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525 lines
23 KiB
Ruby
525 lines
23 KiB
Ruby
#==============================================================================#
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# Pokémon Essentials #
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# Version 21.1 #
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# https://github.com/Maruno17/pokemon-essentials #
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#==============================================================================#
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module Settings
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# The version of your game. It has to adhere to the MAJOR.MINOR.PATCH format.
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GAME_VERSION = "1.0.0"
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# The generation that the battle system follows. Used throughout the battle
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# scripts, and also by some other settings which are used in and out of battle
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# (you can of course change those settings to suit your game).
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# Note that this isn't perfect. Essentials doesn't accurately replicate every
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# single generation's mechanics. It's considered to be good enough. Only
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# generations 5 and later are reasonably supported.
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MECHANICS_GENERATION = 8
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#-----------------------------------------------------------------------------
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# Credits
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#-----------------------------------------------------------------------------
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# Your game's credits, in an array. You can allow certain lines to be
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# translated by wrapping them in _INTL() as shown. Blank lines are just "".
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# To split a line into two columns, put "<s>" in it. Plugin credits and
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# Essentials engine credits are added to the end of these credits
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# automatically.
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def self.game_credits
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return [
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_INTL("My Game by:"),
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"Maruno",
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"",
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_INTL("Also involved were:"),
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"A. Lee Uss<s>Anne O'Nymus",
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"Ecksam Pell<s>Jane Doe",
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"Joe Dan<s>Nick Nayme",
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"Sue Donnim<s>",
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"",
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_INTL("Special thanks to:"),
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"Pizza"
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]
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end
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#-----------------------------------------------------------------------------
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# The player and NPCs
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#-----------------------------------------------------------------------------
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# The maximum amount of money the player can have.
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MAX_MONEY = 999_999
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# The maximum number of Game Corner coins the player can have.
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MAX_COINS = 99_999
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# The maximum number of Battle Points the player can have.
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MAX_BATTLE_POINTS = 9_999
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# The maximum amount of soot the player can have.
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MAX_SOOT = 9_999
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# The maximum length, in characters, that the player's name can be.
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MAX_PLAYER_NAME_SIZE = 10
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# A set of arrays each containing a trainer type followed by a Game Variable
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# number. If the Variable isn't set to 0, then all trainers with the
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# associated trainer type will be named as whatever is in that Variable.
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RIVAL_NAMES = [
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[:RIVAL1, 12],
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[:RIVAL2, 12],
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[:CHAMPION, 12]
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]
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#-----------------------------------------------------------------------------
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# Overworld
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#-----------------------------------------------------------------------------
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# Whether outdoor maps should be shaded according to the time of day.
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TIME_SHADING = true
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# Whether the reflections of the player/events will ripple horizontally.
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ANIMATE_REFLECTIONS = true
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# Whether planted berries grow according to Gen 4 mechanics (true) or Gen 3
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# mechanics (false).
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NEW_BERRY_PLANTS = (MECHANICS_GENERATION >= 4)
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# Whether fishing automatically hooks the Pokémon (true), or whether there is
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# a reaction test first (false).
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FISHING_AUTO_HOOK = false
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# The ID of the common event that runs when the player starts fishing (runs
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# instead of showing the casting animation).
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FISHING_BEGIN_COMMON_EVENT = -1
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# The ID of the common event that runs when the player stops fishing (runs
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# instead of showing the reeling in animation).
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FISHING_END_COMMON_EVENT = -1
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# The number of steps allowed before a Safari Zone game is over (0=infinite).
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SAFARI_STEPS = 600
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# The number of seconds a Bug-Catching Contest lasts for (0=infinite).
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BUG_CONTEST_TIME = 20 * 60 # 20 minutes
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# Pairs of map IDs, where the location signpost isn't shown when moving from
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# one of the maps in a pair to the other (and vice versa). Useful for single
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# long routes/towns that are spread over multiple maps.
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# e.g. [4,5,16,17,42,43] will be map pairs 4,5 and 16,17 and 42,43.
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# Moving between two maps that have the exact same name won't show the
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# location signpost anyway, so you don't need to list those maps here.
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NO_SIGNPOSTS = []
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# Whether poisoned Pokémon will lose HP while walking around in the field.
