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RTK1_Option_EnJa.js
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RTK1_Option_EnJa.js
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//=============================================================================
// RTK1_Option_EnJa.js ver1.13 2016/07/12
// The MIT License (MIT)
//=============================================================================
/*:
* @plugindesc Plugin to select English/Japanese language in Option menu.
* @author Toshio Yamashita (yamachan)
*
* @param switch
* @desc Switch number : ON is Japanese, OFF is English
* (0:OFF 1-999:Switch No.)
* @default 0
*
* @param hide
* @desc Hide Language in Option screen (0:OFF 1:ON)
* @default 0
*
* @param message
* @desc Expand text message with dictionary (0:OFF 1:ON)
* @default 0
*
* @param meta_ja
* @desc Meta tag name for Japanese text in Note area
* @default ja
*
* @param meta_en
* @desc Meta tag name for English text in Note area
* @default en
*
* @param separator
* @desc Separator string for setName,Nickname,Profile
* @default ||
*
* @param separator_note
* @desc Separator string in Note tag
* @default ,
*
* @param 2nd_language
* @desc The name of 2nd language
* @default Japanese
*
* @help
* This plugin requires RTK1_Core plugin (1.12 or later) previously.
*
* Plugin Command:
* RTK1_Option_EnJa english # Change to English mode
* RTK1_Option_EnJa japanese # Change to Japanese mode
*
* https://github.com/yamachan/jgss-hack/blob/master/RTK1_Option_EnJa.md
*/
/*:ja
* @plugindesc オプションメニューで言語を英語と日本語で切り替えるプラグイン
* @author Toshio Yamashita (yamachan)
*
* @param switch
* @desc Switch番号 : ONは日本語、OFFは英語
* (0:OFF 1-999:Switch番号)
* @default 0
*
* @param hide
* @desc 言語切り替えをオプションメニューから隠します (0:OFF 1:ON)
* @default 0
*
* @param message
* @desc テキストメッセージを拡張します (0:OFF 1:ON)
* @default 0
*
* @param meta_ja
* @desc ノート欄で日本語テキストを指定するタグ名
* @default ja
*
* @param meta_en
* @desc ノート欄で英語テキストを指定するタグ名
* @default en
*
* @param separator
* @desc Name,Nickname,Profileを指定するときの区切り文字
* @default ||
*
* @param separator_note
* @desc ノート欄のタグ内のテキストデータで使用する区切り文字
* @default ,
*
* @param 2nd_language
* @desc 本プラグインで追加表示する言語の名称
* @default Japanese
*
* @help
* このプラグインの前に RTK1_Core プラグイン(1.12以降)を読み込んでください。
*
* プラグインコマンド:
* RTK1_Option_EnJa english # 英語モードにする
* RTK1_Option_EnJa japanese # 日本語モードにする
*
* https://github.com/yamachan/jgss-hack/blob/master/RTK1_Option_EnJa.ja.md
*/
//-----------------------------------------------------------------------------
(function(_global) {
if (!_global["RTK"]) {
throw new Error('This plugin requires RTK1_Core.js plugin previously.');
}
if (RTK.VERSION_NO < 1.13) {
throw new Error('This plugin requires version 1.13 or later of RTK1_Core plugin. the current version looks ' + RTK.VERSION_NO + ".");
}
var N = "RTK1_Option_EnJa";
var NK = "RTK_EJ";
var M = RTK["EJ"] = RTK._modules[N] = {};
var param = PluginManager.parameters(N);
M._switch = Number(param['switch'] || 0);
M._hide = Number(param['hide'] || 0);
M._message = Number(param['message'] || 0);
M._meta_ja = param['meta_ja'] || "ja";
M._meta_en = param['meta_en'] || "en";
M._separator = param['separator'] || "||";
M._separator_note = param['separator_note'] || ",";
M._2nd_language = param['2nd_language'] || "Japanese";
// ----- Init resource -----
var terms_E, actors_E, classes_E, items_E, weapons_E, armors_E, enemies_E, troops_E, skills_E, states_E;
var terms_J, actors_J, classes_J, items_J, weapons_J, armors_J, enemies_J, troops_J, skills_J, states_J;
var t_weapons_E, t_armors_E, t_equips_E, t_skills_E, t_elements_E;
