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 +1,94 @@
1
+ #==============================================================================
2
+ # ** Window_ShopSell
3
+ #------------------------------------------------------------------------------
4
+ # This window displays items in possession for selling on the shop screen.
5
+ #==============================================================================
6
+
7
+ class Window_ShopSell < Window_Selectable
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ #--------------------------------------------------------------------------
11
+ def initialize
12
+ super(0, 128, 640, 352)
13
+ @column_max = 2
14
+ refresh
15
+ self.index = 0
16
+ end
17
+ #--------------------------------------------------------------------------
18
+ # * Getting Items
19
+ #--------------------------------------------------------------------------
20
+ def item
21
+ return @data[self.index]
22
+ end
23
+ #--------------------------------------------------------------------------
24
+ # * Refresh
25
+ #--------------------------------------------------------------------------
26
+ def refresh
27
+ if self.contents != nil
28
+ self.contents.dispose
29
+ self.contents = nil
30
+ end
31
+ @data = []
32
+ for i in 1...$data_items.size
33
+ if $game_party.item_number(i) > 0
34
+ @data.push($data_items[i])
35
+ end
36
+ end
37
+ for i in 1...$data_weapons.size
38
+ if $game_party.weapon_number(i) > 0
39
+ @data.push($data_weapons[i])
40
+ end
41
+ end
42
+ for i in 1...$data_armors.size
43
+ if $game_party.armor_number(i) > 0
44
+ @data.push($data_armors[i])
45
+ end
46
+ end
47
+ # If item count is not 0, make a bitmap and draw all items
48
+ @item_max = @data.size
49
+ if @item_max > 0
50
+ self.contents = Bitmap.new(width - 32, row_max * 32)
51
+ for i in 0...@item_max
52
+ draw_item(i)
53
+ end
54
+ end
55
+ end
56
+ #--------------------------------------------------------------------------
57
+ # * Draw Item
58
+ # index : item number
59
+ #--------------------------------------------------------------------------
60
+ def draw_item(index)
61
+ item = @data[index]
62
+ case item
63
+ when RPG::Item
64
+ number = $game_party.item_number(item.id)
65
+ when RPG::Weapon
66
+ number = $game_party.weapon_number(item.id)
67
+ when RPG::Armor
68
+ number = $game_party.armor_number(item.id)
69
+ end
70
+ # If items are sellable, set to valid text color. If not, set to invalid
71
+ # text color.
72
+ if item.price > 0
73
+ self.contents.font.color = normal_color
74
+ else
75
+ self.contents.font.color = disabled_color
76
+ end
77
+ x = 4 + index % 2 * (288 + 32)
78
+ y = index / 2 * 32
79
+ rect = Rect.new(x, y, self.width / @column_max - 32, 32)
80
+ self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
81
+ bitmap = RPG::Cache.icon(item.icon_name)
82
+ opacity = self.contents.font.color == normal_color ? 255 : 128
83
+ self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
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 +1,107 @@
1
+ #==============================================================================
2
+ # ** Window_ShopStatus
3
+ #------------------------------------------------------------------------------
4
+ # This window displays number of items in possession and the actor's equipment
5
+ # on the shop screen.
6
+ #==============================================================================
7
+
8
+ class Window_ShopStatus < Window_Base
9
+ #--------------------------------------------------------------------------
10
+ # * Object Initialization
11
+ #--------------------------------------------------------------------------
12
+ def initialize
13
+ super(368, 128, 272, 352)
14
+ self.contents = Bitmap.new(width - 32, height - 32)
15
+ @item = nil
16
+ refresh
17
+ end
18
+ #--------------------------------------------------------------------------
19
+ # * Refresh
20
+ #--------------------------------------------------------------------------
21
+ def refresh
22
+ self.contents.clear
23
+ if @item == nil
24
+ return
25
+ end
26
+ case @item
27
+ when RPG::Item
28
+ number = $game_party.item_number(@item.id)
29
+ when RPG::Weapon
30
+ number = $game_party.weapon_number(@item.id)
31
+ when RPG::Armor
32
+ number = $game_party.armor_number(@item.id)
33
+ end
34
+ self.contents.font.color = system_color
35
+ self.contents.draw_text(4, 0, 200, 32, "number in possession")
36
+ self.contents.font.color = normal_color
37
+ self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
38
+ if @item.is_a?(RPG::Item)
39
+ return
40
+ end
41
+ # Equipment adding information
42
+ for i in 0...$game_party.actors.size
43
+ # Get actor
44
+ actor = $game_party.actors[i]
45
+ # If equippable, then set to normal text color. If not, set to
46
+ # invalid text color.
