Hello, I would like to continue on with the translation, but it doesn't seem like I can edit the story/dialogue from Github. What should I do to edit those sections?
Edit: I purchased the game, RPG maker xp, and even has the mod, but I'm still left clueless on how I can edit the text (they didn't really leave much instruction on github). Could I please ask someone for assistance?
Edit 2: Alright, from now on, I will use Translator ++ to translate this game. I guess I'll be the one to pick up on the game.
Edit 3: I really REALLY want to translate the mod as well, but is there any other alternatives then altering the code?
I'm doing the script file right now, it's going to take a LOOOONG time to finish this (script file has over 4000 lines). You need to translate everything manually pretty much. It'd be great if someone is willing to share the work.Did you manage to do any progress? I tried doinga simple batch translation with Translator++ but i am getting syntax error when applying the patch, not sure why it does that
I'm doing the script file right now, it's going to take a LOOOONG time to finish this (script file has over 4000 lines). You need to translate everything manually pretty much. It'd be great if someone is willing to share the work.
I'm still working it, where I'm actually finished with the translator ++ part. But there's individual dialogues for each and every succubi, where I have to edit those on github.What's the status on this? Translator++ didn't like to work with me when I tried to use it last, so I'm curious if you're still doing this, or have moved on to less frustrating pastures XD
I take it, you've revised your '4000 lines' figure?Edit: Alright, I'm having doubts
# new functions are excluded. 魔_*.rb items override the mods.
# each listed item may potentially cause conflict with newer mod versions
<English_abc gals.rb>
module RPG::
class Class
class Game_Battler
Window_Help < Window_Base
set_enemy(enemy)
set_actor(actor)
<English_abc items.rb>
class Item
<English_abc skills.rb>
class Skill
<English_abc states.rb>
class State
<English_abc.abilities.rb>
class Ability_registration
# NOTE: at the moment UK_setup(ability_id) needs be called in def setup(ability_id), in O_MOD_RPG_Ability_素質・設定用.rb
# This is because the Ability_registration class is crucial, and very likely to be modified every single time they update the mod
# NOTE/self: implementing an aliased (re)definition should be viable now
<English_abc.armors.rb
class Armor
<English_system.rb>
$data_system #basic vocabulary, overwrites system.rxdata
class Interpreter
command_126
command_128
class Window_BattleStatus < Window_Base
refresh
<魔_English_abc cook.rb>
class Game_Dish
effect_text(effect)
class Scene_Cook < Scene_Other
initialize
update
center_change
class Window_Cook_Recipe < Window_Base
refresh
draw_dish_effect(index)
class Window_Restaurant_Buy < Window_Selectable
draw_item(index)
class Window_Restaurant_Data < Window_Base
refresh
<魔_English_redraws.rb>
# NOTE: the less risky scripts should be here
class Window_NameInput < Window_Base
# RPGMXP character tables and related functions
class Window_Base < Window
draw_item_name(item, x, y)
draw_actor_fed(actor, x, y, width = 144)
make_battler_state_text(battler, width, need_normal, type)
draw_actor_class(actor, x, y)
class Window_Ability < Window_Selectable
draw_item(index)
update_help
class Window_BoxLeft < Window_Selectable
draw_actor(index)
class Window_BoxRight < Window_Base
refresh
update_help
class Window_Change_Shop_Change < Window_Selectable
draw_item(index)
update_help
class Window_Cook_Foods < Window_Selectable
draw_item(index)
update_help
class Window_Cook_Toppings < Window_Selectable
draw_item(index)
update_help
class Window_EquipRight < Window_Selectable
update_help
class Window_EquipItem < Window_Selectable
draw_item(index)
update_help
class Window_EquipExtendItem < Window_Selectable
draw_item(index)
update_help
Window_Item < Window_Selectable
draw_item(index)
update_help
class Window_Item_Shop_Buy < Window_Selectable
draw_item(index)
update_help
class Window_Item_Shop_Sell < Window_Selectable
draw_item(index)
update_help
class Window_MenuStatus < Window_Base
refresh
class Window_PromiseLeft < Window_Base
refresh
update_help
class Window_PromiseRight < Window_Selectable
can_get_bonus?(index = self.index)
draw_item(index)
update_help
class Window_ShopBuy < Window_Selectable
draw_item(index)
update_help
class Window_ShopSell < Window_Selectable
draw_item(index)
update_help
class Window_Skill < Window_Selectable
draw_item(index)
update_help
class Window_Skill_Battle < Window_Skill
draw_item(index)
class Window_Status < Window_Base
refresh
class Window_SystemLeft < Window_Base
refresh
refresh_map
refresh_battle1
refresh_battle2
refresh_battle3
refresh_media
refresh_chara
refresh_other
update_help
class Window_BattleLog < Window_Base
refresh
# NOTE: Battle messages slice-up function for display is here
<魔_Force English.rb>
# NOTE: the more sensible scripts should be here
class Game_Party
gather(number)
unique_record_text
class Scene_Battle
update_phase4_step202
make_skill_action_result
set_onedari
make_basic_action_result
update_phase3_enemy_select
update_phase3_basic_command
class Game_Battler
bms_skill_effect(skill)
class HoldPop_Sprite < RPG::Sprite
refresh
# In-battle Stances display names are here
module MOD::
module Item
class Scene_File
main
update
class Scene_Save < Scene_File
initialize
class Scene_Load < Scene_File
initialize
class Scene_Box
initialize
update_command
update_promise
update_center_active
class Scene_Partychange
refresh
class Scene_Menu
initialize
update_actor_select
update_party_select_command
update_party_ability
update_party_status
update_ability_active
update_equip
update_equip_time
update_party_skill
update_skill_active
update_target_active
module SR_Util::
self.debug_learnings_check
self.debug_bonus_check
self.bed_battle_change
self.item_get_message_make
self.make_condition_text(battler)
self.weak_text_change(battler_weak_list)
weak_text_list(type)
