mkxp/extra/dump_rgss.rb

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2020-05-06 07:33:51 +00:00
#===============================================================================
# Filename: rgss_internal.rb
#
# Developer: Raku (rakudayo@gmail.com)
#
# Description: This file contains Ruby implementations of the RGSS Built-in
# classes Table, Color, and Tone. These classes are required to load and
# dump the .rxdata files used by RMXP to store game data.
#===============================================================================
# These classes are based on the version provided by vgvgf on the RMXP.org
# forums at the link below. Thanks vgvgf!!
#
# http://www.rmxp.org/forums/viewtopic.php?t=49838
#
# I have modified them to more closely mimic the behavior of the RGSS Built-in
# classes Table, Color, and Tone. When these classes are dumped by the
# importer/exporter scripts, they can now be correctly read by RMXP.
#===============================================================================
class Table
def initialize(x, y = 0, z = 0)
@dim = 1 + (y > 0 ? 1 : 0) + (z > 0 ? 1 : 0)
@xsize, @ysize, @zsize = x, [y, 1].max, [z, 1].max
@data = Array.new(x * y * z, 0)
end
def [](x, y = 0, z = 0)
@data[x + y * @xsize + z * @xsize * @ysize]
end
def []=(*args)
x = args[0]
y = args.size > 2 ? args[1] : 0
z = args.size > 3 ? args[2] : 0
v = args.pop
@data[x + y * @xsize + z * @xsize * @ysize] = v
end
def _dump(d = 0)
[@dim, @xsize, @ysize, @zsize, @xsize * @ysize * @zsize].pack('LLLLL') <<
@data.pack("S#{@xsize * @ysize * @zsize}")
end
def self._load(s)
size, nx, ny, nz, items = *s[0, 20].unpack('LLLLL')
t = Table.new(*[nx, ny, nz][0,size])
t.data = s[20, items * 2].unpack("S#{items}")
t
end
attr_accessor(:xsize, :ysize, :zsize, :data)
end
class Color
def initialize(r, g, b, a = 255.0)
self.red = r.to_f
self.green = g.to_f
self.blue = b.to_f
self.alpha = a.to_f
end
def set(r, g, b, a = 255.0)
self.red = r.to_f
self.green = g.to_f
self.blue = b.to_f
self.alpha = a.to_f
end
attr_reader(:red, :green, :blue, :alpha)
def red=(val)
@red = [[val.to_f, 0.0].max, 255.0].min
end
def green=(val)
@green = [[val.to_f, 0.0].max, 255.0].min
end
def blue=(val)
@blue = [[val.to_f, 0.0].max, 255.0].min
end
def alpha=(val)
@alpha = [[val.to_f, 0.0].max, 255.0].min
end
def color
Color.new(@red, @green, @blue, @alpha)
end
def _dump(d = 0)
[@red, @green, @blue, @alpha].pack('d4')
end
def self._load(s)
Color.new(*s.unpack('d4'))
end
end
class Tone
def initialize(r, g, b, a = 0.0)
self.red = r.to_f
self.green = g.to_f
self.blue = b.to_f
self.gray = a.to_f
end
def set(r, g, b, a = 0.0)
self.red = r.to_f
self.green = g.to_f
self.blue = b.to_f
self.gray = a.to_f
end
def color
Color.new(@red, @green, @blue, @gray)
end
def _dump(d = 0)
[@red, @green, @blue, @gray].pack('d4')
end
def self._load(s)
Tone.new(*s.unpack('d4'))
end
attr_reader(:red, :green, :blue, :gray)
def red=(val)
@red = [[val.to_f, -255.0].max, 255.0].min
end
def green=(val)
@green = [[val.to_f, -255.0].max, 255.0].min
end
def blue=(val)
@blue = [[val.to_f, -255.0].max, 255.0].min
end
def gray=(val)
