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
@@ -1,213 +0,0 @@
1
- #==============================================================================
2
- # ** Scene_Menu
3
- #------------------------------------------------------------------------------
4
- # This class performs menu screen processing.
5
- #==============================================================================
6
-
7
- class Scene_Menu
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- # menu_index : command cursor's initial position
11
- #--------------------------------------------------------------------------
12
- def initialize(menu_index = 0)
13
- @menu_index = menu_index
14
- end
15
- #--------------------------------------------------------------------------
16
- # * Main Processing
17
- #--------------------------------------------------------------------------
18
- def main
19
- # Make command window
20
- s1 = $data_system.words.item
21
- s2 = $data_system.words.skill
22
- s3 = $data_system.words.equip
23
- s4 = "Status"
24
- s5 = "Save"
25
- s6 = "End Game"
26
- @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
27
- @command_window.index = @menu_index
28
- # If number of party members is 0
29
- if $game_party.actors.size == 0
30
- # Disable items, skills, equipment, and status
31
- @command_window.disable_item(0)
32
- @command_window.disable_item(1)
33
- @command_window.disable_item(2)
34
- @command_window.disable_item(3)
35
- end
36
- # If save is forbidden
37
- if $game_system.save_disabled
38
- # Disable save
39
- @command_window.disable_item(4)
40
- end
41
- # Make play time window
42
- @playtime_window = Window_PlayTime.new
43
- @playtime_window.x = 0
44
- @playtime_window.y = 224
45
- # Make steps window
46
- @steps_window = Window_Steps.new
47
- @steps_window.x = 0
48
- @steps_window.y = 320
49
- # Make gold window
50
- @gold_window = Window_Gold.new
51
- @gold_window.x = 0
52
- @gold_window.y = 416
53
- # Make status window
54
- @status_window = Window_MenuStatus.new
55
- @status_window.x = 160
56
- @status_window.y = 0
57
- # Execute transition
58
- Graphics.transition
59
- # Main loop
60
- loop do
61
- # Update game screen
62
- Graphics.update
63
- # Update input information
64
- Input.update
65
- # 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
@@ -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
@@ -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
@@ -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