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
@@ -1,370 +0,0 @@
1
- #==============================================================================
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- # ** Spriteset_Map
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- #------------------------------------------------------------------------------
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- # This class brings together map screen sprites, tilemaps, etc.
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- # It's used within the Scene_Map class.
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- #==============================================================================
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-
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- class Spriteset_Map
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- #--------------------------------------------------------------------------
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- # * Object Initialization
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- #--------------------------------------------------------------------------
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- def initialize(spriteset = nil)
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- # Make viewports
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- @viewport = Viewport.new(0, 0, 640, 480)
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- @viewport_bg = Viewport.new(0, 0, 640, 480)
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- @viewport_pics = Viewport.new(0, 0, 640, 480)
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- @viewport_particles = Viewport.new(0, 0, 640, 480)
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- @viewport_lights = Viewport.new(0, 0, 640, 480)
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- @viewport_flash = Viewport.new(0, 0, 640, 480)
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-
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- @viewport_bg.z = -500
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- @viewport_lights.z = 200
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- @viewport_pics.z = 500
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- @viewport_flash.z = 5000
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-
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- # Make tilemap
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- @tilemap = Tilemap.new(@viewport)
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- if $game_map.tileset_name == "blank"
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- @tilemap.tileset = nil
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- else
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- @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
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- end
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- for i in 0..6
34
- autotile_name = $game_map.autotile_names[i]
35
- @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
36
- end
37
- @tilemap.map_data = $game_map.data
38
- @tilemap.priorities = $game_map.priorities
39
- # Make panorama plane
40
- @panorama = Plane.new(@viewport_bg)
41
- @panorama.z = -1000
42
-
43
- if $game_map.pan_fade_animate
44
- @panorama2 = Plane.new(@viewport_bg)
45
- @panorama2.z = -999
46
- @panorama2.opacity = 0
47
- @pan_frame_index = 0
48
- end
49
-
50
- # Make fog plane
51
- @fog = Plane.new(@viewport)
52
- @fog.z = 3000
53
- # Make character sprites
54
- @character_sprites = []
55
- for i in $game_map.events.keys.sort
56
- sprite = Sprite_Character.new(@viewport, @viewport_lights, $game_map.events[i])
57
- @character_sprites.push(sprite)
58
- end
59
- $game_followers.each do |follower|
60
- @character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, follower))
61
- end
62
- @character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, $game_player))
63
- # Make footprints
64
- @footprint_sprites = []
65
- # Make weather
66
- @weather = RPG::Weather.new(@viewport)
67
- # Make picture sprites
68
- @picture_sprites = []
69
- for i in 1..50
70
- @picture_sprites.push(Sprite_Picture.new(@viewport_pics,
71
