More TLs and fixes

This commit is contained in:
Dazed 2024-01-14 14:59:11 -06:00
parent 6f8e541cb8
commit d826d3935d
14 changed files with 14 additions and 14 deletions

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@ -348,7 +348,7 @@ class Window_SkillLevel < Window_Option
#
#--------------------------------------------------------------------------
def help_text
return "You can choose whether or not to display the skill level * on the skill screen"
return "You can choose whether or not to display the skill level * \non the skill screen"
end
end
@ -382,7 +382,7 @@ class Window_Learned < Window_Option
#
#--------------------------------------------------------------------------
def help_text
return "You can choose whether or not to display ɑn for skills that have already been learned or are at level MAX on the skill learning screen."
return "You can choose whether or not to display ɑn for skills that \nhave already been learned or are at level MAX on the skill learning \nscreen."
end
end
@ -416,7 +416,7 @@ class Window_MagicPunch < Window_Option
#
#--------------------------------------------------------------------------
def help_text
return "If you have learned the skill \edb[s,106], the normal attack will be changed to \edb[s,106]. If you do not meet the conditions for using the skill, the attack will be a normal attack"
return "If you have learned the skill \edb[s,106], the normal attack will be \nchanged to \edb[s,106]. If you do not meet the conditions for using \nthe skill, the attack will be a normal attack"
end
end
@ -452,7 +452,7 @@ class Window_ItemStart < Window_Option
#
#--------------------------------------------------------------------------
def help_text
return "You can change the start item when using a simple item. Simple items can be used by entering #{key_button("D")} on the \nmap screen."
return "You can change the start item when using a simple item. Simple items can \nbe used by entering #{key_button("D")} on the map screen."
end
end
@ -487,7 +487,7 @@ class Window_HealOption < Window_Option
#
#--------------------------------------------------------------------------
def help_text
return "You can change the priority items during a quick heal. \nIf you prioritize speed, you can use a skill with a large amount of recovery, or use a total recovery, etc., to finish the recovery as quickly as possible."
return "You can change the priority items during a quick heal. \nIf you prioritize speed, you can use a skill with a large amount of \nrecovery, or use a total recovery, etc., \nto finish the recovery as quickly as possible."
end
end

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@ -617,7 +617,7 @@ class Window_Costume < Window_Base
#--------------------------------------------------------------------------
def draw_costume(actor, x, y)
change_color(system_color)
draw_text(x, y, 172, line_height, "現在の衣装")
draw_text(x, y, 172, line_height, "Costume")
wear = $game_temp.wear_items[actor.id].select {|item| item.costume[1] == actor.costume.to_i }
change_color(normal_color)
draw_item_name(wear[0], x + 8, y + line_height)

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@ -29,7 +29,7 @@ module FRGP
# ○ 術適正の描画
#--------------------------------------------------------------------------
def draw_magic_elements(x, y)
ary = ["Fire", "Ice", "Thunder", "Light", "Darkness", "None", "Heal"]
ary = ["Fire", "Ice", "Thunder", "Light", "Darkness", "Void", "Heal"]
str = "Aptitude"
rate = {}
ary.each{|name| rate[name] = el_rate(name)}
@ -96,7 +96,7 @@ module FRGP
#--------------------------------------------------------------------------
def elements_comvert(element_name)
case element_name
when "None" ; 0
when "Void" ; 0
when "Fire" ; 3
when "Ice" ; 4
when "Thunder" ; 5

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@ -96,7 +96,7 @@ class Window_EquipStatus < Window_Base
# ○ 術適正の描画
#--------------------------------------------------------------------------
def draw_magic_elements_new(x, y)
ary = ["Fire","Ice","Thunder","Light","Darkness","None","Heal"]
ary = ["Fire","Ice","Thunder","Light","Darkness","Void","Heal"]
str = "Aptitude"
rate = {}
ary.each{|name| rate[name] = el_rate_new(name)}

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@ -805,12 +805,12 @@ class Window_ItemStatus < Window_ShopStatus
# ○ 属性IDを名前に変換
#--------------------------------------------------------------------------
def elements_comvert(item)
return "回復" if item.damage.recover? || CURE_SKILLS.include?(item.id)#( == 31 || item.id == 32 || item.id == 256)
return "Recovery" if item.damage.recover? || CURE_SKILLS.include?(item.id)#( == 31 || item.id == 32 || item.id == 256)
return "----" if item.damage.none?
element_id = item.damage.element_id
case element_id
when 0 ; "None"
when -1 ; "武器依存"
when -1 ; "Weapon"
else ; $data_system.elements[element_id]
end
end

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@ -467,7 +467,7 @@
- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '355', 'p': ['stand_erase']}
- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '250', 'p': [!ruby/object:RPG::SE {'name': 'Chime1', 'pitch': !!int '100', 'volume': !!int '80'}]}
- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '101', 'p': ['', !!int '0', !!int '1', !!int '1']}
- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '401', 'p': ['impAbout the Dress-Up System\c[0] By examining certain
- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '401', 'p': ['About the Dress-Up System\c[0] By examining certain
dressers, you can change Lunaria''s outfit. Choosing from the
@ -499,7 +499,7 @@
certain cases).']}
- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '101', 'p': ['', !!int '0', !!int '1', !!int '1']}
- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '401', 'p': ['imp※Please note that outfits are not reflected in the images
- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '401', 'p': ['※Please note that outfits are not reflected in the images
of H-scenes\c[0]']}
- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '230', 'p': [!!int '30']}

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@ -921,8 +921,8 @@
- 'Spellcasting'
- 'Miracle'
- ''
- 'Charge'
- 'Passive'
- 'Other'
'weapon_types':
- ''
- 'Staff'