rmxp_extractor 1.8 → 1.9

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (411) hide show
  1. checksums.yaml +4 -4
  2. data/CODE_OF_CONDUCT.md +74 -74
  3. data/Gemfile +13 -13
  4. data/Gemfile.lock +1 -1
  5. data/LICENSE.txt +21 -21
  6. data/README.md +35 -35
  7. data/Rakefile +6 -6
  8. data/bin/rmxp_extractor +13 -13
  9. data/bin/setup +8 -8
  10. data/diff_check.rb +13 -13
  11. data/lib/rmxp_extractor/classnames.rb +227 -245
  12. data/lib/rmxp_extractor/data_export.rb +80 -82
  13. data/lib/rmxp_extractor/data_import.rb +74 -69
  14. data/lib/rmxp_extractor/ron.rb +144 -144
  15. data/lib/rmxp_extractor/script_handler.rb +85 -85
  16. data/lib/rmxp_extractor/version.rb +3 -3
  17. data/lib/rmxp_extractor.rb +46 -46
  18. data/rmxp_extractor.gemspec +30 -30
  19. data/spec/spec_helper.rb +100 -100
  20. metadata +2 -393
  21. data/Data/Actors.rxdata +0 -0
  22. data/Data/Animations.rxdata +0 -0
  23. data/Data/Armors.rxdata +0 -0
  24. data/Data/Classes.rxdata +0 -0
  25. data/Data/CommonEvents.rxdata +0 -0
  26. data/Data/Enemies.rxdata +0 -0
  27. data/Data/Items.rxdata +0 -0
  28. data/Data/Map001.rxdata +0 -0
  29. data/Data/Map002.rxdata +0 -0
  30. data/Data/Map003.rxdata +0 -0
  31. data/Data/Map004.rxdata +0 -0
  32. data/Data/Map005.rxdata +0 -0
  33. data/Data/Map006.rxdata +0 -0
  34. data/Data/Map007.rxdata +0 -0
  35. data/Data/Map008.rxdata +0 -0
  36. data/Data/Map009.rxdata +0 -0
  37. data/Data/Map010.rxdata +0 -0
  38. data/Data/Map011.rxdata +0 -0
  39. data/Data/Map012.rxdata +0 -0
  40. data/Data/Map013.rxdata +0 -0
  41. data/Data/Map014.rxdata +0 -0
  42. data/Data/Map015.rxdata +0 -0
  43. data/Data/Map016.rxdata +0 -0
  44. data/Data/Map017.rxdata +0 -0
  45. data/Data/Map018.rxdata +0 -0
  46. data/Data/Map019.rxdata +0 -0
  47. data/Data/Map020.rxdata +0 -0
  48. data/Data/Map021.rxdata +0 -0
  49. data/Data/Map022.rxdata +0 -0
  50. data/Data/Map023.rxdata +0 -0
  51. data/Data/Map024.rxdata +0 -0
  52. data/Data/Map025.rxdata +0 -0
  53. data/Data/Map026.rxdata +0 -0
  54. data/Data/Map027.rxdata +0 -0
  55. data/Data/Map028.rxdata +0 -0
  56. data/Data/Map029.rxdata +0 -0
  57. data/Data/Map030.rxdata +0 -0
  58. data/Data/Map031.rxdata +0 -0
  59. data/Data/Map032.rxdata +0 -0
  60. data/Data/Map033.rxdata +0 -0
  61. data/Data/Map034.rxdata +0 -0
  62. data/Data/Map035.rxdata +0 -0
  63. data/Data/Map036.rxdata +0 -0
  64. data/Data/Map037.rxdata +0 -0
  65. data/Data/Map038.rxdata +0 -0
  66. data/Data/Map039.rxdata +0 -0
  67. data/Data/Map040.rxdata +0 -0
  68. data/Data/Map041.rxdata +0 -0
  69. data/Data/Map042.rxdata +0 -0
  70. data/Data/Map043.rxdata +0 -0
  71. data/Data/Map044.rxdata +0 -0
  72. data/Data/Map045.rxdata +0 -0
  73. data/Data/Map046.rxdata +0 -0
  74. data/Data/Map047.rxdata +0 -0
  75. data/Data/Map048.rxdata +0 -0
  76. data/Data/Map049.rxdata +0 -0
  77. data/Data/Map050.rxdata +0 -0
  78. data/Data/Map051.rxdata +0 -0
  79. data/Data/Map052.rxdata +0 -0
  80. data/Data/Map053.rxdata +0 -0
  81. data/Data/Map054.rxdata +0 -0
  82. data/Data/Map055.rxdata +0 -0
  83. data/Data/Map056.rxdata +0 -0
  84. data/Data/Map057.rxdata +0 -0
  85. data/Data/Map058.rxdata +0 -0
  86. data/Data/Map059.rxdata +0 -0
  87. data/Data/Map060.rxdata +0 -0
  88. data/Data/Map061.rxdata +0 -0
  89. data/Data/Map062.rxdata +0 -0
  90. data/Data/Map063.rxdata +0 -0
  91. data/Data/Map064.rxdata +0 -0
  92. data/Data/Map065.rxdata +0 -0
  93. data/Data/Map066.rxdata +0 -0
  94. data/Data/Map067.rxdata +0 -0
  95. data/Data/Map068.rxdata +0 -0
  96. data/Data/Map069.rxdata +0 -0
  97. data/Data/Map070.rxdata +0 -0
  98. data/Data/Map071.rxdata +0 -0
  99. data/Data/Map072.rxdata +0 -0
  100. data/Data/Map073.rxdata +0 -0
  101. data/Data/Map074.rxdata +0 -0
  102. data/Data/Map075.rxdata +0 -0
  103. data/Data/Map076.rxdata +0 -0
  104. data/Data/Map077.rxdata +0 -0
  105. data/Data/Map078.rxdata +0 -0
  106. data/Data/Map079.rxdata +0 -0
  107. data/Data/Map080.rxdata +0 -0
  108. data/Data/Map081.rxdata +0 -0
  109. data/Data/Map082.rxdata +0 -0
  110. data/Data/Map083.rxdata +0 -0
  111. data/Data/Map084.rxdata +0 -0
  112. data/Data/Map085.rxdata +0 -0
  113. data/Data/Map086.rxdata +0 -0
  114. data/Data/Map087.rxdata +0 -0
  115. data/Data/Map088.rxdata +0 -0
  116. data/Data/Map089.rxdata +0 -0
  117. data/Data/Map090.rxdata +0 -0
  118. data/Data/Map091.rxdata +0 -0
  119. data/Data/Map092.rxdata +0 -0
  120. data/Data/Map093.rxdata +0 -0
  121. data/Data/Map094.rxdata +0 -0
  122. data/Data/Map095.rxdata +0 -0
  123. data/Data/Map096.rxdata +0 -0
  124. data/Data/Map097.rxdata +0 -0
  125. data/Data/Map098.rxdata +0 -0