- $game_screen.pictures[i]))
72
- end
73
- # Make timer sprite
74
- @timer_sprite = Sprite_Timer.new
75
- # Make lightbulb sprite
76
- @bulb = Sprite.new(@viewport_lights)
77
- @bulb.x = -80
78
- @bulb.bitmap = RPG::Cache.light('bulb')
79
- @bulb.opacity = has_lightbulb? ? 255 : 0
80
- # Panorama animation timer
81
- @pan_animate_timer = 0
82
- # Frame update
83
- update
84
- end
85
- #--------------------------------------------------------------------------
86
- # * Dispose
87
- #--------------------------------------------------------------------------
88
- def dispose
89
- # Dispose of tilemap
90
- @tilemap.tileset.dispose if @tilemap.tileset
91
- for i in 0..6
92
- @tilemap.autotiles[i].dispose
93
- end
94
- @tilemap.dispose
95
- # Dispose of panorama plane
96
- @panorama.dispose
97
- if @panorama2 != nil
98
- @panorama2.dispose
99
- end
100
- # Dispose of fog plane
101
- @fog.dispose
102
- # Dispose of character sprites
103
- @character_sprites.each do |sprite|
104
- sprite.dispose
105
- end
106
- # Dispose of footprints
107
- @footprint_sprites.each do |sprite|
108
- sprite.dispose
109
- end
110
- # Dispose of weather
111
- @weather.dispose
112
- # Dispose of picture sprites
113
- for sprite in @picture_sprites
114
- sprite.dispose
115
- end
116
- # Dispose of bg
117
- @bg.dispose if @bg
118
- # Dispose of particles
119
- @particles.dispose if @particles
120
- # Dispose of timer sprite
121
- @timer_sprite.dispose
122
- # Dispose of viewports
123
- @viewport.dispose
124
- @viewport_pics.dispose
125
- @viewport_particles.dispose
126
- @viewport_bg.dispose
127
- @viewport_lights.dispose
128
- @viewport_flash.dispose
129
- end
130
- #--------------------------------------------------------------------------
131
- # * Follower operations
132
- #--------------------------------------------------------------------------
133
- def add_follower(follower)
134
- @character_sprites.pop.dispose
135
- @character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, follower))
136
- @character_sprites.push(Sprite_Character.new(@viewport, @viewport_lights, $game_player))
137
- end
138
- def remove_follower(follower)
139
- @character_sprites.reverse_each do |spr|
140
- if spr.character == follower
141
- @character_sprites.delete(spr)
142
- spr.dispose
143
- break
144
- end
145
- end
146
- end
147
- #--------------------------------------------------------------------------
148
- # * Frame Update
149
- #--------------------------------------------------------------------------
150
- def update
151
- # Update tilemap
152
- @tilemap.wrapping = $game_map.wrapping
153
- # If panorama is different from current one
154
- if @panorama_name != $game_map.panorama_name or
155
- @panorama_hue != $game_map.panorama_hue
156
- @panorama_name = $game_map.panorama_name
157
- @panorama_hue = $game_map.panorama_hue
158
- if @panorama.bitmap != nil
159
- @panorama.bitmap.dispose
160
- @panorama.bitmap = nil
161
- end
162
- if @panorama2 != nil && @panorama2.bitmap != nil
163
- @panorama2.bitmap.dispose
164
- @panorama2.bitmap = nil
165
- end
166
- if @panorama_name != ""
167
- if $game_map.pan_fade_animate
168
- if @panorama2 == nil
169
- @panorama2 = Plane.new(@viewport_bg)
170
- @panorama2.z = -999
171
- @panorama2.opacity = 0
172
- @pan_frame_index = 0
173
- end
174
- @panorama.bitmap = RPG::Cache.panorama(@panorama_name + (1 + @pan_frame_index).to_s, @panorama_hue)
175
- @panorama2.bitmap = RPG::Cache.panorama(@panorama_name + (1 + @pan_frame_index).to_s, @panorama_hue)
176
- else
177
- @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
178
- end
179
- end
180
- Graphics.frame_reset
181
- end
182
- # If fog is different than current fog
183
- if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
184
- @fog_name = $game_map.fog_name
185
- @fog_hue = $game_map.fog_hue
186
- if @fog.bitmap != nil
187
- @fog.bitmap.dispose
188
- @fog.bitmap = nil
189
- end
190
- if @fog_name != ""
191
- @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
192
- end
193
- Graphics.frame_reset
194
- end
195
- # If BG is different than current BG
196
- if @bg_name != $game_map.bg_name
197
- @bg_name = $game_map.bg_name
198
- if !@bg
199
- @bg = Sprite.new(@viewport_bg)
200
- @bg.zoom_x = 2
201
- @bg.zoom_y = 2
202
- end
203
- if @bg_name.empty?
