01-05-2013, 05:00 AM
I think I understand what he's talking about insofar as multilanguage support. My tool, CharGen Ex, has an option for optional languages and loads non-English words for the editor as 'Heads', 'Hair', 'Eyes', along with system words for 'Save' and 'Exit'.
However, it may be a bit more of a daunting task to have multiple language support for an actual RPGMaker game where dialog is concerned. You would need to have a way to load the text for every messagebox instance throughout the game. Not only that, but ensure that the text for every language variance doesn't get cut off as some messages may take a good number of lines. Translation and correct syntax may be a pain.
But it isn't impossible. I have seen a script that can load messagebox texts from an outside file which could help in this endeavor, though cheaters may try and read these files so they can sneak through the game. But, if you couple that with a script to convert these text files into RGSS code that can be encrypted with your game, it may be done. Hard to do, but possible.
With that in mind, you also want to change the text of typical 'SYSTEM' words into various languages. These words are defined in the game editor itself. A hidden class holds these values, so it's more of a challenge to just go and edit classes like Scene_Menu where it says '$data_system.words.item' (storing the ITEM word) to a new multilanguage replacement. It would be necessary for every class that brings up text, be it a Windows_ or Scene_ class. I'm not sure you can edit/replace the text in the $data_system.words class. But the text in the Windows_ classes would need editing.
However, it may be a bit more of a daunting task to have multiple language support for an actual RPGMaker game where dialog is concerned. You would need to have a way to load the text for every messagebox instance throughout the game. Not only that, but ensure that the text for every language variance doesn't get cut off as some messages may take a good number of lines. Translation and correct syntax may be a pain.
But it isn't impossible. I have seen a script that can load messagebox texts from an outside file which could help in this endeavor, though cheaters may try and read these files so they can sneak through the game. But, if you couple that with a script to convert these text files into RGSS code that can be encrypted with your game, it may be done. Hard to do, but possible.
With that in mind, you also want to change the text of typical 'SYSTEM' words into various languages. These words are defined in the game editor itself. A hidden class holds these values, so it's more of a challenge to just go and edit classes like Scene_Menu where it says '$data_system.words.item' (storing the ITEM word) to a new multilanguage replacement. It would be necessary for every class that brings up text, be it a Windows_ or Scene_ class. I'm not sure you can edit/replace the text in the $data_system.words class. But the text in the Windows_ classes would need editing.