rmxp_extractor 1.8 → 2.0.0

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 +40 -40
  5. data/LICENSE.txt +21 -21
  6. data/README.md +37 -35
  7. data/Rakefile +6 -6
  8. data/bin/rmxp_extractor +13 -13
  9. data/bin/setup +8 -8
  10. data/diff_check.rb +13 -13
  11. data/lib/rmxp_extractor/classnames.rb +227 -245
  12. data/lib/rmxp_extractor/data_export.rb +80 -82
  13. data/lib/rmxp_extractor/data_import.rb +74 -69
  14. data/lib/rmxp_extractor/ron.rb +144 -144
  15. data/lib/rmxp_extractor/script_handler.rb +85 -85
  16. data/lib/rmxp_extractor/version.rb +3 -3
  17. data/lib/rmxp_extractor.rb +46 -46
  18. data/rmxp_extractor.gemspec +30 -30
  19. data/spec/spec_helper.rb +100 -100
  20. metadata +2 -393
  21. data/Data/Actors.rxdata +0 -0
  22. data/Data/Animations.rxdata +0 -0
  23. data/Data/Armors.rxdata +0 -0
  24. data/Data/Classes.rxdata +0 -0
  25. data/Data/CommonEvents.rxdata +0 -0
  26. data/Data/Enemies.rxdata +0 -0
  27. data/Data/Items.rxdata +0 -0
  28. data/Data/Map001.rxdata +0 -0
  29. data/Data/Map002.rxdata +0 -0
  30. data/Data/Map003.rxdata +0 -0
  31. data/Data/Map004.rxdata +0 -0
  32. data/Data/Map005.rxdata +0 -0
  33. data/Data/Map006.rxdata +0 -0
  34. data/Data/Map007.rxdata +0 -0
  35. data/Data/Map008.rxdata +0 -0
  36. data/Data/Map009.rxdata +0 -0
  37. data/Data/Map010.rxdata +0 -0
  38. data/Data/Map011.rxdata +0 -0
  39. data/Data/Map012.rxdata +0 -0
  40. data/Data/Map013.rxdata +0 -0
  41. data/Data/Map014.rxdata +0 -0
  42. data/Data/Map015.rxdata +0 -0
  43. data/Data/Map016.rxdata +0 -0
  44. data/Data/Map017.rxdata +0 -0
  45. data/Data/Map018.rxdata +0 -0
  46. data/Data/Map019.rxdata +0 -0
  47. data/Data/Map020.rxdata +0 -0
  48. data/Data/Map021.rxdata +0 -0
  49. data/Data/Map022.rxdata +0 -0
  50. data/Data/Map023.rxdata +0 -0
  51. data/Data/Map024.rxdata +0 -0
  52. data/Data/Map025.rxdata +0 -0
  53. data/Data/Map026.rxdata +0 -0
  54. data/Data/Map027.rxdata +0 -0
  55. data/Data/Map028.rxdata +0 -0
  56. data/Data/Map029.rxdata +0 -0
  57. data/Data/Map030.rxdata +0 -0
  58. data/Data/Map031.rxdata +0 -0
  59. data/Data/Map032.rxdata +0 -0
  60. data/Data/Map033.rxdata +0 -0
  61. data/Data/Map034.rxdata +0 -0
  62. data/Data/Map035.rxdata +0 -0
  63. data/Data/Map036.rxdata +0 -0
  64. data/Data/Map037.rxdata +0 -0
  65. data/Data/Map038.rxdata +0 -0
  66. data/Data/Map039.rxdata +0 -0
  67. data/Data/Map040.rxdata +0 -0
  68. data/Data/Map041.rxdata +0 -0
  69. data/Data/Map042.rxdata +0 -0
  70. data/Data/Map043.rxdata +0 -0
  71. data/Data/Map044.rxdata +0 -0
  72. data/Data/Map045.rxdata +0 -0
  73. data/Data/Map046.rxdata +0 -0
  74. data/Data/Map047.rxdata +0 -0
  75. data/Data/Map048.rxdata +0 -0
  76. data/Data/Map049.rxdata +0 -0
  77. data/Data/Map050.rxdata +0 -0
  78. data/Data/Map051.rxdata +0 -0
  79. data/Data/Map052.rxdata +0 -0
  80. data/Data/Map053.rxdata +0 -0
  81. data/Data/Map054.rxdata +0 -0
  82. data/Data/Map055.rxdata +0 -0
  83. data/Data/Map056.rxdata +0 -0
  84. data/Data/Map057.rxdata +0 -0
  85. data/Data/Map058.rxdata +0 -0
  86. data/Data/Map059.rxdata +0 -0
  87. data/Data/Map060.rxdata +0 -0
  88. data/Data/Map061.rxdata +0 -0
  89. data/Data/Map062.rxdata +0 -0
  90. data/Data/Map063.rxdata +0 -0
  91. data/Data/Map064.rxdata +0 -0
  92. data/Data/Map065.rxdata +0 -0
  93. data/Data/Map066.rxdata +0 -0
  94. data/Data/Map067.rxdata +0 -0
  95. data/Data/Map068.rxdata +0 -0
  96. data/Data/Map069.rxdata +0 -0
  97. data/Data/Map070.rxdata +0 -0
  98. data/Data/Map071.rxdata +0 -0
  99. data/Data/Map072.rxdata +0 -0
  100. data/Data/Map073.rxdata +0 -0
  101. data/Data/Map074.rxdata +0 -0
  102. data/Data/Map075.rxdata +0 -0
  103. data/Data/Map076.rxdata +0 -0
  104. data/Data/Map077.rxdata +0 -0
  105. data/Data/Map078.rxdata +0 -0
  106. data/Data/Map079.rxdata +0 -0
  107. data/Data/Map080.rxdata +0 -0
  108. data/Data/Map081.rxdata +0 -0
  109. data/Data/Map082.rxdata +0 -0
  110. data/Data/Map083.rxdata +0 -0