  126. data/Data/Map099.rxdata +0 -0
  127. data/Data/Map100.rxdata +0 -0
  128. data/Data/Map101.rxdata +0 -0
  129. data/Data/Map102.rxdata +0 -0
  130. data/Data/Map103.rxdata +0 -0
  131. data/Data/Map104.rxdata +0 -0
  132. data/Data/Map105.rxdata +0 -0
  133. data/Data/Map106.rxdata +0 -0
  134. data/Data/Map107.rxdata +0 -0
  135. data/Data/Map108.rxdata +0 -0
  136. data/Data/Map109.rxdata +0 -0
  137. data/Data/Map110.rxdata +0 -0
  138. data/Data/Map111.rxdata +0 -0
  139. data/Data/Map112.rxdata +0 -0
  140. data/Data/Map113.rxdata +0 -0
  141. data/Data/Map114.rxdata +0 -0
  142. data/Data/Map115.rxdata +0 -0
  143. data/Data/Map116.rxdata +0 -0
  144. data/Data/Map117.rxdata +0 -0
  145. data/Data/Map118.rxdata +0 -0
  146. data/Data/Map119.rxdata +0 -0
  147. data/Data/Map120.rxdata +0 -0
  148. data/Data/Map121.rxdata +0 -0
  149. data/Data/Map122.rxdata +0 -0
  150. data/Data/Map123.rxdata +0 -0
  151. data/Data/Map124.rxdata +0 -0
  152. data/Data/Map125.rxdata +0 -0
  153. data/Data/Map126.rxdata +0 -0
  154. data/Data/Map127.rxdata +0 -0
  155. data/Data/Map128.rxdata +0 -0
  156. data/Data/Map129.rxdata +0 -0
  157. data/Data/Map130.rxdata +0 -0
  158. data/Data/Map131.rxdata +0 -0
  159. data/Data/Map132.rxdata +0 -0
  160. data/Data/Map133.rxdata +0 -0
  161. data/Data/Map134.rxdata +0 -0
  162. data/Data/Map135.rxdata +0 -0
  163. data/Data/Map136.rxdata +0 -0
  164. data/Data/Map137.rxdata +0 -0
  165. data/Data/Map138.rxdata +0 -0
  166. data/Data/Map139.rxdata +0 -0
  167. data/Data/Map140.rxdata +0 -0
  168. data/Data/Map141.rxdata +0 -0
  169. data/Data/Map142.rxdata +0 -0
  170. data/Data/Map143.rxdata +0 -0
  171. data/Data/Map144.rxdata +0 -0
  172. data/Data/Map145.rxdata +0 -0
  173. data/Data/Map146.rxdata +0 -0
  174. data/Data/Map147.rxdata +0 -0
  175. data/Data/Map148.rxdata +0 -0
  176. data/Data/Map149.rxdata +0 -0
  177. data/Data/Map150.rxdata +0 -0
  178. data/Data/Map151.rxdata +0 -0
  179. data/Data/Map152.rxdata +0 -0
  180. data/Data/Map153.rxdata +0 -0
  181. data/Data/Map154.rxdata +0 -0
  182. data/Data/Map155.rxdata +0 -0
  183. data/Data/Map156.rxdata +0 -0
  184. data/Data/Map157.rxdata +0 -0
  185. data/Data/Map158.rxdata +0 -0
  186. data/Data/Map159.rxdata +0 -0
  187. data/Data/Map160.rxdata +0 -0
  188. data/Data/Map161.rxdata +0 -0
  189. data/Data/Map162.rxdata +0 -0
  190. data/Data/Map163.rxdata +0 -0
  191. data/Data/Map164.rxdata +0 -0
  192. data/Data/Map165.rxdata +0 -0
  193. data/Data/Map166.rxdata +0 -0
  194. data/Data/Map167.rxdata +0 -0
  195. data/Data/Map168.rxdata +0 -0
  196. data/Data/Map169.rxdata +0 -0
  197. data/Data/Map170.rxdata +0 -0
  198. data/Data/Map171.rxdata +0 -0
  199. data/Data/Map172.rxdata +0 -0
  200. data/Data/Map173.rxdata +0 -0
  201. data/Data/Map174.rxdata +0 -0
  202. data/Data/Map175.rxdata +0 -0
  203. data/Data/Map176.rxdata +0 -0
  204. data/Data/Map177.rxdata +0 -0
  205. data/Data/Map178.rxdata +0 -0
  206. data/Data/Map179.rxdata +0 -0
  207. data/Data/Map180.rxdata +0 -0
  208. data/Data/Map181.rxdata +0 -0
  209. data/Data/Map182.rxdata +0 -0
  210. data/Data/Map183.rxdata +0 -0
  211. data/Data/Map184.rxdata +0 -0
  212. data/Data/Map185.rxdata +0 -0
  213. data/Data/Map186.rxdata +0 -0
  214. data/Data/Map187.rxdata +0 -0
  215. data/Data/Map188.rxdata +0 -0
  216. data/Data/Map189.rxdata +0 -0
  217. data/Data/Map190.rxdata +0 -0
  218. data/Data/Map191.rxdata +0 -0
  219. data/Data/Map192.rxdata +0 -0
  220. data/Data/Map193.rxdata +0 -0
  221. data/Data/Map194.rxdata +0 -0
  222. data/Data/Map195.rxdata +0 -0
  223. data/Data/Map196.rxdata +0 -0
  224. data/Data/Map197.rxdata +0 -0
  225. data/Data/Map198.rxdata +0 -0
  226. data/Data/Map199.rxdata +0 -0
  227. data/Data/Map200.rxdata +0 -0
  228. data/Data/Map201.rxdata +0 -0
  229. data/Data/Map202.rxdata +0 -0
  230. data/Data/Map203.rxdata +0 -0
  231. data/Data/Map204.rxdata +0 -0
  232. data/Data/Map205.rxdata +0 -0
  233. data/Data/Map206.rxdata +0 -0
  234. data/Data/Map207.rxdata +0 -0
  235. data/Data/Map208.rxdata +0 -0
  236. data/Data/Map209.rxdata +0 -0
  237. data/Data/Map210.rxdata +0 -0
  238. data/Data/Map211.rxdata +0 -0
  239. data/Data/Map212.rxdata +0 -0
  240. data/Data/Map213.rxdata +0 -0
  241. data/Data/Map214.rxdata +0 -0
  242. data/Data/Map215.rxdata +0 -0
  243. data/Data/Map216.rxdata +0 -0
  244. data/Data/Map217.rxdata +0 -0
  245. data/Data/Map218.rxdata +0 -0
  246. data/Data/Map219.rxdata +0 -0
  247. data/Data/Map220.rxdata +0 -0
  248. data/Data/Map221.rxdata +0 -0
  249. data/Data/Map222.rxdata +0 -0
  250. data/Data/Map223.rxdata +0 -0
  251. data/Data/Map224.rxdata +0 -0
  252. data/Data/Map225.rxdata +0 -0