@gray = [[val.to_f, 0.0].max, 255.0].min
end
end
#===============================================================================
# Filename: rgss_rpg.rb
#
# Description: This file contains the default implementations of all of the
# RGSS classes in the RPG module. They are needed here because we use them
# outside of RMXP to dump and load the .rxdata files.
#===============================================================================
module RPG
class Actor
def initialize
@id = 0
@name = ""
@class_id = 1
@initial_level = 1
@final_level = 99
@exp_basis = 30
@exp_inflation = 30
@character_name = ""
@character_hue = 0
@battler_name = ""
@battler_hue = 0
@parameters = Table.new(6,100)
for i in 1..99
@parameters[0,i] = 500+i*50
@parameters[1,i] = 500+i*50
@parameters[2,i] = 50+i*5
@parameters[3,i] = 50+i*5
@parameters[4,i] = 50+i*5
@parameters[5,i] = 50+i*5
end
@weapon_id = 0
@armor1_id = 0
@armor2_id = 0
@armor3_id = 0
@armor4_id = 0
@weapon_fix = false
@armor1_fix = false
@armor2_fix = false
@armor3_fix = false
@armor4_fix = false
end
attr_accessor :id
attr_accessor :name
attr_accessor :class_id
attr_accessor :initial_level
attr_accessor :final_level
attr_accessor :exp_basis
attr_accessor :exp_inflation
attr_accessor :character_name
attr_accessor :character_hue
attr_accessor :battler_name
attr_accessor :battler_hue
attr_accessor :parameters
attr_accessor :weapon_id
attr_accessor :armor1_id
attr_accessor :armor2_id
attr_accessor :armor3_id
attr_accessor :armor4_id
attr_accessor :weapon_fix
attr_accessor :armor1_fix
attr_accessor :armor2_fix
attr_accessor :armor3_fix
attr_accessor :armor4_fix
end
class Animation
def initialize
@id = 0
@name = ""
@animation_name = ""
@animation_hue = 0
@position = 1
@frame_max = 1
@frames = [RPG::Animation::Frame.new]
@timings = []
end
attr_accessor :id
attr_accessor :name
attr_accessor :animation_name
attr_accessor :animation_hue
attr_accessor :position
attr_accessor :frame_max
attr_accessor :frames
attr_accessor :timings
class Frame
def initialize
@cell_max = 0
@cell_data = Table.new(0, 0)
end
attr_accessor :cell_max
attr_accessor :cell_data
end
class Timing
def initialize
@frame = 0
@se = RPG::AudioFile.new("", 80)
@flash_scope = 0
@flash_color = Color.new(255,255,255,255)
@flash_duration = 5
@condition = 0
end
attr_accessor :frame
attr_accessor :se
attr_accessor :flash_scope
attr_accessor :flash_color
attr_accessor :flash_duration
attr_accessor :condition
end
end
class Armor
def initialize
@id = 0
@name = ""
@icon_name = ""
@description = ""
@kind = 0
@auto_state_id = 0
@price = 0
@pdef = 0
@mdef = 0
@eva = 0
@str_plus = 0
@dex_plus = 0
@agi_plus = 0
@int_plus = 0
@guard_element_set = []
@guard_state_set = []
end
attr_accessor :id
attr_accessor :name
attr_accessor :icon_name
attr_accessor :description
attr_accessor :kind
attr_accessor :auto_state_id
attr_accessor :price
attr_accessor :pdef
attr_accessor :mdef
attr_accessor :eva
attr_accessor :str_plus
attr_accessor :dex_plus
attr_accessor :agi_plus
attr_accessor :int_plus
attr_accessor :guard_element_set
attr_accessor :guard_state_set
end
class AudioFile
def initialize(name = "", volume = 100, pitch = 100)
@name = name
@volume = volume
@pitch = pitch
end
attr_accessor :name
attr_accessor :volume
attr_accessor :pitch
end
class Class
def initialize
@id = 0
@name = ""
@position = 0
@weapon_set = []
@armor_set = []
@element_ranks = Table.new(1)
@state_ranks = Table.new(1)
@learnings = []
end
attr_accessor :id
attr_accessor :name
