Localization - Translate your projects into several languages

Savidiy

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Thanks for writing to me. I think this is a bug and I will fix it in the next update. But I must note that the name entered by the user is not subject to localization. It will be displayed in all languages as it entered it.
Thanks for the answer. I meant that the default name value is used for localization. Which is taken from the localization files, depending on the language chosen by the player. After the player enters the name, it does not change with the change of language.
Now I have solved my problem by calling this script before Name Input Processing:
JavaScript:
var actor = $gameActors.actor(1);
if (actor) {
   actor.setName(DKTools.Localization.getText("{q1_hero_name}"));
};
 

Savidiy

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I have another question related to Name Input Processing. Can I change the language in your plugin to change the character input table in this menu? Is your plugin's "locale" related to "$dataSystem.locale"? Which is responsible for selecting character tables in Name Input Processing.
JavaScript:
Window_NameInput.LATIN1 =
        [ 'A','B','C','D','E',  'a','b','c','d','e',
          'F','G','H','I','J',  'f','g','h','i','j',
          'K','L','M','N','O',  'k','l','m','n','o',
          'P','Q','R','S','T',  'p','q','r','s','t',
          'U','V','W','X','Y',  'u','v','w','x','y',
          'Z','[',']','^','_',  'z','{','}','|','~',
          '0','1','2','3','4',  '!','#','$','%','&',
          '5','6','7','8','9',  '(',')','*','+','-',
          '/','=','@','<','>',  ':',';',' ','Page','OK' ];
Window_NameInput.LATIN2 =
        [ 'Á','É','Í','Ó','Ú',  'á','é','í','ó','ú',
          'À','È','Ì','Ò','Ù',  'à','è','ì','ò','ù',
          'Â','Ê','Î','Ô','Û',  'â','ê','î','ô','û',
          'Ä','Ë','Ï','Ö','Ü',  'ä','ë','ï','ö','ü',
          'Ā','Ē','Ī','Ō','Ū',  'ā','ē','ī','ō','ū',
          'Ã','Å','Æ','Ç','Ð',  'ã','å','æ','ç','ð',
          'Ñ','Õ','Ø','Š','Ŵ',  'ñ','õ','ø','š','ŵ',
          'Ý','Ŷ','Ÿ','Ž','Þ',  'ý','ÿ','ŷ','ž','þ',
          'IJ','Œ','ij','œ','ß',  '«','»',' ','Page','OK' ];
Window_NameInput.RUSSIA =
        [ 'А','Б','В','Г','Д',  'а','б','в','г','д',
          'Е','Ё','Ж','З','И',  'е','ё','ж','з','и',
          'Й','К','Л','М','Н',  'й','к','л','м','н',
          'О','П','Р','С','Т',  'о','п','р','с','т',
          'У','Ф','Х','Ц','Ч',  'у','ф','х','ц','ч',
          'Ш','Щ','Ъ','Ы','Ь',  'ш','щ','ъ','ы','ь',
          'Э','Ю','Я','^','_',  'э','ю','я','%','&',
          '0','1','2','3','4',  '(',')','*','+','-',
          '5','6','7','8','9',  ':',';',' ','','OK' ];
Window_NameInput.JAPAN1 =
        [ 'あ','い','う','え','お',  'が','ぎ','ぐ','げ','ご',
          'か','き','く','け','こ',  'ざ','じ','ず','ぜ','ぞ',
          'さ','し','す','せ','そ',  'だ','ぢ','づ','で','ど',
          'た','ち','つ','て','と',  'ば','び','ぶ','べ','ぼ',
          'な','に','ぬ','ね','の',  'ぱ','ぴ','ぷ','ぺ','ぽ',
          'は','ひ','ふ','へ','ほ',  'ぁ','ぃ','ぅ','ぇ','ぉ',
          'ま','み','む','め','も',  'っ','ゃ','ゅ','ょ','ゎ',
          'や','ゆ','よ','わ','ん',  'ー','~','・','=','☆',
          'ら','り','る','れ','ろ',  'ゔ','を',' ','カナ','決定' ];
Window_NameInput.JAPAN2 =
        [ 'ア','イ','ウ','エ','オ',  'ガ','ギ','グ','ゲ','ゴ',
          'カ','キ','ク','ケ','コ',  'ザ','ジ','ズ','ゼ','ゾ',
          'サ','シ','ス','セ','ソ',  'ダ','ヂ','ヅ','デ','ド',
          'タ','チ','ツ','テ','ト',  'バ','ビ','ブ','ベ','ボ',
          'ナ','ニ','ヌ','ネ','ノ',  'パ','ピ','プ','ペ','ポ',
          'ハ','ヒ','フ','ヘ','ホ',  'ァ','ィ','ゥ','ェ','ォ',
          'マ','ミ','ム','メ','モ',  'ッ','ャ','ュ','ョ','ヮ',
          'ヤ','ユ','ヨ','ワ','ン',  'ー','~','・','=','☆',
          'ラ','リ','ル','レ','ロ',  'ヴ','ヲ',' ','英数','決定' ];
Window_NameInput.JAPAN3 =
        [ 'A','B','C','D','E',  'a','b','c','d','e',
          'F','G','H','I','J',  'f','g','h','i','j',
          'K','L','M','N','O',  'k','l','m','n','o',
          'P','Q','R','S','T',  'p','q','r','s','t',
          'U','V','W','X','Y',  'u','v','w','x','y',
          'Z','[',']','^','_',  'z','{','}','|','~',
          '0','1','2','3','4',  '!','#','$','%','&',
          '5','6','7','8','9',  '(',')','*','+','-',
          '/','=','@','<','>',  ':',';',' ','かな','決定' ];
 

