rmxp_extractor 1.7 → 1.8
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- checksums.yaml +4 -4
- data/CODE_OF_CONDUCT.md +74 -74
- data/Data/Actors.rxdata +0 -0
- data/Data/Animations.rxdata +0 -0
- data/Data/Armors.rxdata +0 -0
- data/Data/Classes.rxdata +0 -0
- data/Data/CommonEvents.rxdata +0 -0
- data/Data/Enemies.rxdata +0 -0
- data/Data/Items.rxdata +0 -0
- data/Data/Map001.rxdata +0 -0
- data/Data/Map002.rxdata +0 -0
- data/Data/Map003.rxdata +0 -0
- data/Data/Map004.rxdata +0 -0
- data/Data/Map005.rxdata +0 -0
- data/Data/Map006.rxdata +0 -0
- data/Data/Map007.rxdata +0 -0
- data/Data/Map008.rxdata +0 -0
- data/Data/Map009.rxdata +0 -0
- data/Data/Map010.rxdata +0 -0
- data/Data/Map011.rxdata +0 -0
- data/Data/Map012.rxdata +0 -0
- data/Data/Map013.rxdata +0 -0
- data/Data/Map014.rxdata +0 -0
- data/Data/Map015.rxdata +0 -0
- data/Data/Map016.rxdata +0 -0
- data/Data/Map017.rxdata +0 -0
- data/Data/Map018.rxdata +0 -0
- data/Data/Map019.rxdata +0 -0
- data/Data/Map020.rxdata +0 -0
- data/Data/Map021.rxdata +0 -0
- data/Data/Map022.rxdata +0 -0
- data/Data/Map023.rxdata +0 -0
- data/Data/Map024.rxdata +0 -0
- data/Data/Map025.rxdata +0 -0
- data/Data/Map026.rxdata +0 -0
- data/Data/Map027.rxdata +0 -0
- data/Data/Map028.rxdata +0 -0
- data/Data/Map029.rxdata +0 -0
- data/Data/Map030.rxdata +0 -0
- data/Data/Map031.rxdata +0 -0
- data/Data/Map032.rxdata +0 -0
- data/Data/Map033.rxdata +0 -0
- data/Data/Map034.rxdata +0 -0
- data/Data/Map035.rxdata +0 -0
- data/Data/Map036.rxdata +0 -0
- data/Data/Map037.rxdata +0 -0
- data/Data/Map038.rxdata +0 -0
- data/Data/Map039.rxdata +0 -0
- data/Data/Map040.rxdata +0 -0
- data/Data/Map041.rxdata +0 -0
- data/Data/Map042.rxdata +0 -0
- data/Data/Map043.rxdata +0 -0
- data/Data/Map044.rxdata +0 -0
- data/Data/Map045.rxdata +0 -0
- data/Data/Map046.rxdata +0 -0
- data/Data/Map047.rxdata +0 -0
- data/Data/Map048.rxdata +0 -0
- data/Data/Map049.rxdata +0 -0
- data/Data/Map050.rxdata +0 -0
- data/Data/Map051.rxdata +0 -0
- data/Data/Map052.rxdata +0 -0
- data/Data/Map053.rxdata +0 -0
- data/Data/Map054.rxdata +0 -0
- data/Data/Map055.rxdata +0 -0
- data/Data/Map056.rxdata +0 -0
- data/Data/Map057.rxdata +0 -0
- data/Data/Map058.rxdata +0 -0
- data/Data/Map059.rxdata +0 -0
- data/Data/Map060.rxdata +0 -0
- data/Data/Map061.rxdata +0 -0
- data/Data/Map062.rxdata +0 -0
- data/Data/Map063.rxdata +0 -0
- data/Data/Map064.rxdata +0 -0
- data/Data/Map065.rxdata +0 -0
- data/Data/Map066.rxdata +0 -0
- data/Data/Map067.rxdata +0 -0
- data/Data/Map068.rxdata +0 -0
- data/Data/Map069.rxdata +0 -0
- data/Data/Map070.rxdata +0 -0
- data/Data/Map071.rxdata +0 -0
- data/Data/Map072.rxdata +0 -0
- data/Data/Map073.rxdata +0 -0
- data/Data/Map074.rxdata +0 -0
- data/Data/Map075.rxdata +0 -0
- data/Data/Map076.rxdata +0 -0
- data/Data/Map077.rxdata +0 -0
- data/Data/Map078.rxdata +0 -0
- data/Data/Map079.rxdata +0 -0
- data/Data/Map080.rxdata +0 -0
- data/Data/Map081.rxdata +0 -0
- data/Data/Map082.rxdata +0 -0
- data/Data/Map083.rxdata +0 -0
- data/Data/Map084.rxdata +0 -0
- data/Data/Map085.rxdata +0 -0
- data/Data/Map086.rxdata +0 -0
- data/Data/Map087.rxdata +0 -0
- data/Data/Map088.rxdata +0 -0
- data/Data/Map089.rxdata +0 -0
- data/Data/Map090.rxdata +0 -0
- data/Data/Map091.rxdata +0 -0
- data/Data/Map092.rxdata +0 -0
- data/Data/Map093.rxdata +0 -0
- data/Data/Map094.rxdata +0 -0
- data/Data/Map095.rxdata +0 -0
- data/Data/Map096.rxdata +0 -0
- data/Data/Map097.rxdata +0 -0
- data/Data/Map098.rxdata +0 -0
- data/Data/Map099.rxdata +0 -0
- data/Data/Map100.rxdata +0 -0
- data/Data/Map101.rxdata +0 -0
- data/Data/Map102.rxdata +0 -0
- data/Data/Map103.rxdata +0 -0
- data/Data/Map104.rxdata +0 -0
