Class: Game_Interpreter

Inherits:
Object
  • Object
show all
Defined in:
Game_Interpreter.rb

Overview

** Game_Interpreter


An interpreter for executing event commands. This class is used within the

Game_Map, Game_Troop, and Game_Event classes.

Instance Attribute Summary (collapse)

Instance Method Summary (collapse)

Constructor Details

- (Game_Interpreter) initialize(depth = 0)


  • Object Initialization

    depth : nest depth



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# File 'Game_Interpreter.rb', line 18

def initialize(depth = 0)
  @depth = depth
  check_overflow
  clear
end

Instance Attribute Details

- (Object) event_id (readonly)

Event ID (normal events only)



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# File 'Game_Interpreter.rb', line 13

def event_id
  @event_id
end

- (Object) map_id (readonly)


  • Public Instance Variables




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# File 'Game_Interpreter.rb', line 12

def map_id
  @map_id
end

Instance Method Details

- (Object) check_overflow


  • Check for Overflow

    Under normal usage, the depth will not exceed 100. Since recursive
    event calls are likely to result in an infinite loop, the depth is
    cut off at 100 and an error results.



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# File 'Game_Interpreter.rb', line 29

def check_overflow
  if @depth >= 100
    msgbox(Vocab::EventOverflow)
    exit
  end
end

- (Object) clear


  • Clear




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# File 'Game_Interpreter.rb', line 38

def clear
  @map_id = 0
  @event_id = 0
  @list = nil                       # Execution content
  @index = 0                        # Index
  @branch = {}                      # Branch data
  @fiber = nil                      # Fiber
end

- (Object) command_101


  • Show Text




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# File 'Game_Interpreter.rb', line 251

def command_101
  wait_for_message
  $game_message.face_name = @params[0]
  $game_message.face_index = @params[1]
  $game_message.background = @params[2]
  $game_message.position = @params[3]
  while next_event_code == 401       # Text data
    @index += 1
    $game_message.add(@list[@index].parameters[0])
  end
  case next_event_code
  when 102  # Show Choices
    @index += 1
    setup_choices(@list[@index].parameters)
  when 103  # Input Number
    @index += 1
    setup_num_input(@list[@index].parameters)
  when 104  # Select Item
    @index += 1
    setup_item_choice(@list[@index].parameters)
  end
  wait_for_message
end

- (Object) command_102


  • Show Choices




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# File 'Game_Interpreter.rb', line 277

def command_102
  wait_for_message
  setup_choices(@params)
  Fiber.yield while $game_message.choice?
end

- (Object) command_103


  • Input Number




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# File 'Game_Interpreter.rb', line 305

def command_103
  wait_for_message
  setup_num_input(@params)
  Fiber.yield while $game_message.num_input?
end

- (Object) command_104


  • Select Item




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# File 'Game_Interpreter.rb', line 320

def command_104
  wait_for_message
  setup_item_choice(@params)
  Fiber.yield while $game_message.item_choice?
end

- (Object) command_105


  • Show Scrolling Text




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# File 'Game_Interpreter.rb', line 334

def command_105
  Fiber.yield while $game_message.visible
  $game_message.scroll_mode = true
  $game_message.scroll_speed = @params[0]
  $game_message.scroll_no_fast = @params[1]
  while next_event_code == 405
    @index += 1
    $game_message.add(@list[@index].parameters[0])
  end
  wait_for_message
end

- (Object) command_108


  • Comment




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# File 'Game_Interpreter.rb', line 348

def command_108
  @comments = [@params[0]]
  while next_event_code == 408
    @index += 1
    @comments.push(@list[@index].parameters[0])
  end
end

- (Object) command_111


  • Conditional Branch




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# File 'Game_Interpreter.rb', line 358

