rmxp_extractor 1.8 → 1.9
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- checksums.yaml +4 -4
- data/CODE_OF_CONDUCT.md +74 -74
- data/Gemfile +13 -13
- data/Gemfile.lock +1 -1
- data/LICENSE.txt +21 -21
- data/README.md +35 -35
- data/Rakefile +6 -6
- data/bin/rmxp_extractor +13 -13
- data/bin/setup +8 -8
- data/diff_check.rb +13 -13
- data/lib/rmxp_extractor/classnames.rb +227 -245
- data/lib/rmxp_extractor/data_export.rb +80 -82
- data/lib/rmxp_extractor/data_import.rb +74 -69
- data/lib/rmxp_extractor/ron.rb +144 -144
- data/lib/rmxp_extractor/script_handler.rb +85 -85
- data/lib/rmxp_extractor/version.rb +3 -3
- data/lib/rmxp_extractor.rb +46 -46
- data/rmxp_extractor.gemspec +30 -30
- data/spec/spec_helper.rb +100 -100
- metadata +2 -393
- data/Data/Actors.rxdata +0 -0
- data/Data/Animations.rxdata +0 -0
- data/Data/Armors.rxdata +0 -0
- data/Data/Classes.rxdata +0 -0
- data/Data/CommonEvents.rxdata +0 -0
- data/Data/Enemies.rxdata +0 -0
- data/Data/Items.rxdata +0 -0
- data/Data/Map001.rxdata +0 -0
- data/Data/Map002.rxdata +0 -0
- data/Data/Map003.rxdata +0 -0
- data/Data/Map004.rxdata +0 -0
- data/Data/Map005.rxdata +0 -0
- data/Data/Map006.rxdata +0 -0
- data/Data/Map007.rxdata +0 -0
- data/Data/Map008.rxdata +0 -0
- data/Data/Map009.rxdata +0 -0
- data/Data/Map010.rxdata +0 -0
- data/Data/Map011.rxdata +0 -0
- data/Data/Map012.rxdata +0 -0
- data/Data/Map013.rxdata +0 -0
- data/Data/Map014.rxdata +0 -0
- data/Data/Map015.rxdata +0 -0
- data/Data/Map016.rxdata +0 -0
- data/Data/Map017.rxdata +0 -0
- data/Data/Map018.rxdata +0 -0
- data/Data/Map019.rxdata +0 -0
- data/Data/Map020.rxdata +0 -0
- data/Data/Map021.rxdata +0 -0
- data/Data/Map022.rxdata +0 -0
- data/Data/Map023.rxdata +0 -0
- data/Data/Map024.rxdata +0 -0
- data/Data/Map025.rxdata +0 -0
- data/Data/Map026.rxdata +0 -0
- data/Data/Map027.rxdata +0 -0
- data/Data/Map028.rxdata +0 -0
- data/Data/Map029.rxdata +0 -0
- data/Data/Map030.rxdata +0 -0
- data/Data/Map031.rxdata +0 -0
- data/Data/Map032.rxdata +0 -0
- data/Data/Map033.rxdata +0 -0
- data/Data/Map034.rxdata +0 -0
- data/Data/Map035.rxdata +0 -0
- data/Data/Map036.rxdata +0 -0
- data/Data/Map037.rxdata +0 -0
- data/Data/Map038.rxdata +0 -0
- data/Data/Map039.rxdata +0 -0
- data/Data/Map040.rxdata +0 -0
- data/Data/Map041.rxdata +0 -0
- data/Data/Map042.rxdata +0 -0
- data/Data/Map043.rxdata +0 -0
- data/Data/Map044.rxdata +0 -0
- data/Data/Map045.rxdata +0 -0
- data/Data/Map046.rxdata +0 -0
- data/Data/Map047.rxdata +0 -0
- data/Data/Map048.rxdata +0 -0
- data/Data/Map049.rxdata +0 -0
- data/Data/Map050.rxdata +0 -0
- data/Data/Map051.rxdata +0 -0
- data/Data/Map052.rxdata +0 -0
- data/Data/Map053.rxdata +0 -0
- data/Data/Map054.rxdata +0 -0
- data/Data/Map055.rxdata +0 -0
- data/Data/Map056.rxdata +0 -0
- data/Data/Map057.rxdata +0 -0
- data/Data/Map058.rxdata +0 -0
- data/Data/Map059.rxdata +0 -0
- data/Data/Map060.rxdata +0 -0
- data/Data/Map061.rxdata +0 -0
- data/Data/Map062.rxdata +0 -0
- data/Data/Map063.rxdata +0 -0
- data/Data/Map064.rxdata +0 -0
- data/Data/Map065.rxdata +0 -0
- data/Data/Map066.rxdata +0 -0
- data/Data/Map067.rxdata +0 -0
- data/Data/Map068.rxdata +0 -0
- data/Data/Map069.rxdata +0 -0
- data/Data/Map070.rxdata +0 -0
- data/Data/Map071.rxdata +0 -0
- data/Data/Map072.rxdata +0 -0
- data/Data/Map073.rxdata +0 -0
- data/Data/Map074.rxdata +0 -0
- data/Data/Map075.rxdata +0 -0
- data/Data/Map076.rxdata +0 -0
- data/Data/Map077.rxdata +0 -0
- data/Data/Map078.rxdata +0 -0
- data/Data/Map079.rxdata +0 -0
- data/Data/Map080.rxdata +0 -0
- data/Data/Map081.rxdata +0 -0
- data/Data/Map082.rxdata +0 -0
- data/Data/Map083.rxdata +0 -0
- data/Data/Map084.rxdata +0 -0
- data/Data/Map085.rxdata +0 -0
- data/Data/Map086.rxdata +0 -0
- data/Data/Map087.rxdata +0 -0
- data/Data/Map088.rxdata +0 -0
- data/Data/Map089.rxdata +0 -0
- data/Data/Map090.rxdata +0 -0
- data/Data/Map091.rxdata +0 -0
- data/Data/Map092.rxdata +0 -0
- data/Data/Map093.rxdata +0 -0
- data/Data/Map094.rxdata +0 -0
- data/Data/Map095.rxdata +0 -0
- data/Data/Map096.rxdata +0 -0
- data/Data/Map097.rxdata +0 -0
- data/Data/Map098.rxdata +0 -0
- data/Data/Map099.rxdata +0 -0
- data/Data/Map100.rxdata +0 -0
- data/Data/Map101.rxdata +0 -0
- data/Data/Map102.rxdata +0 -0
- data/Data/Map103.rxdata +0 -0
- data/Data/Map104.rxdata +0 -0
- data/Data/Map105.rxdata +0 -0
- data/Data/Map106.rxdata +0 -0
- data/Data/Map107.rxdata +0 -0
- data/Data/Map108.rxdata +0 -0
- data/Data/Map109.rxdata +0 -0
- data/Data/Map110.rxdata +0 -0
- data/Data/Map111.rxdata +0 -0
- data/Data/Map112.rxdata +0 -0
- data/Data/Map113.rxdata +0 -0
- data/Data/Map114.rxdata +0 -0
- data/Data/Map115.rxdata +0 -0
- data/Data/Map116.rxdata +0 -0
- data/Data/Map117.rxdata +0 -0
- data/Data/Map118.rxdata +0 -0
- data/Data/Map119.rxdata +0 -0
- data/Data/Map120.rxdata +0 -0
- data/Data/Map121.rxdata +0 -0
- data/Data/Map122.rxdata +0 -0
- data/Data/Map123.rxdata +0 -0
- data/Data/Map124.rxdata +0 -0