  111. data/Data/Map084.rxdata +0 -0
  112. data/Data/Map085.rxdata +0 -0
  113. data/Data/Map086.rxdata +0 -0
  114. data/Data/Map087.rxdata +0 -0
  115. data/Data/Map088.rxdata +0 -0
  116. data/Data/Map089.rxdata +0 -0
  117. data/Data/Map090.rxdata +0 -0
  118. data/Data/Map091.rxdata +0 -0
  119. data/Data/Map092.rxdata +0 -0
  120. data/Data/Map093.rxdata +0 -0
  121. data/Data/Map094.rxdata +0 -0
  122. data/Data/Map095.rxdata +0 -0
  123. data/Data/Map096.rxdata +0 -0
  124. data/Data/Map097.rxdata +0 -0
  125. data/Data/Map098.rxdata +0 -0
  126. data/Data/Map099.rxdata +0 -0
  127. data/Data/Map100.rxdata +0 -0
  128. data/Data/Map101.rxdata +0 -0
  129. data/Data/Map102.rxdata +0 -0
  130. data/Data/Map103.rxdata +0 -0
  131. data/Data/Map104.rxdata +0 -0
  132. data/Data/Map105.rxdata +0 -0
  133. data/Data/Map106.rxdata +0 -0
  134. data/Data/Map107.rxdata +0 -0
  135. data/Data/Map108.rxdata +0 -0
  136. data/Data/Map109.rxdata +0 -0
  137. data/Data/Map110.rxdata +0 -0
  138. data/Data/Map111.rxdata +0 -0
  139. data/Data/Map112.rxdata +0 -0
  140. data/Data/Map113.rxdata +0 -0
  141. data/Data/Map114.rxdata +0 -0
  142. data/Data/Map115.rxdata +0 -0
  143. data/Data/Map116.rxdata +0 -0
  144. data/Data/Map117.rxdata +0 -0
  145. data/Data/Map118.rxdata +0 -0
  146. data/Data/Map119.rxdata +0 -0
  147. data/Data/Map120.rxdata +0 -0
  148. data/Data/Map121.rxdata +0 -0
  149. data/Data/Map122.rxdata +0 -0
  150. data/Data/Map123.rxdata +0 -0
  151. data/Data/Map124.rxdata +0 -0
  152. data/Data/Map125.rxdata +0 -0
  153. data/Data/Map126.rxdata +0 -0
  154. data/Data/Map127.rxdata +0 -0
  155. data/Data/Map128.rxdata +0 -0
  156. data/Data/Map129.rxdata +0 -0
  157. data/Data/Map130.rxdata +0 -0
  158. data/Data/Map131.rxdata +0 -0
  159. data/Data/Map132.rxdata +0 -0
  160. data/Data/Map133.rxdata +0 -0
  161. data/Data/Map134.rxdata +0 -0
  162. data/Data/Map135.rxdata +0 -0
  163. data/Data/Map136.rxdata +0 -0
  164. data/Data/Map137.rxdata +0 -0
  165. data/Data/Map138.rxdata +0 -0
  166. data/Data/Map139.rxdata +0 -0
  167. data/Data/Map140.rxdata +0 -0
  168. data/Data/Map141.rxdata +0 -0
  169. data/Data/Map142.rxdata +0 -0
  170. data/Data/Map143.rxdata +0 -0
  171. data/Data/Map144.rxdata +0 -0
  172. data/Data/Map145.rxdata +0 -0
  173. data/Data/Map146.rxdata +0 -0
  174. data/Data/Map147.rxdata +0 -0
  175. data/Data/Map148.rxdata +0 -0
  176. data/Data/Map149.rxdata +0 -0
  177. data/Data/Map150.rxdata +0 -0
  178. data/Data/Map151.rxdata +0 -0
  179. data/Data/Map152.rxdata +0 -0
  180. data/Data/Map153.rxdata +0 -0
  181. data/Data/Map154.rxdata +0 -0
  182. data/Data/Map155.rxdata +0 -0
  183. data/Data/Map156.rxdata +0 -0
  184. data/Data/Map157.rxdata +0 -0
  185. data/Data/Map158.rxdata +0 -0
  186. data/Data/Map159.rxdata +0 -0
  187. data/Data/Map160.rxdata +0 -0
  188. data/Data/Map161.rxdata +0 -0
  189. data/Data/Map162.rxdata +0 -0
  190. data/Data/Map163.rxdata +0 -0
  191. data/Data/Map164.rxdata +0 -0
  192. data/Data/Map165.rxdata +0 -0
  193. data/Data/Map166.rxdata +0 -0
  194. data/Data/Map167.rxdata +0 -0
  195. data/Data/Map168.rxdata +0 -0
  196. data/Data/Map169.rxdata +0 -0
  197. data/Data/Map170.rxdata +0 -0
  198. data/Data/Map171.rxdata +0 -0
  199. data/Data/Map172.rxdata +0 -0
  200. data/Data/Map173.rxdata +0 -0
  201. data/Data/Map174.rxdata +0 -0
  202. data/Data/Map175.rxdata +0 -0
  203. data/Data/Map176.rxdata +0 -0
  204. data/Data/Map177.rxdata +0 -0
  205. data/Data/Map178.rxdata +0 -0
  206. data/Data/Map179.rxdata +0 -0
  207. data/Data/Map180.rxdata +0 -0
  208. data/Data/Map181.rxdata +0 -0
  209. data/Data/Map182.rxdata +0 -0
  210. data/Data/Map183.rxdata +0 -0
  211. data/Data/Map184.rxdata +0 -0
  212. data/Data/Map185.rxdata +0 -0
  213. data/Data/Map186.rxdata +0 -0
  214. data/Data/Map187.rxdata +0 -0
  215. data/Data/Map188.rxdata +0 -0
  216. data/Data/Map189.rxdata +0 -0
  217. data/Data/Map190.rxdata +0 -0