47
+ if actor.equippable?(@item)
48
+ self.contents.font.color = normal_color
49
+ else
50
+ self.contents.font.color = disabled_color
51
+ end
52
+ # Draw actor's name
53
+ self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
54
+ # Get current equipment
55
+ if @item.is_a?(RPG::Weapon)
56
+ item1 = $data_weapons[actor.weapon_id]
57
+ elsif @item.kind == 0
58
+ item1 = $data_armors[actor.armor1_id]
59
+ elsif @item.kind == 1
60
+ item1 = $data_armors[actor.armor2_id]
61
+ elsif @item.kind == 2
62
+ item1 = $data_armors[actor.armor3_id]
63
+ else
64
+ item1 = $data_armors[actor.armor4_id]
65
+ end
66
+ # If equippable
67
+ if actor.equippable?(@item)
68
+ # If weapon
69
+ if @item.is_a?(RPG::Weapon)
70
+ atk1 = item1 != nil ? item1.atk : 0
71
+ atk2 = @item != nil ? @item.atk : 0
72
+ change = atk2 - atk1
73
+ end
74
+ # If armor
75
+ if @item.is_a?(RPG::Armor)
76
+ pdef1 = item1 != nil ? item1.pdef : 0
77
+ mdef1 = item1 != nil ? item1.mdef : 0
78
+ pdef2 = @item != nil ? @item.pdef : 0
79
+ mdef2 = @item != nil ? @item.mdef : 0
80
+ change = pdef2 - pdef1 + mdef2 - mdef1
81
+ end
82
+ # Draw parameter change values
83
+ self.contents.draw_text(124, 64 + 64 * i, 112, 32,
84
+ sprintf("%+d", change), 2)
85
+ end
86
+ # Draw item
87
+ if item1 != nil
88
+ x = 4
89
+ y = 64 + 64 * i + 32
90
+ bitmap = RPG::Cache.icon(item1.icon_name)
91
+ opacity = self.contents.font.color == normal_color ? 255 : 128
92
+ self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
93
+ self.contents.draw_text(x + 28, y, 212, 32, item1.name)
94
+ end
95
+ end
96
+ end
97
+ #--------------------------------------------------------------------------
98
+ # * Set Item
99
+ # item : new item
100
+ #--------------------------------------------------------------------------
101
+ def item=(item)
102
+ if @item != item
103
+ @item = item
104
+ refresh
105
+ end
106
+ end
107
+ end
@@ -0,0 +1,83 @@
1
+ #==============================================================================
2
+ # ** Window_Skill
3
+ #------------------------------------------------------------------------------
4
+ # This window displays usable skills on the skill and battle screens.
5
+ #==============================================================================
6
+
7
+ class Window_Skill < Window_Selectable
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ # actor : actor
11
+ #--------------------------------------------------------------------------
12
+ def initialize(actor)
13
+ super(0, 128, 640, 352)
14
+ @actor = actor
15
+ @column_max = 2
16
+ refresh
17
+ self.index = 0
18
+ # If in battle, move window to center of screen
19
+ # and make it semi-transparent
20
+ if $game_temp.in_battle
21
+ self.y = 64
22
+ self.height = 256
23
+ self.back_opacity = 160
24
+ end
25
+ end
26
+ #--------------------------------------------------------------------------
27
+ # * Acquiring Skill
28
+ #--------------------------------------------------------------------------
29
+ def skill
30
+ return @data[self.index]
31
+ end
32
+ #--------------------------------------------------------------------------
33
+ # * Refresh
34
+ #--------------------------------------------------------------------------
35
+ def refresh
36
+ if self.contents != nil
37
+ self.contents.dispose
38
+ self.contents = nil
39
+ end
40
+ @data = []
41
+ for i in 0...@actor.skills.size
42
+ skill = $data_skills[@actor.skills[i]]
43
+ if skill != nil
44
+ @data.push(skill)
45
+ end
46
+ end
47
+ # If item count is not 0, make a bit map and draw all items
48
+ @item_max = @data.size
49
+ if @item_max > 0
50
+ self.contents = Bitmap.new(width - 32, row_max * 32)
51
+ for i in 0...@item_max
52
+ draw_item(i)
53
+ end
54
+ end
55
+ end
56
+ #--------------------------------------------------------------------------
57
+ # * Draw Item
58
+ # index : item number
59
+ #--------------------------------------------------------------------------
60
+ def draw_item(index)
61
+ skill = @data[index]
62
+ if @actor.skill_can_use?(skill.id)
63
+ self.contents.font.color = normal_color
64
+ else
65
+ self.contents.font.color = disabled_color
66
+ end
67
+ x = 4 + index % 2 * (288 + 32)
68
+ y = index / 2 * 32
69
+ rect = Rect.new(x, y, self.width / @column_max - 32, 32)
70
+ self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
71
+ bitmap = RPG::Cache.icon(skill.icon_name)
72
+ opacity = self.contents.font.color == normal_color ? 255 : 128
73
+ self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
74
+ self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
75
+ self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
76
+ end
77
+ #--------------------------------------------------------------------------
78
+ # * Help Text Update
79
+ #--------------------------------------------------------------------------
80
+ def update_help
81
+ @help_window.set_text(self.skill == nil ? "" : self.skill.description)
82
+ end
83
+ end
@@ -0,0 +1,28 @@
1
+ #==============================================================================
2
+ # ** Window_SkillStatus
3
+ #------------------------------------------------------------------------------
4
+ # This window displays the skill user's status on the skill screen.
