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
@@ -1,94 +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 $game_party.armor_number(i) > 0
44
- @data.push($data_armors[i])
45
- end
46
- 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