def command_111
  result = false
  case @params[0]
  when 0  # Switch
    result = ($game_switches[@params[1]] == (@params[2] == 0))
  when 1  # Variable
    value1 = $game_variables[@params[1]]
    if @params[2] == 0
      value2 = @params[3]
    else
      value2 = $game_variables[@params[3]]
    end
    case @params[4]
    when 0  # value1 is equal to value2
      result = (value1 == value2)
    when 1  # value1 is greater than or equal to value2
      result = (value1 >= value2)
    when 2  # value1 is less than or equal to value2
      result = (value1 <= value2)
    when 3  # value1 is greater than value2
      result = (value1 > value2)
    when 4  # value1 is less than value2
      result = (value1 < value2)
    when 5  # value1 is not equal to value2
      result = (value1 != value2)
    end
  when 2  # Self switch
    if @event_id > 0
      key = [@map_id, @event_id, @params[1]]
      result = ($game_self_switches[key] == (@params[2] == 0))
    end
  when 3  # Timer
    if $game_timer.working?
      if @params[2] == 0
        result = ($game_timer.sec >= @params[1])
      else
        result = ($game_timer.sec <= @params[1])
      end
    end
  when 4  # Actor
    actor = $game_actors[@params[1]]
    if actor
      case @params[2]
      when 0  # in party
        result = ($game_party.members.include?(actor))
      when 1  # name
        result = (actor.name == @params[3])
      when 2  # Class
        result = (actor.class_id == @params[3])
      when 3  # Skills
        result = (actor.skill_learn?($data_skills[@params[3]]))
      when 4  # Weapons
        result = (actor.weapons.include?($data_weapons[@params[3]]))
      when 5  # Armors
        result = (actor.armors.include?($data_armors[@params[3]]))
      when 6  # States
        result = (actor.state?(@params[3]))
      end
    end
  when 5  # Enemy
    enemy = $game_troop.members[@params[1]]
    if enemy
      case @params[2]
      when 0  # appear
        result = (enemy.alive?)
      when 1  # state
        result = (enemy.state?(@params[3]))
      end
    end
  when 6  # Character
    character = get_character(@params[1])
    if character
      result = (character.direction == @params[2])
    end
  when 7  # Gold
    case @params[2]
    when 0  # Greater than or equal to
      result = ($game_party.gold >= @params[1])
    when 1  # Less than or equal to
      result = ($game_party.gold <= @params[1])
    when 2  # Less than
      result = ($game_party.gold < @params[1])
    end
  when 8  # Item
    result = $game_party.has_item?($data_items[@params[1]])
  when 9  # Weapon
    result = $game_party.has_item?($data_weapons[@params[1]], @params[2])
  when 10  # Armor
    result = $game_party.has_item?($data_armors[@params[1]], @params[2])
  when 11  # Button
    result = Input.press?(@params[1])
  when 12  # Script
    result = eval(@params[1])
  when 13  # Vehicle
    result = ($game_player.vehicle == $game_map.vehicles[@params[1]])
  end
  @branch[@indent] = result
  command_skip if !@branch[@indent]
end

- (Object) command_112


  • Loop




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# File 'Game_Interpreter.rb', line 466

def command_112
end

- (Object) command_113


  • Break Loop




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# File 'Game_Interpreter.rb', line 479

def command_113
  loop do
    @index += 1
    return if @index >= @list.size - 1
    return if @list[@index].code == 413 && @list[@index].indent < @indent
  end
end

- (Object) command_115


  • Exit Event Processing




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# File 'Game_Interpreter.rb', line 489

def command_115
  @index = @list.size
end

- (Object) command_117


  • Common Event




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# File 'Game_Interpreter.rb', line 495

def command_117
  common_event = $data_common_events[@params[0]]
  if common_event
    child = Game_Interpreter.new(@depth + 1)
    child.setup(common_event.list, same_map? ? @event_id : 0)
    child.run
  end
end

- (Object) command_118


  • Label




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# File 'Game_Interpreter.rb', line 506

def command_118
end

- (Object) command_119


  • Jump to Label




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# File 'Game_Interpreter.rb', line 511

def command_119
  label_name = @params[0]
  @list.size.times do |i|
    if @list[i].code == 118 && @list[i].parameters[0] == label_name
      @index = i
      return
    end
  end
end

- (Object) command_121


  • Control Switches




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# File 'Game_Interpreter.rb', line 523

def command_121
  (@params[0]..@params[1]).each do |i|
    $game_switches[i] = (@params[2] == 0)
  end
end

- (Object) command_122


  • Control Variables




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# File 'Game_Interpreter.rb', line 531

def command_122
  value = 0
  case @params[3]  # Operand
  when 0  # Constant
    value = @params[4]
  when 1  # Variable
    value = $game_variables[@params[4]]
  when 2  # Random
    value = @params[4] + rand(@params[5] - @params[4] + 1)
  when 3  # Game Data
    value = game_data_operand(@params[4], @params[5], @params[6])
  when 4  # Script
    value = eval(@params[4])
  end
  (@params[0]..@params[1]).each do |i|
    operate_variable(i, @params[2], value)
  end
end

- (Object) command_123


  • Control Self Switch




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# File 'Game_Interpreter.rb', line 655

def command_123
  if @event_id > 0
    key = [@map_id, @event_id, @params[0]]
    $game_self_switches[key] = (@params[1] == 0)
  end
end

- (Object) command_124


  • Control Timer




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# File 'Game_Interpreter.rb', line 664

def command_124
  if @params[0] == 0  # Start
    $game_timer.start(@params[1] * Graphics.frame_rate)
  else                # Stop
    $game_timer.stop
  end
end

- (Object) command_125


  • Change Gold




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# File 'Game_Interpreter.rb', line 674

def command_125
  value = operate_value(@params[0], @params[1], @params[2])
  $game_party.gain_gold(value)
end

- (Object) command_126


  • Change Items




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# File 'Game_Interpreter.rb', line 681

def command_126
  value = operate_value(@params[1], @params[2], @params[3])
  $game_party.gain_item($data_items[@params[0]], value)
end

- (Object) command_127


  • Change Weapons




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# File 'Game_Interpreter.rb', line 688

def command_127
  value = operate_value(@params[1], @params[2], @params[3])
  $game_party.gain_item($data_weapons[@params[0]], value, @params[4])
end

- (Object) command_128


  • Change Armor




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# File 'Game_Interpreter.rb', line 695

def command_128
  value = operate_value(@params[1], @params[2], @params[3])
  $game_party.gain_item($data_armors[@params[0]], value, @params[4])
end