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POISON_IN_FIELD = (MECHANICS_GENERATION <= 4)
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# Whether poisoned Pokémon will faint while walking around in the field
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# (true), or survive the poisoning with 1 HP (false).
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POISON_FAINT_IN_FIELD = (MECHANICS_GENERATION <= 3)
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#-----------------------------------------------------------------------------
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# Using moves in the overworld
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#-----------------------------------------------------------------------------
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# Whether you need at least a certain number of badges to use some hidden
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# moves in the field (true), or whether you need one specific badge to use
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# them (false). The amounts/specific badges are defined below.
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FIELD_MOVES_COUNT_BADGES = true
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# Depending on FIELD_MOVES_COUNT_BADGES, either the number of badges required
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# to use each hidden move in the field, or the specific badge number required
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# to use each move. Remember that badge 0 is the first badge, badge 1 is the
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# second badge, etc.
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# e.g. To require the second badge, put false and 1.
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# To require at least 2 badges, put true and 2.
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BADGE_FOR_CUT = 1
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BADGE_FOR_FLASH = 2
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BADGE_FOR_ROCKSMASH = 3
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BADGE_FOR_SURF = 4
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BADGE_FOR_FLY = 5
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BADGE_FOR_STRENGTH = 6
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BADGE_FOR_DIVE = 7
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BADGE_FOR_WATERFALL = 8
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#-----------------------------------------------------------------------------
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# Pokémon
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#-----------------------------------------------------------------------------
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# The maximum level Pokémon can reach.
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MAXIMUM_LEVEL = 100
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# The level of newly hatched Pokémon.
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EGG_LEVEL = 1
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# The odds of a newly generated Pokémon being shiny (out of 65536).
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SHINY_POKEMON_CHANCE = (MECHANICS_GENERATION >= 6) ? 16 : 8
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# Whether super shininess is enabled (uses a different shiny animation).
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SUPER_SHINY = (MECHANICS_GENERATION >= 8)
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# Whether Pokémon with the "Legendary", "Mythical" or "Ultra Beast" flags will
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# have at least 3 perfect IVs.
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LEGENDARIES_HAVE_SOME_PERFECT_IVS = (MECHANICS_GENERATION >= 6)
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# The odds of a wild Pokémon/bred egg having Pokérus (out of 65536).
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POKERUS_CHANCE = 3
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# Whether IVs and EVs are treated as 0 when calculating a Pokémon's stats.
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# IVs and EVs still exist, and are used by Hidden Power and some cosmetic
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# things as normal.
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DISABLE_IVS_AND_EVS = false
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# Whether the Move Relearner can also teach egg moves that the Pokémon knew
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# when it hatched and moves that the Pokémon was once taught by a TR. Moves
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# from the Pokémon's level-up moveset of the same or a lower level than the
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# Pokémon can always be relearned.
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MOVE_RELEARNER_CAN_TEACH_MORE_MOVES = (MECHANICS_GENERATION >= 6)
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#-----------------------------------------------------------------------------
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# Breeding Pokémon and Day Care
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#-----------------------------------------------------------------------------
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# Whether Pokémon in the Day Care gain Exp for each step the player takes.
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# This should be true for the Day Care and false for the Pokémon Nursery, both
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# of which use the same code in Essentials.
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DAY_CARE_POKEMON_GAIN_EXP_FROM_WALKING = (MECHANICS_GENERATION <= 6)
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# Whether two Pokémon in the Day Care can learn egg moves from each other if
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# they are the same species.
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DAY_CARE_POKEMON_CAN_SHARE_EGG_MOVES = (MECHANICS_GENERATION >= 8)
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# Whether a bred baby Pokémon can inherit any TM/TR/HM moves from its father.
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# It can never inherit TM/TR/HM moves from its mother.
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BREEDING_CAN_INHERIT_MACHINE_MOVES = (MECHANICS_GENERATION <= 5)
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# Whether a bred baby Pokémon can inherit egg moves from its mother. It can
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# always inherit egg moves from its father.
