rmxp_extractor 1.8 → 1.9

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Files changed (411) hide show
  1. checksums.yaml +4 -4
  2. data/CODE_OF_CONDUCT.md +74 -74
  3. data/Gemfile +13 -13
  4. data/Gemfile.lock +1 -1
  5. data/LICENSE.txt +21 -21
  6. data/README.md +35 -35
  7. data/Rakefile +6 -6
  8. data/bin/rmxp_extractor +13 -13
  9. data/bin/setup +8 -8
  10. data/diff_check.rb +13 -13
  11. data/lib/rmxp_extractor/classnames.rb +227 -245
  12. data/lib/rmxp_extractor/data_export.rb +80 -82
  13. data/lib/rmxp_extractor/data_import.rb +74 -69
  14. data/lib/rmxp_extractor/ron.rb +144 -144
  15. data/lib/rmxp_extractor/script_handler.rb +85 -85
  16. data/lib/rmxp_extractor/version.rb +3 -3
  17. data/lib/rmxp_extractor.rb +46 -46
  18. data/rmxp_extractor.gemspec +30 -30
  19. data/spec/spec_helper.rb +100 -100
  20. metadata +2 -393
  21. data/Data/Actors.rxdata +0 -0
  22. data/Data/Animations.rxdata +0 -0
  23. data/Data/Armors.rxdata +0 -0
  24. data/Data/Classes.rxdata +0 -0
  25. data/Data/CommonEvents.rxdata +0 -0
  26. data/Data/Enemies.rxdata +0 -0
  27. data/Data/Items.rxdata +0 -0
  28. data/Data/Map001.rxdata +0 -0
  29. data/Data/Map002.rxdata +0 -0
  30. data/Data/Map003.rxdata +0 -0
  31. data/Data/Map004.rxdata +0 -0
  32. data/Data/Map005.rxdata +0 -0
  33. data/Data/Map006.rxdata +0 -0
  34. data/Data/Map007.rxdata +0 -0
  35. data/Data/Map008.rxdata +0 -0
  36. data/Data/Map009.rxdata +0 -0
  37. data/Data/Map010.rxdata +0 -0
  38. data/Data/Map011.rxdata +0 -0
  39. data/Data/Map012.rxdata +0 -0
  40. data/Data/Map013.rxdata +0 -0
  41. data/Data/Map014.rxdata +0 -0
  42. data/Data/Map015.rxdata +0 -0
  43. data/Data/Map016.rxdata +0 -0
  44. data/Data/Map017.rxdata +0 -0
  45. data/Data/Map018.rxdata +0 -0
  46. data/Data/Map019.rxdata +0 -0
  47. data/Data/Map020.rxdata +0 -0
  48. data/Data/Map021.rxdata +0 -0
  49. data/Data/Map022.rxdata +0 -0
  50. data/Data/Map023.rxdata +0 -0
  51. data/Data/Map024.rxdata +0 -0
  52. data/Data/Map025.rxdata +0 -0
  53. data/Data/Map026.rxdata +0 -0
  54. data/Data/Map027.rxdata +0 -0
  55. data/Data/Map028.rxdata +0 -0
  56. data/Data/Map029.rxdata +0 -0
  57. data/Data/Map030.rxdata +0 -0
  58. data/Data/Map031.rxdata +0 -0
  59. data/Data/Map032.rxdata +0 -0
  60. data/Data/Map033.rxdata +0 -0
  61. data/Data/Map034.rxdata +0 -0
  62. data/Data/Map035.rxdata +0 -0
  63. data/Data/Map036.rxdata +0 -0
  64. data/Data/Map037.rxdata +0 -0
  65. data/Data/Map038.rxdata +0 -0
  66. data/Data/Map039.rxdata +0 -0
  67. data/Data/Map040.rxdata +0 -0
  68. data/Data/Map041.rxdata +0 -0
  69. data/Data/Map042.rxdata +0 -0
  70. data/Data/Map043.rxdata +0 -0
  71. data/Data/Map044.rxdata +0 -0
  72. data/Data/Map045.rxdata +0 -0
  73. data/Data/Map046.rxdata +0 -0
  74. data/Data/Map047.rxdata +0 -0
  75. data/Data/Map048.rxdata +0 -0
  76. data/Data/Map049.rxdata +0 -0
  77. data/Data/Map050.rxdata +0 -0
  78. data/Data/Map051.rxdata +0 -0
  79. data/Data/Map052.rxdata +0 -0
  80. data/Data/Map053.rxdata +0 -0
  81. data/Data/Map054.rxdata +0 -0
  82. data/Data/Map055.rxdata +0 -0
  83. data/Data/Map056.rxdata +0 -0
  84. data/Data/Map057.rxdata +0 -0
  85. data/Data/Map058.rxdata +0 -0
  86. data/Data/Map059.rxdata +0 -0
  87. data/Data/Map060.rxdata +0 -0
  88. data/Data/Map061.rxdata +0 -0
  89. data/Data/Map062.rxdata +0 -0
  90. data/Data/Map063.rxdata +0 -0
  91. data/Data/Map064.rxdata +0 -0
  92. data/Data/Map065.rxdata +0 -0
  93. data/Data/Map066.rxdata +0 -0
  94. data/Data/Map067.rxdata +0 -0
  95. data/Data/Map068.rxdata +0 -0
  96. data/Data/Map069.rxdata +0 -0
  97. data/Data/Map070.rxdata +0 -0
  98. data/Data/Map071.rxdata +0 -0
  99. data/Data/Map072.rxdata +0 -0
  100. data/Data/Map073.rxdata +0 -0
  101. data/Data/Map074.rxdata +0 -0
  102. data/Data/Map075.rxdata +0 -0
  103. data/Data/Map076.rxdata +0 -0
  104. data/Data/Map077.rxdata +0 -0
