rmxp_extractor 1.8 → 1.9

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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
@@ -1,317 +0,0 @@
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- #==============================================================================
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- # ** Game_Enemy
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- #------------------------------------------------------------------------------
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- # This class handles enemies. It's used within the Game_Troop class
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- # ($game_troop).
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- #==============================================================================
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-
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- class Game_Enemy < Game_Battler
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- #--------------------------------------------------------------------------
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- # * Object Initialization
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- # troop_id : troop ID
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- # member_index : troop member index
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- #--------------------------------------------------------------------------
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- def initialize(troop_id, member_index)
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- super()
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- @troop_id = troop_id
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- @member_index = member_index
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- troop = $data_troops[@troop_id]
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- @enemy_id = troop.members[@member_index].enemy_id
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- enemy = $data_enemies[@enemy_id]
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- @battler_name = enemy.battler_name
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- @battler_hue = enemy.battler_hue
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- @hp = maxhp
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- @sp = maxsp
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- @hidden = troop.members[@member_index].hidden
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- @immortal = troop.members[@member_index].immortal
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- end
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- #--------------------------------------------------------------------------
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- # * Get Enemy ID
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- #--------------------------------------------------------------------------
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- def id
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- return @enemy_id
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- end
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- #--------------------------------------------------------------------------
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- # * Get Index
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- #--------------------------------------------------------------------------
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- def index
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- return @member_index
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- end
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- #--------------------------------------------------------------------------
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- # * Get Name
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- #--------------------------------------------------------------------------
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- def name
44
- return $data_enemies[@enemy_id].name
45
- end
46
- #--------------------------------------------------------------------------
47
- # * Get Basic Maximum HP
48
- #--------------------------------------------------------------------------
49
- def base_maxhp
50
- return $data_enemies[@enemy_id].maxhp
51
- end
52
- #--------------------------------------------------------------------------
53
- # * Get Basic Maximum SP
54
- #--------------------------------------------------------------------------
55
- def base_maxsp
56
- return $data_enemies[@enemy_id].maxsp
57
- end
58
- #--------------------------------------------------------------------------
59
- # * Get Basic Strength
60
- #--------------------------------------------------------------------------
61
- def base_str
62
- return $data_enemies[@enemy_id].str
63
- end
64
- #--------------------------------------------------------------------------
65
- # * Get Basic Dexterity
66
- #--------------------------------------------------------------------------
67
- def base_dex
68
- return $data_enemies[@enemy_id].dex
69
- end
70
- #--------------------------------------------------------------------------
71
- # * Get Basic Agility
72
- #--------------------------------------------------------------------------
73
- def base_agi
74
- return $data_enemies[@enemy_id].agi
75
- end
76
- #--------------------------------------------------------------------------
77
- # * Get Basic Intelligence
78
- #--------------------------------------------------------------------------
79
- def base_int
80
- return $data_enemies[@enemy_id].int
81
- end
82
- #--------------------------------------------------------------------------
83
- # * Get Basic Attack Power
84
- #--------------------------------------------------------------------------
85
- def base_atk
86
- return $data_enemies[@enemy_id].atk
87
- end
88
- #--------------------------------------------------------------------------
89
- # * Get Basic Physical Defense
90
- #--------------------------------------------------------------------------
91
- def base_pdef
92
- return $data_enemies[@enemy_id].pdef
93
- end
94
- #--------------------------------------------------------------------------
95
- # * Get Basic Magic Defense
96
- #--------------------------------------------------------------------------
97
- def base_mdef
98
- return $data_enemies[@enemy_id].mdef
99
- end
100
- #--------------------------------------------------------------------------
101
- # * Get Basic Evasion
102