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BREEDING_CAN_INHERIT_EGG_MOVES_FROM_MOTHER = (MECHANICS_GENERATION >= 6)
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#-----------------------------------------------------------------------------
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# Roaming Pokémon
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#-----------------------------------------------------------------------------
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# A list of maps used by roaming Pokémon. Each map has an array of other maps
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# it can lead to.
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ROAMING_AREAS = {
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5 => [ 21, 28, 31, 39, 41, 44, 47, 66, 69],
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21 => [5, 28, 31, 39, 41, 44, 47, 66, 69],
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28 => [5, 21, 31, 39, 41, 44, 47, 66, 69],
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31 => [5, 21, 28, 39, 41, 44, 47, 66, 69],
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39 => [5, 21, 28, 31, 41, 44, 47, 66, 69],
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41 => [5, 21, 28, 31, 39, 44, 47, 66, 69],
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44 => [5, 21, 28, 31, 39, 41, 47, 66, 69],
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47 => [5, 21, 28, 31, 39, 41, 44, 66, 69],
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66 => [5, 21, 28, 31, 39, 41, 44, 47, 69],
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69 => [5, 21, 28, 31, 39, 41, 44, 47, 66 ]
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}
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# A set of arrays, each containing the details of a roaming Pokémon. The
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# information within each array is as follows:
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# * Species.
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# * Level.
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# * Game Switch; the Pokémon roams while this is ON.
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# * Encounter type (see def pbRoamingMethodAllowed for their use):
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# 0 = grass, walking in cave, surfing
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# 1 = grass, walking in cave
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# 2 = surfing
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# 3 = fishing
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# 4 = surfing, fishing
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# * Name of BGM to play for that encounter (optional).
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# * Roaming areas specifically for this Pokémon (optional; used instead of
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# ROAMING_AREAS).
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ROAMING_SPECIES = [
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[:LATIAS, 30, 53, 0, "Battle roaming"],
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[:LATIOS, 30, 53, 0, "Battle roaming"],
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[:KYOGRE, 40, 54, 2, nil, {
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2 => [ 21, 31 ],
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21 => [2, 31, 69],
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31 => [2, 21, 69],
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69 => [ 21, 31 ]
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}],
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[:ENTEI, 40, 55, 1]
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]
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#-----------------------------------------------------------------------------
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# Party and Pokémon storage
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#-----------------------------------------------------------------------------
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# The maximum number of Pokémon that can be in the party.
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MAX_PARTY_SIZE = 6
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# The number of boxes in Pokémon storage.
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NUM_STORAGE_BOXES = 40
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# Whether putting a Pokémon into Pokémon storage will heal it. If false, they
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# are healed by the Recover All: Entire Party event command (at Poké Centers).
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HEAL_STORED_POKEMON = (MECHANICS_GENERATION <= 7)
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#-----------------------------------------------------------------------------
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# Items
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#-----------------------------------------------------------------------------
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# Whether various HP-healing items heal the amounts they do in Gen 7+ (true)
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# or in earlier Generations (false).
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REBALANCED_HEALING_ITEM_AMOUNTS = (MECHANICS_GENERATION >= 7)
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# Whether vitamins can add EVs no matter how many that stat already has in it
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# (true), or whether they can't make that stat's EVs greater than 100 (false).
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NO_VITAMIN_EV_CAP = (MECHANICS_GENERATION >= 8)
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# Whether Rage Candy Bar acts as a Full Heal (true) or a Potion (false).
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RAGE_CANDY_BAR_CURES_STATUS_PROBLEMS = (MECHANICS_GENERATION >= 7)
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# Whether the Black/White Flutes will raise/lower the levels of wild Pokémon
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# respectively (true), or will lower/raise the wild encounter rate
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# respectively (false).
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FLUTES_CHANGE_WILD_ENCOUNTER_LEVELS = (MECHANICS_GENERATION >= 6)
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# Whether Rare Candy can be used on a Pokémon that is already at its maximum
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# level if it is able to evolve by level-up (if so, triggers that evolution).
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RARE_CANDY_USABLE_AT_MAX_LEVEL = (MECHANICS_GENERATION >= 8)
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# Whether the player can choose how many of an item to use at once on a
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# Pokémon. This applies to Exp-changing items (Rare Candy, Exp Candies) and
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# EV-changing items (vitamins, feathers, EV-lowering berries).
