DerTraveler

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I fear I need more information.

@Mekos:
Can anyone of you send me that Japanese game via PM? Or give me a link to a Japanese game that includes the project files, where the bug occurs...
Without a Japanese game I can't really find out the reason why the script is not working for you - since it worked just fine for everyone else

@Warliet:
Did you use the new script directly with the demo - it is still with an old version of the script, but from my brief view over the language files in there it should just work fine even if you use the new version.

Did you set the languages correctly? Could you also please post which line exactly causes the error? So could your paste me your line 738 in a private message?
 

Warliet

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New Information:

Can't start any project with the LanguageFileSystem.

All ID's/Tags (e.g. <<Name>>) are checked und correct.

Don't know what to do -.-'
 

Mekos

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@Mekos:

Can anyone of you send me that Japanese game via PM? Or give me a link to a Japanese game that includes the project files, where the bug occurs...

Without a Japanese game I can't really find out the reason why the script is not working for you - since it worked just fine for everyone else
Never mind. After some fiddling around it turned out to be script incompatibility.

It works flawless now. Cheers to you for this awesome script.

Regards,

Mekos
 
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Warliet

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Problem solved.

Never open the text-files via Editor instead of Notepad, because of UTF-8
 

Marcio

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Any news regarding the update @DerTraveler? ^^
 

Nosleinad

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Yeah, i am really interested in this as well.
 

DerTraveler

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Hey guys,

version 1.3 is online in the first post with following new features:

  • Language dependant constants, variables (and even simple Ruby script calls) 
  • Language dependant pictures, titlescreens etc.
  • Bugfix: Encryption bug reported by Ewaldar
Please note that the DatabaseText.rvtext now uses slashes instead of colons as separator and also changes the format of constants entries from <<[module]/[constant]>> to <<constant/[module]/[constant]>>. 
Your existing DatabaseText.rvtext files will be converted to the new format automatically when you first start your game with the new script version.

Please consult the script header for further instructions.
 

Marcio

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Great Changes! :D

One little question though:

I use YEA Equipmenu http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/ace-equip-engine/ and have a varbiable (with a string) that I need to translate. The variable can be found under YEA MODULE TYPES. My Type ID is 5 and it's called "Back". Now my DataBase TextGerman.rvtext looke like this:

<<variables/YEA::EQUIP::TYPES["Back"]>>

Rücken

The Game starts but it's still called Back and not Rücken. I even tried it with this:

<<variables/YEA::EQUIP::TYPES[:"Back"]>> Rücken

but it's stil called Back. ^^ What is wrong? ;)
 

DerTraveler

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Well the Entry has to be:

<<variables/YEA::EQUIP::TYPES[5][0]>>

But that's rather a "problem" of reading complicated Ruby data structures.... ;)  

If you look closely it's a hash with the Type ID numbers as keys.... and contained is an array, of which the first element (index 0) is your Text.....

But that's admittedly quite difficult.
 

Marcio

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Oh thank you!

Now it works! I'll try it out a little bit more. :)
 

Mya

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I want to have the option in my game Portuguese and English, so far so good because it has files in Demo in English, but the problem that the main language of the game will be Portuguese, until I used the Google Translator to do the translation file but it is not perfect, someone could help me?

Thanks!!
 
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Marcio

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Sorry Mya I don't understand what you need exactly.

Do you want to translate the Script into portuguese? Or do you want the Main Languagefile to be portuguese?

If you want to alter the main language file then just change the LANGUAGES = [] into Portuguese.
 

Telu

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I'm new to rpgmaker and ruby...

When I try to use this script in a japaneese rpg game it gave me a error in line 1359

"result = LanguageFileSystem::database[sUBCLASS_KEYS[self.class]][var.to_sym]"

It says "Type Error... Cannot convert symbol into integer..."

if there is a way to correct this please let me know
Hi,

I have the same problem than Mekos and Prasadmadnayake.

Script 'Language Extractor' line 1635 : NoMethodError occured.