- data/Data/Map125.rxdata +0 -0
- data/Data/Map126.rxdata +0 -0
- data/Data/Map127.rxdata +0 -0
- data/Data/Map128.rxdata +0 -0
- data/Data/Map129.rxdata +0 -0
- data/Data/Map130.rxdata +0 -0
- data/Data/Map131.rxdata +0 -0
- data/Data/Map132.rxdata +0 -0
- data/Data/Map133.rxdata +0 -0
- data/Data/Map134.rxdata +0 -0
- data/Data/Map135.rxdata +0 -0
- data/Data/Map136.rxdata +0 -0
- data/Data/Map137.rxdata +0 -0
- data/Data/Map138.rxdata +0 -0
- data/Data/Map139.rxdata +0 -0
- data/Data/Map140.rxdata +0 -0
- data/Data/Map141.rxdata +0 -0
- data/Data/Map142.rxdata +0 -0
- data/Data/Map143.rxdata +0 -0
- data/Data/Map144.rxdata +0 -0
- data/Data/Map145.rxdata +0 -0
- data/Data/Map146.rxdata +0 -0
- data/Data/Map147.rxdata +0 -0
- data/Data/Map148.rxdata +0 -0
- data/Data/Map149.rxdata +0 -0
- data/Data/Map150.rxdata +0 -0
- data/Data/Map151.rxdata +0 -0
- data/Data/Map152.rxdata +0 -0
- data/Data/Map153.rxdata +0 -0
- data/Data/Map154.rxdata +0 -0
- data/Data/Map155.rxdata +0 -0
- data/Data/Map156.rxdata +0 -0
- data/Data/Map157.rxdata +0 -0
- data/Data/Map158.rxdata +0 -0
- data/Data/Map159.rxdata +0 -0
- data/Data/Map160.rxdata +0 -0
- data/Data/Map161.rxdata +0 -0
- data/Data/Map162.rxdata +0 -0
- data/Data/Map163.rxdata +0 -0
- data/Data/Map164.rxdata +0 -0
- data/Data/Map165.rxdata +0 -0
- data/Data/Map166.rxdata +0 -0
- data/Data/Map167.rxdata +0 -0
- data/Data/Map168.rxdata +0 -0
- data/Data/Map169.rxdata +0 -0
- data/Data/Map170.rxdata +0 -0
- data/Data/Map171.rxdata +0 -0
- data/Data/Map172.rxdata +0 -0
- data/Data/Map173.rxdata +0 -0
- data/Data/Map174.rxdata +0 -0
- data/Data/Map175.rxdata +0 -0
- data/Data/Map176.rxdata +0 -0
- data/Data/Map177.rxdata +0 -0
- data/Data/Map178.rxdata +0 -0
- data/Data/Map179.rxdata +0 -0
- data/Data/Map180.rxdata +0 -0
- data/Data/Map181.rxdata +0 -0
- data/Data/Map182.rxdata +0 -0
- data/Data/Map183.rxdata +0 -0
- data/Data/Map184.rxdata +0 -0
- data/Data/Map185.rxdata +0 -0
- data/Data/Map186.rxdata +0 -0
- data/Data/Map187.rxdata +0 -0
- data/Data/Map188.rxdata +0 -0
- data/Data/Map189.rxdata +0 -0
- data/Data/Map190.rxdata +0 -0
- data/Data/Map191.rxdata +0 -0
- data/Data/Map192.rxdata +0 -0
- data/Data/Map193.rxdata +0 -0
- data/Data/Map194.rxdata +0 -0
- data/Data/Map195.rxdata +0 -0
- data/Data/Map196.rxdata +0 -0
- data/Data/Map197.rxdata +0 -0
- data/Data/Map198.rxdata +0 -0
- data/Data/Map199.rxdata +0 -0
- data/Data/Map200.rxdata +0 -0
- data/Data/Map201.rxdata +0 -0
- data/Data/Map202.rxdata +0 -0
- data/Data/Map203.rxdata +0 -0
- data/Data/Map204.rxdata +0 -0
- data/Data/Map205.rxdata +0 -0
- data/Data/Map206.rxdata +0 -0
- data/Data/Map207.rxdata +0 -0
- data/Data/Map208.rxdata +0 -0
- data/Data/Map209.rxdata +0 -0
- data/Data/Map210.rxdata +0 -0
- data/Data/Map211.rxdata +0 -0
- data/Data/Map212.rxdata +0 -0
- data/Data/Map213.rxdata +0 -0
- data/Data/Map214.rxdata +0 -0
- data/Data/Map215.rxdata +0 -0
- data/Data/Map216.rxdata +0 -0
- data/Data/Map217.rxdata +0 -0
- data/Data/Map218.rxdata +0 -0
- data/Data/Map219.rxdata +0 -0
- data/Data/Map220.rxdata +0 -0
- data/Data/Map221.rxdata +0 -0
- data/Data/Map222.rxdata +0 -0
- data/Data/Map223.rxdata +0 -0
- data/Data/Map224.rxdata +0 -0
- data/Data/Map225.rxdata +0 -0
- data/Data/Map226.rxdata +0 -0
- data/Data/Map227.rxdata +0 -0
- data/Data/Map228.rxdata +0 -0
- data/Data/Map229.rxdata +0 -0
- data/Data/Map230.rxdata +0 -0
- data/Data/Map231.rxdata +0 -0
- data/Data/Map232.rxdata +0 -0
- data/Data/Map233.rxdata +0 -0
- data/Data/Map234.rxdata +0 -0
- data/Data/Map235.rxdata +0 -0
- data/Data/Map236.rxdata +0 -0
- data/Data/Map237.rxdata +0 -0
- data/Data/Map238.rxdata +0 -0
- data/Data/Map239.rxdata +0 -0
- data/Data/Map240.rxdata +0 -0
- data/Data/Map241.rxdata +0 -0
- data/Data/Map242.rxdata +0 -0
- data/Data/Map243.rxdata +0 -0
- data/Data/Map244.rxdata +0 -0
- data/Data/Map245.rxdata +0 -0
- data/Data/Map246.rxdata +0 -0
- data/Data/Map247.rxdata +0 -0
- data/Data/Map248.rxdata +0 -0
- data/Data/Map249.rxdata +0 -0
- data/Data/Map250.rxdata +0 -0
- data/Data/Map251.rxdata +0 -0
- data/Data/Map252.rxdata +0 -0
- data/Data/Map253.rxdata +0 -0
- data/Data/Map254.rxdata +0 -0
- data/Data/Map255.rxdata +0 -0
- data/Data/Map256.rxdata +0 -0
- data/Data/Map257.rxdata +0 -0
- data/Data/Map258.rxdata +0 -0
- data/Data/Map259.rxdata +0 -0
- data/Data/Map260.rxdata +0 -0
- data/Data/Map261.rxdata +0 -0
- data/Data/Map262.rxdata +0 -0
- data/Data/Map263.rxdata +0 -0
- data/Data/MapInfos.rxdata +0 -0
- data/Data/Scripts.rxdata +0 -0
- data/Data/Skills.rxdata +0 -0
- data/Data/States.rxdata +0 -0
- data/Data/System.rxdata +0 -0
- data/Data/Tilesets.rxdata +0 -0
- data/Data/Troops.rxdata +0 -0
- data/Data/Weapons.rxdata +0 -0
- data/Data/xScripts.rxdata +0 -0
- data/Scripts/Credits_Message.rb +0 -259
- data/Scripts/Data_FastTravel.rb +0 -50
- data/Scripts/Data_Footsteps.rb +0 -77
- data/Scripts/Data_Item.rb +0 -50
- data/Scripts/Data_SpecialEventData.rb +0 -60