var t_weapons_J, t_armors_J, t_equips_J, t_skills_J, t_elements_J;
RTK.onReady(function(){
if (RTK._lang == 1) {
terms_J = $dataSystem.terms;
actors_J = $dataActors;
classes_J = $dataClasses;
items_J = $dataItems;
weapons_J = $dataWeapons;
armors_J = $dataArmors;
enemies_J = $dataEnemies;
troops_J = $dataTroops;
skills_J = $dataSkills;
states_J = $dataStates;
t_weapons_J = $dataSystem.weaponTypes;
t_armors_J = $dataSystem.armorTypes;
t_equips_J = $dataSystem.equipTypes;
t_skills_J = $dataSystem.skillTypes;
t_elements_J = $dataSystem.elements;
terms_E = M._terms_E;
actors_E = updateGameData(actors_J, M.translation.actors, M._meta_en);
classes_E = updateGameData(classes_J, M.translation.classes, M._meta_en);
items_E = updateGameData(items_J, M.translation.items, M._meta_en);
weapons_E = updateGameData(weapons_J, M.translation.weapons, M._meta_en);
armors_E = updateGameData(armors_J, M.translation.armors, M._meta_en);
enemies_E = updateGameData(enemies_J, M.translation.enemies, M._meta_en);
troops_E = updateGameData(troops_J, M.translation.troops, M._meta_en);
skills_E = updateGameData(skills_J, M.translation.skills, M._meta_en);
states_E = updateGameData(states_J, M.translation.states, M._meta_en);
t_weapons_E = updateTypeData(t_weapons_J, M.translation.t_weapons);
t_armors_E = updateTypeData(t_armors_J, M.translation.t_armors);
t_equips_E = updateTypeData(t_equips_J, M.translation.t_equips);
t_skills_E = updateTypeData(t_skills_J, M.translation.t_skills);
t_elements_E = updateTypeData(t_elements_J, M.translation.t_elements);
} else {
terms_E = $dataSystem.terms;
actors_E = $dataActors;
classes_E = $dataClasses;
items_E = $dataItems;
weapons_E = $dataWeapons;
armors_E = $dataArmors;
enemies_E = $dataEnemies;
troops_E = $dataTroops;
skills_E = $dataSkills;
states_E = $dataStates;
t_weapons_E = $dataSystem.weaponTypes;
t_armors_E = $dataSystem.armorTypes;
t_equips_E = $dataSystem.equipTypes;
t_skills_E = $dataSystem.skillTypes;
t_elements_E = $dataSystem.elements;
terms_J = M._terms_J;
actors_J = updateGameData(actors_E, M.translation.actors, M._meta_ja);
classes_J = updateGameData(classes_E, M.translation.classes, M._meta_ja);
items_J = updateGameData(items_E, M.translation.items, M._meta_ja);
weapons_J = updateGameData(weapons_E, M.translation.weapons, M._meta_ja);
armors_J = updateGameData(armors_E, M.translation.armors, M._meta_ja);
enemies_J = updateGameData(enemies_E, M.translation.enemies, M._meta_ja);
troops_J = updateGameData(troops_E, M.translation.troops, M._meta_ja);
skills_J = updateGameData(skills_E, M.translation.skills, M._meta_ja);
states_J = updateGameData(states_E, M.translation.states, M._meta_ja);
t_weapons_J = updateTypeData(t_weapons_E, M.translation.t_weapons);
t_armors_J = updateTypeData(t_armors_E, M.translation.t_armors);
t_equips_J = updateTypeData(t_equips_E, M.translation.t_equips);
t_skills_J = updateTypeData(t_skills_E, M.translation.t_skills);
t_elements_J = updateTypeData(t_elements_E, M.translation.t_elements);
}
RTK.onCall(N, function(args){
if (args.length == 1 && args[0].match(/^en(?:glish)?$/i)) {
RTK.terms_change(false);
ConfigManager.save();
} else if (args.length == 1 && args[0].match(/^ja(?:panese)?$/i)) {
RTK.terms_change(true);
ConfigManager.save();
}
});
RTK.log(N + " ready (_switch:" + M._switch + ", _hide:" + M._hide + ", _message:" + M._message + ")");
});
function cloneObject(_s) {
if (!_s) { return null; }
if (_s.cloneFrom) { return _s; }
var o = RTK.cloneObject(_s);
o._cloneFrom = _s;
return o;
};
function updateObject(_o, _v) {
if (!_o) {return; }
if ("string" == typeof _v ) {
