#========================================================================================= # Updated at 06/25/2021 # This file has been created by BLUEMOON for exporting all the hardcoded strings # from JS files. # # Just for a good memo, some strings are incapsulated in "" quotes because they have # : inside the string. #========================================================================================= # ========================================================================================= # OMOCAT # Put the name "OMOCAT" in the Steam version of the game, It will unlock a discount code # for the OMOCAT shop. # # WARNING! This feature is not available for console releases for rights problems. # ========================================================================================= OMOCAT: text: omocat # ========================================================================================= # World Currency Unit # Those chars are the symbols of the currencies used inside shops and such. Originally, # they were hardcoded inside OMORI BASE # ========================================================================================= World_Currency_Unit: clams: 蚌币 dollars: $ # ========================================================================================= # SUMMONING CIRCLE MAP # ========================================================================================= item_loaf: text: 面包 item_SPAGHETTI: text: 意面 item_LIFEJAM: text: 生命果酱 item_COOKIES: text: 曲奇饼 item_OATMEALCOOKIES: text: 燕麦曲奇饼 item_FORESTBUNNY: text: 森林兔兔 item_STRAYCAT: text: 流浪猫 item_RECIPEFORDISASTER: text: 灾难的配方 # ========================================================================================= # Common Event 3 - Game Chapters Names # Originally, those texts where hardcoded inside Common Event 3. Added a configuration here. # ========================================================================================= Chapter_Names: unknown: ??? moving_day: 搬家当天 one_day_left: 还有一天…… two_days_left: 还有两天…… three_days_left: 还有三天…… prologue: 序章 # ========================================================================================= # Map Display Names # Those are the display names of the game map extracted with a tool I have made. Those # names will directly applied on the map. # # THIS WILL NOT AFFECT OLD SAVE FILES, THEY WILL ALWAYS SHOW THE LAST SAVED STRING :( # ========================================================================================= Map_Display_Names: 13: 外面 14: 妈妈的房间 18: 妈妈的房间 46: 贝瑟尔家 50: 贝瑟尔家 63: 遥远公园 73: 遥远公园 74: 秘密湖泊 78: 妈妈的房间 80: 贝瑟尔家 83: 遥远公园 92: 森林游乐场 96: 辽阔森林 100: 风车森林 106: 橙子绿洲 111: 落雨镇 124: 异世界 131: 结冰湖 140: 雪花球山 145: 垃圾场 150: 垃圾场 158: 焚火虫森林 162: 迷失森林 164: 焚火虫森林 165: 树苗鼹鼠村 180: 甜心城堡 183: 甜心城堡 185: 甜心城堡 191: 最后度假村 197: 最后度假村 202: 最后度假村 215: 水下高架 216: 深井深处 223: 汉弗莱 236: 汉弗莱 244: 头目反击战 249: 汉弗莱 250: 汉弗莱 252: 最后度假村 258: 深渊 264: 黑色空间 310: 贝瑟尔的草地 340: 失落图书馆 341: 回收教徒总部 345: 面包天堂 347: 雪花球山 356: 后台 380: 后台 383: 回忆小道 384: 回忆小道 455: 黑色空间 466: 邻居的卧室 497: 辽阔森林 # ========================================================================================= # Pluto Ride Names # Those are the names of the locations shown in the