RGSS RTP Script overview

Started by Ryex, June 09, 2009, 03:27:34 pm

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Ryex

June 09, 2009, 03:27:34 pm Last Edit: July 04, 2009, 12:23:40 am by Ryexander
I am creating class overviews for all the RTP classes them include all global, instance, and local variables used in each Class and each of its methods. as well as descriptions of what the class and each of its methods do.

So far I have Game_Temp and Game_System outlined. feel free to add any useful information that is not included or was forgotten and it will be added to the overviews.

Game_Temp: ShowHide

Class Overview

Class Name: Game_Temp

Class Description: Game_Temp is a Data class, it handles temporary data that is not included with save data. such as the map back ground music, in battle flag, player x and y values, list of items to be included in the shop window ect.
Refer to "$game_temp" for the instance of this class.

List of global variables used

  • NONE


List of Public Instance Variables

  • map_bgm                  # map music (for battle memory)
  • message_text             # message text
  • message_proc             # message callback (Proc)
  • choice_start             # show choices: opening line
  • choice_max               # show choices: number of items
  • choice_cancel_type       # show choices: cancel
  • choice_proc              # show choices: callback (Proc)
  • num_input_start          # input number: opening line
  • num_input_variable_id    # input number: variable ID
  • num_input_digits_max     # input number: digit amount
  • message_window_showing   # message window showing
  • common_event_id        # common event ID
  • in_battle                    # in-battle flag
  • battle_calling              # battle calling flag
  • battle_troop_id           # battle troop ID
  • battle_can_escape      # battle flag: escape possible
  • battle_can_lose          # battle flag: losing possible
  • battle_proc                # battle callback (Proc)
  • battle_turn                 # number of battle turns
  • battle_event_flags       # battle event flags: completed
  • battle_abort                # battle flag: interrupt
  • battle_main_phase        # battle flag: main phase
  • battleback_name          # battleback file name
  • forcing_battler             # battler being forced into action
  • shop_calling                # shop calling flag
  • shop_goods                # list of shop goods
  • name_calling               # name input: calling flag
  • name_actor_id            # name input: actor ID
  • name_max_char          # name input: max character count
  • menu_calling              # menu calling flag
  • menu_beep                # menu: play sound effect flag
  • save_calling               # save calling flag
  • debug_calling             # debug calling flag
  • player_transferring      # player place movement flag
  • player_new_map_id     # player destination: map ID
  • player_new_x             # player destination: x-coordinate
  • player_new_y             # player destination: y-coordinate
  • player_new_direction   # player destination: direction
  • transition_processing   # transition processing flag
  • transition_name          # transition file name
  • gameover                  # game over flag
  • to_title                     # return to title screen flag
  • last_file_index            # last save file no.
  • debug_top_row          # debug screen: for saving conditions
  • debug_index              # debug screen: for saving conditions


List of Instance variables

  • @map_bgm                  
  • @message_text            
  • @message_proc            
  • @choice_start            
  • @choice_max              
  • @choice_cancel_type      
  • @choice_proc              
  • @num_input_start        
  • @num_input_variable_id    
  • @num_input_digits_max    
  • @message_window_showing  
  • @common_event_id        
  • @in_battle                    
  • @battle_calling              
  • @battle_troop_id          
  • @battle_can_escape      
  • @battle_can_lose        
  • @battle_proc              
  • @battle_turn                
  • @battle_event_flags      
  • @battle_abort                
  • @battle_main_phase        
  • @battleback_name          
  • @forcing_battler            
  • @shop_calling              
  • @shop_goods                
  • @name_calling            
  • @name_actor_id            
  • @name_max_char          
  • @menu_calling              
  • @menu_beep                
  • @save_calling            
  • @debug_calling            
  • @player_transferring      
  • @player_new_map_id    
  • @player_new_x            
  • @player_new_y            
  • @player_new_direction  
  • @transition_processing  
  • @transition_name          
  • @gameover                  
  • @to_title                    
  • @last_file_index            
  • @debug_top_row          
  • @debug_index              


List of Methods:

  • initialize




Overview of  Methods

Method initialize

Method Name: initialize

Method Description: when Game_Temp.new is called this method set the default values for all the public variables

list of local variables

  • NONE


List of Instance variables used

  • @map_bgm                  
  • @message_text            
  • @message_proc            
  • @choice_start            
  • @choice_max              
  • @choice_cancel_type      
  • @choice_proc              
  • @num_input_start        
  • @num_input_variable_id    
  • @num_input_digits_max    
  • @message_window_showing  
  • @common_event_id        
  • @in_battle                    
  • @battle_calling              
  • @battle_troop_id          
  • @battle_can_escape      
  • @battle_can_lose        
  • @battle_proc              
  • @battle_turn                
  • @battle_event_flags      
  • @battle_abort                
  • @battle_main_phase        
  • @battleback_name          
  • @forcing_battler            
  • @shop_calling              
  • @shop_goods                
  • @name_calling            
  • @name_actor_id            
  • @name_max_char          
  • @menu_calling              
  • @menu_beep                
  • @save_calling            
  • @debug_calling            
  • @player_transferring      
  • @player_new_map_id    
  • @player_new_x            
  • @player_new_y            
  • @player_new_direction  
  • @transition_processing  
  • @transition_name          
  • @gameover                  
  • @to_title                    
  • @last_file_index            
  • @debug_top_row          
  • @debug_index              



Game_System: ShowHide

Class Overview

Class Name: Game_System

Class Description: Game_System is a Data class, it handles data surrounding the system.  It holds methods for playing sounds and background music as well as updating the timer, it also holds two instances of the interrupter class in 'map_interpreter' and 'battle_interpreter'. Refer to "$game_system" for the instance of  this class.

List of global variables used

  • NONE


List of Public Instance Variables

  • map_interpreter          # map event interpreter
  • battle_interpreter       # battle event interpreter
  • timer                    # timer
  • timer_working            # timer working flag
  • save_disabled            # save forbidden
  • menu_disabled            # menu forbidden
  • encounter_disabled       # encounter forbidden
  • message_position         # text option: positioning
  • message_frame            # text option: window frame
  • save_count               # save count
  • magic_number             # magic number


List of Instance variables

  • @map_interpreter          
  • @battle_interpreter      
  • @timer                    
  • @timer_working            
  • @save_disabled          
  • @menu_disabled            
  • @encounter_disabled      
  • @message_position        
  • @message_frame            
  • @save_count              
  • @magic_number            


List of Methods:

  • initialize
  • bgm_play(bgm)
  • bgm_stop
  • bgm_fade(time)
  • bgm_memorize
  • bgm_restore
  • bgs_play(bgs)
  • bgs_fade(time)
  • bgs_memorize
  • bgs_restore
  • me_play(me)
  • se_play(se)
  • se_stop
  • playing_bgm
  • playing_bgs
  • windowskin_name
  • windowskin_name=(windowskin_name)
  • battle_bgm
  • battle_bgm=(battle_bgm)
  • battle_end_me
  • battle_end_me=(battle_end_me)
  • update




