  81. data/Data/Map072.rxdata +0 -0
  82. data/Data/Map073.rxdata +0 -0
  83. data/Data/Map074.rxdata +0 -0
  84. data/Data/Map075.rxdata +0 -0
  85. data/Data/Map076.rxdata +0 -0
  86. data/Data/Map077.rxdata +0 -0
  87. data/Data/Map078.rxdata +0 -0
  88. data/Data/Map079.rxdata +0 -0
  89. data/Data/Map080.rxdata +0 -0
  90. data/Data/Map081.rxdata +0 -0
  91. data/Data/Map082.rxdata +0 -0
  92. data/Data/Map083.rxdata +0 -0
  93. data/Data/Map084.rxdata +0 -0
  94. data/Data/Map085.rxdata +0 -0
  95. data/Data/Map086.rxdata +0 -0
  96. data/Data/Map087.rxdata +0 -0
  97. data/Data/Map088.rxdata +0 -0
  98. data/Data/Map089.rxdata +0 -0
  99. data/Data/Map090.rxdata +0 -0
  100. data/Data/Map091.rxdata +0 -0
  101. data/Data/Map092.rxdata +0 -0
  102. data/Data/Map093.rxdata +0 -0
  103. data/Data/Map094.rxdata +0 -0
  104. data/Data/Map095.rxdata +0 -0
  105. data/Data/Map096.rxdata +0 -0
  106. data/Data/Map097.rxdata +0 -0
  107. data/Data/Map098.rxdata +0 -0
  108. data/Data/Map099.rxdata +0 -0
  109. data/Data/Map100.rxdata +0 -0
  110. data/Data/Map101.rxdata +0 -0
  111. data/Data/Map102.rxdata +0 -0
  112. data/Data/Map103.rxdata +0 -0
  113. data/Data/Map104.rxdata +0 -0
  114. data/Data/Map105.rxdata +0 -0
  115. data/Data/Map106.rxdata +0 -0
  116. data/Data/Map107.rxdata +0 -0
  117. data/Data/Map108.rxdata +0 -0
  118. data/Data/Map109.rxdata +0 -0
  119. data/Data/Map110.rxdata +0 -0
  120. data/Data/Map111.rxdata +0 -0
  121. data/Data/Map112.rxdata +0 -0
  122. data/Data/Map113.rxdata +0 -0
  123. data/Data/Map114.rxdata +0 -0
  124. data/Data/Map115.rxdata +0 -0
  125. data/Data/Map116.rxdata +0 -0
  126. data/Data/Map117.rxdata +0 -0
  127. data/Data/Map118.rxdata +0 -0
  128. data/Data/Map119.rxdata +0 -0
  129. data/Data/Map120.rxdata +0 -0
  130. data/Data/Map121.rxdata +0 -0
  131. data/Data/Map122.rxdata +0 -0
  132. data/Data/Map123.rxdata +0 -0
  133. data/Data/Map124.rxdata +0 -0
  134. data/Data/Map125.rxdata +0 -0
  135. data/Data/Map126.rxdata +0 -0
  136. data/Data/Map127.rxdata +0 -0
  137. data/Data/Map128.rxdata +0 -0
  138. data/Data/Map129.rxdata +0 -0
  139. data/Data/Map130.rxdata +0 -0
  140. data/Data/Map131.rxdata +0 -0
  141. data/Data/Map132.rxdata +0 -0
  142. data/Data/Map133.rxdata +0 -0
  143. data/Data/Map134.rxdata +0 -0
  144. data/Data/Map135.rxdata +0 -0
  145. data/Data/Map136.rxdata +0 -0
  146. data/Data/Map137.rxdata +0 -0
  147. data/Data/Map138.rxdata +0 -0
  148. data/Data/Map139.rxdata +0 -0
  149. data/Data/Map140.rxdata +0 -0
  150. data/Data/Map141.rxdata +0 -0
  151. data/Data/Map142.rxdata +0 -0
  152. data/Data/Map143.rxdata +0 -0
  153. data/Data/Map144.rxdata +0 -0
  154. data/Data/Map145.rxdata +0 -0
  155. data/Data/Map146.rxdata +0 -0
  156. data/Data/Map147.rxdata +0 -0
  157. data/Data/Map148.rxdata +0 -0
  158. data/Data/Map149.rxdata +0 -0
  159. data/Data/Map150.rxdata +0 -0
  160. data/Data/Map151.rxdata +0 -0
  161. data/Data/Map152.rxdata +0 -0
  162. data/Data/Map153.rxdata +0 -0
  163. data/Data/Map154.rxdata +0 -0
  164. data/Data/Map155.rxdata +0 -0
  165. data/Data/Map156.rxdata +0 -0
  166. data/Data/Map157.rxdata +0 -0
  167. data/Data/Map158.rxdata +0 -0
  168. data/Data/Map159.rxdata +0 -0
  169. data/Data/Map160.rxdata +0 -0
  170. data/Data/Map161.rxdata +0 -0
  171. data/Data/Map162.rxdata +0 -0
  172. data/Data/Map163.rxdata +0 -0
  173. data/Data/Map164.rxdata +0 -0
  174. data/Data/Map165.rxdata +0 -0
  175. data/Data/Map166.rxdata +0 -0
  176. data/Data/Map167.rxdata +0 -0
  177. data/Data/Map168.rxdata +0 -0
  178. data/Data/Map169.rxdata +0 -0