- data/Data/Map105.rxdata +0 -0
- data/Data/Map106.rxdata +0 -0
- data/Data/Map107.rxdata +0 -0
- data/Data/Map108.rxdata +0 -0
- data/Data/Map109.rxdata +0 -0
- data/Data/Map110.rxdata +0 -0
- data/Data/Map111.rxdata +0 -0
- data/Data/Map112.rxdata +0 -0
- data/Data/Map113.rxdata +0 -0
- data/Data/Map114.rxdata +0 -0
- data/Data/Map115.rxdata +0 -0
- data/Data/Map116.rxdata +0 -0
- data/Data/Map117.rxdata +0 -0
- data/Data/Map118.rxdata +0 -0
- data/Data/Map119.rxdata +0 -0
- data/Data/Map120.rxdata +0 -0
- data/Data/Map121.rxdata +0 -0
- data/Data/Map122.rxdata +0 -0
- data/Data/Map123.rxdata +0 -0
- data/Data/Map124.rxdata +0 -0
- data/Data/Map125.rxdata +0 -0
- data/Data/Map126.rxdata +0 -0
- data/Data/Map127.rxdata +0 -0
- data/Data/Map128.rxdata +0 -0
- data/Data/Map129.rxdata +0 -0
- data/Data/Map130.rxdata +0 -0
- data/Data/Map131.rxdata +0 -0
- data/Data/Map132.rxdata +0 -0
- data/Data/Map133.rxdata +0 -0
- data/Data/Map134.rxdata +0 -0
- data/Data/Map135.rxdata +0 -0
- data/Data/Map136.rxdata +0 -0
- data/Data/Map137.rxdata +0 -0
- data/Data/Map138.rxdata +0 -0
- data/Data/Map139.rxdata +0 -0
- data/Data/Map140.rxdata +0 -0
- data/Data/Map141.rxdata +0 -0
- data/Data/Map142.rxdata +0 -0
- data/Data/Map143.rxdata +0 -0
- data/Data/Map144.rxdata +0 -0
- data/Data/Map145.rxdata +0 -0
- data/Data/Map146.rxdata +0 -0
- data/Data/Map147.rxdata +0 -0
- data/Data/Map148.rxdata +0 -0
- data/Data/Map149.rxdata +0 -0
- data/Data/Map150.rxdata +0 -0
- data/Data/Map151.rxdata +0 -0
- data/Data/Map152.rxdata +0 -0
- data/Data/Map153.rxdata +0 -0
- data/Data/Map154.rxdata +0 -0
- data/Data/Map155.rxdata +0 -0
- data/Data/Map156.rxdata +0 -0
- data/Data/Map157.rxdata +0 -0
- data/Data/Map158.rxdata +0 -0
- data/Data/Map159.rxdata +0 -0
- data/Data/Map160.rxdata +0 -0
- data/Data/Map161.rxdata +0 -0
- data/Data/Map162.rxdata +0 -0
- data/Data/Map163.rxdata +0 -0
- data/Data/Map164.rxdata +0 -0
- data/Data/Map165.rxdata +0 -0
- data/Data/Map166.rxdata +0 -0
- data/Data/Map167.rxdata +0 -0
- data/Data/Map168.rxdata +0 -0
- data/Data/Map169.rxdata +0 -0
- data/Data/Map170.rxdata +0 -0
- data/Data/Map171.rxdata +0 -0
- data/Data/Map172.rxdata +0 -0
- data/Data/Map173.rxdata +0 -0
- data/Data/Map174.rxdata +0 -0
- data/Data/Map175.rxdata +0 -0
- data/Data/Map176.rxdata +0 -0
- data/Data/Map177.rxdata +0 -0
- data/Data/Map178.rxdata +0 -0
- data/Data/Map179.rxdata +0 -0
- data/Data/Map180.rxdata +0 -0
- data/Data/Map181.rxdata +0 -0
- data/Data/Map182.rxdata +0 -0
- data/Data/Map183.rxdata +0 -0
- data/Data/Map184.rxdata +0 -0
- data/Data/Map185.rxdata +0 -0
- data/Data/Map186.rxdata +0 -0
- data/Data/Map187.rxdata +0 -0
- data/Data/Map188.rxdata +0 -0
- data/Data/Map189.rxdata +0 -0
- data/Data/Map190.rxdata +0 -0
- data/Data/Map191.rxdata +0 -0
- data/Data/Map192.rxdata +0 -0
- data/Data/Map193.rxdata +0 -0
- data/Data/Map194.rxdata +0 -0
- data/Data/Map195.rxdata +0 -0
- data/Data/Map196.rxdata +0 -0
- data/Data/Map197.rxdata +0 -0
- data/Data/Map198.rxdata +0 -0
- data/Data/Map199.rxdata +0 -0
- data/Data/Map200.rxdata +0 -0
- data/Data/Map201.rxdata +0 -0
- data/Data/Map202.rxdata +0 -0
- data/Data/Map203.rxdata +0 -0
- data/Data/Map204.rxdata +0 -0
- data/Data/Map205.rxdata +0 -0
- data/Data/Map206.rxdata +0 -0
- data/Data/Map207.rxdata +0 -0
- data/Data/Map208.rxdata +0 -0
- data/Data/Map209.rxdata +0 -0
- data/Data/Map210.rxdata +0 -0
- data/Data/Map211.rxdata +0 -0
- data/Data/Map212.rxdata +0 -0
- data/Data/Map213.rxdata +0 -0
- data/Data/Map214.rxdata +0 -0
- data/Data/Map215.rxdata +0 -0
- data/Data/Map216.rxdata +0 -0
- data/Data/Map217.rxdata +0 -0
- data/Data/Map218.rxdata +0 -0
- data/Data/Map219.rxdata +0 -0
- data/Data/Map220.rxdata +0 -0