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USE_MULTIPLE_STAT_ITEMS_AT_ONCE = (MECHANICS_GENERATION >= 8)
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# If a move taught by a TM/HM/TR replaces another move, this setting is
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# whether the machine's move retains the replaced move's PP (true), or whether
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# the machine's move has full PP (false).
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TAUGHT_MACHINES_KEEP_OLD_PP = (MECHANICS_GENERATION == 5)
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# Whether you get 1 Premier Ball for every 10 of any kind of Poké Ball bought
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# from a Mart at once (true), or 1 Premier Ball for buying 10+ regular Poké
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# Balls (false).
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MORE_BONUS_PREMIER_BALLS = (MECHANICS_GENERATION >= 8)
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#-----------------------------------------------------------------------------
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# Bag
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#-----------------------------------------------------------------------------
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# The names of each pocket of the Bag.
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def self.bag_pocket_names
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return [
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_INTL("Items"),
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_INTL("Medicine"),
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_INTL("Poké Balls"),
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_INTL("TMs & HMs"),
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_INTL("Berries"),
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_INTL("Mail"),
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_INTL("Battle Items"),
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_INTL("Key Items")
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]
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end
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# The maximum number of slots per pocket (-1 means infinite number).
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BAG_MAX_POCKET_SIZE = [-1, -1, -1, -1, -1, -1, -1, -1]
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# Whether each pocket in turn auto-sorts itself by the order items are defined
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# in the PBS file items.txt.
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BAG_POCKET_AUTO_SORT = [false, false, false, true, true, false, false, false]
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# The maximum number of items each slot in the Bag can hold.
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BAG_MAX_PER_SLOT = 999
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#-----------------------------------------------------------------------------
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# Pokédex
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#-----------------------------------------------------------------------------
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# The names of the Pokédex lists, in the order they are defined in the PBS
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# file "regional_dexes.txt". The last name is for the National Dex and is
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# added onto the end of this array.
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# Each entry is either just a name, or is an array containing a name and a
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# number. If there is a number, it is a region number as defined in
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# town_map.txt. If there is no number, the number of the region the player is
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# currently in will be used. The region number determines which Town Map is
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# shown in the Area page when viewing that Pokédex list.
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def self.pokedex_names
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return [
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[_INTL("Kanto Pokédex"), 0],
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[_INTL("Johto Pokédex"), 1],
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_INTL("National Pokédex")
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]
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end
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# Whether the Pokédex list shown is the one for the player's current region
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# (true), or whether a menu pops up for the player to manually choose which
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# Dex list to view if more than one is available (false).
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USE_CURRENT_REGION_DEX = false
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# Whether all forms of a given species will be immediately available to view
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# in the Pokédex so long as that species has been seen at all (true), or
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# whether each form needs to be seen specifically before that form appears in
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# the Pokédex (false).
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DEX_SHOWS_ALL_FORMS = false
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# An array of numbers, where each number is that of a Dex list (in the same
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# order as above, except the National Dex is -1). All Dex lists included here
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# will begin their numbering at 0 rather than 1 (e.g. Victini in Unova's Dex).
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DEXES_WITH_OFFSETS = []
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# Whether the Pokédex entry of a newly owned species will be shown after it
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# hatches from an egg, after it evolves and after obtaining it from a trade,
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# in addition to after catching it in battle.
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SHOW_NEW_SPECIES_POKEDEX_ENTRY_MORE_OFTEN = (MECHANICS_GENERATION >= 7)
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#-----------------------------------------------------------------------------
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# Town Map
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#-----------------------------------------------------------------------------
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# A set of arrays, each containing details of a graphic to be shown on the
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# region map if appropriate. The values for each array are as follows:
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# * Region number.
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# * Game Switch; the graphic is shown if this is ON (non-wall maps only).
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# * X coordinate of the graphic on the map, in squares.
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# * Y coordinate of the graphic on the map, in squares.
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# * Name of the graphic, found in the Graphics/UI/Town Map folder.
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# * The graphic will always (true) or never (false) be shown on a wall map.
