458 lines
21 KiB
YAML
458 lines
21 KiB
YAML
#=========================================================================================
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# Updated at 06/25/2021
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# This file has been created by BLUEMOON for exporting all the hardcoded strings
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# from JS files.
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#
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# Just for a good memo, some strings are incapsulated in "" quotes because they have
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# : inside the string.
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#=========================================================================================
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# =========================================================================================
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# OMOCAT
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# Put the name "OMOCAT" in the Steam version of the game, It will unlock a discount code
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# for the OMOCAT shop.
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#
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# WARNING! This feature is not available for console releases for rights problems.
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# =========================================================================================
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OMOCAT:
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text: omocat
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# =========================================================================================
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# World Currency Unit
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# Those chars are the symbols of the currencies used inside shops and such. Originally,
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# they were hardcoded inside OMORI BASE
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# =========================================================================================
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World_Currency_Unit:
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clams: 蚌币
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dollars: $
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# =========================================================================================
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# SUMMONING CIRCLE MAP
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# =========================================================================================
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item_loaf:
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text: 面包
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item_SPAGHETTI:
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text: 意面
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item_LIFEJAM:
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text: 生命果酱
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item_COOKIES:
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text: 曲奇饼
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item_OATMEALCOOKIES:
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text: 燕麦曲奇饼
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item_FORESTBUNNY:
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text: 森林兔兔
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item_STRAYCAT:
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text: 流浪猫
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item_RECIPEFORDISASTER:
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text: 灾难的配方
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# =========================================================================================
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# Common Event 3 - Game Chapters Names
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# Originally, those texts where hardcoded inside Common Event 3. Added a configuration here.
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# =========================================================================================
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Chapter_Names:
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unknown: ???
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moving_day: 搬家当天
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one_day_left: 还有一天……
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two_days_left: 还有两天……
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three_days_left: 还有三天……
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prologue: 序章
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# =========================================================================================
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# Map Display Names
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# Those are the display names of the game map extracted with a tool I have made. Those
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# names will directly applied on the map.
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#
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# THIS WILL NOT AFFECT OLD SAVE FILES, THEY WILL ALWAYS SHOW THE LAST SAVED STRING :(
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# =========================================================================================
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Map_Display_Names:
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13: 外面
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14: 妈妈的房间
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18: 妈妈的房间
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46: 贝瑟尔家
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50: 贝瑟尔家
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63: 遥远公园
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73: 遥远公园
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74: 秘密湖泊
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78: 妈妈的房间
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80: 贝瑟尔家
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83: 遥远公园
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92: 森林游乐场
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96: 辽阔森林
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100: 风车森林
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106: 橙子绿洲
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111: 落雨镇
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124: 异世界
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131: 结冰湖
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140: 雪花球山
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145: 垃圾场
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150: 垃圾场
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158: 焚火虫森林
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162: 迷失森林
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164: 焚火虫森林
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165: 树苗鼹鼠村
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180: 甜心城堡
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183: 甜心城堡
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185: 甜心城堡
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191: 最后度假村
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197: 最后度假村
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202: 最后度假村
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215: 水下高架
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216: 深井深处
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223: 汉弗莱
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236: 汉弗莱
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244: 头目反击战
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249: 汉弗莱
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250: 汉弗莱
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252: 最后度假村
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258: 深渊
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264: 黑色空间
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310: 贝瑟尔的草地
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340: 失落图书馆
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341: 回收教徒总部
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345: 面包天堂
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347: 雪花球山
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356: 后台
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380: 后台
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383: 回忆小道
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384: 回忆小道
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455: 黑色空间
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466: 邻居的卧室
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497: 辽阔森林
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# =========================================================================================
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# Pluto Ride Names
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# Those are the names of the locations shown in the Pluto's ride event
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# =========================================================================================
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Pluto_Ride_Names:
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otherworld: 异世界
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orange_oasis: 橙子绿洲
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vast_forest: 辽阔森林
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pyrefly: 焚火虫森林
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deep_well: 深井
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snowglobe_mountain: 雪花球山
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# =========================================================================================
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# QUEST NAMES
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#
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# Those are the quest names in-game. Originally, those names were taken from the
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# XX_QUEST.YAML file. However, I have decided to NOT EDIT it as I fear problems with
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# other stuff I may not know. So, I have decided to apply Quest Names here and to make
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# a small edito to OMORI QUEST MENU.
