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 +1,131 @@
1
+ #==============================================================================
2
+ # ** Sprite_Battler
3
+ #------------------------------------------------------------------------------
4
+ # This sprite is used to display the battler.It observes the Game_Character
5
+ # class and automatically changes sprite conditions.
6
+ #==============================================================================
7
+
8
+ class Sprite_Battler < RPG::Sprite
9
+ #--------------------------------------------------------------------------
10
+ # * Public Instance Variables
11
+ #--------------------------------------------------------------------------
12
+ attr_accessor :battler # battler
13
+ #--------------------------------------------------------------------------
14
+ # * Object Initialization
15
+ # viewport : viewport
16
+ # battler : battler (Game_Battler)
17
+ #--------------------------------------------------------------------------
18
+ def initialize(viewport, battler = nil)
19
+ super(viewport)
20
+ @battler = battler
21
+ @battler_visible = false
22
+ end
23
+ #--------------------------------------------------------------------------
24
+ # * Dispose
25
+ #--------------------------------------------------------------------------
26
+ def dispose
27
+ if self.bitmap != nil
28
+ self.bitmap.dispose
29
+ end
30
+ super
31
+ end
32
+ #--------------------------------------------------------------------------
33
+ # * Frame Update
34
+ #--------------------------------------------------------------------------
35
+ def update
36
+ super
37
+ # If battler is nil
38
+ if @battler == nil
39
+ self.bitmap = nil
40
+ loop_animation(nil)
41
+ return
42
+ end
43
+ # If file name or hue are different than current ones
44
+ if @battler.battler_name != @battler_name or
45
+ @battler.battler_hue != @battler_hue
46
+ # Get and set bitmap
47
+ @battler_name = @battler.battler_name
48
+ @battler_hue = @battler.battler_hue
49
+ self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
50
+ @width = bitmap.width
51
+ @height = bitmap.height
52
+ self.ox = @width / 2
53
+ self.oy = @height
54
+ # Change opacity level to 0 when dead or hidden
55
+ if @battler.dead? or @battler.hidden
56
+ self.opacity = 0
57
+ end
58
+ end
59
+ # If animation ID is different than current one
60
+ if @battler.damage == nil and
61
+ @battler.state_animation_id != @state_animation_id
62
+ @state_animation_id = @battler.state_animation_id
63
+ loop_animation($data_animations[@state_animation_id])
64
+ end
65
+ # If actor which should be displayed
66
+ if @battler.is_a?(Game_Actor) and @battler_visible
67
+ # Bring opacity level down a bit when not in main phase
68
+ if $game_temp.battle_main_phase
69
+ self.opacity += 3 if self.opacity < 255
70
+ else
71
+ self.opacity -= 3 if self.opacity > 207
72
+ end
73
+ end
74
+ # Blink
75
+ if @battler.blink
76
+ blink_on
77
+ else
78
+ blink_off
79
+ end
80
+ # If invisible
81
+ unless @battler_visible
82
+ # Appear
83
+ if not @battler.hidden and not @battler.dead? and
84
+ (@battler.damage == nil or @battler.damage_pop)
85
+ appear
86
+ @battler_visible = true
87
+ end
88
+ end
89
+ # If visible
90
+ if @battler_visible
91
+ # Escape
92
+ if @battler.hidden
93
+ $game_system.se_play($data_system.escape_se)
94
+ escape
95
+ @battler_visible = false
96
+ end
97
+ # White flash
98
+ if @battler.white_flash
99
+ whiten
100
+ @battler.white_flash = false
101
+ end
102
+ # Animation
103
+ if @battler.animation_id != 0
104
+ animation = $data_animations[@battler.animation_id]
105
+ animation(animation, @battler.animation_hit)
106
+ @battler.animation_id = 0
107
+ end
108
+ # Damage
109
+ if @battler.damage_pop
110
+ damage(@battler.damage, @battler.critical)
111
+ @battler.damage = nil
112
+ @battler.critical = false
113
+ @battler.damage_pop = false
114
+ end
115
+ # Collapse
116
+ if @battler.damage == nil and @battler.dead?
