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
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  273. data/Data/Map246.rxdata +0 -0
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  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
@@ -1,51 +0,0 @@
1
- #==============================================================================
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- # ** Window_BattleResult
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- #------------------------------------------------------------------------------
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- # This window displays amount of gold and EXP acquired at the end of a battle.
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- #==============================================================================
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-
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- class Window_BattleResult < Window_Base
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- #--------------------------------------------------------------------------
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- # * Object Initialization
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- # exp : EXP
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- # gold : amount of gold
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- # treasures : treasures
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- #--------------------------------------------------------------------------
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- def initialize(exp, gold, treasures)
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- @exp = exp
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- @gold = gold
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- @treasures = treasures
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- super(160, 0, 320, @treasures.size * 32 + 64)
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- self.contents = Bitmap.new(width - 32, height - 32)
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- self.y = 160 - height / 2
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- self.back_opacity = 160
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- self.visible = false
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- refresh
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- end
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- #--------------------------------------------------------------------------
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- # * Refresh
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- #--------------------------------------------------------------------------
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- def refresh
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- self.contents.clear
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- x = 4
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- self.contents.font.color = normal_color
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- cx = contents.text_size(@exp.to_s).width
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- self.contents.draw_text(x, 0, cx, 32, @exp.to_s)
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- x += cx + 4
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- self.contents.font.color = system_color
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- cx = contents.text_size("EXP").width
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- self.contents.draw_text(x, 0, 64, 32, "EXP")
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- x += cx + 16
39
- self.contents.font.color = normal_color
40
- cx = contents.text_size(@gold.to_s).width
41
- self.contents.draw_text(x, 0, cx, 32, @gold.to_s)
42
- x += cx + 4
43
- self.contents.font.color = system_color
44
- self.contents.draw_text(x, 0, 128, 32, $data_system.words.gold)
45
- y = 32
46
- for item in @treasures
47
- draw_item_name(item, 4, y)
48
- y += 32
49
- end
50
- end
51
- end
@@ -1,62 +0,0 @@
1
- #==============================================================================
2
- # ** Window_BattleStatus
3
- #------------------------------------------------------------------------------
4
- # This window displays the status of all party members on the battle screen.
5
- #==============================================================================
6
-
7
- class Window_BattleStatus < Window_Base
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- #--------------------------------------------------------------------------
11
- def initialize
12
- super(0, 320, 640, 160)
13
- self.contents = Bitmap.new(width - 32, height - 32)
14
- @level_up_flags = [false, false, false, false]
15
- refresh
16
- end
17
- #--------------------------------------------------------------------------
18
- # * Dispose
19
- #--------------------------------------------------------------------------
20
- def dispose
21
- super
22
- end
23
- #--------------------------------------------------------------------------
24
- # * Set Level Up Flag
25
- # actor_index : actor index
26
- #--------------------------------------------------------------------------
27
- def level_up(actor_index)
28
- @level_up_flags[actor_index] = true
29
- end
30
- #--------------------------------------------------------------------------
31
- # * Refresh
32
- #--------------------------------------------------------------------------
33
- def refresh
34
- self.contents.clear
35
- @item_max = $game_party.actors.size
36
- for i in 0...$game_party.actors.size
37
- actor = $game_party.actors[i]
38
- actor_x = i * 160 + 4
39
- draw_actor_name(actor, actor_x, 0)
40
- draw_actor_hp(actor, actor_x, 32, 120)
41
- draw_actor_sp(actor, actor_x, 64, 120)
42
- if @level_up_flags[i]
43
- self.contents.font.color = normal_color
44
- self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
45
- else
46
- draw_actor_state(actor, actor_x, 96)
47
- end
48
- end
49
- end
50
- #--------------------------------------------------------------------------
51
- # * Frame Update
52
- #--------------------------------------------------------------------------
53
- def update
54
- super
55
- # Slightly lower opacity level during main phase
56
- if $game_temp.battle_main_phase
57
- self.contents_opacity -= 4 if self.contents_opacity > 191
58
- else
59
- self.contents_opacity += 4 if self.contents_opacity < 255
60
- end
61
- end
62
- end
@@ -1,49 +0,0 @@
1
- #==============================================================================
2
- # ** Window_Command
3
- #------------------------------------------------------------------------------
4
- # This window deals with general command choices.
