Open Damnie opened 4 years ago
Maybe It will take you a long time to finish. Maybe It doesn't deserve.
You don't want to edit the "name" attribute of events in the XML file; that name is what appears in the save files. You could possibly add/edit the "altname" attributes to change how events are shown in the analzyer. I haven't tested this with Chinese myself, though.
Also, be aware that the GameInfo.xml file will update automatically even when you don't download a full program update. I set it up that way to be able to push out updates to people without requiring them to go and download the full program each time. I suppose you can prevent it from being overwritten by changing the version in the XML at the very top to a very high number so it thinks your version is higher than what's available online.
You don't want to edit the "name" attribute of events in the XML file; that name is what appears in the save files. You could possibly add/edit the "altname" attributes to change how events are shown in the analzyer. I haven't tested this with Chinese myself, though.
Also, be aware that the GameInfo.xml file will update automatically even when you don't download a full program update. I set it up that way to be able to push out updates to people without requiring them to go and download the full program each time. I suppose you can prevent it from being overwritten by changing the version in the XML at the very top to a very high number so it thinks your version is higher than what's available online.
I tried. Altname is about some boss names. There are 37 altnames. I wish item name can be translated.. But to do so, maybe you will take a long time.
Ok, with the latest version you should be able to add the "altname" attribute to items as well now.
I know how to do now. I wish I can translate zone name like earth/Rhom.(If I edit it I don't enter the exe) Also, type like Home, Side Dungeon, Miniboss, Item Drop, Point of Interest, Siege, World Boss. Name like Trait Book, Simulacrum. Item name will translate very well, biw but If I can translate the subtext like Weapon: , Trinket: , Mod: , Armor: etc that well be awesome.
It's about language above. I think out a good point. When people put mouse on Missing Items it will display a description about it(like the tab"Missing Items") and can edit it. When people right-click the Missing Items the text will enter clipboard(click Weapon: Hammer will make Hammer enter clipboard). When people left-click the Missing Items I will open a browser and open the corresponding wiki. For example, When I click the Trinket: Band Of Strength. I will open a website "https://remnantfromtheashes.wiki.fextralife.com/Band+Of+Strength"(It's easy to achieve)
My English is not well. Hope you can understand.
Yeah, it would be nice if it were easy to make all of this easily editable, but unfortunately it's not simple. The program wasn't designed with multiple language support in mind, and adding the ability to easily change the text on all these items would simply be too much work for me to handle.
It's a good idea to add left-click and right-click functions to the missing items, and I had similar thoughts in the past, but I ended up determining it would be too much work. First, it would take a considerable amount of time to manually add links for each of the items in the XML. But even if that were done, there are constraints in how the components in the program actually work. In the Campaign and Adventure tabs, the missing item cells don't actually store the item "objects', those cells are are only able to store simple text. Because there could be any number of items displayed in each cell, it isn't possible for the user to do any action related specifically to one of those items.
I'm sure it's possible to do these things with some amount of work, but the cost/benefit analysis isn't worth it to me. But the source code is available here on GitHub for anyone who has better technical ability than I do and/or sees the benefit as being worth the cost.
Yeah, it would be nice if it were easy to make all of this easily editable, but unfortunately it's not simple. The program wasn't designed with multiple language support in mind, and adding the ability to easily change the text on all these items would simply be too much work for me to handle.
It's a good idea to add left-click and right-click functions to the missing items, and I had similar thoughts in the past, but I ended up determining it would be too much work. First, it would take a considerable amount of time to manually add links for each of the items in the XML. But even if that were done, there are constraints in how the components in the program actually work. In the Campaign and Adventure tabs, the missing item cells don't actually store the item "objects', those cells are are only able to store simple text. Because there could be any number of items displayed in each cell, it isn't possible for the user to do any action related specifically to one of those items.
I'm sure it's possible to do these things with some amount of work, but the cost/benefit analysis isn't worth it to me. But the source code is available here on GitHub for anyone who has better technical ability than I do and/or sees the benefit as being worth the cost.
I think you don't add links for each of the items in the XML. Because : https://remnantfromtheashes.wiki.fextralife.com/item name(+ between words) You mean there are not only 1 line in one excel sometimes and can't click one line easily? I think If right-click the excel and display a menu about them like: Mod: 1 Weapon: 2 right-click and display: 1 > 2 > And each one can choose like add to the clipboard, see description or open wiki website. How about that?
About language it's a pity but it doesn't matter at all.
翻译的进展如何,联系我,或许我能帮你
翻译的进展如何,联系我,或许我能帮你
目前地球+沙漠 翻译完了我去b站专栏发帖吧
For now I use your source code and translate many things. But.. I can't translate them. Can you add note for them? Thanks a lot
"Cultist" is one of the starting class types (or "archetypes"). In English, the starting class types are Cultist, Hunter, and Scrapper. The code dealing with those class types starts on line 136 of RemnantCharacter.cs. If you see on line 140, it assigns the archetype value. You could insert a dictionary there that substitutes the Chinese translations for the class names. In English, the class names are pulled straight out of the save file. For the Trait Book and Simulacrum, these names are also pulled straight from the save file, but I think you can rename them by just adding new events to the GameInfo.xml file: `<Event name="TraitBook" altname="ChineseTranslationGoesHere>
“ Cultist”是起始类类型(或“原型”)之一。在英语中,开始课程的类型是Cultist,Hunter和Scrapper。处理这些类类型的代码从RemnantCharacter.cs的第136行开始。如果在第140行看到,它将分配原型值。您可以在其中插入字典,用中文翻译代替班级名称。用英语,将类名直接从保存文件中拉出。对于Trait Book和Simulacrum,这些名称也直接从保存文件中拉出,但是我认为您可以通过向GameInfo.xml文件添加新事件来重命名它们:
<Event name="TraitBook" altname="ChineseTranslationGoesHere></Event> <Event name="Simulacrum" altname="ChineseTranslationGoesHere"></Event>
It's a easy way for TraitBook and Simulacrum. For the Cultist.. I don't know programing well so I can't make it right. Anyway, thanks a lot.
For now I use your source code and translate many things. But.. I can't translate them. Can you add note for them? Thanks a lot
朋友,你的翻译好了吗?可以给我发一份吗?我邮箱zgsxxzzyl@hotmail.com
If I edit the GameInfo.xml to the Chinese("name"), I can't enter the RSM.exe. I wish I can provide language for my country's people. I like this program so much!!