External Text v3.3.4 (Write your game in an organized manner! Translate with ease!)

Andar

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then it's probably something in your text file that went wrong - can you attach that?
 

Andar

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the key needs to be inside the text file, and the text file needs to be named like told in the instructions. additionally, you didn't remove the ! from the key when you removed them from the text command


Edit: every key of the hundreds you'll be using needs to be inside that single text file, you can't make a new file for a new key.
 
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Erkallys

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Okay so for one event, I have one single file, right ? Then all it a lot more clear  :D  ! Thank you very much, I'll test this out now.
 

Andar

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Okay so for one event, I have one single file, right ? Then all it a lot more clear  :D  ! Thank you very much, I'll test this out now.
no - for every event in your entire game together you'll have a single file. Even if it is only one event for now, you'll have to add everything into that file.
 

Erkallys

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no - for every event in your entire game together you'll have a single file. Even if it is only one event for now, you'll have to add everything into that file.


So how do I make the difference between the events ?


By the way, I still get some errors, can you show me a sample .txt file ?
 
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Andar

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that is what the keys are for - different events will use different keys.


And no, I'm not on the computer where my old projects are stored...
 

Erkallys

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that is what the keys are for - different events will use different keys.


And no, I'm not on the computer where my old projects are stored...


So how do I name the project ?


Each change of character talking will have to get a script insert command ?
 

Andar

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yes, different texts will require different script commands


however, I checked the github for example text files and while there are none, I learned that in a newer version Enelvon enabled you to use several text files for better organisation.


But that does not change that the keys need to be inside the text files, and that you need different script commands to access different texts.
 

Erkallys

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yes, different texts will require different script commands


however, I checked the github for example text files and while there are none, I learned that in a newer version Enelvon enabled you to use several text files for better organisation.


But that does not change that the keys need to be inside the text files, and that you need different script commands to access different texts.


I knew that it wasn't a pure fact of my imagination. How should a text file be named ?
 

Andar

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the name doesn't matter anymore, it will simply be ignored after loading the files content
 

Erkallys

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So how does the script know which text file to load ?


Now I'm just waiting a sample file to understand the proper syntax.
 

cabfe

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The key is unique so when it's called, there is (and should) only be one answer - one text for this key.


All those unique keys are stored inside one or multiple text files but each key must be unique, even if you use many text files, so the game can know which one to use.
 

Andar

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Now I'm just waiting a sample file to understand the proper syntax.
The attached textfile was to be used for a (now abandoned due to MV) Ace-Project using the multi-language add-on to translate not only the show texts, but the entire database of the game project, and intended for use by several persons (which is why I included that many comments on the key structure)


It was also done with the External Text V2.2, so there might be some changes in the file structure compared to your 3.3.4

View attachment English.txt
 

Erkallys

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Finally it works ! What I had to do was to follow this format :


[Key] blablabla


TexteIci


What messed me up was the !x! and the fact that all was on the same line in the explanations.
 

ShinGamix

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I almost forgot about this script!
 

Erkallys

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Sorry to bother again, but I have now another problem, minor, but that still blocks me in progressing in my game. I've tried to set up a choice, but it symply display the two options as if they were text lines, one following the other. May you help me to solve this out @Andar please ?
 

Andar

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sorry, I don't know how to use this in choices.


As I said I used an old version for some time but abandoned it incomplete when MV was announced.
 

J_C

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Sorry to bother again, but I have now another problem, minor, but that still blocks me in progressing in my game. I've tried to set up a choice, but it symply display the two options as if they were text lines, one following the other. May you help me to solve this out @Andar please ?
If you copy your event here, I might be able to help you, I'm using the script right now with my game.
 

Erkallys

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Here's what I've entered in the text file :


[Key] Inspecteur-choix-debut-non-mafia
[Default Choice] 3
Tu sais, je me dis quand même que cet argent ne serait pas de trop..
Tu as bien raison, jamais je ne tomberai là-dedans.
 

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