5
- #==============================================================================
6
-
7
- class Window_Command < Window_Selectable
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- # width : window width
11
- # commands : command text string array
12
- #--------------------------------------------------------------------------
13
- def initialize(width, commands)
14
- # Compute window height from command quantity
15
- super(0, 0, width, commands.size * 32 + 32)
16
- @item_max = commands.size
17
- @commands = commands
18
- self.contents = Bitmap.new(width - 32, @item_max * 32)
19
- refresh
20
- self.index = 0
21
- end
22
- #--------------------------------------------------------------------------
23
- # * Refresh
24
- #--------------------------------------------------------------------------
25
- def refresh
26
- self.contents.clear
27
- for i in 0...@item_max
28
- draw_item(i, normal_color)
29
- end
30
- end
31
- #--------------------------------------------------------------------------
32
- # * Draw Item
33
- # index : item number
34
- # color : text color
35
- #--------------------------------------------------------------------------
36
- def draw_item(index, color)
37
- self.contents.font.color = color
38
- rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
39
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
40
- self.contents.draw_text(rect, @commands[index])
41
- end
42
- #--------------------------------------------------------------------------
43
- # * Disable Item
44
- # index : item number
45
- #--------------------------------------------------------------------------
46
- def disable_item(index)
47
- draw_item(index, disabled_color)
48
- end
49
- end
@@ -1,57 +0,0 @@
1
- #==============================================================================
2
- # ** Window_DebugLeft
3
- #------------------------------------------------------------------------------
4
- # This window designates switch and variable blocks on the debug screen.
5
- #==============================================================================
6
-
7
- class Window_DebugLeft < Window_Selectable
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- #--------------------------------------------------------------------------
11
- def initialize
12
- super(0, 0, 192, 480)
13
- self.index = 0
14
- refresh
15
- end
16
- #--------------------------------------------------------------------------
17
- # * Refresh
18
- #--------------------------------------------------------------------------
19
- def refresh
20
- if self.contents != nil
21
- self.contents.dispose
22
- self.contents = nil
23
- end
24
- @switch_max = ($data_system.switches.size - 1 + 9) / 10
25
- @variable_max = ($data_system.variables.size - 1 + 9) / 10
26
- @item_max = @switch_max + @variable_max
27
- self.contents = Bitmap.new(width - 32, @item_max * 32)
28
- for i in 0...@switch_max
29
- text = sprintf("S [%04d-%04d]", i*10+1, i*10+10)
30
- self.contents.draw_text(4, i * 32, 152, 32, text)
31
- end
32
- for i in 0...@variable_max
33
- text = sprintf("V [%04d-%04d]", i*10+1, i*10+10)
34
- self.contents.draw_text(4, (@switch_max + i) * 32, 152, 32, text)
35
- end
36
- end
37
- #--------------------------------------------------------------------------
38
- # * Get Mode
39
- #--------------------------------------------------------------------------
40
- def mode
41
- if self.index < @switch_max
42
- return 0
43
- else
44
- return 1
45
- end
46
- end
47
- #--------------------------------------------------------------------------
48
- # * Get ID Shown on Top
49
- #--------------------------------------------------------------------------
50
- def top_id
51
- if self.index < @switch_max
52
- return self.index * 10 + 1
53
- else
54
- return (self.index - @switch_max) * 10 + 1
55
- end
56
- end
57
- end
@@ -1,69 +0,0 @@
1
- #==============================================================================
2
- # ** Window_DebugRight
3
- #------------------------------------------------------------------------------
4
- # This window displays switches and variables separately on the debug screen.
