Data class for the system.
Magic number used for update checks. Updates changed values every time data is saved in RPGXP.
The initial party. An array of actor IDs.
Element list. Text array using element IDs as subscripts, with the element in the 0 position being nil.
Switch list. Text array using switch IDs as subscripts, with the element in the 0 position being nil.
Variable list. Text array using variable IDs as subscripts, with the element in the 0 position being nil.
The window skin (or "windowskin") graphic file name.
The title graphic file name.
The "Game Over" graphic file name.
The file name of the transition graphic, displayed when entering battle.
The title BGM (RPG::AudioFile).
The battle BGM (RPG::AudioFile).
The battle end ME (RPG::AudioFile).
The gameover ME (RPG::AudioFile).
The cursor SE RPG::AudioFile).
The decision SE (RPG::AudioFile).
The cancel SE (RPG::AudioFile).
The buzzer SE (RPG::AudioFile).
The equip SE (RPG::AudioFile).
The shop SE (RPG::AudioFile).
The save SE (RPG::AudioFile).
The load SE (RPG::AudioFile).
The battle start SE (RPG::AudioFile).
The escape SE (RPG::AudioFile).
The actor collapse SE (RPG::AudioFile).
The enemy collapse SE (RPG::AudioFile).
Terms (RPG::System::Words).
The map ID of the player's initial position.
The map X-coordinate of the player's initial position.
The map Y-coordinate of the player's initial position.
Party settings for battle tests. An RPG::System::TestBattler array.
The troop ID for battle tests.
The battle background graphic file name, for battle tests and internal use.
The battler graphic file name, for internal use.
The adjustment value for the battler graphic's hue (0..360), for internal use.
The ID of the map currently being edited, for internal use.
module RPG 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 end end
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