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
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  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 @@
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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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-
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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
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