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REGION_MAP_EXTRAS = [
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[0, 51, 16, 15, "hidden_Berth", false],
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[0, 52, 20, 14, "hidden_Faraday", false]
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]
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# Whether the player can use Fly while looking at the Town Map. This is only
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# allowed if the player can use Fly normally.
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CAN_FLY_FROM_TOWN_MAP = true
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#-----------------------------------------------------------------------------
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# Phone
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#-----------------------------------------------------------------------------
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# The default setting for Phone.rematches_enabled, which determines whether
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# trainers registered in the Phone can become ready for a rematch. If false,
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# Phone.rematches_enabled = true will enable rematches at any point you want.
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PHONE_REMATCHES_POSSIBLE_FROM_BEGINNING = false
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# Whether the messages in a phone call with a trainer are colored blue or red
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# depending on that trainer's gender. Note that this doesn't apply to contacts
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# whose phone calls are in a Common Event; they will need to be colored
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# manually in their Common Events.
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COLOR_PHONE_CALL_MESSAGES_BY_CONTACT_GENDER = true
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#-----------------------------------------------------------------------------
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# Battle starting
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#-----------------------------------------------------------------------------
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# Whether Repel uses the level of the first Pokémon in the party regardless of
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# its HP (true), or it uses the level of the first unfainted Pokémon (false).
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REPEL_COUNTS_FAINTED_POKEMON = (MECHANICS_GENERATION >= 6)
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# Whether more abilities affect whether wild Pokémon appear, which Pokémon
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# they are, etc.
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MORE_ABILITIES_AFFECT_WILD_ENCOUNTERS = (MECHANICS_GENERATION >= 8)
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# Whether shiny wild Pokémon are more likely to appear if the player has
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# previously defeated/caught lots of other Pokémon of the same species.
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HIGHER_SHINY_CHANCES_WITH_NUMBER_BATTLED = (MECHANICS_GENERATION >= 8)
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# Whether overworld weather can set the default terrain effect in battle.
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# Storm weather sets Electric Terrain, and fog weather sets Misty Terrain.
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OVERWORLD_WEATHER_SETS_BATTLE_TERRAIN = (MECHANICS_GENERATION >= 8)
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#-----------------------------------------------------------------------------
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# Game Switches
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#-----------------------------------------------------------------------------
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# The Game Switch that is set to ON when the player blacks out.
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STARTING_OVER_SWITCH = 1
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# The Game Switch that is set to ON when the player has seen Pokérus in the
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# Poké Center (and doesn't need to be told about it again).
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SEEN_POKERUS_SWITCH = 2
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# The Game Switch which, while ON, makes all wild Pokémon created be shiny.
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SHINY_WILD_POKEMON_SWITCH = 31
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# The Game Switch which, while ON, makes all Pokémon created considered to be
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# met via a fateful encounter.
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FATEFUL_ENCOUNTER_SWITCH = 32
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# The Game Switch which, while ON, disables the effect of the Pokémon Box Link
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# and prevents the player from accessing Pokémon storage via the party screen
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# with it.
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DISABLE_BOX_LINK_SWITCH = 35
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#-----------------------------------------------------------------------------
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# Overworld animation IDs
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#-----------------------------------------------------------------------------
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# ID of the animation played when the player steps on grass (grass rustling).
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GRASS_ANIMATION_ID = 1
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# ID of the animation played when the player lands on the ground after hopping
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# over a ledge (shows a dust impact).
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DUST_ANIMATION_ID = 2
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# ID of the animation played when a trainer notices the player (an exclamation
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# bubble).
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EXCLAMATION_ANIMATION_ID = 3
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# ID of the animation played when a patch of grass rustles due to using the
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# Poké Radar.
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RUSTLE_NORMAL_ANIMATION_ID = 1
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# ID of the animation played when a patch of grass rustles vigorously due to
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# using the Poké Radar. (Rarer species)
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RUSTLE_VIGOROUS_ANIMATION_ID = 5
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# ID of the animation played when a patch of grass rustles and shines due to
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# using the Poké Radar. (Shiny encounter)
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RUSTLE_SHINY_ANIMATION_ID = 6
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# ID of the animation played when a berry tree grows a stage while the player
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# is on the map (for new plant growth mechanics only).