Overview of  Methods

Method initialize

Method Name: initialize

Method Description: when Game_System.new is called this method sets the default values for all the public instance variables

list of local variables

  • NONE


List of Instance variables used

  • @map_interpreter
  • @battle_interpreter
  • @timer
  • @timer_working
  • @save_disabled
  • @menu_disabled
  • @encounter_disabled
  • @message_position
  • @message_frame
  • @save_count
  • @magic_number


Method bgm_play(bgm)

Method Name: bgm_play

Method Description: called with a RPG::AudioFile instance or nil as an argument saves that argument in @playing_bgm  and them plays the file or stops the currently playing one if the argument is nil

list of local variables

  • bgm   # a RPG::AudioFile instance or nil


List of Instance variables used

  • @playing_bgm


Method bgm_stop

Method Name: bgm_stop

Method Description: stops the currently playing bgm

list of local variables

  •  NONE


List of Instance variables used

  • NONE


Method bgm_fade(time)

Method Name: bgm_fade
Method Description: sets @playing_bgm to nil and fades out the currently playing bmg in the number of seconds in the argument it was called with

list of local variables

  •  time


List of Instance variables used

  • @playing_bgm


Method bgm_memorize

Method Name: bgm_memorize

Method Description: saves @playing_bgm in @memorized_bgm

list of local variables

  •  NONE


List of Instance variables used

  • @playing_bgm
  • @memorized_bgm


Method bgm_restore

Method Name: bgm_restore

Method Description: calls bgm_play with @memorized_bgm as an argument

list of local variables

  •  NONE


List of Instance variables used

  • @memorized_bgm


Method bgs_play(bgs)

Method Name: bgs_play
Method Description: called with a RPG::AudioFile instance or nil as an argument saves that argument in @playing_bgs  and them plays the file or stops the currently playing one if the argument is nil
list of local variables

  • bgs


List of Instance variables used

  • @playing_bgs  


Method bgs_fade(time)

Method Name: bgs_fade
Method Description: called with a number as an argument, fades the currently playing bgs in the number of second specified in the argument.
list of local variables

  • time


List of Instance variables used

  • @playing_bgs  


Method bgs_memorize

Method Name: bgs_memorize
Method Description: stores @playing_bgs  in @memorized_bgs
list of local variables

  • NONE


List of Instance variables used

  • @playing_bgs  
  • @memorized_bgs


Method bgs_restore

Method Name: bgs_restore
Method Description: calls bgs_play with @memorized_bgs as an argument list of local variables

  • NONE


List of Instance variables used

  • @memorized_bgs


Method me_play(me)

Method Name: me_play
Method Description: called with a RPG::AudioFile instance or nil as an argument, plays the file specified in the argument or stops the currently playing one if the argument is nil.
list of local variables

  • me


List of Instance variables used

  • NONE


Method se_play(se)

Method Name: se_play
Method Description: called with a RPG::AudioFile instance as an argument, plays the file specified in the argument.
list of local variables

  • se


List of Instance variables used

  • NONE


Method se_stop

Method Name: se_stop
Method Description: stops the currently playing se
list of local variables

  • NONE


List of Instance variables used

  • NONE


Method playing_bgm

Method Name: playing_bgm
Method Description: returns @playing_bgm
list of local variables

  • NONE


List of Instance variables used

  • @playing_bgm


Method playing_bgs

Method Name: playing_bgs
Method Description: returns @playing_bgs
list of local variables

  • NONE


List of Instance variables used

  • @playing_bgs


Method windowskin_name

Method Name: windowskin_name
Method Description: if @windowskin_name is nil returns the default windowskin name from $data_system.windowskin_name, otherwise it returns if @windowskin_name
list of local variables

  • NONE


List of Instance variables used

  • @windowskin_name


Method windowskin_name=(windowskin_name)

Method Name: windowskin_name
Method Description: called like $game_system.windowskin_name =  'windowskinname' , sets @windowskin_name equal to 'windowskinname'
list of local variables

  • NONE


List of Instance variables used

  • @windowskin_name


Method battle_bgm

Method Name: battle_bgm
Method Description: if @battle_bgm is nil returns the default battle_bgm from $data_system.battle_bgm , otherwise it returns if @ battle_bgm

list of local variables

  • NONE


List of Instance variables used

  • @battle_bgm


Method battle_bgm=(battle_bgm)

Method Name: battle_bgm
Method Description: called like $game_system.battle_bgm  =  'battle_bgm' , sets @battle_bgm equal to 'battle_bgm'

list of local variables

  • NONE


List of Instance variables used

  • @battle_bgm


Method battle_end_me

Method Name: battle_end_me
Method Description: if @battle_end_me is nil returns the default battle_bgm from $data_system. battle_end_me  , otherwise it returns if @battle_end_me
list of local variables

  • NONE


List of Instance variables used

  • @battle_bgm


Method battle_end_me=(battle_end_me)

Method Name: battle_end_me
Method Description: called like $game_system. battle_end_me  =  'battle_end_me' , sets @battle_end_me equal to 'battle_end_me

list of local variables

  • NONE


List of Instance variables used

  • @battle_bgm


Method update

Method Name: update
Method Description: decreases @timer by 1 if the @timer_working flag is set to true and @timer is bigger that 0

list of local variables

  • NONE


List of Instance variables used

  • @battle_bgm



Game_Switches: ShowHide

Class Overview

Class Name: Game_Switches
Class Description: Game_Switches is a Data class, it handles all the in game switches.
Refer to "$game_switches" for the instance of this class.

List of global variables used

  • NONE


List of Public Instance Variables

  • NONE


List of Instance variables

  • @data    #this is one vast array


List of Methods:

  • initialize
  • [](switch_id)
  • []=(switch_id, value)




Overview of  Methods

Method initialize

Method Name: initialize

Method Description: when Game_Switches.new is called this method creates an empty array in the Instance variable @data.

list of local variables

  • NONE


List of Instance variables used

  • @data    #this is one vast array with 5000 entries


Method [](switch_id)

Method Name: [](switch_id)

Method Description: returns the value of @data[switch_id] as long as switch_id is less than or equal to 5000 if @data[switch_id] is nil returns false.

list of local variables

  • switch_id


List of Instance variables used

  • @data    #this is one vast array with 5000 entries


Method []=(switch_id, value)

Method Name: []=(switch_id, value)

Method Description: sets @data[switch_id]  equle to value as long as switch_id is less than or equal to 5000.

list of local variables

  • switch_id
  • value


List of Instance variables used

  • @data    #this is one vast array with 5000 entries



Game_Variables: ShowHide

Class Overview

Class Name: Game_Variables
Class Description: Game_Variables is a Data class, it handles all the in game variables.
Refer to "$game_Variables" for the instance of this class.

List of global variables used

  • NONE


List of Public Instance Variables

  • NONE


List of Instance variables

  • @data    #this is one vast array


List of Methods:

  • initialize
  • [](variable_id)
  • []=(variable_id, value)




Overview of  Methods

Method initialize

Method Name: initialize
Method Description: When Game_Variables.new is called this method creates an empty array in the Instance variable @data.

list of local variables

  • NONE


List of Instance variables used

  • @data    #this is one vast array with 5000 entries


Method [](variable_id)

Method Name: [](variable_id)
Method Description: returns the value of @data[variable_id] as long as variable_id is less than or equal to 5000 if @data[variable_id] is nil returns false.

list of local variables

  • variable_id


List of Instance variables used

  • @data    #this is one vast array with 5000 entries


Method []=(variable_id, value)

Method Name: []=(variable_id, value)
Method Description: sets @data[variable_id]  equal to value as long as variable_id is less than or equal to 5000.

list of local variables

  • variable_id
  • value


List of Instance variables used

  • @data    #this is one vast array with 5000 entries



Game_SelfSwitches: ShowHide

Class Overview

Class Name: Game_SelfSwitches
Class Description: Game_SelfSwitchesis a Data class, it handles all the in self switches of all map events.
Refer to "$$game_self_switches" for the instance of this class.