5
- #==============================================================================
6
-
7
- class Window_DebugRight < Window_Selectable
8
- #--------------------------------------------------------------------------
9
- # * Public Instance Variables
10
- #--------------------------------------------------------------------------
11
- attr_reader :mode # mode (0: switch, 1: variable)
12
- attr_reader :top_id # ID shown on top
13
- #--------------------------------------------------------------------------
14
- # * Object Initialization
15
- #--------------------------------------------------------------------------
16
- def initialize
17
- super(192, 0, 448, 352)
18
- self.contents = Bitmap.new(width - 32, height - 32)
19
- self.index = -1
20
- self.active = false
21
- @item_max = 10
22
- @mode = 0
23
- @top_id = 1
24
- refresh
25
- end
26
- #--------------------------------------------------------------------------
27
- # * Refresh
28
- #--------------------------------------------------------------------------
29
- def refresh
30
- self.contents.clear
31
- for i in 0..9
32
- if @mode == 0
33
- name = $data_system.switches[@top_id+i]
34
- status = $game_switches[@top_id+i] ? "[ON]" : "[OFF]"
35
- else
36
- name = $data_system.variables[@top_id+i]
37
- status = $game_variables[@top_id+i].to_s
38
- end
39
- if name == nil
40
- name = ''
41
- end
42
- id_text = sprintf("%04d:", @top_id+i)
43
- width = self.contents.text_size(id_text).width
44
- self.contents.draw_text(4, i * 32, width, 32, id_text)
45
- self.contents.draw_text(12 + width, i * 32, 296 - width, 32, name)
46
- self.contents.draw_text(312, i * 32, 100, 32, status, 2)
47
- end
48
- end
49
- #--------------------------------------------------------------------------
50
- # * Set Mode
51
- # id : new mode
52
- #--------------------------------------------------------------------------
53
- def mode=(mode)
54
- if @mode != mode
55
- @mode = mode
56
- refresh
57
- end
58
- end
59
- #--------------------------------------------------------------------------
60
- # * Set ID Shown on Top
61
- # id : new ID
62
- #--------------------------------------------------------------------------
63
- def top_id=(id)
64
- if @top_id != id
65
- @top_id = id
66
- refresh
67
- end
68
- end
69
- end
@@ -1,94 +0,0 @@
1
- #==============================================================================
2
- # ** Window_EquipItem
3
- #------------------------------------------------------------------------------
4
- # This window displays choices when opting to change equipment on the
5
- # equipment screen.
6
- #==============================================================================
7
-
8
- class Window_EquipItem < Window_Selectable
9
- #--------------------------------------------------------------------------
10
- # * Object Initialization
11
- # actor : actor
12
- # equip_type : equip region (0-3)
13
- #--------------------------------------------------------------------------
14
- def initialize(actor, equip_type)
15
- super(0, 256, 640, 224)
16
- @actor = actor
17
- @equip_type = equip_type
18
- @column_max = 2
19
- refresh
20
- self.active = false
21
- self.index = -1
22
- end
23
- #--------------------------------------------------------------------------
24
- # * Item Acquisition
25
- #--------------------------------------------------------------------------
26
- def item
27
- return @data[self.index]
28
- end
29
- #--------------------------------------------------------------------------
30
- # * Refresh
31
- #--------------------------------------------------------------------------
32
- def refresh
33
- if self.contents != nil
34
- self.contents.dispose
35
- self.contents = nil
36
- end
37
- @data = []
38
- # Add equippable weapons
39
- if @equip_type == 0
40
- weapon_set = $data_classes[@actor.class_id].weapon_set
41
- for i in 1...$data_weapons.size
42
- if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
43
- @data.push($data_weapons[i])
44
- end
45
- end
46
- end
47
- # Add equippable armor
48
- if @equip_type != 0
49
- armor_set = $data_classes[@actor.class_id].armor_set
50
- for i in 1...$data_armors.size
51
- if $game_party.armor_number(i) > 0 and armor_set.include?(i)
52
- if $data_armors[i].kind == @equip_type-1