  179. data/Data/Map170.rxdata +0 -0
  180. data/Data/Map171.rxdata +0 -0
  181. data/Data/Map172.rxdata +0 -0
  182. data/Data/Map173.rxdata +0 -0
  183. data/Data/Map174.rxdata +0 -0
  184. data/Data/Map175.rxdata +0 -0
  185. data/Data/Map176.rxdata +0 -0
  186. data/Data/Map177.rxdata +0 -0
  187. data/Data/Map178.rxdata +0 -0
  188. data/Data/Map179.rxdata +0 -0
  189. data/Data/Map180.rxdata +0 -0
  190. data/Data/Map181.rxdata +0 -0
  191. data/Data/Map182.rxdata +0 -0
  192. data/Data/Map183.rxdata +0 -0
  193. data/Data/Map184.rxdata +0 -0
  194. data/Data/Map185.rxdata +0 -0
  195. data/Data/Map186.rxdata +0 -0
  196. data/Data/Map187.rxdata +0 -0
  197. data/Data/Map188.rxdata +0 -0
  198. data/Data/Map189.rxdata +0 -0
  199. data/Data/Map190.rxdata +0 -0
  200. data/Data/Map191.rxdata +0 -0
  201. data/Data/Map192.rxdata +0 -0
  202. data/Data/Map193.rxdata +0 -0
  203. data/Data/Map194.rxdata +0 -0
  204. data/Data/Map195.rxdata +0 -0
  205. data/Data/Map196.rxdata +0 -0
  206. data/Data/Map197.rxdata +0 -0
  207. data/Data/Map198.rxdata +0 -0
  208. data/Data/Map199.rxdata +0 -0
  209. data/Data/Map200.rxdata +0 -0
  210. data/Data/Map201.rxdata +0 -0
  211. data/Data/Map202.rxdata +0 -0
  212. data/Data/Map203.rxdata +0 -0
  213. data/Data/Map204.rxdata +0 -0
  214. data/Data/Map205.rxdata +0 -0
  215. data/Data/Map206.rxdata +0 -0
  216. data/Data/Map207.rxdata +0 -0
  217. data/Data/Map208.rxdata +0 -0
  218. data/Data/Map209.rxdata +0 -0
  219. data/Data/Map210.rxdata +0 -0
  220. data/Data/Map211.rxdata +0 -0
  221. data/Data/Map212.rxdata +0 -0
  222. data/Data/Map213.rxdata +0 -0
  223. data/Data/Map214.rxdata +0 -0
  224. data/Data/Map215.rxdata +0 -0
  225. data/Data/Map216.rxdata +0 -0
  226. data/Data/Map217.rxdata +0 -0
  227. data/Data/Map218.rxdata +0 -0
  228. data/Data/Map219.rxdata +0 -0
  229. data/Data/Map220.rxdata +0 -0
  230. data/Data/Map221.rxdata +0 -0
  231. data/Data/Map222.rxdata +0 -0
  232. data/Data/Map223.rxdata +0 -0
  233. data/Data/Map224.rxdata +0 -0
  234. data/Data/Map225.rxdata +0 -0
  235. data/Data/Map226.rxdata +0 -0
  236. data/Data/Map227.rxdata +0 -0
  237. data/Data/Map228.rxdata +0 -0
  238. data/Data/Map229.rxdata +0 -0
  239. data/Data/Map230.rxdata +0 -0
  240. data/Data/Map231.rxdata +0 -0
  241. data/Data/Map232.rxdata +0 -0
  242. data/Data/Map233.rxdata +0 -0
  243. data/Data/Map234.rxdata +0 -0
  244. data/Data/Map235.rxdata +0 -0
  245. data/Data/Map236.rxdata +0 -0
  246. data/Data/Map237.rxdata +0 -0
  247. data/Data/Map238.rxdata +0 -0
  248. data/Data/Map239.rxdata +0 -0
  249. data/Data/Map240.rxdata +0 -0
  250. data/Data/Map241.rxdata +0 -0
  251. data/Data/Map242.rxdata +0 -0
  252. data/Data/Map243.rxdata +0 -0
  253. data/Data/Map244.rxdata +0 -0
  254. data/Data/Map245.rxdata +0 -0
  255. data/Data/Map246.rxdata +0 -0
  256. data/Data/Map247.rxdata +0 -0
  257. data/Data/Map248.rxdata +0 -0
  258. data/Data/Map249.rxdata +0 -0
  259. data/Data/Map250.rxdata +0 -0
  260. data/Data/Map251.rxdata +0 -0
  261. data/Data/Map252.rxdata +0 -0
  262. data/Data/Map253.rxdata +0 -0
  263. data/Data/Map254.rxdata +0 -0
  264. data/Data/Map255.rxdata +0 -0
  265. data/Data/Map256.rxdata +0 -0
  266. data/Data/Map257.rxdata +0 -0
  267. data/Data/Map258.rxdata +0 -0
  268. data/Data/Map259.rxdata +0 -0
  269. data/Data/Map260.rxdata +0 -0
  270. data/Data/Map261.rxdata +0 -0
  271. data/Data/Map262.rxdata +0 -0
  272. data/Data/Map263.rxdata +0 -0
  273. data/Data/MapInfos.rxdata +0 -0
  274. data/Data/Scripts.rxdata +0 -0
  275. data/Data/Skills.rxdata +0 -0
  276. data/Data/States.rxdata +0 -0