  218. data/Data/Map191.rxdata +0 -0
  219. data/Data/Map192.rxdata +0 -0
  220. data/Data/Map193.rxdata +0 -0
  221. data/Data/Map194.rxdata +0 -0
  222. data/Data/Map195.rxdata +0 -0
  223. data/Data/Map196.rxdata +0 -0
  224. data/Data/Map197.rxdata +0 -0
  225. data/Data/Map198.rxdata +0 -0
  226. data/Data/Map199.rxdata +0 -0
  227. data/Data/Map200.rxdata +0 -0
  228. data/Data/Map201.rxdata +0 -0
  229. data/Data/Map202.rxdata +0 -0
  230. data/Data/Map203.rxdata +0 -0
  231. data/Data/Map204.rxdata +0 -0
  232. data/Data/Map205.rxdata +0 -0
  233. data/Data/Map206.rxdata +0 -0
  234. data/Data/Map207.rxdata +0 -0
  235. data/Data/Map208.rxdata +0 -0
  236. data/Data/Map209.rxdata +0 -0
  237. data/Data/Map210.rxdata +0 -0
  238. data/Data/Map211.rxdata +0 -0
  239. data/Data/Map212.rxdata +0 -0
  240. data/Data/Map213.rxdata +0 -0
  241. data/Data/Map214.rxdata +0 -0
  242. data/Data/Map215.rxdata +0 -0
  243. data/Data/Map216.rxdata +0 -0
  244. data/Data/Map217.rxdata +0 -0
  245. data/Data/Map218.rxdata +0 -0
  246. data/Data/Map219.rxdata +0 -0
  247. data/Data/Map220.rxdata +0 -0
  248. data/Data/Map221.rxdata +0 -0
  249. data/Data/Map222.rxdata +0 -0
  250. data/Data/Map223.rxdata +0 -0
  251. data/Data/Map224.rxdata +0 -0
  252. data/Data/Map225.rxdata +0 -0
  253. data/Data/Map226.rxdata +0 -0
  254. data/Data/Map227.rxdata +0 -0
  255. data/Data/Map228.rxdata +0 -0
  256. data/Data/Map229.rxdata +0 -0
  257. data/Data/Map230.rxdata +0 -0
  258. data/Data/Map231.rxdata +0 -0
  259. data/Data/Map232.rxdata +0 -0
  260. data/Data/Map233.rxdata +0 -0
  261. data/Data/Map234.rxdata +0 -0
  262. data/Data/Map235.rxdata +0 -0
  263. data/Data/Map236.rxdata +0 -0
  264. data/Data/Map237.rxdata +0 -0
  265. data/Data/Map238.rxdata +0 -0
  266. data/Data/Map239.rxdata +0 -0
  267. data/Data/Map240.rxdata +0 -0
  268. data/Data/Map241.rxdata +0 -0
  269. data/Data/Map242.rxdata +0 -0
  270. data/Data/Map243.rxdata +0 -0
  271. data/Data/Map244.rxdata +0 -0
  272. data/Data/Map245.rxdata +0 -0
  273. data/Data/Map246.rxdata +0 -0
  274. data/Data/Map247.rxdata +0 -0
  275. data/Data/Map248.rxdata +0 -0
  276. data/Data/Map249.rxdata +0 -0
  277. data/Data/Map250.rxdata +0 -0
  278. data/Data/Map251.rxdata +0 -0
  279. data/Data/Map252.rxdata +0 -0
  280. data/Data/Map253.rxdata +0 -0
  281. data/Data/Map254.rxdata +0 -0
  282. data/Data/Map255.rxdata +0 -0
  283. data/Data/Map256.rxdata +0 -0
  284. data/Data/Map257.rxdata +0 -0
  285. data/Data/Map258.rxdata +0 -0
  286. data/Data/Map259.rxdata +0 -0
  287. data/Data/Map260.rxdata +0 -0
  288. data/Data/Map261.rxdata +0 -0
  289. data/Data/Map262.rxdata +0 -0
  290. data/Data/Map263.rxdata +0 -0
  291. data/Data/MapInfos.rxdata +0 -0
  292. data/Data/Scripts.rxdata +0 -0
  293. data/Data/Skills.rxdata +0 -0
  294. data/Data/States.rxdata +0 -0
  295. data/Data/System.rxdata +0 -0
  296. data/Data/Tilesets.rxdata +0 -0
  297. data/Data/Troops.rxdata +0 -0
  298. data/Data/Weapons.rxdata +0 -0
  299. data/Data/xScripts.rxdata +0 -0
  300. data/Scripts/Credits_Message.rb +0 -259
  301. data/Scripts/Data_FastTravel.rb +0 -50
  302. data/Scripts/Data_Footsteps.rb +0 -77
  303. data/Scripts/Data_Item.rb +0 -50
  304. data/Scripts/Data_SpecialEventData.rb +0 -60
  305. data/Scripts/Demo.rb +0 -7
  306. data/Scripts/Desktop_Message.rb +0 -210
  307. data/Scripts/Doc_Message.rb +0 -273
  308. data/Scripts/EdText.rb +0 -50
  309. data/Scripts/Ed_Message.rb +0 -234
  310. data/Scripts/FastTravel.rb +0 -175
  311. data/Scripts/Game_Actor.rb +0 -156
  312. data/Scripts/Game_Actors.rb +0 -28
  313. data/Scripts/Game_BattleAction.rb +0 -145
  314. data/Scripts/Game_Battler 1.rb +0 -307
  315. data/Scripts/Game_Battler 2.rb +0 -294
  316. data/Scripts/Game_Battler 3.rb +0 -354
  317. data/Scripts/Game_Character 1.rb +0 -291
  318. data/Scripts/Game_Character 2.rb +0 -355
  319. data/Scripts/Game_Character 3.rb +0 -505
  320. data/Scripts/Game_CommonEvent.rb +0 -70