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# =========================================================================================
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Quest_Names:
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Aubergine: 填充玩偶
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LostBall: 波利遗失的球
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Hector: 赫克托尔
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FlowerPuzzle: 黛西的困境
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KiteKid: 精神弱小
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Duckie: 小鸭鸭在哪里
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StickInTheMud: 恋旧之人
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StrangeRequest: 奇怪的要求
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Itchy: 痒痒
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Orange: 香橙乔的执念
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PresentForPalmie: 给帕尔米的礼物
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FascinatingLiterature: 精彩的书籍
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Candlie: 倾听者
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CarePackage: 爱心包裹
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BED: 持·无·昂
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Sweaty: 流汗零食
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Pessi: 佩西的宝贝
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GhostParty: 幽灵派对
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PoolNoodle: 灵感的召唤
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Willow: 哭泣柳娘
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Pinkbeard: 太空海盗之子
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Humphrey: 喂饱汉弗莱
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Marina: 玛丽娜的手术
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Medusa: 美杜莎的实验
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Molly: 莫莉的分析
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Missing: 贝瑟尔
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Mixtape: 太空海盗的首领
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FrontRow: 前排票
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Alone: 朋友们不见了
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BasilHouse: 贝瑟尔
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Leafie: 兔子杀手
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Raintown: 落雨镇
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Squizzards: 墨鱼巫贼
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Rest: 在邻居的房间休息
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Abandoned: 空屋子
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# =========================================================================================
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# Map_Character_Tag
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# Those texts are for the MAP TAG SYSTEM
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# =========================================================================================
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Map_Character_Tag:
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leader: 领队
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tag_who: 和谁交换?
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# =========================================================================================
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# OMORI BATTLE SYSTEM
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# =========================================================================================
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Omori_Battle_System:
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hold: 持有:x%1 # This is for the hold item on item window of battle scene. %1 is the number of items
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cost: 花费: # Those are the MP cost of a skill in battle
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# =========================================================================================
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# OMORI BLACK LETTER MENU
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# =========================================================================================
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Omori_Blackletter_Menu:
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hangman: 吊死鬼
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collect_desc: 收集按键来填补空缺。
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incorrect_desc: 错误的按键会被丢弃在右侧。
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# =========================================================================================
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# OMORI ITEM SHOP
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# =========================================================================================
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Omori_Item_Shop:
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total_price: 总价:
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amount: 数量:
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# =========================================================================================
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# OMORI MAIN MENU SCENE SKILL
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# =========================================================================================
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Omori_Mainmenu_Sceneskill:
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do_what: 做什么?
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use_on_who: 对谁使用?
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use_on_all: 对所有人使用吗?
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use: 使用
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swap: 交换
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# =========================================================================================
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# OMORI MAIN MENU
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# =========================================================================================
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Omori_Mainmenu:
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lvl: LVL.
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select_who: 选择谁?
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# =========================================================================================
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# OMORI MAIN MENU SCENE OPTIONS
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# =========================================================================================
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Omori_Mainmenu_Sceneoptions:
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commands: [通用, 音频, 控制, 系统]
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# =========================================================================================
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# OMORI NAME INPUT
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# =========================================================================================
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Omori_Name_Input:
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nameask: 他叫什么名字?
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defaultname: SUNNY
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max_chars: 6
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# =========================================================================================
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# OMORI SAVE AND LOAD
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# =========================================================================================
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Omori_Save_Load:
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file: 文件 %1: # This is the file number entry on save/load scene. %1 is the file index
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level: 等级
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playtime: 游玩总时长:
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location: 地点:
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overwrite_file: 是否覆盖此文件?
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load_file: 是否加载此文件?
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save_command: 保存
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load_command: 加载
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# =========================================================================================
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# YIN BLACKJACK
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# =========================================================================================
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Yin_Blackjack:
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bets: [$5, $25, $100, 退出] # Those are the strings in the bet commands
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jack_commands: [停牌, 拿牌] # Those are the commands for blackjack. They will be uppercased.
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dealer_streak: 庄家 %1 # %1 is streak string
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player_streak: 玩家 %1 # %1 is streak string
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streak_string: ' - 连胜 - %1' # %1 is the player/dealer streak value
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score: 分数:庄家 - %1 你 - %2 # %1 and %2 are dealer and player scores
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bet: 赌注:$%1 x%2 总现金 - $%3 # Format numbers references to wagerAmount, playerBonus and currentEarnings
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maincommands: [新游戏, 继续, 退出] # Blackjack commands. They will be uppercased.
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# =========================================================================================
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# YIN OMORI FIXES
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# =========================================================================================
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Yin_Omori_Fixes:
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# Final Battle Strings
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continue: 你是否想要继续? # This message is returned on the scripted Game Over during the final OMORI BATTLE
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retry: 你是否想要重试?
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# =========================================================================================
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# OMORI TITLE SCREEN
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# =========================================================================================
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Omori_Title_Screen:
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commands: [新游戏, 继续, 选项, 张贴者]
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# =========================================================================================
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# YIN PIZZA MINIGAME
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# As I have not coded this plugin myself, I'm trying to imagine the logic of the
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# original coder. - BLUEMOON
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# =========================================================================================
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Yin_Pizza_Delivery:
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houseHints:
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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,
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垃圾箱前门排成一排]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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9: [屋顶浅棕色, 门粉色, 停了辆灰色皮卡, 没有围栏]
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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]
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11: [屋顶蓝色, 门浅棕色, 门垫棕色, 有狗屋, 后院里有树根]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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,
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右侧有烤架, 树旁有木板]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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
|