  277. data/Data/System.rxdata +0 -0
  278. data/Data/Tilesets.rxdata +0 -0
  279. data/Data/Troops.rxdata +0 -0
  280. data/Data/Weapons.rxdata +0 -0
  281. data/Data/xScripts.rxdata +0 -0
  282. data/Gemfile +13 -13
  283. data/LICENSE.txt +21 -21
  284. data/README.md +35 -35
  285. data/Rakefile +6 -6
  286. data/Scripts/Credits_Message.rb +259 -0
  287. data/Scripts/Data_FastTravel.rb +50 -0
  288. data/Scripts/Data_Footsteps.rb +77 -0
  289. data/Scripts/Data_Item.rb +50 -0
  290. data/Scripts/Data_SpecialEventData.rb +60 -0
  291. data/Scripts/Demo.rb +7 -0
  292. data/Scripts/Desktop_Message.rb +210 -0
  293. data/Scripts/Doc_Message.rb +273 -0
  294. data/Scripts/EdText.rb +50 -0
  295. data/Scripts/Ed_Message.rb +234 -0
  296. data/Scripts/FastTravel.rb +175 -0
  297. data/Scripts/Game_Actor.rb +156 -0
  298. data/Scripts/Game_Actors.rb +28 -0
  299. data/Scripts/Game_BattleAction.rb +145 -0
  300. data/Scripts/Game_Battler 1.rb +307 -0
  301. data/Scripts/Game_Battler 2.rb +294 -0
  302. data/Scripts/Game_Battler 3.rb +354 -0
  303. data/Scripts/Game_Character 1.rb +291 -0
  304. data/Scripts/Game_Character 2.rb +355 -0
  305. data/Scripts/Game_Character 3.rb +505 -0
  306. data/Scripts/Game_CommonEvent.rb +70 -0
  307. data/Scripts/Game_Enemy.rb +317 -0
  308. data/Scripts/Game_Event.rb +264 -0
  309. data/Scripts/Game_FastTravel.rb +40 -0
  310. data/Scripts/Game_Follower.rb +76 -0
  311. data/Scripts/Game_Light.rb +13 -0
  312. data/Scripts/Game_Map.rb +551 -0
  313. data/Scripts/Game_Oneshot.rb +83 -0
  314. data/Scripts/Game_Party.rb +380 -0
  315. data/Scripts/Game_Picture.rb +164 -0
  316. data/Scripts/Game_Player.rb +298 -0
  317. data/Scripts/Game_Screen.rb +148 -0
  318. data/Scripts/Game_SelfSwitches.rb +30 -0
  319. data/Scripts/Game_Switches.rb +45 -0
  320. data/Scripts/Game_System.rb +210 -0
  321. data/Scripts/Game_Temp.rb +145 -0
  322. data/Scripts/Game_Variables.rb +36 -0
  323. data/Scripts/Interpreter 1.rb +320 -0
  324. data/Scripts/Interpreter 2.rb +286 -0
  325. data/Scripts/Interpreter 3.rb +474 -0
  326. data/Scripts/Interpreter 4.rb +327 -0
  327. data/Scripts/Interpreter 5.rb +448 -0
  328. data/Scripts/Interpreter 6.rb +307 -0
  329. data/Scripts/Interpreter 7.rb +282 -0
  330. data/Scripts/Main.rb +46 -9
  331. data/Scripts/Particles.rb +141 -0
  332. data/Scripts/Persistent.rb +71 -0
  333. data/Scripts/Puzzle_Film.rb +14 -0
  334. data/Scripts/Puzzle_Pixel.rb +210 -0
  335. data/Scripts/Puzzle_Safe.rb +152 -0
  336. data/Scripts/Puzzle_Sokoban.rb +14 -0
  337. data/Scripts/RPG.rb +55 -0
  338. data/Scripts/SaveLoad.rb +275 -0
  339. data/Scripts/Scene_Debug.rb +190 -0
  340. data/Scripts/Scene_End.rb +108 -0
  341. data/Scripts/Scene_Equip.rb +222 -0
  342. data/Scripts/Scene_File.rb +111 -0
  343. data/Scripts/Scene_Item.rb +205 -0
  344. data/Scripts/Scene_Load.rb +106 -0
  345. data/Scripts/Scene_Map.rb +540 -0
  346. data/Scripts/Scene_Menu.rb +213 -0
  347. data/Scripts/Scene_Name.rb +113 -0
  348. data/Scripts/Scene_Save.rb +88 -0
  349. data/Scripts/Scene_Skill.rb +232 -0
  350. data/Scripts/Scene_Status.rb +78 -0
  351. data/Scripts/Scene_Title.rb +237 -0
  352. data/Scripts/Script.rb +780 -0
  353. data/Scripts/Sprite_Battler.rb +131 -0
  354. data/Scripts/Sprite_Character.rb +192 -0
  355. data/Scripts/Sprite_Footprint.rb +35 -0
  356. data/Scripts/Sprite_Footsplash.rb +54 -0
  357. data/Scripts/Sprite_Light.rb +18 -0
  358. data/Scripts/Sprite_MapText.rb +63 -0
  359. data/Scripts/Sprite_Picture.rb +72 -0
  360. data/Scripts/Sprite_Timer.rb +52 -0
  361. data/Scripts/Spriteset_Map.rb +370 -0
