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 +1,51 @@
1
+ #==============================================================================
2
+ # ** Window_BattleResult
3
+ #------------------------------------------------------------------------------
4
+ # This window displays amount of gold and EXP acquired at the end of a battle.
5
+ #==============================================================================
6
+
7
+ class Window_BattleResult < Window_Base
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ # exp : EXP
11
+ # gold : amount of gold
12
+ # treasures : treasures
13
+ #--------------------------------------------------------------------------
14
+ def initialize(exp, gold, treasures)
15
+ @exp = exp
16
+ @gold = gold
17
+ @treasures = treasures
18
+ super(160, 0, 320, @treasures.size * 32 + 64)
19
+ self.contents = Bitmap.new(width - 32, height - 32)
20
+ self.y = 160 - height / 2
21
+ self.back_opacity = 160
22
+ self.visible = false
23
+ refresh
24
+ end
25
+ #--------------------------------------------------------------------------
26
+ # * Refresh
27
+ #--------------------------------------------------------------------------
28
+ def refresh
29
+ self.contents.clear
30
+ x = 4
31
+ self.contents.font.color = normal_color
32
+ cx = contents.text_size(@exp.to_s).width
33
+ self.contents.draw_text(x, 0, cx, 32, @exp.to_s)
34
+ x += cx + 4
35
+ self.contents.font.color = system_color
36
+ cx = contents.text_size("EXP").width
37
+ self.contents.draw_text(x, 0, 64, 32, "EXP")
38
+ x += cx + 16
39
+ self.contents.font.color = normal_color
40
+ cx = contents.text_size(@gold.to_s).width
41
+ self.contents.draw_text(x, 0, cx, 32, @gold.to_s)
42
+ x += cx + 4
43
+ self.contents.font.color = system_color
44
+ self.contents.draw_text(x, 0, 128, 32, $data_system.words.gold)
45
+ y = 32
46
+ for item in @treasures
47
+ draw_item_name(item, 4, y)
48
+ y += 32
49
+ end
50
+ end
51
+ end
@@ -0,0 +1,62 @@
1
+ #==============================================================================
2
+ # ** Window_BattleStatus
3
+ #------------------------------------------------------------------------------
4
+ # This window displays the status of all party members on the battle screen.
5
+ #==============================================================================
6
+
7
+ class Window_BattleStatus < Window_Base
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ #--------------------------------------------------------------------------
11
+ def initialize
12
+ super(0, 320, 640, 160)
13
+ self.contents = Bitmap.new(width - 32, height - 32)
14
+ @level_up_flags = [false, false, false, false]
15
+ refresh
16
+ end
17
+ #--------------------------------------------------------------------------
18
+ # * Dispose
19
+ #--------------------------------------------------------------------------
20
+ def dispose
21
+ super
22
+ end
23
+ #--------------------------------------------------------------------------
24
+ # * Set Level Up Flag
25
+ # actor_index : actor index
26
+ #--------------------------------------------------------------------------
27
+ def level_up(actor_index)
28
+ @level_up_flags[actor_index] = true
29
+ end
30
+ #--------------------------------------------------------------------------
31
+ # * Refresh
32
+ #--------------------------------------------------------------------------
33
+ def refresh
34
+ self.contents.clear
35
+ @item_max = $game_party.actors.size
36
+ for i in 0...$game_party.actors.size
37
+ actor = $game_party.actors[i]
38
+ actor_x = i * 160 + 4
39
+ draw_actor_name(actor, actor_x, 0)
40
+ draw_actor_hp(actor, actor_x, 32, 120)
41
+ draw_actor_sp(actor, actor_x, 64, 120)
42
+ if @level_up_flags[i]
43
+ self.contents.font.color = normal_color
44
+ self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
45
+ else
46
+ draw_actor_state(actor, actor_x, 96)
47
+ end
48
+ end
49
+ end
50
+ #--------------------------------------------------------------------------
51
+ # * Frame Update
52
+ #--------------------------------------------------------------------------
53
+ def update
54
+ super
55
+ # Slightly lower opacity level during main phase
56
+ if $game_temp.battle_main_phase
57
+ self.contents_opacity -= 4 if self.contents_opacity > 191
58
+ else
59
+ self.contents_opacity += 4 if self.contents_opacity < 255
60
+ end
61
+ end
62
+ end
@@ -0,0 +1,49 @@
1
+ #==============================================================================
2
+ # ** Window_Command
3
+ #------------------------------------------------------------------------------
4
+ # This window deals with general command choices.