  321. data/Scripts/Game_Enemy.rb +0 -317
  322. data/Scripts/Game_Event.rb +0 -264
  323. data/Scripts/Game_FastTravel.rb +0 -40
  324. data/Scripts/Game_Follower.rb +0 -76
  325. data/Scripts/Game_Light.rb +0 -13
  326. data/Scripts/Game_Map.rb +0 -551
  327. data/Scripts/Game_Oneshot.rb +0 -83
  328. data/Scripts/Game_Party.rb +0 -380
  329. data/Scripts/Game_Picture.rb +0 -164
  330. data/Scripts/Game_Player.rb +0 -298
  331. data/Scripts/Game_Screen.rb +0 -148
  332. data/Scripts/Game_SelfSwitches.rb +0 -30
  333. data/Scripts/Game_Switches.rb +0 -45
  334. data/Scripts/Game_System.rb +0 -210
  335. data/Scripts/Game_Temp.rb +0 -145
  336. data/Scripts/Game_Variables.rb +0 -36
  337. data/Scripts/Interpreter 1.rb +0 -320
  338. data/Scripts/Interpreter 2.rb +0 -286
  339. data/Scripts/Interpreter 3.rb +0 -474
  340. data/Scripts/Interpreter 4.rb +0 -327
  341. data/Scripts/Interpreter 5.rb +0 -448
  342. data/Scripts/Interpreter 6.rb +0 -307
  343. data/Scripts/Interpreter 7.rb +0 -282
  344. data/Scripts/Main.rb +0 -50
  345. data/Scripts/Particles.rb +0 -141
  346. data/Scripts/Persistent.rb +0 -71
  347. data/Scripts/Puzzle_Film.rb +0 -14
  348. data/Scripts/Puzzle_Pixel.rb +0 -210
  349. data/Scripts/Puzzle_Safe.rb +0 -152
  350. data/Scripts/Puzzle_Sokoban.rb +0 -14
  351. data/Scripts/RPG.rb +0 -55
  352. data/Scripts/SaveLoad.rb +0 -275
  353. data/Scripts/Scene_Debug.rb +0 -190
  354. data/Scripts/Scene_End.rb +0 -108
  355. data/Scripts/Scene_Equip.rb +0 -222
  356. data/Scripts/Scene_File.rb +0 -111
  357. data/Scripts/Scene_Item.rb +0 -205
  358. data/Scripts/Scene_Load.rb +0 -106
  359. data/Scripts/Scene_Map.rb +0 -540
  360. data/Scripts/Scene_Menu.rb +0 -213
  361. data/Scripts/Scene_Name.rb +0 -113
  362. data/Scripts/Scene_Save.rb +0 -88
  363. data/Scripts/Scene_Skill.rb +0 -232
  364. data/Scripts/Scene_Status.rb +0 -78
  365. data/Scripts/Scene_Title.rb +0 -237
  366. data/Scripts/Script.rb +0 -780
  367. data/Scripts/Sprite_Battler.rb +0 -131
  368. data/Scripts/Sprite_Character.rb +0 -192
  369. data/Scripts/Sprite_Footprint.rb +0 -35
  370. data/Scripts/Sprite_Footsplash.rb +0 -54
  371. data/Scripts/Sprite_Light.rb +0 -18
  372. data/Scripts/Sprite_MapText.rb +0 -63
  373. data/Scripts/Sprite_Picture.rb +0 -72
  374. data/Scripts/Sprite_Timer.rb +0 -52
  375. data/Scripts/Spriteset_Map.rb +0 -370
  376. data/Scripts/Window_Base.rb +0 -327
  377. data/Scripts/Window_BattleResult.rb +0 -51
  378. data/Scripts/Window_BattleStatus.rb +0 -62
  379. data/Scripts/Window_Command.rb +0 -49
  380. data/Scripts/Window_DebugLeft.rb +0 -57
  381. data/Scripts/Window_DebugRight.rb +0 -69
  382. data/Scripts/Window_EquipItem.rb +0 -94
  383. data/Scripts/Window_EquipLeft.rb +0 -61
  384. data/Scripts/Window_EquipRight.rb +0 -56
  385. data/Scripts/Window_Gold.rb +0 -27
  386. data/Scripts/Window_Help.rb +0 -33
  387. data/Scripts/Window_InputNumber.rb +0 -111
  388. data/Scripts/Window_Item.rb +0 -229
  389. data/Scripts/Window_MainMenu.rb +0 -150
  390. data/Scripts/Window_MenuStatus.rb +0 -48
  391. data/Scripts/Window_Message.rb +0 -459
  392. data/Scripts/Window_NameEdit.rb +0 -108
  393. data/Scripts/Window_NameInput.rb +0 -262
  394. data/Scripts/Window_PartyCommand.rb +0 -42
  395. data/Scripts/Window_PlayTime.rb +0 -40
  396. data/Scripts/Window_SaveFile.rb +0 -91
  397. data/Scripts/Window_Selectable.rb +0 -203
  398. data/Scripts/Window_Settings.rb +0 -469
  399. data/Scripts/Window_ShopBuy.rb +0 -93
  400. data/Scripts/Window_ShopCommand.rb +0 -37
  401. data/Scripts/Window_ShopNumber.rb +0 -87
  402. data/Scripts/Window_ShopSell.rb +0 -94
  403. data/Scripts/Window_ShopStatus.rb +0 -107
  404. data/Scripts/Window_Skill.rb +0 -83
  405. data/Scripts/Window_SkillStatus.rb +0 -28
  406. data/Scripts/Window_Status.rb +0 -64
  407. data/Scripts/Window_Steps.rb +0 -26
  408. data/Scripts/Window_Target.rb +0 -49
  409. data/Scripts/_scripts.txt +0 -111
  410. data/Scripts/i18n_English.rb +0 -59