- data/Scripts/Demo.rb +0 -7
- data/Scripts/Desktop_Message.rb +0 -210
- data/Scripts/Doc_Message.rb +0 -273
- data/Scripts/EdText.rb +0 -50
- data/Scripts/Ed_Message.rb +0 -234
- data/Scripts/FastTravel.rb +0 -175
- data/Scripts/Game_Actor.rb +0 -156
- data/Scripts/Game_Actors.rb +0 -28
- data/Scripts/Game_BattleAction.rb +0 -145
- data/Scripts/Game_Battler 1.rb +0 -307
- data/Scripts/Game_Battler 2.rb +0 -294
- data/Scripts/Game_Battler 3.rb +0 -354
- data/Scripts/Game_Character 1.rb +0 -291
- data/Scripts/Game_Character 2.rb +0 -355
- data/Scripts/Game_Character 3.rb +0 -505
- data/Scripts/Game_CommonEvent.rb +0 -70
- data/Scripts/Game_Enemy.rb +0 -317
- data/Scripts/Game_Event.rb +0 -264
- data/Scripts/Game_FastTravel.rb +0 -40
- data/Scripts/Game_Follower.rb +0 -76
- data/Scripts/Game_Light.rb +0 -13
- data/Scripts/Game_Map.rb +0 -551
- data/Scripts/Game_Oneshot.rb +0 -83
- data/Scripts/Game_Party.rb +0 -380
- data/Scripts/Game_Picture.rb +0 -164
- data/Scripts/Game_Player.rb +0 -298
- data/Scripts/Game_Screen.rb +0 -148
- data/Scripts/Game_SelfSwitches.rb +0 -30
- data/Scripts/Game_Switches.rb +0 -45
- data/Scripts/Game_System.rb +0 -210
- data/Scripts/Game_Temp.rb +0 -145
- data/Scripts/Game_Variables.rb +0 -36
- data/Scripts/Interpreter 1.rb +0 -320
- data/Scripts/Interpreter 2.rb +0 -286
- data/Scripts/Interpreter 3.rb +0 -474
- data/Scripts/Interpreter 4.rb +0 -327
- data/Scripts/Interpreter 5.rb +0 -448
- data/Scripts/Interpreter 6.rb +0 -307
- data/Scripts/Interpreter 7.rb +0 -282
- data/Scripts/Main.rb +0 -50
- data/Scripts/Particles.rb +0 -141
- data/Scripts/Persistent.rb +0 -71
- data/Scripts/Puzzle_Film.rb +0 -14
- data/Scripts/Puzzle_Pixel.rb +0 -210
- data/Scripts/Puzzle_Safe.rb +0 -152
- data/Scripts/Puzzle_Sokoban.rb +0 -14
- data/Scripts/RPG.rb +0 -55
- data/Scripts/SaveLoad.rb +0 -275
- data/Scripts/Scene_Debug.rb +0 -190
- data/Scripts/Scene_End.rb +0 -108
- data/Scripts/Scene_Equip.rb +0 -222
- data/Scripts/Scene_File.rb +0 -111
- data/Scripts/Scene_Item.rb +0 -205
- data/Scripts/Scene_Load.rb +0 -106
- data/Scripts/Scene_Map.rb +0 -540
- data/Scripts/Scene_Menu.rb +0 -213
- data/Scripts/Scene_Name.rb +0 -113
- data/Scripts/Scene_Save.rb +0 -88
- data/Scripts/Scene_Skill.rb +0 -232
- data/Scripts/Scene_Status.rb +0 -78
- data/Scripts/Scene_Title.rb +0 -237
- data/Scripts/Script.rb +0 -780
- data/Scripts/Sprite_Battler.rb +0 -131
- data/Scripts/Sprite_Character.rb +0 -192
- data/Scripts/Sprite_Footprint.rb +0 -35
- data/Scripts/Sprite_Footsplash.rb +0 -54
- data/Scripts/Sprite_Light.rb +0 -18
- data/Scripts/Sprite_MapText.rb +0 -63
- data/Scripts/Sprite_Picture.rb +0 -72
- data/Scripts/Sprite_Timer.rb +0 -52
- data/Scripts/Spriteset_Map.rb +0 -370
- data/Scripts/Window_Base.rb +0 -327
- data/Scripts/Window_BattleResult.rb +0 -51
- data/Scripts/Window_BattleStatus.rb +0 -62
- data/Scripts/Window_Command.rb +0 -49
- data/Scripts/Window_DebugLeft.rb +0 -57
- data/Scripts/Window_DebugRight.rb +0 -69
- data/Scripts/Window_EquipItem.rb +0 -94
- data/Scripts/Window_EquipLeft.rb +0 -61
- data/Scripts/Window_EquipRight.rb +0 -56
- data/Scripts/Window_Gold.rb +0 -27
- data/Scripts/Window_Help.rb +0 -33
- data/Scripts/Window_InputNumber.rb +0 -111
- data/Scripts/Window_Item.rb +0 -229
- data/Scripts/Window_MainMenu.rb +0 -150
- data/Scripts/Window_MenuStatus.rb +0 -48
- data/Scripts/Window_Message.rb +0 -459
- data/Scripts/Window_NameEdit.rb +0 -108
- data/Scripts/Window_NameInput.rb +0 -262
- data/Scripts/Window_PartyCommand.rb +0 -42
- data/Scripts/Window_PlayTime.rb +0 -40
- data/Scripts/Window_SaveFile.rb +0 -91
- data/Scripts/Window_Selectable.rb +0 -203
- data/Scripts/Window_Settings.rb +0 -469
- data/Scripts/Window_ShopBuy.rb +0 -93
- data/Scripts/Window_ShopCommand.rb +0 -37
- data/Scripts/Window_ShopNumber.rb +0 -87
- data/Scripts/Window_ShopSell.rb +0 -94
- data/Scripts/Window_ShopStatus.rb +0 -107
- data/Scripts/Window_Skill.rb +0 -83
- data/Scripts/Window_SkillStatus.rb +0 -28
- data/Scripts/Window_Status.rb +0 -64
- data/Scripts/Window_Steps.rb +0 -26
- data/Scripts/Window_Target.rb +0 -49
- data/Scripts/_scripts.txt +0 -111
- data/Scripts/i18n_English.rb +0 -59
- data/Scripts/i18n_Language.rb +0 -130
data/Scripts/Scene_Menu.rb
DELETED
@@ -1,213 +0,0 @@
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#==============================================================================
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# ** Scene_Menu
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#------------------------------------------------------------------------------
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# This class performs menu screen processing.
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#==============================================================================
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class Scene_Menu