- (Object) command_129


  • Change Party Member




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# File 'Game_Interpreter.rb', line 702

def command_129
  actor = $game_actors[@params[0]]
  if actor
    if @params[1] == 0    # Add
      if @params[2] == 1  # Initialize
        $game_actors[@params[0]].setup(@params[0])
      end
      $game_party.add_actor(@params[0])
    else                  # Remove
      $game_party.remove_actor(@params[0])
    end
  end
end

- (Object) command_132


  • Change Battle BGM




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# File 'Game_Interpreter.rb', line 718

def command_132
  $game_system.battle_bgm = @params[0]
end

- (Object) command_133


  • Change Battle End ME




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# File 'Game_Interpreter.rb', line 724

def command_133
  $game_system.battle_end_me = @params[0]
end

- (Object) command_134


  • Change Save Access




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# File 'Game_Interpreter.rb', line 730

def command_134
  $game_system.save_disabled = (@params[0] == 0)
end

- (Object) command_135


  • Change Menu Access




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# File 'Game_Interpreter.rb', line 736

def command_135
  $game_system.menu_disabled = (@params[0] == 0)
end

- (Object) command_136


  • Change Encounter Disable




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# File 'Game_Interpreter.rb', line 742

def command_136
  $game_system.encounter_disabled = (@params[0] == 0)
  $game_player.make_encounter_count
end

- (Object) command_137


  • Change Formation Access




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# File 'Game_Interpreter.rb', line 749

def command_137
  $game_system.formation_disabled = (@params[0] == 0)
end

- (Object) command_138


  • Change Window Color




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# File 'Game_Interpreter.rb', line 755

def command_138
  $game_system.window_tone = @params[0]
end

- (Object) command_201


  • Transfer Player




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# File 'Game_Interpreter.rb', line 761

def command_201
  return if $game_party.in_battle
  Fiber.yield while $game_player.transfer? || $game_message.visible
  if @params[0] == 0                      # Direct designation
    map_id = @params[1]
    x = @params[2]
    y = @params[3]
  else                                    # Designation with variables
    map_id = $game_variables[@params[1]]
    x = $game_variables[@params[2]]
    y = $game_variables[@params[3]]
  end
  $game_player.reserve_transfer(map_id, x, y, @params[4])
  $game_temp.fade_type = @params[5]
  Fiber.yield while $game_player.transfer?
end

- (Object) command_202


  • Set Vehicle Location




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# File 'Game_Interpreter.rb', line 780

def command_202
  if @params[1] == 0                      # Direct designation
    map_id = @params[2]
    x = @params[3]
    y = @params[4]
  else                                    # Designation with variables
    map_id = $game_variables[@params[2]]
    x = $game_variables[@params[3]]
    y = $game_variables[@params[4]]
  end
  vehicle = $game_map.vehicles[@params[0]]
  vehicle.set_location(map_id, x, y) if vehicle
end

- (Object) command_203


  • Set Event Location




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# File 'Game_Interpreter.rb', line 796

def command_203
  character = get_character(@params[0])
  if character
    if @params[1] == 0                      # Direct designation
      character.moveto(@params[2], @params[3])
    elsif @params[1] == 1                   # Designation with variables
      new_x = $game_variables[@params[2]]
      new_y = $game_variables[@params[3]]
      character.moveto(new_x, new_y)
    else                                    # Exchange with another event
      character2 = get_character(@params[2])
      character.swap(character2) if character2
    end
    character.set_direction(@params[4]) if @params[4] > 0
  end
end

- (Object) command_204


  • Scroll Map




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# File 'Game_Interpreter.rb', line 815

def command_204
  return if $game_party.in_battle
  Fiber.yield while $game_map.scrolling?
  $game_map.start_scroll(@params[0], @params[1], @params[2])
end

- (Object) command_205


  • Set Move Route




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# File 'Game_Interpreter.rb', line 823

def command_205
  $game_map.refresh if $game_map.need_refresh
  character = get_character(@params[0])
  if character
    character.force_move_route(@params[1])
    Fiber.yield while character.move_route_forcing if @params[1].wait
  end
end

- (Object) command_206


  • Getting On and Off Vehicles




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# File 'Game_Interpreter.rb', line 834

def command_206
  $game_player.get_on_off_vehicle
end

- (Object) command_211


  • Change Transparency




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# File 'Game_Interpreter.rb', line 840

def command_211
  $game_player.transparent = (@params[0] == 0)
end

- (Object) command_212


  • Show Animation




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# File 'Game_Interpreter.rb', line 846

def command_212
  character = get_character(@params[0])
  if character
    character.animation_id = @params[1]
    Fiber.yield while character.animation_id > 0 if @params[2]
  end
end

- (Object) command_213


  • Show Balloon Icon




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# File 'Game_Interpreter.rb', line 856

def command_213
  character = get_character(@params[0])
  if character
    character.balloon_id = @params[1]
    Fiber.yield while character.balloon_id > 0 if @params[2]
  end
end

- (Object) command_214


  • Temporarily Erase Event




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# File 'Game_Interpreter.rb', line 866

def command_214
  $game_map.events[@event_id].erase if same_map? && @event_id > 0
end

- (Object) command_216


  • Change Player Followers




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# File 'Game_Interpreter.rb', line 872

def command_216
  $game_player.followers.visible = (@params[0] == 0)
  $game_player.refresh
end

