rmxp_extractor 1.8 → 1.9

Sign up to get free protection for your applications and to get access to all the features.
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
@@ -1,131 +0,0 @@
1
- #==============================================================================
2
- # ** Sprite_Battler
3
- #------------------------------------------------------------------------------
4
- # This sprite is used to display the battler.It observes the Game_Character
5
- # class and automatically changes sprite conditions.
6
- #==============================================================================
7
-
8
- class Sprite_Battler < RPG::Sprite
9
- #--------------------------------------------------------------------------
10
- # * Public Instance Variables
11
- #--------------------------------------------------------------------------
12
- attr_accessor :battler # battler
13
- #--------------------------------------------------------------------------
14
- # * Object Initialization
15
- # viewport : viewport
16
- # battler : battler (Game_Battler)
17
- #--------------------------------------------------------------------------
18
- def initialize(viewport, battler = nil)
19
- super(viewport)
20
- @battler = battler
21
- @battler_visible = false
22
- end
23
- #--------------------------------------------------------------------------
24
- # * Dispose
25
- #--------------------------------------------------------------------------
26
- def dispose
27
- if self.bitmap != nil
28
- self.bitmap.dispose
29
- end
30
- super
31
- end
32
- #--------------------------------------------------------------------------
33
- # * Frame Update
34
- #--------------------------------------------------------------------------
35
- def update
36
- super
37
- # If battler is nil
38
- if @battler == nil
39
- self.bitmap = nil
40
- loop_animation(nil)
41
- return
42
- end
43
- # If file name or hue are different than current ones
44
- if @battler.battler_name != @battler_name or
45
- @battler.battler_hue != @battler_hue
46
- # Get and set bitmap
47
- @battler_name = @battler.battler_name
48
- @battler_hue = @battler.battler_hue
49
- self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
50
- @width = bitmap.width
51
- @height = bitmap.height
52
- self.ox = @width / 2
53
- self.oy = @height
54
- # Change opacity level to 0 when dead or hidden
55
- if @battler.dead? or @battler.hidden
56
- self.opacity = 0
57
- end
58
- end
59
- # If animation ID is different than current one
60
- if @battler.damage == nil and
61
- @battler.state_animation_id != @state_animation_id
62
- @state_animation_id = @battler.state_animation_id
63
- loop_animation($data_animations[@state_animation_id])
64
- end
65
- # If actor which should be displayed
66
- if @battler.is_a?(Game_Actor) and @battler_visible
67
- # Bring opacity level down a bit when not in main phase
68
- if $game_temp.battle_main_phase
69
- self.opacity += 3 if self.opacity < 255
70
- else
71
- self.opacity -= 3 if self.opacity > 207
72
- end
73
- end
74
- # Blink
75
- if @battler.blink
76
- blink_on
77
- else
78
- blink_off
79
- end
80
- # If invisible
81
- unless @battler_visible
82
- # Appear
83
- if not @battler.hidden and not @battler.dead? and
84
- (@battler.damage == nil or @battler.damage_pop)
85
- appear
86
- @battler_visible = true
87
- end
88
- end
89
- # If visible
90
- if @battler_visible
91
- # Escape
92
- if @battler.hidden
93
- $game_system.se_play($data_system.escape_se)
94
- escape
95
- @battler_visible = false
96
- end
97
- # White flash
98
- if @battler.white_flash
99
- whiten
100
- @battler.white_flash = false
101
- end
102
- # Animation
103
- if @battler.animation_id != 0
104
- animation = $data_animations[@battler.animation_id]
105
- animation(animation, @battler.animation_hit)
106
- @battler.animation_id = 0
107
- end
108
- # Damage
109
- if @battler.damage_pop
110
- damage(@battler.damage, @battler.critical)
111
- @battler.damage = nil
112
- @battler.critical = false
113
- @battler.damage_pop = false
114
- end
115
- # Collapse
116
- if @battler.damage == nil and @battler.dead?