  411. data/Scripts/i18n_Language.rb +0 -130
@@ -1,131 +0,0 @@
1
- #==============================================================================
2
- # ** Sprite_Battler
3
- #------------------------------------------------------------------------------
4
- # This sprite is used to display the battler.It observes the Game_Character
5
- # class and automatically changes sprite conditions.
6
- #==============================================================================
7
-
8
- class Sprite_Battler < RPG::Sprite
9
- #--------------------------------------------------------------------------
10
- # * Public Instance Variables
11
- #--------------------------------------------------------------------------
12
- attr_accessor :battler # battler
13
- #--------------------------------------------------------------------------
14
- # * Object Initialization
15
- # viewport : viewport
16
- # battler : battler (Game_Battler)
17
- #--------------------------------------------------------------------------
18
- def initialize(viewport, battler = nil)
19
- super(viewport)
20
- @battler = battler
21
- @battler_visible = false
22
- end
23
- #--------------------------------------------------------------------------
24
- # * Dispose
25
- #--------------------------------------------------------------------------
26
- def dispose
27
- if self.bitmap != nil
28
- self.bitmap.dispose
29
- end
30
- super
31
- end
32
- #--------------------------------------------------------------------------
33
- # * Frame Update
34
- #--------------------------------------------------------------------------
35
- def update
36
- super
37
- # If battler is nil
38
- if @battler == nil
39
- self.bitmap = nil
40
- loop_animation(nil)
41
- return
42
- end
43
- # If file name or hue are different than current ones
44
- if @battler.battler_name != @battler_name or
45
- @battler.battler_hue != @battler_hue
46
- # Get and set bitmap
47
- @battler_name = @battler.battler_name
48
- @battler_hue = @battler.battler_hue
49
- self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
50
- @width = bitmap.width
51
- @height = bitmap.height
52
- self.ox = @width / 2
53
- self.oy = @height
54
- # Change opacity level to 0 when dead or hidden
55
- if @battler.dead? or @battler.hidden
56
- self.opacity = 0
57
- end
58
- end
59
- # If animation ID is different than current one
60
- if @battler.damage == nil and
61
- @battler.state_animation_id != @state_animation_id
62
- @state_animation_id = @battler.state_animation_id
63
- loop_animation($data_animations[@state_animation_id])
64
- end
65
- # If actor which should be displayed
66
- if @battler.is_a?(Game_Actor) and @battler_visible
67
- # Bring opacity level down a bit when not in main phase
68
- if $game_temp.battle_main_phase
69
- self.opacity += 3 if self.opacity < 255
70
- else
71
- self.opacity -= 3 if self.opacity > 207
72
- end
73
- end
74
- # Blink
75
- if @battler.blink
76
- blink_on
77
- else
78
- blink_off
79
- end
80
- # If invisible
81
- unless @battler_visible
82
- # Appear
83
- if not @battler.hidden and not @battler.dead? and
84
- (@battler.damage == nil or @battler.damage_pop)
85
- appear
86
- @battler_visible = true
87
- end
88
- end
89
- # If visible
90
- if @battler_visible
91
- # Escape
92
- if @battler.hidden
93
- $game_system.se_play($data_system.escape_se)
94
- escape
95
- @battler_visible = false
96
- end
97
- # White flash
98
- if @battler.white_flash
99
- whiten
100
- @battler.white_flash = false
101
- end
102
- # Animation
103
- if @battler.animation_id != 0
104
- animation = $data_animations[@battler.animation_id]
105
- animation(animation, @battler.animation_hit)
106
- @battler.animation_id = 0
107
- end
108
- # Damage
109
- if @battler.damage_pop
110
- damage(@battler.damage, @battler.critical)
111
- @battler.damage = nil
112
- @battler.critical = false
113
- @battler.damage_pop = false
114
- end
115
- # Collapse
116
- if @battler.damage == nil and @battler.dead?
