-further localization changes for chinese version

-language will now default to chinese if "zh_CN.ver" file is present in root directory
This commit is contained in:
GIR GIR 2020-01-19 01:12:57 -08:00
parent 611aadf92d
commit 5e8fb00585
5 changed files with 37 additions and 6 deletions

View file

@ -24,6 +24,9 @@ class Persistent
def initialize
self.lang = LanguageCode.new(Steam::LANG || Oneshot::LANG)
if File.exists?("zh_CN.ver")
self.lang = LanguageCode.new("zh_CN")
end
end
# Members

View file

@ -169,7 +169,18 @@ class Scene_Map
@item_icon.bitmap = nil
@item_icon_flash.bitmap = nil
else
@item_icon.bitmap = RPG::Cache.icon($data_items[@item_id].icon_name)
name = $data_items[@item_id].icon_name
translation_name = "#{$persistent.langcode}/#{name}"
if File.exists?("Graphics/Icons/#{translation_name}.png")
@item_icon.bitmap = RPG::Cache.icon(translation_name)
@item_icon.zoom_x = 1.0
@item_icon.zoom_y = 1.0
else
@item_icon.bitmap = RPG::Cache.icon(name)
@item_icon.zoom_x = 2.0
@item_icon.zoom_y = 2.0
end
if @item_id == 58 #clover
@item_icon_flash.bitmap = RPG::Cache.icon($data_items[@item_id].icon_name + "2")
@item_icon_flash.opacity = 0

View file

@ -45,7 +45,15 @@ class Scene_Title
@window_settings_title = Window_Settings.new
# Make title graphic
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
# chinese has its own special title screen so check for it
translation_name = "#{$persistent.langcode}/#{$data_system.title_name}"
if File.exists?("Graphics/Titles/#{translation_name}.png")
@sprite.bitmap = RPG::Cache.title(translation_name)
else
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
end
@sprite.zoom_x = 2.0
@sprite.zoom_y = 2.0
# Create/render menu options

View file

@ -28,7 +28,12 @@ class Spriteset_Map
if $game_map.tileset_name == "blank"
@tilemap.tileset = nil
else
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
translation_name = "#{$persistent.langcode}/#{$game_map.tileset_name}"
if File.exists?("Graphics/Tilesets/#{translation_name}.png")
@tilemap.tileset = RPG::Cache.tileset(translation_name)
else
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
end
end
for i in 0..6
autotile_name = $game_map.autotile_names[i]

View file

@ -79,12 +79,16 @@ class Window_Item < Window_Selectable
# Geometry
x = index % 2 * (self.width / COLUMN_MAX)
y = index / 2 * 32
off = index == @index ? 2 : 0
rect = Rect.new(x + 32, y, self.width / COLUMN_MAX - 64, 32)
self.contents.draw_text(rect, item.name, 1)
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x + off, y + off, bitmap, Rect.new(off, off, 32 - off * 2, 32 - off * 2), self.contents.font.color.alpha)
translation_name = "#{$persistent.langcode}/#{item.icon_name}"
if File.exists?("Graphics/Icons/#{translation_name}.png")
bitmap = RPG::Cache.icon(translation_name)
else
bitmap = RPG::Cache.icon(item.icon_name)
end
self.contents.stretch_blt(Rect.new(x, y, 32, 32), bitmap, Rect.new(0, 0, bitmap.width, bitmap.height), self.contents.font.color.alpha)
end
#--------------------------------------------------------------------------
# * Help Text Update