Pluto's ride event # ========================================================================================= Pluto_Ride_Names: otherworld: 异世界 orange_oasis: 橙子绿洲 vast_forest: 辽阔森林 pyrefly: 焚火虫森林 deep_well: 深井 snowglobe_mountain: 雪花球山 # ========================================================================================= # QUEST NAMES # # Those are the quest names in-game. Originally, those names were taken from the # XX_QUEST.YAML file. However, I have decided to NOT EDIT it as I fear problems with # other stuff I may not know. So, I have decided to apply Quest Names here and to make # a small edito to OMORI QUEST MENU. # ========================================================================================= Quest_Names: Aubergine: 填充玩偶 LostBall: 波利遗失的球 Hector: 赫克托尔 FlowerPuzzle: 黛西的困境 KiteKid: 精神弱小 Duckie: 小鸭鸭在哪里 StickInTheMud: 恋旧之人 StrangeRequest: 奇怪的要求 Itchy: 痒痒 Orange: 香橙乔的执念 PresentForPalmie: 给帕尔米的礼物 FascinatingLiterature: 精彩的书籍 Candlie: 倾听者 CarePackage: 爱心包裹 BED: 持·无·昂 Sweaty: 流汗零食 Pessi: 佩西的宝贝 GhostParty: 幽灵派对 PoolNoodle: 灵感的召唤 Willow: 哭泣柳娘 Pinkbeard: 太空海盗之子 Humphrey: 喂饱汉弗莱 Marina: 玛丽娜的手术 Medusa: 美杜莎的实验 Molly: 莫莉的分析 Missing: 贝瑟尔 Mixtape: 太空海盗的首领 FrontRow: 前排票 Alone: 朋友们不见了 BasilHouse: 贝瑟尔 Leafie: 兔子杀手 Raintown: 落雨镇 Squizzards: 墨鱼巫贼 Rest: 在邻居的房间休息 Abandoned: 空屋子 # ========================================================================================= # Map_Character_Tag # Those texts are for the MAP TAG SYSTEM # ========================================================================================= Map_Character_Tag: leader: 领队 tag_who: 和谁交换? # ========================================================================================= # OMORI BATTLE SYSTEM # ========================================================================================= Omori_Battle_System: hold: 持有:x%1 # This is for the hold item on item window of battle scene. %1 is the number of items cost: 花费: # Those are the MP cost of a skill in battle # ========================================================================================= # OMORI BLACK LETTER MENU # ========================================================================================= Omori_Blackletter_Menu: hangman: 吊死鬼 collect_desc: 收集按键来填补空缺。 incorrect_desc: 错误的按键会被丢弃在右侧。 # ========================================================================================= # OMORI ITEM SHOP # ========================================================================================= Omori_Item_Shop: total_price: 总价: amount: 数量: # ========================================================================================= # OMORI MAIN MENU SCENE SKILL # ========================================================================================= Omori_Mainmenu_Sceneskill: do_what: 做什么? use_on_who: 对谁使用? use_on_all: 对所有人使用吗? use: 使用 swap: 交换 # ========================================================================================= # OMORI MAIN MENU # ========================================================================================= Omori_Mainmenu: lvl: LVL. select_who: 选择谁? # ========================================================================================= # OMORI MAIN MENU SCENE