117
+ if @battler.is_a?(Game_Enemy)
118
+ $game_system.se_play($data_system.enemy_collapse_se)
119
+ else
120
+ $game_system.se_play($data_system.actor_collapse_se)
121
+ end
122
+ collapse
123
+ @battler_visible = false
124
+ end
125
+ end
126
+ # Set sprite coordinates
127
+ self.x = @battler.screen_x
128
+ self.y = @battler.screen_y
129
+ self.z = @battler.screen_z
130
+ end
131
+ end
@@ -0,0 +1,192 @@
1
+ #==============================================================================
2
+ # ** Sprite_Character
3
+ #------------------------------------------------------------------------------
4
+ # This sprite is used to display the character.It observes the Game_Character
5
+ # class and automatically changes sprite conditions.
6
+ #==============================================================================
7
+
8
+ class Sprite_Character
9
+ #--------------------------------------------------------------------------
10
+ # * Public Instance Variables
11
+ #--------------------------------------------------------------------------
12
+ attr_accessor :character # character
13
+ #--------------------------------------------------------------------------
14
+ # * Object Initialization
15
+ # viewport : viewport
16
+ # light_viewport : light viewport
17
+ # character : character (Game_Character)
18
+ #--------------------------------------------------------------------------
19
+ def initialize(viewport, light_viewport, character = nil)
20
+ @viewport = viewport
21
+ @light_viewport = light_viewport
22
+ @sprite = RPG::Sprite.new(viewport)
23
+ @light_sprite = RPG::Sprite.new(light_viewport)
24
+ @light_sprite.blend_type = 1
25
+ @character = character
26
+ update
27
+ end
28
+ #--------------------------------------------------------------------------
29
+ # * Frame Update
30
+ #--------------------------------------------------------------------------
31
+ def update
32
+ # Choose the appropriate light sprite
33
+ @light_sprite.viewport = ($game_screen.tone.blank?) ? @viewport : @light_viewport
34
+ # Update sprites
35
+ @sprite.update
36
+ @light_sprite.update
37
+ # If tile ID, file name, or hue are different from current ones
38
+ if @tile_id != @character.tile_id or
39
+ @character_name != @character.character_name or
40
+ @character_hue != @character.character_hue
41
+ # Remember tile ID, file name, and hue
42
+ @tile_id = @character.tile_id
43
+ @character_name = @character.character_name
44
+ @character_hue = @character.character_hue
45
+ # If tile ID value is valid
46
+ if @tile_id >= 384
47
+ @sprite.bitmap = RPG::Cache.tile($game_map.tileset_name,
48
+ @tile_id, @character.character_hue)
49
+ @light_sprite.visible = false
50
+ @sprite.src_rect.set(0, 0, 32, 32)
51
+ @light_sprite.src_rect.set(0, 0, 32, 32)
52
+ self.ox = 16
53
+ self.oy = 32
54
+ # If tile ID value is invalid
55
+ else
56
+ @sprite.bitmap = RPG::Cache.character(@character.character_name,
57
+ @character.character_hue)
58
+ begin
59
+ @light_sprite.bitmap = RPG::Cache.lightmap(@character.character_name)
60
+ @light_sprite.visible = true
61
+ rescue
62
+ @light_sprite.bitmap = nil
63
+ @light_sprite.visible = false
64
+ end
65
+ @cw = @sprite.bitmap.width / 4
66
+ @ch = @sprite.bitmap.height / 4
67
+ self.ox = @cw / 2
68
+ self.oy = @ch
69
+ end
70
+ end
71
+ # Set visible situation
72
+ self.visible = (not @character.transparent)
73
+ # If graphic is character
74
+ if @tile_id == 0
75
+ # Set rectangular transfer
76
+ sx = @character.pattern * @cw
77
+ sy = (@character.direction - 2) / 2 * @ch
78
+ @sprite.src_rect.set(sx, sy, @cw, @ch)
79
+ @light_sprite.src_rect.set(sx, sy, @cw, @ch)
80
+ end
81
+ # Set sprite coordinates
82
+ self.x = @character.screen_x
83
+ self.y = @character.screen_y
84
+ self.z = @character.screen_z(@ch)
