Unter LDT_ITEM folgenden Code hinzufügen:
Code:
LDT_ITEM_DESC = {
1=>["Heilt 500 HP.","Restores 500 HP."],
2=>["",""],
4=>["",""]
}
Hier kannst du pro Item die Beschreibung in beiden Sprachen pflegen.
Ab Zeile "def self.get_subject(subject)" alles mit folgendem Code ersetzen:
Code:
def self.get_subject(subject)
if(subject.is_a?(Game_Enemy))
if(LDT_ENEMY.has_key?(subject.enemy_id))
return LDT_ENEMY[subject.enemy_id][$game_switches[LDT_SWITCH] ? 1 : 0]
else
return subject.name
end
elsif(subject.is_a?(RPG::Enemy))
if(LDT_ENEMY.has_key?(subject.id))
return LDT_ENEMY[subject.id][$game_switches[LDT_SWITCH] ? 1 : 0]
else
return subject.name
end
else
return subject.name
end
end
def self.get_item_desc(item)
if(LDT_ITEM_DESC.has_key?(item.id))
return LDT_ITEM_DESC[item.id][$game_switches[LDT_SWITCH] ? 1 : 0]
else
return item.description
end
end
end
class Window_Base
def draw_item_name(item, x, y, enabled = true, width = 172)
return unless item
draw_icon(item.icon_index, x, y, enabled)
change_color(normal_color, enabled)
draw_text(x + 24, y, width, line_height, Vocab.get_item_text(item))
end
end
class Window_Help < Window_Base
def set_item(item)
set_text(item ? Vocab.get_item_desc(item) : "")
end
end
class Window_BattleLog
def display_use_item(subject, item)
tsub = Vocab.get_subject(subject)
if item.is_a?(RPG::Skill)
add_text(tsub + Vocab.get_message1(item))
tmes2 = Vocab.get_message2(item)
unless tmes2.empty?
wait
add_text(tmes2)
end
else
add_text(sprintf(Vocab::UseItem, tsub, Vocab.get_item_text(item)))
end
end
end
## Scene Title changes + new window
class Window_LanguageCommand < Window_Command
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0)
update_placement
self.openness = 0
open
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 160
end
#--------------------------------------------------------------------------
# * Update Window Position
#--------------------------------------------------------------------------
def update_placement
self.x = (Graphics.width - width) / 2
self.y = (Graphics.height * 1.6 - height) / 2
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
add_command(Vocab::LDT_LANG[0], :lang1)
add_command(Vocab::LDT_LANG[1], :lang2)
end
#--------------------------------------------------------------------------
# * Get Activation State of Continue
#--------------------------------------------------------------------------
def continue_enabled
DataManager.save_file_exists?
end
end
class Scene_Title < Scene_Base
def start
super
SceneManager.clear
Graphics.freeze
create_background
create_foreground
create_command_window
create_language_window
unless($ldt_lang_selected)
@command_window.visible = false
@command_window.active = false
else
@language_window.visible = false
@language_window.active = false
end
play_title_music
end
def create_language_window
@language_window = Window_LanguageCommand.new
@language_window.set_handler(:lang1, method(:command_lang1))
@language_window.set_handler(:lang2, method(:command_lang2))
@language_window.visible = true
@language_window.active = true
end
def command_lang1()
$game_switches[Vocab::LDT_SWITCH] = false
language_selected()
end
def command_lang2()
$game_switches[Vocab::LDT_SWITCH] = true
language_selected()
end
def language_selected()
$ldt_lang_selected = true
@language_window.visible = false
@language_window.active = false
Vocab.change_vocab()
create_command_window
end
alias ldt_create_command_window create_command_window
def create_command_window
ldt_create_command_window
@command_window.set_handler(:cancel, method(:command_cancel))
end
def command_cancel
@command_window.visible = false
@command_window.active = false
@language_window.visible = true
@language_window.active = true
end
end
class Game_Enemy < Game_Battler
alias ldt_initialize initialize
def initialize(index, enemy_id)
ldt_initialize(index, enemy_id)
@original_name = Vocab.get_subject(enemy)
end
end
module DataManager
class <<self; alias ldt_vocab_load_game load_game end
def self.load_game(index)
tlang = $game_switches[Vocab::LDT_SWITCH]
treturn = ldt_vocab_load_game(index)
$game_switches[Vocab::LDT_SWITCH] = tlang
Vocab.change_vocab()
return treturn
end
class <<self; alias ldt_vocab_new_game setup_new_game end
def self.setup_new_game
tlang = $game_switches[Vocab::LDT_SWITCH]
treturn = ldt_vocab_new_game
$game_switches[Vocab::LDT_SWITCH] = tlang
Vocab.change_vocab()
return treturn
end
end