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#--------------------------------------------------------------------------
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# * Object Initialization
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# menu_index : command cursor's initial position
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#--------------------------------------------------------------------------
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def initialize(menu_index = 0)
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@menu_index = menu_index
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end
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#--------------------------------------------------------------------------
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# * Main Processing
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#--------------------------------------------------------------------------
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def main
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# Make command window
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s1 = $data_system.words.item
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s2 = $data_system.words.skill
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s3 = $data_system.words.equip
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s4 = "Status"
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s5 = "Save"
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s6 = "End Game"
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@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
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@command_window.index = @menu_index
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# If number of party members is 0
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if $game_party.actors.size == 0
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# Disable items, skills, equipment, and status
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@command_window.disable_item(0)
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@command_window.disable_item(1)
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@command_window.disable_item(2)
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@command_window.disable_item(3)
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end
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# If save is forbidden
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if $game_system.save_disabled
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# Disable save
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@command_window.disable_item(4)
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end
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# Make play time window
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@playtime_window = Window_PlayTime.new
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@playtime_window.x = 0
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@playtime_window.y = 224
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# Make steps window
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@steps_window = Window_Steps.new
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@steps_window.x = 0
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@steps_window.y = 320
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# Make gold window
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@gold_window = Window_Gold.new
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@gold_window.x = 0
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@gold_window.y = 416
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# Make status window
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@status_window = Window_MenuStatus.new
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@status_window.x = 160
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@status_window.y = 0
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# Execute transition
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Graphics.transition
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# Main loop
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loop do
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# Update game screen
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Graphics.update
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# Update input information
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Input.update
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# Frame update
|
66
|
-
update
|
67
|
-
# Abort loop if screen is changed
|
68
|
-
if $scene != self
|
69
|
-
break
|
70
|
-
end
|
71
|
-
end
|
72
|
-
# Prepare for transition
|
73
|
-
Graphics.freeze
|
74
|
-
# Dispose of windows
|
75
|
-
@command_window.dispose
|
76
|
-
@playtime_window.dispose
|
77
|
-
@steps_window.dispose