  253. data/Data/Map226.rxdata +0 -0
  254. data/Data/Map227.rxdata +0 -0
  255. data/Data/Map228.rxdata +0 -0
  256. data/Data/Map229.rxdata +0 -0
  257. data/Data/Map230.rxdata +0 -0
  258. data/Data/Map231.rxdata +0 -0
  259. data/Data/Map232.rxdata +0 -0
  260. data/Data/Map233.rxdata +0 -0
  261. data/Data/Map234.rxdata +0 -0
  262. data/Data/Map235.rxdata +0 -0
  263. data/Data/Map236.rxdata +0 -0
  264. data/Data/Map237.rxdata +0 -0
  265. data/Data/Map238.rxdata +0 -0
  266. data/Data/Map239.rxdata +0 -0
  267. data/Data/Map240.rxdata +0 -0
  268. data/Data/Map241.rxdata +0 -0
  269. data/Data/Map242.rxdata +0 -0
  270. data/Data/Map243.rxdata +0 -0
  271. data/Data/Map244.rxdata +0 -0
  272. data/Data/Map245.rxdata +0 -0
  273. data/Data/Map246.rxdata +0 -0
  274. data/Data/Map247.rxdata +0 -0
  275. data/Data/Map248.rxdata +0 -0
  276. data/Data/Map249.rxdata +0 -0
  277. data/Data/Map250.rxdata +0 -0
  278. data/Data/Map251.rxdata +0 -0
  279. data/Data/Map252.rxdata +0 -0
  280. data/Data/Map253.rxdata +0 -0
  281. data/Data/Map254.rxdata +0 -0
  282. data/Data/Map255.rxdata +0 -0
  283. data/Data/Map256.rxdata +0 -0
  284. data/Data/Map257.rxdata +0 -0
  285. data/Data/Map258.rxdata +0 -0
  286. data/Data/Map259.rxdata +0 -0
  287. data/Data/Map260.rxdata +0 -0
  288. data/Data/Map261.rxdata +0 -0
  289. data/Data/Map262.rxdata +0 -0
  290. data/Data/Map263.rxdata +0 -0
  291. data/Data/MapInfos.rxdata +0 -0
  292. data/Data/Scripts.rxdata +0 -0
  293. data/Data/Skills.rxdata +0 -0
  294. data/Data/States.rxdata +0 -0
  295. data/Data/System.rxdata +0 -0
  296. data/Data/Tilesets.rxdata +0 -0
  297. data/Data/Troops.rxdata +0 -0
  298. data/Data/Weapons.rxdata +0 -0
  299. data/Data/xScripts.rxdata +0 -0
  300. data/Scripts/Credits_Message.rb +0 -259
  301. data/Scripts/Data_FastTravel.rb +0 -50
  302. data/Scripts/Data_Footsteps.rb +0 -77
  303. data/Scripts/Data_Item.rb +0 -50
  304. data/Scripts/Data_SpecialEventData.rb +0 -60
  305. data/Scripts/Demo.rb +0 -7
  306. data/Scripts/Desktop_Message.rb +0 -210
  307. data/Scripts/Doc_Message.rb +0 -273
  308. data/Scripts/EdText.rb +0 -50
  309. data/Scripts/Ed_Message.rb +0 -234
  310. data/Scripts/FastTravel.rb +0 -175
  311. data/Scripts/Game_Actor.rb +0 -156
  312. data/Scripts/Game_Actors.rb +0 -28
  313. data/Scripts/Game_BattleAction.rb +0 -145
  314. data/Scripts/Game_Battler 1.rb +0 -307
  315. data/Scripts/Game_Battler 2.rb +0 -294
  316. data/Scripts/Game_Battler 3.rb +0 -354
  317. data/Scripts/Game_Character 1.rb +0 -291
  318. data/Scripts/Game_Character 2.rb +0 -355
  319. data/Scripts/Game_Character 3.rb +0 -505
  320. data/Scripts/Game_CommonEvent.rb +0 -70
  321. data/Scripts/Game_Enemy.rb +0 -317
  322. data/Scripts/Game_Event.rb +0 -264
  323. data/Scripts/Game_FastTravel.rb +0 -40
  324. data/Scripts/Game_Follower.rb +0 -76
  325. data/Scripts/Game_Light.rb +0 -13
  326. data/Scripts/Game_Map.rb +0 -551
  327. data/Scripts/Game_Oneshot.rb +0 -83
  328. data/Scripts/Game_Party.rb +0 -380
  329. data/Scripts/Game_Picture.rb +0 -164
  330. data/Scripts/Game_Player.rb +0 -298
  331. data/Scripts/Game_Screen.rb +0 -148
  332. data/Scripts/Game_SelfSwitches.rb +0 -30
  333. data/Scripts/Game_Switches.rb +0 -45
  334. data/Scripts/Game_System.rb +0 -210
  335. data/Scripts/Game_Temp.rb +0 -145
  336. data/Scripts/Game_Variables.rb +0 -36
  337. data/Scripts/Interpreter 1.rb +0 -320
  338. data/Scripts/Interpreter 2.rb +0 -286
  339. data/Scripts/Interpreter 3.rb +0 -474
  340. data/Scripts/Interpreter 4.rb +0 -327
  341. data/Scripts/Interpreter 5.rb +0 -448
  342. data/Scripts/Interpreter 6.rb +0 -307
  343. data/Scripts/Interpreter 7.rb +0 -282
  344. data/Scripts/Main.rb +0 -50
  345. data/Scripts/Particles.rb +0 -141
  346. data/Scripts/Persistent.rb +0 -71
  347. data/Scripts/Puzzle_Film.rb +0 -14
  348. data/Scripts/Puzzle_Pixel.rb +0 -210
  349. data/Scripts/Puzzle_Safe.rb +0 -152
  350. data/Scripts/Puzzle_Sokoban.rb +0 -14
  351. data/Scripts/RPG.rb +0 -55
  352. data/Scripts/SaveLoad.rb +0 -275
  353. data/Scripts/Scene_Debug.rb +0 -190
  354. data/Scripts/Scene_End.rb +0 -108
  355. data/Scripts/Scene_Equip.rb +0 -222
  356. data/Scripts/Scene_File.rb +0 -111
  357. data/Scripts/Scene_Item.rb +0 -205
  358. data/Scripts/Scene_Load.rb +0 -106
  359. data/Scripts/Scene_Map.rb +0 -540
  360. data/Scripts/Scene_Menu.rb +0 -213
  361. data/Scripts/Scene_Name.rb +0 -113
  362. data/Scripts/Scene_Save.rb +0 -88
  363. data/Scripts/Scene_Skill.rb +0 -232
  364. data/Scripts/Scene_Status.rb +0 -78
  365. data/Scripts/Scene_Title.rb +0 -237
  366. data/Scripts/Script.rb +0 -780
  367. data/Scripts/Sprite_Battler.rb +0 -131