attr_accessor :position
attr_accessor :weapon_set
attr_accessor :armor_set
attr_accessor :element_ranks
attr_accessor :state_ranks
attr_accessor :learnings
class Learning
def initialize
@level = 1
@skill_id = 1
end
attr_accessor :level
attr_accessor :skill_id
end
end
class CommonEvent
def initialize
@id = 0
@name = ""
@trigger = 0
@switch_id = 1
@list = [RPG::EventCommand.new]
end
attr_accessor :id
attr_accessor :name
attr_accessor :trigger
attr_accessor :switch_id
attr_accessor :list
end
class Enemy
def initialize
@id = 0
@name = ""
@battler_name = ""
@battler_hue = 0
@maxhp = 500
@maxsp = 500
@str = 50
@dex = 50
@agi = 50
@int = 50
@atk = 100
@pdef = 100
@mdef = 100
@eva = 0
@animation1_id = 0
@animation2_id = 0
@element_ranks = Table.new(1)
@state_ranks = Table.new(1)
@actions = [RPG::Enemy::Action.new]
@exp = 0
@gold = 0
@item_id = 0
@weapon_id = 0
@armor_id = 0
@treasure_prob = 100
end
attr_accessor :id
attr_accessor :name
attr_accessor :battler_name
attr_accessor :battler_hue
attr_accessor :maxhp
attr_accessor :maxsp
attr_accessor :str
attr_accessor :dex
attr_accessor :agi
attr_accessor :int
attr_accessor :atk
attr_accessor :pdef
attr_accessor :mdef
attr_accessor :eva
attr_accessor :animation1_id
attr_accessor :animation2_id
attr_accessor :element_ranks
attr_accessor :state_ranks
attr_accessor :actions
attr_accessor :exp
attr_accessor :gold
attr_accessor :item_id
attr_accessor :weapon_id
attr_accessor :armor_id
attr_accessor :treasure_prob
class Action
def initialize
@kind = 0
@basic = 0
@skill_id = 1
@condition_turn_a = 0
@condition_turn_b = 1
@condition_hp = 100
@condition_level = 1
@condition_switch_id = 0
@rating = 5
end
attr_accessor :kind
attr_accessor :basic
attr_accessor :skill_id
attr_accessor :condition_turn_a
attr_accessor :condition_turn_b
attr_accessor :condition_hp
attr_accessor :condition_level
attr_accessor :condition_switch_id
attr_accessor :rating
end
end
class Event
def initialize(x, y)
@id = 0
@name = ""
@x = x
@y = y
@pages = [RPG::Event::Page.new]
end
attr_accessor :id
attr_accessor :name
attr_accessor :x
attr_accessor :y
attr_accessor :pages
class Page
def initialize
@condition = RPG::Event::Page::Condition.new
@graphic = RPG::Event::Page::Graphic.new
@move_type = 0
@move_speed = 3
@move_frequency = 3
@move_route = RPG::MoveRoute.new
@walk_anime = true
@step_anime = false
@direction_fix = false
@through = false
@always_on_top = false
@trigger = 0
@list = [RPG::EventCommand.new]
end
attr_accessor :condition
attr_accessor :graphic
attr_accessor :move_type
attr_accessor :move_speed
attr_accessor :move_frequency
attr_accessor :move_route
attr_accessor :walk_anime
attr_accessor :step_anime
attr_accessor :direction_fix
attr_accessor :through
attr_accessor :always_on_top
attr_accessor :trigger
attr_accessor :list
class Condition
def initialize
@switch1_valid = false
@switch2_valid = false
@variable_valid = false
@self_switch_valid = false
@switch1_id = 1
@switch2_id = 1
@variable_id = 1
@variable_value = 0
@self_switch_ch = "A"
end
attr_accessor :switch1_valid
attr_accessor :switch2_valid
attr_accessor :variable_valid
attr_accessor :self_switch_valid
attr_accessor :switch1_id
attr_accessor :switch2_id
attr_accessor :variable_id
attr_accessor :variable_value
attr_accessor :self_switch_ch
end
class Graphic
def initialize
@tile_id = 0
@character_name = ""
@character_hue = 0
@direction = 2
@pattern = 0
@opacity = 255
@blend_type = 0
end
attr_accessor :tile_id
attr_accessor :character_name