OPTIONS # ========================================================================================= Omori_Mainmenu_Sceneoptions: commands: [通用, 音频, 控制, 系统] # ========================================================================================= # OMORI NAME INPUT # ========================================================================================= Omori_Name_Input: nameask: 他叫什么名字? defaultname: SUNNY max_chars: 6 # ========================================================================================= # OMORI SAVE AND LOAD # ========================================================================================= Omori_Save_Load: file: 文件 %1: # This is the file number entry on save/load scene. %1 is the file index level: 等级 playtime: 游玩总时长: location: 地点: overwrite_file: 是否覆盖此文件? load_file: 是否加载此文件? save_command: 保存 load_command: 加载 # ========================================================================================= # YIN BLACKJACK # ========================================================================================= Yin_Blackjack: bets: [$5, $25, $100, 退出] # Those are the strings in the bet commands jack_commands: [停牌, 拿牌] # Those are the commands for blackjack. They will be uppercased. dealer_streak: 庄家 %1 # %1 is streak string player_streak: 玩家 %1 # %1 is streak string streak_string: ' - 连胜 - %1' # %1 is the player/dealer streak value score: 分数:庄家 - %1 你 - %2 # %1 and %2 are dealer and player scores bet: 赌注:$%1 x%2 总现金 - $%3 # Format numbers references to wagerAmount, playerBonus and currentEarnings maincommands: [新游戏, 继续, 退出] # Blackjack commands. They will be uppercased. # ========================================================================================= # YIN OMORI FIXES # ========================================================================================= Yin_Omori_Fixes: # Final Battle Strings continue: 你是否想要继续? # This message is returned on the scripted Game Over during the final OMORI BATTLE retry: 你是否想要重试? # ========================================================================================= # OMORI TITLE SCREEN # ========================================================================================= Omori_Title_Screen: commands: [新游戏, 继续, 选项, '张贴者'] # ========================================================================================= # YIN PIZZA MINIGAME # As I have not coded this plugin myself, I'm trying to imagine the logic of the # original coder. - BLUEMOON # ========================================================================================= Yin_Pizza_Delivery: houseHints: 1: [院子里有罐头, 停了辆红色皮卡, 门垫绿色, 垃圾箱旁有罐头, 破旧的棕色屋顶, 窗户钉上木板, 前墙是砖做的, 没有围栏, 后院里有树根, 车道摆了几盆植物, 垃圾箱前门排成一排] 2: [停了辆深绿色皮卡, 门垫紫色, 黄色屋顶上是灰色烟囱, 门是黄色并且有窗户, 门上有窗户] 3: [门垫白色, 门深粉色的, 后院里有绳球, 屋顶粉色, 有个粉色的窗户, 窗旁放着紫花] 4: [门垫灰色, 门棕色的, 车道前摆着三角锥, 屋顶浅蓝色, 树旁有梯子] 5: [停了辆灰色的车, 后院里有大石头, 大石头旁有花, 门垫紫色, 屋顶橙色, 前墙是砖做的, 没有垃圾箱] 6: [门白色的, 屋顶是深蓝色并且有石烟囱, 前墙破旧, 后院里有画架, 后院里有植物] 7: [停了辆红色皮卡, 门是淡黄色并且有窗户, 侧院里有箱子, 有个黄色的窗户, 窗旁放着紫花, 门垫深紫色, 没有垃圾箱, 屋顶红色, 没有围栏] 8: [紫色屋顶上有烟囱, 院子满是野草, 门垫棕色, 没有围栏, 门旁有梯子, 前门外有消防龙头, 门浅棕色] 9: [屋顶浅棕色, 门粉色, 停了辆灰色皮卡, 没有围栏] 10: [屋顶黄色, 后院里有轮胎, 门是黄色带窗的, 路旁有野餐桌, 后院里有烤架] 11: [屋顶蓝色, 门浅棕色, 门垫棕色, 有狗屋, 后院里有树根] 12: [屋顶浅绿色, 后院里有玩具, 白色围栏旁有罐头, 