List of global variables used

  • NONE


List of Public Instance Variables

  • NONE


List of Instance variables

  • @data    #this is one vast array


List of Methods:

  • initialize
  • [](key)
  • []=(key, value)




Overview of  Methods

Method initialize

Method Name: initialize
Method Description: When Game_Variables.new is called this method creates an empty array in the Instance variable @data.

list of local variables

  • NONE


List of Instance variables used

  • @data    #this is one vast array with 5000 entries


Method [](key)

Method Name: [](key)
Method Description: returns the value of @data[key]. Key is an array that looks like this
[<Map_id>,  <Event_id>,  <switch>]
Where <Map_id> is the Id# of the map the event is on,  <Event_id> is the id# of the event, and <switch> is a string that is either "A", "B", "C", or "D" depending on which switch you want access

list of local variables

  • key


List of Instance variables used

  • @data    #this is one vast array with 5000 entries


Method []=(key, value)

Method Name: []=(key, value)
Method Description: sets @data[key]  equal to value. Key is an array that looks like this
[<Map_id>,  <Event_id>,  <switch>]
Where <Map_id> is the Id# of the map the event is on,  <Event_id> is the id# of the event, and <switch> is a string that is either "A", "B", "C", or "D" depending on which switch you want access.

list of local variables

  • key
  • value


List of Instance variables used

  • @data    #this is one vast array with 5000 entries






if you wish to help with this project please fallow my example and post outlines of the RTP scripts (the ones found in the editor not the help file)


I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Landith

I think it's a good idea and will help people learn scripting past basic windows/menus.

But like... isn't something like that in the RGSS Reference Manual? Or is that something else? Idk...

But good job none the less, Level++

Ryex

no there is nothing like this in the manual for all the rtp srtipts
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

G_G

theres stuff in the menu that explains the hidden classes but I dont think it covers rtp scripts. Hey Ryex this is a good idea. I'll try to help if I have time

if i do have time which I'm sure I will maybe at least save the menu for me

fugibo

I'll be sure to help with the more in-depth explanations if Blizzard/Fant are unavailable.

Ryex

Quote from: WcW on June 09, 2009, 05:50:25 pm
I'll be sure to help with the more in-depth explanations if Blizzard/Fant are unavailable.

by 'more in-depth' you mean?
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

fugibo

June 09, 2009, 06:28:00 pm #6 Last Edit: June 09, 2009, 09:05:49 pm by WcW
Quote from: Ryexander on June 09, 2009, 06:15:26 pm
Quote from: WcW on June 09, 2009, 05:50:25 pm
I'll be sure to help with the more in-depth explanations if Blizzard/Fant are unavailable.

by 'more in-depth' you mean?


The stuff it takes a couple years experience to properly explain, like Interpreter/Scene_Battle/etc. On second thought, Interpreter is morbidly basic, but w/e.

EDIT: You know, I'm gonna write some tutorials for scripting, so this will be write down the alley of what I'm gonna do (if I remember it in the middle of my fiddling around). I'll be sure to submit whatever information I have for you ;)

Ryex

I'm sure it will be helpful WcW :)
oh and game guy I'm going to go in oarder of the editor so if you want to do the menu do it before i get there.
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Calintz

Oh boy, CHRISTMAS!!
I will be looking forward to updates in this thread XD.

fugibo

June 09, 2009, 10:36:30 pm #9 Last Edit: June 09, 2009, 10:37:36 pm by WcW
Check this out. It's a quick overview of every class in the RTP scripts.