117
- if @battler.is_a?(Game_Enemy)
118
- $game_system.se_play($data_system.enemy_collapse_se)
119
- else
120
- $game_system.se_play($data_system.actor_collapse_se)
121
- end
122
- collapse
123
- @battler_visible = false
124
- end
125
- end
126
- # Set sprite coordinates
127
- self.x = @battler.screen_x
128
- self.y = @battler.screen_y
129
- self.z = @battler.screen_z
130
- end
131
- end
@@ -1,192 +0,0 @@
1
- #==============================================================================
2
- # ** Sprite_Character
3
- #------------------------------------------------------------------------------
4
- # This sprite is used to display the character.It observes the Game_Character
5
- # class and automatically changes sprite conditions.
6
- #==============================================================================
7
-
8
- class Sprite_Character
9
- #--------------------------------------------------------------------------
10
- # * Public Instance Variables
11
- #--------------------------------------------------------------------------
12
- attr_accessor :character # character
13
- #--------------------------------------------------------------------------
14
- # * Object Initialization
15
- # viewport : viewport
16
- # light_viewport : light viewport
17
- # character : character (Game_Character)
18
- #--------------------------------------------------------------------------
19
- def initialize(viewport, light_viewport, character = nil)
20
- @viewport = viewport
21
- @light_viewport = light_viewport
22
- @sprite = RPG::Sprite.new(viewport)
23
- @light_sprite = RPG::Sprite.new(light_viewport)
24
- @light_sprite.blend_type = 1
25
- @character = character
26
- update
27
- end
28
- #--------------------------------------------------------------------------
29
- # * Frame Update
30
- #--------------------------------------------------------------------------
31
- def update
32
- # Choose the appropriate light sprite
33
- @light_sprite.viewport = ($game_screen.tone.blank?) ? @viewport : @light_viewport
34
- # Update sprites
35
- @sprite.update
36
- @light_sprite.update
37
- # If tile ID, file name, or hue are different from current ones
38
- if @tile_id != @character.tile_id or
39
- @character_name != @character.character_name or
40
- @character_hue != @character.character_hue
41
- # Remember tile ID, file name, and hue
42
- @tile_id = @character.tile_id
43
- @character_name = @character.character_name
44
- @character_hue = @character.character_hue
45
- # If tile ID value is valid
46
- if @tile_id >= 384
47
- @sprite.bitmap = RPG::Cache.tile($game_map.tileset_name,
48
- @tile_id, @character.character_hue)
49
- @light_sprite.visible = false
50
- @sprite.src_rect.set(0, 0, 32, 32)
51
- @light_sprite.src_rect.set(0, 0, 32, 32)
52
- self.ox = 16
53
- self.oy = 32
54
- # If tile ID value is invalid
55
- else
56
- @sprite.bitmap = RPG::Cache.character(@character.character_name,
57
- @character.character_hue)
58
- begin
59
- @light_sprite.bitmap = RPG::Cache.lightmap(@character.character_name)
60
- @light_sprite.visible = true
61
- rescue
62
- @light_sprite.bitmap = nil
63
- @light_sprite.visible = false
64
- end
65
- @cw = @sprite.bitmap.width / 4
66
- @ch = @sprite.bitmap.height / 4
67
- self.ox = @cw / 2
68
- self.oy = @ch
69
- end
70
- end
71
- # Set visible situation
72
- self.visible = (not @character.transparent)
73
- # If graphic is character
74
- if @tile_id == 0
75
- # Set rectangular transfer
76
- sx = @character.pattern * @cw
77
- sy = (@character.direction - 2) / 2 * @ch
78
- @sprite.src_rect.set(sx, sy, @cw, @ch)
79
- @light_sprite.src_rect.set(sx, sy, @cw, @ch)
80
- end
81
- # Set sprite coordinates
82
- self.x = @character.screen_x
83
- self.y = @character.screen_y
84
- self.z = @character.screen_z(@ch)
85
- # Set opacity level, blend method, and bush depth
86
- self.opacity = @character.opacity
87
- self.blend_type = @character.blend_type
88
- self.bush_depth = @character.bush_depth
89
- # Animation
90
- if @character.animation_id != 0
91
- animation = $data_animations[@character.animation_id]
92
- animation(animation, true)
93
- @character.animation_id = 0
94
- end
95
- end
96
- #--------------------------------------------------------------------------
97
- # * Frame Update Fast (only position)
98
- #--------------------------------------------------------------------------
99
- def update_fast
100
- # Set sprite coordinates
101
- self.x = @character.screen_x
102
- self.y = @character.screen_y
103
- self.z = @character.screen_z(@ch)
104
- end
105
- #--------------------------------------------------------------------------
106
- # * Sprite attribute wrapper
107
- #--------------------------------------------------------------------------
108
- def self.sprite_attr(*args)
109
- args.each do |arg|
110
- class_eval("def #{arg};@sprite.#{arg};end")
111
- class_eval("def #{arg}=(val);@sprite.#{arg}=val;@light_sprite.#{arg}=val;end")
112
- end
113
- end
114
- #--------------------------------------------------------------------------
115
- # * RPG::Sprite methods
116
- #--------------------------------------------------------------------------
117
- def whiten
118
- @sprite.whiten
119
- @light_sprite.whiten
120
- end
121
- def appear
122
- @sprite.appear
123
- @light_sprite.appear
124
- end
125
- def escape
126
- @sprite.escape
127
- @light_sprite.escape
128
- end
129
- def collapse
130
- @sprite.collapse
131
- @light_sprite.collapse
132
- end
133
- def damage(value, critical)
134
- @sprite.damage(value, critical)
135
- end
136
- def animation(animation, hit)
137
- @sprite.animation(animation, hit)
138
- end
139
- def loop_animation(animation, hit)
140
- @sprite.loop_animation(animation)
141
- end
142
- def blink_on
143
- @sprite.blink_on
144
- @light_sprite.blink_on
145
- end
146
- def blink_off
147
- @sprite.blink_off
148
- @light_sprite.blink_off
149
- end
150
- def blink?
