ODW - Multi-Language System Plugin

● ARCHIVED · READ-ONLY
Started by r66r 145 posts Page 8 of 8 View original ↗
  1. r66r said:
    Hi @Napalm

    In principle, I don't support other plugins, although there is a dedicated thread for the Ignis Text Database plugin.

    However, the problem is quite simple and is not related to the plugin, but to the way RMMZ works. In this case, the width of the choice item is calculated from the width of the text supplied at the time of its creation. In your case, the supplied text ${...} must be 13 characters long, which means that the “translated” text, if larger, is simply condensed into the available space. As a test, try setting ${..} text to 20 characters or more, and the “translated” text should display better.

    See also this post for an example of what I mean: https://forums.rpgmakerweb.com/inde...ti-language-system-plugin.141442/post-1383954
    Thanks for the answer @r66r. I have tested it. And yes, you are right. Text display better, but not perfect. Still condensed. Plugin is awesome, but looks like no solution yet. Any other suggestion?
  2. @r66r, based on your support I think I found a makeshift solution. Look that:


    Put this as a choice: ${1.2} ${1.111111111111111111111111111111111111111111111111111111111111111111111}

    ${1.2} = real txt in game.
    ${1.111111111111111111111111111111111111111111111111111111111111111111111} = fake area

    In every choice line after real txt link (${1.2} in this case) you must add SPACE, then add a specific fake line as u wish, in my case: ${1.111111111111111111111111111111111111111111111111111111111111111111111}

    I gonna make more tests now. But looks ok, lets see.
    Thanks a tons @r66r!
  3. babagaga404 said:
    I think it would be better if that popup menu was more like a list, so player could see all available languages at once
    Thanks for your feedback. It was what I was thinking about after I had this feedback from @ATT_Turan. It is definitely something I can do quite easily, and can be released with the next version of the plugin.

    Napalm said:
    @r66r, based on your support I think I found a makeshift solution. Look that:


    Put this as a choice: ${1.2} ${1.111111111111111111111111111111111111111111111111111111111111111111111}

    ${1.2} = real txt in game.
    ${1.111111111111111111111111111111111111111111111111111111111111111111111} = fake area

    In every choice line after real txt link (${1.2} in this case) you must add SPACE, then add a specific fake line as u wish, in my case: ${1.111111111111111111111111111111111111111111111111111111111111111111111}

    I gonna make more tests now. But looks ok, lets see.
    Thanks a tons @r66r!
    It's a pretty tedious workaround, but if it can solve your problem, I'm happy. I think something can be done with the plugin itself, but it will take a lot of trial and error, and therefore some time before I can find a good solution.
  4. Hi @babagaga404. Here's the final result I've developed for language selection at game startup (after the splash screen scene). You can now add a custom background image (as shown below with white text on a black background), and the languages are all listed in the selection window. Finally, selecting a language takes you to the standard title scene.

    mls_startup.jpg

    I hope you'll enjoy using this feature when version 2 of the plugin will be released (not before the end of November, unfortunately).
  5. From 01.12.2024, this plugin will be supported in this thread.