  105. data/Data/Map078.rxdata +0 -0
  106. data/Data/Map079.rxdata +0 -0
  107. data/Data/Map080.rxdata +0 -0
  108. data/Data/Map081.rxdata +0 -0
  109. data/Data/Map082.rxdata +0 -0
  110. data/Data/Map083.rxdata +0 -0
  111. data/Data/Map084.rxdata +0 -0
  112. data/Data/Map085.rxdata +0 -0
  113. data/Data/Map086.rxdata +0 -0
  114. data/Data/Map087.rxdata +0 -0
  115. data/Data/Map088.rxdata +0 -0
  116. data/Data/Map089.rxdata +0 -0
  117. data/Data/Map090.rxdata +0 -0
  118. data/Data/Map091.rxdata +0 -0
  119. data/Data/Map092.rxdata +0 -0
  120. data/Data/Map093.rxdata +0 -0
  121. data/Data/Map094.rxdata +0 -0
  122. data/Data/Map095.rxdata +0 -0
  123. data/Data/Map096.rxdata +0 -0
  124. data/Data/Map097.rxdata +0 -0
  125. data/Data/Map098.rxdata +0 -0
  126. data/Data/Map099.rxdata +0 -0
  127. data/Data/Map100.rxdata +0 -0
  128. data/Data/Map101.rxdata +0 -0
  129. data/Data/Map102.rxdata +0 -0
  130. data/Data/Map103.rxdata +0 -0
  131. data/Data/Map104.rxdata +0 -0
  132. data/Data/Map105.rxdata +0 -0
  133. data/Data/Map106.rxdata +0 -0
  134. data/Data/Map107.rxdata +0 -0
  135. data/Data/Map108.rxdata +0 -0
  136. data/Data/Map109.rxdata +0 -0
  137. data/Data/Map110.rxdata +0 -0
  138. data/Data/Map111.rxdata +0 -0
  139. data/Data/Map112.rxdata +0 -0
  140. data/Data/Map113.rxdata +0 -0
  141. data/Data/Map114.rxdata +0 -0
  142. data/Data/Map115.rxdata +0 -0
  143. data/Data/Map116.rxdata +0 -0
  144. data/Data/Map117.rxdata +0 -0
  145. data/Data/Map118.rxdata +0 -0
  146. data/Data/Map119.rxdata +0 -0
  147. data/Data/Map120.rxdata +0 -0
  148. data/Data/Map121.rxdata +0 -0
  149. data/Data/Map122.rxdata +0 -0
  150. data/Data/Map123.rxdata +0 -0
  151. data/Data/Map124.rxdata +0 -0
  152. data/Data/Map125.rxdata +0 -0
  153. data/Data/Map126.rxdata +0 -0
  154. data/Data/Map127.rxdata +0 -0
  155. data/Data/Map128.rxdata +0 -0
  156. data/Data/Map129.rxdata +0 -0
  157. data/Data/Map130.rxdata +0 -0
  158. data/Data/Map131.rxdata +0 -0
  159. data/Data/Map132.rxdata +0 -0
  160. data/Data/Map133.rxdata +0 -0
  161. data/Data/Map134.rxdata +0 -0
  162. data/Data/Map135.rxdata +0 -0
  163. data/Data/Map136.rxdata +0 -0
  164. data/Data/Map137.rxdata +0 -0
  165. data/Data/Map138.rxdata +0 -0
  166. data/Data/Map139.rxdata +0 -0
  167. data/Data/Map140.rxdata +0 -0
  168. data/Data/Map141.rxdata +0 -0
  169. data/Data/Map142.rxdata +0 -0
  170. data/Data/Map143.rxdata +0 -0
  171. data/Data/Map144.rxdata +0 -0
  172. data/Data/Map145.rxdata +0 -0
  173. data/Data/Map146.rxdata +0 -0
  174. data/Data/Map147.rxdata +0 -0
  175. data/Data/Map148.rxdata +0 -0
  176. data/Data/Map149.rxdata +0 -0
  177. data/Data/Map150.rxdata +0 -0
  178. data/Data/Map151.rxdata +0 -0
  179. data/Data/Map152.rxdata +0 -0
  180. data/Data/Map153.rxdata +0 -0
  181. data/Data/Map154.rxdata +0 -0
  182. data/Data/Map155.rxdata +0 -0
  183. data/Data/Map156.rxdata +0 -0
  184. data/Data/Map157.rxdata +0 -0
  185. data/Data/Map158.rxdata +0 -0
  186. data/Data/Map159.rxdata +0 -0
  187. data/Data/Map160.rxdata +0 -0
  188. data/Data/Map161.rxdata +0 -0
  189. data/Data/Map162.rxdata +0 -0
  190. data/Data/Map163.rxdata +0 -0
  191. data/Data/Map164.rxdata +0 -0
  192. data/Data/Map165.rxdata +0 -0
  193. data/Data/Map166.rxdata +0 -0
  194. data/Data/Map167.rxdata +0 -0
  195. data/Data/Map168.rxdata +0 -0
  196. data/Data/Map169.rxdata +0 -0
  197. data/Data/Map170.rxdata +0 -0
  198. data/Data/Map171.rxdata +0 -0
  199. data/Data/Map172.rxdata +0 -0
  200. data/Data/Map173.rxdata +0 -0
  201. data/Data/Map174.rxdata +0 -0
  202. data/Data/Map175.rxdata +0 -0
  203. data/Data/Map176.rxdata +0 -0
  204. data/Data/Map177.rxdata +0 -0
  205. data/Data/Map178.rxdata +0 -0
  206. data/Data/Map179.rxdata +0 -0
  207. data/Data/Map180.rxdata +0 -0
  208. data/Data/Map181.rxdata +0 -0
  209. data/Data/Map182.rxdata +0 -0