  368. data/Scripts/Sprite_Character.rb +0 -192
  369. data/Scripts/Sprite_Footprint.rb +0 -35
  370. data/Scripts/Sprite_Footsplash.rb +0 -54
  371. data/Scripts/Sprite_Light.rb +0 -18
  372. data/Scripts/Sprite_MapText.rb +0 -63
  373. data/Scripts/Sprite_Picture.rb +0 -72
  374. data/Scripts/Sprite_Timer.rb +0 -52
  375. data/Scripts/Spriteset_Map.rb +0 -370
  376. data/Scripts/Window_Base.rb +0 -327
  377. data/Scripts/Window_BattleResult.rb +0 -51
  378. data/Scripts/Window_BattleStatus.rb +0 -62
  379. data/Scripts/Window_Command.rb +0 -49
  380. data/Scripts/Window_DebugLeft.rb +0 -57
  381. data/Scripts/Window_DebugRight.rb +0 -69
  382. data/Scripts/Window_EquipItem.rb +0 -94
  383. data/Scripts/Window_EquipLeft.rb +0 -61
  384. data/Scripts/Window_EquipRight.rb +0 -56
  385. data/Scripts/Window_Gold.rb +0 -27
  386. data/Scripts/Window_Help.rb +0 -33
  387. data/Scripts/Window_InputNumber.rb +0 -111
  388. data/Scripts/Window_Item.rb +0 -229
  389. data/Scripts/Window_MainMenu.rb +0 -150
  390. data/Scripts/Window_MenuStatus.rb +0 -48
  391. data/Scripts/Window_Message.rb +0 -459
  392. data/Scripts/Window_NameEdit.rb +0 -108
  393. data/Scripts/Window_NameInput.rb +0 -262
  394. data/Scripts/Window_PartyCommand.rb +0 -42
  395. data/Scripts/Window_PlayTime.rb +0 -40
  396. data/Scripts/Window_SaveFile.rb +0 -91
  397. data/Scripts/Window_Selectable.rb +0 -203
  398. data/Scripts/Window_Settings.rb +0 -469
  399. data/Scripts/Window_ShopBuy.rb +0 -93
  400. data/Scripts/Window_ShopCommand.rb +0 -37
  401. data/Scripts/Window_ShopNumber.rb +0 -87
  402. data/Scripts/Window_ShopSell.rb +0 -94
  403. data/Scripts/Window_ShopStatus.rb +0 -107
  404. data/Scripts/Window_Skill.rb +0 -83
  405. data/Scripts/Window_SkillStatus.rb +0 -28
  406. data/Scripts/Window_Status.rb +0 -64
  407. data/Scripts/Window_Steps.rb +0 -26
  408. data/Scripts/Window_Target.rb +0 -49
  409. data/Scripts/_scripts.txt +0 -111
  410. data/Scripts/i18n_English.rb +0 -59
  411. data/Scripts/i18n_Language.rb +0 -130
@@ -1,291 +0,0 @@
1
- #==============================================================================
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- # ** Game_Character (part 1)
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- #------------------------------------------------------------------------------
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- # This class deals with characters. It's used as a superclass for the
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- # Game_Player and Game_Event classes.
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- #==============================================================================
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-
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- class Game_Character
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- #--------------------------------------------------------------------------
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- # * Public Instance Variables
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- #--------------------------------------------------------------------------
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- attr_reader :id # ID
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- attr_accessor :x # map x-coordinate (logical)
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- attr_accessor :y # map y-coordinate (logical)
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- attr_accessor :real_x # map x-coordinate (real * 128)
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- attr_accessor :real_y # map y-coordinate (real * 128)
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- attr_reader :tile_id # tile ID (invalid if 0)
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- attr_reader :character_name # character file name
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- attr_reader :character_hue # character hue
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- attr_reader :opacity # opacity level
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- attr_reader :blend_type # blending method
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- attr_accessor :direction # direction
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- attr_accessor :pattern # pattern
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- attr_reader :move_route_forcing # forced move route flag
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- attr_reader :through # through
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- attr_accessor :animation_id # animation ID