  362. data/Scripts/Window_Base.rb +327 -0
  363. data/Scripts/Window_BattleResult.rb +51 -0
  364. data/Scripts/Window_BattleStatus.rb +62 -0
  365. data/Scripts/Window_Command.rb +49 -0
  366. data/Scripts/Window_DebugLeft.rb +57 -0
  367. data/Scripts/Window_DebugRight.rb +69 -0
  368. data/Scripts/Window_EquipItem.rb +94 -0
  369. data/Scripts/Window_EquipLeft.rb +61 -0
  370. data/Scripts/Window_EquipRight.rb +56 -0
  371. data/Scripts/Window_Gold.rb +27 -0
  372. data/Scripts/Window_Help.rb +33 -0
  373. data/Scripts/Window_InputNumber.rb +111 -0
  374. data/Scripts/Window_Item.rb +229 -0
  375. data/Scripts/Window_MainMenu.rb +150 -0
  376. data/Scripts/Window_MenuStatus.rb +48 -0
  377. data/Scripts/Window_Message.rb +459 -0
  378. data/Scripts/Window_NameEdit.rb +108 -0
  379. data/Scripts/Window_NameInput.rb +262 -0
  380. data/Scripts/Window_PartyCommand.rb +42 -0
  381. data/Scripts/Window_PlayTime.rb +40 -0
  382. data/Scripts/Window_SaveFile.rb +91 -0
  383. data/Scripts/Window_Selectable.rb +203 -0
  384. data/Scripts/Window_Settings.rb +469 -0
  385. data/Scripts/Window_ShopBuy.rb +93 -0
  386. data/Scripts/Window_ShopCommand.rb +37 -0
  387. data/Scripts/Window_ShopNumber.rb +87 -0
  388. data/Scripts/Window_ShopSell.rb +94 -0
  389. data/Scripts/Window_ShopStatus.rb +107 -0
  390. data/Scripts/Window_Skill.rb +83 -0
  391. data/Scripts/Window_SkillStatus.rb +28 -0
  392. data/Scripts/Window_Status.rb +64 -0
  393. data/Scripts/Window_Steps.rb +26 -0
  394. data/Scripts/Window_Target.rb +49 -0
  395. data/Scripts/_scripts.txt +111 -1
  396. data/Scripts/i18n_English.rb +59 -0
  397. data/Scripts/i18n_Language.rb +130 -0
  398. data/bin/rmxp_extractor +13 -13
  399. data/bin/setup +8 -8
  400. data/diff_check.rb +13 -13
  401. data/lib/rmxp_extractor/classnames.rb +245 -244
  402. data/lib/rmxp_extractor/data_export.rb +82 -82
  403. data/lib/rmxp_extractor/data_import.rb +69 -69
  404. data/lib/rmxp_extractor/ron.rb +144 -144
  405. data/lib/rmxp_extractor/script_handler.rb +85 -85
  406. data/lib/rmxp_extractor/version.rb +3 -3
  407. data/lib/rmxp_extractor.rb +46 -46
  408. data/rmxp_extractor.gemspec +30 -30
  409. data/spec/spec_helper.rb +100 -100
  410. metadata +112 -126
  411. data/Data/Map-1.rxdata +0 -0
  412. data/Data/Map-327.rxdata +0 -0
  413. data/Data/Map264.rxdata +0 -0
  414. data/Data/Map265.rxdata +0 -0
  415. data/Data/Map266.rxdata +0 -0
  416. data/Data/Map267.rxdata +0 -0
  417. data/Data/Map268.rxdata +0 -0
  418. data/Data/Map269.rxdata +0 -0
  419. data/Data/Map270.rxdata +0 -0
  420. data/Data/Map271.rxdata +0 -0
  421. data/Data/Map272.rxdata +0 -0
  422. data/Data/Map273.rxdata +0 -0
  423. data/Data/Map274.rxdata +0 -0
  424. data/Data/Map275.rxdata +0 -0
  425. data/Data/Map276.rxdata +0 -0
  426. data/Data/Map277.rxdata +0 -0
  427. data/Data/Map278.rxdata +0 -0
  428. data/Data/Map279.rxdata +0 -0
  429. data/Data/Map280.rxdata +0 -0
  430. data/Data/Map281.rxdata +0 -0
  431. data/Data/Map282.rxdata +0 -0
  432. data/Data/Map283.rxdata +0 -0
  433. data/Data/Map284.rxdata +0 -0
  434. data/Data/Map285.rxdata +0 -0
  435. data/Data/Map286.rxdata +0 -0
  436. data/Data/Map287.rxdata +0 -0
  437. data/Data/Map288.rxdata +0 -0
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1
+ #==============================================================================
2
+ # ** Game_Party
3
+ #------------------------------------------------------------------------------
4
+ # This class handles the party. It includes information on amount of gold
5
+ # and items. Refer to "$game_party" for the instance of this class.