  210. data/Data/Map183.rxdata +0 -0
  211. data/Data/Map184.rxdata +0 -0
  212. data/Data/Map185.rxdata +0 -0
  213. data/Data/Map186.rxdata +0 -0
  214. data/Data/Map187.rxdata +0 -0
  215. data/Data/Map188.rxdata +0 -0
  216. data/Data/Map189.rxdata +0 -0
  217. data/Data/Map190.rxdata +0 -0
  218. data/Data/Map191.rxdata +0 -0
  219. data/Data/Map192.rxdata +0 -0
  220. data/Data/Map193.rxdata +0 -0
  221. data/Data/Map194.rxdata +0 -0
  222. data/Data/Map195.rxdata +0 -0
  223. data/Data/Map196.rxdata +0 -0
  224. data/Data/Map197.rxdata +0 -0
  225. data/Data/Map198.rxdata +0 -0
  226. data/Data/Map199.rxdata +0 -0
  227. data/Data/Map200.rxdata +0 -0
  228. data/Data/Map201.rxdata +0 -0
  229. data/Data/Map202.rxdata +0 -0
  230. data/Data/Map203.rxdata +0 -0
  231. data/Data/Map204.rxdata +0 -0
  232. data/Data/Map205.rxdata +0 -0
  233. data/Data/Map206.rxdata +0 -0
  234. data/Data/Map207.rxdata +0 -0
  235. data/Data/Map208.rxdata +0 -0
  236. data/Data/Map209.rxdata +0 -0
  237. data/Data/Map210.rxdata +0 -0
  238. data/Data/Map211.rxdata +0 -0
  239. data/Data/Map212.rxdata +0 -0
  240. data/Data/Map213.rxdata +0 -0
  241. data/Data/Map214.rxdata +0 -0
  242. data/Data/Map215.rxdata +0 -0
  243. data/Data/Map216.rxdata +0 -0
  244. data/Data/Map217.rxdata +0 -0
  245. data/Data/Map218.rxdata +0 -0
  246. data/Data/Map219.rxdata +0 -0
  247. data/Data/Map220.rxdata +0 -0
  248. data/Data/Map221.rxdata +0 -0
  249. data/Data/Map222.rxdata +0 -0
  250. data/Data/Map223.rxdata +0 -0
  251. data/Data/Map224.rxdata +0 -0
  252. data/Data/Map225.rxdata +0 -0
  253. data/Data/Map226.rxdata +0 -0
  254. data/Data/Map227.rxdata +0 -0
  255. data/Data/Map228.rxdata +0 -0
  256. data/Data/Map229.rxdata +0 -0
  257. data/Data/Map230.rxdata +0 -0
  258. data/Data/Map231.rxdata +0 -0
  259. data/Data/Map232.rxdata +0 -0
  260. data/Data/Map233.rxdata +0 -0
  261. data/Data/Map234.rxdata +0 -0
  262. data/Data/Map235.rxdata +0 -0
  263. data/Data/Map236.rxdata +0 -0
  264. data/Data/Map237.rxdata +0 -0
  265. data/Data/Map238.rxdata +0 -0
  266. data/Data/Map239.rxdata +0 -0
  267. data/Data/Map240.rxdata +0 -0
  268. data/Data/Map241.rxdata +0 -0
  269. data/Data/Map242.rxdata +0 -0
  270. data/Data/Map243.rxdata +0 -0
  271. data/Data/Map244.rxdata +0 -0
  272. data/Data/Map245.rxdata +0 -0
  273. data/Data/Map246.rxdata +0 -0
  274. data/Data/Map247.rxdata +0 -0
  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
@@ -1,94 +0,0 @@
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- #==============================================================================
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- # ** Window_ShopSell
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- #------------------------------------------------------------------------------
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- # This window displays items in possession for selling on the shop screen.
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- #==============================================================================
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-
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- class Window_ShopSell < Window_Selectable
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- #--------------------------------------------------------------------------
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- # * Object Initialization
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- #--------------------------------------------------------------------------
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- def initialize
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- super(0, 128, 640, 352)
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- @column_max = 2
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- refresh
