Idea for Multilanguage

Andreas

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Hello Community,

first of all: sorry for my english. It's not my main language.

My problem:

I work on a project in german but i also would like to support the english language so I tried Iavra Localization and it looked very usefull... at the first moment.

I don't now if i understand the whole script but it seems that it creates a file with "only" the text strings from the database and gives the chance to create "keys"

to use for message textboxes. But I think the solution with stingkeys for ingame messages is very awkward so i thought about another solution to realize multilanguage.

My idea:

All the text strings from the database are also in the .json files in the data folder and in the Map.json files are also the texts for ingame messages placed in events on that map.

I also use Gameus' Quest System and this script creates quests with an external editor and save everythin in a file named Quests.json in the data folder.

So my idea is to develope my game in german until it is finished. Then I make a copy of the data folder, rename it and do all the translation work in the .json files.

This would also realize more than two languages (e.g. "data_de", "data_en", "data_fr" and so on...)

My request:

So what I need is a script that allows me to have more than one data folder and an extra button in the option window to change the language in game.

I don't know if it's possible to tell the maker from which folder it should load the datas but i  hope so beacause i really would like to do the translation work like this.

Greetings

Andreas
 

Iavra

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My plugin (here is the release thread, btw: http://forums.rpgmakerweb.com/index.php?/topic/53699-iavra-localization) allows you to define language file like this:

{ "text": [ "This is a test text" ]}and use it like this (default escape code):
Code:
#{text.0}
The escape code can be used just about everywhere (database, events, external quest file, other plugins, ...) and will automatically be replaced with the corresponding text data. Language files can be switched by script commands or the option command (added by the menu plugin).There is currently no exporter, so you will need to manually export your text and place the keys, but it's a lot less work, if you plan your game to be multilanguage from the start.

I don't think it's a good idea to duplicate all your data, since these files are usually only loaded once (with the exception of maps) and you might run into a lot of inconsistencies, if you try to reload them during the game. Also actors, for example, have their name, description and profile stored in the savefile, so changing $dataActors will do nothing.
 

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