BIG, and by that I mean EVERY CLASS, ITS SUPERCLASS, AND METHODS: ShowHide
There are 76 classes in the RMXP RTP scripts.
Class Game_Temp:
Subclass of Object.
Methods:
menu_beep=
player_new_x
choice_cancel_type=
message_window_showing
battle_abort=
name_calling
player_new_x=
to_title
message_text
message_window_showing=
battle_can_lose
name_calling=
save_calling
battleback_name
to_title=
message_text=
choice_proc
battle_can_lose=
battle_main_phase
battleback_name=
save_calling=
player_new_y
choice_proc=
in_battle
battle_main_phase=
name_actor_id
message_proc
player_new_y=
last_file_index
in_battle=
battle_proc
name_actor_id=
debug_calling
message_proc=
num_input_start
last_file_index=
battle_proc=
forcing_battler
debug_calling=
player_new_direction
num_input_start=
battle_calling
forcing_battler=
name_max_char
choice_start
player_new_direction=
debug_top_row
battle_calling=
battle_turn
name_max_char=
player_transferring
debug_top_row=
choice_start=
num_input_variable_id
shop_calling
battle_turn=
player_transferring=
transition_processing
num_input_variable_id=
battle_troop_id
gameover
shop_calling=
menu_calling
debug_index
choice_max
transition_processing=
battle_troop_id=
battle_event_flags
gameover=
menu_calling=
player_new_map_id
choice_max=
num_input_digits_max
debug_index=
battle_event_flags=
shop_goods
common_event_id
map_bgm
player_new_map_id=
transition_name
num_input_digits_max=
battle_can_escape
shop_goods=
menu_beep
common_event_id=
map_bgm=
choice_cancel_type
transition_name=
battle_can_escape=
battle_abort
Class Game_System:
Subclass of Object.
Methods:
battle_end_me=
me_play
encounter_disabled=
bgm_restore
timer
update
bgm_fade
timer=
message_position
message_position=
timer_working
playing_bgm
bgs_play
timer_working=
message_frame
message_frame=
bgs_memorize
save_disabled
magic_number
playing_bgs
save_disabled=
save_count
magic_number=
windowskin_name
bgm_memorize
map_interpreter
se_play
save_count=
windowskin_name=
battle_bgm
bgm_play
menu_disabled
battle_bgm=
bgs_fade
menu_disabled=
battle_interpreter
se_stop
bgs_restore
battle_end_me
encounter_disabled
bgm_stop
Class Game_Switches:
Subclass of Object.
Methods:
[]=
[]
Class Game_Variables:
Subclass of Object.
Methods:
[]=
[]
Class Game_SelfSwitches:
Subclass of Object.
Methods:
[]=
[]
Class Game_Screen:
Subclass of Object.
Methods:
start_tone_change
weather
pictures
update
weather_type
start_flash
weather_max
start_shake
tone
flash_color
shake
Class Game_Picture:
Subclass of Object.
Methods:
start_tone_change
opacity
zoom_y
origin
update
move
blend_type
angle
x
rotate
y
erase
tone
zoom_x
number
show
Class Game_Battler:
Subclass of Object.
Methods:
blink=
animation_id=
inputable?
cant_get_exp?
states_minus
str
slip_damage_effect
states
battler_name
hp
critical
exist?
mdef
restriction
str=
states_plus
hp=
critical=
current_action
damage
movable?
cant_evade?
damage_pop
dex
battler_hue
sp
state_full?
damage=
elements_correct
damage_pop=
dex=
sp=
make_action_speed
skill_can_use?
guarding?
state_animation_id
slip_damage?
animation_hit
agi
dead?
remove_states_battle
add_state
hidden
agi=
animation_hit=
hidden=
item_effect
maxhp
resting?
attack_effect
atk
white_flash
maxhp=
int
remove_states_auto
immortal
skill_effect
remove_state
white_flash=
int=
hp0?
hit
maxsp
immortal=
state?
pdef
blink
animation_id
maxsp=
eva
remove_states_shock
recover_all
Class Game_BattleAction:
Subclass of Object.
Methods:
skill_id=
forcing=
decide_last_target_for_enemy
for_one_friend?
clear
item_id
decide_last_target_for_actor
item_id=
basic
kind
basic=
for_one_friend_hp0?
kind=
decide_random_target_for_actor
target_index
target_index=
speed
forcing
skill_id
valid?
decide_random_target_for_enemy
speed=
Class Game_Actor:
Subclass of Game_Battler.
Methods:
sp=
armor1_id
int
set_graphic
animation_id=
damage
states_plus
remove_state
int=
class_id
state_animation_id
damage=
resting?
restriction
base_agi
exp_s
class_id=
armor2_id
screen_x
equip
recover_all
skills
slip_damage_effect
state?
base_int
next_exp_s
elements_correct
hidden
learn_skill
element_set
screen_y
armor3_id
state_ranks
setup
hidden=
current_action
level
base_atk
animation1_id
states
level=
next_rest_exp_s
state_guard?
immortal
update_auto_state
plus_state_set
screen_z
armor4_id
eva
immortal=
make_action_speed
name=
cant_get_exp?
maxhp
element_rate
base_pdef
state_full?
skill_effect
maxhp=
animation2_id
damage_pop
base_maxhp
index
minus_state_set
damage_pop=
states_minus
cant_evade?
maxsp
base_mdef
maxsp=
animation_hit
exp
atk
hp0?
animation_hit=
exist?
exp=
slip_damage?
battler_name
str
remove_states_battle
base_eva
white_flash
str=
pdef
skill_can_use?
critical
base_maxsp
inputable?
white_flash=
equippable?
make_exp_list
character_name
critical=
hit
battler_hue
dex
equip_fix?
remove_states_auto
blink
dex=
mdef
hp
base_str
movable?
skill_learn?
attack_effect
blink=
character_hue
hp=
forget_skill
weapon_id
dead?
agi
remove_states_shock
add_state
item_effect
agi=
sp
animation_id
base_dex
guarding?
class_name
Class Game_Enemy:
Subclass of Game_Battler.
Methods:
blink=
animation_id=
inputable?
base_agi
cant_get_exp?
states_minus
str
slip_damage_effect
states
minus_state_set
battler_name
make_action
hp
base_eva
critical
gold
exist?
mdef
restriction
str=
states_plus
hp=
critical=
animation1_id
current_action
damage
movable?
cant_evade?
base_int
screen_x
damage_pop
dex
battler_hue
sp
state_full?
damage=
elements_correct
damage_pop=
dex=
item_id
sp=
base_maxsp
animation2_id
make_action_speed
skill_can_use?
guarding?
state_animation_id
base_atk
slip_damage?
animation_hit
agi
dead?
screen_y
element_rate
remove_states_battle
weapon_id
add_state
hidden
agi=
armor_id
animation_hit=
base_str
hidden=
item_effect
maxhp
resting?
element_set
attack_effect
base_pdef
escape
screen_z
atk
white_flash
maxhp=
int
remove_states_auto
immortal
state_guard?
skill_effect
remove_state
white_flash=
index
exp
int=
treasure_prob
hp0?
hit
base_dex
state_ranks
maxsp
immortal=
transform
state?
plus_state_set
base_mdef
pdef
blink
animation_id
maxsp=
actions
eva
base_maxhp
remove_states_shock
recover_all
Class Game_Actors:
Subclass of Object.
Methods:
[]
Class Game_Party:
Subclass of Object.
Methods:
check_map_slip_damage
inputable?
steps
gain_gold
smooth_target_actor
random_target_actor_hp0
weapon_number
gold
lose_item
lose_armor
lose_gold
random_target_actor
setup_starting_members
gain_weapon
add_actor
increase_steps
item_can_use?
lose_weapon
clear_actions
actors
item_number
armor_number
setup_battle_test_members
remove_actor
gain_item
all_dead?
max_level
refresh
gain_armor
Class Game_Troop:
Subclass of Object.
Methods:
random_target_enemy_hp0
setup
random_target_enemy
enemies
smooth_target_enemy
Class Game_Map:
Subclass of Object.
Methods:
events
fog_sy=
height
fog_ox
terrain_tag
scrolling?
autotile_names=
fog_opacity
passable?
start_fog_tone_change
fog_opacity=
battleback_name
update
panorama_name
autoplay
battleback_name=
check_event
fog_oy
panorama_name=
fog_blend_type
scroll_left
start_fog_opacity_change
map_id
fog_blend_type=
passages
encounter_list
display_x
panorama_hue
display_x=
fog_tone
panorama_hue=
fog_zoom
scroll_right
encounter_step
fog_zoom=
priorities
display_y
fog_name
start_scroll
setup
display_y=
fog_name=
fog_sx
scroll_up
bush?
tileset_name
fog_sx=
terrain_tags
data
width
need_refresh
tileset_name=
fog_hue
scroll_down
need_refresh=
fog_hue=
fog_sy
valid?
refresh
counter?
autotile_names
Class Game_CommonEvent:
Subclass of Object.
Methods:
update
trigger
list
switch_id
refresh
Class Game_Character:
Subclass of Object.
Methods:
animation_id=
tile_id
move_lower_right
turn_random
terrain_tag
transparent
opacity
jump
moveto
passable?
jumping?
move_left
transparent=
turn_right_90
straighten
update
move_type_random
move_upper_left
character_name
turn_away_from_player
lock
screen_x
blend_type
turn_down
update_jump
move_right
x
force_move_route
turn_left_90
real_x
move_type_toward_player
character_hue
move_upper_right
turn_toward_player
increase_steps
move_toward_player
screen_y
turn_left
update_move
move_up
turn_180
y
move_type_custom
move_random
real_y
move_away_from_player
direction
screen_z
turn_right
bush_depth
update_stop
move_lower_left
turn_right_or_left_90
move_route_forcing
lock?
move_forward
pattern
move_backward
moving?
unlock
