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

View File

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

View File

@@ -16,21 +16,21 @@ class ButtonEventScene < EventScene
@keys = [] @keys = []
@key_screens = [] @key_screens = []
addImageForScreen(1, 44, 122, "Graphics/UI/Controls help/help_f1") addImageForScreen(1, 44, 122, _INTL("Graphics/UI/Controls help/help_f1"))
addImageForScreen(1, 44, 252, "Graphics/UI/Controls help/help_f8") 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, 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.")) 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.")) 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, 90, _INTL("Graphics/UI/Controls help/help_usekey"))
addImageForScreen(3, 16, 236, "Graphics/UI/Controls help/help_backkey") 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, 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)")) 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, 90, _INTL("Graphics/UI/Controls help/help_actionkey"))
addImageForScreen(4, 16, 236, "Graphics/UI/Controls help/help_specialkey") 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, 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)")) 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") @sliderbitmap = AnimatedBitmap.new("Graphics/UI/Pokedex/icon_slider")
@typebitmap = AnimatedBitmap.new(_INTL("Graphics/UI/Pokedex/icon_types")) @typebitmap = AnimatedBitmap.new(_INTL("Graphics/UI/Pokedex/icon_types"))
@shapebitmap = AnimatedBitmap.new("Graphics/UI/Pokedex/icon_shapes") @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") @selbitmap = AnimatedBitmap.new("Graphics/UI/Pokedex/icon_searchsel")
@searchsliderbitmap = AnimatedBitmap.new(_INTL("Graphics/UI/Pokedex/icon_searchslider")) @searchsliderbitmap = AnimatedBitmap.new(_INTL("Graphics/UI/Pokedex/icon_searchslider"))
@sprites = {} @sprites = {}

View File

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

View File

@@ -328,7 +328,7 @@ class PokemonSummary_Scene
status = GameData::Status.count status = GameData::Status.count
end end
if status >= 0 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 end
# Show Pokérus cured icon # Show Pokérus cured icon
if @pokemon.pokerusStage == 2 if @pokemon.pokerusStage == 2
@@ -712,7 +712,7 @@ class PokemonSummary_Scene
move = @pokemon.moves[i] move = @pokemon.moves[i]
if move if move
type_number = GameData::Type.get(move.display_type(@pokemon)).icon_position 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]) textpos.push([move.name, 316, yPos, :left, moveBase, moveShadow])
if move.total_pp > 0 if move.total_pp > 0
textpos.push([_INTL("PP"), 342, yPos + 32, :left, moveBase, moveShadow]) textpos.push([_INTL("PP"), 342, yPos + 32, :left, moveBase, moveShadow])
@@ -778,7 +778,7 @@ class PokemonSummary_Scene
end end
if move if move
type_number = GameData::Type.get(move.display_type(@pokemon)).icon_position 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]) textpos.push([move.name, 316, yPos, :left, moveBase, moveShadow])
if move.total_pp > 0 if move.total_pp > 0
textpos.push([_INTL("PP"), 342, yPos + 32, :left, moveBase, moveShadow]) 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) if @bag.registered?(item)
pbDrawImagePositions( pbDrawImagePositions(
self.contents, 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 showing_register_icon = true
elsif pbCanRegisterItem?(item) elsif pbCanRegisterItem?(item)
pbDrawImagePositions( pbDrawImagePositions(
self.contents, 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 showing_register_icon = true
end end

View File

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

View File

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

View File

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

View File

@@ -68,7 +68,7 @@ class MoveRelearner_Scene
if moveobject if moveobject
moveData = GameData::Move.get(moveobject) moveData = GameData::Move.get(moveobject)
type_number = GameData::Type.get(moveData.display_type(@pokemon)).icon_position 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([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)]) textpos.push([_INTL("PP"), 112, yPos + 32, :left, Color.new(64, 64, 64), Color.new(176, 176, 176)])
if moveData.total_pp > 0 if moveData.total_pp > 0