117
- if @battler.is_a?(Game_Enemy)
118
- $game_system.se_play($data_system.enemy_collapse_se)
119
- else
120
- $game_system.se_play($data_system.actor_collapse_se)
121
- end
122
- collapse
123
- @battler_visible = false
124
- end
125
- end
126
- # Set sprite coordinates
127
- self.x = @battler.screen_x
128
- self.y = @battler.screen_y
129
- self.z = @battler.screen_z
130
- end
131
- end
@@ -1,192 +0,0 @@
1
- #==============================================================================
2
- # ** Sprite_Character
3
- #------------------------------------------------------------------------------
4
- # This sprite is used to display the character.It observes the Game_Character
5
- # class and automatically changes sprite conditions.
6
- #==============================================================================
7
-
8
- class Sprite_Character
9
- #--------------------------------------------------------------------------
10
- # * Public Instance Variables
11
- #--------------------------------------------------------------------------
12
- attr_accessor :character # character
13
- #--------------------------------------------------------------------------
14
- # * Object Initialization
15
- # viewport : viewport
16
- # light_viewport : light viewport
17
- # character : character (Game_Character)
18
- #--------------------------------------------------------------------------
19
- def initialize(viewport, light_viewport, character = nil)
20
- @viewport = viewport
21
- @light_viewport = light_viewport
22
- @sprite = RPG::Sprite.new(viewport)
23
- @light_sprite = RPG::Sprite.new(light_viewport)
24
- @light_sprite.blend_type = 1
25
- @character = character
26
- update
27
- end
28
- #--------------------------------------------------------------------------
29
- # * Frame Update
30
- #--------------------------------------------------------------------------
31
- def update
32
- # Choose the appropriate light sprite
33
- @light_sprite.viewport = ($game_screen.tone.blank?) ? @viewport : @light_viewport
34
- # Update sprites
35
- @sprite.update
36
- @light_sprite.update
37
- # If tile ID, file name, or hue are different from current ones
38
- if @tile_id != @character.tile_id or
39
- @character_name != @character.character_name or
40
- @character_hue != @character.character_hue
41
- # Remember tile ID, file name, and hue
42
- @tile_id = @character.tile_id
43
- @character_name = @character.character_name
44
- @character_hue = @character.character_hue
45
- # If tile ID value is valid
46
- if @tile_id >= 384
47
- @sprite.bitmap = RPG::Cache.tile($game_map.tileset_name,
48
- @tile_id, @character.character_hue)
49
- @light_sprite.visible = false
50
- @sprite.src_rect.set(0, 0, 32, 32)
51
- @light_sprite.src_rect.set(0, 0, 32, 32)
52
- self.ox = 16
53
- self.oy = 32
54
- # If tile ID value is invalid
55
- else
56
- @sprite.bitmap = RPG::Cache.character(@character.character_name,
57
- @character.character_hue)
58
- begin
59
- @light_sprite.bitmap = RPG::Cache.lightmap(@character.character_name)
60
- @light_sprite.visible = true
61
- rescue
62
- @light_sprite.bitmap = nil
63
- @light_sprite.visible = false
64
- end
65
- @cw = @sprite.bitmap.width / 4
66
- @ch = @sprite.bitmap.height / 4
67
- self.ox = @cw / 2
68
- self.oy = @ch
69
- end
70
- end
71
- # Set visible situation
72
- self.visible = (not @character.transparent)
73
- # If graphic is character
74
- if @tile_id == 0
75
- # Set rectangular transfer
76
- sx = @character.pattern * @cw
77
- sy = (@character.direction - 2) / 2 * @ch
78
- @sprite.src_rect.set(sx, sy, @cw, @ch)
79
- @light_sprite.src_rect.set(sx, sy, @cw, @ch)
80
- end
81
- # Set sprite coordinates
82
- self.x = @character.screen_x
83
- self.y = @character.screen_y
84
- self.z = @character.screen_z(@ch)
