Top Level Namespace
Defined Under Namespace
Modules: Audio, Battle, BattleUI, Configs, Converter, Debugger, GTS, GameData, GamePlay, Graphics, Hooks, Input, Kernel, LiteRGSS, Mouse, NuriYuri, PFM, PSP, Pathfinding, RPG, SafeExec, Scheduler, ScriptLoader, Sf, Studio, UI, Util, Yuki Classes: Binding, Bitmap, BlendMode, Color, Game_Actor, Game_Actors, Game_BattleAction, Game_Battler, Game_Character, Game_CommonEvent, Game_Enemy, Game_Event, Game_Map, Game_Party, Game_Picture, Game_Player, Game_Screen, Game_SelfSwitches, Game_SelfVariables, Game_Switches, Game_System, Game_Temp, Game_Troop, Game_Variables, Image, Integer, Interpreter, Interpreter_RMXP, Object, Plane, Random, Rect, Reset, Scene_Map, Scene_Title, Shader, ShaderedSprite, Shape, Sprite, SpriteMap, SpriteSheet, Sprite_Character, Sprite_Picture, Sprite_Timer, Spriteset_Map, String, Table, Table32, Tester, Text, Texture, Tone, Viewport, Window
Constant Summary collapse
- PSDK_CONFIG =
Constant containing all the PSDK Config
ScriptLoader::PSDKConfig.allocate
- Fonts =
Alias access to the Fonts module
LiteRGSS::Fonts
Instance Method Summary collapse
-
#game_state ⇒ PFM::GameState?
Global accessor for the game state.
-
#reload_battle
Function responsive of reloading the saved battle.
-
#safe_code(name, &value)
Safely execute a piece of code.
-
#safe_const(name, &value)
Safely define a constant (make its value valid once every scripts got loaded).
Instance Method Details
#game_state ⇒ PFM::GameState?
Global accessor for the game state
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# File 'scripts/01450 Systems/00000 General/00010 GameState/00200 Accessors.rb', line 402 def game_state PFM.game_state end |
#reload_battle
Function responsive of reloading the saved battle
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# File 'scripts/00100 Yuki__EXC.rb', line 255 def reload_battle return log_error('There is no battle') unless File.exist?('battle.dat') PFM.game_state, battle_info = Marshal.load(Zlib::Inflate.inflate(File.binread('battle.dat'))) PFM.game_state. PFM.game_state.load_parameters $game_map.setup($game_map.map_id) Graphics.freeze $scene = Battle::Scene.new(battle_info) end |
#safe_code(name, &value)
Safely execute a piece of code
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# File 'scripts/00003 SafeExec.rb', line 45 def safe_code(name, &value) receiver = value.binding.receiver receiver = Object if receiver.class == Object return (SafeExec::SAFE_CODE[receiver] ||= {})[name] = value end |
#safe_const(name, &value)
This is not suited for cyclic redundancy (C::A = D::B; D::B = C::E). The value should never be passed as &block. The final value of the constant can be changed by calling safe_const again.
Safely define a constant (make its value valid once every scripts got loaded)
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# File 'scripts/00003 SafeExec.rb', line 31 def safe_const(name, &value) receiver = value.binding.receiver receiver = Object if receiver.class == Object return (SafeExec::SAFE_CONSTANTS[receiver] ||= {})[name] = proc do receiver.instance_eval do remove_const name const_set name, yield end end end |