Route the last hardcoded UI labels through the Strings catalog

Wrap the battle stat box, the PC quantity footer and the dex metric
labels in Strings() (SummaryMenu -- and MoveEffects since #811 --
already do this); give the battle menu a 'battle' lookup context so a
translation can shorten FIGHT/ITEM/RUN independently of the pause menu;
align the metric dex rows with the imperial ones and make the No.
prefix translatable; make the title menu's recolor zone follow Menu's
auto-grown width; honor the declared-but-unread boot.title seam,
drawing an explicit versionRibbon as one centered piece. With an empty
catalog every path is pixel-identical to vanilla.
This commit is contained in:
Juan Heredia
2026-08-07 13:27:59 +02:00
parent 112120e8fe
commit 5bc7d203a5
4 changed files with 45 additions and 17 deletions
+6 -6
View File
@@ -424,7 +424,7 @@ function StatBox:draw()
{ Strings("SPEED"), s.speed },
{ Strings("SPECIAL"), s.special } }
for i, r in ipairs(rows) do
Font.draw(r[1], 88, 24 + (i - 1) * 16)
Font.draw(Strings(r[1]), 88, 24 + (i - 1) * 16)
Font.draw(("%3d"):format(r[2]), 128, 32 + (i - 1) * 16)
end
love.graphics.setColor(1, 1, 1, 1)
@@ -5587,9 +5587,9 @@ function BattleState:drawTextArea()
-- -- next to FIGHT (9,14) for the first 80 frames, then ITEM (9,16)
Font.drawBox(8, 12, 12, 6)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(Strings("FIGHT"), 80, 112)
Font.draw(Strings("FIGHT", "battle"), 80, 112)
Font.drawCode(0xE1, 128, 112); Font.drawCode(0xE2, 136, 112)
Font.draw(Strings("ITEM"), 80, 128); Font.draw(Strings("RUN"), 128, 128)
Font.draw(Strings("ITEM", "battle"), 80, 128); Font.draw(Strings("RUN", "battle"), 128, 128)
Font.drawCode(0xED, 72, (self.demoTimer or 0) <= 80 and 112 or 128)
elseif self.phase == "menu" then
local col = (self.menuIndex - 1) % 2
@@ -5599,7 +5599,7 @@ function BattleState:drawTextArea()
-- THROW ROCK RUN" from (2,14)
Font.drawBox(0, 12, 20, 6)
Font.draw(Strings("BALLx"), 16, 112); Font.draw(Strings("BAIT"), 112, 112)
Font.draw(Strings("THROW ROCK"), 16, 128); Font.draw(Strings("RUN"), 112, 128)
Font.draw(Strings("THROW ROCK"), 16, 128); Font.draw(Strings("RUN", "battle"), 112, 128)
-- DisplayBattleMenu .safariLeftColumn / .safariRightColumn print
-- wNumSafariBalls at hlcoord 7,14 with `lb bc, 1, 2` -- one byte, two
-- digits, space padded -- right after the "BALLx" label at columns
@@ -5610,9 +5610,9 @@ function BattleState:drawTextArea()
-- BATTLE_MENU_TEMPLATE: box (8,12)-(19,17), "FIGHT <PK><MN> /
-- ITEM RUN" from (10,14); cursor columns 9 / 15
Font.drawBox(8, 12, 12, 6)
Font.draw(Strings("FIGHT"), 80, 112)
Font.draw(Strings("FIGHT", "battle"), 80, 112)
Font.drawCode(0xE1, 128, 112); Font.drawCode(0xE2, 136, 112)
Font.draw(Strings("ITEM"), 80, 128); Font.draw(Strings("RUN"), 128, 128)
Font.draw(Strings("ITEM", "battle"), 80, 128); Font.draw(Strings("RUN", "battle"), 128, 128)
Font.drawCode(0xED, (col == 0 and 72 or 120), 112 + row * 16)
end
elseif self.phase == "moveSelect" then