|
78
|
-
@gold_window.dispose
|
79
|
-
@status_window.dispose
|
80
|
-
end
|
81
|
-
#--------------------------------------------------------------------------
|
82
|
-
# * Frame Update
|
83
|
-
#--------------------------------------------------------------------------
|
84
|
-
def update
|
85
|
-
# Update windows
|
86
|
-
@command_window.update
|
87
|
-
@playtime_window.update
|
88
|
-
@steps_window.update
|
89
|
-
@gold_window.update
|
90
|
-
@status_window.update
|
91
|
-
# If command window is active: call update_command
|
92
|
-
if @command_window.active
|
93
|
-
update_command
|
94
|
-
return
|
95
|
-
end
|
96
|
-
# If status window is active: call update_status
|
97
|
-
if @status_window.active
|
98
|
-
update_status
|
99
|
-
return
|
100
|
-
end
|
101
|
-
end
|
102
|
-
#--------------------------------------------------------------------------
|
103
|
-
# * Frame Update (when command window is active)
|
104
|
-
#--------------------------------------------------------------------------
|
105
|
-
def update_command
|
106
|
-
# If B button was pressed
|
107
|
-
if Input.trigger?(Input::CANCEL)
|
108
|
-
# Play cancel SE
|
109
|
-
$game_system.se_play($data_system.cancel_se)
|
110
|
-
# Switch to map screen
|
111
|
-
$scene = Scene_Map.new
|
112
|
-
return
|
113
|
-
end
|
114
|
-
# If C button was pressed
|
115
|
-
if Input.trigger?(Input::ACTION)
|
116
|
-
# If command other than save or end game, and party members = 0
|
117
|
-
if $game_party.actors.size == 0 and @command_window.index < 4
|
118
|
-
# Play buzzer SE
|
119
|
-
$game_system.se_play($data_system.buzzer_se)
|
120
|
-
return
|
121
|
-
end
|
122
|
-
# Branch by command window cursor position
|
123
|
-
case @command_window.index
|
124
|
-
when 0 # item
|
125
|
-
# Play decision SE
|
126
|
-
$game_system.se_play($data_system.decision_se)
|
127
|
-
# Switch to item screen
|
128
|
-
$scene = Scene_Item.new
|
129
|
-
when 1 # skill
|
130
|
-
# Play decision SE
|
131
|
-
$game_system.se_play($data_system.decision_se)
|
132
|
-
# Make status window active
|
133
|
-
@command_window.active = false
|
134
|
-
@status_window.active = true
|
135
|
-
@status_window.index = 0
|
136
|
-
when 2 # equipment
|
137
|
-
# Play decision SE
|
138
|
-
$game_system.se_play($data_system.decision_se)
|
139
|
-
# Make status window active
|
140
|
-
@command_window.active = false
|
141
|
-
@status_window.active = true
|
142
|
-
@status_window.index = 0
|
143
|
-
when 3 # status
|
144
|
-
# Play decision SE
|
145
|
-
$game_system.se_play($data_system.decision_se)
|
146
|
-
# Make status window active
|
147
|
-
@command_window.active = false
|
148
|
-
@status_window.active = true
|
149
|
-
@status_window.index = 0
|
150
|
-
when 4 # save
|
151
|
-
# If saving is forbidden
|
152
|
-
if $game_system.save_disabled
|
153
|
-
# Play buzzer SE
|
154
|
-
$game_system.se_play($data_system.buzzer_se)
|
155
|
-
return
|
156
|
-
end
|
157
|
-
# Play decision SE
|
158
|
-
$game_system.se_play($data_system.decision_se)
|
159
|
-
# Switch to save screen
|
160
|
-
$scene = Scene_Save.new
|
161
|
-
when 5 # end game
|
162
|
-
# Play decision SE
|
163
|
-
$game_system.se_play($data_system.decision_se)
|
164
|
-
# Switch to end game screen
|
165
|
-
$scene = Scene_End.new
|
166
|
-
end
|
167
|
-
return
|
168
|
-
end
|
169
|
-
end
|
170
|
-
#--------------------------------------------------------------------------
|
171
|
-
# * Frame Update (when status window is active)
|
172
|
-
#--------------------------------------------------------------------------
|
173
|
-
def update_status
|
174
|
-
# If B button was pressed
|
175
|
-
if Input.trigger?(Input::CANCEL)
|
176
|
-
# Play cancel SE
|
177
|
-
$game_system.se_play($data_system.cancel_se)
|
178
|
-
# Make command window active
|
179
|
-
@command_window.active = true
|
180
|
-
@status_window.active = false
|
181
|
-
@status_window.index = -1
|
182
|
-
return
|
183
|
-
end
|
184
|
-
# If C button was pressed
|
185
|
-
if Input.trigger?(Input::ACTION)
|
186
|
-
# Branch by command window cursor position
|
187
|
-
case @command_window.index
|
188
|
-
when 1 # skill
|
189
|
-
# If this actor's action limit is 2 or more
|
190
|
-
if $game_party.actors[@status_window.index].restriction >= 2
|
191
|
-
# Play buzzer SE
|
192
|
-
$game_system.se_play($data_system.buzzer_se)
|
193
|
-
return
|
194
|
-
end
|
195
|
-
# Play decision SE
|
196
|
-
$game_system.se_play($data_system.decision_se)
|
197
|
-
# Switch to skill screen
|
198
|
-
$scene = Scene_Skill.new(@status_window.index)
|
199
|
-
when 2 # equipment
|
200
|
-
# Play decision SE
|
201
|
-
$game_system.se_play($data_system.decision_se)
|
202
|
-
# Switch to equipment screen
|
203
|
-
$scene = Scene_Equip.new(@status_window.index)
|
204
|
-
when 3 # status
|
205
|
-
# Play decision SE
|
206
|
-
$game_system.se_play($data_system.decision_se)
|
207
|
-
# Switch to status screen
|
208
|
-
$scene = Scene_Status.new(@status_window.index)
