mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2026-01-24 07:16:00 +00:00
Fixed some bad usage of sprintf, cleaned up some translatable messages
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@@ -1049,7 +1049,7 @@ def pbRegionalDexEditor(dex)
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end
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when 0
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if cmd[1] >= 0 # Edit entry
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case pbMessage(_INTL("\\ts[]Do what with this entry?"),
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case pbMessage("\\ts[]" + _INTL("Do what with this entry?"),
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[_INTL("Change species"), _INTL("Clear"),
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_INTL("Insert entry"), _INTL("Delete entry"),
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_INTL("Cancel")], 5)
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@@ -1166,7 +1166,7 @@ def pbRegionalDexEditorMain
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refresh_list = true
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end
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elsif cmd[1] > 0 # Edit a Dex
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case pbMessage(_INTL("\\ts[]Do what with this Dex?"),
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case pbMessage("\\ts[]" + _INTL("Do what with this Dex?"),
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[_INTL("Edit"), _INTL("Copy"), _INTL("Delete"), _INTL("Cancel")], 4)
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when 0 # Edit
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dex_lists[cmd[1] - 1] = pbRegionalDexEditor(dex_lists[cmd[1] - 1])
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@@ -212,7 +212,7 @@ class PokemonTilesetScene
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cmds.push("#{tag.id_number}: #{tag.real_name}")
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ids.push(tag.id_number)
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end
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val = pbMessage(_INTL("\\l[1]\\ts[]Set the terrain tag."), cmds, -1, nil, old_idx)
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val = pbMessage("\\l[1]\\ts[]" + _INTL("Set the terrain tag."), cmds, -1, nil, old_idx)
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if val >= 0 && val != old_tag
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set_terrain_tag_for_tile_ID(selected, ids[val])
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draw_overlay
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@@ -350,12 +350,12 @@ class MapScreenScene
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end
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def helpWindow
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helptext = _INTL("A: Add map to canvas\r\n")
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helptext += _INTL("DEL: Delete map from canvas\r\n")
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helptext += _INTL("S: Go to another map\r\n")
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helptext += _INTL("Click to select a map\r\n")
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helptext += _INTL("Double-click: Edit map's metadata\r\n")
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helptext += _INTL("Drag map to move it\r\n")
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helptext = _INTL("A: Add map to canvas") + "\r\n"
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helptext += _INTL("DEL: Delete map from canvas") + "\r\n"
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helptext += _INTL("S: Go to another map") + "\r\n"
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helptext += _INTL("Click to select a map") + "\r\n"
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helptext += _INTL("Double-click: Edit map's metadata") + "\r\n"
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helptext += _INTL("Drag map to move it") + "\r\n"
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helptext += _INTL("Arrow keys/drag canvas: Move around canvas")
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title = Window_UnformattedTextPokemon.newWithSize(
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helptext, 0, 0, Graphics.width * 8 / 10, Graphics.height, @viewport
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