门垫白色, 一扇绿色窗户, 后院里有大石头, 前门外有消防龙头] 13: [车道有灯, 门垫深绿色, 停了辆蓝色皮卡, 棕色围栏旁有灌木丛, 前门外有消防龙头, 深绿色屋顶上是紫砖烟囱] 14: [屋顶棕色, 后院里有树根和花, 树在前门排成一排, 门垫深黄色, 门深红色, 车库门白色] 15: [蓝色屋顶上是蓝砖烟囱, 前墙是白色的砖做的, 停了辆绿色皮卡, 左侧有垃圾箱, 后院里有篮球架, 有绳球, 棕色车库门旁有灌木丛] 16: [车道里停了辆粉色的车, 棕色屋顶上是深绿色烟囱, 门是浅棕色并且没有窗户, 灌木丛上有黄花] 17: [停了辆白色的车, 车库门浅粉色, 门垫浅粉色, 门是粉色没有窗户, 围栏旁是泥土, 屋顶浅灰色, 后院里有花, 车库门旁有箱子] 18: [屋顶是深棕色的砖做的, 车库门没有窗, 围栏断了一截, 停了辆绿色皮卡, 前门外有垃圾箱, 灌木丛上有黄花, 后院里有树, 垃圾箱旁有沙发] 19: [屋顶红色, 左侧有一堆垃圾, 门垫蓝色, 门红色的, 车道旁两排石头, 后院有瓶子和罐子, 门边有树, 车库门没有窗户, 红砖烟囱] 20: [屋顶浅棕色, 门浅棕色, 车道旁有垃圾箱, 停了辆灰色的车, 烟囱棕色, 车道旁有两排开花灌木] 21: [屋顶紫色, 烟囱紫色, 门紫粉色, 车库门深红色, 前门外有消防龙头, 门垫深蓝色, 停了辆粉色的车, 右侧有烤架, 前门外有邮箱, 后院里很多花, 右侧有烤架, 树旁有木板] 22: [门深棕色, 屋顶深绿色, 前墙是白砖做的, 门旁有植物, 后院一侧有堆肥, 围栏旁有垃圾箱, 有狗屋, 烟囱是紫砖做的, 有篮球架] 23: [屋顶黄色, 侧面有工作台, 后院里有工具, 门垫黄色, 停了辆灰色皮卡, 车库门是白色并且有窗户, 后院里有轮胎] 24: [停了辆红色皮卡, 屋顶蓝色, 前门外有三角锥, 门是黄色并且有窗户, 有火烈鸟, 有鸟巢屋, 烟囱是蓝砖做的] 25: [屋顶紫色, 门垫白色, 车道上有火烈鸟和树, 左侧有棕色围栏, 烟囱是灰石做的, 有一扇粉色窗户, 野餐桌旁有烤架] 26: [屋顶浅棕色, 门棕色, 棕色围栏旁有篮球架, 门垫紫色, 有两个黑色的垃圾箱, 后院里有玩具, 前墙是浅棕色砖做的, 前门外有三角锥] 27: [屋顶深棕色, 前门外有告示牌, 后院里有树根, 黄色窗户旁有红花] 28: [路边种着一排花, 左右两侧有垃圾箱, 右侧有两个绿色的垃圾箱, 屋顶白色, 前门外有消防龙头, 烟囱是白石头做的] 29: [屋顶黄色, 门浅棕色, 门垫棕色, 前门外有垃圾箱, 后院里有轮胎, 门旁有梯子, 停了辆灰色皮卡, 停了辆蓝色皮卡, 侧面有木板] 30: [围栏白色, 停了辆粉色的车, 车道旁花排成两排, 屋顶浅棕色, 左侧有烤架, 门深粉色] 31: [屋顶深棕色, 有秋千, 有绳球, 后院有花, 垃圾箱放在砂砾上, 有一条小土路, 院子里有玩具] 32: [屋顶红色, 门垫灰色, 门灰色, 后院里有树根, 有两个绿色的垃圾箱, 前墙破旧, 前门外有消防龙头, 木板上放着梯子, 烟囱是灰石头做的] 33: [屋顶灰色, 前墙是砖做的, 门垫紫色, 门旁有梯子, 有两个垃圾箱, 垃圾箱旁有瓶子, 有狗屋, 后院有木板, 没有围栏, 前门外停了辆灰色的皮卡] 34: [前门外停了辆白色的车, 前门外有邮箱, 前门外的垃圾箱旁有罐头, 屋顶浅蓝色, 入口处有树, 门浅灰色, 有篮球架, 门垫浅绿色] 35: [前门外停了辆黄色的车, 窗户旁有红色的花, 小路旁有花, 后院里有堆肥, 屋顶蓝色, 门垫深蓝色, 白色围栏前面有树] 36: [前门外有消防龙头, 没有围栏, 粉色窗户旁有紫色的花, 右侧的垃圾箱旁有玩具, 门粉色, 屋顶白色, 停了辆灰色的车, 后院里有车子玩具] partPool: ['请帮我把披萨送到一个{1}并且{2}的房子', '你找找那个{1}还有{2}的房子送过去就行', '这份披萨要送到{1}和{2}的房子', '把披萨送到{1}和{2}的房子', '找到{1}和{2}的房子', '请去寻找一栋{1}并且{2}的房子', '把披萨带到{1}而且{2}的房子', '沿着这条街把披萨送到{1}还有{2}的房子', '请找到{1}并且{2}的房子', '这份披萨要送到{1}还有{2}的房子', '请去寻找一栋{1}另外{2}的房子'] descriptionLink: '' # This part of the string seems to be used to link the description of the House Pools -> var text = part + $gameSystem.pizza[0] + " And The " + $gameSystem.pizza[1]; #========================== # In the original code, there is this line # if (text.contains("The No")) { # text = text.replace("The No", "No"); # } # # I'm not sure why the original programmer added this, probably to prevent # some kind of mispelling/grammar problem. If you think that this is not # needed in the localization by any chance, just leave void the strings # this way ["", ""] theNo: [The No, No] # ========================================================================================= # UI_CONFIGURATION # In the object below, you can edit some settings related to some UI parts of the game # that were originally edited directly in the source code. # ========================================================================================= # LanguageManager.getMessageData("XX_BLUE.Window_Base") Sprite_MapCharacterTagFace: setText_fontsize: 18 # MAP CHARACTER TAG line 622 Window_Base: drawShortActorHP_contents_fontsize: 18 # OMORI BASE line 3514 processDrawIconOffset: [0, 0] # This adds a offset when the escape character \i[x] is used. The format is [x,y] processDrawInputIconOffset: [0, 0] # This adds an offset when the