5
+ #==============================================================================
6
+
7
+ class Window_SkillStatus < Window_Base
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ # actor : actor
11
+ #--------------------------------------------------------------------------
12
+ def initialize(actor)
13
+ super(0, 64, 640, 64)
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_state(@actor, 140, 0)
25
+ draw_actor_hp(@actor, 284, 0)
26
+ draw_actor_sp(@actor, 460, 0)
27
+ end
28
+ end
@@ -0,0 +1,64 @@
1
+ #==============================================================================
2
+ # ** Window_Status
3
+ #------------------------------------------------------------------------------
4
+ # This window displays full status specs on the status screen.
5
+ #==============================================================================
6
+
7
+ class Window_Status < Window_Base
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ # actor : actor
11
+ #--------------------------------------------------------------------------
12
+ def initialize(actor)
13
+ super(0, 0, 640, 480)
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_graphic(@actor, 40, 112)
24
+ draw_actor_name(@actor, 4, 0)
25
+ draw_actor_class(@actor, 4 + 144, 0)
26
+ draw_actor_level(@actor, 96, 32)
27
+ draw_actor_state(@actor, 96, 64)
28
+ draw_actor_hp(@actor, 96, 112, 172)
29
+ draw_actor_sp(@actor, 96, 144, 172)
30
+ draw_actor_parameter(@actor, 96, 192, 0)
31
+ draw_actor_parameter(@actor, 96, 224, 1)
32
+ draw_actor_parameter(@actor, 96, 256, 2)
33
+ draw_actor_parameter(@actor, 96, 304, 3)
34
+ draw_actor_parameter(@actor, 96, 336, 4)
35
+ draw_actor_parameter(@actor, 96, 368, 5)
36
+ draw_actor_parameter(@actor, 96, 400, 6)
37
+ self.contents.font.color = system_color
38
+ self.contents.draw_text(320, 48, 80, 32, "EXP")
39
+ self.contents.draw_text(320, 80, 80, 32, "NEXT")
40
+ self.contents.font.color = normal_color
41
+ self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
42
+ self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
43
+ self.contents.font.color = system_color
44
+ self.contents.draw_text(320, 160, 96, 32, "equipment")
45
+ draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
46
+ draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
47
+ draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
48
+ draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
49
+ draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)
50
+ end
51
+ def dummy
52
+ self.contents.font.color = system_color
53
+ self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
54
+ self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
55
+ self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
56
+ self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
57
+ self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
58
+ draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
59
+ draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
60
+ draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
61
+ draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
62
+ draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
63
+ end
64
+ end
@@ -0,0 +1,26 @@
1
+ #==============================================================================
2
+ # ** Window_Steps
3
+ #------------------------------------------------------------------------------
4
+ # This window displays step count on the menu screen.
5
+ #==============================================================================
6
+
7
+ class Window_Steps < Window_Base
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ #--------------------------------------------------------------------------
11
+ def initialize
12
+ super(0, 0, 160, 96)
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
+ self.contents.font.color = system_color
22
+ self.contents.draw_text(4, 0, 120, 32, "Step Count")
23
+ self.contents.font.color = normal_color
24
+ self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
25
+ end
26
+ end
@@ -0,0 +1,49 @@
1
+ #==============================================================================
2
+ # ** Window_Target
3
+ #------------------------------------------------------------------------------
4
+ # This window selects a use target for the actor on item and skill screens.