6
+ #==============================================================================
7
+
8
+ class Game_Party
9
+ #--------------------------------------------------------------------------
10
+ # * Public Instance Variables
11
+ #--------------------------------------------------------------------------
12
+ attr_reader :actors # actors
13
+ attr_reader :gold # amount of gold
14
+ attr_reader :steps # number of steps
15
+ #--------------------------------------------------------------------------
16
+ # * Object Initialization
17
+ #--------------------------------------------------------------------------
18
+ def initialize
19
+ # Create actor array
20
+ @actors = []
21
+ # Initialize amount of gold and steps
22
+ @gold = 0
23
+ @steps = 0
24
+ # Create amount in possession hash for items, weapons, and armor
25
+ @items = {}
26
+ @weapons = {}
27
+ @armors = {}
28
+ end
29
+ #--------------------------------------------------------------------------
30
+ # * Initial Party Setup
31
+ #--------------------------------------------------------------------------
32
+ def setup_starting_members
33
+ @actors = []
34
+ for i in $data_system.party_members
35
+ #@actors.push($game_actors[i])
36
+ add_actor(i)
37
+ end
38
+ end
39
+ #--------------------------------------------------------------------------
40
+ # * Battle Test Party Setup
41
+ #--------------------------------------------------------------------------
42
+ def setup_battle_test_members
43
+ @actors = []
44
+ for battler in $data_system.test_battlers
45
+ actor = $game_actors[battler.actor_id]
46
+ actor.level = battler.level
47
+ gain_weapon(battler.weapon_id, 1)
48
+ gain_armor(battler.armor1_id, 1)
49
+ gain_armor(battler.armor2_id, 1)
50
+ gain_armor(battler.armor3_id, 1)
51
+ gain_armor(battler.armor4_id, 1)
52
+ actor.equip(0, battler.weapon_id)
53
+ actor.equip(1, battler.armor1_id)
54
+ actor.equip(2, battler.armor2_id)
55
+ actor.equip(3, battler.armor3_id)
56
+ actor.equip(4, battler.armor4_id)
57
+ actor.recover_all
58
+ @actors.push(actor)
59
+ end
60
+ @items = {}
61
+ for i in 1...$data_items.size
62
+ if $data_items[i].name != ""
63
+ occasion = $data_items[i].occasion
64
+ if occasion == 0 or occasion == 1
65
+ @items[i] = 99
66
+ end
67
+ end
68
+ end
69
+ end
70
+ #--------------------------------------------------------------------------
71
+ # * Refresh Party Members
72
+ #--------------------------------------------------------------------------
73
+ def refresh
74
+ # Actor objects split from $game_actors right after loading game data
75
+ # Avoid this problem by resetting the actors each time data is loaded.
76
+ new_actors = []
77
+ for i in 0...@actors.size
78
+ if $data_actors[@actors[i].id] != nil
79
+ new_actors.push($game_actors[@actors[i].id])
80
+ end
81
+ end
82
+ @actors = new_actors
83
+ end
84
+ #--------------------------------------------------------------------------
85
+ # * Getting Maximum Level
86
+ #--------------------------------------------------------------------------
87
+ def max_level
88
+ # If 0 members are in the party
89
+ if @actors.size == 0
90
+ return 0
91
+ end
92
+ # Initialize local variable: level
93
+ level = 0
94
+ # Get maximum level of party members
95
+ for actor in @actors
96
+ if level < actor.level
97
+ level = actor.level
98
+ end
99
+ end
100
+ return level
101
+ end
102
+ #--------------------------------------------------------------------------
103
+ # * Add an Actor
104
+ # actor_id : actor ID
105
+ #--------------------------------------------------------------------------
106
+ def add_actor(actor_id)
107
+ # Get actor
108
+ actor = $game_actors[actor_id]
109
+ # If the party has less than 4 members and this actor is not in the party
110
+ if @actors.size < 4 and not @actors.include?(actor)
111
+ # Add follower
112
+ unless @actors.empty?
113
+ if $game_followers.empty?
114
+ $game_followers.push(Game_Follower.new($game_player, actor))
115
+ else
116
+ $game_followers.push(Game_Follower.new($game_followers.last, actor))
117
+ end
118
+ $scene.add_follower($game_followers.last)
119
+ end
120
+ # Add actor
121
+ @actors.push(actor)
122
+ # Refresh player
123
+ $game_player.refresh
124
+ end
125
+ end
126
+ #--------------------------------------------------------------------------
127
+ # * Remove Actor
128
+ # actor_id : actor ID
129
+ #--------------------------------------------------------------------------
130
+ def remove_actor(actor_id)
131
+ actor = $game_actors[actor_id]
132
+ # Delete follower
133
+ unless $game_followers.empty?
