davide97l / rpgmaker-mv-translator

Automatic game data translator for RPGMaker-MV
https://davideliu.com/2022/02/13/rpgmaker-mv-translator/
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"translated in total 0 dialog windows" #3

Open ghost opened 1 year ago

ghost commented 1 year ago

After a long time i got this output message, when i put the translated files back in, it seems to have done nothing.

Using command : python dialogs_translator.py --print_neatly --source_lang zh --dest_lang en For Chinese to English

Output has a lot of "Anomaly" outputs and squares with question marks. Is it the terminal i'm using? (cmd)

tnmod commented 4 months ago

This might sound silly, but the principle is to translate according to the codes that the author encountered (possibly because the game the author played had different text codes compared to other games) if the author has set default codes.

There are 3 types of codes:

Plain text (401) Choices (302) Answer (402) To fix this issue, you should open files like mapXX.json and check what the current code for the dialogues is. For example, in my game, Plain text is 355. Then, open dialogs_translator.py and object_translator.py and change Plain text to 355 ("if list['code'] == 355:").

Note: You should disable print_neatly to avoid losing dialogues. Try translating one mapXX.json file first and see if it loses any dialogues or if its structure changes. Any change in the structure will cause the game to crash.

Original: "$gameVariables.setValue(21, "Open your inventory and select your phone.");"

Translated: "$gameVariables.setValue(21, "Open your..."