151
- @sprite.blink?
152
- end
153
- def effect?
154
- @sprite.effect?
155
- end
156
- #--------------------------------------------------------------------------
157
- # * Sprite methods
158
- #--------------------------------------------------------------------------
159
- def dispose
160
- @sprite.dispose
161
- @light_sprite.dispose
162
- @sprite = nil
163
- @light_sprite = nil
164
- end
165
- def disposed?
166
- @sprite == nil
167
- end
168
- def flash(color, duration)
169
- @sprite.flash(color, duration)
170
- @light_sprite.flash(color, duration)
171
- end
172
- #--------------------------------------------------------------------------
173
- # * Sprite properties
174
- #--------------------------------------------------------------------------
175
- sprite_attr :src_rect
176
- sprite_attr :visible
177
- sprite_attr :x, :y, :z
178
- sprite_attr :ox, :oy
179
- sprite_attr :zoom_x, :zoom_y
180
- sprite_attr :angle
181
- sprite_attr :mirror
182
- sprite_attr :bush_depth
183
- sprite_attr :opacity
184
- sprite_attr :color
185
- sprite_attr :tone
186
- def blend_type
187
- @sprite.blend_type
188
- end
189
- def blend_type=(val)
190
- @sprite.blend_type = val
191
- end
192
- end
@@ -1,35 +0,0 @@
1
- class Sprite_Footprint < Sprite
2
- def initialize(viewport, direction, x, y)
3
- super(viewport)
4
- @direction = direction
5
- @real_x = x * 4 * 32
6
- @real_y = y * 4 * 32
7
-
8
- self.zoom_x = 2
9
- self.zoom_y = 2
10
- self.ox = 8
11
- self.oy = 16
12
- self.bitmap = RPG::Cache.misc('footprints')
13
- self.src_rect.set(0, 16 * (direction / 2 - 1), 16, 16)
14
- update
15
- end
16
-
17
- def update
18
- return if disposed?
19
-
20
- self.x = (@real_x - $game_map.display_x + 3) / 4 + 16
21
- self.y = (@real_y - $game_map.display_y + 3) / 4 + 32
22
-
23
- self.opacity -= 4
24
- if self.opacity == 0
25
- dispose
26
- end
27
- end
28
-
29
- def correctX(xDelta)
30
- @real_x += xDelta*4*32
31
- end
32
- def correctY(yDelta)
33
- @real_y += yDelta*4*32
34
- end
35
- end
@@ -1,54 +0,0 @@
1
- class Sprite_Footsplash < Sprite
2
- def initialize(viewport, direction, x, y)
3
-
4
- super(viewport)
5
- y = y + 2
6
- @direction = direction
7
- @real_x = x * 4 * 32
8
- @real_y = y * 4 * 32
9
-
10
- case direction
11
- when 2
12
- @real_y -= 32
13
- when 4
14
- @real_x += 32
15
- when 6
16
- @real_x -= 32
17
- when 8
18
- @real_y += 32
19
- end
20
-
21
- @real_y += 48
22
-
23
- self.zoom_x = 2
24
- self.zoom_y = 2
25
- self.ox = 40
26
- self.oy = 80
27
- self.bitmap = RPG::Cache.misc('foot_splash')
28
- self.src_rect.set(0, 0, 80, 80)
29
- update
30
- end
31
-
32
- def update
33
- return if disposed?
34
-
35
- self.x = (@real_x - $game_map.display_x + 3) / 4 + 16
36
- self.y = (@real_y - $game_map.display_y + 3) / 4 + 32
37
-
38
- self.opacity -= 6
39
- frameIndex = 20 - (self.opacity / 13)
40
- frameX = frameIndex % 4
41
- frameY = frameIndex / 4
42
- self.src_rect.set(80*frameX, 80*frameY, 80, 80)
43
- if self.opacity == 0
44
- dispose
45
- end
46
- end
47
-
48
- def correctX(xDelta)
49
- @real_x += xDelta*4*32
50
- end
51
- def correctY(yDelta)
52
- @real_y += yDelta*4*32
53
- end
54
- end
@@ -1,18 +0,0 @@
1
- # A scene lightmap object
2
- class Light < RPG::Sprite
3
- def initialize(viewport, filename, intensity, x, y)
4
- super(viewport)
5
- self.lightmap = RPG::Cache.light(filename)
6
- self.intensity = intensity
7
- @map_x = x
8
- @map_y = y
9
- self.z = 9999
10
- self.visible = true
11
- update
12
- end
13
-
14
- def update
15
- self.x = @map_x - $game_map.display_x / 4
16
- self.y = @map_y - $game_map.display_y / 4
17
- end
18
- end
@@ -1,63 +0,0 @@
1
- class Sprite_MapText < Sprite
2
-
3
- def initialize(viewport, text, x, y)
4
-
5
- super(viewport)
6
- @direction = 2
7
- @real_x = x * 4 * 32
8
- @real_y = y * 4 * 32
9
-
10
- self.bitmap = Bitmap.new(200, 24)
11
- if (Language::FONT_WESTERN == Font.default_name)
12
- self.zoom_x = 2
13
- self.zoom_y = 2
14
- else
15
- self.zoom_x = 1.5
16
- self.zoom_y = 1.5
17
- end
18
-
19
- #calculate text width
20
- spacewidth = self.bitmap.text_size(' ').width
21
- width = 0
22
-
23
- text.split(' ').each do |word|
24
-
25
- # Get width of this word
26
- width += self.bitmap.text_size(word.gsub(/(\000\[[0-9]+\]|\001|\002)/, '')).width
27
- width += spacewidth
28
- end
29
- width -= spacewidth
30
-
31
- if width <= 0
32
- width = 1
33
- end
34
-
35
- self.bitmap.dispose
36
- self.bitmap = Bitmap.new(width, 24)
37
- self.bitmap.font.color = Color.new(81, 33, 129, 255)
38
- self.bitmap.draw_text(0,0, width, 24, text)
39
-
40
- self.src_rect.set(0, 0, width, 24)
41
- self.oy = 24
42
- self.ox = width/2
43
-
44
-
45
- update
46
- end
47
-
48
- def update
49
- return if disposed?