- (Object) command_217


  • Gather Followers




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# File 'Game_Interpreter.rb', line 879

def command_217
  return if $game_party.in_battle
  $game_player.followers.gather
  Fiber.yield until $game_player.followers.gather?
end

- (Object) command_221


  • Fadeout Screen




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# File 'Game_Interpreter.rb', line 887

def command_221
  Fiber.yield while $game_message.visible
  screen.start_fadeout(30)
  wait(30)
end

- (Object) command_222


  • Fadein Screen




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# File 'Game_Interpreter.rb', line 895

def command_222
  Fiber.yield while $game_message.visible
  screen.start_fadein(30)
  wait(30)
end

- (Object) command_223


  • Tint Screen




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# File 'Game_Interpreter.rb', line 903

def command_223
  screen.start_tone_change(@params[0], @params[1])
  wait(@params[1]) if @params[2]
end

- (Object) command_224


  • Screen Flash




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# File 'Game_Interpreter.rb', line 910

def command_224
  screen.start_flash(@params[0], @params[1])
  wait(@params[1]) if @params[2]
end

- (Object) command_225


  • Screen Shake




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# File 'Game_Interpreter.rb', line 917

def command_225
  screen.start_shake(@params[0], @params[1], @params[2])
  wait(@params[1]) if @params[2]
end

- (Object) command_230


  • Wait




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# File 'Game_Interpreter.rb', line 924

def command_230
  wait(@params[0])
end

- (Object) command_231


  • Show Picture




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# File 'Game_Interpreter.rb', line 930

def command_231
  if @params[3] == 0    # Direct designation
    x = @params[4]
    y = @params[5]
  else                  # Designation with variables
    x = $game_variables[@params[4]]
    y = $game_variables[@params[5]]
  end
  screen.pictures[@params[0]].show(@params[1], @params[2],
    x, y, @params[6], @params[7], @params[8], @params[9])
end

- (Object) command_232


  • Move Picture




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# File 'Game_Interpreter.rb', line 944

def command_232
  if @params[3] == 0    # Direct designation
    x = @params[4]
    y = @params[5]
  else                  # Designation with variables
    x = $game_variables[@params[4]]
    y = $game_variables[@params[5]]
  end
  screen.pictures[@params[0]].move(@params[2], x, y, @params[6],
    @params[7], @params[8], @params[9], @params[10])
  wait(@params[10]) if @params[11]
end

- (Object) command_233


  • Rotate Picture




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# File 'Game_Interpreter.rb', line 959

def command_233
  screen.pictures[@params[0]].rotate(@params[1])
end

- (Object) command_234


  • Tint Picture




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# File 'Game_Interpreter.rb', line 965

def command_234
  screen.pictures[@params[0]].start_tone_change(@params[1], @params[2])
  wait(@params[2]) if @params[3]
end

- (Object) command_235


  • Erase Picture




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# File 'Game_Interpreter.rb', line 972

def command_235
  screen.pictures[@params[0]].erase
end

- (Object) command_236


  • Set Weather




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# File 'Game_Interpreter.rb', line 978

def command_236
  return if $game_party.in_battle
  screen.change_weather(@params[0], @params[1], @params[2])
  wait(@params[2]) if @params[3]
end

- (Object) command_241


  • Play BGM




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# File 'Game_Interpreter.rb', line 986

def command_241
  @params[0].play
end

- (Object) command_242


  • Fadeout BGM




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# File 'Game_Interpreter.rb', line 992

def command_242
  RPG::BGM.fade(@params[0] * 1000)
end

- (Object) command_243


  • Save BGM




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# File 'Game_Interpreter.rb', line 998

def command_243
  $game_system.save_bgm
end

- (Object) command_244


  • Resume BGM




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# File 'Game_Interpreter.rb', line 1004

def command_244
  $game_system.replay_bgm
end

- (Object) command_245


  • Play BGS




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# File 'Game_Interpreter.rb', line 1010

def command_245
  @params[0].play
end

- (Object) command_246


  • Fadeout BGS




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# File 'Game_Interpreter.rb', line 1016

def command_246
  RPG::BGS.fade(@params[0] * 1000)
end

- (Object) command_249


  • Play ME




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# File 'Game_Interpreter.rb', line 1022

def command_249
  @params[0].play
end

- (Object) command_250


  • Play SE




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# File 'Game_Interpreter.rb', line 1028

def command_250
  @params[0].play
end

- (Object) command_251


  • Stop SE




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# File 'Game_Interpreter.rb', line 1034

def command_251
  RPG::SE.stop
end

- (Object) command_261


  • Play Movie




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# File 'Game_Interpreter.rb', line 1040

def command_261
  Fiber.yield while $game_message.visible
  Fiber.yield
  name = @params[0]
  Graphics.play_movie('Movies/' + name) unless name.empty?
end

- (Object) command_281


  • Change Map Name Display




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# File 'Game_Interpreter.rb', line 1049

def command_281
  $game_map.name_display = (@params[0] == 0)
end

- (Object) command_282


  • Change Tileset




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# File 'Game_Interpreter.rb', line 1055

def command_282
  $game_map.change_tileset(@params[0])
end

- (Object) command_283


  • Change Battle Background




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# File 'Game_Interpreter.rb', line 1061

def command_283
  $game_map.change_battleback(@params[0], @params[1])
end

- (Object) command_284


  • Change Parallax Background




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# File 'Game_Interpreter.rb', line 1067

def command_284
  $game_map.change_parallax(@params[0], @params[1], @params[2],
                            @params[3], @params[4])
end