53
- @data.push($data_armors[i])
54
- end
55
- end
56
- end
57
- end
58
- # Add blank page
59
- @data.push(nil)
60
- # Make a bit map and draw all items
61
- @item_max = @data.size
62
- self.contents = Bitmap.new(width - 32, row_max * 32)
63
- for i in 0...@item_max-1
64
- draw_item(i)
65
- end
66
- end
67
- #--------------------------------------------------------------------------
68
- # * Draw Item
69
- # index : item number
70
- #--------------------------------------------------------------------------
71
- def draw_item(index)
72
- item = @data[index]
73
- x = 4 + index % 2 * (288 + 32)
74
- y = index / 2 * 32
75
- case item
76
- when RPG::Weapon
77
- number = $game_party.weapon_number(item.id)
78
- when RPG::Armor
79
- number = $game_party.armor_number(item.id)
80
- end
81
- bitmap = RPG::Cache.icon(item.icon_name)
82
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
83
- self.contents.font.color = normal_color
84
- self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
85
- self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
86
- self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
87
- end
88
- #--------------------------------------------------------------------------
89
- # * Help Text Update
90
- #--------------------------------------------------------------------------
91
- def update_help
92
- @help_window.set_text(self.item == nil ? "" : self.item.description)
93
- end
94
- end
@@ -1,61 +0,0 @@
1
- #==============================================================================
2
- # ** Window_EquipLeft
3
- #------------------------------------------------------------------------------
4
- # This window displays actor parameter changes on the equipment screen.
5
- #==============================================================================
6
-
7
- class Window_EquipLeft < Window_Base
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- # actor : actor
11
- #--------------------------------------------------------------------------
12
- def initialize(actor)
13
- super(0, 64, 272, 192)
14
- self.contents = Bitmap.new(width - 32, height - 32)
15
- @actor = actor
16
- refresh
17
- end
18
- #--------------------------------------------------------------------------
19
- # * Refresh
20
- #--------------------------------------------------------------------------
21
- def refresh
22
- self.contents.clear
23
- draw_actor_name(@actor, 4, 0)
24
- draw_actor_level(@actor, 4, 32)
25
- draw_actor_parameter(@actor, 4, 64, 0)
26
- draw_actor_parameter(@actor, 4, 96, 1)
27
- draw_actor_parameter(@actor, 4, 128, 2)
28
- if @new_atk != nil
29
- self.contents.font.color = system_color
30
- self.contents.draw_text(160, 64, 40, 32, "->", 1)
31
- self.contents.font.color = normal_color
32
- self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
33
- end
34
- if @new_pdef != nil
35
- self.contents.font.color = system_color
36
- self.contents.draw_text(160, 96, 40, 32, "->", 1)
37
- self.contents.font.color = normal_color
38
- self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
39
- end
40
- if @new_mdef != nil
41
- self.contents.font.color = system_color
42
- self.contents.draw_text(160, 128, 40, 32, "->", 1)
43
- self.contents.font.color = normal_color
44
- self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
45
- end
46
- end
47
- #--------------------------------------------------------------------------
48
- # * Set parameters after changing equipment
49
- # new_atk : attack power after changing equipment
50
- # new_pdef : physical defense after changing equipment
51
- # new_mdef : magic defense after changing equipment
52
- #--------------------------------------------------------------------------
53
- def set_new_parameters(new_atk, new_pdef, new_mdef)
54
- if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
55
- @new_atk = new_atk
56
- @new_pdef = new_pdef
57
- @new_mdef = new_mdef
58
- refresh
59
- end
60
- end
61
- end
@@ -1,56 +0,0 @@
1
- #==============================================================================
2
- # ** Window_EquipRight
3
- #------------------------------------------------------------------------------
4
- # This window displays items the actor is currently equipped with on the
5
- # equipment screen.