animation_id
move_down
through
turn_up
Class Game_Event:
Subclass of Game_Character.
Methods:
animation_id=
tile_id
move_lower_right
turn_random
terrain_tag
transparent
opacity
jump
moveto
passable?
jumping?
move_left
transparent=
turn_right_90
straighten
update
clear_starting
move_type_random
move_upper_left
character_name
turn_away_from_player
lock
screen_x
blend_type
turn_down
update_jump
move_right
trigger
start
x
force_move_route
turn_left_90
real_x
move_type_toward_player
character_hue
move_upper_right
turn_toward_player
increase_steps
move_toward_player
screen_y
turn_left
update_move
starting
move_up
over_trigger?
turn_180
y
move_type_custom
move_random
real_y
erase
move_away_from_player
direction
check_event_trigger_touch
screen_z
turn_right
bush_depth
update_stop
move_lower_left
turn_right_or_left_90
move_route_forcing
lock?
move_forward
pattern
move_backward
moving?
list
unlock
animation_id
move_down
check_event_trigger_auto
through
turn_up
refresh
Class Game_Player:
Subclass of Game_Character.
Methods:
animation_id=
tile_id
move_lower_right
turn_random
terrain_tag
transparent
opacity
jump
moveto
passable?
jumping?
move_left
transparent=
turn_right_90
straighten
update
move_type_random
move_upper_left
make_encounter_count
character_name
turn_away_from_player
lock
screen_x
check_event_trigger_there
blend_type
turn_down
update_jump
move_right
x
force_move_route
turn_left_90
real_x
move_type_toward_player
encounter_count
character_hue
move_upper_right
turn_toward_player
increase_steps
move_toward_player
screen_y
turn_left
update_move
move_up
turn_180
y
move_type_custom
move_random
real_y
move_away_from_player
direction
check_event_trigger_touch
screen_z
turn_right
bush_depth
update_stop
move_lower_left
turn_right_or_left_90
move_route_forcing
lock?
move_forward
check_event_trigger_here
pattern
move_backward
moving?
unlock
animation_id
move_down
through
turn_up
refresh
center
Class Sprite_Character:
Subclass of RPG::Sprite.
Methods:
collapse
z=
blink_on
effect?
opacity
zoom_y
dispose_animation
ox
update
opacity=
zoom_y=
damage
character
ox=
viewport
disposed?
blend_type
animation_set_sprites
character=
angle
dispose_loop_animation
x
animation
blend_type=
oy
angle=
x=
oy=
bitmap
blink_off
visible
bitmap=
mirror
visible=
whiten
color
y
mirror=
color=
src_rect
y=
escape
update_animation
flash
bush_depth
animation_process_timing
src_rect=
appear
update_loop_animation
tone
blink?
bush_depth=
tone=
zoom_x
dispose
dispose_damage
z
loop_animation
zoom_x=
Class Sprite_Battler:
Subclass of RPG::Sprite.
Methods:
collapse
battler
z=
blink_on
effect?
opacity
battler=
zoom_y
dispose_animation
ox
update
opacity=
zoom_y=
damage
ox=
viewport
disposed?
blend_type
animation_set_sprites
angle
dispose_loop_animation
x
animation
blend_type=
oy
angle=
x=
oy=
bitmap
blink_off
visible
bitmap=
mirror
visible=
whiten
color
y
mirror=
color=
src_rect
y=
escape
update_animation
flash
bush_depth
animation_process_timing
src_rect=
appear
update_loop_animation
tone
blink?
bush_depth=
tone=
zoom_x
dispose
dispose_damage
z
loop_animation
zoom_x=
Class Sprite_Picture:
Subclass of Sprite.
Methods:
z=
opacity
zoom_y
ox
update
opacity=
zoom_y=
ox=
viewport
disposed?
blend_type
angle
x
blend_type=
oy
angle=
x=
oy=
bitmap
visible
bitmap=
mirror
visible=
color
y
mirror=
color=
src_rect
y=
flash
bush_depth
src_rect=
tone
bush_depth=
tone=
zoom_x
dispose
z
zoom_x=
Class Sprite_Timer:
Subclass of Sprite.
Methods:
z=
opacity
zoom_y
ox
update
opacity=
zoom_y=
ox=
viewport
disposed?
blend_type
angle
x
blend_type=
oy
angle=
x=
oy=
bitmap
visible
bitmap=
mirror
visible=
color
y
mirror=
color=
src_rect
y=
flash
bush_depth
src_rect=
tone
bush_depth=
tone=
zoom_x
dispose
z
zoom_x=
Class Spriteset_Map:
Subclass of Object.
Methods:
update
dispose
Class Spriteset_Battle:
Subclass of Object.
Methods:
effect?
update
viewport1
viewport2
dispose
Class Window_Base:
Subclass of Window.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
opacity
back_opacity=
draw_actor_level
height=
stretch
ox
disabled_color
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
disposed?
make_battler_state_text
cursor_rect
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
text_color
windowskin=
pause
width
knockout_color
draw_actor_hp
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
Class Window_Selectable:
Subclass of Window_Base.
Methods:
contents=
back_opacity
help_window
height
z=
draw_actor_graphic
opacity
back_opacity=
help_window=
draw_actor_level
height=
stretch
ox
disabled_color
page_row_max
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
page_item_max
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
row_max
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
top_row
text_color
windowskin=
pause
index
top_row=
width
knockout_color
draw_actor_hp
index=
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
Class Window_Command:
Subclass of Window_Selectable.
Methods:
contents=
back_opacity
help_window
height
z=
draw_actor_graphic
opacity
back_opacity=
help_window=
draw_actor_level
height=
stretch
ox
disabled_color
page_row_max
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
page_item_max
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
draw_item
visible
draw_actor_sp
row_max
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
disable_item
y=
windowskin
top_row
text_color
windowskin=
pause
index
top_row=
width
knockout_color
draw_actor_hp
index=
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_Help:
Subclass of Window_Base.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
opacity
back_opacity=
draw_actor_level
set_text
height=
stretch
ox
disabled_color
update
opacity=
set_actor
stretch=
contents_opacity
ox=
viewport
contents_opacity=
disposed?
make_battler_state_text
cursor_rect
x
oy
system_color
set_enemy
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
text_color
windowskin=
pause
width
knockout_color
draw_actor_hp
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
Class Window_Gold:
Subclass of Window_Base.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
opacity
back_opacity=
draw_actor_level
height=
stretch
ox
disabled_color
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
disposed?
make_battler_state_text
cursor_rect
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
text_color
windowskin=
pause
width
knockout_color
draw_actor_hp
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_PlayTime:
Subclass of Window_Base.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
opacity
back_opacity=
draw_actor_level
height=
stretch
ox
disabled_color
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
disposed?
make_battler_state_text
cursor_rect
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
text_color
windowskin=
pause
width
knockout_color
draw_actor_hp
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_Steps:
Subclass of Window_Base.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
opacity
back_opacity=
draw_actor_level
height=
stretch
ox
disabled_color
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
disposed?
make_battler_state_text
cursor_rect
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
text_color
windowskin=
pause
width
knockout_color
draw_actor_hp
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_MenuStatus:
Subclass of Window_Selectable.
Methods:
contents=
back_opacity
help_window
height
z=
draw_actor_graphic
opacity
back_opacity=
help_window=
draw_actor_level
height=
stretch
ox
disabled_color
page_row_max
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
page_item_max
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
row_max
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
top_row
text_color
windowskin=
pause
index
top_row=
width
knockout_color
draw_actor_hp
index=
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_Item:
Subclass of Window_Selectable.
Methods:
contents=
back_opacity
help_window
height
z=
draw_actor_graphic
opacity
back_opacity=
help_window=
update_help
draw_actor_level
height=
stretch
ox
disabled_color
page_row_max
update
opacity=
stretch=
contents_opacity
item
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
page_item_max
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
draw_item
visible
draw_actor_sp
row_max
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