- (Object) command_285


  • Get Location Info




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# File 'Game_Interpreter.rb', line 1074

def command_285
  if @params[2] == 0      # Direct designation
    x = @params[3]
    y = @params[4]
  else                    # Designation with variables
    x = $game_variables[@params[3]]
    y = $game_variables[@params[4]]
  end
  case @params[1]
  when 0      # Terrain Tag
    value = $game_map.terrain_tag(x, y)
  when 1      # Event ID
    value = $game_map.event_id_xy(x, y)
  when 2..4   # Tile ID
    value = $game_map.tile_id(x, y, @params[1] - 2)
  else        # Region ID
    value = $game_map.region_id(x, y)
  end
  $game_variables[@params[0]] = value
end

- (Object) command_301


  • Battle Processing




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# File 'Game_Interpreter.rb', line 1097

def command_301
  return if $game_party.in_battle
  if @params[0] == 0                      # Direct designation
    troop_id = @params[1]
  elsif @params[0] == 1                   # Designation with variables
    troop_id = $game_variables[@params[1]]
  else                                    # Map-designated troop
    troop_id = $game_player.make_encounter_troop_id
  end
  if $data_troops[troop_id]
    BattleManager.setup(troop_id, @params[2], @params[3])
    BattleManager.event_proc = Proc.new {|n| @branch[@indent] = n }
    $game_player.make_encounter_count
    SceneManager.call(Scene_Battle)
  end
  Fiber.yield
end

- (Object) command_302


  • Shop Processing




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# File 'Game_Interpreter.rb', line 1135

def command_302
  return if $game_party.in_battle
  goods = [@params]
  while next_event_code == 605
    @index += 1
    goods.push(@list[@index].parameters)
  end
  SceneManager.call(Scene_Shop)
  SceneManager.scene.prepare(goods, @params[4])
  Fiber.yield
end

- (Object) command_303


  • Name Input Processing




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# File 'Game_Interpreter.rb', line 1149

def command_303
  return if $game_party.in_battle
  if $data_actors[@params[0]]
    SceneManager.call(Scene_Name)
    SceneManager.scene.prepare(@params[0], @params[1])
    Fiber.yield
  end
end

- (Object) command_311


  • Change HP




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# File 'Game_Interpreter.rb', line 1160

def command_311
  value = operate_value(@params[2], @params[3], @params[4])
  iterate_actor_var(@params[0], @params[1]) do |actor|
    next if actor.dead?
    actor.change_hp(value, @params[5])
    actor.perform_collapse_effect if actor.dead?
  end
  SceneManager.goto(Scene_Gameover) if $game_party.all_dead?
end

- (Object) command_312


  • Change MP




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# File 'Game_Interpreter.rb', line 1172

def command_312
  value = operate_value(@params[2], @params[3], @params[4])
  iterate_actor_var(@params[0], @params[1]) do |actor|
    actor.mp += value
  end
end

- (Object) command_313


  • Change State




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# File 'Game_Interpreter.rb', line 1181

def command_313
  iterate_actor_var(@params[0], @params[1]) do |actor|
    already_dead = actor.dead?
    if @params[2] == 0
      actor.add_state(@params[3])
    else
      actor.remove_state(@params[3])
    end
    actor.perform_collapse_effect if actor.dead? && !already_dead
  end
  $game_party.clear_results
end

- (Object) command_314


  • Recover All




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# File 'Game_Interpreter.rb', line 1196

def command_314
  iterate_actor_var(@params[0], @params[1]) do |actor|
    actor.recover_all
  end
end

- (Object) command_315


  • Change EXP




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# File 'Game_Interpreter.rb', line 1204

def command_315
  value = operate_value(@params[2], @params[3], @params[4])
  iterate_actor_var(@params[0], @params[1]) do |actor|
    actor.change_exp(actor.exp + value, @params[5])
  end
end

- (Object) command_316


  • Change Level




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# File 'Game_Interpreter.rb', line 1213

def command_316
  value = operate_value(@params[2], @params[3], @params[4])
  iterate_actor_var(@params[0], @params[1]) do |actor|
    actor.change_level(actor.level + value, @params[5])
  end
end

- (Object) command_317


  • Change Parameters




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# File 'Game_Interpreter.rb', line 1222

def command_317
  value = operate_value(@params[3], @params[4], @params[5])
  iterate_actor_var(@params[0], @params[1]) do |actor|
    actor.add_param(@params[2], value)
  end
end

- (Object) command_318


  • Change Skills




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# File 'Game_Interpreter.rb', line 1231

def command_318
  iterate_actor_var(@params[0], @params[1]) do |actor|
    if @params[2] == 0
      actor.learn_skill(@params[3])
    else
      actor.forget_skill(@params[3])
    end
  end
end

- (Object) command_319


  • Change Equipment




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# File 'Game_Interpreter.rb', line 1243

def command_319
  actor = $game_actors[@params[0]]
  actor.change_equip_by_id(@params[1], @params[2]) if actor
end