85
- # Set opacity level, blend method, and bush depth
86
- self.opacity = @character.opacity
87
- self.blend_type = @character.blend_type
88
- self.bush_depth = @character.bush_depth
89
- # Animation
90
- if @character.animation_id != 0
91
- animation = $data_animations[@character.animation_id]
92
- animation(animation, true)
93
- @character.animation_id = 0
94
- end
95
- end
96
- #--------------------------------------------------------------------------
97
- # * Frame Update Fast (only position)
98
- #--------------------------------------------------------------------------
99
- def update_fast
100
- # Set sprite coordinates
101
- self.x = @character.screen_x
102
- self.y = @character.screen_y
103
- self.z = @character.screen_z(@ch)
104
- end
105
- #--------------------------------------------------------------------------
106
- # * Sprite attribute wrapper
107
- #--------------------------------------------------------------------------
108
- def self.sprite_attr(*args)
109
- args.each do |arg|
110
- class_eval("def #{arg};@sprite.#{arg};end")
111
- class_eval("def #{arg}=(val);@sprite.#{arg}=val;@light_sprite.#{arg}=val;end")
112
- end
113
- end
114
- #--------------------------------------------------------------------------
115
- # * RPG::Sprite methods
116
- #--------------------------------------------------------------------------
117
- def whiten
118
- @sprite.whiten
119
- @light_sprite.whiten
120
- end
121
- def appear
122
- @sprite.appear
123
- @light_sprite.appear
124
- end
125
- def escape
126
- @sprite.escape
127
- @light_sprite.escape
128
- end
129
- def collapse
130
- @sprite.collapse
131
- @light_sprite.collapse
132
- end
133
- def damage(value, critical)
134
- @sprite.damage(value, critical)
135
- end
136
- def animation(animation, hit)
137
- @sprite.animation(animation, hit)
138
- end
139
- def loop_animation(animation, hit)
140
- @sprite.loop_animation(animation)
141
- end
142
- def blink_on
143
- @sprite.blink_on
144
- @light_sprite.blink_on
145
- end
146
- def blink_off
147
- @sprite.blink_off
148
- @light_sprite.blink_off
149
- end
150
- def blink?
151
- @sprite.blink?
152
- end
153
- def effect?
154
- @sprite.effect?
155
- end
156
- #--------------------------------------------------------------------------
157
- # * Sprite methods
158
- #--------------------------------------------------------------------------
159
- def dispose
160
- @sprite.dispose
161
- @light_sprite.dispose
162
- @sprite = nil
163
- @light_sprite = nil
164
- end
165
- def disposed?
166
- @sprite == nil
167
- end
168
- def flash(color, duration)
169
- @sprite.flash(color, duration)
170
- @light_sprite.flash(color, duration)
171
- end
172
- #--------------------------------------------------------------------------
173
- # * Sprite properties
174
- #--------------------------------------------------------------------------
175
- sprite_attr :src_rect
176
- sprite_attr :visible
177
- sprite_attr :x, :y, :z
178
- sprite_attr :ox, :oy
179
- sprite_attr :zoom_x, :zoom_y
180
- sprite_attr :angle
181
- sprite_attr :mirror
182
- sprite_attr :bush_depth
183
- sprite_attr :opacity
184
- sprite_attr :color
185
- sprite_attr :tone
186
- def blend_type
187
- @sprite.blend_type
188
- end
189
- def blend_type=(val)
190
- @sprite.blend_type = val
191
- end
192
- end
@@ -1,35 +0,0 @@
1
- class Sprite_Footprint < Sprite
2
- def initialize(viewport, direction, x, y)
3
- super(viewport)
4
- @direction = direction
5
- @real_x = x * 4 * 32
6
- @real_y = y * 4 * 32
7
-
8
- self.zoom_x = 2
9
- self.zoom_y = 2
10
- self.ox = 8
11
- self.oy = 16
12
- self.bitmap = RPG::Cache.misc('footprints')
13
- self.src_rect.set(0, 16 * (direction / 2 - 1), 16, 16)
14
- update
15
- end
16
-
17
- def update
18
- return if disposed?