- data/Data/Map221.rxdata +0 -0
- data/Data/Map222.rxdata +0 -0
- data/Data/Map223.rxdata +0 -0
- data/Data/Map224.rxdata +0 -0
- data/Data/Map225.rxdata +0 -0
- data/Data/Map226.rxdata +0 -0
- data/Data/Map227.rxdata +0 -0
- data/Data/Map228.rxdata +0 -0
- data/Data/Map229.rxdata +0 -0
- data/Data/Map230.rxdata +0 -0
- data/Data/Map231.rxdata +0 -0
- data/Data/Map232.rxdata +0 -0
- data/Data/Map233.rxdata +0 -0
- data/Data/Map234.rxdata +0 -0
- data/Data/Map235.rxdata +0 -0
- data/Data/Map236.rxdata +0 -0
- data/Data/Map237.rxdata +0 -0
- data/Data/Map238.rxdata +0 -0
- data/Data/Map239.rxdata +0 -0
- data/Data/Map240.rxdata +0 -0
- data/Data/Map241.rxdata +0 -0
- data/Data/Map242.rxdata +0 -0
- data/Data/Map243.rxdata +0 -0
- data/Data/Map244.rxdata +0 -0
- data/Data/Map245.rxdata +0 -0
- data/Data/Map246.rxdata +0 -0
- data/Data/Map247.rxdata +0 -0
- data/Data/Map248.rxdata +0 -0
- data/Data/Map249.rxdata +0 -0
- data/Data/Map250.rxdata +0 -0
- data/Data/Map251.rxdata +0 -0
- data/Data/Map252.rxdata +0 -0
- data/Data/Map253.rxdata +0 -0
- data/Data/Map254.rxdata +0 -0
- data/Data/Map255.rxdata +0 -0
- data/Data/Map256.rxdata +0 -0
- data/Data/Map257.rxdata +0 -0
- data/Data/Map258.rxdata +0 -0
- data/Data/Map259.rxdata +0 -0
- data/Data/Map260.rxdata +0 -0
- data/Data/Map261.rxdata +0 -0
- data/Data/Map262.rxdata +0 -0
- data/Data/Map263.rxdata +0 -0
- data/Data/MapInfos.rxdata +0 -0
- data/Data/Scripts.rxdata +0 -0
- data/Data/Skills.rxdata +0 -0
- data/Data/States.rxdata +0 -0
- data/Data/System.rxdata +0 -0
- data/Data/Tilesets.rxdata +0 -0
- data/Data/Troops.rxdata +0 -0
- data/Data/Weapons.rxdata +0 -0
- data/Data/xScripts.rxdata +0 -0
- data/Gemfile +13 -13
- data/LICENSE.txt +21 -21
- data/README.md +35 -35
- data/Rakefile +6 -6
- data/Scripts/Credits_Message.rb +259 -0
- data/Scripts/Data_FastTravel.rb +50 -0
- data/Scripts/Data_Footsteps.rb +77 -0
- data/Scripts/Data_Item.rb +50 -0
- data/Scripts/Data_SpecialEventData.rb +60 -0
- data/Scripts/Demo.rb +7 -0
- data/Scripts/Desktop_Message.rb +210 -0
- data/Scripts/Doc_Message.rb +273 -0
- data/Scripts/EdText.rb +50 -0
- data/Scripts/Ed_Message.rb +234 -0
- data/Scripts/FastTravel.rb +175 -0
- data/Scripts/Game_Actor.rb +156 -0
- data/Scripts/Game_Actors.rb +28 -0
- data/Scripts/Game_BattleAction.rb +145 -0
- data/Scripts/Game_Battler 1.rb +307 -0
- data/Scripts/Game_Battler 2.rb +294 -0
- data/Scripts/Game_Battler 3.rb +354 -0
- data/Scripts/Game_Character 1.rb +291 -0
- data/Scripts/Game_Character 2.rb +355 -0
- data/Scripts/Game_Character 3.rb +505 -0
- data/Scripts/Game_CommonEvent.rb +70 -0
- data/Scripts/Game_Enemy.rb +317 -0
- data/Scripts/Game_Event.rb +264 -0
- data/Scripts/Game_FastTravel.rb +40 -0
- data/Scripts/Game_Follower.rb +76 -0
- data/Scripts/Game_Light.rb +13 -0
- data/Scripts/Game_Map.rb +551 -0
- data/Scripts/Game_Oneshot.rb +83 -0
- data/Scripts/Game_Party.rb +380 -0
- data/Scripts/Game_Picture.rb +164 -0
- data/Scripts/Game_Player.rb +298 -0
- data/Scripts/Game_Screen.rb +148 -0
- data/Scripts/Game_SelfSwitches.rb +30 -0
- data/Scripts/Game_Switches.rb +45 -0
- data/Scripts/Game_System.rb +210 -0
- data/Scripts/Game_Temp.rb +145 -0
- data/Scripts/Game_Variables.rb +36 -0
- data/Scripts/Interpreter 1.rb +320 -0
- data/Scripts/Interpreter 2.rb +286 -0
- data/Scripts/Interpreter 3.rb +474 -0
- data/Scripts/Interpreter 4.rb +327 -0
- data/Scripts/Interpreter 5.rb +448 -0
- data/Scripts/Interpreter 6.rb +307 -0
- data/Scripts/Interpreter 7.rb +282 -0
- data/Scripts/Main.rb +46 -9
- data/Scripts/Particles.rb +141 -0
- data/Scripts/Persistent.rb +71 -0
- data/Scripts/Puzzle_Film.rb +14 -0
- data/Scripts/Puzzle_Pixel.rb +210 -0
- data/Scripts/Puzzle_Safe.rb +152 -0