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PLANT_SPARKLE_ANIMATION_ID = 7
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#-----------------------------------------------------------------------------
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# Languages
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#-----------------------------------------------------------------------------
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# An array of available languages in the game. Each one is an array containing
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# the display name of the language in-game, and that language's filename
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# fragment. A language will use the language data files from the Data folder
|
|
# called messages_FRAGMENT_core.dat and messages_FRAGMENT_game.dat (if they
|
|
# exist).
|
|
LANGUAGES = [
|
|
# ["English", "english"],
|
|
# ["Deutsch", "deutsch"]
|
|
]
|
|
|
|
#-----------------------------------------------------------------------------
|
|
# Screen size and zoom
|
|
#-----------------------------------------------------------------------------
|
|
|
|
# The default screen width (at a scale of 1.0). You should also edit the
|
|
# property "defScreenW" in mkxp.json to match.
|
|
SCREEN_WIDTH = 512
|
|
# The default screen height (at a scale of 1.0). You should also edit the
|
|
# property "defScreenH" in mkxp.json to match.
|
|
SCREEN_HEIGHT = 384
|
|
# The default screen scale factor. Possible values are 0.5, 1.0, 1.5 and 2.0.
|
|
SCREEN_SCALE = 1.0
|
|
|
|
#-----------------------------------------------------------------------------
|
|
# Messages
|
|
#-----------------------------------------------------------------------------
|
|
|
|
# Available speech frames. These are graphic files in "Graphics/Windowskins/".
|
|
SPEECH_WINDOWSKINS = [
|
|
"speech hgss 1",
|
|
"speech hgss 2",
|
|
"speech hgss 3",
|
|
"speech hgss 4",
|
|
"speech hgss 5",
|
|
"speech hgss 6",
|
|
"speech hgss 7",
|
|
"speech hgss 8",
|
|
"speech hgss 9",
|
|
"speech hgss 10",
|
|
"speech hgss 11",
|
|
"speech hgss 12",
|
|
"speech hgss 13",
|
|
"speech hgss 14",
|
|
"speech hgss 15",
|
|
"speech hgss 16",
|
|
"speech hgss 17",
|
|
"speech hgss 18",
|
|
"speech hgss 19",
|
|
"speech hgss 20",
|
|
"speech pl 18"
|
|
]
|
|
# Available menu frames. These are graphic files in "Graphics/Windowskins/".
|
|
MENU_WINDOWSKINS = [
|
|
"choice 1",
|
|
"choice 2",
|
|
"choice 3",
|
|
"choice 4",
|
|
"choice 5",
|
|
"choice 6",
|
|
"choice 7",
|
|
"choice 8",
|
|
"choice 9",
|
|
"choice 10",
|
|
"choice 11",
|
|
"choice 12",
|
|
"choice 13",
|
|
"choice 14",
|
|
"choice 15",
|
|
"choice 16",
|
|
"choice 17",
|
|
"choice 18",
|
|
"choice 19",
|
|
"choice 20",
|
|
"choice 21",
|
|
"choice 22",
|
|
"choice 23",
|
|
"choice 24",
|
|
"choice 25",
|
|
"choice 26",
|
|
"choice 27",
|
|
"choice 28"
|
|
]
|
|
|
|
#-----------------------------------------------------------------------------
|
|
# Debug helpers
|
|
#-----------------------------------------------------------------------------
|
|
|
|
# Whether the game will ask you if you want to fully compile every time you
|
|
# start the game (in Debug mode). You will not need to hold Ctrl/Shift to
|
|
# compile anything.
|
|
PROMPT_TO_COMPILE = false
|
|
# Whether the game will skip the Continue/New Game screen and go straight into
|
|
# a saved game (if there is one) or start a new game (if there isn't). Only
|
|
# applies to playing in Debug mode.
|
|
SKIP_CONTINUE_SCREEN = false
|
|
end
|
|
|
|
#===============================================================================
|
|
# DO NOT EDIT THESE!
|
|
#===============================================================================
|
|
module Essentials
|
|
VERSION = "21.1"
|
|
ERROR_TEXT = ""
|
|
MKXPZ_VERSION = "2.4.2/c9378cf"
|
|
end
|