Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.
Original Source
- Original title: Phileas's Language Localisation
- Original author: Phileas
- Original date: November 11, 2024
- Source thread: https://forums.rpgmakerweb.com/threads/phileass-language-localisation.173148/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMZ)
Summary
Plugin name: Phileas's Language Localisation Author: Phileas Version: 1.3.3 for MZ Release date:
Archived First Post
Plugin name: Phileas's Language Localisation
Author: Phileas
Version: 1.3.3 for MZ
Release date:
1.0.0 - 2024.November.09
1.1.0 - 2024.November.16
1.2.0 - 2024.November.29
1.2.3 - 2025.January.04
1.2.4 - 2025.January.12
1.2.5 - 2025.January.19
1.2.6 - 2025.January.20
1.2.7 - 2025.January.26
1.3.0 - 2025.February.15
1.3.1 - 2025.March.15
1.3.2 - 2025.April.06
1.3.3 - 2025.May.03
Plugin description:
The plugin allows to translate all the text in the game into many languages.
To support custom fonts, install the Phileas's Custom Fonts plugin.
Use the Phileas's Text Wrap plugin to automatically move words to a new line.
If you are using the Phileas's Options Manager plugin, place it above the real plugin in the Plugin Manager menu.
INSTALLATION
MANUAL
How it looks like:
DEMO PROJECT
Download
Launch online
Code
License
This plugin is released under MIT license.
This means that you can freely use the plugin in non-commercial and commercial games and even edit it.
But be sure to include me in the credits!
Compatibility:
If there are any problems, write to me.
Author: Phileas
Version: 1.3.3 for MZ
Release date:
1.0.0 - 2024.November.09
1.1.0 - 2024.November.16
1.2.0 - 2024.November.29
1.2.3 - 2025.January.04
1.2.4 - 2025.January.12
1.2.5 - 2025.January.19
1.2.6 - 2025.January.20
1.2.7 - 2025.January.26
1.3.0 - 2025.February.15
1.3.1 - 2025.March.15
1.3.2 - 2025.April.06
1.3.3 - 2025.May.03
Plugin description:
The plugin allows to translate all the text in the game into many languages.
To support custom fonts, install the Phileas's Custom Fonts plugin.
Use the Phileas's Text Wrap plugin to automatically move words to a new line.
If you are using the Phileas's Options Manager plugin, place it above the real plugin in the Plugin Manager menu.
INSTALLATION
For the plugin to work, you need to install Phileas's File Manager.
If you need commands to export and import language data to XLSX, then install the XLSX library.
You can delete the library file before deploying the game to save space.
If you need commands to export and import language data to XLSX, then install the XLSX library.
You can delete the library file before deploying the game to save space.
MANUAL
1. Configure the "Languages" parameter. Set the language codes. It is important that they are unique.
2. Create a "languages" folder in the root of the project.
3. In the "languages" folder, create language folders, name each folder must match the language code.
4. Create a "main.json" file in each language folder. It will store the root properties of the language dictionary. There must be an object (curly brackets) at the root of this file.
5. You can add other localization files. It is important that the list of files in each language data folder matches. You can create subfolders of any level.
6. At the root of the file should be either an object (curly brackets) or an array (square brackets).
7. Fill in the localization files with text. The structures of all objects must match, only the final string values can differ.
8. To use localized text in the game, type a line like this in the right place:
${<text code>}
<text code>
The text code should lead to the value in the localization files.
9. The properties specified in "languages/<text code>/main.json", will be at the root of the localization dictionary. For example, if main is set like this:
To use this value, type this:
${yes}
10. If the property is specified in another file, then you need to specify the path to the file before its name. For example, if you have a file with the path "../languages/<text code>/chapter_1/dialogues.json" and such a structure:
To use this value, type this:
${chapter_1.dialogues.point_0}
11. In addition to objects, you can use arrays. Let's change the example from point 9:
To use these values, type this:
${chapter_1.dialogues.point_0[0]}
${chapter_1.dialogues.point_0[1]}
12. The array can be located right at the root of the localization file (except for the "main.json"). Let's change the example from paragraph 10:
To use these values, type this:
${chapter_1.dialogues[0][0]}
${chapter_1.dialogues[0][1]}
13. You can optionally nest objects and arrays into each other. The nesting level is unlimited!
14. You can also use the translated text inside the translated text:
15. To use control symbols to set text, use a variable,
icon, and more, add a second slash:
\C[0] -> \\C[0] OR \V[1] -> \\V[1] OR \. -> \\.
16. The plugin provides the following commands:
LOCALIZED RESOURCES (MEDIA)
You can use different files (audio, images, video) for each language.
The function works for all types of images (animations, pictures, tilesets and others), all types of audio (BGM, BGS, ME, SE) and video (movies).
Manual:
COMPATIBILITY WITH OTHER PLUGINS
The plugin is compatible with "Phileas's Text Wrap".