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- attr_accessor :transparent # transparent flag
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- #--------------------------------------------------------------------------
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- # * Object Initialization
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- #--------------------------------------------------------------------------
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- def initialize
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- @id = 0
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- @x = 0
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- @y = 0
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- @real_x = 0
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- @real_y = 0
37
- @tile_id = 0
38
- @character_name = ""
39
- @character_hue = 0
40
- @opacity = 255
41
- @blend_type = 0
42
- @direction = 2
43
- @pattern = 0
44
- @move_route_forcing = false
45
- @through = false
46
- @animation_id = 0
47
- @transparent = false
48
- @original_pattern = 0
49
- @move_type = 0
50
- @move_speed = 4
51
- @move_frequency = 6
52
- @move_route = nil
53
- @move_route_index = 0
54
- @original_move_route = nil
55
- @original_move_route_index = 0
56
- @walk_anime = true
57
- @step_anime = false
58
- @direction_fix = false
59
- @always_on_top = false
60
- @anime_count = 0
61
- @stop_count = 0
62
- @jump_count = 0
63
- @jump_peak = 0
64
- @wait_count = 0
65
- @locked = false
66
- @prelock_direction = 0
67
- @custom_flags = []
68
- end
69
- #--------------------------------------------------------------------------
70
- # * Determine if Moving
71
- #--------------------------------------------------------------------------
72
- def moving?
73
- # If logical coordinates differ from real coordinates,
74
- # movement is occurring.
75
- return (@real_x != @x * 128 or @real_y != @y * 128)
76
- end
77
- #--------------------------------------------------------------------------
78
- # * Determine if Jumping
79
- #--------------------------------------------------------------------------
80
- def jumping?
81
- # A jump is occurring if jump count is larger than 0
82
- return @jump_count > 0
83
- end
84
- #--------------------------------------------------------------------------
85
- # * Straighten Position
86
- #--------------------------------------------------------------------------
87
- def straighten
88
- # If moving animation or stop animation is ON
89
- if @walk_anime or @step_anime
90
- # Set pattern to 0
91
- @pattern = 0
92
- end
93
- # Clear animation count
94
- @anime_count = 0
95
- # Clear prelock direction
96
- @prelock_direction = 0
97
- end
98
- #--------------------------------------------------------------------------
99
- # * Force Move Route
100
- # move_route : new move route
101
- #--------------------------------------------------------------------------
102
- def force_move_route(move_route)
103
- # Save original move route
104
- if @original_move_route == nil
105
- @original_move_route = @move_route
106
- @original_move_route_index = @move_route_index
107
- end
108
- # Change move route
109
- @move_route = move_route
110
- @move_route_index = 0
111
- # Set forced move route flag
112
- @move_route_forcing = true
113
- # Clear prelock direction
114
- @prelock_direction = 0
115
- # Clear wait count
116
- @wait_count = 0
117
- # Move cutsom
118
- move_type_custom
119
- end
120
- #--------------------------------------------------------------------------
121
- # * Determine if Passable
122
- # x : x-coordinate
123
- # y : y-coordinate
124
- # d : direction (0,2,4,6,8)
125
- # * 0 = Determines if all directions are impassable (for jumping)
126
- #--------------------------------------------------------------------------
127
- def passable?(x, y, d)
128
- # Get new coordinates
129
- new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
130
- new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
131
- # If coordinates are outside of map
132
- unless $game_map.valid?(new_x, new_y)
133
- # impassable
134
- return false
135
- end
136
- # If through is ON
137
- if @through
138
- # passable
139
- return true
140
- end
141
- # If unable to leave first move tile in designated direction
142
- unless $game_map.passable?(x, y, d, self)
143
- # impassable
144
- return false
145
- end
146
- # If unable to enter move tile in designated direction
147
- unless $game_map.passable?(new_x, new_y, 10 - d)
148
- # impassable
149
- return false
150
- end
151
- # Loop all events
152
- for event in $game_map.events.values
153
- next if event.through || event.character_name.empty?
