I prefer using MTool as a fallback when traditional text hooking doesn't work, rather than the other way around.When I tried using MTOOL with this one it broke all dialogue boxes, broke all missions screens, crashed frequently with a weird 'failed to create bitmap' error, and didn't translate any battle text....
So as poor an effort as this translation is, it's still better than mtool.
If you've got some way to make this work with MTool, I would love to hear it....
I think this game is actually a good example of why people prefer even a bad mtl over text hooking.I don't understand why people jump through the hoops of MTL-ing shit directly for RPGMaker games that are so easily text hookable anyway. I'm running the game through textractor and putting it through multiple TLs regardless, all this does is fuck me over by leaving so much of the game's text in the shitty google TL with no way to get the unmolested text.
I guess I can understand why some people might prefer their translations done directly in the game, but it's especially shitty when an MTL is the only avaliable rip of a game.
...Now I feel kinda dumb for complaining because if I gave this much of a shit I should just pay for the game and get the original text myself.
Anyway, does anyone have a save of the completed base game? I played through this years ago when it first came out but lost that hard drive shortly after, and I really don't feel like grinding through all those missions again to get to the new stuff.
Neither of these translation contain any of the commonevents... which is where most of the text is.....NOTICE: Do not, and I mean DO NOT use English Version of RPG Maker VX tool on dis game.
I been straining over the Translator++ to figure out why my game keeps crashing and found out dat it was the English Version of RPG Maker VX dat was changing sum things in the scripts (IDK wat because I'm to busy 2 go hunt dat crap down).
Wat confirms my theory is dat I took a fresh Data folder (not modified by RPG Maker Engine yet), and went to the CG to unlock 3 enemies dat I don't have.
Saves the project and goes into the game to do a mock H battle with em only to get an Error with a crash.
And I didn't translate one line of code or anything of the game. >:/
I'm also sharing my Translation files for dis game to. :3
The Risky one has everything in it which U'll have 2 pain stakenly scroll through and check (double check my work basically).
And the Stable one is for beginners U can basically export it as is and it should work, although only export the "Game.ini" and "/YAML" DO NOT EXPORT the "/Script" section unless U like a CRASHY GAME LUL. X3 ENJOY!
U sure about dat?Neither of these translation contain any of the commonevents... which is where most of the text is.....
hmm insteresting I'm seeing 0 rows in commonevent.yaml when I import, probably because we are on different versions. maybe I should roll back.U sure about dat?
Risky:
View attachment 2211602
Stable:
View attachment 2211606
Is using Translator++ 4.8.31.
(Last version be4 the Translator++ Dev guy started BLOCKING Patreon users dat was giving away the Patreon Paid version on sharing sites. >:/ )
Yea dat would help, IDK why newer versions did dat 2 U. >w>hmm insteresting I'm seeing 0 rows in commonevent.yaml when I import, probably because we are on different versions. maybe I should roll back.
You leave when you lose, that's the only way.So, in the battle gallery which I'm guessing is mainly the place to fight enemies whenever you want, how exactly do you leave? The spawning thing seems to be unkillable and just keeps spawning the selected enemy and there's no button to press to get out of the fight.
Q+XSo, in the battle gallery which I'm guessing is mainly the place to fight enemies whenever you want, how exactly do you leave?
This drops the Damage entries for moves, so you can't see how much damage or how many times skills hit for.New Parser of Translator++ V4.3.31 has a bug with script export of RPG Maker VX.
The exported scripts get converted in UTF-8 BOM which crashes the game.
You can open the game in eng editor, but you need to use locale emulator JP to start the editor.
Manually corrected script file for LILIM DRIVE v2.1.3 (exported the scripts, converted with notepad++, imported scripts)
Oh, script 'スキル一列表示' has 4 lines too much translated. It takes a lot of time to export / import it again.... doneThis drops the Damage entries for moves, so you can't see how much damage or how many times skills hit for.
Lilim Drive's scripts file is ARCANE.
If I understand correctly should this hack of yours enable translation via the new parser? We just need to replace the Scripts.rvdata in the Data folder with yours?Oh, script 'スキル一列表示' has 4 lines too much translated. It takes a lot of time to export / import it again.... done
I replaced the file in my post.
Yes, until Translator++ will get fixed.If I understand correctly should this hack of yours enable translation via the new parser? We just need to replace the Scripts.rvdata in the Data folder with yours?
Do you know by chance if this bug is fixed in later patreon versions of T++?Yes, until Translator++ will get fixed.