Iavra Localization

srazysnake

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Thanks fort the great plugin. Very versatile. I just would like to add that Windows Defender has been giving false positive for Trojan:Win32/Spursint.A!cl
 on both scripts.


yeah... it did it to me too.


kinda had to trust you in this one... lolz. []


oh here's a very short Korean-English game I made using your plugin iavra, thank you.


(you're mentioned in the credits too! XD)


PC: http://www.mediafire.com/download/51kmm45osc9otui/03.+Project03+v3.4a.zip


Android: http://www.mediafire.com/download/xigxysgeku49iu7/03.+Project03-armv7.android.20160529175533.apk


quite a nice capability it has, too bad it is a bit tedious to change every term manually by typing-in #{keys}...;;


... still searching for how to change/break lines of the dialogues in #{keys} itself. []


maybe it can be added in the future? lolz.
 
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Iavra

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I planned to add an exporter, that would create a json file from all text content in the game, while (optionally?) replacing it with generated keys, but i don't really have the time now.


Line breaks can be inserted by using \n.
 

oktchau

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The exporter would be great. 

I planned to add an exporter, that would create a json file from all text content in the game, while (optionally?) replacing it with generated keys, but i don't really have the time now.


This would be great. Multilanguage is an overlooked aspect on RPG Maker MV. We are making RPGs, the text is the single most important thing going on! Much more important than any custom battle system.


I've used your plugin to translate all the database and plugins terms. I will replace/translate all the text boxes once the game is finished so I hope you eventually get the time and motivation to add the exporter in the next semester : )
 

srazysnake

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I planned to add an exporter, that would create a json file from all text content in the game, while (optionally?) replacing it with generated keys, but i don't really have the time now.


Line breaks can be inserted by using \n.


Thnx!


@oktchau


Yeah... exporter would be smashing.


I'm also doing the same with Korean localization... but doing it a new from scratch since all the terms became like...


#{text.term01}, #{text.term02}..... and so on and became un-readable altogether XD. []


don't make the same mistake I made, next time- name your keys the same key names you're replacing it with! XD


eg) Harold > #{Harold}, not #{actor1} haha;;;
 
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srazysnake

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Another request/question after I noticed a problem while translating.


I noticed, within game- you use the command:


\n[actor number]


to make the NPCs address you directly, eg: I name my character Mark- and NPCs can say 'Hi Mark!' if I use that command.


......and here's the problem.


your plugin's line-break command is:


\n


....so it just breaks lines, and leaves the '[]' part shown within the game.


is there a different command for your plugin for specifically addressing actors?


or is there a way to make the 1st command isolated from your plugin's break-line command?
 
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Iavra

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You double the backslashes. Any character sequence preceded by a \ is interpreted (\n is a line break, \t a tab, etc). \\ prints the backslash itself, which can then get interpreted by the maker.
 

Raystorm7

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Thanks for the excellent plugin!! :D


It's possible to have a command for call the language menu?


I would like to show, after the game starts and before the title screen appears, a simple list with languages and then the user can choose one of it.


Thanks! :)
 
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Iavra

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That would probably be an additional plugin, since the current menu hooks into the options screen. It shouldn't be that hard to do, since it would only be a basic window backed by the existing data, but i really don't have the time for that right now...
 

Raystorm7

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That would probably be an additional plugin, since the current menu hooks into the options screen. It shouldn't be that hard to do, since it would only be a basic window backed by the existing data, but i really don't have the time for that right now...
Ok!


Thanks for the tip!
 

Sajiki

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Hey :)


Thats Plugin no working :(


I have two language files, en.json and de.json.


Core:


Escape Code -> #{{key}}


Language -> en,de


File Path -> {lang}.json


Menu:


Option Label -> Language


Language Labels -> en:English,de:German


Files Path:


en.json and de.json is in root from game.


Plugins in JS/Plugins.


RPG Maker MV from Steam!


I can switch in the options but dont working :(


Why?
 
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Iavra

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Does the text doesn't get displayed at all or are you only unable to switch between languages? If the former, try switching the language manually by executing the following script in console (F8 during testplay, F12 in chrome):


IAVRA.I18N.language = 'de'; // or any other language.


You can use the following script to get the language, that's currently active:

Code:
IAVRA.I18N.language;
 

Sajiki

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Thanks, its work :)


I created a new demo for you. Its unpacked and you can Show all.


bpc_demo_language.rar


Have fun guys.


Mfg


Sajiki
 
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Kyuukon

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I've been playing around with this plugin. I really like how easy and versatile it is :) Good job!
 

Kyuukon

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Hm. When I try to use the escape code "\\N[1]" (draw actor 1 name) it gives me the error: "Unexpected Token N". Same happens with variables. I'm using Yanfly Message Core, just in case.


Any clue :(?


Solved it by placing the plugin above Yanfly's.
 
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Val

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Reserved for future text exporter/importer plugin (don't hate me, mods...).


Any update on a future extension to export/import text for you're great plugin lavra ? :)
 

Iavra

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Not for that one, but i remade the core plugin a long time ago. Andar is pretty much beta testing it, while i'm adding new features ^^
 
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Andar

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unfortunately I haven't had time to even start the betatest, but I hope to get there next week (unless something else goes wrong in RL)
 
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Val

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unfortunately I haven't had time to even start the betatest, but I hope to get there next week (unless something else goes wrong in RL)
Have you tried to betatesting the plugin of lavra?
 

Andar

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started, but didn't do much due to time limitations - and I need to test the new functions I asked for before end of Oct for keeping some other timeline...
 

Val

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started, but didn't do much due to time limitations - and I need to test the new functions I asked for before end of Oct for keeping some other timeline...
Can I give you some help on beta testing this feature? 
 

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