|
209
|
-
end
|
210
|
-
return
|
211
|
-
end
|
212
|
-
end
|
213
|
-
end
|
data/Scripts/Scene_Name.rb
DELETED
@@ -1,113 +0,0 @@
|
|
1
|
-
#==============================================================================
|
2
|
-
# ** Scene_Name
|
3
|
-
#------------------------------------------------------------------------------
|
4
|
-
# This class performs name input screen processing.
|
5
|
-
#==============================================================================
|
6
|
-
|
7
|
-
class Scene_Name
|
8
|
-
#--------------------------------------------------------------------------
|
9
|
-
# * Main Processing
|
10
|
-
#--------------------------------------------------------------------------
|
11
|
-
def main
|
12
|
-
# Make windows
|
13
|
-
@edit_window = Window_NameEdit.new
|
14
|
-
@input_window = Language.create_input
|
15
|
-
# Execute transition
|
16
|
-
Graphics.transition
|
17
|
-
# Main loop
|
18
|
-
loop do
|
19
|
-
# Update game screen
|
20
|
-
Graphics.update
|
21
|
-
# Update input information
|
22
|
-
Input.update
|
23
|
-
# Frame update
|
24
|
-
update
|
25
|
-
# Abort loop if screen is changed
|
26
|
-
if $scene != self
|
27
|
-
break
|
28
|
-
end
|
29
|
-
end
|
30
|
-
# Prepare for transition
|
31
|
-
Graphics.freeze
|
32
|
-
# Dispose of windows
|
33
|
-
@edit_window.dispose
|
34
|
-
@input_window.dispose
|
35
|
-
end
|
36
|
-
#--------------------------------------------------------------------------
|
37
|
-
# * Frame Update
|
38
|
-
#--------------------------------------------------------------------------
|
39
|
-
def update
|
40
|
-
# Update windows
|
41
|
-
@edit_window.update
|
42
|
-
@input_window.update
|
43
|
-
# If B button was pressed
|
44
|
-
if Input.repeat?(Input::CANCEL)
|
45
|
-
# If cursor position is at 0
|
46
|
-
if @edit_window.index == 0
|
47
|
-
return
|
48
|
-
end
|
49
|
-
# Play cancel SE
|
50
|
-
$game_system.se_play($data_system.cancel_se)
|
51
|
-
# Delete text
|
52
|
-
@edit_window.back
|
53
|
-
return
|
54
|
-
end
|
55
|
-
# If C button was pressed
|
56
|
-
if Input.trigger?(Input::ACTION)
|
57
|
-
# If cursor position is at [OK]
|
58
|
-
if @input_window.character == nil
|
59
|
-
# Cursor is at OK or mode buttons
|
60
|
-
slot = @input_window.mode_button_slot
|
61
|
-
if slot == -1
|
62
|
-
# Cursor is at OK
|
63
|
-
# If name is empty
|
64
|
-
if @edit_window.name == ""
|
65
|
-
# Return to default name
|
66
|
-
@edit_window.restore_default
|
67
|
-
# If name is empty
|
68
|
-
if @edit_window.name == ""
|
69
|
-
# Play buzzer SE
|
70
|
-
$game_system.se_play($data_system.buzzer_se)
|
71
|
-
return
|
72
|
-
end
|
73
|
-
# Play decision SE
|
74
|
-
$game_system.se_play($data_system.decision_se)
|
75
|
-
return
|
76
|
-
end
|
77
|
-
# Change actor name
|
78
|
-
if $game_switches[91]
|
79
|
-
$game_temp.countdown_password = @edit_window.name
|
80
|
-
else
|
81
|
-
$game_oneshot.player_name = @edit_window.name
|
82
|
-
end
|
83
|
-
# Play decision SE
|
84
|
-
$game_system.se_play($data_system.decision_se)
|
85
|
-
# Switch to map screen
|
86
|
-
$scene = Scene_Map.new
|
87
|
-
return
|
88
|
-
end
|
89
|
-
# Cursor is on mode buttons
|
90
|
-
$game_system.se_play($data_system.decision_se)
|
91
|
-
@input_window.cycle_mode(slot)
|
92
|
-
return
|
93
|
-
end
|
94
|
-
# If cursor position is at maximum
|
95
|
-
if @edit_window.index == @edit_window.max_char
|
96
|
-
# Play buzzer SE
|
97
|
-
$game_system.se_play($data_system.buzzer_se)
|
98
|
-
return
|
99
|
-
end
|
100
|
-
# If text character is empty
|
101
|
-
if @input_window.character == ""
|
102
|
-
# Play buzzer SE
|
103
|
-
$game_system.se_play($data_system.buzzer_se)
|
104
|
-
return
|
105
|
-
end
|
106
|
-
# Play decision SE
|
107
|
-
$game_system.se_play($data_system.decision_se)
|
108
|
-
# Add text character
|
109
|
-
@edit_window.add(@input_window.character)
|
110
|
-
return
|
111
|
-
end
|
112
|
-
end
|
113
|
-
end
|
data/Scripts/Scene_Save.rb
DELETED
@@ -1,88 +0,0 @@
|
|
1
|
-
#==============================================================================
|
2
|
-
# ** Scene_Save
|
3
|
-
#------------------------------------------------------------------------------
|
4
|
-
# This class performs save screen processing.
|
5
|
-
#==============================================================================
|
6
|
-
|
7
|
-
class Scene_Save < Scene_File
|
8
|
-
#--------------------------------------------------------------------------
|
9
|
-
# * Object Initialization
|
10
|
-
#--------------------------------------------------------------------------
|
11
|
-
def initialize
|
12
|
-
super("Which file would you like to save to?")
