rmxp_extractor 1.8 → 2.0.0

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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 +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
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  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 @@
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- #==============================================================================
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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
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- self.contents.font.color = normal_color
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- 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