- data/Scripts/Puzzle_Sokoban.rb +14 -0
- data/Scripts/RPG.rb +55 -0
- data/Scripts/SaveLoad.rb +275 -0
- data/Scripts/Scene_Debug.rb +190 -0
- data/Scripts/Scene_End.rb +108 -0
- data/Scripts/Scene_Equip.rb +222 -0
- data/Scripts/Scene_File.rb +111 -0
- data/Scripts/Scene_Item.rb +205 -0
- data/Scripts/Scene_Load.rb +106 -0
- data/Scripts/Scene_Map.rb +540 -0
- data/Scripts/Scene_Menu.rb +213 -0
- data/Scripts/Scene_Name.rb +113 -0
- data/Scripts/Scene_Save.rb +88 -0
- data/Scripts/Scene_Skill.rb +232 -0
- data/Scripts/Scene_Status.rb +78 -0
- data/Scripts/Scene_Title.rb +237 -0
- data/Scripts/Script.rb +780 -0
- data/Scripts/Sprite_Battler.rb +131 -0
- data/Scripts/Sprite_Character.rb +192 -0
- data/Scripts/Sprite_Footprint.rb +35 -0
- data/Scripts/Sprite_Footsplash.rb +54 -0
- data/Scripts/Sprite_Light.rb +18 -0
- data/Scripts/Sprite_MapText.rb +63 -0
- data/Scripts/Sprite_Picture.rb +72 -0
- data/Scripts/Sprite_Timer.rb +52 -0
- data/Scripts/Spriteset_Map.rb +370 -0
- data/Scripts/Window_Base.rb +327 -0
- data/Scripts/Window_BattleResult.rb +51 -0
- data/Scripts/Window_BattleStatus.rb +62 -0
- data/Scripts/Window_Command.rb +49 -0
- data/Scripts/Window_DebugLeft.rb +57 -0
- data/Scripts/Window_DebugRight.rb +69 -0
- data/Scripts/Window_EquipItem.rb +94 -0
- data/Scripts/Window_EquipLeft.rb +61 -0
- data/Scripts/Window_EquipRight.rb +56 -0
- data/Scripts/Window_Gold.rb +27 -0
- data/Scripts/Window_Help.rb +33 -0
- data/Scripts/Window_InputNumber.rb +111 -0
- data/Scripts/Window_Item.rb +229 -0
- data/Scripts/Window_MainMenu.rb +150 -0
- data/Scripts/Window_MenuStatus.rb +48 -0
- data/Scripts/Window_Message.rb +459 -0
- data/Scripts/Window_NameEdit.rb +108 -0
- data/Scripts/Window_NameInput.rb +262 -0
- data/Scripts/Window_PartyCommand.rb +42 -0
- data/Scripts/Window_PlayTime.rb +40 -0
- data/Scripts/Window_SaveFile.rb +91 -0
- data/Scripts/Window_Selectable.rb +203 -0
- data/Scripts/Window_Settings.rb +469 -0
- data/Scripts/Window_ShopBuy.rb +93 -0
- data/Scripts/Window_ShopCommand.rb +37 -0
- data/Scripts/Window_ShopNumber.rb +87 -0
- data/Scripts/Window_ShopSell.rb +94 -0
- data/Scripts/Window_ShopStatus.rb +107 -0
- data/Scripts/Window_Skill.rb +83 -0
- data/Scripts/Window_SkillStatus.rb +28 -0
- data/Scripts/Window_Status.rb +64 -0
- data/Scripts/Window_Steps.rb +26 -0
- data/Scripts/Window_Target.rb +49 -0
- data/Scripts/_scripts.txt +111 -1
- data/Scripts/i18n_English.rb +59 -0
- data/Scripts/i18n_Language.rb +130 -0
- data/bin/rmxp_extractor +13 -13
- data/bin/setup +8 -8
- data/diff_check.rb +13 -13
- data/lib/rmxp_extractor/classnames.rb +245 -244
- data/lib/rmxp_extractor/data_export.rb +82 -82
- data/lib/rmxp_extractor/data_import.rb +69 -69
- data/lib/rmxp_extractor/ron.rb +144 -144
- data/lib/rmxp_extractor/script_handler.rb +85 -85
- data/lib/rmxp_extractor/version.rb +3 -3
- data/lib/rmxp_extractor.rb +46 -46
- data/rmxp_extractor.gemspec +30 -30
- data/spec/spec_helper.rb +100 -100
- metadata +112 -126
- data/Data/Map-1.rxdata +0 -0
- data/Data/Map-327.rxdata +0 -0
- data/Data/Map264.rxdata +0 -0
- data/Data/Map265.rxdata +0 -0
- data/Data/Map266.rxdata +0 -0
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- data/Data/Map347.rxdata +0 -0
- data/Data/Map348.rxdata +0 -0
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#==============================================================================
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# ** Scene_Equip
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#------------------------------------------------------------------------------
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# This class performs equipment screen processing.
