rmxp_extractor 1.7 → 1.8

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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
  438. data/Data/Map289.rxdata +0 -0
  439. data/Data/Map290.rxdata +0 -0
  440. data/Data/Map291.rxdata +0 -0
  441. data/Data/Map292.rxdata +0 -0
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@@ -0,0 +1,213 @@
1
+ #==============================================================================
2
+ # ** Scene_Menu
3
+ #------------------------------------------------------------------------------
4
+ # This class performs menu screen processing.
5
+ #==============================================================================
6
+
7
+ class Scene_Menu
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ # menu_index : command cursor's initial position
11
+ #--------------------------------------------------------------------------
12
+ def initialize(menu_index = 0)
13
+ @menu_index = menu_index
14
+ end
15
+ #--------------------------------------------------------------------------
16
+ # * Main Processing
17
+ #--------------------------------------------------------------------------
18
+ def main
19
+ # Make command window
20
+ s1 = $data_system.words.item
21
+ s2 = $data_system.words.skill
22
+ s3 = $data_system.words.equip
23
+ s4 = "Status"
24
+ s5 = "Save"
25
+ s6 = "End Game"
26
+ @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
27
+ @command_window.index = @menu_index
28
+ # If number of party members is 0
29
+ if $game_party.actors.size == 0
30
+ # Disable items, skills, equipment, and status
31
+ @command_window.disable_item(0)
32
+ @command_window.disable_item(1)
33
+ @command_window.disable_item(2)
34
+ @command_window.disable_item(3)
35
+ end
36
+ # If save is forbidden
37
+ if $game_system.save_disabled
38
+ # Disable save
39
+ @command_window.disable_item(4)
40
+ end
41
+ # Make play time window
42
+ @playtime_window = Window_PlayTime.new
43
+ @playtime_window.x = 0
44
+ @playtime_window.y = 224
45
+ # Make steps window
46
+ @steps_window = Window_Steps.new
47
+ @steps_window.x = 0
48
+ @steps_window.y = 320
49
+ # Make gold window
50
+ @gold_window = Window_Gold.new
51
+ @gold_window.x = 0
52
+ @gold_window.y = 416
53
+ # Make status window
54
+ @status_window = Window_MenuStatus.new
55
+ @status_window.x = 160
56
+ @status_window.y = 0
57
+ # Execute transition
58
+ Graphics.transition
59
+ # Main loop
60
+ loop do
61
+ # Update game screen
62
+ Graphics.update
63
+ # Update input information
64
+ Input.update
65
+ # Frame update
66
+ update
67
+ # Abort loop if screen is changed
68
+ if $scene != self
69
+ break
70
+ end
71
+ end
72
+ # Prepare for transition
73
+ Graphics.freeze
74
+ # Dispose of windows
75
+ @command_window.dispose
76
+ @playtime_window.dispose
77
+ @steps_window.dispose
78
+ @gold_window.dispose
79
+ @status_window.dispose
80
+ end
81
+ #--------------------------------------------------------------------------
82
+ # * Frame Update
83
+ #--------------------------------------------------------------------------
84
+ def update
85
+ # Update windows
86
+ @command_window.update
87
+ @playtime_window.update
88
+ @steps_window.update
89
+ @gold_window.update
90
+ @status_window.update
91
+ # If command window is active: call update_command
92
+ if @command_window.active
93
+ update_command
94
+ return
95
+ end
96
+ # If status window is active: call update_status
97
+ if @status_window.active
98
+ update_status
99
+ return
100
+ end
101
+ end
102
+ #--------------------------------------------------------------------------
103
+ # * Frame Update (when command window is active)
104
+ #--------------------------------------------------------------------------
105
+ def update_command
106
+ # If B button was pressed
107