var a = _v.split(M._separator_note);
if (a[0] != "") {
_o.name = a[0];
}
if (a.length > 1 && a[1] != "") {
if (_o.nickname !== undefined) {
_o.nickname = a[1];
} else if (_o.description !== undefined) {
_o.description = a[1];
} else {
if (_o.note !== undefined) {
_o.note = a[1];
}
return;
}
}
if (a.length > 2 && a[2] != "") {
if (_o.profile !== undefined) {
_o.profile = a[2];
} else {
if (_o.note !== undefined) {
_o.note = a[2];
}
return;
}
}
if (a.length > 3 && a[3] != "") {
if (_o.note !== undefined) {
_o.note = a[3];
}
}
} else {
}
};
function updateGameData(_list, _data, _meta) {
_list = _list.clone();
// ----- Apply meta values -----
for (var l=0; l<_list.length; l++) {
if (_list[l] && _list[l].meta) {
var s = _list[l].meta[_meta];
if ("string" == typeof s && s != "") {
_list[l] = cloneObject(_list[l]);
updateObject(_list[l], s);
}
}
}
// ----- Apply translated values -----
var id = 1;
for (var l=0; l<_data.length; l++) {
var d = _data[l];
if ("string" == typeof d && d != "") {
_list[id] = cloneObject(_list[id]);
updateObject(_list[id], d);
} else if ("object" == typeof d) {
if (d.id) {
id = d.id;
}
for (var k in d) {
if (d.hasOwnProperty(k)) {
_list[id][k] = d[k];
}
}
}
id++;
}
return _list;
};
function updateTypeData(_list, _data) {
var ret = _list.clone();
for (var l=0; l<_list.length; l++) {
var a = _list[l].split(M._separator);
if (a.length == 2) {
_list[l] = a[0];
ret[l] = a[1];
}
}
for (var l=0; l<_data.length; l++) {
var d = _data[l];
if ("string" == typeof d && d != "") {
ret[l] = d;
}
}
return ret;
};
// ----- Enhance option menu -----
Object.defineProperty(ConfigManager, 'langSelect', {
get: function() {
return M._langSelect;
},
set: function(_value) {
M._langSelect = _value;
},
configurable: true
});
var _ConfigManager_makeData = ConfigManager.makeData;
ConfigManager.makeData = function() {
var config = _ConfigManager_makeData.call(this);
config.langSelect = this.langSelect;
return config;
};
var _ConfigManager_applyData = ConfigManager.applyData;
ConfigManager.applyData = function(config) {
_ConfigManager_applyData.call(this, config);
this.langSelect = this.readFlag(config, 'langSelect');
};
var _Window_Options_makeCommandList = Window_Options.prototype.makeCommandList;
Window_Options.prototype.makeCommandList = function() {
_Window_Options_makeCommandList.call(this);
if (M._hide == 0) {
this.addCommand(ConfigManager.langSelect ? "言語" : "Language", "langSelect");
}
};
var _Window_Options_statusText = Window_Options.prototype.statusText;
Window_Options.prototype.statusText = function(index) {
var symbol = this.commandSymbol(index);
if (symbol == "langSelect") {
if (this.getConfigValue(symbol) == "1") {
return M._2nd_language;
} else {
return "English";
}
}
return _Window_Options_statusText.call(this, index);
};
// ----- Switch resource -----
RTK.terms_change = function(_lang) {
if (RTK._ready) {
if (_lang === undefined) {
_lang = ConfigManager.langSelect;
} else {
ConfigManager.langSelect = _lang;
}
if (_lang) {
if ($dataSystem.terms != terms_J) {
$dataSystem.terms = terms_J;
$dataActors = actors_J;
$dataClasses = classes_J;
$dataItems = items_J;
$dataWeapons = weapons_J;
$dataArmors = armors_J;
$dataEnemies = enemies_J;
$dataTroops = troops_J;
$dataSkills = skills_J;
$dataStates = states_J;
$dataSystem.weaponTypes = t_weapons_J;
$dataSystem.armorTypes = t_armors_J;
$dataSystem.equipTypes = t_equips_J;
$dataSystem.skillTypes = t_skills_J;
$dataSystem.elements = t_elements_J;
}
} else {
if ($dataSystem.terms != terms_E) {
$dataSystem.terms = terms_E;
$dataActors = actors_E;
$dataClasses = classes_E;
