What shod I do if the translation get cut in the game?
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Word wrapping.
Mark the objects you want to wrap (Usually that's Armors, Items, Commonevents, MapXX, Weapons, and Troops) and then Right-click one of them.
You will have an option "with x selected" called "wrap", choose it, tell it the column your translations are in (ex. Initial), then choose a column further to the right (ex. Machine Tranlsation), and then finally choose the amount of characters that can fit in the dialogue box of that game.
That number can be drastically different from game to game, here are just some examples for the standard RPGM font and font size:
If the game has character portraits on the left cutting off parts of the box usually, only 41 characters fit in a line without changing the font.
Around 55 characters will fit for a box with a portrait with a font size of 16.
If there's no portrait, around 50 characters will fit without changing the font.
Around 69 characters will fit for a box without portrait if you change the font size to 16.
If you use ultra condensed font you can generally get away with 88 characters.
As for how to change the font, or the font size, that is different depending on the engine and is done outside of Translator++.
Edit: Another thing to mention for some VX Ace games (Not super common, but it happens.):
The dialogue box has the standard amount of 4 lines, but some devs increase the spacing between the lines to make the moonrunes easier to read.
As a result the 4. line gets cut-off and the dev didn't care because none of their boxes have 4 lines, but that means if you translate the runes to English you will most likely now have more than 3 lines and your 4. line will not be readable.
If you are only using Translator++ your only option is to find all cells with 4 or more lines and push the 4. line to the 5. to force the game to make a new box for it.
Otherwise using the official editor you could reduce the number of lines per box to 3, or reduce the line spacing.