204
- @bg.bitmap = nil
205
- else
206
- @bg.bitmap = RPG::Cache.panorama(@bg_name, 0)
207
- end
208
- Graphics.frame_reset
209
- end
210
- # If particles different than current particles
211
- if @particles_type != $game_map.particles_type
212
- @particles.dispose if @particles
213
- @particles_type = $game_map.particles_type
214
- if @particles_type == nil
215
- @particles = nil
216
- else
217
- case @particles_type
218
- when :fireflies
219
- klass = Particle_Firefly
220
- count = 30
221
- layer = :front
222
- when :shrimp
223
- klass = Particle_Shrimp
224
- count = 80
225
- layer = :back
226
- else
227
- raise 'invalid particle type'
228
- end
229
- @particles = ParticleLayer.new(@viewport_particles, klass, count)
230
- @viewport_particles.z = (layer == :front) ? 500 : -400
231
- end
232
- end
233
- # Update bg plane
234
- @bg.x = (-$game_map.display_x / 4)
235
- @bg.y = (-$game_map.display_y / 4)
236
- # Update tilemap
237
- @tilemap.ox = $game_map.display_x / 4
238
- @tilemap.oy = $game_map.display_y / 4
239
- @tilemap.update
240
- # Update panorama plane
241
- if $game_map.always_moving
242
- $game_map.pan_move_offset += 1
243
- end
244
- if $game_map.clamped_x
245
- x = ($game_player.real_x.to_f / (($game_map.width - 1) * 128)) * (@panorama.bitmap.width * $game_map.pan_zoom - 640)
246
- @panorama.ox = x < 0.0 ? 0.0 : x
247
- else
248
- @panorama.ox = $game_map.display_x / ($game_map.pan_onetoone ? 4 : 8)
249
- end
250
- if $game_map.clamped_y
251
- y = ($game_player.real_y.to_f / (($game_map.height - 1) * 128)) * (@panorama.bitmap.height * $game_map.pan_zoom - 480)
252
- @panorama.oy = y < 0.0 ? 0.0 : y
253
- else
254
- @panorama.oy = $game_map.pan_offset_y + $game_map.display_y / ($game_map.pan_onetoone ? 4 : 8)
255
- end
256
- @panorama.zoom_x = @panorama.zoom_y = $game_map.pan_zoom
257
- # Animate panorama
258
- if $game_map.pan_animate
259
- @pan_animate_timer = (@pan_animate_timer + 1) % 16
260
- @panorama.src_rect.width = @panorama.src_rect.height
261
- if @pan_animate_timer == 0
262
- @panorama.src_rect.x = (@panorama.src_rect.x + @panorama.src_rect.height) % @panorama.bitmap.width
263
- end
264
- end
265
-
266
- if $game_map.pan_fade_animate
267
- @panorama2.opacity += 3
268
- @panorama2.ox = @panorama.ox
269
- @panorama2.oy = @panorama.oy
270
- @panorama2.zoom_x = @panorama2.zoom_y = $game_map.pan_zoom
271
- if @panorama2.opacity >= 255
272
- @panorama2.opacity = 255
273
- @panorama.dispose
274
- @panorama = @panorama2
275
- @panorama.z = -1000
276
- @panorama2 = Plane.new(@viewport_bg)
277
- @panorama2.z = -999
278
- @panorama2.opacity = 0
279
- @pan_frame_index = (@pan_frame_index + 1) % 3
280
- @panorama2.bitmap = RPG::Cache.panorama(@panorama_name + (1 + @pan_frame_index).to_s, @panorama_hue)
281
- end
282
- end
283
- # Update fog plane
284
- @fog.zoom_x = $game_map.fog_zoom / 100.0
285
- @fog.zoom_y = $game_map.fog_zoom / 100.0
286
- @fog.opacity = $game_map.fog_opacity
287
- @fog.blend_type = $game_map.fog_blend_type
288
- @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
289
- @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
290
- @fog.tone = $game_map.fog_tone
291
- # Update character sprites
292
- @character_sprites.each do |sprite|
293
- if !sprite.character.is_a?(Game_Event)
294
- sprite.update
295
- elsif
296
-
297
- # this is just a check to make sure the sprite is onscreen for game events
298
- # based on its current width and height
299
- # no point in updating the sprite if offscreen
300
- # this greatly increases performance on larger maps
301
-
302
- ((sprite.character.real_x + (sprite.ox*4) > $game_map.display_x - 128) &&
303
- (sprite.character.real_x - (sprite.ox*4) < $game_map.display_x + (21 * 128)) &&
304
- (sprite.character.real_y + (sprite.oy*4) > ($game_map.display_y) - 128) &&
305
- (sprite.character.real_y - (sprite.oy*4) < ($game_map.display_y) + (17 * 128)))
306
- sprite.update
307
- else
308
- sprite.update_fast
309
- end
310
- end
311
- # Update footprints
312
- @footprint_sprites.delete_if do |sprite|
313
- sprite.update
314
- sprite.disposed?
315
- end
316
- # Update weather graphic
317
- @weather.type = $game_screen.weather_type
318
- @weather.max = $game_screen.weather_max
319
- @weather.ox = $game_map.display_x / 4
320
- @weather.oy = $game_map.display_y / 4
321
- @weather.update
322
- # Update picture sprites
323
- for sprite in @picture_sprites
324
- sprite.update
325
- end
326
- # Update bulb if fading in
327
- @bulb.tone = $game_map.ambient
328
- if has_lightbulb?