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- self.index = 0
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- end
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- #--------------------------------------------------------------------------
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- # * Getting Items
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- #--------------------------------------------------------------------------
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- def item
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- return @data[self.index]
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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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- if self.contents != nil
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- self.contents.dispose
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- self.contents = nil
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- end
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- @data = []
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- for i in 1...$data_items.size
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- if $game_party.item_number(i) > 0
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- @data.push($data_items[i])
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- end
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- end
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- for i in 1...$data_weapons.size
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- if $game_party.weapon_number(i) > 0
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- @data.push($data_weapons[i])
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- end
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- end
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- for i in 1...$data_armors.size
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- if $game_party.armor_number(i) > 0
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- @data.push($data_armors[i])
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- end
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- end
47
- # If item count is not 0, make a bitmap and draw all items
48
- @item_max = @data.size
49
- if @item_max > 0
50
- self.contents = Bitmap.new(width - 32, row_max * 32)
51
- for i in 0...@item_max
52
- draw_item(i)
53
- end
54
- end
55
- end
56
- #--------------------------------------------------------------------------
57
- # * Draw Item
58
- # index : item number
59
- #--------------------------------------------------------------------------
60
- def draw_item(index)
61
- item = @data[index]
62
- case item
63
- when RPG::Item
64
- number = $game_party.item_number(item.id)
65
- when RPG::Weapon
66
- number = $game_party.weapon_number(item.id)
67
- when RPG::Armor
68
- number = $game_party.armor_number(item.id)
69
- end
70
- # If items are sellable, set to valid text color. If not, set to invalid
71
- # text color.
72
- if item.price > 0
73
- self.contents.font.color = normal_color
74
- else
75
- self.contents.font.color = disabled_color
76
- end
77
- x = 4 + index % 2 * (288 + 32)
78
- y = index / 2 * 32
79
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
80
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
81
- bitmap = RPG::Cache.icon(item.icon_name)
82
- opacity = self.contents.font.color == normal_color ? 255 : 128
83
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
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
@@ -1,107 +0,0 @@
1
- #==============================================================================
2
- # ** Window_ShopStatus
3
- #------------------------------------------------------------------------------
4
- # This window displays number of items in possession and the actor's equipment
5
- # on the shop screen.