escape character \DII[x] is used for drawing inputs images. The format is [x,y] Window_OmoMenuHelp: refresh_contents_fontsize: 18 # OMORI BASE line 3868 refresh_description_fontsize: 18 # OMORI BASE line 3870 refresh_position: [6, 28] # OMORI BASE line 3872 Window_OmoWindowIndexCursor: refresh_contents_fontsize: 16 # OMORI BASE line 3969 refresh_draw_text_position: [0, -10] # OMORI BASE line 3976 Window_NameBox: refresh_draw_text_position: [padding, -4] # OMORI BASE line 4634 standardFontSize: $gameSystem.getMessageFontSize() # YEP MESSAGE CORE line 1094 Window_OmoriBattleActorStatus: drawHP_contents_fontsize: 14 # OMORI BATTLE SYSTEM line 2537 drawHP_contents_clearRect_position: [0, y + 10] # OMORI BATTLE SYSTEM line 2539 drawMP_contents_fontsize: 14 # OMORI BATTLE SYSTEM line 2551 Window_ScrollingTextSource: standardFontSize: 18 # OMORI BATTLE SYSTEM line 4124 Window_OmoMenuOptionsCategory: standardFontSize: 18 # OMORI MAIN MENU SCENE OPTIONS line 698 Window_MenuCommand: standardFontSize: 18 # OMORI MAIN MENU line 259 Window_Gold: drawCurrencyValue_position: [x, 0] # OMORI MAIN MENU line 334 Window_OmoMainMenuActorStatus: refresh_contents_fontsize: 16 # OMORI MAIN MENU line 604 refresh_drawText_position: [12, -3] # OMORI MAIN MENU line 606 refresh_contents_fontsize2: 16 # OMORI MAIN MENU line 607 refresh_drawTextHP_position: [12, 44] # OMORI MAIN MENU line 626 refresh_drawTextMP_position: [12, 72] # OMORI MAIN MENU line 631 Window_OmoriFileInformation: refresh_contents_fontsize: 20 # OMORI SAVE AND LOAD LINE 608 refresh_drawText_position: [150, 4] # OMORI SAVE AND LOAD line 613 file_position: [40, -5] # OMORI SAVE AND LOAD line 610 level_position: [345, 30] # OMORI SAVE AND LOAD line 632 playtime_position: [350, 55] # OMORI SAVE AND LOAD line 637 Scene_OmoriTitleScreen: commandHints_fontsize: 16 # OMORI TITLE SCREEN line 208 commandHints_confirm_position: [iconSize + 5, paddingY + 2] # OMORI TITLE SCREEN line 211 commandHints_cancel_position: [iconSize*2 + 20 + this._commandHints.bitmap.measureTextWidth(confirm), paddingY] # OMORI TITLE SCREEN line 214 gameVersion_position: [5, 5] # OMORI TITLE SCREEN line 234 gameVersion_fontsize: 16 # OMORI TITLE SCREEN line 235 Window_OmoTitleScreenBox: refresh_contents_fontsize: 18 # OMORI TITLE SCREEN line 1134 refresh_drawText_position: [0, -9] # OMORI TITLE SCREEN line 1140 Window_OmoMenuItemCategory: standardFontSize: 18 # OMORI MAIN MENU SCENE ITEM line 620 Window_OmoMenuItemList: drawItem_contents_fontsize: 18 # OMORI MAIN MENU SCENE ITEM line 794 drawItem_drawText_position: [rect.x + rect.width - 18, rect.y] # OMORI MAIN MENU SCENE ITEM line 800 Window_OmoMenuItemConfirmation: standardFontSize: 18 # OMORI MAIN MENU SCENE ITEM line 832 Window_OmoMenuItemTrashPromptWindow: standardFontSize: 18 # OMORI MAIN MENU SCENE ITEM line 893 itemRectForText_rectx: this.textPadding() + 35 # OMORI MAIN MENU SCENE ITEM line 925 Window_ChoiceList: standardFontSize: 18 # OMORI BASE LINE 4665 Window_OmoMenuActorSkillEquip: skillsFontSize: 16 # OMORI MAIN MENU SCENE SKILL LINE 701 Window_OmoriShopItemList: transactionHeaderFontSize: 16 # OMORI ITEM SHOP LINE 910 itemFontSize: 16 # OMORI ITEM SHOP LINE 892