- #--------------------------------------------------------------------------
103
- def base_eva
104
- return $data_enemies[@enemy_id].eva
105
- end
106
- #--------------------------------------------------------------------------
107
- # * Get Offensive Animation ID for Normal Attack
108
- #--------------------------------------------------------------------------
109
- def animation1_id
110
- return $data_enemies[@enemy_id].animation1_id
111
- end
112
- #--------------------------------------------------------------------------
113
- # * Get Target Animation ID for Normal Attack
114
- #--------------------------------------------------------------------------
115
- def animation2_id
116
- return $data_enemies[@enemy_id].animation2_id
117
- end
118
- #--------------------------------------------------------------------------
119
- # * Get Element Revision Value
120
- # element_id : Element ID
121
- #--------------------------------------------------------------------------
122
- def element_rate(element_id)
123
- # Get a numerical value corresponding to element effectiveness
124
- table = [0,200,150,100,50,0,-100]
125
- result = table[$data_enemies[@enemy_id].element_ranks[element_id]]
126
- # If protected by state, this element is reduced by half
127
- for i in @states
128
- if $data_states[i].guard_element_set.include?(element_id)
129
- result /= 2
130
- end
131
- end
132
- # End Method
133
- return result
134
- end
135
- #--------------------------------------------------------------------------
136
- # * Get State Effectiveness
137
- #--------------------------------------------------------------------------
138
- def state_ranks
139
- return $data_enemies[@enemy_id].state_ranks
140
- end
141
- #--------------------------------------------------------------------------
142
- # * Determine State Guard
143
- # state_id : state ID
144
- #--------------------------------------------------------------------------
145
- def state_guard?(state_id)
146
- return false
147
- end
148
- #--------------------------------------------------------------------------
149
- # * Get Normal Attack Element
150
- #--------------------------------------------------------------------------
151
- def element_set
152
- return []
153
- end
154
- #--------------------------------------------------------------------------
155
- # * Get Normal Attack State Change (+)
156
- #--------------------------------------------------------------------------
157
- def plus_state_set
158
- return []
159
- end
160
- #--------------------------------------------------------------------------
161
- # * Get Normal Attack State Change (-)
162
- #--------------------------------------------------------------------------
163
- def minus_state_set
164
- return []
165
- end
166
- #--------------------------------------------------------------------------
167
- # * Aquire Actions
168
- #--------------------------------------------------------------------------
169
- def actions
170
- return $data_enemies[@enemy_id].actions
171
- end
172
- #--------------------------------------------------------------------------
173
- # * Get EXP
174
- #--------------------------------------------------------------------------
175
- def exp
176
- return $data_enemies[@enemy_id].exp
177
- end
178
- #--------------------------------------------------------------------------
179
- # * Get Gold
180
- #--------------------------------------------------------------------------
181
- def gold
182
- return $data_enemies[@enemy_id].gold
183
- end
184
- #--------------------------------------------------------------------------
185
- # * Get Item ID
186
- #--------------------------------------------------------------------------
187
- def item_id
188
- return $data_enemies[@enemy_id].item_id
189
- end
190
- #--------------------------------------------------------------------------
191
- # * Get Weapon ID
192
- #--------------------------------------------------------------------------
193
- def weapon_id
194
- return $data_enemies[@enemy_id].weapon_id
195
- end
196
- #--------------------------------------------------------------------------
197
- # * Get Armor ID
198
- #--------------------------------------------------------------------------
199
- def armor_id
200
- return $data_enemies[@enemy_id].armor_id
201
- end
202
- #--------------------------------------------------------------------------
203
- # * Get Treasure Appearance Probability
204
- #--------------------------------------------------------------------------
205
- def treasure_prob
206
- return $data_enemies[@enemy_id].treasure_prob
207
- end
208
- #--------------------------------------------------------------------------
209
- # * Get Battle Screen X-Coordinate
210
- #--------------------------------------------------------------------------
211
- def screen_x
212
- return $data_troops[@troop_id].members[@member_index].x
213
- end
214
- #--------------------------------------------------------------------------
215
- # * Get Battle Screen Y-Coordinate
216
- #--------------------------------------------------------------------------
217
- def screen_y
218
- return $data_troops[@troop_id].members[@member_index].y
219
- end
220
- #--------------------------------------------------------------------------
221
- # * Get Battle Screen Z-Coordinate
222
- #--------------------------------------------------------------------------
223
- def screen_z
224
- return screen_y
225
- end
226
- #--------------------------------------------------------------------------
227
- # * Escape
228
- #--------------------------------------------------------------------------
229
- def escape
230
- # Set hidden flag
231
- @hidden = true
232
- # Clear current action
233
- self.current_action.clear
234
- end
235
- #--------------------------------------------------------------------------
236
- # * Transform
237
- # enemy_id : ID of enemy to be transformed
238
- #--------------------------------------------------------------------------
239
- def transform(enemy_id)
240
- # Change enemy ID
241
- @enemy_id = enemy_id
242
- # Change battler graphics
243
- @battler_name = $data_enemies[@enemy_id].battler_name
244
- @battler_hue = $data_enemies[@enemy_id].battler_hue
245
- # Remake action
246
- make_action
247
- end
248
- #--------------------------------------------------------------------------
249
- # * Make Action
250
- #--------------------------------------------------------------------------
251
- def make_action
252
- # Clear current action
253
- self.current_action.clear
254
- # If unable to move
255
- unless self.movable?