329
- if @bulb.opacity < 255
330
- @bulb.opacity += 2.125
331
- end
332
- else
333
- if @bulb.opacity > 0
334
- @bulb.opacity -= 2.125
335
- end
336
- end
337
- # Update particles
338
- @particles.update if @particles
339
- # Update timer sprite
340
- @timer_sprite.update
341
- # Set screen color tone and shake position
342
- @viewport.tone = $game_screen.tone + $game_map.ambient * (1.0 - @bulb.opacity / 255.0)
343
- @viewport.ox = $game_screen.shake
344
- @viewport_lights.ox = $game_screen.shake
345
- # Set screen flash color
346
- @viewport_flash.color = $game_screen.flash_color
347
- # Update viewports
348
- @viewport.update
349
- @viewport_flash.update
350
- @viewport_lights.update
351
- end
352
- #--------------------------------------------------------------------------
353
- # * Misc operations
354
- #--------------------------------------------------------------------------
355
- def new_footprint(direction, x, y)
356
- @footprint_sprites << Sprite_Footprint.new(@viewport, direction, x, y)
357
- end
358
- def new_maptext(text, x, y)
359
- @footprint_sprites << Sprite_MapText.new(@viewport, text, x, y)
360
- end
361
- def new_footsplash(direction, x, y)
362
- @footprint_sprites << Sprite_Footsplash.new(@viewport, direction, x, y)
363
- end
364
- def fix_footsplashes(x, y)
365
- for footprint in @footprint_sprites
366
- footprint.correctX(x)
367
- footprint.correctY(y)
368
- end
369
- end
370
- end
@@ -1,327 +0,0 @@
1
- #==============================================================================
2
- # ** Window_Base
3
- #------------------------------------------------------------------------------
4
- # This class is for all in-game windows.
5
- #==============================================================================
6
-
7
- class Window_Base < Window
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- # x : window x-coordinate
11
- # y : window y-coordinate
12
- # width : window width
13
- # height : window height
14
- #--------------------------------------------------------------------------
15
- def initialize(x, y, width, height)
16
- super()
17
- @windowskin_name = $game_system.windowskin_name
18
- self.windowskin = RPG::Cache.windowskin(@windowskin_name)
19
- self.x = x
20
- self.y = y
21
- self.width = width
22
- self.height = height
23
- self.z = 100
24
- end
25
- #--------------------------------------------------------------------------
26
- # * Dispose
27
- #--------------------------------------------------------------------------
28
- def dispose
29
- # Dispose if window contents bit map is set
30
- if self.contents != nil
31
- self.contents.dispose
32
- end
33
- super
34
- end
35
- #--------------------------------------------------------------------------
36
- # * Get Text Color
37
- # n : text color number (0-7)
38
- #--------------------------------------------------------------------------
39
- def self.text_color(n)
40
- case n
41
- when 0
42
- return Color.new(255, 255, 255, 255)
43
- when 1
44
- return Color.new(255, 64, 64, 255)
45
- when 2
46
- return Color.new(0, 224, 0, 255)
47
- when 3
48
- return Color.new(255, 255, 0, 255)
49
- when 4
50
- return Color.new(64, 64, 255, 255)
51
- when 5
52
- return Color.new(255, 64, 255, 255)
53
- when 6
54
- return Color.new(64, 255, 255, 255)
55
- when 7
56
- return Color.new(128, 128, 128, 255)
57
- else
58
- normal_color
59
- end
60
- end
61
- #--------------------------------------------------------------------------
62
- # * Get Normal Text Color
63
- #--------------------------------------------------------------------------
64
- def normal_color
65
- return Color.new(255, 255, 255, 255)
66
- end
67
- #--------------------------------------------------------------------------
68
- # * Get Active Item Text Color
69
- #--------------------------------------------------------------------------
70
- def active_item_color
71
- return Color.new(222, 134, 0, 255)
72
- end
73
- #--------------------------------------------------------------------------
74
- # * Get Disabled Text Color
75
- #--------------------------------------------------------------------------
76
- def disabled_color
77
- return Color.new(255, 255, 255, 128)
78
- end
79
- #--------------------------------------------------------------------------
80
- # * Get System Text Color
81
- #--------------------------------------------------------------------------
82
- def system_color
83
- return Color.new(192, 224, 255, 255)
84
- end
85
- #--------------------------------------------------------------------------
86
- # * Get Crisis Text Color
87
- #--------------------------------------------------------------------------