134
+ follower = $game_followers.pop
135
+ $scene.remove_follower(follower)
136
+ new_actor = follower.actor
137
+ if new_actor != actor
138
+ $game_followers.reverse_each do |follower|
139
+ new_actor, follower.actor = follower.actor, new_actor
140
+ break if new_actor == actor
141
+ end
142
+ end
143
+ end
144
+ # Delete actor
145
+ @actors.delete(actor)
146
+ # Refresh player
147
+ # $game_player.refresh
148
+ end
149
+ #--------------------------------------------------------------------------
150
+ # * Gain Gold (or lose)
151
+ # n : amount of gold
152
+ #--------------------------------------------------------------------------
153
+ def gain_gold(n)
154
+ @gold = [[@gold + n, 0].max, 9999999].min
155
+ end
156
+ #--------------------------------------------------------------------------
157
+ # * Lose Gold
158
+ # n : amount of gold
159
+ #--------------------------------------------------------------------------
160
+ def lose_gold(n)
161
+ # Reverse the numerical value and call it gain_gold
162
+ gain_gold(-n)
163
+ end
164
+ #--------------------------------------------------------------------------
165
+ # * Increase Steps
166
+ #--------------------------------------------------------------------------
167
+ def increase_steps
168
+ @steps = [@steps + 1, 9999999].min
169
+ end
170
+ #--------------------------------------------------------------------------
171
+ # * Get Number of Items Possessed
172
+ # item_id : item ID
173
+ #--------------------------------------------------------------------------
174
+ def item_number(item_id)
175
+ # If quantity data is in the hash, use it. If not, return 0
176
+ return @items.include?(item_id) ? @items[item_id] : 0
177
+ end
178
+ #--------------------------------------------------------------------------
179
+ # * Get Number of Weapons Possessed
180
+ # weapon_id : weapon ID
181
+ #--------------------------------------------------------------------------
182
+ def weapon_number(weapon_id)
183
+ # If quantity data is in the hash, use it. If not, return 0
184
+ return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
185
+ end
186
+ #--------------------------------------------------------------------------
187
+ # * Get Amount of Armor Possessed
188
+ # armor_id : armor ID
189
+ #--------------------------------------------------------------------------
190
+ def armor_number(armor_id)
191
+ # If quantity data is in the hash, use it. If not, return 0
192
+ return @armors.include?(armor_id) ? @armors[armor_id] : 0
193
+ end
194
+ #--------------------------------------------------------------------------
195
+ # * Gain Items (or lose)
196
+ # item_id : item ID
197
+ # n : quantity
198
+ #--------------------------------------------------------------------------
199
+ def gain_item(item_id, n)
200
+ # Update quantity data in the hash.
201
+ if item_id > 0
202
+ @items[item_id] = [[item_number(item_id) + n, 0].max, 99].min
203
+ end
204
+ end
205
+ #--------------------------------------------------------------------------
206
+ # * Gain Weapons (or lose)
207
+ # weapon_id : weapon ID
208
+ # n : quantity
209
+ #--------------------------------------------------------------------------
210
+ def gain_weapon(weapon_id, n)
211
+ # Update quantity data in the hash.
212
+ if weapon_id > 0
213
+ @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
214
+ end
215
+ end
216
+ #--------------------------------------------------------------------------
217
+ # * Gain Armor (or lose)
218
+ # armor_id : armor ID
219
+ # n : quantity
220
+ #--------------------------------------------------------------------------
221
+ def gain_armor(armor_id, n)
222
+ # Update quantity data in the hash.
223
+ if armor_id > 0
224
+ @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
225
+ end
226
+ end
227
+ #--------------------------------------------------------------------------
228
+ # * Lose Items
229
+ # item_id : item ID
230
+ # n : quantity
231
+ #--------------------------------------------------------------------------
232
+ def lose_item(item_id, n)
233
+ # Reverse the numerical value and call it gain_item
234
+ gain_item(item_id, -n)
235
+ end
236
+ #--------------------------------------------------------------------------
237
+ # * Lose Weapons
238
+ # weapon_id : weapon ID
239
+ # n : quantity
240
+ #--------------------------------------------------------------------------
241
+ def lose_weapon(weapon_id, n)
242
+ # Reverse the numerical value and call it gain_weapon
243
+ gain_weapon(weapon_id, -n)
244
+ end
245
+ #--------------------------------------------------------------------------
246
+ # * Lose Armor
247
+ # armor_id : armor ID
248
+ # n : quantity
249
+ #--------------------------------------------------------------------------
250
+ def lose_armor(armor_id, n)
251
+ # Reverse the numerical value and call it gain_armor
252
+ gain_armor(armor_id, -n)
253
+ end
254
+ #--------------------------------------------------------------------------
255
+ # * Determine if Item is Usable
256
+ # item_id : item ID
257
+ #--------------------------------------------------------------------------
258
+ def item_can_use?(item_id)
259
+ # If item quantity is 0
260
+ if item_number(item_id) == 0
261
+ # Unusable
262
+ return false
263
+ end
264
+ # Get usable time
265
+ occasion = $data_items[item_id].occasion
266
+ # If in battle
267
+ if $game_temp.in_battle
268
+ # If useable time is 0 (normal) or 1 (only battle) it's usable
269
+ return (occasion == 0 or occasion == 1)
270
+ end
271
+ # If useable time is 0 (normal) or 2 (only menu) it's usable
272
+ return (occasion == 0 or occasion == 2)
273
+ end
274
+ #--------------------------------------------------------------------------
275
+ # * Clear All Member Actions
276
+ #--------------------------------------------------------------------------
277
+ def clear_actions
278
+ # Clear All Member Actions
279
+ for actor in @actors
280
+ actor.current_action.clear
281
+ end
282
+ end
283
+ #--------------------------------------------------------------------------
284
+ # * Determine if Command is Inputable
285
+ #--------------------------------------------------------------------------
286
+ def inputable?