DK

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I have another question related to Name Input Processing. Can I change the language in your plugin to change the character input table in this menu? Is your plugin's "locale" related to "$dataSystem.locale"? Which is responsible for selecting character tables in Name Input Processing.
JavaScript:
Window_NameInput.LATIN1 =
        [ 'A','B','C','D','E',  'a','b','c','d','e',
          'F','G','H','I','J',  'f','g','h','i','j',
          'K','L','M','N','O',  'k','l','m','n','o',
          'P','Q','R','S','T',  'p','q','r','s','t',
          'U','V','W','X','Y',  'u','v','w','x','y',
          'Z','[',']','^','_',  'z','{','}','|','~',
          '0','1','2','3','4',  '!','#','$','%','&',
          '5','6','7','8','9',  '(',')','*','+','-',
          '/','=','@','<','>',  ':',';',' ','Page','OK' ];
Window_NameInput.LATIN2 =
        [ 'Á','É','Í','Ó','Ú',  'á','é','í','ó','ú',
          'À','È','Ì','Ò','Ù',  'à','è','ì','ò','ù',
          'Â','Ê','Î','Ô','Û',  'â','ê','î','ô','û',
          'Ä','Ë','Ï','Ö','Ü',  'ä','ë','ï','ö','ü',
          'Ā','Ē','Ī','Ō','Ū',  'ā','ē','ī','ō','ū',
          'Ã','Å','Æ','Ç','Ð',  'ã','å','æ','ç','ð',
          'Ñ','Õ','Ø','Š','Ŵ',  'ñ','õ','ø','š','ŵ',
          'Ý','Ŷ','Ÿ','Ž','Þ',  'ý','ÿ','ŷ','ž','þ',
          'IJ','Œ','ij','œ','ß',  '«','»',' ','Page','OK' ];
Window_NameInput.RUSSIA =
        [ 'А','Б','В','Г','Д',  'а','б','в','г','д',
          'Е','Ё','Ж','З','И',  'е','ё','ж','з','и',
          'Й','К','Л','М','Н',  'й','к','л','м','н',
          'О','П','Р','С','Т',  'о','п','р','с','т',
          'У','Ф','Х','Ц','Ч',  'у','ф','х','ц','ч',
          'Ш','Щ','Ъ','Ы','Ь',  'ш','щ','ъ','ы','ь',
          'Э','Ю','Я','^','_',  'э','ю','я','%','&',
          '0','1','2','3','4',  '(',')','*','+','-',
          '5','6','7','8','9',  ':',';',' ','','OK' ];
Window_NameInput.JAPAN1 =
        [ 'あ','い','う','え','お',  'が','ぎ','ぐ','げ','ご',
          'か','き','く','け','こ',  'ざ','じ','ず','ぜ','ぞ',
          'さ','し','す','せ','そ',  'だ','ぢ','づ','で','ど',
          'た','ち','つ','て','と',  'ば','び','ぶ','べ','ぼ',
          'な','に','ぬ','ね','の',  'ぱ','ぴ','ぷ','ぺ','ぽ',
          'は','ひ','ふ','へ','ほ',  'ぁ','ぃ','ぅ','ぇ','ぉ',
          'ま','み','む','め','も',  'っ','ゃ','ゅ','ょ','ゎ',
          'や','ゆ','よ','わ','ん',  'ー','~','・','=','☆',
          'ら','り','る','れ','ろ',  'ゔ','を',' ','カナ','決定' ];
Window_NameInput.JAPAN2 =
        [ 'ア','イ','ウ','エ','オ',  'ガ','ギ','グ','ゲ','ゴ',
          'カ','キ','ク','ケ','コ',  'ザ','ジ','ズ','ゼ','ゾ',
          'サ','シ','ス','セ','ソ',  'ダ','ヂ','ヅ','デ','ド',
          'タ','チ','ツ','テ','ト',  'バ','ビ','ブ','ベ','ボ',
          'ナ','ニ','ヌ','ネ','ノ',  'パ','ピ','プ','ペ','ポ',
          'ハ','ヒ','フ','ヘ','ホ',  'ァ','ィ','ゥ','ェ','ォ',
          'マ','ミ','ム','メ','モ',  'ッ','ャ','ュ','ョ','ヮ',
          'ヤ','ユ','ヨ','ワ','ン',  'ー','~','・','=','☆',
          'ラ','リ','ル','レ','ロ',  'ヴ','ヲ',' ','英数','決定' ];
Window_NameInput.JAPAN3 =
        [ 'A','B','C','D','E',  'a','b','c','d','e',
          'F','G','H','I','J',  'f','g','h','i','j',
          'K','L','M','N','O',  'k','l','m','n','o',
          'P','Q','R','S','T',  'p','q','r','s','t',
          'U','V','W','X','Y',  'u','v','w','x','y',
          'Z','[',']','^','_',  'z','{','}','|','~',
          '0','1','2','3','4',  '!','#','$','%','&',
          '5','6','7','8','9',  '(',')','*','+','-',
          '/','=','@','<','>',  ':',';',' ','かな','決定' ];
No, unfortunately, they are not connected, but I will see what can be done. Thank you for your comment.
 

