Class: Game_Temp
Overview
Class that stores a lot of Game State
Instance Attribute Summary collapse
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#battle_abort
バトル 中断フラグ.
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#battle_calling
バトル 呼び出しフラグ.
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#battle_can_escape
バトル 逃走可能フラグ.
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#battle_can_lose
バトル 敗北可能フラグ.
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#battle_event_flags
バトル イベント実行済みフラグ.
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#battle_main_phase
バトル メインフェーズフラグ.
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#battle_proc
バトル コールバック (Proc).
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#battle_troop_id
バトル トループ ID.
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#battle_turn ⇒ Integer
Current turn of the battle - each time AI is about to get triggered, this counter increase by 1 (after player choice) - starts at 0 before 1st AI trigger (meaning that launching all Pokemon phase is 0).
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#battleback_name
バトルバック ファイル名.
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#choice_cancel_type
選択肢 キャンセルの場合.
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#choice_max
選択肢 項目数.
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#choice_proc
選択肢 コールバック (Proc).
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#choice_start
選択肢 開始行.
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#choices
Tableau contenant les choix.
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#common_event_id
コモンイベント ID.
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#debug_calling
デバッグ 呼び出しフラグ.
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#debug_index
デバッグ画面 状態保存用.
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#debug_top_row
デバッグ画面 状態保存用.
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#enemy_battler
Returns the value of attribute enemy_battler.
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#forcing_battler
アクション強制対象のバトラー.
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#gameover
ゲームオーバーフラグ.
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#god_mode
Returns the value of attribute god_mode.
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#in_battle
戦闘中フラグ.
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#last_file_index
最後にセーブしたファイルの番号.
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#last_menu_index
Dernière position dans le menu.
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#last_repel_used_id
Store the id of last repel used.
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#map_bgm
マップ画面 BGM (バトル時記憶用).
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#maplinker_map_id ⇒ String
ID of the currently processed map by the maplinker (to fetch the tileset).
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#menu_beep
メニュー SE 演奏フラグ.
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#menu_calling
メニュー 呼び出しフラグ.
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#message_proc
メッセージ コールバック (Proc).
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#message_text
メッセージ 文章.
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#message_window_showing
メッセージウィンドウ表示中.
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#name_actor_id
名前入力 アクター ID.
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#name_calling
名前入力 呼び出しフラグ.
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#name_max_char
名前入力 最大文字数.
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#num_input_digits_max
数値入力 桁数.
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#num_input_start
数値入力 開始行.
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#num_input_variable_id
数値入力 変数 ID.
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#player_new_direction
プレイヤー移動先 向き.
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#player_new_map_id
プレイヤー移動先 マップ ID.
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#player_new_x
プレイヤー移動先 X 座標.
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#player_new_y
プレイヤー移動先 Y 座標.
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#player_transferring
プレイヤー場所移動フラグ.
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#save_calling
セーブ 呼び出しフラグ.
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#shop_calling
ショップ 呼び出しフラグ.
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#shop_goods
ショップ 商品リスト.
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#temp_team
Tableau contenant une équipe temporaire.
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#tileset_name ⇒ String
Name of the tileset to load instead of the normal one.
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#tileset_temp
Variable used to store the tileset name.
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#to_title
タイトル画面に戻すフラグ.
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#trainer_battle
Returns the value of attribute trainer_battle.
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#transition_name
トランジション ファイル名.
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#transition_processing
トランジション処理中フラグ.
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#vs_actors
Returns the value of attribute vs_actors.
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#vs_enemies
Returns the value of attribute vs_enemies.
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#vs_type
Returns the value of attribute vs_type.
Instance Method Summary collapse
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#initialize ⇒ Game_Temp
constructor
Initialize with default game state.
Constructor Details
#initialize ⇒ Game_Temp
Initialize with default game state
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 75 def initialize @map_bgm = nil @message_text = nil @message_proc = nil @choice_start = 99 @choice_max = 0 @choice_cancel_type = 0 @choice_proc = nil @num_input_start = -99 @num_input_variable_id = 0 @num_input_digits_max = 0 @message_window_showing = false @common_event_id = 0 @in_battle = false @battle_calling = false @battle_troop_id = 0 @battle_can_escape = false @battle_can_lose = false @battle_proc = nil @battle_turn = 0 @battle_event_flags = {} @battle_abort = false @battle_main_phase = false @battleback_name = nil.to_s @forcing_battler = nil @shop_calling = false @shop_id = 0 @name_calling = false @name_actor_id = 0 @name_max_char = 0 @menu_calling = false @menu_beep = false @save_calling = false @debug_calling = false @player_transferring = false @player_new_map_id = 0 @player_new_x = 0 @player_new_y = 0 @player_new_direction = 0 @transition_processing = false @transition_name = nil.to_s @gameover = false @to_title = false @last_file_index = 0 @debug_top_row = 0 @debug_index = 0 @god_mode = false @vs_actors=1 @vs_enemies=1 @vs_type=1 @enemy_battler=[] @trainer_battle=false @last_menu_index=0 @temp_team = [] @last_repel_used_id = 0 end |
Instance Attribute Details
#battle_abort
バトル 中断フラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 30 def battle_abort @battle_abort end |
#battle_calling
バトル 呼び出しフラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 19 def battle_calling @battle_calling end |
#battle_can_escape
バトル 逃走可能フラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 21 def battle_can_escape @battle_can_escape end |
#battle_can_lose
バトル 敗北可能フラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 22 def battle_can_lose @battle_can_lose end |
#battle_event_flags
バトル イベント実行済みフラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 29 def battle_event_flags @battle_event_flags end |
#battle_main_phase
バトル メインフェーズフラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 31 def battle_main_phase @battle_main_phase end |
#battle_proc
バトル コールバック (Proc)
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 23 def battle_proc @battle_proc end |
#battle_troop_id
バトル トループ ID
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 20 def battle_troop_id @battle_troop_id end |
#battle_turn ⇒ Integer
Current turn of the battle
-
each time AI is about to get triggered, this counter increase by 1 (after player choice)
-
starts at 0 before 1st AI trigger (meaning that launching all Pokemon phase is 0)
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 28 def battle_turn @battle_turn end |
#battleback_name
バトルバック ファイル名
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 32 def battleback_name @battleback_name end |
#choice_cancel_type
選択肢 キャンセルの場合
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 11 def choice_cancel_type @choice_cancel_type end |
#choice_max
選択肢 項目数
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 10 def choice_max @choice_max end |
#choice_proc
選択肢 コールバック (Proc)
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 12 def choice_proc @choice_proc end |
#choice_start
選択肢 開始行
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 9 def choice_start @choice_start end |
#choices
Tableau contenant les choix
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 8 def choices @choices end |
#common_event_id
コモンイベント ID
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 17 def common_event_id @common_event_id end |
#debug_calling
デバッグ 呼び出しフラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 42 def debug_calling @debug_calling end |
#debug_index
デバッグ画面 状態保存用
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 54 def debug_index @debug_index end |
#debug_top_row
デバッグ画面 状態保存用
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 53 def debug_top_row @debug_top_row end |
#enemy_battler
Returns the value of attribute enemy_battler.