5
+ #==============================================================================
6
+
7
+ class Window_Command < Window_Selectable
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ # width : window width
11
+ # commands : command text string array
12
+ #--------------------------------------------------------------------------
13
+ def initialize(width, commands)
14
+ # Compute window height from command quantity
15
+ super(0, 0, width, commands.size * 32 + 32)
16
+ @item_max = commands.size
17
+ @commands = commands
18
+ self.contents = Bitmap.new(width - 32, @item_max * 32)
19
+ refresh
20
+ self.index = 0
21
+ end
22
+ #--------------------------------------------------------------------------
23
+ # * Refresh
24
+ #--------------------------------------------------------------------------
25
+ def refresh
26
+ self.contents.clear
27
+ for i in 0...@item_max
28
+ draw_item(i, normal_color)
29
+ end
30
+ end
31
+ #--------------------------------------------------------------------------
32
+ # * Draw Item
33
+ # index : item number
34
+ # color : text color
35
+ #--------------------------------------------------------------------------
36
+ def draw_item(index, color)
37
+ self.contents.font.color = color
38
+ rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
39
+ self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
40
+ self.contents.draw_text(rect, @commands[index])
41
+ end
42
+ #--------------------------------------------------------------------------
43
+ # * Disable Item
44
+ # index : item number
45
+ #--------------------------------------------------------------------------
46
+ def disable_item(index)
47
+ draw_item(index, disabled_color)
48
+ end
49
+ end
@@ -0,0 +1,57 @@
1
+ #==============================================================================
2
+ # ** Window_DebugLeft
3
+ #------------------------------------------------------------------------------
4
+ # This window designates switch and variable blocks on the debug screen.
5
+ #==============================================================================
6
+
7
+ class Window_DebugLeft < Window_Selectable
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ #--------------------------------------------------------------------------
11
+ def initialize
12
+ super(0, 0, 192, 480)
13
+ self.index = 0
14
+ refresh
15
+ end
16
+ #--------------------------------------------------------------------------
17
+ # * Refresh
18
+ #--------------------------------------------------------------------------
19
+ def refresh
20
+ if self.contents != nil
21
+ self.contents.dispose
22
+ self.contents = nil
23
+ end
24
+ @switch_max = ($data_system.switches.size - 1 + 9) / 10
25
+ @variable_max = ($data_system.variables.size - 1 + 9) / 10
26
+ @item_max = @switch_max + @variable_max
27
+ self.contents = Bitmap.new(width - 32, @item_max * 32)
28
+ for i in 0...@switch_max
29
+ text = sprintf("S [%04d-%04d]", i*10+1, i*10+10)
30
+ self.contents.draw_text(4, i * 32, 152, 32, text)
31
+ end
32
+ for i in 0...@variable_max
33
+ text = sprintf("V [%04d-%04d]", i*10+1, i*10+10)
34
+ self.contents.draw_text(4, (@switch_max + i) * 32, 152, 32, text)
35
+ end
36
+ end
37
+ #--------------------------------------------------------------------------
38
+ # * Get Mode
39
+ #--------------------------------------------------------------------------
40
+ def mode
41
+ if self.index < @switch_max
42
+ return 0
43
+ else
44
+ return 1
45
+ end
46
+ end
47
+ #--------------------------------------------------------------------------
48
+ # * Get ID Shown on Top
49
+ #--------------------------------------------------------------------------
50
+ def top_id
51
+ if self.index < @switch_max
52
+ return self.index * 10 + 1
53
+ else
54
+ return (self.index - @switch_max) * 10 + 1
55
+ end
56
+ end
57
+ end
@@ -0,0 +1,69 @@
1
+ #==============================================================================
2
+ # ** Window_DebugRight
3
+ #------------------------------------------------------------------------------
4
+ # This window displays switches and variables separately on the debug screen.
