Added some graphics filenames to the core messages

This commit is contained in:
Maruno17
2023-07-01 22:49:02 +01:00
parent 2986ab3ebb
commit 104bf2b598
15 changed files with 103 additions and 39 deletions

View File

@@ -44,15 +44,15 @@ class Battle::Scene::PokemonDataBox < Sprite
onPlayerSide = @battler.index.even?
# Get the data box graphic and set whether the HP numbers/Exp bar are shown
if sideSize == 1 # One Pokémon on side, use the regular dara box BG
bgFilename = ["Graphics/UI/Battle/databox_normal",
"Graphics/UI/Battle/databox_normal_foe"][@battler.index % 2]
bgFilename = [_INTL("Graphics/UI/Battle/databox_normal"),
_INTL("Graphics/UI/Battle/databox_normal_foe")][@battler.index % 2]
if onPlayerSide
@show_hp_numbers = true
@show_exp_bar = true
end
else # Multiple Pokémon on side, use the thin dara box BG
bgFilename = ["Graphics/UI/Battle/databox_thin",
"Graphics/UI/Battle/databox_thin_foe"][@battler.index % 2]
bgFilename = [_INTL("Graphics/UI/Battle/databox_thin"),
_INTL("Graphics/UI/Battle/databox_thin_foe")][@battler.index % 2]
end
@databoxBitmap&.dispose
@databoxBitmap = AnimatedBitmap.new(bgFilename)
@@ -230,7 +230,7 @@ class Battle::Scene::PokemonDataBox < Sprite
def draw_level
# "Lv" graphic
pbDrawImagePositions(self.bitmap, [["Graphics/UI/Battle/overlay_lv", @spriteBaseX + 140, 16]])
pbDrawImagePositions(self.bitmap, [[_INTL("Graphics/UI/Battle/overlay_lv"), @spriteBaseX + 140, 16]])
# Level number
pbDrawNumber(@battler.level, self.bitmap, @spriteBaseX + 162, 16)
end
@@ -252,7 +252,7 @@ class Battle::Scene::PokemonDataBox < Sprite
s = GameData::Status.get(@battler.status).icon_position
end
return if s < 0
pbDrawImagePositions(self.bitmap, [["Graphics/UI/Battle/icon_statuses", @spriteBaseX + 24, 36,
pbDrawImagePositions(self.bitmap, [[_INTL("Graphics/UI/Battle/icon_statuses"), @spriteBaseX + 24, 36,
0, s * STATUS_ICON_HEIGHT, -1, STATUS_ICON_HEIGHT]])
end

View File

@@ -64,7 +64,7 @@ class Battle::Scene::SafariDataBox < Sprite
super(viewport)
@selected = 0
@battle = battle
@databox = AnimatedBitmap.new("Graphics/UI/Battle/databox_safari")
@databox = AnimatedBitmap.new(_INTL("Graphics/UI/Battle/databox_safari"))
self.x = Graphics.width - 232
self.y = Graphics.height - 184
@contents = Bitmap.new(@databox.width, @databox.height)