$dataItems = items_E;
$dataWeapons = weapons_E;
$dataArmors = armors_E;
$dataEnemies = enemies_E;
$dataTroops = troops_E;
$dataSkills = skills_E;
$dataStates = states_E;
$dataSystem.weaponTypes = t_weapons_E;
$dataSystem.armorTypes = t_armors_E;
$dataSystem.equipTypes = t_equips_E;
$dataSystem.skillTypes = t_skills_E;
$dataSystem.elements = t_elements_E;
}
}
if (M._switch > 0) {
$gameSwitches.setValue(M._switch, _lang);
}
RTK.log(N + ".terms_change (_lang:" + _lang + ")");
}
};
RTK.onStart(function(_mode){
RTK.terms_change();
RTK.log(N + " start (mode:" + _mode + ")");
});
var _Scene_Title_create = Scene_Title.prototype.create;
Scene_Title.prototype.create = function() {
RTK.terms_change();
_Scene_Title_create.call(this);
};
var _Scene_Options_terminate = Scene_Options.prototype.terminate;
Scene_Options.prototype.terminate = function() {
_Scene_Options_terminate.call(this);
RTK.terms_change();
};
// ----- Game_Actor support -----
var _Game_Actor_initMembers = Game_Actor.prototype.initMembers;
Game_Actor.prototype.initMembers = function() {
_Game_Actor_initMembers.call(this);
this[NK + "n"] = "";
this[NK + "nn"] = "";
this[NK + "p"] = "";
};
var _Game_Actor_setup = Game_Actor.prototype.setup;
Game_Actor.prototype.setup = function(actorId) {
_Game_Actor_setup.call(this, actorId);
if (RTK._ready) {
this._name = actors_E[this._actorId].name;
this._nickname = actors_E[this._actorId].nickname;
this._profile = actors_E[this._actorId].profile;
this[NK + "n"] = actors_J[this._actorId].name;
this[NK + "nn"] = actors_J[this._actorId].nickname;
this[NK + "p"] = actors_J[this._actorId].profile;
} else {
this[NK + "n"] = this._name;
this[NK + "nn"] = this._nickname;
this[NK + "p"] = this._profile;
}
};
var _Game_Actor_name = Game_Actor.prototype.name;
Game_Actor.prototype.name = function() {
_Game_Actor_name.call(this);
return ConfigManager.langSelect ? this[NK + "n"] : this._name;
};
var _Game_Actor_setName = Game_Actor.prototype.setName;
Game_Actor.prototype.setName = function(name) {
var a = name.split(M._separator);
if (a.length == 2) {
_Game_Actor_setName.call(this, a[0]);
this[NK + "n"] = a[1];
} else {
_Game_Actor_setName.call(this, name);
this[NK + "n"] = name;
}
};
var _Game_Actor_nickname = Game_Actor.prototype.nickname;
Game_Actor.prototype.nickname = function() {
_Game_Actor_nickname.call(this);
return ConfigManager.langSelect ? this[NK + "nn"] : this._nickname;
};
var _Game_Actor_setNickname = Game_Actor.prototype.setNickname;
Game_Actor.prototype.setNickname = function(nickname) {
var a = nickname.split(M._separator);
if (a.length == 2) {
_Game_Actor_setNickname.call(this, a[0]);
this[NK + "nn"] = a[1];
} else {
_Game_Actor_setNickname.call(this, nickname);
this[NK + "nn"] = nickname;
}
};
var _Game_Actor_profile = Game_Actor.prototype.profile;
Game_Actor.prototype.profile = function() {
_Game_Actor_profile.call(this);
return ConfigManager.langSelect ? this[NK + "p"] : this._profile;
};
var _Game_Actor_setProfile = Game_Actor.prototype.setProfile;
Game_Actor.prototype.setProfile = function(profile) {
var a = profile.split(M._separator);
if (a.length == 2) {
_Game_Actor_setProfile.call(this, a[0]);
this[NK + "p"] = a[1];
} else {
_Game_Actor_setProfile.call(this, profile);
this[NK + "p"] = profile;
}
};
// ----- Terms' default values -----
/*
* If you use English version of RPG Maker MV, following "terms_E" list will not be used, will be replaced by your words in Terms tab of database tool.
* In this case, you only need to update the following "terms_J" list, if you don't like the default Japansese terms settings.