+ if Input.trigger?(Input::CANCEL)
108
+ # Play cancel SE
109
+ $game_system.se_play($data_system.cancel_se)
110
+ # Switch to map screen
111
+ $scene = Scene_Map.new
112
+ return
113
+ end
114
+ # If C button was pressed
115
+ if Input.trigger?(Input::ACTION)
116
+ # If command other than save or end game, and party members = 0
117
+ if $game_party.actors.size == 0 and @command_window.index < 4
118
+ # Play buzzer SE
119
+ $game_system.se_play($data_system.buzzer_se)
120
+ return
121
+ end
122
+ # Branch by command window cursor position
123
+ case @command_window.index
124
+ when 0 # item
125
+ # Play decision SE
126
+ $game_system.se_play($data_system.decision_se)
127
+ # Switch to item screen
128
+ $scene = Scene_Item.new
129
+ when 1 # skill
130
+ # Play decision SE
131
+ $game_system.se_play($data_system.decision_se)
132
+ # Make status window active
133
+ @command_window.active = false
134
+ @status_window.active = true
135
+ @status_window.index = 0
136
+ when 2 # equipment
137
+ # Play decision SE
138
+ $game_system.se_play($data_system.decision_se)
139
+ # Make status window active
140
+ @command_window.active = false
141
+ @status_window.active = true
142
+ @status_window.index = 0
143
+ when 3 # status
144
+ # Play decision SE
145
+ $game_system.se_play($data_system.decision_se)
146
+ # Make status window active
147
+ @command_window.active = false
148
+ @status_window.active = true
149
+ @status_window.index = 0
150
+ when 4 # save
151
+ # If saving is forbidden
152
+ if $game_system.save_disabled
153
+ # Play buzzer SE
154
+ $game_system.se_play($data_system.buzzer_se)
155
+ return
156
+ end
157
+ # Play decision SE
158
+ $game_system.se_play($data_system.decision_se)
159
+ # Switch to save screen
160
+ $scene = Scene_Save.new
161
+ when 5 # end game
162
+ # Play decision SE
163
+ $game_system.se_play($data_system.decision_se)
164
+ # Switch to end game screen
165
+ $scene = Scene_End.new
166
+ end
167
+ return
168
+ end
169
+ end
170
+ #--------------------------------------------------------------------------
171
+ # * Frame Update (when status window is active)
172
+ #--------------------------------------------------------------------------
173
+ def update_status
174
+ # If B button was pressed
175
+ if Input.trigger?(Input::CANCEL)
176
+ # Play cancel SE
177
+ $game_system.se_play($data_system.cancel_se)
178
+ # Make command window active
179
+ @command_window.active = true
180
+ @status_window.active = false
181
+ @status_window.index = -1
182
+ return
183
+ end
184
+ # If C button was pressed
185
+ if Input.trigger?(Input::ACTION)
186
+ # Branch by command window cursor position
187
+ case @command_window.index
188
+ when 1 # skill
189
+ # If this actor's action limit is 2 or more
190
+ if $game_party.actors[@status_window.index].restriction >= 2
191
+ # Play buzzer SE
192
+ $game_system.se_play($data_system.buzzer_se)
193
+ return
194
+ end
195
+ # Play decision SE
196
+ $game_system.se_play($data_system.decision_se)
197
+ # Switch to skill screen
198
+ $scene = Scene_Skill.new(@status_window.index)
199
+ when 2 # equipment
200
+ # Play decision SE
201
+ $game_system.se_play($data_system.decision_se)
202
+ # Switch to equipment screen
203
+ $scene = Scene_Equip.new(@status_window.index)
204
+ when 3 # status
205
+ # Play decision SE
206
+ $game_system.se_play($data_system.decision_se)
207
+ # Switch to status screen
208
+ $scene = Scene_Status.new(@status_window.index)
209
+ end
210
+ return
211
+ end
212
+ end
213
+ end
@@ -0,0 +1,113 @@
1
+ #==============================================================================
2
+ # ** Scene_Name
3
+ #------------------------------------------------------------------------------
4
+ # This class performs name input screen processing.