attr_accessor :character_hue
attr_accessor :direction
attr_accessor :pattern
attr_accessor :opacity
attr_accessor :blend_type
end
end
end
class EventCommand
def initialize(code = 0, indent = 0, parameters = [])
@code = code
@indent = indent
@parameters = parameters
end
attr_accessor :code
attr_accessor :indent
attr_accessor :parameters
end
class Item
def initialize
@id = 0
@name = ""
@icon_name = ""
@description = ""
@scope = 0
@occasion = 0
@animation1_id = 0
@animation2_id = 0
@menu_se = RPG::AudioFile.new("", 80)
@common_event_id = 0
@price = 0
@consumable = true
@parameter_type = 0
@parameter_points = 0
@recover_hp_rate = 0
@recover_hp = 0
@recover_sp_rate = 0
@recover_sp = 0
@hit = 100
@pdef_f = 0
@mdef_f = 0
@variance = 0
@element_set = []
@plus_state_set = []
@minus_state_set = []
end
attr_accessor :id
attr_accessor :name
attr_accessor :icon_name
attr_accessor :description
attr_accessor :scope
attr_accessor :occasion
attr_accessor :animation1_id
attr_accessor :animation2_id
attr_accessor :menu_se
attr_accessor :common_event_id
attr_accessor :price
attr_accessor :consumable
attr_accessor :parameter_type
attr_accessor :parameter_points
attr_accessor :recover_hp_rate
attr_accessor :recover_hp
attr_accessor :recover_sp_rate
attr_accessor :recover_sp
attr_accessor :hit
attr_accessor :pdef_f
attr_accessor :mdef_f
attr_accessor :variance
attr_accessor :element_set
attr_accessor :plus_state_set
attr_accessor :minus_state_set
end
class Map
def initialize(width, height)
@tileset_id = 1
@width = width
@height = height
@autoplay_bgm = false
@bgm = RPG::AudioFile.new
@autoplay_bgs = false
@bgs = RPG::AudioFile.new("", 80)
@encounter_list = []
@encounter_step = 30
@data = Table.new(width, height, 3)
@events = {}
end
attr_accessor :tileset_id
attr_accessor :width
attr_accessor :height
attr_accessor :autoplay_bgm
attr_accessor :bgm
attr_accessor :autoplay_bgs
attr_accessor :bgs
attr_accessor :encounter_list
attr_accessor :encounter_step
attr_accessor :data
attr_accessor :events
end
class MapInfo
def initialize
@name = ""
@parent_id = 0
@order = 0
@expanded = false
@scroll_x = 0
@scroll_y = 0
end
attr_accessor :name
attr_accessor :parent_id
attr_accessor :order
attr_accessor :expanded
attr_accessor :scroll_x
attr_accessor :scroll_y
end
class MoveRoute
def initialize
@repeat = true
@skippable = false
@list = [RPG::MoveCommand.new]
end
attr_accessor :repeat
attr_accessor :skippable
attr_accessor :list
end
class MoveCommand
def initialize(code = 0, parameters = [])
@code = code
@parameters = parameters
end
attr_accessor :code
attr_accessor :parameters
end
class Skill
def initialize
@id = 0
@name = ""
@icon_name = ""
@description = ""
@scope = 0
@occasion = 1
@animation1_id = 0
@animation2_id = 0
@menu_se = RPG::AudioFile.new("", 80)
@common_event_id = 0
@sp_cost = 0
@power = 0
@atk_f = 0
@eva_f = 0
@str_f = 0
@dex_f = 0
@agi_f = 0
@int_f = 100
@hit = 100
@pdef_f = 0
@mdef_f = 100
@variance = 15
@element_set = []
@plus_state_set = []
@minus_state_set = []
end
attr_accessor :id
attr_accessor :name
attr_accessor :icon_name
attr_accessor :description
attr_accessor :scope
attr_accessor :occasion
attr_accessor :animation1_id
attr_accessor :animation2_id
attr_accessor :menu_se
attr_accessor :common_event_id
attr_accessor :sp_cost
attr_accessor :power
attr_accessor :atk_f
attr_accessor :eva_f
attr_accessor :str_f
attr_accessor :dex_f
attr_accessor :agi_f
attr_accessor :int_f
attr_accessor :hit
attr_accessor :pdef_f
