Descargas destacadas

Etiquetas

Seguidores

Con la tecnología de Blogger.
sábado, 14 de enero de 2012

Traduccion de volcabulario

El parche en ingles del RPG Maker VX Ace solo traduce los menus, mientras que los dialogos en batalla y otros textos dentro del juego siguen en japones; para solucionar esto entren en la consola de scripts una vez creado un juego y arriba de todo en el script "Vocab", pegan el siguiente texto y listo! dialogos de batalla en ingles.

#==============================================================================

# ** Vocab

#==============================================================================



module Vocab



  # Frases de loja

  ShopBuy         = "Buy"

  ShopSell        = "Sell"

  ShopCancel      = "Exit"

  Possession      = "Owned:"



  # Frases de Estado

  ExpTotal        = "Experience Total"

  ExpNext         = "EXP Next: %s"



  # Frases de salvar/carregar

  SaveMessage     = "Save into this quest?"

  LoadMessage     = "Load from this quest?"

  File            = "Quest"



  # Nome do grupo de personagens

  PartyName       = "%s"



  # Mensagens iniciais de batalha

  Emerge          = "%s appears!"

  Preemptive      = "%s attacks first!"

  Surprise        = "%s came as a surprise!"

  EscapeStart     = "%s flees!"

  EscapeFailure   = "But is stopped!"



  # Mensagens finais de batalha

  Victory         = "Your party is victorious!"

  Defeat          = "Your party is defeated..."

  ObtainExp       = "%s EXP gained!"

  ObtainGold      = "You have recieved %s\\G!"

  ObtainItem      = "You have obtained %s!"

  LevelUp         = "%s gained to %s %s!"

  ObtainSkill     = "%s has learned %s!"



  # Mensagens de batalha

  UseItem         = "%s uses %s!"



  # Danos críticos

  CriticalToEnemy = "A critical hit!"

  CriticalToActor = "A painful blow!"



 # Resultados de ações (herói)

  ActorDamage     = "%s recieved %s damage!"

  ActorRecovery   = "%s recovered %s%s!"

  ActorGain       = "%s won %s%s!"

  ActorLoss       = "%s lost %s%s!"

  ActorDrain      = "%s had %s%s drained."

  ActorNoDamage   = "%s recieved no damage!"

  ActorNoHit      = "Miss! %s recieved no damage!"



  # Resultados de ações (inimigo)

  EnemyDamage     = "%s recieved %s damage!"

  EnemyRecovery   = "%s recovered %s%s!"

  EnemyGain       = "%s won %s%s!"

  EnemyLoss       = "%s lost %s%s!"

  EnemyDrain      = "%s had %s%s drained."

  EnemyNoDamage   = "%s recieved no damage!"

  EnemyNoHit      = "Miss! %s recieved no damage!"



  # Reflexão / Evasão

  Evasion         = "%s evaded the attack!"

  MagicEvasion    = "%s evaded the spell!"

  MagicReflection = "%s reflected the spell!"

  CounterAttack   = "%s counterattacks!"

  Substitute      = "%s transforms to %s!"



  # Enfraquecimento / Fortalecimento

  BuffAdd         = "%s has the buff %s!"

  DebuffAdd       = "%s has the debuff %s!"

  BuffRemove      = "%s no longer has %s!"



  # Caso não haja efeito do item

  ActionFailure   = "%s has no effect!"



  # Mensagem de erro

  PlayerPosError  = "You did not set the starting the position of the player."

  EventOverflow   = "You have exceeded the limit for calling common events."



  # Termos Básicos

  def self.basic(basic_id)

    $data_system.terms.basic[basic_id]

  end



  # Parâmetros

  def self.param(param_id)

    $data_system.terms.params[param_id]

  end



  # Tipo de Equipamento

  def self.etype(etype_id)

    $data_system.terms.etypes[etype_id]

  end



  # Comandos

  def self.command(command_id)

    $data_system.terms.commands[command_id]

  end



  # Moeda

  def self.currency_unit

    $data_system.currency_unit

  end



  #--------------------------------------------------------------------------

  def self.level;       basic(0);     end   # Nível

  def self.level_a;     basic(1);     end   # Nível (abreviação)

  def self.hp;          basic(2);     end   # HP

  def self.hp_a;        basic(3);     end   # HP (abreviação)

  def self.mp;          basic(4);     end   # MP

  def self.mp_a;        basic(5);     end   # MP (abreviação)

  def self.tp;          basic(6);     end   # TP

  def self.tp_a;        basic(7);     end   # TP (abreviação)

  def self.fight;       command(0);   end   # Lutar

  def self.escape;      command(1);   end   # Fugir

  def self.attack;      command(2);   end   # Atacar

  def self.guard;       command(3);   end   # Defender

  def self.item;        command(4);   end   # Item

  def self.skill;       command(5);   end   # Habilidade

  def self.equip;       command(6);   end   # Equipamento

  def self.status;      command(7);   end   # Estado

  def self.formation;   command(8);   end   # Formação

  def self.save;        command(9);   end   # Salvar

  def self.game_end;    command(10);  end   # Sair

  def self.weapon;      command(12);  end   # Arma

  def self.armor;       command(13);  end   # Armadura

  def self.key_item;    command(14);  end   # Item Importante

  def self.equip2;      command(15);  end   # Mudar equipamento

  def self.optimize;    command(16);  end   # Otimizar

  def self.clear;       command(17);  end   # Remover

  def self.new_game;    command(18);  end   # Novo Jogo

  def self.continue;    command(19);  end   # Continuar

  def self.shutdown;    command(20);  end   # Sair

  def self.to_title;    command(21);  end   # Tela de Título

  def self.cancel;      command(22);  end   # Cancelar

  #--------------------------------------------------------------------------

end

3 comentarios:

Ellesar dijo...

Hay un Pequeño error en la Traducción que al terminar la batalla genera un Runtime.

Cambiar la línea

ObtainGold = "You have recieved %s%s!"

Por

ObtainGold = "You have recieved %s\\G!"

Testeado que funciona bien.

Saludos Ellesar

Ellesar dijo...

ah una cosa más al código
EscapeStart = "% flees!"

le falta la "s"

quedando así
EscapeStart = "%s flees!"

Saludos

Benjiro dijo...

si. ya habia notado el error pero no pude darme cuenta de donde estaba. gracias ahora lo corrijo. gracias por comentar