*
* もし日本語版のRPGツクールMVを利用している場合、以下に定義されている terms_J 配列は利用されず、データベース機能の用語タブで設定した値で上書きされます。
* もし標準の英語表記が好ましくない場合、あなたは以下の terms_E 配列を修正することでゲーム中の英語モードの用語を修正することができます。
*/
M._terms_E = {
"basic":["Level","Lv","HP","HP","MP","MP","TP","TP","EXP","EXP"],
"commands":["Fight","Escape","Attack","Guard","Item","Skill","Equip","Status","Formation","Save","Game End","Options","Weapon","Armor","Key Item","Equip","Optimize","Clear","New Game","Continue",null,"To Title","Cancel",null,"Buy","Sell"],
"params":["Max HP","Max MP","Attack","Defense","M.Attack","M.Defense","Agility","Luck","Hit","Evasion"],
"messages":{"actionFailure":"There was no effect on %1!","actorDamage":"%1 took %2 damage!","actorDrain":"%1 was drained of %2 %3!","actorGain":"%1 gained %2 %3!","actorLoss":"%1 lost %2 %3!","actorNoDamage":"%1 took no damage!","actorNoHit":"Miss! %1 took no damage!","actorRecovery":"%1 recovered %2 %3!","alwaysDash":"Always Dash","bgmVolume":"BGM Volume","bgsVolume":"BGS Volume","buffAdd":"%1's %2 went up!","buffRemove":"%1's %2 returned to normal!","commandRemember":"Command Remember","counterAttack":"%1 counterattacked!","criticalToActor":"A painful blow!!","criticalToEnemy":"An excellent hit!!","debuffAdd":"%1's %2 went down!","defeat":"%1 was defeated.","emerge":"%1 emerged!","enemyDamage":"%1 took %2 damage!","enemyDrain":"%1 was drained of %2 %3!","enemyGain":"%1 gained %2 %3!","enemyLoss":"%1 lost %2 %3!","enemyNoDamage":"%1 took no damage!","enemyNoHit":"Miss! %1 took no damage!","enemyRecovery":"%1 recovered %2 %3!","escapeFailure":"However, it was unable to escape!","escapeStart":"%1 has started to escape!","evasion":"%1 evaded the attack!","expNext":"To Next %1","expTotal":"Current %1","file":"File","levelUp":"%1 is now %2 %3!","loadMessage":"Load which file?","magicEvasion":"%1 nullified the magic!","magicReflection":"%1 reflected the magic!","meVolume":"ME Volume","obtainExp":"%1 %2 received!","obtainGold":"%1\\G found!","obtainItem":"%1 found!","obtainSkill":"%1 learned!","partyName":"%1's Party","possession":"Possession","preemptive":"%1 got the upper hand!","saveMessage":"Save to which file?","seVolume":"SE Volume","substitute":"%1 protected %2!","surprise":"%1 was surprised!","useItem":"%1 uses %2!","victory":"%1 was victorious!"}
};
M._terms_J = {
"basic":["レベル","Lv","HP","HP","MP","MP","TP","TP","経験値","EXP"],
"commands":["戦う","逃げる","攻撃","防御","アイテム","スキル","装備","ステータス","並び替え","セーブ","ゲーム終了","オプション","武器","防具","大事なもの","装備","最強装備","全て外す","ニューゲーム","コンティニュー",null,"タイトルへ","やめる",null,"購入する","売却する"],
"params":["最大HP","最大MP","攻撃力","防御力","魔法力","魔法防御","敏捷性","運","命中率","回避率"],
"messages":{"actionFailure":"%1には効かなかった!","actorDamage":"%1は %2 のダメージを受けた!","actorDrain":"%1は%2を %3 奪われた!","actorGain":"%1の%2が %3 増えた!","actorLoss":"%1の%2が %3 減った!","actorNoDamage":"%1はダメージを受けていない!","actorNoHit":"ミス! %1はダメージを受けていない!","actorRecovery":"%1の%2が %3 回復した!","alwaysDash":"常時ダッシュ","bgmVolume":"BGM 音量","bgsVolume":"BGS 音量","buffAdd":"%1の%2が上がった!","buffRemove":"%1の%2が元に戻った!","commandRemember":"コマンド記憶","counterAttack":"%1の反撃!","criticalToActor":"痛恨の一撃!!","criticalToEnemy":"会心の一撃!!","debuffAdd":"%1の%2が下がった!","defeat":"%1は戦いに敗れた。","emerge":"%1が出現!","enemyDamage":"%1に %2 のダメージを与えた!","enemyDrain":"%1の%2を %3 奪った!","enemyGain":"%1の%2が %3 増えた!","enemyLoss":"%1の%2が %3 減った!","enemyNoDamage":"%1にダメージを与えられない!","enemyNoHit":"ミス! %1にダメージを与えられない!","enemyRecovery":"%1の%2が %3 回復した!","escapeFailure":"しかし逃げることはできなかった!","escapeStart":"%1は逃げ出した!","evasion":"%1は攻撃をかわした!","expNext":"次の%1まで","expTotal":"現在の%1","file":"ファイル","levelUp":"%1は%2 %3 に上がった!","loadMessage":"どのファイルをロードしますか?","magicEvasion":"%1は魔法を打ち消した!","magicReflection":"%1は魔法を跳ね返した!","meVolume":"ME 音量","obtainExp":"%1 の%2を獲得!","obtainGold":"お金を %1\\G 手に入れた!","obtainItem":"%1を手に入れた!","obtainSkill":"%1を覚えた!","partyName":"%1たち","possession":"持っている数","preemptive":"%1は先手を取った!","saveMessage":"どのファイルにセーブしますか?","seVolume":"SE 音量","substitute":"%1が%2をかばった!","surprise":"%1は不意をつかれた!","useItem":"%1は%2を使った!","victory":"%1の勝利!"}
};
// ----- Translated values -----
//
// This section will support to integrate and control translated texts in bulk.
