Add english version
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595
www.eng/js/plugins/Text_Language_Processor.js
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595
www.eng/js/plugins/Text_Language_Processor.js
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//=============================================================================
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// TDS Language Processor
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// Version: 1.5
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//=============================================================================
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// Add to Imported List
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var Imported = Imported || {}; Imported.TDS_TextLanguageProcessor = true;
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// Initialize Alias Object
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var _TDS_ = _TDS_ || {}; _TDS_.TextLanguageProcessor = _TDS_.TextLanguageProcessor || {};
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//=============================================================================
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/*:
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* @plugindesc
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* This plugin allows you to use YAML files for multiple language purposes.
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*
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* @author TDS
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*
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*
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* @param Default Language
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* @desc Default language of the game.
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* @default en
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*
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* @help
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* ============================================================================
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* * Script calls
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* ============================================================================
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*
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* To manually set the current language use the following in a
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* script call:
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*
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* LanguageManager.setLanguage(LANGUAGE, SAVE);
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*
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* LANGUAGE
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* ^ Language name string.
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*
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* SAVE
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* ^ true/false. If true it will save the language in the config
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* file so it remembers it when the game is closed and reopened.
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* (Optional. Defaults to True)
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*
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* Examples:
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*
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* LanguageManager.setLanguage('jp', false);
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*
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* LanguageManager.setLanguage('en');
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*
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*/
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//=============================================================================
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// Node.js path
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var path = require('path');
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// Get Parameters
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var parameters = PluginManager.parameters("Text_Language_Processor");
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// Initialize Parameters
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_TDS_.TextLanguageProcessor.params = {};
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_TDS_.TextLanguageProcessor.params.defaultLanguage = String(parameters['Default Language'] || 'en');
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//=============================================================================
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// ** LanguageManager
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//-----------------------------------------------------------------------------
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// Static class used for handling Language Text Processing.
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//=============================================================================
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function LanguageManager() { throw new Error('This is a static class'); };
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//=============================================================================
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// * Object Initialization
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//=============================================================================
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LanguageManager.initialize = function () {
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// Current Language
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this._language = this.defaultLanguage();
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// Language Data Object
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this._data = {};
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// Load All Language Files
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this.loadAllLanguageFiles();
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};
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//=============================================================================
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// * Get Default Language
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//=============================================================================
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LanguageManager.defaultLanguage = function () { return _TDS_.TextLanguageProcessor.params.defaultLanguage; };
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//=============================================================================
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// * Get System Text
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//=============================================================================
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LanguageManager.setLanguage = function (language, save) {
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// Set Default save State
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if (save === undefined) { save = true; };
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// Set Language
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LanguageManager._language = language;
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// If Save Flag
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if (save) { ConfigManager.save(); };
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};
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//=============================================================================
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// * Get Language Data
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//=============================================================================
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LanguageManager.languageData = function (language) {
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// Set Default Language
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if (language === undefined) { language = this._language; }
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// Return Language Data
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return this._data[language];
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};
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//=============================================================================
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// * Get System Text
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//=============================================================================
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LanguageManager.getSystemText = function (type, name, language) {
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// Set Default Language
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if (language === undefined) { language = this._language; }
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// Get Data
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var data = this._data[language].text.System;
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// If Data Exists
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if (data) { return data.terms[type][name]; };
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// Return Error
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return "- ERROR -";
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};
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//=============================================================================
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// * Get Plugin Text
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//=============================================================================
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LanguageManager.getPluginText = function (type, name, language = this._language) {
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// Get Data
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var data = this._data[language].text.System
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// If Data Exists
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if (data) { return data.plugins[type][name]; };
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// Return Error
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return " - ERROR -";
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};
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//=============================================================================
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// * Get Input Keys Table
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//=============================================================================
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LanguageManager.getInputKeysTable = function () {
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// Get Data
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var data = this.languageData().text.System;
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// Return Input Keys Table
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return data.inputKeysTable ? data.inputKeysTable : [];
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};
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//=============================================================================
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// * Get Input Keys Table
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//=============================================================================
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LanguageManager.getInputName = function (type, input, language = this._language) {
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// Get Data