50
-
51
- self.x = (@real_x - $game_map.display_x + 3) / 4 + 16
52
- self.y = (@real_y - $game_map.display_y + 3) / 4 + 32
53
-
54
- end
55
-
56
- def correctX(xDelta)
57
- #do nothing
58
- end
59
- def correctY(yDelta)
60
- #do nothing
61
- end
62
-
63
- end
@@ -1,72 +0,0 @@
1
- #==============================================================================
2
- # ** Sprite_Picture
3
- #------------------------------------------------------------------------------
4
- # This sprite is used to display the picture.It observes the Game_Character
5
- # class and automatically changes sprite conditions.
6
- #==============================================================================
7
-
8
- class Sprite_Picture < Sprite
9
- #--------------------------------------------------------------------------
10
- # * Object Initialization
11
- # viewport : viewport
12
- # picture : picture (Game_Picture)
13
- #--------------------------------------------------------------------------
14
- def initialize(viewport, picture)
15
- super(viewport)
16
- @picture = picture
17
- update
18
- end
19
- #--------------------------------------------------------------------------
20
- # * Dispose
21
- #--------------------------------------------------------------------------
22
- def dispose
23
- if self.bitmap != nil
24
- self.bitmap.dispose
25
- end
26
- super
27
- end
28
- #--------------------------------------------------------------------------
29
- # * Frame Update
30
- #--------------------------------------------------------------------------
31
- def update
32
- super
33
- # If picture file name is different from current one
34
- if @picture_name != @picture.name
35
- # Remember file name to instance variables
36
- @picture_name = @picture.name
37
- # If file name is not empty
38
- if @picture_name != ""
39
- # Get picture graphic
40
- self.bitmap = RPG::Cache.picture(@picture_name)
41
- end
42
- end
43
- # If file name is empty
44
- if @picture_name == ""
45
- # Set sprite to invisible
46
- self.visible = false
47
- return
48
- end
49
- # Set sprite to visible
50
- self.visible = true
51
- # Set transfer starting point
52
- if @picture.origin == 0
53
- self.ox = 0
54
- self.oy = 0
55
- else
56
- self.ox = self.bitmap.width / 2
57
- self.oy = self.bitmap.height / 2
58
- end
59
- # Set sprite coordinates
60
- self.x = @picture.x
61
- self.y = @picture.y
62
- self.z = @picture.number
63
- # Set zoom rate, opacity level, and blend method
64
- self.zoom_x = @picture.zoom_x / 100.0
65
- self.zoom_y = @picture.zoom_y / 100.0
66
- self.opacity = @picture.opacity
67
- self.blend_type = @picture.blend_type
68
- # Set rotation angle and color tone
69
- self.angle = @picture.angle
70
- self.tone = @picture.tone
71
- end
72
- end
@@ -1,52 +0,0 @@
1
- #==============================================================================
2
- # ** Sprite_Timer
3
- #------------------------------------------------------------------------------
4
- # This sprite is used to display the timer.It observes the $game_system
5
- # class and automatically changes sprite conditions.
6
- #==============================================================================
7
-
8
- class Sprite_Timer < Sprite
9
- #--------------------------------------------------------------------------
10
- # * Object Initialization
11
- #--------------------------------------------------------------------------
12
- def initialize
13
- super
14
- self.bitmap = Bitmap.new(88, 48)
15
- self.bitmap.font.size = 32
16
- self.x = 640 - self.bitmap.width
17
- self.y = 0
18
- self.z = 500
19
- update
20
- end
21
- #--------------------------------------------------------------------------
22
- # * Dispose
23
- #--------------------------------------------------------------------------
24
- def dispose
25
- if self.bitmap != nil
26
- self.bitmap.dispose
27
- end
28
- super
29
- end
30
- #--------------------------------------------------------------------------
31
- # * Frame Update
32
- #--------------------------------------------------------------------------
33
- def update
34
- super
35
- # Set timer to visible if working
36
- self.visible = $game_system.timer_working
37
- # If timer needs to be redrawn
38
- if $game_system.timer / Graphics.frame_rate != @total_sec
39
- # Clear window contents
40
- self.bitmap.clear
41
- # Calculate total number of seconds
42
- @total_sec = $game_system.timer / Graphics.frame_rate
43
- # Make a string for displaying the timer
44
- min = @total_sec / 60
45
- sec = @total_sec % 60
46
- text = sprintf("%02d:%02d", min, sec)
47
- # Draw timer
48
- self.bitmap.font.color.set(255, 255, 255)
49
- self.bitmap.draw_text(self.bitmap.rect, text, 1)
50
- end
51
- end
52
- end