View File

@@ -16,21 +16,21 @@ class ButtonEventScene < EventScene
@keys = []
@key_screens = []
addImageForScreen(1, 44, 122, "Graphics/UI/Controls help/help_f1")
addImageForScreen(1, 44, 252, "Graphics/UI/Controls help/help_f8")
addImageForScreen(1, 44, 122, _INTL("Graphics/UI/Controls help/help_f1"))
addImageForScreen(1, 44, 252, _INTL("Graphics/UI/Controls help/help_f8"))
addLabelForScreen(1, 134, 84, 352, _INTL("Opens the Key Bindings window, where you can choose which keyboard keys to use for each control."))
addLabelForScreen(1, 134, 244, 352, _INTL("Take a screenshot. It is put in the same folder as the save file."))
addImageForScreen(2, 16, 158, "Graphics/UI/Controls help/help_arrows")
addImageForScreen(2, 16, 158, _INTL("Graphics/UI/Controls help/help_arrows"))
addLabelForScreen(2, 134, 100, 352, _INTL("Use the Arrow keys to move the main character.\n\nYou can also use the Arrow keys to select entries and navigate menus."))
addImageForScreen(3, 16, 90, "Graphics/UI/Controls help/help_usekey")
addImageForScreen(3, 16, 236, "Graphics/UI/Controls help/help_backkey")
addImageForScreen(3, 16, 90, _INTL("Graphics/UI/Controls help/help_usekey"))
addImageForScreen(3, 16, 236, _INTL("Graphics/UI/Controls help/help_backkey"))
addLabelForScreen(3, 134, 68, 352, _INTL("Used to confirm a choice, interact with people and things, and move through text. (Default: C)"))
addLabelForScreen(3, 134, 196, 352, _INTL("Used to exit, cancel a choice, and cancel a mode. While moving around, hold to move at a different speed. (Default: X)"))
addImageForScreen(4, 16, 90, "Graphics/UI/Controls help/help_actionkey")
addImageForScreen(4, 16, 236, "Graphics/UI/Controls help/help_specialkey")
addImageForScreen(4, 16, 90, _INTL("Graphics/UI/Controls help/help_actionkey"))
addImageForScreen(4, 16, 236, _INTL("Graphics/UI/Controls help/help_specialkey"))
addLabelForScreen(4, 134, 68, 352, _INTL("Used to open the Pause Menu. Also has various functions depending on context. (Default: Z)"))
addLabelForScreen(4, 134, 196, 352, _INTL("Press to open the Ready Menu, where registered items and available field moves can be used. (Default: D)"))

View File

@@ -265,7 +265,7 @@ class PokemonPokedex_Scene
@sliderbitmap = AnimatedBitmap.new("Graphics/UI/Pokedex/icon_slider")
@typebitmap = AnimatedBitmap.new(_INTL("Graphics/UI/Pokedex/icon_types"))
@shapebitmap = AnimatedBitmap.new("Graphics/UI/Pokedex/icon_shapes")
@hwbitmap = AnimatedBitmap.new("Graphics/UI/Pokedex/icon_hw")
@hwbitmap = AnimatedBitmap.new(_INTL("Graphics/UI/Pokedex/icon_hw"))
@selbitmap = AnimatedBitmap.new("Graphics/UI/Pokedex/icon_searchsel")
@searchsliderbitmap = AnimatedBitmap.new(_INTL("Graphics/UI/Pokedex/icon_searchslider"))
@sprites = {}

View File

@@ -204,9 +204,9 @@ class PokemonPartyPanel < Sprite
end
@hpbgsprite = ChangelingSprite.new(0, 0, viewport)
@hpbgsprite.z = self.z + 1
@hpbgsprite.addBitmap("able", "Graphics/UI/Party/overlay_hp_back")
@hpbgsprite.addBitmap("fainted", "Graphics/UI/Party/overlay_hp_back_faint")
@hpbgsprite.addBitmap("swap", "Graphics/UI/Party/overlay_hp_back_swap")
@hpbgsprite.addBitmap("able", _INTL("Graphics/UI/Party/overlay_hp_back"))
@hpbgsprite.addBitmap("fainted", _INTL("Graphics/UI/Party/overlay_hp_back_faint"))
@hpbgsprite.addBitmap("swap", _INTL("Graphics/UI/Party/overlay_hp_back_swap"))
@ballsprite = ChangelingSprite.new(0, 0, viewport)
@ballsprite.z = self.z + 1
@ballsprite.addBitmap("desel", "Graphics/UI/Party/icon_ball")
@@ -380,7 +380,7 @@ class PokemonPartyPanel < Sprite
return if @pokemon.egg?
# "Lv" graphic
pbDrawImagePositions(@overlaysprite.bitmap,
[["Graphics/UI/Party/overlay_lv", 20, 70, 0, 0, 22, 14]])
[[_INTL("Graphics/UI/Party/overlay_lv"), 20, 70, 0, 0, 22, 14]])
# Level number
pbSetSmallFont(@overlaysprite.bitmap)
pbDrawTextPositions(@overlaysprite.bitmap,