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var data = this.languageData().text.System;
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// If Data Exists
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if (data) { return data.InputNames[type][input]; };
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// Return Error
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return " - ERROR -";
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};
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//=============================================================================
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// * Get Text Data
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//=============================================================================
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LanguageManager.getTextData = function (file, name, language) {
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// Set Default Language
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if (language === undefined) { language = this._language; }
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// Return Text Data
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return this._data[language].text[file][name];
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};
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//=============================================================================
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// * Get Message Data
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//=============================================================================
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LanguageManager.getMessageData = function (code, language) {
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// Set Default Language
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if (language === undefined) { language = this._language; }
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// Get Commands
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var cmd = code.split('.');
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// Get Data
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var data = this.getTextData(cmd[0], cmd[1], language);
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// Return Data
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return data;
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};
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LanguageManager.getDatabaseText = function (code, language) {
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// Set Default Language
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if (language === undefined) { language = this._language; }
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// Get Data
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var data = this._data[language].text.Database;
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// If Data Exists
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if (data) { return data[code]; };
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// Return Error
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return "- ERROR -";
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};
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//=============================================================================
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// * Load Language Files
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//=============================================================================
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LanguageManager.loadLanguageFiles = function (language) {
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var path = require('path');
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var fs = require('fs');
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var base = path.dirname(process.mainModule.filename);
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// Get Folder
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var folder = '/Languages/' + language + '/';
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// Get FilePath
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var filePath = base + folder;
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// Get Directory List
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var dirList = fs.readdirSync(filePath);
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// Initialize Language Data
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this._data[language] = { text: {} };
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// Go Through Directory
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for (var i = 0; i < dirList.length; i++) {
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// Get Directory
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var directory = dirList[i];
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// Get Format
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var format = path.extname(dirList[i]);
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// Get Filename
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var filename = path.basename(directory, format);
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// If Format is yaml
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if (format === '.yaml') {
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// Get Language File Data
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var data = jsyaml.load(fs.readFileSync(filePath + '/' + filename + format, 'utf8'));
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// Set Language Text Data
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this._data[language].text[filename] = data;
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continue;
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};
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};
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};
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//=============================================================================
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// * Load All Language Files
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//=============================================================================
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LanguageManager.loadAllLanguageFiles = function () {
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var path = require('path');
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var fs = require('fs');
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var base = path.dirname(process.mainModule.filename);
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// Get Folder
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var folder = '/Languages/';
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// Get FilePath
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var filePath = base + folder;
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// Get Directory List
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var dirList = fs.readdirSync(filePath);
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// Go Through Directory
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for (var i = 0; i < dirList.length; i++) {
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// Get Directory
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var directory = dirList[i];
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// Get Format
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var format = path.extname(dirList[i]);
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// Get Filename
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var filename = path.basename(directory, format);
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// Get Stat
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var stat = fs.statSync(filePath + filename)
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//If it's a directory
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if (stat.isDirectory()) {
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// Load Language Files
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console.log(this.loadLanguageFiles);
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console.log(this.loadLanguageFiles(directory));
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};
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};
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};
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// Initialize Language Manager
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//LanguageManager.initialize();
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//=============================================================================
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// ** ConfigManager
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//-----------------------------------------------------------------------------
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// The static class that manages the configuration data.
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//=============================================================================
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// Alias Listing
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//=============================================================================
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//_TDS_.TextLanguageProcessor.ConfigManager_makeData = ConfigManager.makeData;
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//_TDS_.TextLanguageProcessor.ConfigManager_applyData = ConfigManager.applyData;
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//=============================================================================
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// * Make Data
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//=============================================================================
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/*ConfigManager.makeData = function() {
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// Get Original Config Object
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var config = _TDS_.TextLanguageProcessor.ConfigManager_makeData.call(this);
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// Set Language
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config.language = LanguageManager._language;
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// Return config object
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return config;
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};
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//=============================================================================
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// * Apply Data
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//=============================================================================
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ConfigManager.applyData = function(config) {
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// Run Original Function
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_TDS_.TextLanguageProcessor.ConfigManager_applyData.call(this, config);
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// Set Language
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this.language = LanguageManager._language = config.language || LanguageManager.defaultLanguage();
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};*/
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//=============================================================================
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// ** TextManager
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//-----------------------------------------------------------------------------
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// The static class that handles terms and messages.