19
-
20
- self.x = (@real_x - $game_map.display_x + 3) / 4 + 16
21
- self.y = (@real_y - $game_map.display_y + 3) / 4 + 32
22
-
23
- self.opacity -= 4
24
- if self.opacity == 0
25
- dispose
26
- end
27
- end
28
-
29
- def correctX(xDelta)
30
- @real_x += xDelta*4*32
31
- end
32
- def correctY(yDelta)
33
- @real_y += yDelta*4*32
34
- end
35
- end
@@ -1,54 +0,0 @@
1
- class Sprite_Footsplash < Sprite
2
- def initialize(viewport, direction, x, y)
3
-
4
- super(viewport)
5
- y = y + 2
6
- @direction = direction
7
- @real_x = x * 4 * 32
8
- @real_y = y * 4 * 32
9
-
10
- case direction
11
- when 2
12
- @real_y -= 32
13
- when 4
14
- @real_x += 32
15
- when 6
16
- @real_x -= 32
17
- when 8
18
- @real_y += 32
19
- end
20
-
21
- @real_y += 48
22
-
23
- self.zoom_x = 2
24
- self.zoom_y = 2
25
- self.ox = 40
26
- self.oy = 80
27
- self.bitmap = RPG::Cache.misc('foot_splash')
28
- self.src_rect.set(0, 0, 80, 80)
29
- update
30
- end
31
-
32
- def update
33
- return if disposed?
34
-
35
- self.x = (@real_x - $game_map.display_x + 3) / 4 + 16
36
- self.y = (@real_y - $game_map.display_y + 3) / 4 + 32
37
-
38
- self.opacity -= 6
39
- frameIndex = 20 - (self.opacity / 13)
40
- frameX = frameIndex % 4
41
- frameY = frameIndex / 4
42
- self.src_rect.set(80*frameX, 80*frameY, 80, 80)
43
- if self.opacity == 0
44
- dispose
45
- end
46
- end
47
-
48
- def correctX(xDelta)
49
- @real_x += xDelta*4*32
50
- end
51
- def correctY(yDelta)
52
- @real_y += yDelta*4*32
53
- end
54
- end
@@ -1,18 +0,0 @@
1
- # A scene lightmap object
2
- class Light < RPG::Sprite
3
- def initialize(viewport, filename, intensity, x, y)
4
- super(viewport)
5
- self.lightmap = RPG::Cache.light(filename)
6
- self.intensity = intensity
7
- @map_x = x
8
- @map_y = y
9
- self.z = 9999
10
- self.visible = true
11
- update
12
- end
13
-
14
- def update
15
- self.x = @map_x - $game_map.display_x / 4
16
- self.y = @map_y - $game_map.display_y / 4
17
- end
18
- end
@@ -1,63 +0,0 @@
1
- class Sprite_MapText < Sprite
2
-
3
- def initialize(viewport, text, x, y)
4
-
5
- super(viewport)
6
- @direction = 2
7
- @real_x = x * 4 * 32
8
- @real_y = y * 4 * 32
9
-
10
- self.bitmap = Bitmap.new(200, 24)
11
- if (Language::FONT_WESTERN == Font.default_name)
12
- self.zoom_x = 2
13
- self.zoom_y = 2
14
- else
15
- self.zoom_x = 1.5
16
- self.zoom_y = 1.5
17
- end
18
-
19
- #calculate text width
20
- spacewidth = self.bitmap.text_size(' ').width
21
- width = 0
22
-
23
- text.split(' ').each do |word|
24
-
25
- # Get width of this word
26
- width += self.bitmap.text_size(word.gsub(/(\000\[[0-9]+\]|\001|\002)/, '')).width
27
- width += spacewidth
28
- end
29
- width -= spacewidth
30
-
31
- if width <= 0
32
- width = 1
33
- end
34
-
35
- self.bitmap.dispose
36
- self.bitmap = Bitmap.new(width, 24)
37
- self.bitmap.font.color = Color.new(81, 33, 129, 255)
38
- self.bitmap.draw_text(0,0, width, 24, text)
39
-
40
- self.src_rect.set(0, 0, width, 24)
41
- self.oy = 24
42
- self.ox = width/2
43
-
44
-
45
- update
46
- end
47
-
48
- def update
49
- return if disposed?
50
-
51
- self.x = (@real_x - $game_map.display_x + 3) / 4 + 16
52
- self.y = (@real_y - $game_map.display_y + 3) / 4 + 32
53
-
54
- end
55
-
56
- def correctX(xDelta)
57
- #do nothing
58
- end
59
- def correctY(yDelta)
60
- #do nothing
61
- end
62
-
63
- end
@@ -1,72 +0,0 @@
1
- #==============================================================================
2
- # ** Sprite_Picture
3
- #------------------------------------------------------------------------------
4
- # This sprite is used to display the picture.It observes the Game_Character
5
- # class and automatically changes sprite conditions.