View File

@@ -328,7 +328,7 @@ class PokemonSummary_Scene
status = GameData::Status.count
end
if status >= 0
imagepos.push(["Graphics/UI/statuses", 124, 100, 0, 16 * status, 44, 16])
imagepos.push([_INTL("Graphics/UI/statuses"), 124, 100, 0, 16 * status, 44, 16])
end
# Show Pokérus cured icon
if @pokemon.pokerusStage == 2
@@ -712,7 +712,7 @@ class PokemonSummary_Scene
move = @pokemon.moves[i]
if move
type_number = GameData::Type.get(move.display_type(@pokemon)).icon_position
imagepos.push(["Graphics/UI/types", 248, yPos - 4, 0, type_number * 28, 64, 28])
imagepos.push([_INTL("Graphics/UI/types"), 248, yPos - 4, 0, type_number * 28, 64, 28])
textpos.push([move.name, 316, yPos, :left, moveBase, moveShadow])
if move.total_pp > 0
textpos.push([_INTL("PP"), 342, yPos + 32, :left, moveBase, moveShadow])
@@ -778,7 +778,7 @@ class PokemonSummary_Scene
end
if move
type_number = GameData::Type.get(move.display_type(@pokemon)).icon_position
imagepos.push(["Graphics/UI/types", 248, yPos - 4, 0, type_number * 28, 64, 28])
imagepos.push([_INTL("Graphics/UI/types"), 248, yPos - 4, 0, type_number * 28, 64, 28])
textpos.push([move.name, 316, yPos, :left, moveBase, moveShadow])
if move.total_pp > 0
textpos.push([_INTL("PP"), 342, yPos + 32, :left, moveBase, moveShadow])

View File

@@ -84,13 +84,13 @@ class Window_PokemonBag < Window_DrawableCommand
if @bag.registered?(item)
pbDrawImagePositions(
self.contents,
[["Graphics/UI/Bag/icon_register", rect.x + rect.width - 72, rect.y + 8, 0, 0, -1, 24]]
[[_INTL("Graphics/UI/Bag/icon_register"), rect.x + rect.width - 72, rect.y + 8, 0, 0, -1, 24]]
)
showing_register_icon = true
elsif pbCanRegisterItem?(item)
pbDrawImagePositions(
self.contents,
[["Graphics/UI/Bag/icon_register", rect.x + rect.width - 72, rect.y + 8, 0, 24, -1, 24]]
[[_INTL("Graphics/UI/Bag/icon_register"), rect.x + rect.width - 72, rect.y + 8, 0, 24, -1, 24]]
)
showing_register_icon = true
end

View File

@@ -12,7 +12,7 @@ class PokemonJukebox_Scene
@viewport.z = 99999
@sprites = {}
@sprites["background"] = IconSprite.new(0, 0, @viewport)
@sprites["background"].setBitmap("Graphics/UI/jukebox_bg")
@sprites["background"].setBitmap(_INTL("Graphics/UI/jukebox_bg"))
@sprites["header"] = Window_UnformattedTextPokemon.newWithSize(
_INTL("Jukebox"), 2, -18, 128, 64, @viewport
)

View File

@@ -16,12 +16,12 @@ class PokemonTrainerCard_Scene
else
addBackgroundPlane(@sprites, "bg", "Trainer Card/bg", @viewport)
end
cardexists = pbResolveBitmap("Graphics/UI/Trainer Card/card_f")
cardexists = pbResolveBitmap(_INTL("Graphics/UI/Trainer Card/card_f"))
@sprites["card"] = IconSprite.new(0, 0, @viewport)
if $player.female? && cardexists
@sprites["card"].setBitmap("Graphics/UI/Trainer Card/card_f")
@sprites["card"].setBitmap(_INTL("Graphics/UI/Trainer Card/card_f"))
else
@sprites["card"].setBitmap("Graphics/UI/Trainer Card/card")
@sprites["card"].setBitmap(_INTL("Graphics/UI/Trainer Card/card"))
end
@sprites["overlay"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
pbSetSystemFont(@sprites["overlay"].bitmap)

