HappyGoomba
Sex Demon
- Joined
- Jul 26, 2012
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Re: HRPG Heaven X-Mas Gift
The database is definitely the place to start. Actors, classes, skills, items, weapons, armors, enemies & states. One thing to look out for in there, is that not everything is used in the game. You'll need to do a little detective work to figure out what's used so you don't end up wasting time translating a bunch of default weapons that the author never bothered using or removing.
As HRH* said, Common Events contains a lot of, well, common events. Here you'll find things like what happens when you put on or take off a magic item, what sound effects to play when a character orgasms, normal stuff like that. Some of these have text messages that you'll have to translate also. You can also translate the names of the common events. This won't show up anywhere the players can see, but it will help you keep track of them. In the events, you'll come across variables and switches. You can also change their names as a convenience.
Once you're done with the Database, move on to the scripts. Do not rename the scripts, that would be bad. Until you really know what you're doing, only translate stuff that's in between quote marks. In here, you'll find most of the menus, some status stuff and maybe battle text. It's harder to find than the database items.
If you translate all of that, you've made a Partial Translation and you can release it like that. As you've already figured, the story and dialog are mostly contained in the events on the maps. These are easier, because they're pretty straight forward, but more time consuming because there's a lot more to them.
I hope that helps.
@Yummy: Start small!!! Now you tell me.
To add to Yummy's advice, it's also important to pick a game you really like. When the going gets tedious, that's what keeps you moving, the thought that the game you're working on is actually worthy of the effort you're putting in.
*See what I did there, "Your Majesty"? (Heh, heh)
Yeah thanks for the advice so far guys. I'm fiddling around with everything but there's a few things I'm wondering.
It seems like most of the menu things are edited in the Database, but will I break any of the programming or scripts if I change the names of the actors, classes, items, etc? Are there some things I should leave alone to not break those scripts? I'm guessing changing map names and classes are a nono?
Also it looks like all the NPC dialogues are all in the event boxes. Do would I have to go through each map and translate every event and would that cover pretty much all the dialogue in the game?
The database is definitely the place to start. Actors, classes, skills, items, weapons, armors, enemies & states. One thing to look out for in there, is that not everything is used in the game. You'll need to do a little detective work to figure out what's used so you don't end up wasting time translating a bunch of default weapons that the author never bothered using or removing.
As HRH* said, Common Events contains a lot of, well, common events. Here you'll find things like what happens when you put on or take off a magic item, what sound effects to play when a character orgasms, normal stuff like that. Some of these have text messages that you'll have to translate also. You can also translate the names of the common events. This won't show up anywhere the players can see, but it will help you keep track of them. In the events, you'll come across variables and switches. You can also change their names as a convenience.
Once you're done with the Database, move on to the scripts. Do not rename the scripts, that would be bad. Until you really know what you're doing, only translate stuff that's in between quote marks. In here, you'll find most of the menus, some status stuff and maybe battle text. It's harder to find than the database items.
If you translate all of that, you've made a Partial Translation and you can release it like that. As you've already figured, the story and dialog are mostly contained in the events on the maps. These are easier, because they're pretty straight forward, but more time consuming because there's a lot more to them.
I hope that helps.
@Yummy: Start small!!! Now you tell me.
To add to Yummy's advice, it's also important to pick a game you really like. When the going gets tedious, that's what keeps you moving, the thought that the game you're working on is actually worthy of the effort you're putting in.
*See what I did there, "Your Majesty"? (Heh, heh)