top_row
text_color
windowskin=
pause
index
top_row=
width
knockout_color
draw_actor_hp
index=
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_Skill:
Subclass of Window_Selectable.
Methods:
contents=
back_opacity
help_window
height
z=
draw_actor_graphic
opacity
back_opacity=
help_window=
update_help
draw_actor_level
height=
stretch
ox
disabled_color
page_row_max
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
page_item_max
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
draw_item
visible
draw_actor_sp
row_max
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
top_row
text_color
windowskin=
pause
index
top_row=
skill
width
knockout_color
draw_actor_hp
index=
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_SkillStatus:
Subclass of Window_Base.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
opacity
back_opacity=
draw_actor_level
height=
stretch
ox
disabled_color
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
disposed?
make_battler_state_text
cursor_rect
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
text_color
windowskin=
pause
width
knockout_color
draw_actor_hp
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_Target:
Subclass of Window_Selectable.
Methods:
contents=
back_opacity
help_window
height
z=
draw_actor_graphic
opacity
back_opacity=
help_window=
draw_actor_level
height=
stretch
ox
disabled_color
page_row_max
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
page_item_max
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
row_max
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
top_row
text_color
windowskin=
pause
index
top_row=
width
knockout_color
draw_actor_hp
index=
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_EquipLeft:
Subclass of Window_Base.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
opacity
back_opacity=
draw_actor_level
height=
stretch
ox
disabled_color
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
disposed?
make_battler_state_text
cursor_rect
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
set_new_parameters
draw_actor_name
y=
windowskin
text_color
windowskin=
pause
width
knockout_color
draw_actor_hp
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_EquipRight:
Subclass of Window_Selectable.
Methods:
contents=
back_opacity
help_window
height
z=
draw_actor_graphic
opacity
back_opacity=
help_window=
update_help
draw_actor_level
height=
stretch
ox
disabled_color
page_row_max
update
opacity=
stretch=
contents_opacity
item
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
page_item_max
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
row_max
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
top_row
text_color
windowskin=
pause
index
top_row=
width
knockout_color
draw_actor_hp
index=
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_EquipItem:
Subclass of Window_Selectable.
Methods:
contents=
back_opacity
help_window
height
z=
draw_actor_graphic
opacity
back_opacity=
help_window=
update_help
draw_actor_level
height=
stretch
ox
disabled_color
page_row_max
update
opacity=
stretch=
contents_opacity
item
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
page_item_max
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
draw_item
visible
draw_actor_sp
row_max
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
top_row
text_color
windowskin=
pause
index
top_row=
width
knockout_color
draw_actor_hp
index=
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_Status:
Subclass of Window_Base.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
opacity
back_opacity=
draw_actor_level
height=
stretch
ox
disabled_color
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
disposed?
make_battler_state_text
cursor_rect
x
dummy
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
text_color
windowskin=
pause
width
knockout_color
draw_actor_hp
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_SaveFile:
Subclass of Window_Base.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
filename
opacity
back_opacity=
draw_actor_level
height=
stretch
ox
disabled_color
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
text_color
windowskin=
pause
width
selected
knockout_color
draw_actor_hp
pause=
width=
selected=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_ShopCommand:
Subclass of Window_Selectable.
Methods:
contents=
back_opacity
help_window
height
z=
draw_actor_graphic
opacity
back_opacity=
help_window=
draw_actor_level
height=
stretch
ox
disabled_color
page_row_max
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
page_item_max
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
draw_item
visible
draw_actor_sp
row_max
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
top_row
text_color
windowskin=
pause
index
top_row=
width
knockout_color
draw_actor_hp
index=
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_ShopBuy:
Subclass of Window_Selectable.
Methods:
contents=
back_opacity
help_window
height
z=
draw_actor_graphic
opacity
back_opacity=
help_window=
update_help
draw_actor_level
height=
stretch
ox
disabled_color
page_row_max
update
opacity=
stretch=
contents_opacity
item
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
page_item_max
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
draw_item
visible
draw_actor_sp
row_max
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
top_row
text_color
windowskin=
pause
index
top_row=
width
knockout_color
draw_actor_hp
index=
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_ShopSell:
Subclass of Window_Selectable.
Methods:
contents=
back_opacity
help_window
height
z=
draw_actor_graphic
opacity
back_opacity=
help_window=
update_help
draw_actor_level
height=
stretch
ox
disabled_color
page_row_max
update
opacity=
stretch=
contents_opacity
item
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
page_item_max
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
draw_item
visible
draw_actor_sp
row_max
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
top_row
text_color
windowskin=
pause
index
top_row=
width
knockout_color
draw_actor_hp
index=
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_ShopNumber:
Subclass of Window_Base.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
opacity
back_opacity=
draw_actor_level
height=
stretch
ox
disabled_color
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
disposed?
make_battler_state_text
cursor_rect
x
oy
system_color
draw_actor_state
set
cursor_rect=
x=
oy=
visible
draw_actor_sp
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
text_color
windowskin=
pause
width
knockout_color
draw_actor_hp
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
number
refresh
Class Window_ShopStatus:
Subclass of Window_Base.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
opacity
back_opacity=
draw_actor_level
height=
stretch
ox
disabled_color
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
disposed?
item=
make_battler_state_text
cursor_rect
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
text_color
windowskin=
pause
width
knockout_color
draw_actor_hp
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_NameEdit:
Subclass of Window_Base.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
opacity
back_opacity=
draw_actor_level
height=
stretch
ox
disabled_color
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
x
oy
system_color
draw_actor_state
add
cursor_rect=
x=
oy=
visible
draw_actor_sp
restore_default
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
back
text_color
windowskin=
pause
index
width
knockout_color
draw_actor_hp
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_NameInput:
Subclass of Window_Base.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
opacity
back_opacity=
draw_actor_level
height=
stretch
ox
disabled_color
update
opacity=
stretch=
contents_opacity
character
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
text_color
windowskin=
pause
width
knockout_color
draw_actor_hp
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_InputNumber:
Subclass of Window_Base.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
number=
opacity
back_opacity=
draw_actor_level
height=
stretch
ox
disabled_color
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
text_color
windowskin=
pause
width
knockout_color
