More TLs and fixes
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14 changed files with 14 additions and 14 deletions
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Save/Save04.rvdata2
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Save/Save05.rvdata2
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@ -348,7 +348,7 @@ class Window_SkillLevel < Window_Option
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# 〇
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#--------------------------------------------------------------------------
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def help_text
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return "You can choose whether or not to display the skill level * on the skill screen"
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return "You can choose whether or not to display the skill level * \non the skill screen"
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end
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end
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@ -382,7 +382,7 @@ class Window_Learned < Window_Option
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# 〇
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#--------------------------------------------------------------------------
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def help_text
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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."
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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."
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end
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end
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@ -416,7 +416,7 @@ class Window_MagicPunch < Window_Option
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# 〇
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#--------------------------------------------------------------------------
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def help_text
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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"
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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"
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end
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end
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@ -452,7 +452,7 @@ class Window_ItemStart < Window_Option
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# 〇
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#--------------------------------------------------------------------------
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def help_text
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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."
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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."
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end
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end
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@ -487,7 +487,7 @@ class Window_HealOption < Window_Option
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# 〇
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#--------------------------------------------------------------------------
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def help_text
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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."
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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."
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end
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end
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@ -617,7 +617,7 @@ class Window_Costume < Window_Base
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#--------------------------------------------------------------------------
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def draw_costume(actor, x, y)
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change_color(system_color)
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draw_text(x, y, 172, line_height, "現在の衣装")
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draw_text(x, y, 172, line_height, "Costume")
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wear = $game_temp.wear_items[actor.id].select {|item| item.costume[1] == actor.costume.to_i }
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change_color(normal_color)
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draw_item_name(wear[0], x + 8, y + line_height)
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@ -29,7 +29,7 @@ module FRGP
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# ○ 術適正の描画
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#--------------------------------------------------------------------------
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def draw_magic_elements(x, y)
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ary = ["Fire", "Ice", "Thunder", "Light", "Darkness", "None", "Heal"]
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ary = ["Fire", "Ice", "Thunder", "Light", "Darkness", "Void", "Heal"]
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str = "Aptitude"
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rate = {}
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ary.each{|name| rate[name] = el_rate(name)}
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@ -96,7 +96,7 @@ module FRGP
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#--------------------------------------------------------------------------
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def elements_comvert(element_name)
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case element_name
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when "None" ; 0
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when "Void" ; 0
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when "Fire" ; 3
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when "Ice" ; 4
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when "Thunder" ; 5
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@ -96,7 +96,7 @@ class Window_EquipStatus < Window_Base
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# ○ 術適正の描画
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#--------------------------------------------------------------------------
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def draw_magic_elements_new(x, y)
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ary = ["Fire","Ice","Thunder","Light","Darkness","None","Heal"]
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ary = ["Fire","Ice","Thunder","Light","Darkness","Void","Heal"]
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str = "Aptitude"
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rate = {}
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ary.each{|name| rate[name] = el_rate_new(name)}
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@ -805,12 +805,12 @@ class Window_ItemStatus < Window_ShopStatus
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# ○ 属性IDを名前に変換
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#--------------------------------------------------------------------------
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def elements_comvert(item)
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return "回復" if item.damage.recover? || CURE_SKILLS.include?(item.id)#( == 31 || item.id == 32 || item.id == 256)
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return "Recovery" if item.damage.recover? || CURE_SKILLS.include?(item.id)#( == 31 || item.id == 32 || item.id == 256)
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return "----" if item.damage.none?
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element_id = item.damage.element_id
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case element_id
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when 0 ; "None"
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when -1 ; "武器依存"
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when -1 ; "Weapon"
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else ; $data_system.elements[element_id]
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end
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end
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@ -467,7 +467,7 @@
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- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '355', 'p': ['stand_erase']}
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- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '250', 'p': [!ruby/object:RPG::SE {'name': 'Chime1', 'pitch': !!int '100', 'volume': !!int '80'}]}
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- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '101', 'p': ['', !!int '0', !!int '1', !!int '1']}
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- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '401', 'p': ['impAbout the Dress-Up System\c[0] By examining certain
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- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '401', 'p': ['About the Dress-Up System\c[0] By examining certain
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dressers, you can change Lunaria''s outfit. Choosing from the
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@ -499,7 +499,7 @@
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certain cases).']}
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- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '101', 'p': ['', !!int '0', !!int '1', !!int '1']}
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- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '401', 'p': ['imp※Please note that outfits are not reflected in the images
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- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '401', 'p': ['※Please note that outfits are not reflected in the images
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of H-scenes\c[0]']}
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- !ruby/object:RPG::EventCommand {'i': !!int '0', 'c': !!int '230', 'p': [!!int '30']}
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@ -921,8 +921,8 @@
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- 'Spellcasting'
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- 'Miracle'
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- ''
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- 'Charge'
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- 'Passive'
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- 'Other'
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'weapon_types':
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- ''
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- 'Staff'
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