5
+ #==============================================================================
6
+
7
+ class Scene_Name
8
+ #--------------------------------------------------------------------------
9
+ # * Main Processing
10
+ #--------------------------------------------------------------------------
11
+ def main
12
+ # Make windows
13
+ @edit_window = Window_NameEdit.new
14
+ @input_window = Language.create_input
15
+ # Execute transition
16
+ Graphics.transition
17
+ # Main loop
18
+ loop do
19
+ # Update game screen
20
+ Graphics.update
21
+ # Update input information
22
+ Input.update
23
+ # Frame update
24
+ update
25
+ # Abort loop if screen is changed
26
+ if $scene != self
27
+ break
28
+ end
29
+ end
30
+ # Prepare for transition
31
+ Graphics.freeze
32
+ # Dispose of windows
33
+ @edit_window.dispose
34
+ @input_window.dispose
35
+ end
36
+ #--------------------------------------------------------------------------
37
+ # * Frame Update
38
+ #--------------------------------------------------------------------------
39
+ def update
40
+ # Update windows
41
+ @edit_window.update
42
+ @input_window.update
43
+ # If B button was pressed
44
+ if Input.repeat?(Input::CANCEL)
45
+ # If cursor position is at 0
46
+ if @edit_window.index == 0
47
+ return
48
+ end
49
+ # Play cancel SE
50
+ $game_system.se_play($data_system.cancel_se)
51
+ # Delete text
52
+ @edit_window.back
53
+ return
54
+ end
55
+ # If C button was pressed
56
+ if Input.trigger?(Input::ACTION)
57
+ # If cursor position is at [OK]
58
+ if @input_window.character == nil
59
+ # Cursor is at OK or mode buttons
60
+ slot = @input_window.mode_button_slot
61
+ if slot == -1
62
+ # Cursor is at OK
63
+ # If name is empty
64
+ if @edit_window.name == ""
65
+ # Return to default name
66
+ @edit_window.restore_default
67
+ # If name is empty
68
+ if @edit_window.name == ""
69
+ # Play buzzer SE
70
+ $game_system.se_play($data_system.buzzer_se)
71
+ return
72
+ end
73
+ # Play decision SE
74
+ $game_system.se_play($data_system.decision_se)
75
+ return
76
+ end
77
+ # Change actor name
78
+ if $game_switches[91]
79
+ $game_temp.countdown_password = @edit_window.name
80
+ else
81
+ $game_oneshot.player_name = @edit_window.name
82
+ end
83
+ # Play decision SE
84
+ $game_system.se_play($data_system.decision_se)
85
+ # Switch to map screen
86
+ $scene = Scene_Map.new
87
+ return
88
+ end
89
+ # Cursor is on mode buttons
90
+ $game_system.se_play($data_system.decision_se)
91
+ @input_window.cycle_mode(slot)
92
+ return
93
+ end
94
+ # If cursor position is at maximum
95
+ if @edit_window.index == @edit_window.max_char
96
+ # Play buzzer SE
97
+ $game_system.se_play($data_system.buzzer_se)
98
+ return
99
+ end
100
+ # If text character is empty
101
+ if @input_window.character == ""
102
+ # Play buzzer SE
103
+ $game_system.se_play($data_system.buzzer_se)
104
+ return
105
+ end
106
+ # Play decision SE
107
+ $game_system.se_play($data_system.decision_se)
108
+ # Add text character
109
+ @edit_window.add(@input_window.character)
110
+ return
111
+ end
112
+ end
113
+ end
@@ -0,0 +1,88 @@
1
+ #==============================================================================
2
+ # ** Scene_Save
3
+ #------------------------------------------------------------------------------
4
+ # This class performs save screen processing.
5
+ #==============================================================================
6
+
7
+ class Scene_Save < Scene_File
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ #--------------------------------------------------------------------------
11
+ def initialize
12
+ super("Which file would you like to save to?")
13
+ end
14
+ #--------------------------------------------------------------------------
15
+ # * Decision Processing
16
+ #--------------------------------------------------------------------------
17
+ def on_decision(filename)
18
+ # Play save SE
19
+ $game_system.se_play($data_system.save_se)
20
+ # Write save data
21
+ file = File.open(filename, "wb")
22
+ write_save_data(file)
23
+ file.close
24
+ # If called from event
25
+ if $game_temp.save_calling
26
+ # Clear save call flag
27
+ $game_temp.save_calling = false
28
+ # Switch to map screen
29
+ $scene = Scene_Map.new
30
+ return
31
+ end
32
+ # Switch to menu screen
33
+ $scene = Scene_Menu.new(4)
34
+ end
35
+ #--------------------------------------------------------------------------
36
+ # * Cancel Processing
37
+ #--------------------------------------------------------------------------
38
+ def on_cancel
39
+ # Play cancel SE
40
+ $game_system.se_play($data_system.cancel_se)
41
+ # If called from event
42
+ if $game_temp.save_calling
43
+ # Clear save call flag
44
+ $game_temp.save_calling = false
45
+ # Switch to map screen
46
+ $scene = Scene_Map.new
47
+ return
48
+ end
49
+ # Switch to menu screen
50
+ $scene = Scene_Menu.new(4)
51
+ end
52
+ #--------------------------------------------------------------------------
53
+ # * Write Save Data
54
+ # file : write file object (opened)
55
+ #--------------------------------------------------------------------------
56
+ def write_save_data(file)
57
+ # Make character data for drawing save file
58
+ characters = []
59
+ for i in 0...$game_party.actors.size
60
+ actor = $game_party.actors[i]
61
+ characters.push([actor.character_name, actor.character_hue])
62
+ end
63
+ # Write character data for drawing save file
64
+ Marshal.dump(characters, file)
65
+ # Wrire frame count for measuring play time
66
+ Marshal.dump(Graphics.frame_count, file)
67
+ # Increase save count by 1
68
+ $game_system.save_count += 1
69
+ # Save magic number
70
+ # (A random value will be written each time saving with editor)
71
+ $game_system.magic_number = $data_system.magic_number
72
+ # Write each type of game object
73
+ Marshal.dump($game_system, file)
74
+ Marshal.dump($game_switches, file)
75
+ Marshal.dump($game_variables, file)
76
+ Marshal.dump($game_self_switches, file)
77
+ Marshal.dump($game_screen, file)
78
+ Marshal.dump($game_actors, file)
79
+ Marshal.dump($game_party, file)
80
+ Marshal.dump($game_troop, file)
81
+ Marshal.dump($game_map, file)
82
+ Marshal.dump($game_player, file)
83
+ Marshal.dump($game_followers, file)
84
+ Marshal.dump($game_oneshot, file)
85
+ Marshal.dump($game_fasttravel, file)
86
+ Marshal.dump($game_temp.footstep_sfx , file)
87
+ end
88
+ end
@@ -0,0 +1,232 @@
1
+ #==============================================================================
2
+ # ** Scene_Skill
3
+ #------------------------------------------------------------------------------
4
+ # This class performs skill screen processing.