6
- #==============================================================================
7
-
8
- class Sprite_Picture < Sprite
9
- #--------------------------------------------------------------------------
10
- # * Object Initialization
11
- # viewport : viewport
12
- # picture : picture (Game_Picture)
13
- #--------------------------------------------------------------------------
14
- def initialize(viewport, picture)
15
- super(viewport)
16
- @picture = picture
17
- update
18
- end
19
- #--------------------------------------------------------------------------
20
- # * Dispose
21
- #--------------------------------------------------------------------------
22
- def dispose
23
- if self.bitmap != nil
24
- self.bitmap.dispose
25
- end
26
- super
27
- end
28
- #--------------------------------------------------------------------------
29
- # * Frame Update
30
- #--------------------------------------------------------------------------
31
- def update
32
- super
33
- # If picture file name is different from current one
34
- if @picture_name != @picture.name
35
- # Remember file name to instance variables
36
- @picture_name = @picture.name
37
- # If file name is not empty
38
- if @picture_name != ""
39
- # Get picture graphic
40
- self.bitmap = RPG::Cache.picture(@picture_name)
41
- end
42
- end
43
- # If file name is empty
44
- if @picture_name == ""
45
- # Set sprite to invisible
46
- self.visible = false
47
- return
48
- end
49
- # Set sprite to visible
50
- self.visible = true
51
- # Set transfer starting point
52
- if @picture.origin == 0
53
- self.ox = 0
54
- self.oy = 0
55
- else
56
- self.ox = self.bitmap.width / 2
57
- self.oy = self.bitmap.height / 2
58
- end
59
- # Set sprite coordinates
60
- self.x = @picture.x
61
- self.y = @picture.y
62
- self.z = @picture.number
63
- # Set zoom rate, opacity level, and blend method
64
- self.zoom_x = @picture.zoom_x / 100.0
65
- self.zoom_y = @picture.zoom_y / 100.0
66
- self.opacity = @picture.opacity
67
- self.blend_type = @picture.blend_type
68
- # Set rotation angle and color tone
69
- self.angle = @picture.angle
70
- self.tone = @picture.tone
71
- end
72
- end
@@ -1,52 +0,0 @@
1
- #==============================================================================
2
- # ** Sprite_Timer
3
- #------------------------------------------------------------------------------
4
- # This sprite is used to display the timer.It observes the $game_system
5
- # class and automatically changes sprite conditions.
6
- #==============================================================================
7
-
8
- class Sprite_Timer < Sprite
9
- #--------------------------------------------------------------------------
10
- # * Object Initialization
11
- #--------------------------------------------------------------------------
12
- def initialize
13
- super
14
- self.bitmap = Bitmap.new(88, 48)
15
- self.bitmap.font.size = 32
16
- self.x = 640 - self.bitmap.width
17
- self.y = 0
18
- self.z = 500
19
- update
20
- end
21
- #--------------------------------------------------------------------------
22
- # * Dispose
23
- #--------------------------------------------------------------------------
24
- def dispose
25
- if self.bitmap != nil
26
- self.bitmap.dispose
27
- end
28
- super
29
- end
30
- #--------------------------------------------------------------------------
31
- # * Frame Update
32
- #--------------------------------------------------------------------------
33
- def update
34
- super
35
- # Set timer to visible if working
36
- self.visible = $game_system.timer_working
37
- # If timer needs to be redrawn
38
- if $game_system.timer / Graphics.frame_rate != @total_sec
39
- # Clear window contents
40
- self.bitmap.clear
41
- # Calculate total number of seconds
42
- @total_sec = $game_system.timer / Graphics.frame_rate
43
- # Make a string for displaying the timer
44
- min = @total_sec / 60
45
- sec = @total_sec % 60
46
- text = sprintf("%02d:%02d", min, sec)
47
- # Draw timer
48
- self.bitmap.font.color.set(255, 255, 255)
49
- self.bitmap.draw_text(self.bitmap.rect, text, 1)
50
- end
51
- end
52
- end