5
+ #==============================================================================
6
+
7
+ class Window_DebugRight < Window_Selectable
8
+ #--------------------------------------------------------------------------
9
+ # * Public Instance Variables
10
+ #--------------------------------------------------------------------------
11
+ attr_reader :mode # mode (0: switch, 1: variable)
12
+ attr_reader :top_id # ID shown on top
13
+ #--------------------------------------------------------------------------
14
+ # * Object Initialization
15
+ #--------------------------------------------------------------------------
16
+ def initialize
17
+ super(192, 0, 448, 352)
18
+ self.contents = Bitmap.new(width - 32, height - 32)
19
+ self.index = -1
20
+ self.active = false
21
+ @item_max = 10
22
+ @mode = 0
23
+ @top_id = 1
24
+ refresh
25
+ end
26
+ #--------------------------------------------------------------------------
27
+ # * Refresh
28
+ #--------------------------------------------------------------------------
29
+ def refresh
30
+ self.contents.clear
31
+ for i in 0..9
32
+ if @mode == 0
33
+ name = $data_system.switches[@top_id+i]
34
+ status = $game_switches[@top_id+i] ? "[ON]" : "[OFF]"
35
+ else
36
+ name = $data_system.variables[@top_id+i]
37
+ status = $game_variables[@top_id+i].to_s
38
+ end
39
+ if name == nil
40
+ name = ''
41
+ end
42
+ id_text = sprintf("%04d:", @top_id+i)
43
+ width = self.contents.text_size(id_text).width
44
+ self.contents.draw_text(4, i * 32, width, 32, id_text)
45
+ self.contents.draw_text(12 + width, i * 32, 296 - width, 32, name)
46
+ self.contents.draw_text(312, i * 32, 100, 32, status, 2)
47
+ end
48
+ end
49
+ #--------------------------------------------------------------------------
50
+ # * Set Mode
51
+ # id : new mode
52
+ #--------------------------------------------------------------------------
53
+ def mode=(mode)
54
+ if @mode != mode
55
+ @mode = mode
56
+ refresh
57
+ end
58
+ end
59
+ #--------------------------------------------------------------------------
60
+ # * Set ID Shown on Top
61
+ # id : new ID
62
+ #--------------------------------------------------------------------------
63
+ def top_id=(id)
64
+ if @top_id != id
65
+ @top_id = id
66
+ refresh
67
+ end
68
+ end
69
+ end
@@ -0,0 +1,94 @@
1
+ #==============================================================================
2
+ # ** Window_EquipItem
3
+ #------------------------------------------------------------------------------
4
+ # This window displays choices when opting to change equipment on the
5
+ # equipment screen.
6
+ #==============================================================================
7
+
8
+ class Window_EquipItem < Window_Selectable
9
+ #--------------------------------------------------------------------------
10
+ # * Object Initialization
11
+ # actor : actor
12
+ # equip_type : equip region (0-3)
13
+ #--------------------------------------------------------------------------
14
+ def initialize(actor, equip_type)
15
+ super(0, 256, 640, 224)
16
+ @actor = actor
17
+ @equip_type = equip_type
18
+ @column_max = 2
19
+ refresh
20
+ self.active = false
21
+ self.index = -1
22
+ end
23
+ #--------------------------------------------------------------------------
24
+ # * Item Acquisition
25
+ #--------------------------------------------------------------------------
26
+ def item
27
+ return @data[self.index]
28
+ end
29
+ #--------------------------------------------------------------------------
30
+ # * Refresh
31
+ #--------------------------------------------------------------------------
32
+ def refresh
33
+ if self.contents != nil
34
+ self.contents.dispose
35
+ self.contents = nil
36
+ end
37
+ @data = []
38
+ # Add equippable weapons
39
+ if @equip_type == 0
40
+ weapon_set = $data_classes[@actor.class_id].weapon_set
41
+ for i in 1...$data_weapons.size
42
+ if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
43
+ @data.push($data_weapons[i])
44
+ end
45
+ end
46
+ end
47
+ # Add equippable armor
48
+ if @equip_type != 0
49
+ armor_set = $data_classes[@actor.class_id].armor_set
50
+ for i in 1...$data_armors.size
51
+ if $game_party.armor_number(i) > 0 and armor_set.include?(i)
52
+ if $data_armors[i].kind == @equip_type-1