5
+ #==============================================================================
6
+
7
+ class Scene_Skill
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ # actor_index : actor index
11
+ #--------------------------------------------------------------------------
12
+ def initialize(actor_index = 0, equip_index = 0)
13
+ @actor_index = actor_index
14
+ end
15
+ #--------------------------------------------------------------------------
16
+ # * Main Processing
17
+ #--------------------------------------------------------------------------
18
+ def main
19
+ # Get actor
20
+ @actor = $game_party.actors[@actor_index]
21
+ # Make help window, status window, and skill window
22
+ @help_window = Window_Help.new
23
+ @status_window = Window_SkillStatus.new(@actor)
24
+ @skill_window = Window_Skill.new(@actor)
25
+ # Associate help window
26
+ @skill_window.help_window = @help_window
27
+ # Make target window (set to invisible / inactive)
28
+ @target_window = Window_Target.new
29
+ @target_window.visible = false
30
+ @target_window.active = false
31
+ # Execute transition
32
+ Graphics.transition
33
+ # Main loop
34
+ loop do
35
+ # Update game screen
36
+ Graphics.update
37
+ # Update input information
38
+ Input.update
39
+ # Frame update
40
+ update
41
+ # Abort loop if screen is changed
42
+ if $scene != self
43
+ break
44
+ end
45
+ end
46
+ # Prepare for transition
47
+ Graphics.freeze
48
+ # Dispose of windows
49
+ @help_window.dispose
50
+ @status_window.dispose
51
+ @skill_window.dispose
52
+ @target_window.dispose
53
+ end
54
+ #--------------------------------------------------------------------------
55
+ # * Frame Update
56
+ #--------------------------------------------------------------------------
57
+ def update
58
+ # Update windows
59
+ @help_window.update
60
+ @status_window.update
61
+ @skill_window.update
62
+ @target_window.update
63
+ # If skill window is active: call update_skill
64
+ if @skill_window.active
65
+ update_skill
66
+ return
67
+ end
68
+ # If skill target is active: call update_target
69
+ if @target_window.active
70
+ update_target
71
+ return
72
+ end
73
+ end
74
+ #--------------------------------------------------------------------------
75
+ # * Frame Update (if skill window is active)
76
+ #--------------------------------------------------------------------------
77
+ def update_skill
78
+ # If B button was pressed
79
+ if Input.trigger?(Input::CANCEL)
80
+ # Play cancel SE
81
+ $game_system.se_play($data_system.cancel_se)
82
+ # Switch to menu screen
83
+ $scene = Scene_Menu.new(1)
84
+ return
85
+ end
86
+ # If C button was pressed
87
+ if Input.trigger?(Input::ACTION)
88
+ # Get currently selected data on the skill window
89
+ @skill = @skill_window.skill
90
+ # If unable to use
91
+ if @skill == nil or not @actor.skill_can_use?(@skill.id)
92
+ # Play buzzer SE
93
+ $game_system.se_play($data_system.buzzer_se)
94
+ return
95
+ end
96
+ # Play decision SE
97
+ $game_system.se_play($data_system.decision_se)
98
+ # If effect scope is ally
99
+ if @skill.scope >= 3
100
+ # Activate target window
101
+ @skill_window.active = false
102
+ @target_window.x = (@skill_window.index + 1) % 2 * 304
103
+ @target_window.visible = true
104
+ @target_window.active = true
105
+ # Set cursor position to effect scope (single / all)
106
+ if @skill.scope == 4 || @skill.scope == 6
107
+ @target_window.index = -1
108
+ elsif @skill.scope == 7
109
+ @target_window.index = @actor_index - 10
110
+ else
111
+ @target_window.index = 0
112
+ end
113
+ # If effect scope is other than ally
114
+ else
115