draw_actor_hp
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
number
refresh
Class Window_Message:
Subclass of Window_Selectable.
Methods:
contents=
back_opacity
help_window
height
z=
draw_actor_graphic
opacity
back_opacity=
help_window=
draw_actor_level
height=
stretch
ox
disabled_color
page_row_max
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
page_item_max
x
oy
system_color
reset_window
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
row_max
terminate_message
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
top_row
text_color
windowskin=
pause
index
top_row=
width
knockout_color
draw_actor_hp
index=
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_PartyCommand:
Subclass of Window_Selectable.
Methods:
contents=
back_opacity
help_window
height
z=
draw_actor_graphic
opacity
back_opacity=
help_window=
draw_actor_level
height=
stretch
ox
disabled_color
page_row_max
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
page_item_max
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
draw_item
visible
draw_actor_sp
row_max
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
top_row
text_color
windowskin=
pause
index
top_row=
width
knockout_color
draw_actor_hp
index=
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
Class Window_BattleStatus:
Subclass of Window_Base.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
opacity
back_opacity=
draw_actor_level
height=
stretch
ox
disabled_color
update
opacity=
stretch=
contents_opacity
ox=
viewport
level_up
contents_opacity=
disposed?
make_battler_state_text
cursor_rect
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
text_color
windowskin=
pause
width
knockout_color
draw_actor_hp
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_BattleResult:
Subclass of Window_Base.
Methods:
contents=
back_opacity
height
z=
draw_actor_graphic
opacity
back_opacity=
draw_actor_level
height=
stretch
ox
disabled_color
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
disposed?
make_battler_state_text
cursor_rect
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
text_color
windowskin=
pause
width
knockout_color
draw_actor_hp
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_DebugLeft:
Subclass of Window_Selectable.
Methods:
contents=
back_opacity
help_window
top_id
height
z=
draw_actor_graphic
opacity
back_opacity=
help_window=
draw_actor_level
height=
stretch
ox
disabled_color
page_row_max
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
page_item_max
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
row_max
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
top_row
text_color
windowskin=
pause
index
top_row=
width
knockout_color
draw_actor_hp
index=
mode
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
normal_color
z
refresh
Class Window_DebugRight:
Subclass of Window_Selectable.
Methods:
contents=
back_opacity
help_window
top_id
height
z=
draw_actor_graphic
opacity
back_opacity=
help_window=
top_id=
draw_actor_level
height=
stretch
ox
disabled_color
page_row_max
update
opacity=
stretch=
contents_opacity
ox=
viewport
contents_opacity=
update_cursor_rect
disposed?
make_battler_state_text
cursor_rect
page_item_max
x
oy
system_color
draw_actor_state
cursor_rect=
x=
oy=
visible
draw_actor_sp
row_max
visible=
draw_item_name
active
crisis_color
y
draw_actor_exp
active=
draw_actor_name
y=
windowskin
top_row
text_color
windowskin=
pause
index
top_row=
width
knockout_color
draw_actor_hp
index=
mode
pause=
width=
draw_actor_class
dispose
contents
draw_actor_parameter
mode=
normal_color
z
refresh
Class Arrow_Base:
Subclass of Sprite.
Methods:
help_window
z=
opacity
help_window=
zoom_y
ox
update
opacity=
zoom_y=
ox=
viewport
disposed?
blend_type
angle
x
blend_type=
oy
angle=
x=
oy=
bitmap
visible
bitmap=
mirror
visible=
color
y
mirror=
color=
src_rect
y=
flash
bush_depth
src_rect=
index
tone
bush_depth=
index=
tone=
zoom_x
dispose
z
zoom_x=
Class Arrow_Enemy:
Subclass of Arrow_Base.
Methods:
help_window
z=
opacity
help_window=
update_help
zoom_y
ox
update
opacity=
zoom_y=
ox=
viewport
disposed?
blend_type
angle
x
blend_type=
oy
angle=
enemy
x=
oy=
bitmap
visible
bitmap=
mirror
visible=
color
y
mirror=
color=
src_rect
y=
flash
bush_depth
src_rect=
index
tone
bush_depth=
index=
tone=
zoom_x
dispose
z
zoom_x=
Class Arrow_Actor:
Subclass of Arrow_Base.
Methods:
help_window
z=
opacity
help_window=
update_help
zoom_y
ox
update
opacity=
zoom_y=
ox=
viewport
disposed?
blend_type
angle
x
blend_type=
oy
angle=
x=
oy=
bitmap
visible
bitmap=
mirror
visible=
color
y
mirror=
color=
src_rect
y=
flash
bush_depth
src_rect=
index
tone
bush_depth=
index=
actor
tone=
zoom_x
dispose
z
zoom_x=
Class Interpreter:
Subclass of Object.
Methods:
command_333
command_118
setup_choices
command_247
command_201
command_111
command_317
command_233
command_352
command_128
command_101
command_302
command_210
command_119
command_334
command_248
command_202
command_411
command_318
command_234
command_129
command_353
command_303
command_102
command_221
command_121
command_335
command_249
iterate_actor
command_203
setup
command_319
command_112
command_235
command_131
command_354
command_311
command_402
command_222
command_336
command_122
command_250
command_204
command_320
command_413
command_236
command_132
command_355
command_403
command_312
command_223
command_337
command_123
iterate_enemy
command_251
command_205
command_113
command_321
command_241
setup_starting_event
command_skip
command_133
command_103
command_313
command_224
command_338
command_124
command_301
iterate_battler
command_206
command_115
command_322
command_242
get_character
command_134
command_314
command_104
command_225
command_125
command_339
command_601
update
command_207
command_116
command_331
running?
input_button
command_245
command_135
operate_value
command_315
command_105
command_231
command_126
command_340
command_602
command_208
command_332
command_117
execute_command
command_246
command_136
command_316
command_106
command_232
command_351
command_127
command_end
command_603
command_209
clear
Class Scene_Title:
Subclass of Object.
Methods:
command_continue
battle_test
update
command_shutdown
main
command_new_game
Class Scene_Map:
Subclass of Object.
Methods:
call_battle
call_debug
update
call_shop
call_name
transfer_player
call_menu
main
call_save
Class Scene_Menu:
Subclass of Object.
Methods:
update_command
update
update_status
main
Class Scene_Item:
Subclass of Object.
Methods:
update_item
update
update_target
main
Class Scene_Skill:
Subclass of Object.
Methods:
update
update_target
update_skill
main
Class Scene_Equip:
Subclass of Object.
Methods:
update_item
update
update_right
main
refresh
Class Scene_Status:
Subclass of Object.
Methods:
update
main
Class Scene_File:
Subclass of Object.
Methods:
update
make_filename
main
Class Scene_Save:
Subclass of Scene_File.
Methods:
on_cancel
update
write_save_data
make_filename
main
on_decision
Class Scene_Load:
Subclass of Scene_File.
Methods:
on_cancel
update
make_filename
main
on_decision
read_save_data
Class Scene_End:
Subclass of Object.
Methods:
command_to_title
update
command_shutdown
command_cancel
main
Class Scene_Battle:
Subclass of Object.
Methods:
start_phase1
end_skill_select
start_phase4
update_phase3_enemy_select
setup_battle_event
make_action_orders
update_phase3_basic_command
update_phase4
update_phase4_step3
update
phase3_next_actor
start_actor_select
start_phase3
make_basic_action_result
start_enemy_select
update_phase4_step4
update_phase5
phase3_setup_command_window
end_item_select
judge
make_skill_action_result
update_phase2_escape
update_phase3_actor_select
update_phase1
start_skill_select
start_phase2
update_phase4_step5
phase3_prior_actor
battle_end
end_enemy_select
make_item_action_result
main
update_phase3_skill_select
update_phase2
update_phase4_step1
start_item_select
update_phase4_step6
end_actor_select
start_phase5
set_target_battlers
update_phase3_item_select
update_phase4_step2
update_phase3
Class Scene_Shop:
Subclass of Object.
Methods:
update_command
update
update_sell
update_number
main
update_buy
Class Scene_Name:
Subclass of Object.
Methods:
update
main
Class Scene_Gameover:
Subclass of Object.
Methods:
update
main
Class Scene_Debug:
Subclass of Object.
Methods:
update_left
update
update_right
main