6
- #==============================================================================
7
-
8
- class Window_EquipRight < Window_Selectable
9
- #--------------------------------------------------------------------------
10
- # * Object Initialization
11
- # actor : actor
12
- #--------------------------------------------------------------------------
13
- def initialize(actor)
14
- super(272, 64, 368, 192)
15
- self.contents = Bitmap.new(width - 32, height - 32)
16
- @actor = actor
17
- refresh
18
- self.index = 0
19
- end
20
- #--------------------------------------------------------------------------
21
- # * Item Acquisition
22
- #--------------------------------------------------------------------------
23
- def item
24
- return @data[self.index]
25
- end
26
- #--------------------------------------------------------------------------
27
- # * Refresh
28
- #--------------------------------------------------------------------------
29
- def refresh
30
- self.contents.clear
31
- @data = []
32
- @data.push($data_weapons[@actor.weapon_id])
33
- @data.push($data_armors[@actor.armor1_id])
34
- @data.push($data_armors[@actor.armor2_id])
35
- @data.push($data_armors[@actor.armor3_id])
36
- @data.push($data_armors[@actor.armor4_id])
37
- @item_max = @data.size
38
- self.contents.font.color = system_color
39
- self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
40
- self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
41
- self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
42
- self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
43
- self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
44
- draw_item_name(@data[0], 92, 32 * 0)
45
- draw_item_name(@data[1], 92, 32 * 1)
46
- draw_item_name(@data[2], 92, 32 * 2)
47
- draw_item_name(@data[3], 92, 32 * 3)
48
- draw_item_name(@data[4], 92, 32 * 4)
49
- end
50
- #--------------------------------------------------------------------------
51
- # * Help Text Update
52
- #--------------------------------------------------------------------------
53
- def update_help
54
- @help_window.set_text(self.item == nil ? "" : self.item.description)
55
- end
56
- end
@@ -1,27 +0,0 @@
1
- #==============================================================================
2
- # ** Window_Gold
3
- #------------------------------------------------------------------------------
4
- # This window displays amount of gold.
5
- #==============================================================================
6
-
7
- class Window_Gold < Window_Base
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- #--------------------------------------------------------------------------
11
- def initialize
12
- super(0, 0, 160, 64)
13
- self.contents = Bitmap.new(width - 32, height - 32)
14
- refresh
15
- end
16
- #--------------------------------------------------------------------------
17
- # * Refresh
18
- #--------------------------------------------------------------------------
19
- def refresh
20
- self.contents.clear
21
- cx = contents.text_size($data_system.words.gold).width
22
- self.contents.font.color = normal_color
23
- self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
24
- self.contents.font.color = system_color
25
- self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
26
- end
27
- end
@@ -1,33 +0,0 @@
1
- #==============================================================================
2
- # ** Window_Help
3
- #------------------------------------------------------------------------------
4
- # This window shows skill and item explanations along with actor status.
5
- #==============================================================================
6
-
7
- class Window_Help < Window_Base
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- #--------------------------------------------------------------------------
11
- def initialize
12
- super(16, 16, 608, 64)
13
- self.contents = Bitmap.new(width - 32, height - 32)
14
- Language.register_text_sprite(self.class.name + "_contents", self.contents)
15
- self.visible = false
16
- self.back_opacity = 230
17
- self.z = 9998
18
- end
19
- #--------------------------------------------------------------------------
20
- # * Set Text
21
- # text : text string displayed in window
22
- # align : alignment (0..flush left, 1..center, 2..flush right)
23
- #--------------------------------------------------------------------------
24
- def set_text(text, align = 0)
25
- # Redraw text
26
- self.contents.clear
27
- self.contents.font.color = normal_color
28
- self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
29
- @text = text
30
- @align = align
31
- @actor = nil
32
- end
33
- end
@@ -1,111 +0,0 @@
1
- #==============================================================================
2
- # ** Window_InputNumber
3
- #------------------------------------------------------------------------------
4
- # This window is for inputting numbers, and is used within the
5
- # message window.