154
- return false if event.intersects?(new_x, new_y)
155
- end
156
- # If player coordinates are consistent with move destination
157
- if $game_player.x == new_x and $game_player.y == new_y
158
- # If through is OFF
159
- unless $game_player.through
160
- # If your own graphic is the character
161
- if @character_name != ""
162
- # impassable
163
- return false
164
- end
165
- end
166
- end
167
- # passable
168
- return true
169
- end
170
- #--------------------------------------------------------------------------
171
- # * Lock
172
- #--------------------------------------------------------------------------
173
- def lock
174
- # If already locked
175
- if @locked
176
- # End method
177
- return
178
- end
179
- # Save prelock direction
180
- @prelock_direction = @direction
181
- # Turn toward player
182
- turn_toward_player
183
- # Set locked flag
184
- @locked = true
185
- end
186
- #--------------------------------------------------------------------------
187
- # * Determine if Locked
188
- #--------------------------------------------------------------------------
189
- def lock?
190
- return @locked
191
- end
192
- #--------------------------------------------------------------------------
193
- # * Unlock
194
- #--------------------------------------------------------------------------
195
- def unlock
196
- # If not locked
197
- unless @locked
198
- # End method
199
- return
200
- end
201
- # Clear locked flag
202
- @locked = false
203
- # If direction is not fixed
204
- unless @direction_fix
205
- # If prelock direction is saved
206
- if @prelock_direction != 0
207
- # Restore prelock direction
208
- @direction = @prelock_direction
209
- end
210
- end
211
- end
212
- #--------------------------------------------------------------------------
213
- # * Move to Designated Position
214
- # x : x-coordinate
215
- # y : y-coordinate
216
- #--------------------------------------------------------------------------
217
- def moveto(x, y)
218
- @x = x % $game_map.width
219
- @y = y % $game_map.height
220
- @real_x = @x * 128
221
- @real_y = @y * 128
222
- @prelock_direction = 0
223
- end
224
- #--------------------------------------------------------------------------
225
- # * Get Screen X-Coordinates
226
- #--------------------------------------------------------------------------
227
- def screen_x
228
- # Get screen coordinates from real coordinates and map display position
229
- return (@real_x - $game_map.display_x + 3) / 4 + 16
230
- end
231
- #--------------------------------------------------------------------------
232
- # * Get Screen Y-Coordinates
233
- #--------------------------------------------------------------------------
234
- def screen_y
235
- # Get screen coordinates from real coordinates and map display position
236
- y = (@real_y - $game_map.display_y + 3) / 4 + 32
237
- # Make y-coordinate smaller via jump count
238
- if @jump_count >= @jump_peak
239
- n = @jump_count - @jump_peak
240
- else
241
- n = @jump_peak - @jump_count
242
- end
243
- return y - (@jump_peak * @jump_peak - n * n) / 2
244
- end
245
- #--------------------------------------------------------------------------
246
- # * Get Screen Z-Coordinates
247
- # height : character height
248
- #--------------------------------------------------------------------------
249
- def screen_z(height = 0)
250
- # If display flag on closest surface is ON
251
- if @always_on_top
252
- # 999, unconditional
253
- return 999
254
- end
255
- if @custom_flags.include? :bottom
256
- return 0
257
- end
258
- # Get screen coordinates from real coordinates and map display position
259
- z = (@real_y - $game_map.display_y + 3) / 4 + 32
260
- # If tile
261
- if @tile_id > 0
262
- # Add tile priority * 32
263
- return z + $game_map.priorities[@tile_id] * 32
264
- # If character
265
- else
266
- # If height exceeds 32, then add 31
267
- return z + ((height > 32) ? 31 : 0)
268
- end
269
- end
270
- #--------------------------------------------------------------------------
271
- # * Get Thicket Depth
272
- #--------------------------------------------------------------------------
273
- def bush_depth
274
- # If tile, or if display flag on the closest surface is ON
275
- if @tile_id > 0 or @always_on_top
276
- return 0
277
- end
278
- # If element tile other than jumping, then 12; anything else = 0
279
- if @jump_count == 0 and $game_map.bush?(@x, @y)
280
- return 12
281
- else
282
- return 0
283
- end
284
- end
285
- #--------------------------------------------------------------------------
286
- # * Get Terrain Tag
287
- #--------------------------------------------------------------------------
288
- def terrain_tag
289
- return $game_map.terrain_tag(@x, @y)
290
- end
291
- end
@@ -1,355 +0,0 @@
1
- #==============================================================================
2
- # ** Game_Character (part 2)
3
- #------------------------------------------------------------------------------
4
- # This class deals with characters. It's used as a superclass for the
5
- # Game_Player and Game_Event classes.
