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