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#==============================================================================
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class Scene_Equip
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#--------------------------------------------------------------------------
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# * Object Initialization
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# actor_index : actor index
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# equip_index : equipment index
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#--------------------------------------------------------------------------
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def initialize(actor_index = 0, equip_index = 0)
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@actor_index = actor_index
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@equip_index = equip_index
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end
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#--------------------------------------------------------------------------
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# * Main Processing
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#--------------------------------------------------------------------------
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def main
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# Get actor
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@actor = $game_party.actors[@actor_index]
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# Make windows
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@help_window = Window_Help.new
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@left_window = Window_EquipLeft.new(@actor)
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@right_window = Window_EquipRight.new(@actor)
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@item_window1 = Window_EquipItem.new(@actor, 0)
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@item_window2 = Window_EquipItem.new(@actor, 1)
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@item_window3 = Window_EquipItem.new(@actor, 2)
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@item_window4 = Window_EquipItem.new(@actor, 3)
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@item_window5 = Window_EquipItem.new(@actor, 4)
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# Associate help window
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@right_window.help_window = @help_window
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@item_window1.help_window = @help_window
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@item_window2.help_window = @help_window
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@item_window3.help_window = @help_window
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@item_window4.help_window = @help_window
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@item_window5.help_window = @help_window
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# Set cursor position
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@right_window.index = @equip_index
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refresh
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# Execute transition
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Graphics.transition
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# Main loop
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loop do
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# Update game screen
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Graphics.update
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# Update input information
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Input.update
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# Frame update
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update
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# Abort loop if screen is changed
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if $scene != self
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break
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end
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end
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# Prepare for transition
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Graphics.freeze
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# Dispose of windows
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@help_window.dispose
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@left_window.dispose
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@right_window.dispose
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@item_window1.dispose
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@item_window2.dispose
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@item_window3.dispose
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@item_window4.dispose
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@item_window5.dispose
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end
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#--------------------------------------------------------------------------
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# * Refresh
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#--------------------------------------------------------------------------
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def refresh
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# Set item window to visible
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@item_window1.visible = (@right_window.index == 0)
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@item_window2.visible = (@right_window.index == 1)
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@item_window3.visible = (@right_window.index == 2)
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@item_window4.visible = (@right_window.index == 3)
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@item_window5.visible = (@right_window.index == 4)
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# Get currently equipped item
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item1 = @right_window.item
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# Set current item window to @item_window
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case @right_window.index
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when 0
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@item_window = @item_window1
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when 1
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@item_window = @item_window2
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when 2
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@item_window = @item_window3
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when 3
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@item_window = @item_window4
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when 4
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@item_window = @item_window5
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end
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# If right window is active
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if @right_window.active
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# Erase parameters for after equipment change
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@left_window.set_new_parameters(nil, nil, nil)
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end
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# If item window is active
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if @item_window.active
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# Get currently selected item
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item2 = @item_window.item
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# Change equipment
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last_hp = @actor.hp
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last_sp = @actor.sp
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@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
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# Get parameters for after equipment change
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new_atk = @actor.atk
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new_pdef = @actor.pdef
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new_mdef = @actor.mdef
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# Return equipment
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@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
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@actor.hp = last_hp
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@actor.sp = last_sp
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# Draw in left window
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@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
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end
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end
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#--------------------------------------------------------------------------
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# * Frame Update
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#--------------------------------------------------------------------------
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def update
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# Update windows
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@left_window.update
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@right_window.update
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@item_window.update
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refresh
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# If right window is active: call update_right
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if @right_window.active
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update_right
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return
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end
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# If item window is active: call update_item
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if @item_window.active
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update_item
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return
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end
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end
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#--------------------------------------------------------------------------
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# * Frame Update (when right window is active)
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#--------------------------------------------------------------------------
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def update_right
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# If B button was pressed
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if Input.trigger?(Input::CANCEL)
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# Play cancel SE
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$game_system.se_play($data_system.cancel_se)
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# Switch to menu screen
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$scene = Scene_Menu.new(2)
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return
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end
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# If C button was pressed
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if Input.trigger?(Input::ACTION)
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# If equipment is fixed
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if @actor.equip_fix?(@right_window.index)
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# Play buzzer SE
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$game_system.se_play($data_system.buzzer_se)
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return
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end
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# Play decision SE
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$game_system.se_play($data_system.decision_se)
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# Activate item window
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@right_window.active = false
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@item_window.active = true
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@item_window.index = 0
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return
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end
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# If R button was pressed
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if Input.trigger?(Input::R)
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# Play cursor SE
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$game_system.se_play($data_system.cursor_se)
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# To next actor
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@actor_index += 1
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@actor_index %= $game_party.actors.size
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# Switch to different equipment screen
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$scene = Scene_Equip.new(@actor_index, @right_window.index)
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return
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end
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# If L button was pressed
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if Input.trigger?(Input::L)
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# Play cursor SE
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$game_system.se_play($data_system.cursor_se)
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# To previous actor
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@actor_index += $game_party.actors.size - 1
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@actor_index %= $game_party.actors.size
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# Switch to different equipment screen
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$scene = Scene_Equip.new(@actor_index, @right_window.index)
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return
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end
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end
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#--------------------------------------------------------------------------
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# * Frame Update (when item window is active)
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#--------------------------------------------------------------------------
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def update_item
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# If B button was pressed
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if Input.trigger?(Input::CANCEL)
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# Play cancel SE
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$game_system.se_play($data_system.cancel_se)
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# Activate right window
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@right_window.active = true
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@item_window.active = false
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@item_window.index = -1
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return
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end
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# If C button was pressed
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if Input.trigger?(Input::ACTION)
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# Play equip SE
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$game_system.se_play($data_system.equip_se)
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# Get currently selected data on the item window
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item = @item_window.item
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# Change equipment
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@actor.equip(@right_window.index, item == nil ? 0 : item.id)
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# Activate right window
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@right_window.active = true
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@item_window.active = false
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@item_window.index = -1
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# Remake right window and item window contents
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@right_window.refresh
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@item_window.refresh
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return
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end
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end
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end
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#==============================================================================
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# ** Scene_File
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#------------------------------------------------------------------------------
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# This is a superclass for the save screen and load screen.