Yay for an array of all classes and basic Ruby introspection :P

Calintz


fugibo

*starts planning some tutorials*

Ryex

did you generate that WcW? like with a script or something?
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Calintz

All I know is that it is seriously useful...

*Calls for a LVL up!*

fugibo

June 09, 2009, 10:57:52 pm #14 Last Edit: June 09, 2009, 10:59:33 pm by WcW
Yes, actually. I just manually typed in the names of the classes (Just scrolled down the list of RTP scripts in the left pane) into an array, then had it iterate through every one and print out information on them. For those of you who didn't know Ruby had such capability, here are some methods you can use on classes (as in Game_Actor, Scene_Menu, Integer, String, etc) to get some useful info:

klass = Game_Actor
klass.superclass # Parent class, in this case would print Game_Battler
klass.methods # Useless since this is a class, but w/e
klass.instance_methods # Print all the methods that are useful in the case of Game_Actor


Also, I excluded methods that every object has by using "unless Kernel.methods.includes?(method)"

Less useful, but here is the full hierarchy of each class:
Spoiler: ShowHide


Hierarchy of class Game_Temp:
Object

Hierarchy of class Game_System:
Object

Hierarchy of class Game_Switches:
Object

Hierarchy of class Game_Variables:
Object

Hierarchy of class Game_SelfSwitches:
Object

Hierarchy of class Game_Screen:
Object

Hierarchy of class Game_Picture:
Object

Hierarchy of class Game_Battler:
Object

Hierarchy of class Game_BattleAction:
Object

Hierarchy of class Game_Actor:
Game_Battler
Object

Hierarchy of class Game_Enemy:
Game_Battler
Object

Hierarchy of class Game_Actors:
Object

Hierarchy of class Game_Party:
Object

Hierarchy of class Game_Troop:
Object

Hierarchy of class Game_Map:
Object

Hierarchy of class Game_CommonEvent:
Object

Hierarchy of class Game_Character:
Object

Hierarchy of class Game_Event:
Game_Character
Object

Hierarchy of class Game_Player:
Game_Character
Object

Hierarchy of class Sprite_Character:
RPG::Sprite
Sprite
Object

Hierarchy of class Sprite_Battler:
RPG::Sprite
Sprite
Object

Hierarchy of class Sprite_Picture:
Sprite
Object

Hierarchy of class Sprite_Timer:
Sprite
Object

Hierarchy of class Spriteset_Map:
Object

Hierarchy of class Spriteset_Battle:
Object

Hierarchy of class Window_Base:
Window
Object

Hierarchy of class Window_Selectable:
Window_Base
Window
Object

Hierarchy of class Window_Command:
Window_Selectable
Window_Base
Window
Object

Hierarchy of class Window_Help:
Window_Base
Window
Object

Hierarchy of class Window_Gold:
Window_Base
Window
Object

Hierarchy of class Window_PlayTime:
Window_Base
Window
Object

Hierarchy of class Window_Steps:
Window_Base
Window
Object

Hierarchy of class Window_MenuStatus:
Window_Selectable
Window_Base
Window
Object

Hierarchy of class Window_Item:
Window_Selectable
Window_Base
Window
Object

Hierarchy of class Window_Skill:
Window_Selectable
Window_Base
Window
Object

Hierarchy of class Window_SkillStatus:
Window_Base
Window
Object

Hierarchy of class Window_Target:
Window_Selectable
Window_Base
Window
Object

Hierarchy of class Window_EquipLeft:
Window_Base
Window
Object

Hierarchy of class Window_EquipRight:
Window_Selectable
Window_Base
Window
Object

Hierarchy of class Window_EquipItem:
Window_Selectable
Window_Base
Window
Object

Hierarchy of class Window_Status:
Window_Base
Window
Object

Hierarchy of class Window_SaveFile:
Window_Base
Window
Object

Hierarchy of class Window_ShopCommand:
Window_Selectable
Window_Base
Window
Object

Hierarchy of class Window_ShopBuy:
Window_Selectable
Window_Base
Window
Object

Hierarchy of class Window_ShopSell:
Window_Selectable
Window_Base
Window
Object

Hierarchy of class Window_ShopNumber:
Window_Base
Window
Object

Hierarchy of class Window_ShopStatus:
Window_Base
Window
Object

Hierarchy of class Window_NameEdit:
Window_Base
Window
Object

Hierarchy of class Window_NameInput:
Window_Base
Window
Object

Hierarchy of class Window_InputNumber:
Window_Base
Window
Object

Hierarchy of class Window_Message:
Window_Selectable
Window_Base
Window
Object

Hierarchy of class Window_PartyCommand:
Window_Selectable
Window_Base
Window
Object

Hierarchy of class Window_BattleStatus:
Window_Base
Window
Object

Hierarchy of class Window_BattleResult:
Window_Base
Window
Object

Hierarchy of class Window_DebugLeft:
Window_Selectable
Window_Base
Window
Object

Hierarchy of class Window_DebugRight:
Window_Selectable
Window_Base
Window
Object

Hierarchy of class Arrow_Base:
Sprite
Object

Hierarchy of class Arrow_Enemy:
Arrow_Base
Sprite
Object

Hierarchy of class Arrow_Actor:
Arrow_Base
Sprite
Object

Hierarchy of class Interpreter:
Object

Hierarchy of class Scene_Title:
Object

Hierarchy of class Scene_Map:
Object

Hierarchy of class Scene_Menu:
Object

Hierarchy of class Scene_Item:
Object

Hierarchy of class Scene_Skill:
Object

Hierarchy of class Scene_Equip:
Object

Hierarchy of class Scene_Status:
Object

Hierarchy of class Scene_File:
Object

Hierarchy of class Scene_Save:
Scene_File
Object

Hierarchy of class Scene_Load:
Scene_File
Object

Hierarchy of class Scene_End:
Object

Hierarchy of class Scene_Battle:
Object

Hierarchy of class Scene_Shop:
Object

Hierarchy of class Scene_Name:
Object

Hierarchy of class Scene_Gameover:
Object

Hierarchy of class Scene_Debug:
Object




EDIT: Also note that it is impossible to get a list of instance variables from a class since those are dynamically defined by instance methods 0_0

Ryex

Very cool WcW

also first post updated with a finished Overview of Game_System
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Calintz


Blizzard

Don't you think explanations what the methods actually do would be of much more use than a list like this that can be generated any time? ._.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

fugibo

Quote from: Blizzard on June 10, 2009, 05:28:47 am
Don't you think explanations what the methods actually do would be of much more use than a list like this that can be generated any time? ._.


If you're talking to me, I meant it as a quick reference (ie Ctrl-F "Class <whatever>") to get the list of all methods, and I meant it to be a general tool for the people doing this. Obviously not _that_ useful, but w/e.

Blizzard

No, I was referring to the original post, not to yours, WcW. Getting a list of all methods is useful indeed, but not used that often. My point was that an actual explanation on what those methods do would be way more useful than just a list of methods. Again, I am referring to the first post in this topic, not to yours.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.