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//=============================================================================
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// * Get System Text
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//=============================================================================
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TextManager.basic = function (basicId) { return LanguageManager.getSystemText('basic', basicId); };
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TextManager.param = function (paramId) { return LanguageManager.getSystemText('param', paramId); };
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TextManager.command = function (commandId) { return LanguageManager.getSystemText('command', commandId); };
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TextManager.message = function (messageId) { return LanguageManager.getSystemText('message', messageId); };
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TextManager.database = function (databaseId) { return LanguageManager.getDatabaseText(databaseId); };
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//=============================================================================
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// * Get Scene Text
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//=============================================================================
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TextManager.basic = function (basicId) { return LanguageManager.getSystemText('basic', basicId); };
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//=============================================================================
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// ** Game_Message
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//-----------------------------------------------------------------------------
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// The game object class for the state of the message window that displays text
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// or selections, etc.
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//=============================================================================
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// * Show Language Message
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//=============================================================================
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Game_Message.prototype.showLanguageMessage = function (code) {
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// Get Message Data
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var data = LanguageManager.getMessageData(code);
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var faceset = data.faceset || "";
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var faceindex = data.faceindex || 0;
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var background = data.background || 0;
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var positionType = data.position === undefined ? 2 : data.position;
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// Get Extra Faces
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var extraFaces = data.extraFaces;
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// If Data has Extra Faces
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if (extraFaces) {
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// Go Through Extra Fraces
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for (var i = 0; i < extraFaces.length; i++) {
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// Get Face Data
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var face = extraFaces[i];
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// Set Extra Face
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this.setExtraFace(i, face.faceset, face.faceindex, this.makeFaceBackgroundColor(face.faceBackgroundColor, face.faceset, face.faceindex));
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};
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};
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// Set Message Properties
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this.setFaceImage(faceset, faceindex);
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this.setBackground(background);
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this.setPositionType(positionType);
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this._faceBackgroundColor = this.makeFaceBackgroundColor(data.faceBackgroundColor, faceset, faceindex);
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if (Imported && Imported.YEP_MessageCore) {
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this.addText(data.text);
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} else {
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this.add(data.text);
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};
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};
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//=============================================================================
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// * Make Face Background Color
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//=============================================================================
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Game_Message.prototype.makeFaceBackgroundColor = function (color, name, index) {
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// If Color Exists
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if (color) {
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if (color.match(/^rgba/)) { return color; }
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if (color.match(/^#/)) { return color; }
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};
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// If Color Is for FaceName or Color is undefined
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if (name && color === 'FaceName' || color === undefined) {
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// Switch Case Name
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switch (name) {
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case '04_HERO_OW':
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return '#52b9fc';
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break;
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};
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};
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// Return null (Clear Background)
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return null;
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};
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Game_Message.prototype.setLanguageLabels = function (labels) {
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if (!this._choiceLabels) this._choiceLabels = [];
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this._choiceLabels = labels;
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};
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//=============================================================================
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// ** Game_Interpreter
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//-----------------------------------------------------------------------------
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// The interpreter for running event commands.
