VOCAB SCRIPT(ENGLISH)
RPG Maker VX Ace
The Vocab script is translated to English!
- Adon237
- 01/03/2012 07:39 PM
- 10333 views
Yay! Now your gam can mak sense! It is translated as accurately as I could get it, more like I switched it around to make sense! Since it is in English, you can obviously change it to fit your needs!
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How can i change my "My hero attacks" Vocab in rpg maker VX ace? I mean, it can be done in rpg maker vx but in ace i just can't find how i can change it. Can som1 tell me how? Please.
Just a note: This script was intended for the japanese trial version, it really is just a translation of Vocab.
Now how to do what you asked:
If you are referring to the Attack command specifically, just go into the Skills tab and find skill #1, Attack.
Then find the Using Message box, and then you edit the message that appears.
Now how to do what you asked:
If you are referring to the Attack command specifically, just go into the Skills tab and find skill #1, Attack.
Then find the Using Message box, and then you edit the message that appears.
Here is a better English version.
#============================================================================== # ** Vocab #------------------------------------------------------------------------------ # This module defines terms and messages. It defines some data as constant # variables. Terms in the database are obtained from $data_system. #============================================================================== module Vocab # Shop Screen ShopBuy = "Buy" ShopSell = "Sell" ShopCancel = "Cancel" Possession = "Possession" # Status Screen ExpTotal = "Current Exp" ExpNext = "To Next %s" # Save/Load Screen SaveMessage = "Save to which file?" LoadMessage = "Load which file?" File = "File" # Display when there are multiple members PartyName = "%s's Party" # Basic Battle Messages Emerge = "%s emerged!" Preemptive = "%s got the upper hand!" Surprise = "%s was surprised!" EscapeStart = "%s has started to escape!" EscapeFailure = "However, it was unable to escape!" # Battle Ending Messages Victory = "%s was victorious!" Defeat = "%s was defeated." ObtainExp = "%s EXP received!" ObtainGold = "%s\\G found!" ObtainItem = "%s found!" LevelUp = "%s is now %s %s!" ObtainSkill = "%s learned!" # Use Item UseItem = "%s uses %s!" # Critical Hit CriticalToEnemy = "An excellent hit!!" CriticalToActor = "A painful blow!!" # Results for Actions on Actors ActorDamage = "%s took %s damage!" ActorRecovery = "%s recovered %s %s!" ActorGain = "%s gained %s %s!" ActorLoss = "%s lost %s %s!" ActorDrain = "%s was drained of %s %s!" ActorNoDamage = "%s took no damage!" ActorNoHit = "Miss! %s took no damage!" # Results for Actions on Enemies EnemyDamage = "%s took %s damage!" EnemyRecovery = "%s recovered %s %s!" EnemyGain = "%s gained %s %s!" EnemyLoss = "%s lost %s %s!" EnemyDrain = "Drained %s %s from %s!" EnemyNoDamage = "%s took no damage!" EnemyNoHit = "Missed! %s took no damage!" # Evasion/Reflection Evasion = "%s evaded the attack!" MagicEvasion = "%s nullified the magic!" MagicReflection = "%s reflected the magic!" CounterAttack = "%s counterattacked!" Substitute = "%s protected %s!" # Buff/Debuff BuffAdd = "%s's %s went up!" DebuffAdd = "%s's %s went down!" BuffRemove = "%s's %s returned to normal." # Skill or Item Had No Effect ActionFailure = "There was no effect on %s!" # Error Message PlayerPosError = "Player's starting position is not set." EventOverflow = "Common event calls exceeded the limit." # Basic Status def self.basic(basic_id) $data_system.terms.basic[basic_id] end # Parameters def self.param(param_id) $data_system.terms.params[param_id] end # Equip Type def self.etype(etype_id) $data_system.terms.etypes[etype_id] end # Commands def self.command(command_id) $data_system.terms.commands[command_id] end # Currency Unit def self.currency_unit $data_system.currency_unit end #-------------------------------------------------------------------------- def self.level; basic(0); end # Level def self.level_a; basic(1); end # Level (short) def self.hp; basic(2); end # HP def self.hp_a; basic(3); end # HP (short) def self.mp; basic(4); end # MP def self.mp_a; basic(5); end # MP (short) def self.tp; basic(6); end # TP def self.tp_a; basic(7); end # TP (short) def self.fight; command(0); end # Fight def self.escape; command(1); end # Escape def self.attack; command(2); end # Attack def self.guard; command(3); end # Guard def self.item; command(4); end # Items def self.skill; command(5); end # Skills def self.equip; command(6); end # Equip def self.status; command(7); end # Status def self.formation; command(8); end # Change Formation def self.save; command(9); end # Save def self.game_end; command(10); end # Exit Game def self.weapon; command(12); end # Weapons def self.armor; command(13); end # Armor def self.key_item; command(14); end # Key Items def self.equip2; command(15); end # Change Equipment def self.optimize; command(16); end # Ultimate Equipment def self.clear; command(17); end # Remove All def self.new_game; command(18); end # New Game def self.continue; command(19); end # Continue def self.shutdown; command(20); end # Shut Down def self.to_title; command(21); end # Go to Title def self.cancel; command(22); end # Cancel #-------------------------------------------------------------------------- end
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