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#==============================================================================
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class Scene_File
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#--------------------------------------------------------------------------
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# * Object Initialization
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# help_text : text string shown in the help window
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#--------------------------------------------------------------------------
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def initialize(help_text)
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@help_text = help_text
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end
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#--------------------------------------------------------------------------
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# * Main Processing
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#--------------------------------------------------------------------------
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def main
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# Make help window
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@help_window = Window_Help.new
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@help_window.set_text(@help_text)
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# Make save file window
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@savefile_windows = []
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for i in 0..3
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@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
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end
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# Select last file to be operated
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@file_index = $game_temp.last_file_index
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@savefile_windows[@file_index].selected = true
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# Execute transition
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Graphics.transition
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# Main loop
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loop do
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# Update game screen
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Graphics.update
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# Update input information
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Input.update
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# Frame update
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update
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# Abort loop if screen is changed
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if $scene != self
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break
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end
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end
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# Prepare for transition
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Graphics.freeze
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# Dispose of windows
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@help_window.dispose
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for i in @savefile_windows
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i.dispose
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end
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end
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#--------------------------------------------------------------------------
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# * Frame Update
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#--------------------------------------------------------------------------
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def update
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# Update windows
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@help_window.update
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for i in @savefile_windows
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i.update
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end
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# If C button was pressed
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if Input.trigger?(Input::ACTION)
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# Call method: on_decision (defined by the subclasses)
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on_decision(make_filename(@file_index))
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$game_temp.last_file_index = @file_index
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return
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end
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# If B button was pressed
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if Input.trigger?(Input::CANCEL)
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# Call method: on_cancel (defined by the subclasses)
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on_cancel
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return
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end
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# If the down directional button was pressed
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if Input.repeat?(Input::DOWN)
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# If the down directional button pressed down is not a repeat,
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# or cursor position is more in front than 3
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if Input.trigger?(Input::DOWN) or @file_index < 3
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# Play cursor SE
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$game_system.se_play($data_system.cursor_se)
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# Move cursor down
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@savefile_windows[@file_index].selected = false
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@file_index = (@file_index + 1) % 4
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@savefile_windows[@file_index].selected = true
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return
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end
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end
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# If the up directional button was pressed
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if Input.repeat?(Input::UP)
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# If the up directional button pressed down is not a repeat、
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# or cursor position is more in back than 0
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if Input.trigger?(Input::UP) or @file_index > 0
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# Play cursor SE
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$game_system.se_play($data_system.cursor_se)
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# Move cursor up
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@savefile_windows[@file_index].selected = false
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@file_index = (@file_index + 3) % 4
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@savefile_windows[@file_index].selected = true
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return
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end
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end
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end
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#--------------------------------------------------------------------------
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# * Make File Name
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# file_index : save file index (0-3)
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#--------------------------------------------------------------------------
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def make_filename(file_index)