- (Object) command_320


  • Change Name




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# File 'Game_Interpreter.rb', line 1250

def command_320
  actor = $game_actors[@params[0]]
  actor.name = @params[1] if actor
end

- (Object) command_321


  • Change Class




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# File 'Game_Interpreter.rb', line 1257

def command_321
  actor = $game_actors[@params[0]]
  actor.change_class(@params[1]) if actor && $data_classes[@params[1]]
end

- (Object) command_322


  • Change Actor Graphic




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# File 'Game_Interpreter.rb', line 1264

def command_322
  actor = $game_actors[@params[0]]
  if actor
    actor.set_graphic(@params[1], @params[2], @params[3], @params[4])
  end
  $game_player.refresh
end

- (Object) command_323


  • Change Vehicle Graphic




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# File 'Game_Interpreter.rb', line 1274

def command_323
  vehicle = $game_map.vehicles[@params[0]]
  vehicle.set_graphic(@params[1], @params[2]) if vehicle
end

- (Object) command_324


  • Change Nickname




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# File 'Game_Interpreter.rb', line 1281

def command_324
  actor = $game_actors[@params[0]]
  actor.nickname = @params[1] if actor
end

- (Object) command_331


  • Change Enemy HP




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# File 'Game_Interpreter.rb', line 1288

def command_331
  value = operate_value(@params[1], @params[2], @params[3])
  iterate_enemy_index(@params[0]) do |enemy|
    return if enemy.dead?
    enemy.change_hp(value, @params[4])
    enemy.perform_collapse_effect if enemy.dead?
  end
end

- (Object) command_332


  • Change Enemy MP




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# File 'Game_Interpreter.rb', line 1299

def command_332
  value = operate_value(@params[1], @params[2], @params[3])
  iterate_enemy_index(@params[0]) do |enemy|
    enemy.mp += value
  end
end

- (Object) command_333


  • Change Enemy State




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# File 'Game_Interpreter.rb', line 1308

def command_333
  iterate_enemy_index(@params[0]) do |enemy|
    already_dead = enemy.dead?
    if @params[1] == 0
      enemy.add_state(@params[2])
    else
      enemy.remove_state(@params[2])
    end
    enemy.perform_collapse_effect if enemy.dead? && !already_dead
  end
end

- (Object) command_334


  • Enemy Recover All




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# File 'Game_Interpreter.rb', line 1322

def command_334
  iterate_enemy_index(@params[0]) do |enemy|
    enemy.recover_all
  end
end

- (Object) command_335


  • Enemy Appear




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# File 'Game_Interpreter.rb', line 1330

def command_335
  iterate_enemy_index(@params[0]) do |enemy|
    enemy.appear
    $game_troop.make_unique_names
  end
end

- (Object) command_336


  • Enemy Transform




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# File 'Game_Interpreter.rb', line 1339

def command_336
  iterate_enemy_index(@params[0]) do |enemy|
    enemy.transform(@params[1])
    $game_troop.make_unique_names
  end
end

- (Object) command_337


  • Show Battle Animation




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# File 'Game_Interpreter.rb', line 1348

def command_337
  iterate_enemy_index(@params[0]) do |enemy|
    enemy.animation_id = @params[1] if enemy.alive?
  end
end

- (Object) command_339


  • Force Action




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# File 'Game_Interpreter.rb', line 1356

def command_339
  iterate_battler(@params[0], @params[1]) do |battler|
    next if battler.death_state?
    battler.force_action(@params[2], @params[3])
    BattleManager.force_action(battler)
    Fiber.yield while BattleManager.action_forced?
  end
end

- (Object) command_340


  • Abort Battle




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# File 'Game_Interpreter.rb', line 1367

def command_340
  BattleManager.abort
  Fiber.yield
end

- (Object) command_351


  • Open Menu Screen




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# File 'Game_Interpreter.rb', line 1374

def command_351
  return if $game_party.in_battle
  SceneManager.call(Scene_Menu)
  Window_MenuCommand::init_command_position
  Fiber.yield
end

- (Object) command_352


  • Open Save Screen




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# File 'Game_Interpreter.rb', line 1383

def command_352
  return if $game_party.in_battle
  SceneManager.call(Scene_Save)
  Fiber.yield
end

- (Object) command_353


  • Game Over




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# File 'Game_Interpreter.rb', line 1391

def command_353
  SceneManager.goto(Scene_Gameover)
  Fiber.yield
end

- (Object) command_354


  • Return to Title Screen




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# File 'Game_Interpreter.rb', line 1398

def command_354
  SceneManager.goto(Scene_Title)
  Fiber.yield
end

- (Object) command_355


  • Script




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# File 'Game_Interpreter.rb', line 1405

def command_355
  script = @list[@index].parameters[0] + "\n"
  while next_event_code == 655
    @index += 1
    script += @list[@index].parameters[0] + "\n"
  end
  eval(script)
end

- (Object) command_402


  • When [**]




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# File 'Game_Interpreter.rb', line 293

def command_402
  command_skip if @branch[@indent] != @params[0]
end

- (Object) command_403


  • When Cancel




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# File 'Game_Interpreter.rb', line 299

def command_403
  command_skip if @branch[@indent] != 4
end

- (Object) command_411


  • Else




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# File 'Game_Interpreter.rb', line 460

def command_411
  command_skip if @branch[@indent]
end

- (Object) command_413


  • Repeat Above




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# File 'Game_Interpreter.rb', line 471

def command_413
  begin
    @index -= 1
  end until @list[@index].indent == @indent
end