attr_accessor :mdef_f
attr_accessor :variance
attr_accessor :element_set
attr_accessor :plus_state_set
attr_accessor :minus_state_set
end
class State
def initialize
@id = 0
@name = ""
@animation_id = 0
@restriction = 0
@nonresistance = false
@zero_hp = false
@cant_get_exp = false
@cant_evade = false
@slip_damage = false
@rating = 5
@hit_rate = 100
@maxhp_rate = 100
@maxsp_rate = 100
@str_rate = 100
@dex_rate = 100
@agi_rate = 100
@int_rate = 100
@atk_rate = 100
@pdef_rate = 100
@mdef_rate = 100
@eva = 0
@battle_only = true
@hold_turn = 0
@auto_release_prob = 0
@shock_release_prob = 0
@guard_element_set = []
@plus_state_set = []
@minus_state_set = []
end
attr_accessor :id
attr_accessor :name
attr_accessor :animation_id
attr_accessor :restriction
attr_accessor :nonresistance
attr_accessor :zero_hp
attr_accessor :cant_get_exp
attr_accessor :cant_evade
attr_accessor :slip_damage
attr_accessor :rating
attr_accessor :hit_rate
attr_accessor :maxhp_rate
attr_accessor :maxsp_rate
attr_accessor :str_rate
attr_accessor :dex_rate
attr_accessor :agi_rate
attr_accessor :int_rate
attr_accessor :atk_rate
attr_accessor :pdef_rate
attr_accessor :mdef_rate
attr_accessor :eva
attr_accessor :battle_only
attr_accessor :hold_turn
attr_accessor :auto_release_prob
attr_accessor :shock_release_prob
attr_accessor :guard_element_set
attr_accessor :plus_state_set
attr_accessor :minus_state_set
end
class System
def initialize
@magic_number = 0
@party_members = [1]
@elements = [nil, ""]
@switches = [nil, ""]
@variables = [nil, ""]
@windowskin_name = ""
@title_name = ""
@gameover_name = ""
@battle_transition = ""
@title_bgm = RPG::AudioFile.new
@battle_bgm = RPG::AudioFile.new
@battle_end_me = RPG::AudioFile.new
@gameover_me = RPG::AudioFile.new
@cursor_se = RPG::AudioFile.new("", 80)
@decision_se = RPG::AudioFile.new("", 80)
@cancel_se = RPG::AudioFile.new("", 80)
@buzzer_se = RPG::AudioFile.new("", 80)
@equip_se = RPG::AudioFile.new("", 80)
@shop_se = RPG::AudioFile.new("", 80)
@save_se = RPG::AudioFile.new("", 80)
@load_se = RPG::AudioFile.new("", 80)
@battle_start_se = RPG::AudioFile.new("", 80)
@escape_se = RPG::AudioFile.new("", 80)
@actor_collapse_se = RPG::AudioFile.new("", 80)
@enemy_collapse_se = RPG::AudioFile.new("", 80)
@words = RPG::System::Words.new
@test_battlers = []
@test_troop_id = 1
@start_map_id = 1
@start_x = 0
@start_y = 0
@battleback_name = ""
@battler_name = ""
@battler_hue = 0
@edit_map_id = 1
end
attr_accessor :magic_number
attr_accessor :party_members
attr_accessor :elements
attr_accessor :switches
attr_accessor :variables
attr_accessor :windowskin_name
attr_accessor :title_name
attr_accessor :gameover_name
attr_accessor :battle_transition
attr_accessor :title_bgm
attr_accessor :battle_bgm
attr_accessor :battle_end_me
attr_accessor :gameover_me
attr_accessor :cursor_se
attr_accessor :decision_se
attr_accessor :cancel_se
attr_accessor :buzzer_se
attr_accessor :equip_se
attr_accessor :shop_se
attr_accessor :save_se
attr_accessor :load_se
attr_accessor :battle_start_se
attr_accessor :escape_se
attr_accessor :actor_collapse_se
attr_accessor :enemy_collapse_se
attr_accessor :words
attr_accessor :test_battlers
attr_accessor :test_troop_id
attr_accessor :start_map_id
attr_accessor :start_x
attr_accessor :start_y
attr_accessor :battleback_name
attr_accessor :battler_name
attr_accessor :battler_hue
attr_accessor :edit_map_id
class Words
def initialize
@gold = ""
@hp = ""
@sp = ""
@str = ""
@dex = ""
@agi = ""
@int = ""