6
- #==============================================================================
7
-
8
- class Window_ShopStatus < Window_Base
9
- #--------------------------------------------------------------------------
10
- # * Object Initialization
11
- #--------------------------------------------------------------------------
12
- def initialize
13
- super(368, 128, 272, 352)
14
- self.contents = Bitmap.new(width - 32, height - 32)
15
- @item = nil
16
- refresh
17
- end
18
- #--------------------------------------------------------------------------
19
- # * Refresh
20
- #--------------------------------------------------------------------------
21
- def refresh
22
- self.contents.clear
23
- if @item == nil
24
- return
25
- end
26
- case @item
27
- when RPG::Item
28
- number = $game_party.item_number(@item.id)
29
- when RPG::Weapon
30
- number = $game_party.weapon_number(@item.id)
31
- when RPG::Armor
32
- number = $game_party.armor_number(@item.id)
33
- end
34
- self.contents.font.color = system_color
35
- self.contents.draw_text(4, 0, 200, 32, "number in possession")
36
- self.contents.font.color = normal_color
37
- self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
38
- if @item.is_a?(RPG::Item)
39
- return
40
- end
41
- # Equipment adding information
42
- for i in 0...$game_party.actors.size
43
- # Get actor
44
- actor = $game_party.actors[i]
45
- # If equippable, then set to normal text color. If not, set to
46
- # invalid text color.
47
- if actor.equippable?(@item)
48
- self.contents.font.color = normal_color
49
- else
50
- self.contents.font.color = disabled_color
51
- end
52
- # Draw actor's name
53
- self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
54
- # Get current equipment
55
- if @item.is_a?(RPG::Weapon)
56
- item1 = $data_weapons[actor.weapon_id]
57
- elsif @item.kind == 0
58
- item1 = $data_armors[actor.armor1_id]
59
- elsif @item.kind == 1
60
- item1 = $data_armors[actor.armor2_id]
61
- elsif @item.kind == 2
62
- item1 = $data_armors[actor.armor3_id]
63
- else
64
- item1 = $data_armors[actor.armor4_id]
65
- end
66
- # If equippable
67
- if actor.equippable?(@item)
68
- # If weapon
69
- if @item.is_a?(RPG::Weapon)
70
- atk1 = item1 != nil ? item1.atk : 0
71
- atk2 = @item != nil ? @item.atk : 0
72
- change = atk2 - atk1
73
- end
74
- # If armor
75
- if @item.is_a?(RPG::Armor)
76
- pdef1 = item1 != nil ? item1.pdef : 0
77
- mdef1 = item1 != nil ? item1.mdef : 0
78
- pdef2 = @item != nil ? @item.pdef : 0
79
- mdef2 = @item != nil ? @item.mdef : 0
80
- change = pdef2 - pdef1 + mdef2 - mdef1
81
- end
82
- # Draw parameter change values
83
- self.contents.draw_text(124, 64 + 64 * i, 112, 32,
84
- sprintf("%+d", change), 2)
85
- end
86
- # Draw item
87
- if item1 != nil
88
- x = 4
89
- y = 64 + 64 * i + 32
90
- bitmap = RPG::Cache.icon(item1.icon_name)
91
- opacity = self.contents.font.color == normal_color ? 255 : 128
92
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
93
- self.contents.draw_text(x + 28, y, 212, 32, item1.name)
94
- end
95
- end
96
- end
97
- #--------------------------------------------------------------------------
98
- # * Set Item
99
- # item : new item
100
- #--------------------------------------------------------------------------
101
- def item=(item)
102
- if @item != item
103
- @item = item
104
- refresh
105
- end
106
- end
107
- end
@@ -1,83 +0,0 @@
1
- #==============================================================================
2
- # ** Window_Skill
3
- #------------------------------------------------------------------------------
4
- # This window displays usable skills on the skill and battle screens.