View File

@@ -1451,7 +1451,7 @@ class PokemonStorageScene
elsif pokemon.female?
textstrings.push([_INTL(""), 148, 14, :left, Color.new(248, 56, 32), Color.new(224, 152, 144)])
end
imagepos.push(["Graphics/UI/Storage/overlay_lv", 6, 246])
imagepos.push([_INTL("Graphics/UI/Storage/overlay_lv"), 6, 246])
textstrings.push([pokemon.level.to_s, 28, 240, :left, base, shadow])
if pokemon.ability
textstrings.push([pokemon.ability.name, 86, 312, :center, base, shadow])

View File

@@ -68,7 +68,7 @@ class MoveRelearner_Scene
if moveobject
moveData = GameData::Move.get(moveobject)
type_number = GameData::Type.get(moveData.display_type(@pokemon)).icon_position
imagepos.push(["Graphics/UI/types", 12, yPos - 4, 0, type_number * 28, 64, 28])
imagepos.push([_INTL("Graphics/UI/types"), 12, yPos - 4, 0, type_number * 28, 64, 28])
textpos.push([moveData.name, 80, yPos, :left, Color.new(248, 248, 248), Color.black])
textpos.push([_INTL("PP"), 112, yPos + 32, :left, Color.new(64, 64, 64), Color.new(176, 176, 176)])
if moveData.total_pp > 0

View File

@@ -202,10 +202,10 @@ class SlotMachineScene
loop do
frame = ((System.uptime - timer_start) / 0.125).to_i
@sprites["window2"].bitmap&.clear
@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/win")
@sprites["window1"].setBitmap(_INTL("Graphics/UI/Slot Machine/win"))
@sprites["window1"].src_rect.set(152 * (frame % 4), 0, 152, 208)
if bonus > 0
@sprites["window2"].setBitmap("Graphics/UI/Slot Machine/bonus")
@sprites["window2"].setBitmap(_INTL("Graphics/UI/Slot Machine/bonus"))
@sprites["window2"].src_rect.set(152 * (bonus - 1), 0, 152, 208)
end
@sprites["light1"].visible = true
@@ -260,7 +260,7 @@ class SlotMachineScene
loop do
frame = ((System.uptime - timer_start) / 0.25).to_i
@sprites["window2"].bitmap&.clear
@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/lose")
@sprites["window1"].setBitmap(_INTL("Graphics/UI/Slot Machine/lose"))
@sprites["window1"].src_rect.set(152 * (frame % 2), 0, 152, 208)
Graphics.update
Input.update
@@ -299,7 +299,7 @@ class SlotMachineScene
@sprites["light2"].mirror = true
@sprites["light2"].visible = false
@sprites["window1"] = IconSprite.new(358, 96, @viewport)
@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/insert")
@sprites["window1"].setBitmap(_INTL("Graphics/UI/Slot Machine/insert"))
@sprites["window1"].src_rect.set(0, 0, 152, 208)
@sprites["window2"] = IconSprite.new(358, 96, @viewport)
@sprites["credit"] = SlotMachineScore.new(360, 66, $player.coins)
@@ -323,7 +323,7 @@ class SlotMachineScene
pbMessage(_INTL("You've run out of Coins.\nGame over!"))
break
elsif @gameRunning # Reels are spinning
@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/stop")
@sprites["window1"].setBitmap(_INTL("Graphics/UI/Slot Machine/stop"))
timer_start = System.uptime
loop do
frame = ((System.uptime - timer_start) / 0.25).to_i
@@ -361,13 +361,13 @@ class SlotMachineScene
end
@gameEnd = false
else # Awaiting coins for the next spin
@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/insert")
@sprites["window1"].setBitmap(_INTL("Graphics/UI/Slot Machine/insert"))
timer_start = System.uptime
loop do
frame = ((System.uptime - timer_start) / 0.4).to_i
@sprites["window1"].src_rect.set(152 * (frame % 2), 0, 152, 208)
if @wager > 0
@sprites["window2"].setBitmap("Graphics/UI/Slot Machine/press")
@sprites["window2"].setBitmap(_INTL("Graphics/UI/Slot Machine/press"))
@sprites["window2"].src_rect.set(152 * (frame % 2), 0, 152, 208)
end
Graphics.update