@atk = ""
@pdef = ""
@mdef = ""
@weapon = ""
@armor1 = ""
@armor2 = ""
@armor3 = ""
@armor4 = ""
@attack = ""
@skill = ""
@guard = ""
@item = ""
@equip = ""
end
attr_accessor :gold
attr_accessor :hp
attr_accessor :sp
attr_accessor :str
attr_accessor :dex
attr_accessor :agi
attr_accessor :int
attr_accessor :atk
attr_accessor :pdef
attr_accessor :mdef
attr_accessor :weapon
attr_accessor :armor1
attr_accessor :armor2
attr_accessor :armor3
attr_accessor :armor4
attr_accessor :attack
attr_accessor :skill
attr_accessor :guard
attr_accessor :item
attr_accessor :equip
end
class TestBattler
def initialize
@actor_id = 1
@level = 1
@weapon_id = 0
@armor1_id = 0
@armor2_id = 0
@armor3_id = 0
@armor4_id = 0
end
attr_accessor :actor_id
attr_accessor :level
attr_accessor :weapon_id
attr_accessor :armor1_id
attr_accessor :armor2_id
attr_accessor :armor3_id
attr_accessor :armor4_id
end
end
class Tileset
def initialize
@id = 0
@name = ""
@tileset_name = ""
@autotile_names = [""]*7
@panorama_name = ""
@panorama_hue = 0
@fog_name = ""
@fog_hue = 0
@fog_opacity = 64
@fog_blend_type = 0
@fog_zoom = 200
@fog_sx = 0
@fog_sy = 0
@battleback_name = ""
@passages = Table.new(384)
@priorities = Table.new(384)
@priorities[0] = 5
@terrain_tags = Table.new(384)
end
attr_accessor :id
attr_accessor :name
attr_accessor :tileset_name
attr_accessor :autotile_names
attr_accessor :panorama_name
attr_accessor :panorama_hue
attr_accessor :fog_name
attr_accessor :fog_hue
attr_accessor :fog_opacity
attr_accessor :fog_blend_type
attr_accessor :fog_zoom
attr_accessor :fog_sx
attr_accessor :fog_sy
attr_accessor :battleback_name
attr_accessor :passages
attr_accessor :priorities
attr_accessor :terrain_tags
end
class Troop
def initialize
@id = 0
@name = ""
@members = []
@pages = [RPG::BattleEventPage.new]
end
attr_accessor :id
attr_accessor :name
attr_accessor :members
attr_accessor :pages
class Member
def initialize
@enemy_id = 1
@x = 0
@y = 0
@hidden = false
@immortal = false
end
attr_accessor :enemy_id
attr_accessor :x
attr_accessor :y
attr_accessor :hidden
attr_accessor :immortal
end
class Page
def initialize
@condition = RPG::Troop::Page::Condition.new
@span = 0
@list = [RPG::EventCommand.new]
end
attr_accessor :condition
attr_accessor :span
attr_accessor :list
class Condition
def initialize
@turn_valid = false
@enemy_valid = false
@actor_valid = false
@switch_valid = false
@turn_a = 0
@turn_b = 0
@enemy_index = 0
@enemy_hp = 50
@actor_id = 1
@actor_hp = 50
@switch_id = 1
end
attr_accessor :turn_valid
attr_accessor :enemy_valid
attr_accessor :actor_valid
attr_accessor :switch_valid
attr_accessor :turn_a
attr_accessor :turn_b
attr_accessor :enemy_index
attr_accessor :enemy_hp
attr_accessor :actor_id
attr_accessor :actor_hp
attr_accessor :switch_id
end
end
end
class Weapon
def initialize
@id = 0
@name = ""
@icon_name = ""
@description = ""
@animation1_id = 0
@animation2_id = 0
@price = 0
@atk = 0
@pdef = 0
@mdef = 0
@str_plus = 0
@dex_plus = 0
@agi_plus = 0
@int_plus = 0
@element_set = []
@plus_state_set = []
@minus_state_set = []
end
attr_accessor :id
attr_accessor :name
attr_accessor :icon_name
attr_accessor :description
attr_accessor :animation1_id
attr_accessor :animation2_id
attr_accessor :price
attr_accessor :atk
attr_accessor :pdef
attr_accessor :mdef
attr_accessor :str_plus
attr_accessor :dex_plus
attr_accessor :agi_plus
attr_accessor :int_plus
attr_accessor :element_set
attr_accessor :plus_state_set
attr_accessor :minus_state_set
end
end