85
+ # Set opacity level, blend method, and bush depth
86
+ self.opacity = @character.opacity
87
+ self.blend_type = @character.blend_type
88
+ self.bush_depth = @character.bush_depth
89
+ # Animation
90
+ if @character.animation_id != 0
91
+ animation = $data_animations[@character.animation_id]
92
+ animation(animation, true)
93
+ @character.animation_id = 0
94
+ end
95
+ end
96
+ #--------------------------------------------------------------------------
97
+ # * Frame Update Fast (only position)
98
+ #--------------------------------------------------------------------------
99
+ def update_fast
100
+ # Set sprite coordinates
101
+ self.x = @character.screen_x
102
+ self.y = @character.screen_y
103
+ self.z = @character.screen_z(@ch)
104
+ end
105
+ #--------------------------------------------------------------------------
106
+ # * Sprite attribute wrapper
107
+ #--------------------------------------------------------------------------
108
+ def self.sprite_attr(*args)
109
+ args.each do |arg|
110
+ class_eval("def #{arg};@sprite.#{arg};end")
111
+ class_eval("def #{arg}=(val);@sprite.#{arg}=val;@light_sprite.#{arg}=val;end")
112
+ end
113
+ end
114
+ #--------------------------------------------------------------------------
115
+ # * RPG::Sprite methods
116
+ #--------------------------------------------------------------------------
117
+ def whiten
118
+ @sprite.whiten
119
+ @light_sprite.whiten
120
+ end
121
+ def appear
122
+ @sprite.appear
123
+ @light_sprite.appear
124
+ end
125
+ def escape
126
+ @sprite.escape
127
+ @light_sprite.escape
128
+ end
129
+ def collapse
130
+ @sprite.collapse
131
+ @light_sprite.collapse
132
+ end
133
+ def damage(value, critical)
134
+ @sprite.damage(value, critical)
135
+ end
136
+ def animation(animation, hit)
137
+ @sprite.animation(animation, hit)
138
+ end
139
+ def loop_animation(animation, hit)
140
+ @sprite.loop_animation(animation)
141
+ end
142
+ def blink_on
143
+ @sprite.blink_on
144
+ @light_sprite.blink_on
145
+ end
146
+ def blink_off
147
+ @sprite.blink_off
148
+ @light_sprite.blink_off
149
+ end
150
+ def blink?
151
+ @sprite.blink?
152
+ end
153
+ def effect?
154
+ @sprite.effect?
155
+ end
156
+ #--------------------------------------------------------------------------
157
+ # * Sprite methods
158
+ #--------------------------------------------------------------------------
159
+ def dispose
160
+ @sprite.dispose
161
+ @light_sprite.dispose
162
+ @sprite = nil
163
+ @light_sprite = nil
164
+ end
165
+ def disposed?
166
+ @sprite == nil
167
+ end
168
+ def flash(color, duration)
169
+ @sprite.flash(color, duration)
170
+ @light_sprite.flash(color, duration)
171
+ end
172
+ #--------------------------------------------------------------------------
173
+ # * Sprite properties
174
+ #--------------------------------------------------------------------------
175
+ sprite_attr :src_rect
176
+ sprite_attr :visible
177
+ sprite_attr :x, :y, :z
178
+ sprite_attr :ox, :oy
179
+ sprite_attr :zoom_x, :zoom_y
180
+ sprite_attr :angle
181
+ sprite_attr :mirror
182
+ sprite_attr :bush_depth
183
+ sprite_attr :opacity
184
+ sprite_attr :color
185
+ sprite_attr :tone
186
+ def blend_type
187
+ @sprite.blend_type
188
+ end
189
+ def blend_type=(val)
190
+ @sprite.blend_type = val
191
+ end
192
+ end
@@ -0,0 +1,35 @@
1
+ class Sprite_Footprint < Sprite
2
+ def initialize(viewport, direction, x, y)
3
+ super(viewport)
4
+ @direction = direction
5
+ @real_x = x * 4 * 32
6
+ @real_y = y * 4 * 32
7
+
8
+ self.zoom_x = 2
9
+ self.zoom_y = 2
10
+ self.ox = 8
11
+ self.oy = 16
12
+ self.bitmap = RPG::Cache.misc('footprints')
13
+ self.src_rect.set(0, 16 * (direction / 2 - 1), 16, 16)
14
+ update
15
+ end
16
+
17
+ def update
18
+ return if disposed?