5
- #==============================================================================
6
-
7
- class Window_Skill < Window_Selectable
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- # actor : actor
11
- #--------------------------------------------------------------------------
12
- def initialize(actor)
13
- super(0, 128, 640, 352)
14
- @actor = actor
15
- @column_max = 2
16
- refresh
17
- self.index = 0
18
- # If in battle, move window to center of screen
19
- # and make it semi-transparent
20
- if $game_temp.in_battle
21
- self.y = 64
22
- self.height = 256
23
- self.back_opacity = 160
24
- end
25
- end
26
- #--------------------------------------------------------------------------
27
- # * Acquiring Skill
28
- #--------------------------------------------------------------------------
29
- def skill
30
- return @data[self.index]
31
- end
32
- #--------------------------------------------------------------------------
33
- # * Refresh
34
- #--------------------------------------------------------------------------
35
- def refresh
36
- if self.contents != nil
37
- self.contents.dispose
38
- self.contents = nil
39
- end
40
- @data = []
41
- for i in 0...@actor.skills.size
42
- skill = $data_skills[@actor.skills[i]]
43
- if skill != nil
44
- @data.push(skill)
45
- end
46
- end
47
- # If item count is not 0, make a bit map and draw all items
48
- @item_max = @data.size
49
- if @item_max > 0
50
- self.contents = Bitmap.new(width - 32, row_max * 32)
51
- for i in 0...@item_max
52
- draw_item(i)
53
- end
54
- end
55
- end
56
- #--------------------------------------------------------------------------
57
- # * Draw Item
58
- # index : item number
59
- #--------------------------------------------------------------------------
60
- def draw_item(index)
61
- skill = @data[index]
62
- if @actor.skill_can_use?(skill.id)
63
- self.contents.font.color = normal_color
64
- else
65
- self.contents.font.color = disabled_color
66
- end
67
- x = 4 + index % 2 * (288 + 32)
68
- y = index / 2 * 32
69
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
70
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
71
- bitmap = RPG::Cache.icon(skill.icon_name)
72
- opacity = self.contents.font.color == normal_color ? 255 : 128
73
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
74
- self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
75
- self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
76
- end
77
- #--------------------------------------------------------------------------
78
- # * Help Text Update
79
- #--------------------------------------------------------------------------
80
- def update_help
81
- @help_window.set_text(self.skill == nil ? "" : self.skill.description)
82
- end
83
- end
@@ -1,28 +0,0 @@
1
- #==============================================================================
2
- # ** Window_SkillStatus
3
- #------------------------------------------------------------------------------
4
- # This window displays the skill user's status on the skill screen.
5
- #==============================================================================
6
-
7
- class Window_SkillStatus < Window_Base
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- # actor : actor
11
- #--------------------------------------------------------------------------
12
- def initialize(actor)
13
- super(0, 64, 640, 64)
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_state(@actor, 140, 0)
25
- draw_actor_hp(@actor, 284, 0)
26
- draw_actor_sp(@actor, 460, 0)
27
- end
28
- end
@@ -1,64 +0,0 @@
1
- #==============================================================================
2
- # ** Window_Status
3
- #------------------------------------------------------------------------------
4
- # This window displays full status specs on the status screen.
5
- #==============================================================================
6
-
7
- class Window_Status < Window_Base
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- # actor : actor
11
- #--------------------------------------------------------------------------
12
- def initialize(actor)
13
- super(0, 0, 640, 480)
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_graphic(@actor, 40, 112)
24
- draw_actor_name(@actor, 4, 0)
25
- draw_actor_class(@actor, 4 + 144, 0)
26
- draw_actor_level(@actor, 96, 32)
27
- draw_actor_state(@actor, 96, 64)
28
- draw_actor_hp(@actor, 96, 112, 172)
29
- draw_actor_sp(@actor, 96, 144, 172)
30
- draw_actor_parameter(@actor, 96, 192, 0)
31
- draw_actor_parameter(@actor, 96, 224, 1)
32
- draw_actor_parameter(@actor, 96, 256, 2)
33
- draw_actor_parameter(@actor, 96, 304, 3)
34
- draw_actor_parameter(@actor, 96, 336, 4)
35
- draw_actor_parameter(@actor, 96, 368, 5)
36
- draw_actor_parameter(@actor, 96, 400, 6)
37
- self.contents.font.color = system_color
38
- self.contents.draw_text(320, 48, 80, 32, "EXP")
39
- self.contents.draw_text(320, 80, 80, 32, "NEXT")
40
- self.contents.font.color = normal_color
41
- self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
42
- self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
43
- self.contents.font.color = system_color
44
- self.contents.draw_text(320, 160, 96, 32, "equipment")
45
- draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
46
- draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
47
- draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
48
- draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
49
- draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)
50
- end
51
- def dummy
52
- self.contents.font.color = system_color
53
- self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
54
- self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
55
- self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
56
- self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
57
- self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
58
- draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
59
- draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
60
- draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
61
- draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
62
- draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
63
- end
64
- end
@@ -1,26 +0,0 @@
1
- #==============================================================================
2
- # ** Window_Steps
3
- #------------------------------------------------------------------------------
4
- # This window displays step count on the menu screen.