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//=============================================================================
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// Alias Listing
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//=============================================================================
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_TDS_.TextLanguageProcessor.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
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//=============================================================================
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// * Plugin Command
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//=============================================================================
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Game_Interpreter.prototype.pluginCommand = function (command, args) {
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// Command Switch Case
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switch (command) {
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case 'ShowMessage':
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// Show Language Message
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this.commandShowLanguageMessage(args[0]);
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break;
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case 'ChangeLanguage':
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// Set Language
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LanguageManager._language = args[0];
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break;
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case 'AddChoice':
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this.addLanguageChoice(args[0], args[1]);
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break;
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case 'ShowChoices':
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this.commandShowLanguageChoices(args[0]);
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break;
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};
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// Return Original Function
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return _TDS_.TextLanguageProcessor.Game_Interpreter_pluginCommand.call(this, command, args);
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};
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//=============================================================================
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// * Show Language Message
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//=============================================================================
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Game_Interpreter.prototype.commandShowLanguageMessage = function (code) {
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if (!$gameMessage.isBusy()) {
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// Show Language Message
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$gameMessage.showLanguageMessage(code);
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// Next Event Code Switch Case
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switch (this.nextEventCode()) {
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case 102:
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// Show Choices
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this._index++;
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this.setupChoices(this.currentCommand().parameters);
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break;
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case 103:
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// Input Number
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this._index++;
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this.setupNumInput(this.currentCommand().parameters);
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break;
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case 104:
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// Select Item
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this._index++;
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this.setupItemChoice(this.currentCommand().parameters);
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break;
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case 356:
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var nextCommand = this._list[this._index + 1];
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var parameters = nextCommand.parameters;
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var pluginCommand = parameters[0].split(' ')[0];
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var cancelType = parameters[0].split(' ')[1];
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if (pluginCommand && pluginCommand === "ShowChoices") {
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this._index++;
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this.setupLanguageChoices(cancelType);
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}
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break;
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};
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// this._index++;
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this.setWaitMode('message');
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}
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return false;
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};
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//=============================================================================
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// * Show Choice
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//=============================================================================
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Game_Interpreter.prototype.addLanguageChoice = function (code, label) {
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if (!this._choices) this._choices = [];
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if (!this._choiceLabels) this._choiceLabels = [];
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var data = LanguageManager.getMessageData(code);
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this._choices.push(data.text);
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this._choiceLabels.push(label);
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};
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Game_Interpreter.prototype.commandShowLanguageChoices = function (cancelType) {
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if (!$gameMessage.isBusy()) {
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this.setupLanguageChoices(parseInt(cancelType));
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this._index++;
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this.setWaitMode('message');
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}
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return false;
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};
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Game_Interpreter.prototype.commandLanguageJumpTo = function (label) {
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for (var i = 0; i < this._list.length; i++) {
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var command = this._list[i];
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if (command.code === 118 && command.parameters[0] === label) {
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this.jumpTo(i);
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return;