53
+ @data.push($data_armors[i])
54
+ end
55
+ end
56
+ end
57
+ end
58
+ # Add blank page
59
+ @data.push(nil)
60
+ # Make a bit map and draw all items
61
+ @item_max = @data.size
62
+ self.contents = Bitmap.new(width - 32, row_max * 32)
63
+ for i in 0...@item_max-1
64
+ draw_item(i)
65
+ end
66
+ end
67
+ #--------------------------------------------------------------------------
68
+ # * Draw Item
69
+ # index : item number
70
+ #--------------------------------------------------------------------------
71
+ def draw_item(index)
72
+ item = @data[index]
73
+ x = 4 + index % 2 * (288 + 32)
74
+ y = index / 2 * 32
75
+ case item
76
+ when RPG::Weapon
77
+ number = $game_party.weapon_number(item.id)
78
+ when RPG::Armor
79
+ number = $game_party.armor_number(item.id)
80
+ end
81
+ bitmap = RPG::Cache.icon(item.icon_name)
82
+ self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
83
+ self.contents.font.color = normal_color
84
+ self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
85
+ self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
86
+ self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
87
+ end
88
+ #--------------------------------------------------------------------------
89
+ # * Help Text Update
90
+ #--------------------------------------------------------------------------
91
+ def update_help
92
+ @help_window.set_text(self.item == nil ? "" : self.item.description)
93
+ end
94
+ end
@@ -0,0 +1,61 @@
1
+ #==============================================================================
2
+ # ** Window_EquipLeft
3
+ #------------------------------------------------------------------------------
4
+ # This window displays actor parameter changes on the equipment screen.
5
+ #==============================================================================
6
+
7
+ class Window_EquipLeft < Window_Base
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ # actor : actor
11
+ #--------------------------------------------------------------------------
12
+ def initialize(actor)
13
+ super(0, 64, 272, 192)
14
+ self.contents = Bitmap.new(width - 32, height - 32)
15
+ @actor = actor
16
+ refresh
17
+ end
18
+ #--------------------------------------------------------------------------
19
+ # * Refresh
20
+ #--------------------------------------------------------------------------
21
+ def refresh
22
+ self.contents.clear
23
+ draw_actor_name(@actor, 4, 0)
24
+ draw_actor_level(@actor, 4, 32)
25
+ draw_actor_parameter(@actor, 4, 64, 0)
26
+ draw_actor_parameter(@actor, 4, 96, 1)
27
+ draw_actor_parameter(@actor, 4, 128, 2)
28
+ if @new_atk != nil
29
+ self.contents.font.color = system_color
30
+ self.contents.draw_text(160, 64, 40, 32, "->", 1)
31
+ self.contents.font.color = normal_color
32
+ self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
33
+ end
34
+ if @new_pdef != nil
35
+ self.contents.font.color = system_color
36
+ self.contents.draw_text(160, 96, 40, 32, "->", 1)
37
+ self.contents.font.color = normal_color
38
+ self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
39
+ end
40
+ if @new_mdef != nil
41
+ self.contents.font.color = system_color
42
+ self.contents.draw_text(160, 128, 40, 32, "->", 1)
43
+ self.contents.font.color = normal_color
44
+ self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
45
+ end
46
+ end
47
+ #--------------------------------------------------------------------------
48
+ # * Set parameters after changing equipment
49
+ # new_atk : attack power after changing equipment
50
+ # new_pdef : physical defense after changing equipment
51
+ # new_mdef : magic defense after changing equipment
52
+ #--------------------------------------------------------------------------
53
+ def set_new_parameters(new_atk, new_pdef, new_mdef)
54
+ if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
55
+ @new_atk = new_atk
56
+ @new_pdef = new_pdef
57
+ @new_mdef = new_mdef
58
+ refresh
59
+ end
60
+ end
61
+ end
@@ -0,0 +1,56 @@
1
+ #==============================================================================
2
+ # ** Window_EquipRight
3
+ #------------------------------------------------------------------------------
4
+ # This window displays items the actor is currently equipped with on the
5
+ # equipment screen.