5
- #==============================================================================
6
-
7
- class Window_Steps < Window_Base
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- #--------------------------------------------------------------------------
11
- def initialize
12
- super(0, 0, 160, 96)
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
- self.contents.font.color = system_color
22
- self.contents.draw_text(4, 0, 120, 32, "Step Count")
23
- self.contents.font.color = normal_color
24
- self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
25
- end
26
- end
@@ -1,49 +0,0 @@
1
- #==============================================================================
2
- # ** Window_Target
3
- #------------------------------------------------------------------------------
4
- # This window selects a use target for the actor on item and skill screens.
5
- #==============================================================================
6
-
7
- class Window_Target < Window_Selectable
8
- #--------------------------------------------------------------------------
9
- # * Object Initialization
10
- #--------------------------------------------------------------------------
11
- def initialize
12
- super(0, 0, 336, 480)
13
- self.contents = Bitmap.new(width - 32, height - 32)
14
- self.z += 10
15
- @item_max = $game_party.actors.size
16
- refresh
17
- end
18
- #--------------------------------------------------------------------------
19
- # * Refresh
20
- #--------------------------------------------------------------------------
21
- def refresh
22
- self.contents.clear
23
- for i in 0...$game_party.actors.size
24
- x = 4
25
- y = i * 116
26
- actor = $game_party.actors[i]
27
- draw_actor_name(actor, x, y)
28
- draw_actor_class(actor, x + 144, y)
29
- draw_actor_level(actor, x + 8, y + 32)
30
- draw_actor_state(actor, x + 8, y + 64)
31
- draw_actor_hp(actor, x + 152, y + 32)
32
- draw_actor_sp(actor, x + 152, y + 64)
33
- end
34
- end
35
- #--------------------------------------------------------------------------
36
- # * Cursor Rectangle Update
37
- #--------------------------------------------------------------------------
38
- def update_cursor_rect
39
- # Cursor position -1 = all choices, -2 or lower = independent choice
40
- # (meaning the user's own choice)
41
- if @index <= -2
42
- self.cursor_rect.set(0, (@index + 10) * 116, self.width - 32, 96)
43
- elsif @index == -1
44
- self.cursor_rect.set(0, 0, self.width - 32, @item_max * 116 - 20)
45
- else
46
- self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
47
- end
48
- end
49
- end
data/Scripts/_scripts.txt DELETED
@@ -1,111 +0,0 @@
1
- RPG
2
- Game_Temp
3
- Game_System
4
- Game_Switches
5
- Game_Variables
6
- Game_SelfSwitches
7
- Game_Screen
8
- Game_Picture
9
- Game_Battler 1
10
- Game_Battler 2
11
- Game_Battler 3
12
- Game_BattleAction
13
- Game_Actor
14
- Game_Enemy
15
- Game_Actors
16
- Game_Party
17
- Game_Map
18
- Game_CommonEvent
19
- Game_Character 1
20
- Game_Character 2
21
- Game_Character 3
22
- Game_Event
23
- Game_Player
24
- Game_Oneshot
25
- Game_Light
26
- Game_Follower
27
- Game_FastTravel
28
- Sprite_Character
29
- Sprite_Battler
30
- Sprite_Picture
31
- Sprite_Timer
32
- Sprite_Light
33
- Sprite_Footprint
34
- Sprite_Footsplash
35
- Sprite_MapText
36
- Spriteset_Map
37
- FastTravel
38
- Window_Base
39
- Window_Selectable
40
- Window_Command
41
- Window_Help
42
- Window_Gold
43
- Window_PlayTime
44
- Window_Steps
45
- Window_MenuStatus
46
- Window_Item
47
- Window_Skill
48
- Window_SkillStatus
49
- Window_Target
50
- Window_EquipLeft