- (Object) command_601


  • If Win




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# File 'Game_Interpreter.rb', line 1117

def command_601
  command_skip if @branch[@indent] != 0
end

- (Object) command_602


  • If Escape




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# File 'Game_Interpreter.rb', line 1123

def command_602
  command_skip if @branch[@indent] != 1
end

- (Object) command_603


  • If Lose




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# File 'Game_Interpreter.rb', line 1129

def command_603
  command_skip if @branch[@indent] != 2
end

- (Object) command_skip


  • Command Skip

    Skip commands deeper than current index and advance index.



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# File 'Game_Interpreter.rb', line 203

def command_skip
  @index += 1 while @list[@index + 1].indent > @indent
end

- (Object) create_fiber


  • Create Fiber




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# File 'Game_Interpreter.rb', line 59

def create_fiber
  @fiber = Fiber.new { run } if @list
end

- (Object) execute_command


  • Event Command Execution




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# File 'Game_Interpreter.rb', line 192

def execute_command
  command = @list[@index]
  @params = command.parameters
  @indent = command.indent
  method_name = "command_#{command.code}"
  send(method_name) if respond_to?(method_name)
end

- (Object) game_data_operand(type, param1, param2)


  • Get Game Data for Variable Operand




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# File 'Game_Interpreter.rb', line 552

def game_data_operand(type, param1, param2)
  case type
  when 0  # Items
    return $game_party.item_number($data_items[param1])
  when 1  # Weapons
    return $game_party.item_number($data_weapons[param1])
  when 2  # Armor
    return $game_party.item_number($data_armors[param1])
  when 3  # Actors
    actor = $game_actors[param1]
    if actor
      case param2
      when 0      # Level
        return actor.level
      when 1      # EXP
        return actor.exp
      when 2      # HP
        return actor.hp
      when 3      # MP
        return actor.mp
      when 4..11  # Parameter
        return actor.param(param2 - 4)
      end
    end
  when 4  # Enemies
    enemy = $game_troop.members[param1]
    if enemy
      case param2
      when 0      # HP
        return enemy.hp
      when 1      # MP
        return enemy.mp
      when 2..9   # Parameter
        return enemy.param(param2 - 2)
      end
    end
  when 5  # Character
    character = get_character(param1)
    if character
      case param2
      when 0  # x-coordinate
        return character.x
      when 1  # y-coordinate
        return character.y
      when 2  # direction
        return character.direction
      when 3  # screen x-coordinate
        return character.screen_x
      when 4  # screen y-coordinate
        return character.screen_y
      end
    end
  when 6  # Party
    actor = $game_party.members[param1]
    return actor ? actor.id : 0
  when 7  # Other
    case param1
    when 0  # map ID
      return $game_map.map_id
    when 1  # number of party members
      return $game_party.members.size
    when 2  # gold
      return $game_party.gold
    when 3  # steps
      return $game_party.steps
    when 4  # play time
      return Graphics.frame_count / Graphics.frame_rate
    when 5  # timer
      return $game_timer.sec
    when 6  # save count
      return $game_system.save_count
    when 7  # battle count
      return $game_system.battle_count
    end
  end
  return 0
end

- (Object) get_character(param)


  • Get Character

    param : If -1, player. If 0, this event. Otherwise, event ID.



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# File 'Game_Interpreter.rb', line 216

def get_character(param)
  if $game_party.in_battle
    nil
  elsif param < 0
    $game_player
  else
    events = same_map? ? $game_map.events : {}
    events[param > 0 ? param : @event_id]
  end
end

- (Object) iterate_actor_id(param)


  • Actor Iterator (ID)

    param : If 1 or more, ID. If 0, all



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# File 'Game_Interpreter.rb', line 125

def iterate_actor_id(param)
  if param == 0
    $game_party.members.each {|actor| yield actor }
  else
    actor = $game_actors[param]
    yield actor if actor
  end
end

- (Object) iterate_actor_index(param)


  • Actor Iterator (Index)

    param : If 0 or more, index. If -1, all.



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# File 'Game_Interpreter.rb', line 149

def iterate_actor_index(param)
  if param < 0
    $game_party.members.each {|actor| yield actor }
  else
    actor = $game_party.members[param]
    yield actor if actor
  end
end

- (Object) iterate_actor_var(param1, param2)


  • Actor Iterator (Variable)

    param1:  Specify as fixed if 0 and variable if 1
    param2:  Actor or variable ID



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# File 'Game_Interpreter.rb', line 138

def iterate_actor_var(param1, param2)
  if param1 == 0
    iterate_actor_id(param2) {|actor| yield actor }
  else
    iterate_actor_id($game_variables[param2]) {|actor| yield actor }
  end
end

- (Object) iterate_battler(param1, param2)


  • Battler Iterator (Account for Entire Enemy Group or Entire Party)

    param1 : If 0, enemy. If 1, actor.
    param2:  Index if enemy and ID if actor.