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return "Save#{file_index + 1}.rxdata"
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end
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end
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#==============================================================================
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2
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# ** Scene_Item
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3
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#------------------------------------------------------------------------------
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4
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# This class performs item screen processing.
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5
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#==============================================================================
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6
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7
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class Scene_Item
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#--------------------------------------------------------------------------
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# * Main Processing
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10
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#--------------------------------------------------------------------------
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def main
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# Make help window, item window
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@help_window = Window_Help.new
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@item_window = Window_Item.new
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# Associate help window
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@item_window.help_window = @help_window
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# Make target window (set to invisible / inactive)
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@target_window = Window_Target.new
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@target_window.visible = false
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@target_window.active = false
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# Execute transition
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Graphics.transition
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# Main loop
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loop do
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# Update game screen
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Graphics.update
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# Update input information
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Input.update
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# Frame update
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update
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31
|
+
# Abort loop if screen is changed
|
32
|
+
if $scene != self
|
33
|
+
break
|
34
|
+
end
|
35
|
+
end
|
36
|
+
# Prepare for transition
|
37
|
+
Graphics.freeze
|
38
|
+
# Dispose of windows
|
39
|
+
@help_window.dispose
|
40
|
+
@item_window.dispose
|
41
|
+
@target_window.dispose
|
42
|
+
end
|
43
|
+
#--------------------------------------------------------------------------
|
44
|
+
# * Frame Update
|
45
|
+
#--------------------------------------------------------------------------
|
46
|
+
def update
|
47
|
+
# Update windows
|
48
|
+
@help_window.update
|
49
|
+
@item_window.update
|
50
|
+
@target_window.update
|
51
|
+
# If item window is active: call update_item
|
52
|
+
if @item_window.active
|
53
|
+
update_item
|
54
|
+
return
|
55
|
+
end
|
56
|
+
# If target window is active: call update_target
|
57
|
+
if @target_window.active
|
58
|
+
update_target
|
59
|
+
return
|
60
|
+
end
|
61
|
+
end
|
62
|
+
#--------------------------------------------------------------------------
|
63
|
+
# * Frame Update (when item window is active)
|
64
|
+
#--------------------------------------------------------------------------
|
65
|
+
def update_item
|
66
|
+
# If B button was pressed
|
67
|
+
if Input.trigger?(Input::CANCEL)
|
68
|
+
# Play cancel SE
|
69
|
+
$game_system.se_play($data_system.cancel_se)
|
70
|
+
# Switch to menu screen
|
71
|
+
$scene = Scene_Menu.new(0)
|
72
|
+
return
|
73
|
+
end
|
74
|
+
# If C button was pressed
|
75
|
+
if Input.trigger?(Input::ACTION)
|
76
|
+
# Get currently selected data on the item window
|
77
|
+
@item = @item_window.item
|
78
|
+
# If not a use item
|
79
|
+
unless @item.is_a?(RPG::Item)
|
80
|
+
# Play buzzer SE
|
81
|
+
$game_system.se_play($data_system.buzzer_se)
|
82
|
+
return
|
83
|
+
end
|
84
|
+
# If it can't be used
|
85
|
+
unless $game_party.item_can_use?(@item.id)
|
86
|
+
# Play buzzer SE
|
87
|
+
$game_system.se_play($data_system.buzzer_se)
|
88
|
+
return
|
89
|
+
end
|
90
|
+
# Play decision SE
|
91
|
+
$game_system.se_play($data_system.decision_se)
|
92
|
+
# If effect scope is an ally
|
93
|
+
if @item.scope >= 3
|
94
|
+
# Activate target window
|
95
|
+
@item_window.active = false
|
96
|
+
@target_window.x = (@item_window.index + 1) % 2 * 304
|
97
|
+
@target_window.visible = true
|
98
|
+
@target_window.active = true
|
99
|
+
# Set cursor position to effect scope (single / all)
|
100
|
+
if @item.scope == 4 || @item.scope == 6
|
101
|
+
@target_window.index = -1
|
102
|
+
else
|
103
|
+
@target_window.index = 0
|
104
|
+
end
|
105
|
+
# If effect scope is other than an ally
|
106
|
+
else
|
107
|
+
# If command event ID is valid
|
108
|
+
if @item.common_event_id > 0
|
109
|
+
# Command event call reservation
|
110
|
+
$game_temp.common_event_id = @item.common_event_id
|
111
|
+
# Play item use SE
|
112
|
+
$game_system.se_play(@item.menu_se)
|
113
|
+
# If consumable
|
114
|
+
if @item.consumable
|
115
|
+
# Decrease used items by 1
|
116
|
+
$game_party.lose_item(@item.id, 1)
|
117
|
+
# Draw item window item
|
118
|
+
@item_window.draw_item(@item_window.index)
|
119
|
+
end
|
120
|
+
# Switch to map screen
|
121
|
+
$scene = Scene_Map.new
|
122
|
+
return
|
123
|
+
end
|
124
|
+
end
|
125
|
+
return
|
126
|
+
end
|
127
|
+
end
|
128
|
+
#--------------------------------------------------------------------------
|
129
|
+
# * Frame Update (when target window is active)
|
130
|
+
#--------------------------------------------------------------------------
|
131
|
+
def update_target
|
132
|
+
# If B button was pressed
|
133
|
+
if Input.trigger?(Input::CANCEL)
|
134
|
+
# Play cancel SE
|
135
|
+
$game_system.se_play($data_system.cancel_se)
|
136
|
+
# If unable to use because items ran out
|
137
|
+
unless $game_party.item_can_use?(@item.id)
|
138
|
+
# Remake item window contents
|
139
|
+
@item_window.refresh
|
140
|
+
end
|
141
|
+
# Erase target window
|
142
|
+
@item_window.active = true
|
143
|
+
@target_window.visible = false
|
144
|
+
@target_window.active = false
|
145
|
+
return
|
146
|
+
end
|
147
|
+
# If C button was pressed
|
148
|
+
if Input.trigger?(Input::ACTION)
|
149
|
+
# If items are used up
|
150
|
+
if $game_party.item_number(@item.id) == 0
|
151
|
+
# Play buzzer SE
|
152
|
+
$game_system.se_play($data_system.buzzer_se)
|
153
|
+
return
|
154
|
+
end
|
155
|
+
# If target is all
|
156
|
+
if @target_window.index == -1
|
157
|
+
# Apply item effects to entire party
|
158
|
+
used = false
|
159
|
+
for i in $game_party.actors
|
160
|
+
used |= i.item_effect(@item)
|
161
|
+
end
|
162
|
+
end
|
163
|
+
# If single target
|
164
|
+
if @target_window.index >= 0
|
165
|
+
# Apply item use effects to target actor
|
166
|
+
target = $game_party.actors[@target_window.index]
|
167
|
+
used = target.item_effect(@item)
|
168
|
+
end
|
169
|
+
# If an item was used
|
170
|
+
if used
|
171
|
+
# Play item use SE
|
172
|
+
$game_system.se_play(@item.menu_se)
|
173
|
+
# If consumable
|
174
|
+
if @item.consumable
|
175
|
+
# Decrease used items by 1
|
176
|
+
$game_party.lose_item(@item.id, 1)
|
177
|
+
# Redraw item window item
|
178
|
+
@item_window.draw_item(@item_window.index)
|
179
|
+
end
|
180
|
+
# Remake target window contents
|
181
|
+
@target_window.refresh
|
182
|
+
# If all party members are dead
|
183
|
+
if $game_party.all_dead?