51
- Window_EquipRight
52
- Window_EquipItem
53
- Window_Status
54
- Window_SaveFile
55
- Window_Settings
56
- Window_ShopCommand
57
- Window_ShopBuy
58
- Window_ShopSell
59
- Window_ShopNumber
60
- Window_ShopStatus
61
- Window_NameEdit
62
- Window_NameInput
63
- Window_InputNumber
64
- Window_Message
65
- Window_PartyCommand
66
- Window_BattleStatus
67
- Window_BattleResult
68
- Window_DebugLeft
69
- Window_DebugRight
70
- Window_MainMenu
71
- Interpreter 1
72
- Interpreter 2
73
- Interpreter 3
74
- Interpreter 4
75
- Interpreter 5
76
- Interpreter 6
77
- Interpreter 7
78
- Scene_Title
79
- Scene_Map
80
- Scene_Menu
81
- Scene_Item
82
- Scene_Skill
83
- Scene_Equip
84
- Scene_Status
85
- Scene_File
86
- Scene_Save
87
- Scene_Load
88
- Scene_End
89
- Scene_Name
90
- Scene_Debug
91
- Persistent
92
- i18n_Language
93
- i18n_English
94
- Data_Item
95
- Data_Footsteps
96
- Data_SpecialEventData
97
- Data_FastTravel
98
- Script
99
- Puzzle_Sokoban
100
- Puzzle_Pixel
101
- Puzzle_Film
102
- Puzzle_Safe
103
- SaveLoad
104
- Ed_Message
105
- Doc_Message
106
- Desktop_Message
107
- Credits_Message
108
- Particles
109
- Demo
110
- EdText
111
- Main
@@ -1,59 +0,0 @@
1
- # Default English localization settings
2
- Font.default_name = Language::FONT_WESTERN
3
-
4
- class Language
5
- def self.create_input
6
- if Font.default_name == FONT_J
7
- input = Window_NameInput.new
8
- input.ok_text = '決定'
9
- input.set_mode_buttons [['英字', 'かな', 'カナ']]
10
- input.character_tables = {
11
- [0] => [ # Latin
12
- "A","B","C","D","E","F","G","H","I","a","b","c","d","e","f","g","h","i",
13
- "J","K","L","M","N","O","P","Q","R","j","k","l","m","n","o","p","q","r",
14
- "S","T","U","V","W","X","Y","Z"," ","s","t","u","v","w","x","y","z"," ",
15
- "0","1","2","3","4","+","-","=","&","!","?","'",'"',".",",",":",";","$",
16
- "5","6","7","8","9","*","/","#","|","[","]","(",")","<",">","{","}","@",
17
- ],
18
- [1] => [ # Hiragana
19
- "ー","っ","ぁ","ぱ","ば","だ","ざ","が","わ","ら","や","ま","は","な","た","さ","か","あ",
20
- "~","ゃ","ぃ","ぴ","び","ぢ","じ","ぎ"," ","り"," ","み","ひ","に","ち","し","き","い",
21
- "・","ゅ","ぅ","ぷ","ぶ","づ","ず","ぐ","を","る","ゆ","む","ふ","ぬ","つ","す","く","う",
22
- "=","ょ","ぇ","ぺ","べ","で","ぜ","げ"," ","れ"," ","め","へ","ね","て","せ","け","え",
23
- "☆","ゎ","ぉ","ぽ","ぼ","ど","ぞ","ご","ん","ろ","よ","も","ほ","の","と","そ","こ","お",
24
- ],
25
- [2] => [ # Katakana
26
- "ー","ッ","ァ","パ","バ","ダ","ザ","ガ","ワ","ラ","ヤ","マ","ハ","ナ","タ","サ","カ","ア",
27
- "~","ャ","ィ","ピ","ビ","ヂ","ジ","ギ"," ","リ"," ","ミ","ヒ","ニ","チ","シ","キ","イ",
28
- "・","ュ","ゥ","プ","ブ","ヅ","ズ","グ","ヲ","ル","ユ","ム","フ","ヌ","ツ","ス","ク","ウ",
29
- "=","ョ","ェ","ペ","ベ","デ","ゼ","ゲ"," ","レ"," ","メ","ヘ","ネ","テ","セ","ケ","エ",
30
- "☆","ヮ","ォ","ポ","ボ","ド","ゾ","ゴ","ン","ロ","ヨ","モ","ホ","ノ","ト","ソ","コ","オ",
31
- ],
32
- }
33
- input.index = 17 # Start on あ
34
- input.table_height = 5
35
- input.init
36
- else
37
- input = Window_NameInput.new
38
- input.set_mode_buttons [[tr('Upper'), tr('Lower')]]
39
- input.character_tables = {
40
- [0] => [ # Case: Upper
41
- "A","B","C","D","E","F","G","H","I","J",
42
- "K","L","M","N","O","P","Q","R","S","T",
43
- "U","V","W","X","Y","Z"," ",".",",","-",
44
- "0","1","2","3","4","5","6","7","8","9",
45
- "!","?",'"',"'","/","&","[","]","(",")",
46
- ],
47
- [1] => [ # Case: Lower
48
- "a","b","c","d","e","f","g","h","i","j",
49
- "k","l","m","n","o","p","q","r","s","t",
50
- "u","v","w","x","y","z"," ",".",",","-",
51
- "0","1","2","3","4","5","6","7","8","9",
52
- "!","?",'"',"'","/","&","[","]","(",")",
53
- ],
54
- }
55
- input.table_height = 5
56
- input.init
57
- end
58
- end
59
- end