|
13
|
-
end
|
14
|
-
#--------------------------------------------------------------------------
|
15
|
-
# * Decision Processing
|
16
|
-
#--------------------------------------------------------------------------
|
17
|
-
def on_decision(filename)
|
18
|
-
# Play save SE
|
19
|
-
$game_system.se_play($data_system.save_se)
|
20
|
-
# Write save data
|
21
|
-
file = File.open(filename, "wb")
|
22
|
-
write_save_data(file)
|
23
|
-
file.close
|
24
|
-
# If called from event
|
25
|
-
if $game_temp.save_calling
|
26
|
-
# Clear save call flag
|
27
|
-
$game_temp.save_calling = false
|
28
|
-
# Switch to map screen
|
29
|
-
$scene = Scene_Map.new
|
30
|
-
return
|
31
|
-
end
|
32
|
-
# Switch to menu screen
|
33
|
-
$scene = Scene_Menu.new(4)
|
34
|
-
end
|
35
|
-
#--------------------------------------------------------------------------
|
36
|
-
# * Cancel Processing
|
37
|
-
#--------------------------------------------------------------------------
|
38
|
-
def on_cancel
|
39
|
-
# Play cancel SE
|
40
|
-
$game_system.se_play($data_system.cancel_se)
|
41
|
-
# If called from event
|
42
|
-
if $game_temp.save_calling
|
43
|
-
# Clear save call flag
|
44
|
-
$game_temp.save_calling = false
|
45
|
-
# Switch to map screen
|
46
|
-
$scene = Scene_Map.new
|
47
|
-
return
|
48
|
-
end
|
49
|
-
# Switch to menu screen
|
50
|
-
$scene = Scene_Menu.new(4)
|
51
|
-
end
|
52
|
-
#--------------------------------------------------------------------------
|
53
|
-
# * Write Save Data
|
54
|
-
# file : write file object (opened)
|
55
|
-
#--------------------------------------------------------------------------
|
56
|
-
def write_save_data(file)
|
57
|
-
# Make character data for drawing save file
|
58
|
-
characters = []
|
59
|
-
for i in 0...$game_party.actors.size
|
60
|
-
actor = $game_party.actors[i]
|
61
|
-
characters.push([actor.character_name, actor.character_hue])
|
62
|
-
end
|
63
|
-
# Write character data for drawing save file
|
64
|
-
Marshal.dump(characters, file)
|
65
|
-
# Wrire frame count for measuring play time
|
66
|
-
Marshal.dump(Graphics.frame_count, file)
|
67
|
-
# Increase save count by 1
|
68
|
-
$game_system.save_count += 1
|
69
|
-
# Save magic number
|
70
|
-
# (A random value will be written each time saving with editor)
|
71
|
-
$game_system.magic_number = $data_system.magic_number
|
72
|
-
# Write each type of game object
|
73
|
-
Marshal.dump($game_system, file)
|
74
|
-
Marshal.dump($game_switches, file)
|
75
|
-
Marshal.dump($game_variables, file)
|
76
|
-
Marshal.dump($game_self_switches, file)
|
77
|
-
Marshal.dump($game_screen, file)
|
78
|
-
Marshal.dump($game_actors, file)
|
79
|
-
Marshal.dump($game_party, file)
|
80
|
-
Marshal.dump($game_troop, file)
|
81
|
-
Marshal.dump($game_map, file)
|
82
|
-
Marshal.dump($game_player, file)
|
83
|
-
Marshal.dump($game_followers, file)
|
84
|
-
Marshal.dump($game_oneshot, file)
|
85
|
-
Marshal.dump($game_fasttravel, file)
|
86
|
-
Marshal.dump($game_temp.footstep_sfx , file)
|
87
|
-
end
|
88
|
-
end
|
data/Scripts/Scene_Skill.rb
DELETED
@@ -1,232 +0,0 @@
|
|
1
|
-
#==============================================================================
|
2
|
-
# ** Scene_Skill
|
3
|
-
#------------------------------------------------------------------------------
|
4
|
-
# This class performs skill screen processing.
|
5
|
-
#==============================================================================
|
6
|
-
|
7
|
-
class Scene_Skill
|
8
|
-
#--------------------------------------------------------------------------
|
9
|
-
# * Object Initialization
|
10
|
-
# actor_index : actor index
|
11
|
-
#--------------------------------------------------------------------------
|
12
|
-
def initialize(actor_index = 0, equip_index = 0)
|
13
|
-
@actor_index = actor_index
|
14
|
-
end
|
15
|
-
#--------------------------------------------------------------------------
|
16
|
-
# * Main Processing
|
17
|
-
#--------------------------------------------------------------------------
|
18
|
-
def main
|
19
|
-
# Get actor
|
20
|
-
@actor = $game_party.actors[@actor_index]
|
21
|
-
# Make help window, status window, and skill window
|
22
|
-
@help_window = Window_Help.new
|
23
|
-
@status_window = Window_SkillStatus.new(@actor)
|
24
|
-
@skill_window = Window_Skill.new(@actor)
|
25
|
-
# Associate help window
|
26
|
-
@skill_window.help_window = @help_window
|
27
|
-
# Make target window (set to invisible / inactive)
|
28
|
-
@target_window = Window_Target.new
|
29
|
-
@target_window.visible = false
|
30
|
-
@target_window.active = false
|
31
|
-
# Execute transition
|
32
|
-
Graphics.transition
|
33
|
-
# Main loop
|
34
|
-
loop do
|
35
|
-
# Update game screen
|
36
|
-
Graphics.update
|
37
|
-
# Update input information
|
38
|
-
Input.update
|
39
|
-
# Frame update
|
40
|
-
update
|
41
|
-
# Abort loop if screen is changed
|
42
|
-
if $scene != self
|
43
|
-
break
|
44
|
-
end
|
45
|
-
end
|
46
|
-
# Prepare for transition
|
47
|
-
Graphics.freeze
|
48
|
-
# Dispose of windows
|
49
|
-
@help_window.dispose
|
50
|
-
@status_window.dispose
|
51
|
-
@skill_window.dispose
|
52
|
-
@target_window.dispose
|
53
|
-
end
|
54
|
-
#--------------------------------------------------------------------------
|
55
|
-
# * Frame Update
|
56
|
-
#--------------------------------------------------------------------------
|
57
|
-
def update
|
58
|
-
# Update windows
|
59
|
-
@help_window.update
|
60
|
-
@status_window.update
|
61
|
-
@skill_window.update
|
62
|
-
@target_window.update
|
63
|
-
# If skill window is active: call update_skill
|
64
|
-
if @skill_window.active
|
65
|
-
update_skill
|
66
|
-
return
|
67
|
-
end
|
68
|
-
# If skill target is active: call update_target
|
69
|
-
if @target_window.active
