This plugin provides localization feature to RPG Maker MV.
Created by Creta Park (https://creft.me/cretapark)
This plugin is free for use, just leave my name in your game's credits!
Currently recommanded MV version is 1.6.2
.
- Double-click
L10nMV
in plugin management menu - Change to other plugin and restore it to
L10nMV
.
(Doesn't need re-writting plugin parameters!) - Click 'OK' to apply and save your project.
- Run your game and check developer console.
If you curious what it looks like, take tour this video!
- Preparation
- How to use
2.1. Generate template language pack
2.2. Replace images, sounds
2.3. Apply to extra plugins - Plugin options
- Third-party library/sources notice
1. Preparation
Create lang
directory in your MV project.
2. How to use
Basically, L10nMV
automatically links localized text from lang
directory files to game.
If player uses default-language value then L10nMV
uses default resources in your game.
If you want to support other languages must add language pack directory in lang
directory.
Language pack directory name must be ISO 639-1 code.
(i.e. en
, ko
, ja
, es
, ru
...)
It's should be like this :
/'Your project directory'
/audio
/data
/icon
/img
/js
+ /lang
+ /en
+ /ja
/movies
/save
/Game.rpgproject
/index.html
2.1. Generate template language pack
Template language pack is that text scripts from your project.
You can make that using by L10nMVEditor.js
plugin.
Just follow instruction of plugin then you can localize every text from your project.
2.2. Replace images, sounds
Replacing image and sound is easy to do.
Create the same folder in the language pack folder as the project's resource folder.
For example, if you want to replace bgm, se, and some picture...
/lang # English version has dubbed version!
/en # Oh, and also dubbed voicelines!
+ /audio
+ /bgm
+ /EndingSong.ogg
+ /se
+ /HeroAttackSound_1.ogg
+ /HeroDefeated_1.ogg
+ /HeroDefeated_2.ogg
+ /img # I need replace some pictures!
+ /pictures
+ /StandingCG_HeroIdle.png
If you put a resource with the name of the resource you want to replace into this directory, L10nMV
will take over that resource in the directory instead of the original resource by state of current language.
L10nMV
will take original resources.
img/pictures/myImage.png
audio/me/victory.ogg
(i.e. current language is 'ja', default language is 'en')
L10nMV
will find alternative resources.
lang/ja/img/pictures/myImage.png
lang/ja/audio/me/victory.ogg
* Note that replacing audio is great for dubbed game scenario.
2.3. Apply to extra plugins
[ IMPORTANT ] If you want to use localization plugins feature, you must put this plugin at top of plugin list.
Plugins that you want to localize them should be added to plugin whitelist of this plugin's parameters.
L10nMV
take replace values only whitelisted plugin.
3. Plugin options
Default language you've written in your project.
Must be use ISO 639-1 code. (i.e. ko, en...)
This is fallbacks if player uses not supported language.
Must be use ISO 639-1 code. (i.e. ko, en...)
* Strongly recommanded for Web, Mobile, UWP environment.
This list is used when limited modding environment.
(Unofficial translation is cannot try on Web and Mobile)
If you hosting your game in limited environment, consider use this option.
Must be use ISO 639-1 code. (i.e. ko, en, ja...)
You might have text in plugin commands or scripts that you want to localize. This option allows you to put in the text you want and have the plugin command or script use $strings(number) to get the text you put there. For example, check out below.
◆Script : SomePluginScript.command(32, $strings(2)); ◆Plugin command : DISPLAY_TEXT $strings(3)
When player start your game first time, L10nMV will show language setup dialogue.
This is used like when skipping the title scene and displaying the title screen on the map.
In that case, replace the content inside with...
$gameMap.mapId() === <Map ID of the title screen>
Example :$gameMap.mapId() === 33
If your map is to act as a title, create an empty event withAutorun
trigger and fill it with the structure below.◆If : Script : L10nMV.RequireRestart ◆Script : L10nMV.ShowRequiresRestartMessageOnMap(); ◆Loop ◆Wait : 1 frame(s) : End ◆Erase Event
Basically, when
L10nMV
can't find same pair of language pack file, thenL10nMV
uses default resources in your project.
If you use strict mode,L10nMV
throws error instead using default resources.
L10nMV
doesn't apply replacing every plugins parameters.
You must add whitelist plugin's name into here.
Basically, RPG MV supports encrypt files in distribution.
this option supports replace files in language pack easily.
but if you want presenting fully official language only then turn off this option.
4. Third-party library/sources notice
This plugin helps making new language pack for L10nMV plugin.
Step to exporting language pack template :
- Finish your game after completing the inspection of your game
* This is important for quality of your game! - Enable this plugin into your project.
- Start test play.
- Open developer console. (press F12)
- In
Console
tab, typeL10nMVEditor.CreateTemplate()
. - When it's done,
lang/exported
directory is created in your project. This is everything of your project's text data. - Change
exported
directory to localization target country code. (ISO 639-1)
i.e. :ko
,en
,ja
,zh
,ru
... - Open the files in the folder with a text editor and edit the text according to localize them what do you want.
- If you want your game allow translate from unofficial, you leave exported language pack in your public release build for make help them translate easy way your game.
Note. If you need make font atlas (image based font set), Open developer console as same step 3, and type L10nMVEditor.CreateAllUsedGlyphFromPack("iso682-1 code")
.
Then L10nMVEditor generates all text of language pack.
For example :
L10nMVEditor.CreateAllUsedGlyphFromPack("en")
-> exports texts to english(en) language pack.
L10nMVEditor.CreateAllUsedGlyphFromPack("ja")
-> exports texts to japanese(ja) language pack.
This plugin supports L10nMV
to use YEP_OptionsCore
plugin.
- Add this plugin right after
L10nMV
in plugins list like this.L10nMV | ON | ... L10nMV_YanflyExtension | ON | ... L10nMVEditor | OFF | ... ... | | YEP_OptionsCore | ON | ... ... | |
- Also add whitelist this plugin to
L10nMV
andL10nMVEditor
. - Open
YEP_OptionsCore
plugin settings. - Goto
Options Categories
you want to addL10nMV
option. - Create new option.
- Setting up like below :
---------------------------------------------------------------- Name : \i[4]{name} [-] ---Settings--- Help Description : (Write description in project's language) Symbol : L10nMV.LocalLanguage Show/Hide : show = true; Enable : enabled = true; Ext : ext = 0; [-] ---Functions--- Make Option Code : L10nMV.OptionWindow_Create(this, name); Draw Option Code : L10nMV.YanflyExt_DrawContent(this, index); Process OK Code : L10nMV.OptionWindow_CursorRight(this); Cursor Right Code : L10nMV.OptionWindow_CursorRight(this); Cursor Left Code : L10nMV.OptionWindow_CursorLeft(this); Default Config Code : Save Config Code : L10nMV.CreateConfigData(config); Load Config Code : L10nMV.ApplyFromConfig(config); ----------------------------------------------------------------