256
- # End Method
257
- return
258
- end
259
- # Extract current effective actions
260
- available_actions = []
261
- rating_max = 0
262
- for action in self.actions
263
- # Confirm turn conditions
264
- n = $game_temp.battle_turn
265
- a = action.condition_turn_a
266
- b = action.condition_turn_b
267
- if (b == 0 and n != a) or
268
- (b > 0 and (n < 1 or n < a or n % b != a % b))
269
- next
270
- end
271
- # Confirm HP conditions
272
- if self.hp * 100.0 / self.maxhp > action.condition_hp
273
- next
274
- end
275
- # Confirm level conditions
276
- if $game_party.max_level < action.condition_level
277
- next
278
- end
279
- # Confirm switch conditions
280
- switch_id = action.condition_switch_id
281
- if switch_id > 0 and $game_switches[switch_id] == false
282
- next
283
- end
284
- # Add this action to applicable conditions
285
- available_actions.push(action)
286
- if action.rating > rating_max
287
- rating_max = action.rating
288
- end
289
- end
290
- # Calculate total with max rating value at 3 (exclude 0 or less)
291
- ratings_total = 0
292
- for action in available_actions
293
- if action.rating > rating_max - 3
294
- ratings_total += action.rating - (rating_max - 3)
295
- end
296
- end
297
- # If ratings total isn't 0
298
- if ratings_total > 0
299
- # Create random numbers
300
- value = rand(ratings_total)
301
- # Set things that correspond to created random numbers as current action
302
- for action in available_actions
303
- if action.rating > rating_max - 3
304
- if value < action.rating - (rating_max - 3)
305
- self.current_action.kind = action.kind
306
- self.current_action.basic = action.basic
307
- self.current_action.skill_id = action.skill_id
308
- self.current_action.decide_random_target_for_enemy
309
- return
310
- else
311
- value -= action.rating - (rating_max - 3)
312
- end
313
- end
314
- end
315
- end
316
- end
317
- end
@@ -1,264 +0,0 @@
1
- #==============================================================================
2
- # ** Game_Event
3
- #------------------------------------------------------------------------------
4
- # This class deals with events. It handles functions including event page
5
- # switching via condition determinants, and running parallel process events.
6
- # It's used within the Game_Map class.
7
- #==============================================================================
8
-
9
- class Game_Event < Game_Character
10
- #--------------------------------------------------------------------------
11
- # * Public Instance Variables
12
- #--------------------------------------------------------------------------
13
- attr_reader :trigger # trigger
14
- attr_reader :list # list of event commands
15
- attr_reader :starting # starting flag
16
- attr_reader :collision # collision array
17
- attr_reader :x
18
- attr_reader :y
19
- #--------------------------------------------------------------------------
20
- # * Object Initialization
21
- # map_id : map ID
22
- # event : event (RPG::Event)
23
- #--------------------------------------------------------------------------
24
- def initialize(map_id, event)
25
- super()
26
- @made_text = false
27
- @map_id = map_id
28
- @event = event
29
- @id = @event.id
30
- @erased = false
31
- @starting = false
32
- @through = true
33
- @collision = [[0, 0]]
34
- # Initialize custom flags
35
- event.name.scan(/:([a-z]+)/) do |flag, *|
36
- @custom_flags << flag.to_sym
37
- end
38
- # Add special event data if it exists
39
- /!([a-z]+)/.match(event.name) do |name|
40
- special = SpecialEventData.get(name.captures.first.to_sym)
41
- @custom_flags.concat(special.flags)
42
- @collision = special.collision
43
- end
44
- # Move to starting position
45
- moveto(@event.x, @event.y)
46
- refresh
47
- end
48
- #--------------------------------------------------------------------------
49
- # * Return true if intersects with specified tile
50
- #--------------------------------------------------------------------------
51
- def intersects?(x, y)
52
- @collision.each do |ox, oy|
53
- return true if @x + ox == x && @y + oy == y
54
- end
55
- return false
56
- end
57
- #--------------------------------------------------------------------------
58
- # * Return name
59
- #--------------------------------------------------------------------------
60
- def name
61
- return @event.name
62
- end
63
- #--------------------------------------------------------------------------
64
- # * Clear Starting Flag
65
- #--------------------------------------------------------------------------
66
- def clear_starting
67
- @starting = false
68
- end
69
- #--------------------------------------------------------------------------
70
- # * Determine if Over Trigger
71
- # (whether or not same position is starting condition)
72
- #--------------------------------------------------------------------------
73
- def over_trigger?