88
- def crisis_color
89
- return Color.new(255, 255, 64, 255)
90
- end
91
- #--------------------------------------------------------------------------
92
- # * Get Knockout Text Color
93
- #--------------------------------------------------------------------------
94
- def knockout_color
95
- return Color.new(255, 64, 0)
96
- end
97
- #--------------------------------------------------------------------------
98
- # * Frame Update
99
- #--------------------------------------------------------------------------
100
- def update
101
- super
102
- # Reset if windowskin was changed
103
- if $game_system.windowskin_name != @windowskin_name
104
- @windowskin_name = $game_system.windowskin_name
105
- self.windowskin = RPG::Cache.windowskin(@windowskin_name)
106
- end
107
- end
108
- #--------------------------------------------------------------------------
109
- # * Draw Graphic
110
- # actor : actor
111
- # x : draw spot x-coordinate
112
- # y : draw spot y-coordinate
113
- #--------------------------------------------------------------------------
114
- def draw_actor_graphic(actor, x, y)
115
- bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
116
- cw = bitmap.width / 4
117
- ch = bitmap.height / 4
118
- src_rect = Rect.new(0, 0, cw, ch)
119
- self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
120
- end
121
- #--------------------------------------------------------------------------
122
- # * Draw Name
123
- # actor : actor
124
- # x : draw spot x-coordinate
125
- # y : draw spot y-coordinate
126
- #--------------------------------------------------------------------------
127
- def draw_actor_name(actor, x, y)
128
- self.contents.font.color = normal_color
129
- self.contents.draw_text(x, y, 120, 32, actor.name)
130
- end
131
- #--------------------------------------------------------------------------
132
- # * Draw Class
133
- # actor : actor
134
- # x : draw spot x-coordinate
135
- # y : draw spot y-coordinate
136
- #--------------------------------------------------------------------------
137
- def draw_actor_class(actor, x, y)
138
- self.contents.font.color = normal_color
139
- self.contents.draw_text(x, y, 236, 32, actor.class_name)
140
- end
141
- #--------------------------------------------------------------------------
142
- # * Draw Level
143
- # actor : actor
144
- # x : draw spot x-coordinate
145
- # y : draw spot y-coordinate
146
- #--------------------------------------------------------------------------
147
- def draw_actor_level(actor, x, y)
148
- self.contents.font.color = system_color
149
- self.contents.draw_text(x, y, 32, 32, "Lv")
150
- self.contents.font.color = normal_color
151
- self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
152
- end
153
- #--------------------------------------------------------------------------
154
- # * Make State Text String for Drawing
155
- # actor : actor
156
- # width : draw spot width
157
- # need_normal : Whether or not [normal] is needed (true / false)
158
- #--------------------------------------------------------------------------
159
- def make_battler_state_text(battler, width, need_normal)
160
- # Get width of brackets
161
- brackets_width = self.contents.text_size("[]").width
162
- # Make text string for state names
163
- text = ""
164
- for i in battler.states
165
- if $data_states[i].rating >= 1
166
- if text == ""
167
- text = $data_states[i].name
168
- else
169
- new_text = text + "/" + $data_states[i].name
170
- text_width = self.contents.text_size(new_text).width
171
- if text_width > width - brackets_width
172
- break
173
- end
174
- text = new_text
175
- end
176
- end
177
- end
178
- # If text string for state names is empty, make it [normal]
179
- if text == ""
180
- if need_normal
181
- text = "[Normal]"
182
- end
183
- else
184
- # Attach brackets
185
- text = "[" + text + "]"
186
- end
187
- # Return completed text string
188
- return text
189
- end
190
- #--------------------------------------------------------------------------
191
- # * Draw State
192
- # actor : actor
193
- # x : draw spot x-coordinate
194
- # y : draw spot y-coordinate
195
- # width : draw spot width
196
- #--------------------------------------------------------------------------
197
- def draw_actor_state(actor, x, y, width = 120)
198
- text = make_battler_state_text(actor, width, true)
199
- self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
200
- self.contents.draw_text(x, y, width, 32, text)
201
- end
202
- #--------------------------------------------------------------------------
203
- # * Draw EXP
204
- # actor : actor
205
- # x : draw spot x-coordinate
206