View File

@@ -153,7 +153,7 @@ class VoltorbFlip
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
@sprites["bg"] = Sprite.new(@viewport)
@sprites["bg"].bitmap = RPG::Cache.load_bitmap(@directory, "bg")
@sprites["bg"].bitmap = RPG::Cache.load_bitmap(@directory, _INTL("Voltorb Flip bg"))
@sprites["text"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
pbSetSystemFont(@sprites["text"].bitmap)
@sprites["level"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@@ -177,7 +177,7 @@ class VoltorbFlip
@sprites["icon"].z = 99997
@sprites["mark"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@sprites["memo"] = Sprite.new(@viewport)
@sprites["memo"].bitmap = RPG::Cache.load_bitmap(@directory, "memo")
@sprites["memo"].bitmap = RPG::Cache.load_bitmap(@directory, _INTL("memo"))
@sprites["memo"].x = 10
@sprites["memo"].y = 244
@sprites["memo"].visible = false

Binary file not shown.

View File

@@ -1948,10 +1948,22 @@ PP: {1: 2d}/{2: 2d}<br>TYPE/{3:s}
PP: {1: 2d}/{2: 2d}<br>TYPE/{3:s}
PP: {1}/{2}
PP: {1}/{2}
Graphics/UI/Battle/databox_normal
Graphics/UI/Battle/databox_normal
Graphics/UI/Battle/databox_normal_foe
Graphics/UI/Battle/databox_normal_foe
Graphics/UI/Battle/databox_thin
Graphics/UI/Battle/databox_thin
Graphics/UI/Battle/databox_thin_foe
Graphics/UI/Battle/databox_thin_foe
Graphics/UI/Battle/overlay_lv
Graphics/UI/Battle/overlay_lv
Graphics/UI/Battle/icon_statuses
Graphics/UI/Battle/icon_statuses
{1}'s
{1}'s
Can't catch any more...
@@ -2216,6 +2228,8 @@ The {1} was used up...
{1} was badly poisoned by the {2}!
{1} floats in the air with its {2}!
{1} floats in the air with its {2}!
Graphics/UI/Battle/databox_safari
Graphics/UI/Battle/databox_safari
Safari Balls
Safari Balls
Left: {1}
@@ -3026,6 +3040,8 @@ OBTAINED
OBTAINED
Graphics/UI/Pokedex/icon_types
Graphics/UI/Pokedex/icon_types
Graphics/UI/Pokedex/icon_hw
Graphics/UI/Pokedex/icon_hw
Graphics/UI/Pokedex/icon_searchslider
Graphics/UI/Pokedex/icon_searchslider
Search results
@@ -3166,8 +3182,16 @@ Graphics/UI/Pokedex/bg_forms
Graphics/UI/Pokedex/bg_forms
CONFIRM
CONFIRM
Graphics/UI/Party/overlay_hp_back
Graphics/UI/Party/overlay_hp_back
Graphics/UI/Party/overlay_hp_back_faint
Graphics/UI/Party/overlay_hp_back_faint
Graphics/UI/Party/overlay_hp_back_swap
Graphics/UI/Party/overlay_hp_back_swap
Graphics/UI/statuses
Graphics/UI/statuses
Graphics/UI/Party/overlay_lv
Graphics/UI/Party/overlay_lv
<<[>>Special<<]>>: To Boxes
<<[>>Special<<]>>: To Boxes
Give to which Pokémon?
@@ -3414,6 +3438,8 @@ You must choose a move!
You must choose a move!
CLOSE BAG
CLOSE BAG
Graphics/UI/Bag/icon_register
Graphics/UI/Bag/icon_register
x{1: 3d}
x{1: 3d}
Close bag.
@@ -3494,6 +3520,8 @@ By Trainer type
By Trainer type
Special contacts first
Special contacts first
Graphics/UI/jukebox_bg
Graphics/UI/jukebox_bg
Play: Pokémon March
Play: Pokémon March
Play: Pokémon Lullaby
@@ -3504,6 +3532,10 @@ Play: Custom...
Play: Custom...
Stop
Stop
Graphics/UI/Trainer Card/card_f
Graphics/UI/Trainer Card/card_f
Graphics/UI/Trainer Card/card
Graphics/UI/Trainer Card/card
{1}h {2}m
{1}h {2}m
{1}m
@@ -3668,6 +3700,8 @@ Mark your Pokémon.
Mark your Pokémon.