287
+ # Return true if input is possible for one person as well
288
+ for actor in @actors
289
+ if actor.inputable?
290
+ return true
291
+ end
292
+ end
293
+ return false
294
+ end
295
+ #--------------------------------------------------------------------------
296
+ # * Determine Everyone is Dead
297
+ #--------------------------------------------------------------------------
298
+ def all_dead?
299
+ # If number of party members is 0
300
+ if $game_party.actors.size == 0
301
+ return false
302
+ end
303
+ # If an actor is in the party with 0 or more HP
304
+ for actor in @actors
305
+ if actor.hp > 0
306
+ return false
307
+ end
308
+ end
309
+ # All members dead
310
+ return true
311
+ end
312
+ #--------------------------------------------------------------------------
313
+ # * Slip Damage Check (for map)
314
+ #--------------------------------------------------------------------------
315
+ def check_map_slip_damage
316
+ for actor in @actors
317
+ if actor.hp > 0 and actor.slip_damage?
318
+ actor.hp -= [actor.maxhp / 100, 1].max
319
+ if actor.hp == 0
320
+ $game_system.se_play($data_system.actor_collapse_se)
321
+ end
322
+ $game_screen.start_flash(Color.new(255,0,0,128), 4)
323
+ $game_temp.gameover = $game_party.all_dead?
324
+ end
325
+ end
326
+ end
327
+ #--------------------------------------------------------------------------
328
+ # * Random Selection of Target Actor
329
+ # hp0 : limited to actors with 0 HP
330
+ #--------------------------------------------------------------------------
331
+ def random_target_actor(hp0 = false)
332
+ # Initialize roulette
333
+ roulette = []
334
+ # Loop
335
+ for actor in @actors
336
+ # If it fits the conditions
337
+ if (not hp0 and actor.exist?) or (hp0 and actor.hp0?)
338
+ # Get actor class [position]
339
+ position = $data_classes[actor.class_id].position
340
+ # Front guard: n = 4; Mid guard: n = 3; Rear guard: n = 2
341
+ n = 4 - position
342
+ # Add actor to roulette n times
343
+ n.times do
344
+ roulette.push(actor)
345
+ end
346
+ end
347
+ end
348
+ # If roulette size is 0
349
+ if roulette.size == 0
350
+ return nil
351
+ end
352
+ # Spin the roulette, choose an actor
353
+ return roulette[rand(roulette.size)]
354
+ end
355
+ #--------------------------------------------------------------------------
356
+ # * Random Selection of Target Actor (HP 0)
357
+ #--------------------------------------------------------------------------
358
+ def random_target_actor_hp0
359
+ return random_target_actor(true)
360
+ end
361
+ #--------------------------------------------------------------------------
362
+ # * Smooth Selection of Target Actor
363
+ # actor_index : actor index
364
+ #--------------------------------------------------------------------------
365
+ def smooth_target_actor(actor_index)
366
+ # Get an actor
367
+ actor = @actors[actor_index]
368
+ # If an actor exists
369
+ if actor != nil and actor.exist?
370
+ return actor
371
+ end
372
+ # Loop
373
+ for actor in @actors
374
+ # If an actor exists
375
+ if actor.exist?
376
+ return actor
377
+ end
378
+ end
379
+ end
380
+ end
@@ -0,0 +1,164 @@
1
+ #==============================================================================
2
+ # ** Game_Picture
3
+ #------------------------------------------------------------------------------
4
+ # This class handles the picture. It's used within the Game_Screen class
5
+ # ($game_screen).