|
184
|
+
# Switch to game over screen
|
185
|
+
$scene = Scene_Gameover.new
|
186
|
+
return
|
187
|
+
end
|
188
|
+
# If common event ID is valid
|
189
|
+
if @item.common_event_id > 0
|
190
|
+
# Common event call reservation
|
191
|
+
$game_temp.common_event_id = @item.common_event_id
|
192
|
+
# Switch to map screen
|
193
|
+
$scene = Scene_Map.new
|
194
|
+
return
|
195
|
+
end
|
196
|
+
end
|
197
|
+
# If item wasn't used
|
198
|
+
unless used
|
199
|
+
# Play buzzer SE
|
200
|
+
$game_system.se_play($data_system.buzzer_se)
|
201
|
+
end
|
202
|
+
return
|
203
|
+
end
|
204
|
+
end
|
205
|
+
end
|
@@ -0,0 +1,106 @@
|
|
1
|
+
#==============================================================================
|
2
|
+
# ** Scene_Load
|
3
|
+
#------------------------------------------------------------------------------
|
4
|
+
# This class performs load screen processing.
|
5
|
+
#==============================================================================
|
6
|
+
|
7
|
+
class Scene_Load < Scene_File
|
8
|
+
#--------------------------------------------------------------------------
|
9
|
+
# * Object Initialization
|
10
|
+
#--------------------------------------------------------------------------
|
11
|
+
def initialize
|
12
|
+
# Remake temporary object
|
13
|
+
$game_temp = Game_Temp.new
|
14
|
+
# Timestamp selects new file
|
15
|
+
$game_temp.last_file_index = 0
|
16
|
+
latest_time = Time.at(0)
|
17
|
+
for i in 0..3
|
18
|
+
filename = make_filename(i)
|
19
|
+
if FileTest.exist?(filename)
|
20
|
+
file = File.open(filename, "r")
|
21
|
+
if file.mtime > latest_time
|
22
|
+
latest_time = file.mtime
|
23
|
+
$game_temp.last_file_index = i
|
24
|
+
end
|
25
|
+
file.close
|
26
|
+
end
|
27
|
+
end
|
28
|
+
super("Which file would you like to load?")
|
29
|
+
end
|
30
|
+
#--------------------------------------------------------------------------
|
31
|
+
# * Decision Processing
|
32
|
+
#--------------------------------------------------------------------------
|
33
|
+
def on_decision(filename)
|
34
|
+
# If file doesn't exist
|
35
|
+
unless FileTest.exist?(filename)
|
36
|
+
# Play buzzer SE
|
37
|
+
$game_system.se_play($data_system.buzzer_se)
|
38
|
+
return
|
39
|
+
end
|
40
|
+
# Play load SE
|
41
|
+
$game_system.se_play($data_system.load_se)
|
42
|
+
# Read save data
|
43
|
+
file = File.open(filename, "rb")
|
44
|
+
read_save_data(file)
|
45
|
+
file.close
|
46
|
+
# Restore BGM and BGS
|
47
|
+
$game_system.bgm_play($game_system.playing_bgm)
|
48
|
+
$game_system.bgs_play($game_system.playing_bgs)
|
49
|
+
# Update map (run parallel process event)
|
50
|
+
$game_map.update
|
51
|
+
# Switch to map screen
|
52
|
+
$scene = Scene_Map.new
|
53
|
+
end
|
54
|
+
#--------------------------------------------------------------------------
|
55
|
+
# * Cancel Processing
|
56
|
+
#--------------------------------------------------------------------------
|
57
|
+
def on_cancel
|
58
|
+
# Play cancel SE
|
59
|
+
$game_system.se_play($data_system.cancel_se)
|
60
|
+
# Switch to title screen
|
61
|
+
$scene = Scene_Title.new
|
62
|
+
end
|
63
|
+
#--------------------------------------------------------------------------
|
64
|
+
# * Read Save Data
|
65
|
+
# file : file object for reading (opened)
|
66
|
+
#--------------------------------------------------------------------------
|
67
|
+
def read_save_data(file)
|
68
|
+
# Read character data for drawing save file
|
69
|
+
characters = Marshal.load(file)
|
70
|
+
# Read frame count for measuring play time
|
71
|
+
Graphics.frame_count = Marshal.load(file)
|
72
|
+
# Read each type of game object
|
73
|
+
$game_system = Marshal.load(file)
|
74
|
+
$game_switches = Marshal.load(file)
|
75
|
+
$game_variables = Marshal.load(file)
|
76
|
+
$game_self_switches = Marshal.load(file)
|
77
|
+
$game_screen = Marshal.load(file)
|
78
|
+
$game_actors = Marshal.load(file)
|
79
|
+
$game_party = Marshal.load(file)
|
80
|
+
$game_troop = Marshal.load(file)
|
81
|
+
$game_map = Marshal.load(file)
|
82
|
+
$game_player = Marshal.load(file)
|
83
|
+
$game_followers = Marshal.load(file)
|
84
|
+
$game_oneshot = Marshal.load(file)
|
85
|
+
$game_fasttravel = Marshal.load(file)
|
86
|
+
$game_temp.footstep_sfx = Marshal.load(file)
|
87
|
+
|
88
|
+
# If magic number is different from when saving
|
89
|
+
# (if editing was added with editor)
|
90
|
+
if $game_system.magic_number != $data_system.magic_number
|
91
|
+
# Load map
|
92
|
+
$game_map.setup($game_map.map_id)
|
93
|
+
$game_player.center($game_player.x, $game_player.y)
|
94
|
+
end
|
95
|
+
# Refresh party members
|
96
|
+
$game_party.refresh
|
97
|
+
|
98
|
+
f_prev = $game_player
|
99
|
+
for f in $game_followers
|
100
|
+
f.leader = f_prev
|
101
|
+
f.moveto($game_player.x, $game_player.y)
|
102
|
+
f_prev = f
|
103
|
+
end
|
104
|
+
load_perma_flags
|
105
|
+
end
|
106
|
+
end
|