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 $game_switches[Vocab::LDT_SWITCH] = tlang Vocab.change_vocab() return treturn end end
LDT_ITEM_DESC = { 1=>["Heilt 500 HP.","Restores 500 HP."], 2=>["",""], 4=>["",""] }
def self.get_subject(subject) if(subject.is_a?(Game_Enemy)) if(LDT_ENEMY.has_key?(subject.enemy_id)) return LDT_ENEMY[subject.enemy_id][$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
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