+ # If common event ID is valid
116
+ if @skill.common_event_id > 0
117
+ # Common event call reservation
118
+ $game_temp.common_event_id = @skill.common_event_id
119
+ # Play use skill SE
120
+ $game_system.se_play(@skill.menu_se)
121
+ # Use up SP
122
+ @actor.sp -= @skill.sp_cost
123
+ # Remake each window content
124
+ @status_window.refresh
125
+ @skill_window.refresh
126
+ @target_window.refresh
127
+ # Switch to map screen
128
+ $scene = Scene_Map.new
129
+ return
130
+ end
131
+ end
132
+ return
133
+ end
134
+ # If R button was pressed
135
+ if Input.trigger?(Input::R)
136
+ # Play cursor SE
137
+ $game_system.se_play($data_system.cursor_se)
138
+ # To next actor
139
+ @actor_index += 1
140
+ @actor_index %= $game_party.actors.size
141
+ # Switch to different skill screen
142
+ $scene = Scene_Skill.new(@actor_index)
143
+ return
144
+ end
145
+ # If L button was pressed
146
+ if Input.trigger?(Input::L)
147
+ # Play cursor SE
148
+ $game_system.se_play($data_system.cursor_se)
149
+ # To previous actor
150
+ @actor_index += $game_party.actors.size - 1
151
+ @actor_index %= $game_party.actors.size
152
+ # Switch to different skill screen
153
+ $scene = Scene_Skill.new(@actor_index)
154
+ return
155
+ end
156
+ end
157
+ #--------------------------------------------------------------------------
158
+ # * Frame Update (when target window is active)
159
+ #--------------------------------------------------------------------------
160
+ def update_target
161
+ # If B button was pressed
162
+ if Input.trigger?(Input::CANCEL)
163
+ # Play cancel SE
164
+ $game_system.se_play($data_system.cancel_se)
165
+ # Erase target window
166
+ @skill_window.active = true
167
+ @target_window.visible = false
168
+ @target_window.active = false
169
+ return
170
+ end
171
+ # If C button was pressed
172
+ if Input.trigger?(Input::ACTION)
173
+ # If unable to use because SP ran out
174
+ unless @actor.skill_can_use?(@skill.id)
175
+ # Play buzzer SE
176
+ $game_system.se_play($data_system.buzzer_se)
177
+ return
178
+ end
179
+ # If target is all
180
+ if @target_window.index == -1
181
+ # Apply skill use effects to entire party
182
+ used = false
183
+ for i in $game_party.actors
184
+ used |= i.skill_effect(@actor, @skill)
185
+ end
186
+ end
187
+ # If target is user
188
+ if @target_window.index <= -2
189
+ # Apply skill use effects to target actor
190
+ target = $game_party.actors[@target_window.index + 10]
191
+ used = target.skill_effect(@actor, @skill)
192
+ end
193
+ # If single target
194
+ if @target_window.index >= 0
195
+ # Apply skill use effects to target actor
196
+ target = $game_party.actors[@target_window.index]
197
+ used = target.skill_effect(@actor, @skill)
198
+ end
199
+ # If skill was used
200
+ if used
201
+ # Play skill use SE
202
+ $game_system.se_play(@skill.menu_se)
203
+ # Use up SP
204
+ @actor.sp -= @skill.sp_cost
205
+ # Remake each window content
206
+ @status_window.refresh
207
+ @skill_window.refresh
208
+ @target_window.refresh
209
+ # If entire party is dead
210
+ if $game_party.all_dead?
211
+ # Switch to game over screen
212
+ $scene = Scene_Gameover.new
213
+ return
214
+ end
215
+ # If command event ID is valid
216
+ if @skill.common_event_id > 0
217
+ # Command event call reservation
218
+ $game_temp.common_event_id = @skill.common_event_id
219
+ # Switch to map screen
220
+ $scene = Scene_Map.new
221
+ return
222
+ end
223
+ end
224
+ # If skill wasn't used
225
+ unless used
226
+ # Play buzzer SE
227
+ $game_system.se_play($data_system.buzzer_se)
228
+ end
229
+ return
230
+ end
231
+ end
232
+ end