View File

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

View File

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

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@@ -1948,10 +1948,22 @@ PP: {1: 2d}/{2: 2d}<br>TYPE/{3:s}
PP: {1: 2d}/{2: 2d}<br>TYPE/{3:s} PP: {1: 2d}/{2: 2d}<br>TYPE/{3:s}
PP: {1}/{2} PP: {1}/{2}
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
{1}'s {1}'s
Can't catch any more... Can't catch any more...
@@ -2216,6 +2228,8 @@ The {1} was used up...
{1} was badly poisoned by the {2}! {1} was badly poisoned by the {2}!
{1} floats in the air with its {2}! {1} floats in the air with its {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
Safari Balls Safari Balls
Left: {1} Left: {1}
@@ -3026,6 +3040,8 @@ OBTAINED
OBTAINED OBTAINED
Graphics/UI/Pokedex/icon_types Graphics/UI/Pokedex/icon_types
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
Graphics/UI/Pokedex/icon_searchslider Graphics/UI/Pokedex/icon_searchslider
Search results Search results
@@ -3166,8 +3182,16 @@ Graphics/UI/Pokedex/bg_forms
Graphics/UI/Pokedex/bg_forms Graphics/UI/Pokedex/bg_forms
CONFIRM CONFIRM
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/statuses Graphics/UI/statuses
Graphics/UI/Party/overlay_lv
Graphics/UI/Party/overlay_lv
<<[>>Special<<]>>: To Boxes <<[>>Special<<]>>: To Boxes
<<[>>Special<<]>>: To Boxes <<[>>Special<<]>>: To Boxes
Give to which Pokémon? Give to which Pokémon?
@@ -3414,6 +3438,8 @@ You must choose a move!
You must choose a move! You must choose a move!
CLOSE BAG CLOSE BAG
CLOSE BAG CLOSE BAG
Graphics/UI/Bag/icon_register
Graphics/UI/Bag/icon_register
x{1: 3d} x{1: 3d}
x{1: 3d} x{1: 3d}
Close bag. Close bag.
@@ -3494,6 +3520,8 @@ By Trainer type
By Trainer type By Trainer type
Special contacts first Special contacts first
Special contacts first Special contacts first
Graphics/UI/jukebox_bg
Graphics/UI/jukebox_bg
Play: Pokémon March Play: Pokémon March
Play: Pokémon March Play: Pokémon March
Play: Pokémon Lullaby Play: Pokémon Lullaby
@@ -3504,6 +3532,10 @@ Play: Custom...
Play: Custom... Play: Custom...
Stop Stop
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}h {2}m {1}h {2}m
{1}m {1}m
@@ -3668,6 +3700,8 @@ Mark your Pokémon.
Mark your Pokémon. Mark your Pokémon.
Party: {1} Party: {1}
Party: {1} Party: {1}
Graphics/UI/Storage/overlay_lv
Graphics/UI/Storage/overlay_lv
No ability No ability
No ability No ability
No item No item
@@ -4042,16 +4076,30 @@ Graphics/UI/Naming/overlay_controls
Graphics/UI/Naming/overlay_controls Graphics/UI/Naming/overlay_controls
Graphics/UI/Naming/icon_mode Graphics/UI/Naming/icon_mode
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.
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.
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>>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. 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 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)
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)
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) 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}. Turned over the {1} card and received ${2}.
Graphics/UI/Slot Machine/images Graphics/UI/Slot Machine/images
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 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!
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.
It's a Slot Machine. It's a Slot Machine.
You don't have any Coins to play! 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. You've gathered {1} Coins. You cannot gather any more.
Play Voltorb Flip Lv. {1}? Play Voltorb Flip Lv. {1}?
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!
Oh no! You get 0 Coins! Oh no! You get 0 Coins!
Dropped to Game Lv. {1}! Dropped to Game Lv. {1}!