6
+ #==============================================================================
7
+
8
+ class Game_Picture
9
+ #--------------------------------------------------------------------------
10
+ # * Public Instance Variables
11
+ #--------------------------------------------------------------------------
12
+ attr_reader :number # picture number
13
+ attr_reader :name # file name
14
+ attr_reader :origin # starting point
15
+ attr_reader :x # x-coordinate
16
+ attr_reader :y # y-coordinate
17
+ attr_reader :zoom_x # x directional zoom rate
18
+ attr_reader :zoom_y # y directional zoom rate
19
+ attr_reader :opacity # opacity level
20
+ attr_reader :blend_type # blend method
21
+ attr_reader :tone # color tone
22
+ attr_reader :angle # rotation angle
23
+ #--------------------------------------------------------------------------
24
+ # * Object Initialization
25
+ # number : picture number
26
+ #--------------------------------------------------------------------------
27
+ def initialize(number)
28
+ @number = number
29
+ @name = ""
30
+ @origin = 0
31
+ @x = 0.0
32
+ @y = 0.0
33
+ @zoom_x = 100.0
34
+ @zoom_y = 100.0
35
+ @opacity = 255.0
36
+ @blend_type = 1
37
+ @duration = 0
38
+ @target_x = @x
39
+ @target_y = @y
40
+ @target_zoom_x = @zoom_x
41
+ @target_zoom_y = @zoom_y
42
+ @target_opacity = @opacity
43
+ @tone = Tone.new(0, 0, 0, 0)
44
+ @tone_target = Tone.new(0, 0, 0, 0)
45
+ @tone_duration = 0
46
+ @angle = 0
47
+ @rotate_speed = 0
48
+ end
49
+ #--------------------------------------------------------------------------
50
+ # * Show Picture
51
+ # name : file name
52
+ # origin : starting point
53
+ # x : x-coordinate
54
+ # y : y-coordinate
55
+ # zoom_x : x directional zoom rate
56
+ # zoom_y : y directional zoom rate
57
+ # opacity : opacity level
58
+ # blend_type : blend method
59
+ #--------------------------------------------------------------------------
60
+ def show(name, origin, x, y, zoom_x, zoom_y, opacity, blend_type)
61
+ # Localization: check if this picture exists
62
+ # in the appropriate language folder, else
63
+ # default to the base graphics folder
64
+ translation_name = "#{$persistent.langcode}/#{name}"
65
+ if File.exists?("Graphics/Pictures/#{translation_name}.png")
66
+ @name = translation_name
67
+ else
68
+ @name = name
69
+ end
70
+ @origin = origin
71
+ @x = x.to_f
72
+ @y = y.to_f
73
+ @zoom_x = zoom_x.to_f
74
+ @zoom_y = zoom_y.to_f
75
+ @opacity = opacity.to_f
76
+ @blend_type = blend_type
77
+ @duration = 0
78
+ @target_x = @x
79
+ @target_y = @y
80
+ @target_zoom_x = @zoom_x
81
+ @target_zoom_y = @zoom_y
82
+ @target_opacity = @opacity
83
+ @tone = Tone.new(0, 0, 0, 0)
84
+ @tone_target = Tone.new(0, 0, 0, 0)
85
+ @tone_duration = 0
86
+ @angle = 0
87
+ @rotate_speed = 0
88
+ end
89
+ #--------------------------------------------------------------------------
90
+ # * Move Picture
91
+ # duration : time
92
+ # origin : starting point
93
+ # x : x-coordinate
94
+ # y : y-coordinate
95
+ # zoom_x : x directional zoom rate
96
+ # zoom_y : y directional zoom rate
97
+ # opacity : opacity level
98
+ # blend_type : blend method
99
+ #--------------------------------------------------------------------------
100
+ def move(duration, origin, x, y, zoom_x, zoom_y, opacity, blend_type)
101
+ @duration = duration
102
+ @origin = origin
103
+ @target_x = x.to_f
104
+ @target_y = y.to_f
105
+ @target_zoom_x = zoom_x.to_f
106
+ @target_zoom_y = zoom_y.to_f
107
+ @target_opacity = opacity.to_f
108
+ @blend_type = blend_type
109
+ end
110
+ #--------------------------------------------------------------------------
111
+ # * Change Rotation Speed
112
+ # speed : rotation speed
113
+ #--------------------------------------------------------------------------
114
+ def rotate(speed)
115
+ @rotate_speed = speed
116
+ end
117
+ #--------------------------------------------------------------------------
118
+ # * Start Change of Color Tone
119
+ # tone : color tone
120
+ # duration : time
121
+ #--------------------------------------------------------------------------
122
+ def start_tone_change(tone, duration)
123
+ @tone_target = tone.clone
124
+ @tone_duration = duration
125
+ if @tone_duration == 0
126
+ @tone = @tone_target.clone
127
+ end
128
+ end
129
+ #--------------------------------------------------------------------------
130
+ # * Erase Picture
131
+ #--------------------------------------------------------------------------
132
+ def erase
133
+ @name = ""
134
+ end
135
+ #--------------------------------------------------------------------------
136
+ # * Frame Update
137
+ #--------------------------------------------------------------------------
138
+ def update
139
+ if @duration >= 1
140
+ d = @duration
141
+ @x = (@x * (d - 1) + @target_x) / d
142
+ @y = (@y * (d - 1) + @target_y) / d
143
+ @zoom_x = (@zoom_x * (d - 1) + @target_zoom_x) / d
144
+ @zoom_y = (@zoom_y * (d - 1) + @target_zoom_y) / d
145
+ @opacity = (@opacity * (d - 1) + @target_opacity) / d
146
+ @duration -= 1
147
+ end
148
+ if @tone_duration >= 1
149
+ d = @tone_duration
150
+ @tone.red = (@tone.red * (d - 1) + @tone_target.red) / d
151
+ @tone.green = (@tone.green * (d - 1) + @tone_target.green) / d
152
+ @tone.blue = (@tone.blue * (d - 1) + @tone_target.blue) / d
153
+ @tone.gray = (@tone.gray * (d - 1) + @tone_target.gray) / d
154
+ @tone_duration -= 1
155
+ end
156
+ if @rotate_speed != 0
157
+ @angle += @rotate_speed / 2.0
158
+ while @angle < 0
159
+ @angle += 360
160
+ end
161
+ @angle %= 360
162
+ end
163
+ end
164
+ end