- Joined
- Jan 9, 2013
- Messages
- 84
- Reaction score
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- First Language
- German
- Primarily Uses
This script allows you to give ur game a snd language which is similar to the language of the Al Bhed of FF-X and can be learned by the player.
Don't know FF-10 or the Albeth language
Script
History + Releases
What will come
Usage
Just use the following snippet in the message-box
\y[<text>]<text>: is the text u wanna have spoken in the differnt language.
===================================================
With the following scriplet u can teach the player new "letters"
a=$game_switches[Translator::TransSwitch]a['<letter>']=true<letter>:it is the letter u want the player be taught. (upppercase!)
===================================================
Things which can be changed:
The six constants at the beginning of the script can be changed according to need.
===================================================
===================================================
Sampleproject is attached
Credit
If you plan on using this script credit me. If u wanna use it for a commercial product pm me (even though i don't think this will ever happen^^).
If u find any bug or have ideas for additional ideas please post in this thread
regards Bot
Language.zip
Don't know FF-10 or the Albeth language
Source:
The Al Bhed language is a unique language in Spira, spoken by the Al Bhed people. Working like a substitution cipher (a language system replacing certain letters with others), it shares the same syntax and grammar of English in the English versions of Final Fantasy X and Final Fantasy X-2.
The Al Bhed language is a unique language in Spira, spoken by the Al Bhed people. Working like a substitution cipher (a language system replacing certain letters with others), it shares the same syntax and grammar of English in the English versions of Final Fantasy X and Final Fantasy X-2.
Installation: Place this script below Materials and above Main
module Translator Notranslatet_color= "3"; # Its the Colo(u)r of the recognized Letters Translatet_color= "2"; # Its the Colo(u)r of the unrecognized Letters TransSwitch= 3; # This is the Switch which holds the solved letters. The switch # must not be changed with the maker TransVar= 7; # for later usage GesamtVar= 8; # for later usage ChangerVal= 4; # It holds the value how far the letters are shifted end class Game_Switches #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize #include Translator @data = [] @data[Translator::TransSwitch]={} endendclass Window_Base < Window alias :koma :convert_escape_characters def convert_escape_characters(text) $game_switches[Translator::TransSwitch] ={} if !$game_switches[Translator::TransSwitch] change_color(normal_color) translate=false result = text.to_s.clone result.gsub!(/\\/) { "\e" } result.gsub!(/\ey\[(.+)\]/i) { (help="\eC["+Translator::Translatet_color+"]"; (a=$1).each_char do |char| if char.match(/^[[:alpha:]]$/) if $game_switches[Translator::TransSwitch][char.upcase] if(translate) translate=false help+="\eC["+Translator::Translatet_color+"]"+char else $game_variables[Translator::TransVar]+=1 help+=char end else if(!translate) translate=true help+="\eC["+Translator::Notranslatet_color+"]"+((char.upcase.ord+Translator::ChangerVal)>'Z'.ord ? (char.ord-Translator::ChangerVal).chr : (char.ord+Translator::ChangerVal).chr) else help+=((char.upcase.ord+Translator::ChangerVal)>'Z'.ord ? (char.ord-Translator::ChangerVal).chr : (char.ord+Translator::ChangerVal).chr) end end else if translate translate=false help+= "\ec["+Translator::Translatet_color+"]"+char else help+=char end end end translate=false;help+= "\ec[0]" )} result.gsub!(/\e\e/) { "\\" } result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] } result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] } result.gsub!(/\eN\[(\d+)\]/i) { actor_name($1.to_i) } result.gsub!(/\eP\[(\d+)\]/i) { party_member_name($1.to_i) } result.gsub!(/\eG/i) { Vocab::currency_unit } result endend
module Translator Notranslatet_color= "3"; # Its the Colo(u)r of the recognized Letters Translatet_color= "2"; # Its the Colo(u)r of the unrecognized Letters TransSwitch= 3; # This is the Switch which holds the solved letters. The switch # must not be changed with the maker TransVar= 7; # for later usage GesamtVar= 8; # for later usage ChangerVal= 4; # It holds the value how far the letters are shifted end class Game_Switches #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize #include Translator @data = [] @data[Translator::TransSwitch]={} endendclass Window_Base < Window alias :koma :convert_escape_characters def convert_escape_characters(text) $game_switches[Translator::TransSwitch] ={} if !$game_switches[Translator::TransSwitch] change_color(normal_color) translate=false result = text.to_s.clone result.gsub!(/\\/) { "\e" } result.gsub!(/\ey\[(.+)\]/i) { (help="\eC["+Translator::Translatet_color+"]"; (a=$1).each_char do |char| if char.match(/^[[:alpha:]]$/) if $game_switches[Translator::TransSwitch][char.upcase] if(translate) translate=false help+="\eC["+Translator::Translatet_color+"]"+char else $game_variables[Translator::TransVar]+=1 help+=char end else if(!translate) translate=true help+="\eC["+Translator::Notranslatet_color+"]"+((char.upcase.ord+Translator::ChangerVal)>'Z'.ord ? (char.ord-Translator::ChangerVal).chr : (char.ord+Translator::ChangerVal).chr) else help+=((char.upcase.ord+Translator::ChangerVal)>'Z'.ord ? (char.ord-Translator::ChangerVal).chr : (char.ord+Translator::ChangerVal).chr) end end else if translate translate=false help+= "\ec["+Translator::Translatet_color+"]"+char else help+=char end end end translate=false;help+= "\ec[0]" )} result.gsub!(/\e\e/) { "\\" } result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] } result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] } result.gsub!(/\eN\[(\d+)\]/i) { actor_name($1.to_i) } result.gsub!(/\eP\[(\d+)\]/i) { party_member_name($1.to_i) } result.gsub!(/\eG/i) { Vocab::currency_unit } result endend
V 1.0 initial Release
-More than one language
-Different fonts for other languages
-Information about how many the player understand of the spoken
-Additional Modi to Cesar Ciphre
-Different fonts for other languages
-Information about how many the player understand of the spoken
-Additional Modi to Cesar Ciphre
Just use the following snippet in the message-box
\y[<text>]<text>: is the text u wanna have spoken in the differnt language.
===================================================
With the following scriplet u can teach the player new "letters"
a=$game_switches[Translator::TransSwitch]a['<letter>']=true<letter>:it is the letter u want the player be taught. (upppercase!)
===================================================
Things which can be changed:
The six constants at the beginning of the script can be changed according to need.
===================================================
===================================================
Sampleproject is attached
Credit
If you plan on using this script credit me. If u wanna use it for a commercial product pm me (even though i don't think this will ever happen^^).
If u find any bug or have ideas for additional ideas please post in this thread
regards Bot
Language.zip
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