Suggestion - Make the "Miss" text configurable.

● ARCHIVED · READ-ONLY
Started by r66r 4 posts View original ↗
  1. Description of the Feature:
    After creating a translation plugin for my current game, I discovered that the text "Miss" is the only text that is still hard-coded in the RPG Maker MZ core scripts (version 1.3.2).

    Code:
    Sprite_Damage.prototype.createMiss = function() {
        const h = this.fontSize();
        const w = Math.floor(h * 3.0);
        const sprite = this.createChildSprite(w, h);
        sprite.bitmap.drawText("Miss", 0, 0, w, h, "center");
        sprite.dy = 0;
    };

    Mockups:
    It would be useful, I think, to be able to add this text to the list of terms to be modified via the editor.

    Spoiler
    1631649642687.png

    1631649787741.png

    Why is this feature good?
    This would make this text easier to translate (including in translated versions of RPG Maker MZ), and also allow developers to customize their game more.

    Possible issues with this feature?
    At first sight none. But the custom text shouldn't be too big either.
  2. The options window's ON/OFF values are also hard-coded:
    JavaScript:
    Window_Options.prototype.booleanStatusText = function(value) {
        return value ? "ON" : "OFF";
    };
    They could be made customisable in a similar way.

    I think these cases are the only display strings that are still hard-coded in the core scripts (v1.3.3), except for error messages and the debug scene (F9).
  3. At least this is a slight improvement from MV, where "Miss" is encoded into an image…

    My MV localization plugin covers ON/OFF, but it looks like I missed "Miss", although you could use my asset localization system for it (since in MV it's an image for some reason; that won't work in MZ).
  4. It doesn't matter to me but it sounds like a good idea, especially if it makes translating games easier.