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}
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}
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return true;
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};
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Game_Interpreter.prototype.setupLanguageChoices = function (cancel) {
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var choices = this._choices.clone();
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var cancelType = cancel;
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var defaultType = 0;
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var positionType = 2;
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var background = 0;
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if (cancelType >= choices.length) {
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cancelType = -2;
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}
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$gameMessage.setChoices(choices, defaultType, cancelType);
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$gameMessage.setChoiceBackground(background);
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$gameMessage.setChoicePositionType(positionType);
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$gameMessage.setLanguageLabels(this._choiceLabels.clone());
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$gameMessage.setChoiceCallback(function (n) {
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if (n >= 0) {
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this.commandLanguageJumpTo($gameMessage._choiceLabels[n]);
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} else {
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this._branch[this._indent] = n;
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}
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}.bind(this));
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this._choices = [];
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this._choiceLabels = [];
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};
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_TDS_.TextLanguageProcessor.Window_Base_drawTextEx = Window_Base.prototype.drawTextEx;
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Window_Base.prototype.drawTextEx = function (text, x, y) {
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if (!text) _TDS_.TextLanguageProcessor.Window_Base_drawTextEx.call(this, text, x, y);
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var regex = /\{(.*?)\}/;
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var result;
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while ((result = regex.exec(text)) !== null) {
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var dbString = TextManager.database(result[1]);
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text = text.replace(result[0], dbString);
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}
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return _TDS_.TextLanguageProcessor.Window_Base_drawTextEx.call(this, text, x, y);
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};
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_TDS_.TextLanguageProcessor.Window_Base_drawActorName = Window_Base.prototype.drawActorName;
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Window_Base.prototype.drawActorName = function (actor, x, y, width) {
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if (!actor || !actor.name()) return _TDS_.TextLanguageProcessor.Window_Base_drawActorName.call(this, actor, x, y, width);
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width = width || 168;
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this.changeTextColor(this.hpColor(actor));
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|
||||
var regex = /\{(.*?)\}/;
|
||||
var result;
|
||||
var text = actor.name();
|
||||
while ((result = regex.exec(text)) !== null) {
|
||||
var dbString = TextManager.database(result[1]);
|
||||
text = text.replace(result[0], dbString);
|
||||
}
|
||||
|
||||
this.drawText(text, x, y, width);
|
||||
};
|
||||
|
||||
_TDS_.TextLanguageProcessor.Window_Base_drawActorClass = Window_Base.prototype.drawActorClass;
|
||||
Window_Base.prototype.drawActorClass = function (actor, x, y, width) {
|
||||
if (!actor || !actor.currentClass().name) return _TDS_.TextLanguageProcessor.Window_Base_drawActorClass.call(this, actor, x, y, width);
|
||||
width = width || 168;
|
||||
this.resetTextColor();
|
||||
|
||||
var regex = /\{(.*?)\}/;
|
||||
var result;
|
||||
var text = actor.currentClass().name;
|
||||
while ((result = regex.exec(text)) !== null) {
|
||||
var dbString = TextManager.database(result[1]);
|
||||
text = text.replace(result[0], dbString);
|
||||
}
|
||||
|
||||
this.drawText(text, x, y, width);
|
||||
};
|
||||
|
||||
_TDS_.TextLanguageProcessor.Window_Base_drawActorNickname = Window_Base.prototype.drawActorNickname;
|
||||
Window_Base.prototype.drawActorNickname = function (actor, x, y, width) {
|
||||
if (!actor || !actor.nickname()) return _TDS_.Window_Base_drawActorNickname.call(this, actor, x, y, width);
|
||||
width = width || 270;
|
||||
this.resetTextColor();
|
||||
|
||||
var regex = /\{(.*?)\}/;
|
||||
var result;
|
||||
var text = actor.nickname();
|
||||
while ((result = regex.exec(text)) !== null) {
|
||||
var dbString = TextManager.database(result[1]);
|
||||
text = text.replace(result[0], dbString);
|
||||
}
|
||||
|
||||
this.drawText(text, x, y, width);
|
||||
};
|
||||
|
||||
_TDS_.TextLanguageProcessor.Window_Base_drawItemName = Window_Base.prototype.drawItemName;
|
||||
Window_Base.prototype.drawItemName = function (item, x, y, width) {
|
||||
if (!item || !item.name) return _TDS_.TextLanguageProcessor.Window_Base_drawItemName.call(this, item, x, y, width);
|
||||
width = width || 312;
|
||||
if (item) {
|
||||
var iconBoxWidth = Window_Base._iconWidth + 4;
|
||||
this.resetTextColor();
|
||||
this.drawIcon(item.iconIndex, x + 2, y + 2);
|
||||
|
||||
var regex = /\{(.*?)\}/;
|
||||
var result;
|
||||
var text = item.name;
|
||||
while ((result = regex.exec(text)) !== null) {
|
||||
var dbString = TextManager.database(result[1]);
|
||||
text = text.replace(result[0], dbString);
|
||||
}
|
||||
this.drawText(text, x + iconBoxWidth, y, width - iconBoxWidth);
|
||||
}
|
||||
};
|
||||
|
||||
_TDS_.TextLanguageProcessor.Game_Interpreter_requestImages = Game_Interpreter.prototype.requestImages;
|
||||
Game_Interpreter.prototype.requestImages = function (list, commonList) {
|
||||
if (!list) return;
|
||||
|
||||
list.forEach(function (command) {
|
||||
var params = command.parameters;
|
||||
switch (command.code) {
|
||||
case 231:
|
||||
var image = params[1].replace("_" + LanguageManager.defaultLanguage(), "_" + LanguageManager._language);
|
||||
ImageManager.requestPicture(image);
|
||||
break;
|
||||
}
|
||||
});
|
||||
_TDS_.TextLanguageProcessor.Game_Interpreter_requestImages.call(this, list, commonList);
|
||||
};
|
||||
|
||||
_TDS_.TextLanguageProcessor.Game_Interpreter_command231 = Game_Interpreter.prototype.command231;
|
||||
Game_Interpreter.prototype.command231 = function () {
|
||||
var x, y;
|
||||
if (this._params[3] === 0) { // Direct designation
|
||||
x = this._params[4];
|
||||
y = this._params[5];
|
||||
} else { // Designation with variables
|
||||
x = $gameVariables.value(this._params[4]);
|
||||
y = $gameVariables.value(this._params[5]);
|
||||
}
|
||||
var image = this._params[1].replace("_" + LanguageManager.defaultLanguage(), "_" + LanguageManager._language);
|
||||
$gameScreen.showPicture(this._params[0], image, this._params[2],
|
||||
x, y, this._params[6], this._params[7], this._params[8], this._params[9]);
|
||||
return true;
|
||||
};
|
Loading…
Add table
Add a link
Reference in a new issue