Place this plugin under "Phileas's Text Wrap" in the Plugin Manager.
The plugin is compatible with "TAA_BookMenu".
Place this plugin under "TAA_BookMenu" in the Plugin Manager.
If you are using "Phileas's Language Localization", "Phileas's Text Wrap" and "TAA_BookMenu" at the same time, arrange them exactly in this order in the Plugin Manager:
2. Create a "languages" folder in the root of the project.
3. In the "languages" folder, create language folders, name each folder must match the language code.
4. Create a "main.json" file in each language folder. It will store the root properties of the language dictionary. There must be an object (curly brackets) at the root of this file.
5. You can add other localization files. It is important that the list of files in each language data folder matches. You can create subfolders of any level.
6. At the root of the file should be either an object (curly brackets) or an array (square brackets).
7. Fill in the localization files with text. The structures of all objects must match, only the final string values can differ.
8. To use localized text in the game, type a line like this in the right place:
${<text code>}
<text code>
The text code should lead to the value in the localization files.
9. The properties specified in "languages/<text code>/main.json", will be at the root of the localization dictionary. For example, if main is set like this:
JSON:
{
"yes": "Yes"
}
To use this value, type this:
${yes}
10. If the property is specified in another file, then you need to specify the path to the file before its name. For example, if you have a file with the path "../languages/<text code>/chapter_1/dialogues.json" and such a structure:
JSON:
{
"point_0": "Реплика"
}
To use this value, type this:
${chapter_1.dialogues.point_0}
11. In addition to objects, you can use arrays. Let's change the example from point 9:
JSON:
{
"point_0":
[
"Hello",
"Bye"
]
}
To use these values, type this:
${chapter_1.dialogues.point_0[0]}
${chapter_1.dialogues.point_0[1]}
12. The array can be located right at the root of the localization file (except for the "main.json"). Let's change the example from paragraph 10:
JSON:
[
[
"Hello",
"Bye"
]
]
To use these values, type this:
${chapter_1.dialogues[0][0]}
${chapter_1.dialogues[0][1]}
13. You can optionally nest objects and arrays into each other. The nesting level is unlimited!
14. You can also use the translated text inside the translated text:
JSON:
"first_text": "Simple example",
"second_text": "The first text is ${first_text}."
15. To use control symbols to set text, use a variable,
icon, and more, add a second slash:
\C[0] -> \\C[0] OR \V[1] -> \\V[1] OR \. -> \\.
16. The plugin provides the following commands:
- "Set the language" - changes the current language localization.
LOCALIZED RESOURCES (MEDIA)
You can use different files (audio, images, video) for each language.
The function works for all types of images (animations, pictures, tilesets and others), all types of audio (BGM, BGS, ME, SE) and video (movies).
Manual:
- The language specified first in the "Languages" parameter is considered the default language. For example, the default language may be with the code "en".
- Place the media file to the directory you need. This should be a file for the default language. For example, you can execute an image in the "img/pictures" directory. Let it be "a.png":
"img/pictures/a.png" - If you want another image for a different language to appear instead of this image, create a folder in the same directory. Its name must match the code of the desired language. Example:
"img/pictures/ru". - In this new directory, create a media file with the same name and relative path:
"img/pictures/ru/a.png". - In the "Show Picture" command, select the file for the default language. If a second language is enabled in the game settings, a picture for this language will appear.
- You don't have to create a separate file for each language. If a file for any language is not found, the file for the default language will be used.
- You can use subfolders. Then the relative paths must match. Example:
"img/pictures/sub_folder/b.png"
"img/pictures/ru/sub_folder/b.png"
COMPATIBILITY WITH OTHER PLUGINS
The plugin is compatible with "Phileas's Text Wrap".
Place this plugin under "Phileas's Text Wrap" in the Plugin Manager.
The plugin is compatible with "TAA_BookMenu".
Place this plugin under "TAA_BookMenu" in the Plugin Manager.
If you are using "Phileas's Language Localization", "Phileas's Text Wrap" and "TAA_BookMenu" at the same time, arrange them exactly in this order in the Plugin Manager:
- TAA_BookMenu
- Phileas_TextWrap
- Phileas_LanguageLocalisation
How it looks like:
DEMO PROJECT
Download
Launch online
Code
License
This plugin is released under MIT license.
This means that you can freely use the plugin in non-commercial and commercial games and even edit it.
But be sure to include me in the credits!
Compatibility:
If there are any problems, write to me.
Downloads / Referenced Files
Log in to download
Log in, then follow the RPG Maker Developers Group to see these download links.
Log in to downloadLicense / Terms Note
License This plugin is released under MIT license. This means that you can freely use the plugin in non-commercial and commercial games and even edit it. But be sure to include me in the credits!
Creator Claims / Removal
If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.
Replies (0)
No replies yet.
0
replies
1
view
Topic Summary
Loading summary...