- # y : draw spot y-coordinate
207
- #--------------------------------------------------------------------------
208
- def draw_actor_exp(actor, x, y)
209
- self.contents.font.color = system_color
210
- self.contents.draw_text(x, y, 24, 32, "E")
211
- self.contents.font.color = normal_color
212
- self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
213
- self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
214
- self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
215
- end
216
- #--------------------------------------------------------------------------
217
- # * Draw HP
218
- # actor : actor
219
- # x : draw spot x-coordinate
220
- # y : draw spot y-coordinate
221
- # width : draw spot width
222
- #--------------------------------------------------------------------------
223
- def draw_actor_hp(actor, x, y, width = 144)
224
- # Draw "HP" text string
225
- self.contents.font.color = system_color
226
- self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
227
- # Calculate if there is draw space for MaxHP
228
- if width - 32 >= 108
229
- hp_x = x + width - 108
230
- flag = true
231
- elsif width - 32 >= 48
232
- hp_x = x + width - 48
233
- flag = false
234
- end
235
- # Draw HP
236
- self.contents.font.color = actor.hp == 0 ? knockout_color :
237
- actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
238
- self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
239
- # Draw MaxHP
240
- if flag
241
- self.contents.font.color = normal_color
242
- self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
243
- self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
244
- end
245
- end
246
- #--------------------------------------------------------------------------
247
- # * Draw SP
248
- # actor : actor
249
- # x : draw spot x-coordinate
250
- # y : draw spot y-coordinate
251
- # width : draw spot width
252
- #--------------------------------------------------------------------------
253
- def draw_actor_sp(actor, x, y, width = 144)
254
- # Draw "SP" text string
255
- self.contents.font.color = system_color
256
- self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
257
- # Calculate if there is draw space for MaxHP
258
- if width - 32 >= 108
259
- sp_x = x + width - 108
260
- flag = true
261
- elsif width - 32 >= 48
262
- sp_x = x + width - 48
263
- flag = false
264
- end
265
- # Draw SP
266
- self.contents.font.color = actor.sp == 0 ? knockout_color :
267
- actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
268
- self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
269
- # Draw MaxSP
270
- if flag
271
- self.contents.font.color = normal_color
272
- self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
273
- self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
274
- end
275
- end
276
- #--------------------------------------------------------------------------
277
- # * Draw Parameter
278
- # actor : actor
279
- # x : draw spot x-coordinate
280
- # y : draw spot y-coordinate
281
- # type : parameter type (0-6)
282
- #--------------------------------------------------------------------------
283
- def draw_actor_parameter(actor, x, y, type)
284
- case type
285
- when 0
286
- parameter_name = $data_system.words.atk
287
- parameter_value = actor.atk
288
- when 1
289
- parameter_name = $data_system.words.pdef
290
- parameter_value = actor.pdef
291
- when 2
292
- parameter_name = $data_system.words.mdef
293
- parameter_value = actor.mdef
294
- when 3
295
- parameter_name = $data_system.words.str
296
- parameter_value = actor.str
297
- when 4
298
- parameter_name = $data_system.words.dex
299
- parameter_value = actor.dex
300
- when 5
301
- parameter_name = $data_system.words.agi
302
- parameter_value = actor.agi
303
- when 6
304
- parameter_name = $data_system.words.int
305
- parameter_value = actor.int
306
- end
307
- self.contents.font.color = system_color
308
- self.contents.draw_text(x, y, 120, 32, parameter_name)
309
- self.contents.font.color = normal_color
310
- self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
311
- end
312
- #--------------------------------------------------------------------------
313
- # * Draw Item Name
314
- # item : item
315
- # x : draw spot x-coordinate
316
- # y : draw spot y-coordinate
317
- #--------------------------------------------------------------------------
318
- def draw_item_name(item, x, y)
319
- if item == nil
320
- return
321
- end
322
- bitmap = RPG::Cache.icon(item.icon_name)
323
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
324
- self.contents.font.color = normal_color
325
- self.contents.draw_text(x + 28, y, 212, 32, item.name)
326
- end
327
- end