6
- #==============================================================================
7
-
8
- class Game_Character
9
- #--------------------------------------------------------------------------
10
- # * Frame Update
11
- #--------------------------------------------------------------------------
12
- def update
13
- # Branch with jumping, moving, and stopping
14
- if jumping?
15
- update_jump
16
- elsif moving?
17
- update_move
18
- else
19
- update_stop
20
- end
21
- # If animation count exceeds maximum value
22
- # * Maximum value is move speed * 1 taken from basic value 18
23
- if @anime_count > 18 - @move_speed * 2
24
- # If stop animation is OFF when stopping
25
- if not @step_anime and @stop_count > 0
26
- # Return to original pattern
27
- @pattern = @original_pattern
28
- # If stop animation is ON when moving
29
- else
30
- # Update pattern
31
- @pattern = (@pattern + 1) % 4
32
- end
33
- # Clear animation count
34
- @anime_count = 0
35
- end
36
- # If waiting
37
- if @wait_count > 0
38
- # Reduce wait count
39
- @wait_count -= 1
40
- return
41
- end
42
- # If move route is forced
43
- if @move_route_forcing
44
- # Custom move
45
- move_type_custom
46
- return
47
- end
48
- # When waiting for event execution or locked
49
- if @starting or lock?
50
- # Not moving by self
51
- return
52
- end
53
- # If stop count exceeds a certain value (computed from move frequency)
54
- if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
55
- # Branch by move type
56
- case @move_type
57
- when 1 # Random
58
- move_type_random
59
- when 2 # Approach
60
- move_type_toward_player
61
- when 3 # Custom
62
- move_type_custom
63
- end
64
- end
65
- end
66
- #--------------------------------------------------------------------------
67
- # * Frame Update (jump)
68
- #--------------------------------------------------------------------------
69
- def update_jump
70
- # Reduce jump count by 1
71
- @jump_count -= 1
72
- # Calculate new coordinates
73
- @real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
74
- @real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
75
- end
76
- #--------------------------------------------------------------------------
77
- # * Update frame (move)
78
- #--------------------------------------------------------------------------
79
- def update_move
80
- # Convert map coordinates from map move speed into move distance
81
- distance = 2 ** @move_speed
82
- # If logical coordinates are further down than real coordinates
83
- if @y * 128 > @real_y
84
- # Move down
85
- @real_y = [@real_y + distance, @y * 128].min
86
- end
87
- # If logical coordinates are more to the left than real coordinates
88
- if @x * 128 < @real_x
89
- # Move left
90
- @real_x = [@real_x - distance, @x * 128].max
91
- end
92
- # If logical coordinates are more to the right than real coordinates
93
- if @x * 128 > @real_x
94
- # Move right
95
- @real_x = [@real_x + distance, @x * 128].min
96
- end
97
- # If logical coordinates are further up than real coordinates
98
- if @y * 128 < @real_y
99
- # Move up
100
- @real_y = [@real_y - distance, @y * 128].max
101
- end
102
- # If move animation is ON
103
- if @walk_anime
104
- # Increase animation count by 1.5
105
- @anime_count += 1.5
106
- # If move animation is OFF, and stop animation is ON
107
- elsif @step_anime
108
- # Increase animation count by 1
109
- @anime_count += 1
110
- end
111
- # Wrap position
112
- if @x * 128 == @real_x && @y * 128 == @real_y
113
- @x %= $game_map.width
114
- @y %= $game_map.height
115
- @real_x = @x * 128
116
- @real_y = @y * 128
117
- end
118
- end
119
- #--------------------------------------------------------------------------
120
- # * Frame Update (stop)
121
- #--------------------------------------------------------------------------
122
- def update_stop
123
- # If stop animation is ON
124
- if @step_anime
125
- # Increase animation count by 1
126
- @anime_count += 1
127
- # If stop animation is OFF, but current pattern is different from original
128
- elsif @pattern != @original_pattern
129
- # Increase animation count by 1.5
130
- @anime_count += 1.5
131
- end
132
- # When waiting for event execution, or not locked
133
- # * If lock deals with event execution coming to a halt
134
- unless @starting or lock?
135
- # Increase stop count by 1
136
- @stop_count += 1
137
- end
138
- end
139
- #--------------------------------------------------------------------------
140
- # * Move Type : Random
141
- #--------------------------------------------------------------------------
142
- def move_type_random
143
- # Branch by random numbers 0-5
144
- case rand(6)
145
- when 0..3 # Random
146
- move_random
147
- when 4 # 1 step forward
148
- move_forward
149
- when 5 # Temporary stop
150
- @stop_count = 0
151
- end
152
- end
153
- #--------------------------------------------------------------------------
154
- # * Move Type : Approach
155
- #--------------------------------------------------------------------------
156
- def move_type_toward_player
157
- # Get difference in player coordinates
158
- sx = @x - $game_player.x
159
- sy = @y - $game_player.y
160
- # Get absolute value of difference
161
- abs_sx = sx > 0 ? sx : -sx
162
- abs_sy = sy > 0 ? sy : -sy
163
- # If separated by 20 or more tiles matching up horizontally and vertically
164
- if abs_sx + abs_sy >= 20
165
- # Random
166
- move_random
167
- return
168
- end
169
- # Branch by random numbers 0-5
170
- case rand(6)
171
- when 0..3 # Approach player
172
- move_toward_player
173
- when 4 # random
174
- move_random
175
- when 5 # 1 step forward
176
- move_forward
177
- end
178
- end
179
- #--------------------------------------------------------------------------
180
- # * Move Type : Custom
181
- #--------------------------------------------------------------------------
182
- def move_type_custom
183
- # Interrupt if not stopping
184
- if jumping? or moving?