6
- #==============================================================================
7
-
8
- class Window_InputNumber < Window_Base
9
- #--------------------------------------------------------------------------
10
- # * Object Initialization
11
- # digits_max : digit count
12
- #--------------------------------------------------------------------------
13
- def initialize(digits_max)
14
- @digits_max = digits_max
15
- @number = 0
16
- # Calculate cursor width from number width (0-9 equal width and postulate)
17
- dummy_bitmap = Bitmap.new(32, 32)
18
- @cursor_width = dummy_bitmap.text_size("0").width + 8
19
- dummy_bitmap.dispose
20
- super(0, 0, @cursor_width * @digits_max + 32, 64)
21
- self.contents = Bitmap.new(width - 32, height - 32)
22
- # Language.register_text_sprite(self.class.name + "_contents", self.contents)
23
- self.z += 9999
24
- self.opacity = 0
25
- @index = 0
26
- refresh
27
- update_cursor_rect
28
- end
29
- #--------------------------------------------------------------------------
30
- # * Get Number
31
- #--------------------------------------------------------------------------
32
- def number
33
- return @number
34
- end
35
- #--------------------------------------------------------------------------
36
- # * Set Number
37
- # number : new number
38
- #--------------------------------------------------------------------------
39
- def number=(number)
40
- @number = [[number, 0].max, 10 ** @digits_max - 1].min
41
- refresh
42
- end
43
- #--------------------------------------------------------------------------
44
- # * Cursor Rectangle Update
45
- #--------------------------------------------------------------------------
46
- def update_cursor_rect
47
- self.cursor_rect.set(@index * @cursor_width, 0, @cursor_width, 32)
48
- end
49
- #--------------------------------------------------------------------------
50
- # * Frame Update
51
- #--------------------------------------------------------------------------
52
- def update
53
- super
54
- # If up or down directional button was pressed
55
- if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
56
- $game_system.se_play($data_system.cursor_se)
57
- # Get current place number and change it to 0
58
- place = 10 ** (@digits_max - 1 - @index)
59
- n = @number / place % 10
60
- @number -= n * place
61
- # If up add 1, if down substract 1
62
- n = (n + 1) % 10 if Input.repeat?(Input::UP)
63
- n = (n + 9) % 10 if Input.repeat?(Input::DOWN)
64
- # Reset current place number
65
- @number += n * place
66
- refresh
67
- end
68
- # Cursor right
69
- if Input.repeat?(Input::RIGHT)
70
- if @digits_max >= 2
71
- $game_system.se_play($data_system.cursor_se)
72
- @index = (@index + 1) % @digits_max
73
- end
74
- end
75
- # Cursor left
76
- if Input.repeat?(Input::LEFT)
77
- if @digits_max >= 2
78
- $game_system.se_play($data_system.cursor_se)
79
- @index = (@index + @digits_max - 1) % @digits_max
80
- end
81
- end
82
- update_cursor_rect
83
- end
84
- #--------------------------------------------------------------------------
85
- # * Refresh
86
- #--------------------------------------------------------------------------
87
- def refresh
88
- self.contents.clear
89
- self.contents.font.color = normal_color
90
- s = sprintf("%0*d", @digits_max, @number)
91
- if($game_switches[179] == true)
92
- for i in 0...@digits_max
93
- case i
94
- when 0
95
- self.contents.font.color = Window_Base.text_color(4)
96
- when 1
97
- self.contents.font.color = Window_Base.text_color(2)
98
- when 2
99
- self.contents.font.color = Window_Base.text_color(1)
100
- when 3
101
- self.contents.font.color = Window_Base.text_color(3)
102
- end
103
- self.contents.draw_text(i * @cursor_width + 4, 0, 32, 32, s[i,1])
104
- end
105
- else
106
- for i in 0...@digits_max
107
- self.contents.draw_text(i * @cursor_width + 4, 0, 32, 32, s[i,1])
108
- end
109
- end
110
- end
111
- end