#============================================================================== # ■ Vocab #------------------------------------------------------------------------------ #  用語とメッセージを定義するモジュールです。定数でメッセージなどを直接定義す # るほか、グローバル変数 $data_system から用語データを取得します。 #============================================================================== module Vocab # Shop Screen ShopBuy = "Buy" ShopSell = "Sell" ShopCancel = "Cancel" Possession = "Number Held" # Status Screen ExpTotal = "Current EXP" ExpNext = "To Next %s" # Save/Load Screen SaveMessage = "Which file would you like to save to?" LoadMessage = "Which file would you like to load?" File = "File" # Display for multiple members PartyName = "%s and friends" # Battle Basic Messages Emerge = "%s has appeared!" Preemptive = "%s made a preemptive attack!" Surprise = "%s was caught off guard!" EscapeStart = "%s tries to escape!" EscapeFailure = "But couldn't escape!" # Battle End Messages Victory = "Victory for %s!" Defeat = "%s has been defeated." ObtainExp = "Gained %s EXP!" ObtainGold = "Obtained %s\\G" ObtainItem = "Obtained %s!" LevelUp = "%s leveled up to %s %s!" ObtainSkill = "Learned %s!" # Item Usage UseItem = "%s used %s!" # Critical Hits CriticalToEnemy = "Critical hit!!" CriticalToActor = "Devastating blow!!" # Result of actions targeting actors ActorDamage = "%s took %s damage!" ActorRecovery = "%s recovered %s of %s!" ActorGain = "%s gained %s of %s!" ActorLoss = "%s lost %s of %s!" ActorDrain = "%s had %s drained by %s!" ActorNoDamage = "%s took no damage!" ActorNoHit = "Miss! %s took no damage!" # Result of actions targeting enemies EnemyDamage = "Dealt %s damage to %s!" EnemyRecovery = "%s recovered %s of %s!" EnemyGain = "%s gained %s of %s!" EnemyLoss = "%s lost %s of %s!" EnemyDrain = "Drained %s of %s by %s!" EnemyNoDamage = "Could not damage %s!" EnemyNoHit = "Miss! Could not damage %s!" # Evasion/Reflections Evasion = "%s evaded the attack!" MagicEvasion = "%s nullified the magic!" MagicReflection = "%s reflected the magic!" CounterAttack = "%s counterattacks!" Substitute = "%s protected %s!" # Buffs/Debuffs BuffAdd = "%s's %s increased!" DebuffAdd = "%s's %s decreased!" BuffRemove = "%s's %s returned to normal!" # Skill or item had no effect ActionFailure = "Had no effect on %s!" # Error Messages PlayerPosError = "Player's initial position is not set." EventOverflow = "Common event call exceeded limit." # 基本ステータス def self.basic(basic_id) $data_system.terms.basic[basic_id] end # 能力値 def self.param(param_id) $data_system.terms.params[param_id] end # 装備タイプ def self.etype(etype_id) $data_system.terms.etypes[etype_id] end # コマンド def self.command(command_id) $data_system.terms.commands[command_id] end # 通貨単位 def self.currency_unit $data_system.currency_unit end #-------------------------------------------------------------------------- def self.level; basic(0); end # レベル def self.level_a; basic(1); end # レベル (短) def self.hp; basic(2); end # HP def self.hp_a; basic(3); end # HP (短) def self.mp; basic(4); end # MP def self.mp_a; basic(5); end # MP (短) def self.tp; basic(6); end # TP def self.tp_a; basic(7); end # TP (短) def self.fight; command(0); end # 戦う def self.escape; command(1); end # 逃げる def self.attack; command(2); end # 攻撃 def self.guard; command(3); end # 防御 def self.item; command(4); end # アイテム def self.skill; command(5); end # スキル def self.equip; command(6); end # 装備 def self.status; command(7); end # ステータス def self.formation; command(8); end # 並び替え def self.save; command(9); end # セーブ def self.game_end; command(10); end # ゲーム終了 def self.weapon; command(12); end # 武器 def self.armor; command(13); end # 防具 def self.key_item; command(14); end # 大事なもの def self.equip2; command(15); end # 装備変更 def self.optimize; command(16); end # 最強装備 def self.clear; command(17); end # 全て外す def self.new_game; command(18); end # ニューゲーム def self.continue; command(19); end # コンティニュー def self.shutdown; command(20); end # シャットダウン def self.to_title; command(21); end # タイトルへ def self.cancel; command(22); end # やめる #-------------------------------------------------------------------------- end