74
- # If not through situation with character as graphic
75
- if @character_name != "" and not @through
76
- # Starting determinant is face
77
- return false
78
- end
79
- # If this position on the map is impassable
80
- unless $game_map.passable?(@x, @y, 0)
81
- # Starting determinant is face
82
- return false
83
- end
84
- # Starting determinant is same position
85
- return true
86
- end
87
- #--------------------------------------------------------------------------
88
- # * Start Event
89
- #--------------------------------------------------------------------------
90
- def start
91
- # If list of event commands is not empty
92
- if @list.size > 1
93
- @starting = true
94
- end
95
- end
96
- #--------------------------------------------------------------------------
97
- # * Temporarily Erase
98
- #--------------------------------------------------------------------------
99
- def erase
100
- @erased = true
101
- refresh
102
- end
103
- #--------------------------------------------------------------------------
104
- # * Refresh
105
- #--------------------------------------------------------------------------
106
- def refresh
107
- # Initialize local variable: new_page
108
- new_page = nil
109
- # If not temporarily erased
110
- unless @erased
111
- # Check in order of large event pages
112
- for page in @event.pages.reverse
113
- # Make possible referrence for event condition with c
114
- c = page.condition
115
- # Switch 1 condition confirmation
116
- if c.switch1_valid
117
- if $game_switches[c.switch1_id] == false
118
- next
119
- end
120
- end
121
- # Switch 2 condition confirmation
122
- if c.switch2_valid
123
- if $game_switches[c.switch2_id] == false
124
- next
125
- end
126
- end
127
- # Variable condition confirmation
128
- if c.variable_valid
129
- if $game_variables[c.variable_id] < c.variable_value
130
- next
131
- end
132
- end
133
- # Self switch condition confirmation
134
- if c.self_switch_valid
135
- key = [@map_id, @event.id, c.self_switch_ch]
136
- if $game_self_switches[key] != true
137
- next
138
- end
139
- end
140
- # Set local variable: new_page
141
- new_page = page
142
- # Remove loop
143
- break
144
- end
145
- end
146
- # If event page is the same as last time
147
- if new_page == @page
148
- # End method
149
- return
150
- end
151
- # Set @page as current event page
152
- @page = new_page
153
- # Clear starting flag
154
- clear_starting
155
- # If no page fulfills conditions
156
- if @page == nil
157
- # Set each instance variable
158
- @tile_id = 0
159
- @character_name = ""
160
- @character_hue = 0
161
- @move_type = 0
162
- @through = true
163
- @trigger = nil
164
- @list = nil
165
- @interpreter = nil
166
- # End method
167
- return
168
- end
169
- # Set each instance variable
170
- @tile_id = @page.graphic.tile_id
171
- @character_name = @page.graphic.character_name
172
- @character_hue = @page.graphic.character_hue
173
- if @original_direction != @page.graphic.direction
174
- @direction = @page.graphic.direction
175
- @original_direction = @direction
176
- @prelock_direction = 0
177
- end
178
- if @original_pattern != @page.graphic.pattern
179
- @pattern = @page.graphic.pattern
180
- @original_pattern = @pattern
181
- end
182
- @opacity = @page.graphic.opacity
183
- @blend_type = @page.graphic.blend_type
184
- @move_type = @page.move_type
185
- @move_speed = @page.move_speed
186
- @move_frequency = @page.move_frequency
187
- @move_route = @page.move_route
188
- @move_route_index = 0
189
- @move_route_forcing = false
190
- @walk_anime = @page.walk_anime
191
- @step_anime = @page.step_anime
192
- @direction_fix = @page.direction_fix
193
- @through = @page.through
194
- @always_on_top = @page.always_on_top
195
- @trigger = @page.trigger
196
- @list = @page.list
197
- @interpreter = nil
198
- # If trigger is [parallel process]
199
- if @trigger == 4
200
- # Create parallel process interpreter
201
- @interpreter = Interpreter.new
202
- end
203
- # Auto event start determinant
204
- check_event_trigger_auto
205
- end
206
- #--------------------------------------------------------------------------
207
- # * Touch Event Starting Determinant
208
- #--------------------------------------------------------------------------
209
- def check_event_trigger_touch(x, y)
210
- # If event is running
211
- if $game_system.map_interpreter.running?
212
- return
213
- end
214
- # If trigger is [touch from event] and consistent with player coordinates
215
- if @trigger == 2 and x == $game_player.x and y == $game_player.y
216
- # If starting determinant other than jumping is front event
217
- if not jumping? and not over_trigger?