Party: {1}
Party: {1}
Graphics/UI/Storage/overlay_lv
Graphics/UI/Storage/overlay_lv
No ability
No ability
No item
@@ -4042,16 +4076,30 @@ Graphics/UI/Naming/overlay_controls
Graphics/UI/Naming/overlay_controls
Graphics/UI/Naming/icon_mode
Graphics/UI/Naming/icon_mode
Graphics/UI/Controls help/help_f1
Graphics/UI/Controls help/help_f1
Graphics/UI/Controls help/help_f8
Graphics/UI/Controls help/help_f8
Opens the Key Bindings window, where you can choose which keyboard keys to use for each control.
Opens the Key Bindings window, where you can choose which keyboard keys to use for each control.
Take a screenshot. It is put in the same folder as the save file.
Take a screenshot. It is put in the same folder as the save file.
Graphics/UI/Controls help/help_arrows
Graphics/UI/Controls help/help_arrows
Use the Arrow keys to move the main character.<<n>>You can also use the Arrow keys to select entries and navigate menus.
Use the Arrow keys to move the main character.<<n>><<n>>You can also use the Arrow keys to select entries and navigate menus.
Graphics/UI/Controls help/help_usekey
Graphics/UI/Controls help/help_usekey
Graphics/UI/Controls help/help_backkey
Graphics/UI/Controls help/help_backkey
Used to confirm a choice, interact with people and things, and move through text. (Default: C)
Used to confirm a choice, interact with people and things, and move through text. (Default: C)
Used to exit, cancel a choice, and cancel a mode. While moving around, hold to move at a different speed. (Default: X)
Used to exit, cancel a choice, and cancel a mode. While moving around, hold to move at a different speed. (Default: X)
Graphics/UI/Controls help/help_actionkey
Graphics/UI/Controls help/help_actionkey
Graphics/UI/Controls help/help_specialkey
Graphics/UI/Controls help/help_specialkey
Used to open the Pause Menu. Also has various functions depending on context. (Default: Z)
Used to open the Pause Menu. Also has various functions depending on context. (Default: Z)
Press to open the Ready Menu, where registered items and available field moves can be used. (Default: D)
@@ -4244,10 +4292,22 @@ Turned over the {1} card and received ${2}.
Turned over the {1} card and received ${2}.
Graphics/UI/Slot Machine/images
Graphics/UI/Slot Machine/images
Graphics/UI/Slot Machine/win
Graphics/UI/Slot Machine/win
Graphics/UI/Slot Machine/bonus
Graphics/UI/Slot Machine/bonus
Graphics/UI/Slot Machine/lose
Graphics/UI/Slot Machine/lose
Graphics/UI/Slot Machine/insert
Graphics/UI/Slot Machine/insert
You've got {1} Coins.
You've got {1} Coins.
You've run out of Coins.<<n>>Game over!
You've run out of Coins.<<n>>Game over!
Graphics/UI/Slot Machine/stop
Graphics/UI/Slot Machine/stop
Graphics/UI/Slot Machine/press
Graphics/UI/Slot Machine/press
It's a Slot Machine.
It's a Slot Machine.
You don't have any Coins to play!
@@ -4264,6 +4324,10 @@ You've gathered {1} Coins. You cannot gather any more.
You've gathered {1} Coins. You cannot gather any more.
Play Voltorb Flip Lv. {1}?
Play Voltorb Flip Lv. {1}?
Voltorb Flip bg
Voltorb Flip bg
memo
memo
Oh no! You get 0 Coins!
Oh no! You get 0 Coins!
Dropped to Game Lv. {1}!