Translating your game should be the very last thing you do, to avoid spending time on translating text only for it to be changed later.You will need to combine the script files back into Scripts.rxdata before extracting the text. If you have extracted the scripts into separate files (like the GitHub version of Essentials has done), text extraction will not be able to search those separate files for text.If there are any \n in the text extracted from the scripts (ignore text extracted from elsewhere), you will need to change them to > in order for them to work properly.Any messages shown after a map transfer should be displayed by events on the new map. The easiest way around this is to ensure this does not happen.This means that the message cannot (normally) be translated, because it only checks for translations of messages amongst the current map's messages. If an event moves the player to another map but then shows a message, the message will be shown while on the new map but the message is actually written in the event on the old map."french.dat") and move it to the "Data" folder.įinally, in the script section Settings, edit the array LANGUAGES to include both the English line (default) and another line for your new language. Then rename this file to something else (e.g. This will convert the translated text and save it as the file "intl.dat". To add the translated text back into your game, choose the Debug mode function "Compile Text". You will not have to translate the same line in the same section more than once. in the scripts, or in one map's events), then that message will only appear once in that section in the extracted text. Note also that if the exact same message appears multiple times in the same section (e.g. hold Ctrl while running it from RPG Maker XP) to ensure only the existing messages are extracted. Ideally, you should delete the file "messages.dat" from the game's "Data" folder, and then fully compile the game (i.e. Note that text which used to be in the scripts but no longer is will still remain in the extracted text file, due to the way in which messages work. Translate the text by changing every second line in that file to the translated version of that line. This will save all the game's text (of the last time that the game is compiled) in a file called "intl.txt" in the game folder. Text can be extracted by using the Debug mode function "Extract Text".
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