DK

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Plugin beta update!

  • Added compatibility with YEP_MessageCore, YEP_OptionsCore
  • Added experimental feature for automatic language detection based on system
  • Added new language selection style
  • Added many customization settings
  • Fixed issue with Name Input
  • Fixed some bugs
  • Updated Help
ShooterScreenshot-61-04-07-20.png


A public update will be available after August 11th. Subscribers can download it now.
 

motta

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The plugin looks promising, but I'm having a problem with DkTools version 9.0, it just doesn't leave the loading screen! Any suggestions as to what might be going wrong?1596469993905.png
 

Tsukihime

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### Adding a new translation with an example of an event with a message ###
1. Create a new event, add a message display.
2. In the message, write {text}. Save the event and project.
3. Open json files for each language.
4. The first character of the file must be {, and the last one - }.
These characters can not be deleted. Inside these brackets the translation of the game is written.
6. Add the following text to one of the files and save it: "text": "Text".
7. Start the game and the created event.
I'm looking at the usage. Does that mean I need to manually create a { REFERENCE } for every message? So if I create 5 messages, I need to say {text1}, {text2}, {text3}, {text4}, {text5}
 

DK

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The plugin looks promising, but I'm having a problem with DkTools version 9.0, it just doesn't leave the loading screen! Any suggestions as to what might be going wrong?View attachment 153912
What version of RPG Maker and project? The plugin requires the program and project version 1.6. The version of the project can be found at the beginning of the js/rpg _core.js.

If you are using version 1.6 and continue to experience this problem, can you send me a demo? I will help you figure out the problem.

You can also try running the localization plugin demo which is available in the first post.
 