6
+ #==============================================================================
7
+
8
+ class Window_EquipRight < Window_Selectable
9
+ #--------------------------------------------------------------------------
10
+ # * Object Initialization
11
+ # actor : actor
12
+ #--------------------------------------------------------------------------
13
+ def initialize(actor)
14
+ super(272, 64, 368, 192)
15
+ self.contents = Bitmap.new(width - 32, height - 32)
16
+ @actor = actor
17
+ refresh
18
+ self.index = 0
19
+ end
20
+ #--------------------------------------------------------------------------
21
+ # * Item Acquisition
22
+ #--------------------------------------------------------------------------
23
+ def item
24
+ return @data[self.index]
25
+ end
26
+ #--------------------------------------------------------------------------
27
+ # * Refresh
28
+ #--------------------------------------------------------------------------
29
+ def refresh
30
+ self.contents.clear
31
+ @data = []
32
+ @data.push($data_weapons[@actor.weapon_id])
33
+ @data.push($data_armors[@actor.armor1_id])
34
+ @data.push($data_armors[@actor.armor2_id])
35
+ @data.push($data_armors[@actor.armor3_id])
36
+ @data.push($data_armors[@actor.armor4_id])
37
+ @item_max = @data.size
38
+ self.contents.font.color = system_color
39
+ self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
40
+ self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
41
+ self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
42
+ self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
43
+ self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
44
+ draw_item_name(@data[0], 92, 32 * 0)
45
+ draw_item_name(@data[1], 92, 32 * 1)
46
+ draw_item_name(@data[2], 92, 32 * 2)
47
+ draw_item_name(@data[3], 92, 32 * 3)
48
+ draw_item_name(@data[4], 92, 32 * 4)
49
+ end
50
+ #--------------------------------------------------------------------------
51
+ # * Help Text Update
52
+ #--------------------------------------------------------------------------
53
+ def update_help
54
+ @help_window.set_text(self.item == nil ? "" : self.item.description)
55
+ end
56
+ end
@@ -0,0 +1,27 @@
1
+ #==============================================================================
2
+ # ** Window_Gold
3
+ #------------------------------------------------------------------------------
4
+ # This window displays amount of gold.
5
+ #==============================================================================
6
+
7
+ class Window_Gold < Window_Base
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ #--------------------------------------------------------------------------
11
+ def initialize
12
+ super(0, 0, 160, 64)
13
+ self.contents = Bitmap.new(width - 32, height - 32)
14
+ refresh
15
+ end
16
+ #--------------------------------------------------------------------------
17
+ # * Refresh
18
+ #--------------------------------------------------------------------------
19
+ def refresh
20
+ self.contents.clear
21
+ cx = contents.text_size($data_system.words.gold).width
22
+ self.contents.font.color = normal_color
23
+ self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
24
+ self.contents.font.color = system_color
25
+ self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
26
+ end
27
+ end
@@ -0,0 +1,33 @@
1
+ #==============================================================================
2
+ # ** Window_Help
3
+ #------------------------------------------------------------------------------
4
+ # This window shows skill and item explanations along with actor status.
5
+ #==============================================================================
6
+
7
+ class Window_Help < Window_Base
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ #--------------------------------------------------------------------------
11
+ def initialize
12
+ super(16, 16, 608, 64)
13
+ self.contents = Bitmap.new(width - 32, height - 32)
14
+ Language.register_text_sprite(self.class.name + "_contents", self.contents)
15
+ self.visible = false
16
+ self.back_opacity = 230
17
+ self.z = 9998
18
+ end
19
+ #--------------------------------------------------------------------------
20
+ # * Set Text
21
+ # text : text string displayed in window
22
+ # align : alignment (0..flush left, 1..center, 2..flush right)
23
+ #--------------------------------------------------------------------------
24
+ def set_text(text, align = 0)
25
+ # Redraw text
26
+ self.contents.clear
27
+ self.contents.font.color = normal_color
28
+ self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
29
+ @text = text
30
+ @align = align
31
+ @actor = nil
32
+ end
33
+ end
@@ -0,0 +1,111 @@
1
+ #==============================================================================
2
+ # ** Window_InputNumber
3
+ #------------------------------------------------------------------------------
4
+ # This window is for inputting numbers, and is used within the
5
+ # message window.