5
+ #==============================================================================
6
+
7
+ class Window_Target < Window_Selectable
8
+ #--------------------------------------------------------------------------
9
+ # * Object Initialization
10
+ #--------------------------------------------------------------------------
11
+ def initialize
12
+ super(0, 0, 336, 480)
13
+ self.contents = Bitmap.new(width - 32, height - 32)
14
+ self.z += 10
15
+ @item_max = $game_party.actors.size
16
+ refresh
17
+ end
18
+ #--------------------------------------------------------------------------
19
+ # * Refresh
20
+ #--------------------------------------------------------------------------
21
+ def refresh
22
+ self.contents.clear
23
+ for i in 0...$game_party.actors.size
24
+ x = 4
25
+ y = i * 116
26
+ actor = $game_party.actors[i]
27
+ draw_actor_name(actor, x, y)
28
+ draw_actor_class(actor, x + 144, y)
29
+ draw_actor_level(actor, x + 8, y + 32)
30
+ draw_actor_state(actor, x + 8, y + 64)
31
+ draw_actor_hp(actor, x + 152, y + 32)
32
+ draw_actor_sp(actor, x + 152, y + 64)
33
+ end
34
+ end
35
+ #--------------------------------------------------------------------------
36
+ # * Cursor Rectangle Update
37
+ #--------------------------------------------------------------------------
38
+ def update_cursor_rect
39
+ # Cursor position -1 = all choices, -2 or lower = independent choice
40
+ # (meaning the user's own choice)
41
+ if @index <= -2
42
+ self.cursor_rect.set(0, (@index + 10) * 116, self.width - 32, 96)
43
+ elsif @index == -1
44
+ self.cursor_rect.set(0, 0, self.width - 32, @item_max * 116 - 20)
45
+ else
46
+ self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
47
+ end
48
+ end
49
+ end
data/Scripts/_scripts.txt CHANGED
@@ -1 +1,111 @@
1
- Main
1
+ RPG
2
+ Game_Temp
3
+ Game_System
4
+ Game_Switches
5
+ Game_Variables
6
+ Game_SelfSwitches
7
+ Game_Screen
8
+ Game_Picture
9
+ Game_Battler 1
10
+ Game_Battler 2
11
+ Game_Battler 3
12
+ Game_BattleAction
13
+ Game_Actor
14
+ Game_Enemy
15
+ Game_Actors
16
+ Game_Party
17
+ Game_Map
18
+ Game_CommonEvent
19
+ Game_Character 1
20
+ Game_Character 2
21
+ Game_Character 3
22
+ Game_Event
23
+ Game_Player
24
+ Game_Oneshot
25
+ Game_Light
26
+ Game_Follower
27
+ Game_FastTravel
28
+ Sprite_Character
29
+ Sprite_Battler
30
+ Sprite_Picture
31
+ Sprite_Timer
32
+ Sprite_Light
33
+ Sprite_Footprint
34
+ Sprite_Footsplash
35
+ Sprite_MapText
36
+ Spriteset_Map
37
+ FastTravel
38
+ Window_Base
39
+ Window_Selectable
40
+ Window_Command
41
+ Window_Help
42
+ Window_Gold
43
+ Window_PlayTime
44
+ Window_Steps
45
+ Window_MenuStatus
46
+ Window_Item
47
+ Window_Skill
48
+ Window_SkillStatus
49
+ Window_Target
50
+ Window_EquipLeft
51
+ Window_EquipRight
52
+ Window_EquipItem
53
+ Window_Status
54
+ Window_SaveFile
55
+ Window_Settings
56
+ Window_ShopCommand
57
+ Window_ShopBuy
58
+ Window_ShopSell
59
+ Window_ShopNumber
60
+ Window_ShopStatus
61
+ Window_NameEdit
62
+ Window_NameInput
63
+ Window_InputNumber
64
+ Window_Message
65
+ Window_PartyCommand
66
+ Window_BattleStatus
67
+ Window_BattleResult
68
+ Window_DebugLeft
69
+ Window_DebugRight
70