19
+
20
+ self.x = (@real_x - $game_map.display_x + 3) / 4 + 16
21
+ self.y = (@real_y - $game_map.display_y + 3) / 4 + 32
22
+
23
+ self.opacity -= 4
24
+ if self.opacity == 0
25
+ dispose
26
+ end
27
+ end
28
+
29
+ def correctX(xDelta)
30
+ @real_x += xDelta*4*32
31
+ end
32
+ def correctY(yDelta)
33
+ @real_y += yDelta*4*32
34
+ end
35
+ end
@@ -0,0 +1,54 @@
1
+ class Sprite_Footsplash < Sprite
2
+ def initialize(viewport, direction, x, y)
3
+
4
+ super(viewport)
5
+ y = y + 2
6
+ @direction = direction
7
+ @real_x = x * 4 * 32
8
+ @real_y = y * 4 * 32
9
+
10
+ case direction
11
+ when 2
12
+ @real_y -= 32
13
+ when 4
14
+ @real_x += 32
15
+ when 6
16
+ @real_x -= 32
17
+ when 8
18
+ @real_y += 32
19
+ end
20
+
21
+ @real_y += 48
22
+
23
+ self.zoom_x = 2
24
+ self.zoom_y = 2
25
+ self.ox = 40
26
+ self.oy = 80
27
+ self.bitmap = RPG::Cache.misc('foot_splash')
28
+ self.src_rect.set(0, 0, 80, 80)
29
+ update
30
+ end
31
+
32
+ def update
33
+ return if disposed?
34
+
35
+ self.x = (@real_x - $game_map.display_x + 3) / 4 + 16
36
+ self.y = (@real_y - $game_map.display_y + 3) / 4 + 32
37
+
38
+ self.opacity -= 6
39
+ frameIndex = 20 - (self.opacity / 13)
40
+ frameX = frameIndex % 4
41
+ frameY = frameIndex / 4
42
+ self.src_rect.set(80*frameX, 80*frameY, 80, 80)
43
+ if self.opacity == 0
44
+ dispose
45
+ end
46
+ end
47
+
48
+ def correctX(xDelta)
49
+ @real_x += xDelta*4*32
50
+ end
51
+ def correctY(yDelta)
52
+ @real_y += yDelta*4*32
53
+ end
54
+ end
@@ -0,0 +1,18 @@
1
+ # A scene lightmap object
2
+ class Light < RPG::Sprite
3
+ def initialize(viewport, filename, intensity, x, y)
4
+ super(viewport)
5
+ self.lightmap = RPG::Cache.light(filename)
6
+ self.intensity = intensity
7
+ @map_x = x
8
+ @map_y = y
9
+ self.z = 9999
10
+ self.visible = true
11
+ update
12
+ end
13
+
14
+ def update
15
+ self.x = @map_x - $game_map.display_x / 4
16
+ self.y = @map_y - $game_map.display_y / 4
17
+ end
18
+ end
@@ -0,0 +1,63 @@
1
+ class Sprite_MapText < Sprite
2
+
3
+ def initialize(viewport, text, x, y)
4
+
5
+ super(viewport)
6
+ @direction = 2
7
+ @real_x = x * 4 * 32
8
+ @real_y = y * 4 * 32
9
+
10
+ self.bitmap = Bitmap.new(200, 24)
11
+ if (Language::FONT_WESTERN == Font.default_name)
12
+ self.zoom_x = 2
13
+ self.zoom_y = 2
14
+ else
15
+ self.zoom_x = 1.5
16
+ self.zoom_y = 1.5
17
+ end
18
+
19
+ #calculate text width
20
+ spacewidth = self.bitmap.text_size(' ').width
21
+ width = 0
22
+
23
+ text.split(' ').each do |word|
24
+
25
+ # Get width of this word
26
+ width += self.bitmap.text_size(word.gsub(/(\000\[[0-9]+\]|\001|\002)/, '')).width
27
+ width += spacewidth
28
+ end
29
+ width -= spacewidth
30
+
31
+ if width <= 0
32
+ width = 1
33
+ end
34
+
35
+ self.bitmap.dispose
36
+ self.bitmap = Bitmap.new(width, 24)
37
+ self.bitmap.font.color = Color.new(81, 33, 129, 255)
38
+ self.bitmap.draw_text(0,0, width, 24, text)
39
+
40
+ self.src_rect.set(0, 0, width, 24)
41
+ self.oy = 24
42
+ self.ox = width/2
43
+
44
+
45
+ update
46
+ end
47
+
48
+ def update
49
+ return if disposed?
50
+
51
+ self.x = (@real_x - $game_map.display_x + 3) / 4 + 16
52
+ self.y = (@real_y - $game_map.display_y + 3) / 4 + 32
53
+
54
+ end
55
+
56
+ def correctX(xDelta)
57
+ #do nothing
58
+ end
59
+ def correctY(yDelta)
60
+ #do nothing
61
+ end
62
+
63
+ end
@@ -0,0 +1,72 @@
1
+ #==============================================================================
2
+ # ** Sprite_Picture
3
+ #------------------------------------------------------------------------------
4
+ # This sprite is used to display the picture.It observes the Game_Character
5
+ # class and automatically changes sprite conditions.