6
+ #==============================================================================
7
+
8
+ class Window_InputNumber < Window_Base
9
+ #--------------------------------------------------------------------------
10
+ # * Object Initialization
11
+ # digits_max : digit count
12
+ #--------------------------------------------------------------------------
13
+ def initialize(digits_max)
14
+ @digits_max = digits_max
15
+ @number = 0
16
+ # Calculate cursor width from number width (0-9 equal width and postulate)
17
+ dummy_bitmap = Bitmap.new(32, 32)
18
+ @cursor_width = dummy_bitmap.text_size("0").width + 8
19
+ dummy_bitmap.dispose
20
+ super(0, 0, @cursor_width * @digits_max + 32, 64)
21
+ self.contents = Bitmap.new(width - 32, height - 32)
22
+ # Language.register_text_sprite(self.class.name + "_contents", self.contents)
23
+ self.z += 9999
24
+ self.opacity = 0
25
+ @index = 0
26
+ refresh
27
+ update_cursor_rect
28
+ end
29
+ #--------------------------------------------------------------------------
30
+ # * Get Number
31
+ #--------------------------------------------------------------------------
32
+ def number
33
+ return @number
34
+ end
35
+ #--------------------------------------------------------------------------
36
+ # * Set Number
37
+ # number : new number
38
+ #--------------------------------------------------------------------------
39
+ def number=(number)
40
+ @number = [[number, 0].max, 10 ** @digits_max - 1].min
41
+ refresh
42
+ end
43
+ #--------------------------------------------------------------------------
44
+ # * Cursor Rectangle Update
45
+ #--------------------------------------------------------------------------
46
+ def update_cursor_rect
47
+ self.cursor_rect.set(@index * @cursor_width, 0, @cursor_width, 32)
48
+ end
49
+ #--------------------------------------------------------------------------
50
+ # * Frame Update
51
+ #--------------------------------------------------------------------------
52
+ def update
53
+ super
54
+ # If up or down directional button was pressed
55
+ if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
56
+ $game_system.se_play($data_system.cursor_se)
57
+ # Get current place number and change it to 0
58
+ place = 10 ** (@digits_max - 1 - @index)
59
+ n = @number / place % 10
60
+ @number -= n * place
61
+ # If up add 1, if down substract 1
62
+ n = (n + 1) % 10 if Input.repeat?(Input::UP)
63
+ n = (n + 9) % 10 if Input.repeat?(Input::DOWN)
64
+ # Reset current place number
65
+ @number += n * place
66
+ refresh
67
+ end
68
+ # Cursor right
69
+ if Input.repeat?(Input::RIGHT)
70
+ if @digits_max >= 2
71
+ $game_system.se_play($data_system.cursor_se)
72
+ @index = (@index + 1) % @digits_max
73
+ end
74
+ end
75
+ # Cursor left
76
+ if Input.repeat?(Input::LEFT)
77
+ if @digits_max >= 2
78
+ $game_system.se_play($data_system.cursor_se)
79
+ @index = (@index + @digits_max - 1) % @digits_max
80
+ end
81
+ end
82
+ update_cursor_rect
83
+ end
84
+ #--------------------------------------------------------------------------
85
+ # * Refresh
86
+ #--------------------------------------------------------------------------
87
+ def refresh
88
+ self.contents.clear
89
+ self.contents.font.color = normal_color
90
+ s = sprintf("%0*d", @digits_max, @number)
91
+ if($game_switches[179] == true)
92
+ for i in 0...@digits_max
93
+ case i
94
+ when 0
95
+ self.contents.font.color = Window_Base.text_color(4)
96
+ when 1
97
+ self.contents.font.color = Window_Base.text_color(2)
98
+ when 2
99
+ self.contents.font.color = Window_Base.text_color(1)
100
+ when 3
101
+ self.contents.font.color = Window_Base.text_color(3)
102
+ end
103
+ self.contents.draw_text(i * @cursor_width + 4, 0, 32, 32, s[i,1])
104
+ end
105
+ else
106
+ for i in 0...@digits_max
107
+ self.contents.draw_text(i * @cursor_width + 4, 0, 32, 32, s[i,1])
108
+ end
109
+ end
110
+ end
111
+ end