From 6c4b79f86402c9048eeb6ca42bc44bf47db309ad Mon Sep 17 00:00:00 2001 From: DazedAnon Date: Thu, 16 Jan 2025 12:44:42 -0600 Subject: [PATCH] TL Battle stuff --- data/System.json | 2 +- glossary/GlossaryHelpText.dat | 2 +- js/plugins.js | 6 +++--- js/plugins/iii/IIIActionQueueSystem.js | 8 ++++---- js/plugins/iii/iiiBattleResult.js | 6 +++--- 5 files changed, 12 insertions(+), 12 deletions(-) diff --git a/data/System.json b/data/System.json index 8aa8326..1779b2b 100644 --- a/data/System.json +++ b/data/System.json @@ -112,7 +112,7 @@ "startX": 0, "startY": 0 }, - "currencyUnit": "Money", + "currencyUnit": " Zeni", "defeatMe": { "name": "", "pan": 0, diff --git a/glossary/GlossaryHelpText.dat b/glossary/GlossaryHelpText.dat index c8147fe..a56df9f 100644 --- a/glossary/GlossaryHelpText.dat +++ b/glossary/GlossaryHelpText.dat @@ -92,7 +92,7 @@ Various statuses affecting combat are as follows. · \c[23]Spiritual Power\c[0] : Cost usable with martial arts · \c[23]Strength\c[0] : Affects damage given to enemies · \c[23]Endurance\c[0] : Affects damage received from enemies -· \c[23]Fighting Spirit\c[0] : Affects Spiritual Power recovery amount at the start of a turn +· \c[23]Resolve\c[0] : Affects Spiritual Power recovery amount at the start of a turn · \c[23]Agility\c[0] : Affects action order during combat Damage is determined by "Strength," the attack power of the "Weapon" used in the attack, and the enemy's "Defense." diff --git a/js/plugins.js b/js/plugins.js index cc7002f..c769954 100644 --- a/js/plugins.js +++ b/js/plugins.js @@ -464,11 +464,11 @@ var $plugins = [ "Event Command Switch": "10", "Y position type": "0", "Window Duration": "180", - textGainItem: "%1入手!", + textGainItem: "%1 Obtained!", "Display Loss": "true", textLoseItem: "%1を失った……。", "Display at Battle": "true", - wordMoney: "Money", + wordMoney: " Zeni", iconMoney: "0", "Item SE filename": "Evasion1", "Item SE volume": "90", @@ -1017,7 +1017,7 @@ var $plugins = [ name: "battle/ChangeEquipOnBattleMZ", status: true, description: "[Ver1.1.0]戦闘コマンドに装備変更を追加", - parameters: { commandName: "装備変更" }, + parameters: { commandName: "Equipment" }, }, { name: "battle/DarkPlasma_FixEquip", diff --git a/js/plugins/iii/IIIActionQueueSystem.js b/js/plugins/iii/IIIActionQueueSystem.js index 69851da..f1c4ca9 100644 --- a/js/plugins/iii/IIIActionQueueSystem.js +++ b/js/plugins/iii/IIIActionQueueSystem.js @@ -930,7 +930,7 @@ this._actorName = this._actor.name(); if (aqueue) { - this._costText = "【技力】:" + aqueue.nowCost + "/" + aqueue.maxCost; + this._costText = "[SKI]: " + aqueue.nowCost + "/" + aqueue.maxCost; const actList = aqueue.actions; for (let ii = 0; ii < actList.length; ii++) { let text = ii + 1 + ". "; @@ -943,7 +943,7 @@ let isCurrent = actList[ii] === currentAction; //todo: オブジェクト比較ではなくIdx比較のほうが安全? if (isCurrent) { - text += "(実行中)"; + text += " (Active)"; } this._actionText += text + "\n"; @@ -1001,7 +1001,7 @@ let paramT = this.actor(index).param(4); this.drawTextEx( - "\\}└\\c[27]闘志(技回復力) \\c[0]" + paramT, + "\\}└\\c[27]Resolve(RES) \\c[0]" + paramT, basicGaugesX, basicGaugesY + 50 ); @@ -1886,7 +1886,7 @@ //this.addCommand(`速度 x ${playerSpeed}`, PartyCommandSymbol_ChangeSpeed, true); this.addCommand( - `AT速:${playerSpeed}`, + `AT Speed:${playerSpeed}`, PartyCommandSymbol_ChangeSpeed, true ); diff --git a/js/plugins/iii/iiiBattleResult.js b/js/plugins/iii/iiiBattleResult.js index 9745739..f5dce91 100644 --- a/js/plugins/iii/iiiBattleResult.js +++ b/js/plugins/iii/iiiBattleResult.js @@ -327,7 +327,7 @@ // 見出し //this.drawText(TextManager.victory.format($gameParty.name()), 0, textY, this.width, "center"); - this.drawText("戦闘勝利!", textX, textY, this.width, "center"); + this.drawText("Victory!", textX, textY, this.width, "center"); textY += textH / 2; this.drawText( "----------------------------------------------", @@ -386,14 +386,14 @@ const bonusText = isBonusItem ? "(Bonus!)" : ""; if (item.itypeId == 1) { this.drawTextEx( - `\\}\\*item[${item.id}] x${count} 入手!${bonusText}\\{`, + `\\}\\*item[${item.id}] x${count} GET!${bonusText}\\{`, textX, textY, this.width ); } else { this.drawTextEx( - `\\}\\*weapon[${item.id}] x${count} 入手!${bonusText}\\{`, + `\\}\\*weapon[${item.id}] x${count} GET!${bonusText}\\{`, textX, textY, this.width