Last edited:

DK

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I'm looking at the usage. Does that mean I need to manually create a { REFERENCE } for every message? So if I create 5 messages, I need to say {text1}, {text2}, {text3}, {text4}, {text5}
A link must be created for each unique text. Links can be used as many times as you like in different places.
Here's an example
ShooterScreenshot-63-04-08-20.png
ShooterScreenshot-62-04-08-20.png
ShooterScreenshot-64-04-08-20.png
ShooterScreenshot-65-04-08-20.png

The answer to your question is yes. If you need to display 5 different messages with completely different text, then you will have to create 5 links for each text.
You can also use some links inside others!
ShooterScreenshot-66-04-08-20.png
 
Last edited:

Tsukihime

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Thanks for clarifying. Personally I think it would be better if it was possible to avoid having to explicitly set up the links in my event, because when I'm setting up my events and going through them, I would rather not see

{map1_event1_message1}
{map1_event1_message2}
{map1_event1_message3}
{map1_event1_message4}

etc.
 

motta

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What version of RPG Maker and project? The plugin requires the program and project version 1.6. The version of the project can be found at the beginning of the js/rpg _core.js.

If you are using version 1.6 and continue to experience this problem, can you send me a demo? I will help you figure out the problem.

You can also try running the localization plugin demo which is available in the first post.
Oh, now that I checked, my project is 1.5, my RPG Maker is updated so it is 1.6.2!
What version of RPG Maker and project? The plugin requires the program and project version 1.6. The version of the project can be found at the beginning of the js/rpg _core.js.

If you are using version 1.6 and continue to experience this problem, can you send me a demo? I will help you figure out the problem.

You can also try running the localization plugin demo which is available in the first post.
I already checked and the issue was my 1.5v project, I already updated it and now it's working like a charm, thank you for your fast response and amazing plugins, will definitely become a patr after I publish my game on Steam!
 
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DK

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Thanks for clarifying. Personally I think it would be better if it was possible to avoid having to explicitly set up the links in my event, because when I'm setting up my events and going through them, I would rather not see

{map1_event1_message1}
{map1_event1_message2}
{map1_event1_message3}
{map1_event1_message4}

etc.
What would be the best solution for you?

There is another way how you can use the plugin. You can use your message text as a link! For example, if the main language of your game is English, then in the event you write the text of the message in brackets {} and for the English language do not translate this link. If the plugin cannot find the translation of the link, then it shows the text inside the link without brackets, in this case it will be the entire text of the message for the English language
 
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Tsukihime

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What would be the best solution for you?

There is another way how you can use the plugin. You can use your message text as a link! For example, if the main language of your game is English, then in the event you write the text of the message in brackets {} and for the English language do not translate this link. If the plugin cannot find the translation of the link, then it shows the text inside the link without brackets, in this case it will be the entire text of the message for the English language
I mostly work in english so ideally I would like all of my text to be displayed in english. So when I'm going through my event doing my messages, I can just write it normally.

And if someone wanted to play the game in another language, the plugin would simply display the appropriate language.
 

DK

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I mostly work in english so ideally I would like all of my text to be displayed in english. So when I'm going through my event doing my messages, I can just write it normally.

And if someone wanted to play the game in another language, the plugin would simply display the appropriate language.
This option is the highest possible that you can achieve with my plugin:
ShooterScreenshot-67-05-08-20.png
Безымянный.png
ShooterScreenshot-68-05-08-20.png
ShooterScreenshot-70-05-08-20.png
ShooterScreenshot-71-05-08-20.png

As you can see, you can still see your message text in full, except that the brackets {} are added.
 

Tsukihime

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That looks much easier to work with. That way I can open up my project and see actual text instead of just a bunch of references lol.

I'm guessing if I had two events with the same message, I would only need to have one entry to cover that as well? Which is nice to avoid redundancy
 

DK

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Version 5.0.1 is publicly available

What's new:
1. Added compatibility with plugins YEP_MessageCore and YEP_OptionsCore.
2. Added an experimental function for automatic language detection based on the system language.
3. Added a new style of language selection. There are now 2 language selection styles to choose from.
4. Added customization settings to the old style.
5. Fixed a bug with incorrect display of parameters in the Russian version of RPG Maker.
6. Fixed error in the UpdateLocalizationTags plugin command.
7. The current language will now be automatically selected on the language selection screen.
8. Added 2 new script calls.
9. Fixed a bug with the name input window.
10. Fixed other minor bugs.
11. Help updated!!!

First post updated!
 

DK

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Version 5.0.2 is publicly available

What's new:
1. Fixed a rare bug.
 

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