Undefined method '[]' for nil:NilClass
In this part of code :

class RPG::BaseItem #-------------------------------------------------------------------------- # * Maps database object class to the corresponding key in the language # file hash to improve polymorphism of the implementation #-------------------------------------------------------------------------- SUBCLASS_KEYS = {RPG::Actor => :actors, RPG::Class => :classes, RPG::Skill => :skills, RPG::Item => :items, RPG::Weapon => :weapons, RPG::Armor => :armors, RPG::Enemy => :enemies, RPG::State => :states} #-------------------------------------------------------------------------- # * Read attribute from language file hash (Metaprogramming ninjutsu ) #-------------------------------------------------------------------------- ["name", "description", "note"].each do |var| alias_method "lfs_#{var}".to_sym, "#{var}".to_sym define_method("#{var}") do if LanguageFileSystem::USE_DATABASE_FILES result = LanguageFileSystem::database[SUBCLASS_KEYS[self.class]][var.to_sym] result = result[@id] if result end result ||= instance_variable_get("@#{var}") end endendThis is the line 1635 ===>

result = LanguageFileSystem::database[SUBCLASS_KEYS[self.class]][var.to_sym]I think, it's about the language Format. In Asia, it's not UTF-8. I don't know. I have my windows in Japanese Language to can run this game like this tutorial :

3. Change regional settings to Japanese

Occasionally a Japanese game will not even run with Applocale set to Japanese. Another option is to change the regional settings for non-unicode programs on your computer to Japanese so all programs run in the Japanese region setting. How to do this varies for Windows XP and Windows Vista and it may require a restart. You can always change back to your normal regional settings later after you have finished playing.
Well, i have try to put the problem line in commentary. But when i put the line problem in commentary, i have this error :

Script 'Language Extractor' line 890 : Argument Error Occured.

Invalid byte sequence in UTF-8
This is the function in Line 890 : (Start at 886)

def load_language saved_lang = nil open("Game.ini") { |f| f.each_line { |l| GAME_INI_ENTRY.match(l) { |m| saved_lang = m[1].to_sym break } } } @language = saved_lang if saved_lang endSo, i need help to fix it... maybe, i must do something that i don't know about. :D

This is for the game Elements ! Than i try to translate in English. (It have no translation in english)
 
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CrystalAkumA

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Hello there!

I hope you're all ok.

Thank you for that amazing looking script!...although I haven't been given the chance to see it working yet.

When I try to run my game, I have directly the error message:

Unable to find file:

Dialogue.rvtext

although I have copy/pasted the file from the demo zip. Do you have any idea why it's not working?

I desperately want to use your script for my project, so any help would be highly appreciated.

Note: I feel like being a noob but...what is that extension, "rvtext"? I can't create the file myself and no matter how hard I try to find info on the Internet, I can't find anything relevant...

Thanks in advance for your help!
 

CrystalAkumA

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Ok so...I think it was late, because I now understand why I got this error message. I wasn't copying/creating the rvtext file in the right folder (I was trying to create it in another project's folder). I still don't know what is the rvtext extension, but saving a file as "Dialogues.rvtext" with Notepad seemed enough to run the game (as long as the file is in the right folder of course: the one of the relevant project... -_-).

So now the game launches, but when I talk to my NPC, the Show Text option (\dialogue[textID]) only reads the text ID on screen (so not the actual text corresponding to the text ID), and the Script option (show_dialogue("textID)" doesn't display any text.

What am I doing wrong?

I also tried to extract all my existing data, but I actually don't know how to proceed. I tried to call a script when talking to an NPC with "LanguageFileSystem::extract_all_data" in the script, but talking to the NPC didn't extract anything. I don't know much about programming, so I guess I'm not doing it right... What should I do to extract everything?

Thanks in advance for your help!

Edit: I don't know what I've done that was different, but the Show text and Script calling now work, as well as the extraction. Although the latter didn't change my current events' Show Text into a script calling the text using the text ID it created beforehand.

What should I do?
 
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tarp

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Would I be able to use this to organize my dialogue and add in triggers for sound files containing voice overs?
 

Marcio

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If you use another Script that triggers sound files from text, then it's possible.
 

tarp

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Thanks I'll check that out, but it should be easy to have the trigger text be hidden text right?  as in, I guess, it's contained in the dialogue, but is treated like a command and not rendered with the dialogue.
 

Marcio

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Yes, the codes snippets for those should normaly contain the "esc character" (I think this is what it's called) so the codes for example \s[beep] gets erased in the message.
 

Ado13

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Does this work with RPG Maker VX and if not can you modify it to for for VX as well ?
 

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