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 60 def enemy_battler @enemy_battler end |
#forcing_battler
アクション強制対象のバトラー
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 33 def forcing_battler @forcing_battler end |
#gameover
ゲームオーバーフラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 50 def gameover @gameover end |
#god_mode
Returns the value of attribute god_mode.
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 56 def god_mode @god_mode end |
#in_battle
戦闘中フラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 18 def in_battle @in_battle end |
#last_file_index
最後にセーブしたファイルの番号
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 52 def last_file_index @last_file_index end |
#last_menu_index
Dernière position dans le menu
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 55 def @last_menu_index end |
#last_repel_used_id
Store the id of last repel used
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 72 def last_repel_used_id @last_repel_used_id end |
#map_bgm
マップ画面 BGM (バトル時記憶用)
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 5 def map_bgm @map_bgm end |
#maplinker_map_id ⇒ String
ID of the currently processed map by the maplinker (to fetch the tileset)
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 70 def maplinker_map_id @maplinker_map_id end |
#menu_beep
メニュー SE 演奏フラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 40 def @menu_beep end |
#menu_calling
メニュー 呼び出しフラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 39 def @menu_calling end |
#message_proc
メッセージ コールバック (Proc)
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 7 def @message_proc end |
#message_text
メッセージ 文章
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 6 def @message_text end |
#message_window_showing
メッセージウィンドウ表示中
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 16 def @message_window_showing end |
#name_actor_id
名前入力 アクター ID
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 37 def name_actor_id @name_actor_id end |
#name_calling
名前入力 呼び出しフラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 36 def name_calling @name_calling end |
#name_max_char
名前入力 最大文字数
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 38 def name_max_char @name_max_char end |
#num_input_digits_max
数値入力 桁数
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 15 def num_input_digits_max @num_input_digits_max end |
#num_input_start
数値入力 開始行
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 13 def num_input_start @num_input_start end |
#num_input_variable_id
数値入力 変数 ID
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 14 def num_input_variable_id @num_input_variable_id end |
#player_new_direction
プレイヤー移動先 向き
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 47 def player_new_direction @player_new_direction end |
#player_new_map_id
プレイヤー移動先 マップ ID
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 44 def player_new_map_id @player_new_map_id end |
#player_new_x
プレイヤー移動先 X 座標
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 45 def player_new_x @player_new_x end |
#player_new_y
プレイヤー移動先 Y 座標
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 46 def player_new_y @player_new_y end |
#player_transferring
プレイヤー場所移動フラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 43 def player_transferring @player_transferring end |
#save_calling
セーブ 呼び出しフラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 41 def save_calling @save_calling end |
#shop_calling
ショップ 呼び出しフラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 34 def shop_calling @shop_calling end |
#shop_goods
ショップ 商品リスト
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 35 def shop_goods @shop_goods end |
#temp_team
Tableau contenant une équipe temporaire
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 62 def temp_team @temp_team end |
#tileset_name ⇒ String
Name of the tileset to load instead of the normal one
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 65 def tileset_name @tileset_name end |
#tileset_temp
Variable used to store the tileset name
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 67 def tileset_temp @tileset_temp end |
#to_title
タイトル画面に戻すフラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 51 def to_title @to_title end |
#trainer_battle
Returns the value of attribute trainer_battle.
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 61 def trainer_battle @trainer_battle end |
#transition_name
トランジション ファイル名
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 49 def transition_name @transition_name end |
#transition_processing
トランジション処理中フラグ
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 48 def transition_processing @transition_processing end |
#vs_actors
Returns the value of attribute vs_actors.
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 58 def vs_actors @vs_actors end |
#vs_enemies
Returns the value of attribute vs_enemies.
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 59 def vs_enemies @vs_enemies end |
#vs_type
Returns the value of attribute vs_type.
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# File 'scripts/00600 Script_RMXP/02200 Game_Temp.rb', line 57 def vs_type @vs_type end |