|
70
|
-
update_target
|
71
|
-
return
|
72
|
-
end
|
73
|
-
end
|
74
|
-
#--------------------------------------------------------------------------
|
75
|
-
# * Frame Update (if skill window is active)
|
76
|
-
#--------------------------------------------------------------------------
|
77
|
-
def update_skill
|
78
|
-
# If B button was pressed
|
79
|
-
if Input.trigger?(Input::CANCEL)
|
80
|
-
# Play cancel SE
|
81
|
-
$game_system.se_play($data_system.cancel_se)
|
82
|
-
# Switch to menu screen
|
83
|
-
$scene = Scene_Menu.new(1)
|
84
|
-
return
|
85
|
-
end
|
86
|
-
# If C button was pressed
|
87
|
-
if Input.trigger?(Input::ACTION)
|
88
|
-
# Get currently selected data on the skill window
|
89
|
-
@skill = @skill_window.skill
|
90
|
-
# If unable to use
|
91
|
-
if @skill == nil or not @actor.skill_can_use?(@skill.id)
|
92
|
-
# Play buzzer SE
|
93
|
-
$game_system.se_play($data_system.buzzer_se)
|
94
|
-
return
|
95
|
-
end
|
96
|
-
# Play decision SE
|
97
|
-
$game_system.se_play($data_system.decision_se)
|
98
|
-
# If effect scope is ally
|
99
|
-
if @skill.scope >= 3
|
100
|
-
# Activate target window
|
101
|
-
@skill_window.active = false
|
102
|
-
@target_window.x = (@skill_window.index + 1) % 2 * 304
|
103
|
-
@target_window.visible = true
|
104
|
-
@target_window.active = true
|
105
|
-
# Set cursor position to effect scope (single / all)
|
106
|
-
if @skill.scope == 4 || @skill.scope == 6
|
107
|
-
@target_window.index = -1
|
108
|
-
elsif @skill.scope == 7
|
109
|
-
@target_window.index = @actor_index - 10
|
110
|
-
else
|
111
|
-
@target_window.index = 0
|
112
|
-
end
|
113
|
-
# If effect scope is other than ally
|
114
|
-
else
|
115
|
-
# If common event ID is valid
|
116
|
-
if @skill.common_event_id > 0
|
117
|
-
# Common event call reservation
|
118
|
-
$game_temp.common_event_id = @skill.common_event_id
|
119
|
-
# Play use skill SE
|
120
|
-
$game_system.se_play(@skill.menu_se)
|
121
|
-
# Use up SP
|
122
|
-
@actor.sp -= @skill.sp_cost
|
123
|
-
# Remake each window content
|
124
|
-
@status_window.refresh
|
125
|
-
@skill_window.refresh
|
126
|
-
@target_window.refresh
|
127
|
-
# Switch to map screen
|
128
|
-
$scene = Scene_Map.new
|
129
|
-
return
|
130
|
-
end
|
131
|
-
end
|
132
|
-
return
|
133
|
-
end
|
134
|
-
# If R button was pressed
|
135
|
-
if Input.trigger?(Input::R)
|
136
|
-
# Play cursor SE
|
137
|
-
$game_system.se_play($data_system.cursor_se)
|
138
|
-
# To next actor
|
139
|
-
@actor_index += 1
|
140
|
-
@actor_index %= $game_party.actors.size
|
141
|
-
# Switch to different skill screen
|
142
|
-
$scene = Scene_Skill.new(@actor_index)
|
143
|
-
return
|
144
|
-
end
|
145
|
-
# If L button was pressed
|
146
|
-
if Input.trigger?(Input::L)
|
147
|
-
# Play cursor SE
|
148
|
-
$game_system.se_play($data_system.cursor_se)
|
149
|
-
# To previous actor
|
150
|
-
@actor_index += $game_party.actors.size - 1
|
151
|
-
@actor_index %= $game_party.actors.size
|
152
|
-
# Switch to different skill screen
|
153
|
-
$scene = Scene_Skill.new(@actor_index)
|
154
|
-
return
|
155
|
-
end
|
156
|
-
end
|
157
|
-
#--------------------------------------------------------------------------
|
158
|
-
# * Frame Update (when target window is active)
|
159
|
-
#--------------------------------------------------------------------------
|
160
|
-
def update_target
|
161
|
-
# If B button was pressed
|
162
|
-
if Input.trigger?(Input::CANCEL)
|
163
|
-
# Play cancel SE
|
164
|
-
$game_system.se_play($data_system.cancel_se)
|
165
|
-
# Erase target window
|
166
|
-
@skill_window.active = true
|
167
|
-
@target_window.visible = false
|
168
|
-
@target_window.active = false
|
169
|
-
return
|
170
|
-
end
|
171
|
-
# If C button was pressed
|
172
|
-
if Input.trigger?(Input::ACTION)
|
173
|
-
# If unable to use because SP ran out
|
174
|
-
unless @actor.skill_can_use?(@skill.id)
|
175
|
-
# Play buzzer SE
|
176
|
-
$game_system.se_play($data_system.buzzer_se)
|
177
|
-
return
|
178
|
-
end
|
179
|
-
# If target is all
|
180
|
-
if @target_window.index == -1
|
181
|
-
# Apply skill use effects to entire party
|
182
|
-
used = false
|
183
|
-
for i in $game_party.actors
|
184
|
-
used |= i.skill_effect(@actor, @skill)
|
185
|
-
end
|
186
|
-
end
|
187
|
-
# If target is user
|
188
|
-
if @target_window.index <= -2
|
189
|
-
# Apply skill use effects to target actor
|
190
|
-
target = $game_party.actors[@target_window.index + 10]
|
191
|
-
used = target.skill_effect(@actor, @skill)
|
192
|
-
end
|
193
|
-
# If single target
|
194
|
-
if @target_window.index >= 0
|
195
|
-
# Apply skill use effects to target actor
|
196
|
-
target = $game_party.actors[@target_window.index]
|
197
|
-
used = target.skill_effect(@actor, @skill)
|
198
|
-
end
|
199
|
-
# If skill was used
|
200
|
-
if used
|
201
|
-
# Play skill use SE
|
202
|
-
$game_system.se_play(@skill.menu_se)
|
203
|
-
# Use up SP
|
204
|
-
@actor.sp -= @skill.sp_cost
|
205
|
-
# Remake each window content
|
206
|
-
@status_window.refresh
|
207
|
-
@skill_window.refresh
|
208
|
-
@target_window.refresh
|
209
|
-
# If entire party is dead
|
210
|
-
if $game_party.all_dead?
|
211
|
-
# Switch to game over screen
|
212
|
-
$scene = Scene_Gameover.new
|
213
|
-
return
|
214
|
-
end
|
215
|
-
# If command event ID is valid
|
216
|
-
if @skill.common_event_id > 0
|
217
|
-
# Command event call reservation
|
218
|
-
$game_temp.common_event_id = @skill.common_event_id
|
219
|
-
# Switch to map screen
|
220
|
-
$scene = Scene_Map.new
|
221
|
-
return
|
222
|
-
end
|
223
|
-
end
|
224
|
-
# If skill wasn't used
|
225
|
-
unless used
|
226
|
-
# Play buzzer SE
|
227
|
-
$game_system.se_play($data_system.buzzer_se)
|
228
|
-
end
|
229
|
-
return
|
230
|
-
end
|
231
|
-
end
|
232
|
-
end
|