// If you need to ask someone to translate game terms, this section's function and data structure will support you.
//
// ここでは主に大規模なゲーム用に、翻訳用のデータをまとめて管理する方法を提供します。
// もしゲーム用語の翻訳を別の誰かに依頼するのなら、このセクションにある関数とデータ構造が助けになるでしょう。
M.writeTranslationBase = function() {
var ret = {
"actors" : $dataActors.map(function(o){return o ? [o.name, o.nickname, o.profile] : null}).splice(1),
"classes" : $dataClasses.map(function(o){return o ? o.name : null}).splice(1),
"items" : $dataItems.map(function(o){return o ? [o.name, o.description] : null}).splice(1),
"weapons" : $dataWeapons.map(function(o){return o ? [o.name, o.description] : null}).splice(1),
"armors" : $dataArmors.map(function(o){return o ? [o.name, o.description] : null}).splice(1),
"enemies" : $dataEnemies.map(function(o){return o ? o.name : null}).splice(1),
"troops" : $dataTroops.map(function(o){return o ? o.name : null}).splice(1),
"skills" : $dataSkills.map(function(o){return o ? [o.name, o.description] : null}).splice(1),
"states" : $dataStates.map(function(o){return o ? o.name : null}).splice(1),
"t_weapons" : $dataSystem.weaponTypes.map(function(o){return o;}).splice(1),
"t_armors" : $dataSystem.armorTypes.map(function(o){return o;}).splice(1),
"t_equips" : $dataSystem.equipTypes.map(function(o){return o;}).splice(1),
"t_skills" : $dataSystem.skillTypes.map(function(o){return o;}).splice(1),
"t_elements" : $dataSystem.elements.map(function(o){return o;}).splice(1)
};
var json = JsonEx.stringify(ret);
RTK.writeFileSync("translation_base.json", json, true);
};
M.applyTranslation = function(o) {
if (o) {
RTK.cloneObject(o, M.translation);
}
};
/*
* You can use String, String list or Object in each translation Array.
* String - It overwrites the name attribute of the target data object.
* String list - Its elements overwrite the target data object. It depends on target type.
* Actor: name, nickname, profile, note
* Others: name, description, note
* Object - Its attributes overwrite the target data object.
*
* Example (English data):
* M.translation.actors = ["Harold", "Therese", "Marsha", "Lucius"];
* M.translation.actors = [["Harold","Sword boy"], ["Therese","Axe girl","Teenage girl with green hair loves Axe."], "Marsha", "Lucius"];
* M.translation.classes = ["Hero", "Warrior", "Mage", "Priest"];
*
* Hint: The object's "id" attribute will affect the fetch function.
* It means you can skip elements with id attribute, as follows;
* var actors = ["name of 1st actor", {"name":"name of 100th actor","id":100}, ["name of 101th actor,nickname of 101th actor"]];
*/
M.translation = {
"actors":[],
"classes":[],
"items":[],
"weapons":[],
"armors":[],
"enemies":[],
"troops":[],
"skills":[],
"states":[],
"t_weapons":[],
"t_armors":[],
"t_equips":[],
"t_skills":[],
"t_elements":[]
};
})(this);