6
+ #==============================================================================
7
+
8
+ class Sprite_Picture < Sprite
9
+ #--------------------------------------------------------------------------
10
+ # * Object Initialization
11
+ # viewport : viewport
12
+ # picture : picture (Game_Picture)
13
+ #--------------------------------------------------------------------------
14
+ def initialize(viewport, picture)
15
+ super(viewport)
16
+ @picture = picture
17
+ update
18
+ end
19
+ #--------------------------------------------------------------------------
20
+ # * Dispose
21
+ #--------------------------------------------------------------------------
22
+ def dispose
23
+ if self.bitmap != nil
24
+ self.bitmap.dispose
25
+ end
26
+ super
27
+ end
28
+ #--------------------------------------------------------------------------
29
+ # * Frame Update
30
+ #--------------------------------------------------------------------------
31
+ def update
32
+ super
33
+ # If picture file name is different from current one
34
+ if @picture_name != @picture.name
35
+ # Remember file name to instance variables
36
+ @picture_name = @picture.name
37
+ # If file name is not empty
38
+ if @picture_name != ""
39
+ # Get picture graphic
40
+ self.bitmap = RPG::Cache.picture(@picture_name)
41
+ end
42
+ end
43
+ # If file name is empty
44
+ if @picture_name == ""
45
+ # Set sprite to invisible
46
+ self.visible = false
47
+ return
48
+ end
49
+ # Set sprite to visible
50
+ self.visible = true
51
+ # Set transfer starting point
52
+ if @picture.origin == 0
53
+ self.ox = 0
54
+ self.oy = 0
55
+ else
56
+ self.ox = self.bitmap.width / 2
57
+ self.oy = self.bitmap.height / 2
58
+ end
59
+ # Set sprite coordinates
60
+ self.x = @picture.x
61
+ self.y = @picture.y
62
+ self.z = @picture.number
63
+ # Set zoom rate, opacity level, and blend method
64
+ self.zoom_x = @picture.zoom_x / 100.0
65
+ self.zoom_y = @picture.zoom_y / 100.0
66
+ self.opacity = @picture.opacity
67
+ self.blend_type = @picture.blend_type
68
+ # Set rotation angle and color tone
69
+ self.angle = @picture.angle
70
+ self.tone = @picture.tone
71
+ end
72
+ end
@@ -0,0 +1,52 @@
1
+ #==============================================================================
2
+ # ** Sprite_Timer
3
+ #------------------------------------------------------------------------------
4
+ # This sprite is used to display the timer.It observes the $game_system
5
+ # class and automatically changes sprite conditions.
6
+ #==============================================================================
7
+
8
+ class Sprite_Timer < Sprite
9
+ #--------------------------------------------------------------------------
10
+ # * Object Initialization
11
+ #--------------------------------------------------------------------------
12
+ def initialize
13
+ super
14
+ self.bitmap = Bitmap.new(88, 48)
15
+ self.bitmap.font.size = 32
16
+ self.x = 640 - self.bitmap.width
17
+ self.y = 0
18
+ self.z = 500
19
+ update
20
+ end
21
+ #--------------------------------------------------------------------------
22
+ # * Dispose
23
+ #--------------------------------------------------------------------------
24
+ def dispose
25
+ if self.bitmap != nil
26
+ self.bitmap.dispose
27
+ end
28
+ super
29
+ end
30
+ #--------------------------------------------------------------------------
31
+ # * Frame Update
32
+ #--------------------------------------------------------------------------
33
+ def update
34
+ super
35
+ # Set timer to visible if working
36
+ self.visible = $game_system.timer_working
37
+ # If timer needs to be redrawn
38
+ if $game_system.timer / Graphics.frame_rate != @total_sec
39
+ # Clear window contents
40
+ self.bitmap.clear
41
+ # Calculate total number of seconds
42
+ @total_sec = $game_system.timer / Graphics.frame_rate
43
+ # Make a string for displaying the timer
44
+ min = @total_sec / 60
45
+ sec = @total_sec % 60
46
+ text = sprintf("%02d:%02d", min, sec)
47
+ # Draw timer
48
+ self.bitmap.font.color.set(255, 255, 255)
49
+ self.bitmap.draw_text(self.bitmap.rect, text, 1)
50
+ end
51
+ end
52
+ end