<魔_Skillmod.rb>
# NOTE: This is a mod of my own, unrelated to translation. Delete it if you don't want it.
# It slightly randomizes the enemies. Some skill notes there as well (cf HoldPop_Sprite)
class Game_Enemy < Game_Battler
mod_skillset(personality = "")
make_individuality(personality = "", ability = ["未設定"])
<魔_Z ability test.rb>
# NOTE: You can safely delete this file in case you have it somehow
YOU.you mtl all the maps
There are many mods, not just one. I suggest you stick to the files fromwith the latest mod.
how i can translate even the mod files
Was that fast enough? That's a few years' worth of work, so I'd hate to delay anyone's who's able and willing.i hope to get a reply soon...
Yeah it was fast enough thanks.YOU.
CAN'T.
To anyone else reading this: YOU CANNOT.
Never use an automatic tool for this game, you'll waste your time. RPG Maker is the only way. Period.
A few files like maps would be easier to fix. But I repeat: this is a waste of time. Translate manually.
There are many mods, not just one. I suggest you stick to the files fromYou must be registered to see the links, and no other (that's 5 bundles. Images packs are irrelevant.). That's the best mod, which is more or less complete right now.
As for TLing the mod, learn Ruby, is all.
Keep in mind mods overwrite the base game's files. So move the whole /Mod_Data folder to overwrite /Data, or RPGM won't recognize them.
Most of the script was also replaced. Have fun with Mod_Scripts. Then go back to RPGM for the bits still from the original game.
Also, read the thread. Probably.
Was that fast enough? That's a few years' worth of work, so I'd hate to delay anyone's who's able and willing.
But I'm sure you'll manageGood luck!
Sorry to bother you man.YOU.
CAN'T.
To anyone else reading this: YOU CANNOT.
Never use an automatic tool for this game, you'll waste your time. RPG Maker is the only way. Period.
A few files like maps would be easier to fix. But I repeat: this is a waste of time. Translate manually.
There are many mods, not just one. I suggest you stick to the files fromYou must be registered to see the links, and no other (that's 5 bundles. Images packs are irrelevant.). That's the best mod, which is more or less complete right now.
As for TLing the mod, learn Ruby, is all.
Keep in mind mods overwrite the base game's files. So move the whole /Mod_Data folder to overwrite /Data, or RPGM won't recognize them.
Most of the script was also replaced. Have fun with Mod_Scripts. Then go back to RPGM for the bits still from the original game.
Also, read the thread. Probably.
Was that fast enough? That's a few years' worth of work, so I'd hate to delay anyone's who's able and willing.
But I'm sure you'll manageGood luck!
I'm asking because when i try to add your eng patch to my copy of the game with the mod applied (without my changes so only base game+1.20 patch) it don't work properly.Well of course. The status screen has the most references to the database (both from original and mods).
To get this, you'll need to double-check every single item you've edited. Class, Personality, equipment, etc etc etc.
Whenever you forcefully edit the database, you've gotta check the game still isn't looking for the exact Japanese string you've just modified.
I've chosen to simply "hide" the Japanese in such windows, but that's script-heavy, and just one solution among many.
Dunno. I never play FMC, but I've just tried, got no problem at all.it don't work
Thanks a lot man, now it works fine for what i played. (about 10 minutes because without english i'm not able to go on).Dunno. I never play FMC, but I've just tried, got no problem at all.
TRAINING_PARAM_MAX is set in Mod\SCRP_Mod_Setting.rb. I haven't touched the thing.
In all likelihood you're either missing files or using a different version.
In O_MOD_RPG_Ability_素質・設定用.rb, right after the "def setup(ability_id)" line, you need to add a new line with "UK_setup(ability_id)". Abilities won't be defined without it, and there's no failsafe.
I don't think changed_files__log.txt is up to date, but most important pointers are in there (lines number may differ, of course) when it comes to the all-important Status windows.
I suggest you have a look at SFrame's work. I never got around to implementing his stuff into the mod; that's when I found out I was an utter failure at Github...![]()
The Mega's downEdit: 07.07
Ok this is the translation I've done so far:You must be registered to see the links.