218
- start
219
- end
220
- end
221
- end
222
- #--------------------------------------------------------------------------
223
- # * Automatic Event Starting Determinant
224
- #--------------------------------------------------------------------------
225
- def check_event_trigger_auto
226
- # If trigger is [touch from event] and consistent with player coordinates
227
- if @trigger == 2 and @x == $game_player.x and @y == $game_player.y
228
- # If starting determinant other than jumping is same position event
229
- if not jumping? and over_trigger?
230
- start
231
- end
232
- end
233
- # If trigger is [auto run]
234
- if @trigger == 3
235
- start
236
- end
237
- end
238
- #--------------------------------------------------------------------------
239
- # * Frame Update
240
- #--------------------------------------------------------------------------
241
- def update
242
- super
243
-
244
- if(@made_text == false && @event.name.start_with?("@text"))
245
- if @list.size > 1 && @list[0].code == 101
246
- $scene.new_maptext(Language.tr(@list[0].parameters[0].strip), @x, @y)
247
- @list.delete_at(0)
248
- end
249
- @made_text = true
250
- end
251
- # Automatic event starting determinant
252
- check_event_trigger_auto
253
- # If parallel process is valid
254
- if @interpreter != nil
255
- # If not running
256
- unless @interpreter.running?
257
- # Set up event
258
- @interpreter.setup(@list, @event.id)
259
- end
260
- # Update interpreter
261
- @interpreter.update
262
- end
263
- end
264
- end
@@ -1,40 +0,0 @@
1
- class Game_FastTravel
2
- attr_reader :zone
3
- attr_accessor :enabled
4
- alias :enabled? :enabled
5
-
6
- class Map
7
- attr_reader :id
8
- attr_reader :x
9
- attr_reader :y
10
- attr_reader :dir
11
-
12
- def initialize(id, x, y, dir)
13
- @id = id
14
- @x = x
15
- @y = y
16
- @dir = dir
17
- end
18
- end
19
-
20
- def initialize
21
- @unlocked = {}
22
- @zone = nil
23
- @enabled = false
24
- end
25
-
26
- def unlock(map, id, x, y, dir)
27
- @unlocked[@zone][map] = Map.new(id, x, y, dir)
28
- end
29
-
30
- def zone=(zone)
31
- @zone = zone
32
- unless @unlocked.include? zone
33
- @unlocked[zone] = {}
34
- end
35
- end
36
-
37
- def unlocked_maps
38
- @unlocked[@zone]
39
- end
40
- end
@@ -1,76 +0,0 @@
1
- #==============================================================================
2
- # ** Game_Follower
3
- #------------------------------------------------------------------------------
4
- # This class handles player followers.
5
- #==============================================================================
6
-
7
- class Game_Follower < Game_Character
8
- attr_accessor :leader
9
-
10
- def initialize(leader, actor)
11
- super()
12
- @leader = leader
13
- self.actor = actor
14
- moveto(leader.x, leader.y)
15
- end
16
-
17
- # Overrides
18
- def moveto(x, y)
19
- @lox = x
20
- @loy = y
21
- super
22
- end
23
- def passable?(x, y, d)
24
- return true
25
- end
26
- def check_event_trigger_here(triggers)
27
- false
28
- end
29
- def check_event_trigger_there(triggers)
30
- false
31
- end
32
- def check_event_trigger_touch(x, y)
33
- false
34
- end
35
-
36
- # Change actor
37
- def actor
38
- @actor
39
- end
40
- def actor=(actor)
41
- @actor = actor
42
- if actor == nil
43
- @character_name = ''
44
- @character_hue = 0
45
- else
46
- # Set character file name and hue
47
- @character_name = actor.character_name
48
- @character_hue = actor.character_hue
49
- # Initialize opacity level and blending method
50
- @opacity = 255
51
- @blend_type = 0
52
- end
53
- end
54
-
55
- def update
56
- @move_speed = $game_player.move_speed
57
- unless moving?
58
- if @lox != @leader.x || @loy != @leader.y
59
- ox = @lox - @x
60
- oy = @loy - @y
61
- if ox < 0
62
- move_left
63
- elsif ox > 0
64
- move_right
65
- elsif oy < 0
66
- move_up
67
- elsif oy > 0
68
- move_down
69
- end
70
- @lox = @leader.x
71
- @loy = @leader.y
72
- end
73
- end
74
- super
75
- end
76
- end
@@ -1,13 +0,0 @@
1
- class Game_Light
2
- attr_accessor :filename
3
- attr_accessor :intensity
4
- attr_accessor :x
5
- attr_accessor :y
6
-
7
- def initialize(filename, intensity, x, y)
8
- @filename = filename
9
- @intensity = intensity
10
- @x = x
11
- @y = y
12
- end
13
- end