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# File 'Game_Interpreter.rb', line 174

def iterate_battler(param1, param2)
  if $game_party.in_battle
    if param1 == 0
      iterate_enemy_index(param2) {|enemy| yield enemy }
    else
      iterate_actor_id(param2) {|actor| yield actor }
    end
  end
end

- (Object) iterate_enemy_index(param)


  • Enemy Iterator (Index)

    param : If 0 or more, index. If -1, all.



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# File 'Game_Interpreter.rb', line 161

def iterate_enemy_index(param)
  if param < 0
    $game_troop.members.each {|enemy| yield enemy }
  else
    enemy = $game_troop.members[param]
    yield enemy if enemy
  end
end

- (Object) marshal_dump


  • Dump Objects

    Define fibers in advance as they are not compatible with Marshal.
    Advance the event execution position by one and save.



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# File 'Game_Interpreter.rb', line 67

def marshal_dump
  [@depth, @map_id, @event_id, @list, @index + 1, @branch]
end

- (Object) marshal_load(obj)


  • Load Objects

     obj:  An array of objects dumped by marshal_dump.
    Restore data through multiple assignment and if necessary create fiber.



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# File 'Game_Interpreter.rb', line 75

def marshal_load(obj)
  @depth, @map_id, @event_id, @list, @index, @branch = obj
  create_fiber
end

- (Object) next_event_code


  • Get Code of Next Event Command




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# File 'Game_Interpreter.rb', line 209

def next_event_code
  @list[@index + 1].code
end

- (Object) operate_value(operation, operand_type, operand)


  • Calculate Operated Value

    operation    : Operation (0: Increase 1: Decrease)
    operand_type : Operand type (0: Constant 1: Variable)
    operand      : Operand (numeric value or variable ID)



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# File 'Game_Interpreter.rb', line 232

def operate_value(operation, operand_type, operand)
  value = operand_type == 0 ? operand : $game_variables[operand]
  operation == 0 ? value : -value
end

- (Object) operate_variable(variable_id, operation_type, value)


  • Execute Variable Operation




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# File 'Game_Interpreter.rb', line 632

def operate_variable(variable_id, operation_type, value)
  begin
    case operation_type
    when 0  # Set
      $game_variables[variable_id] = value
    when 1  # Add
      $game_variables[variable_id] += value
    when 2  # Sub
      $game_variables[variable_id] -= value
    when 3  # Mul
      $game_variables[variable_id] *= value
    when 4  # Div
      $game_variables[variable_id] /= value
    when 5  # Mod
      $game_variables[variable_id] %= value
    end
  rescue
    $game_variables[variable_id] = 0
  end
end

- (Object) run


  • Execute




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# File 'Game_Interpreter.rb', line 100

def run
  wait_for_message
  while @list[@index] do
    execute_command
    @index += 1
  end
  Fiber.yield
  @fiber = nil
end

- (Boolean) running?


  • Determine if Running


Returns:

  • (Boolean)


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# File 'Game_Interpreter.rb', line 112

def running?
  @fiber != nil
end

- (Boolean) same_map?


  • Determine if Same Map as at Event Start


Returns:

  • (Boolean)


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# File 'Game_Interpreter.rb', line 82

def same_map?
  @map_id == $game_map.map_id
end

- (Object) screen


  • Get Target of Screen Command




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# File 'Game_Interpreter.rb', line 186

def screen
  $game_party.in_battle ? $game_troop.screen : $game_map.screen
end

- (Object) setup(list, event_id = 0)


  • Event Setup




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# File 'Game_Interpreter.rb', line 49

def setup(list, event_id = 0)
  clear
  @map_id = $game_map.map_id
  @event_id = event_id
  @list = list
  create_fiber
end

- (Object) setup_choices(params)


  • Setup Choices




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# File 'Game_Interpreter.rb', line 285

def setup_choices(params)
  params[0].each {|s| $game_message.choices.push(s) }
  $game_message.choice_cancel_type = params[1]
  $game_message.choice_proc = Proc.new {|n| @branch[@indent] = n }
end

- (Object) setup_item_choice(params)


  • Set Up Item Selection




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# File 'Game_Interpreter.rb', line 328

def setup_item_choice(params)
  $game_message.item_choice_variable_id = params[0]
end

- (Object) setup_num_input(params)


  • Number Input Setup




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# File 'Game_Interpreter.rb', line 313

def setup_num_input(params)
  $game_message.num_input_variable_id = params[0]
  $game_message.num_input_digits_max = params[1]
end

- (Object) setup_reserved_common_event


  • Detect/Set Up Call-Reserved Common Events




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# File 'Game_Interpreter.rb', line 88

def setup_reserved_common_event
  if $game_temp.common_event_reserved?
    setup($game_temp.reserved_common_event.list)
    $game_temp.clear_common_event
    true
  else
    false
  end
end

- (Object) update


  • Frame Update




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# File 'Game_Interpreter.rb', line 118

def update
  @fiber.resume if @fiber
end

- (Object) wait(duration)


  • Wait




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# File 'Game_Interpreter.rb', line 239

def wait(duration)
  duration.times { Fiber.yield }
end

- (Object) wait_for_message


  • Wait While Message Display is Busy




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# File 'Game_Interpreter.rb', line 245

def wait_for_message
  Fiber.yield while $game_message.busy?
end