185
- return
186
- end
187
- # Loop until finally arriving at move command list
188
- while @move_route_index < @move_route.list.size
189
- # Acquiring move command
190
- command = @move_route.list[@move_route_index]
191
- # If command code is 0 (last part of list)
192
- if command.code == 0
193
- # If [repeat action] option is ON
194
- if @move_route.repeat
195
- # First return to the move route index
196
- @move_route_index = 0
197
- end
198
- # If [repeat action] option is OFF
199
- unless @move_route.repeat
200
- # If move route is forcing
201
- if @move_route_forcing and not @move_route.repeat
202
- # Release forced move route
203
- @move_route_forcing = false
204
- # Restore original move route
205
- @move_route = @original_move_route
206
- @move_route_index = @original_move_route_index
207
- @original_move_route = nil
208
- end
209
- # Clear stop count
210
- @stop_count = 0
211
- end
212
- return
213
- end
214
- # During move command (from move down to jump)
215
- if command.code <= 14
216
- # Branch by command code
217
- case command.code
218
- when 1 # Move down
219
- move_down
220
- when 2 # Move left
221
- move_left
222
- when 3 # Move right
223
- move_right
224
- when 4 # Move up
225
- move_up
226
- when 5 # Move lower left
227
- move_lower_left
228
- when 6 # Move lower right
229
- move_lower_right
230
- when 7 # Move upper left
231
- move_upper_left
232
- when 8 # Move upper right
233
- move_upper_right
234
- when 9 # Move at random
235
- move_random
236
- when 10 # Move toward player
237
- move_toward_player
238
- when 11 # Move away from player
239
- move_away_from_player
240
- when 12 # 1 step forward
241
- move_forward
242
- when 13 # 1 step backward
243
- move_backward
244
- when 14 # Jump
245
- jump(command.parameters[0], command.parameters[1])
246
- end
247
- # If movement failure occurs when [Ignore if can't move] option is OFF
248
- if not @move_route.skippable and not moving? and not jumping?
249
- return
250
- end
251
- @move_route_index += 1
252
- return
253
- end
254
- # If waiting
255
- if command.code == 15
256
- # Set wait count
257
- @wait_count = command.parameters[0] * 2 - 1
258
- @move_route_index += 1
259
- return
260
- end
261
- # If direction change command
262
- if command.code >= 16 and command.code <= 26
263
- # Branch by command code
264
- case command.code
265
- when 16 # Turn down
266
- turn_down
267
- when 17 # Turn left
268
- turn_left
269
- when 18 # Turn right
270
- turn_right
271
- when 19 # Turn up
272
- turn_up
273
- when 20 # Turn 90° right
274
- turn_right_90
275
- when 21 # Turn 90° left
276
- turn_left_90
277
- when 22 # Turn 180°
278
- turn_180
279
- when 23 # Turn 90° right or left
280
- turn_right_or_left_90
281
- when 24 # Turn at Random
282
- turn_random
283
- when 25 # Turn toward player
284
- turn_toward_player
285
- when 26 # Turn away from player
286
- turn_away_from_player
287
- end
288
- @move_route_index += 1
289
- return
290
- end
291
- # If other command
292
- if command.code >= 27
293
- # Branch by command code
294
- case command.code
295
- when 27 # Switch ON
296
- $game_switches[command.parameters[0]] = true
297
- $game_map.need_refresh = true
298
- when 28 # Switch OFF
299
- $game_switches[command.parameters[0]] = false
300
- $game_map.need_refresh = true
301
- when 29 # Change speed
302
- @move_speed = command.parameters[0]
303
- when 30 # Change freq
304
- @move_frequency = command.parameters[0]
305
- when 31 # Move animation ON
306
- @walk_anime = true
307
- when 32 # Move animation OFF
308
- @walk_anime = false
309
- when 33 # Stop animation ON
310
- @step_anime = true
311
- when 34 # Stop animation OFF
312
- @step_anime = false
313
- when 35 # Direction fix ON
314
- @direction_fix = true
315
- when 36 # Direction fix OFF
316
- @direction_fix = false
317
- when 37 # Through ON
318
- @through = true
319
- when 38 # Through OFF
320
- @through = false
321
- when 39 # Always on top ON
322
- @always_on_top = true
323
- when 40 # Always on top OFF
324
- @always_on_top = false
325
- when 41 # Change Graphic
326
- @tile_id = 0
327
- @character_name = command.parameters[0]
328
- @character_hue = command.parameters[1]
329
- @direction = command.parameters[2]
330
- @prelock_direction = 0
331
- if @original_pattern != command.parameters[3]
332
- @pattern = command.parameters[3]
333
- @original_pattern = @pattern
334
- end
335
- when 42 # Change Opacity
336
- @opacity = command.parameters[0]
337
- when 43 # Change Blending
338
- @blend_type = command.parameters[0]
339
- when 44 # Play SE
340
- $game_system.se_play(command.parameters[0])
341
- when 45 # Script
342
- eval(command.parameters[0])
343
- end
344
- @move_route_index += 1
345
- end
346
- end
347
- end
348
- #--------------------------------------------------------------------------
349
- # * Increase Steps
350
- #--------------------------------------------------------------------------
351
- def increase_steps
352
- # Clear stop count
353
- @stop_count = 0
354
- end
355
- end