+ Window_MainMenu
71
+ Interpreter 1
72
+ Interpreter 2
73
+ Interpreter 3
74
+ Interpreter 4
75
+ Interpreter 5
76
+ Interpreter 6
77
+ Interpreter 7
78
+ Scene_Title
79
+ Scene_Map
80
+ Scene_Menu
81
+ Scene_Item
82
+ Scene_Skill
83
+ Scene_Equip
84
+ Scene_Status
85
+ Scene_File
86
+ Scene_Save
87
+ Scene_Load
88
+ Scene_End
89
+ Scene_Name
90
+ Scene_Debug
91
+ Persistent
92
+ i18n_Language
93
+ i18n_English
94
+ Data_Item
95
+ Data_Footsteps
96
+ Data_SpecialEventData
97
+ Data_FastTravel
98
+ Script
99
+ Puzzle_Sokoban
100
+ Puzzle_Pixel
101
+ Puzzle_Film
102
+ Puzzle_Safe
103
+ SaveLoad
104
+ Ed_Message
105
+ Doc_Message
106
+ Desktop_Message
107
+ Credits_Message
108
+ Particles
109
+ Demo
110
+ EdText
111
+ Main
@@ -0,0 +1,59 @@
1
+ # Default English localization settings
2
+ Font.default_name = Language::FONT_WESTERN
3
+
4
+ class Language
5
+ def self.create_input
6
+ if Font.default_name == FONT_J
7
+ input = Window_NameInput.new
8
+ input.ok_text = '決定'
9
+ input.set_mode_buttons [['英字', 'かな', 'カナ']]
10
+ input.character_tables = {
11
+ [0] => [ # Latin
12
+ "A","B","C","D","E","F","G","H","I","a","b","c","d","e","f","g","h","i",
13
+ "J","K","L","M","N","O","P","Q","R","j","k","l","m","n","o","p","q","r",
14
+ "S","T","U","V","W","X","Y","Z"," ","s","t","u","v","w","x","y","z"," ",
15
+ "0","1","2","3","4","+","-","=","&","!","?","'",'"',".",",",":",";","$",
16
+ "5","6","7","8","9","*","/","#","|","[","]","(",")","<",">","{","}","@",
17
+ ],
18
+ [1] => [ # Hiragana
19
+ "ー","っ","ぁ","ぱ","ば","だ","ざ","が","わ","ら","や","ま","は","な","た","さ","か","あ",
20
+ "~","ゃ","ぃ","ぴ","び","ぢ","じ","ぎ"," ","り"," ","み","ひ","に","ち","し","き","い",
21
+ "・","ゅ","ぅ","ぷ","ぶ","づ","ず","ぐ","を","る","ゆ","む","ふ","ぬ","つ","す","く","う",
22
+ "=","ょ","ぇ","ぺ","べ","で","ぜ","げ"," ","れ"," ","め","へ","ね","て","せ","け","え",
23
+ "☆","ゎ","ぉ","ぽ","ぼ","ど","ぞ","ご","ん","ろ","よ","も","ほ","の","と","そ","こ","お",
24
+ ],
25
+ [2] => [ # Katakana
26
+ "ー","ッ","ァ","パ","バ","ダ","ザ","ガ","ワ","ラ","ヤ","マ","ハ","ナ","タ","サ","カ","ア",
27
+ "~","ャ","ィ","ピ","ビ","ヂ","ジ","ギ"," ","リ"," ","ミ","ヒ","ニ","チ","シ","キ","イ",
28
+ "・","ュ","ゥ","プ","ブ","ヅ","ズ","グ","ヲ","ル","ユ","ム","フ","ヌ","ツ","ス","ク","ウ",
29
+ "=","ョ","ェ","ペ","ベ","デ","ゼ","ゲ"," ","レ"," ","メ","ヘ","ネ","テ","セ","ケ","エ",
30
+ "☆","ヮ","ォ","ポ","ボ","ド","ゾ","ゴ","ン","ロ","ヨ","モ","ホ","ノ","ト","ソ","コ","オ",
31
+ ],
32
+ }
33
+ input.index = 17 # Start on あ
34
+ input.table_height = 5
35
+ input.init
36
+ else
37
+ input = Window_NameInput.new
38
+ input.set_mode_buttons [[tr('Upper'), tr('Lower')]]
39
+ input.character_tables = {
40
+ [0] => [ # Case: Upper
41
+ "A","B","C","D","E","F","G","H","I","J",
42
+ "K","L","M","N","O","P","Q","R","S","T",
43
+ "U","V","W","X","Y","Z"," ",".",",","-",
44
+ "0","1","2","3","4","5","6","7","8","9",
45
+ "!","?",'"',"'","/","&","[","]","(",")",
46
+ ],
47
+ [1] => [ # Case: Lower
48
+ "a","b","c","d","e","f","g","h","i","j",
49
+ "k","l","m","n","o","p","q","r","s","t",
50
+ "u","v","w","x","y","z"," ",".",",","-",
51
+ "0","1","2","3","4","5","6","7","8","9",
52
+ "!","?",'"',"'","/","&","[","]","(",")",
53
+ ],
54
+ }
55
+ input.table_height = 5
56
+ input.init
57
+ end
58
+ end
59
+ end