Chrono Ark

Chrono Ark

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8 Aug @ 11:10pm
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Auto Translate Example

Description
You can also found this description in this mod's WIKI.md.
Translation Extension Sample Mod

This is a sample mod for translation extension files.
Usage Requirements

If you need to use this mod, please ensure that mod: **BasicMethods** is referenced before uploading, by add

``` json
"Dependencies": [
"BasicMethods"
]
```

To your mod's `ChronoArkMod` file. You do not need to reference this Mod directly.

How It Works

By using the translation extension feature in BasicMethods, you can create translations for your favorite mods without needing to merge with the original files or obtain the original files from the mod author. Simply create your translation files and enable your mod.

## How to Create Translation Files

1. Create a folder named `ExTrans` in the mod's root directory.
2. Inside the `ExTrans` folder, create **subfolders** for each mod you want to support, and the folder's name should be the ***SteamWorkshop ID*** of the mod.
3. In each subfolder, create the translation files that same as the original game's translation files, and now we support the `LangDataDB.csv`, `LangSystemDB.csv` and `LangDialogueDB.csv`.
4. By translating the text from the original mod and placing them in your own folder structure, you can create a standalone translation file. **Ensure** that the translation files are named correctly and placed in the appropriate subfolders.**Ensure** that each of the **KEY** in the translation file matches the original text key **Exactly** with the same words.
5. Enable your mod through the game launcher. You can now see the translated text in-game.

Example Translation File Structure

See this mod's `ExTrans` folder for an example structure.

Here is an example of a translation file structure for a mod with the SteamWorkshop ID `3362696323`.

Notes

Due to the inconsistent criteria for text replacement, it is very complicated to achieve "only replace text for provided languages.". So if a user switches to a language that your translation files do not support, the game will not use the original text, but still use your translation files, though the text may not be found in your files. Also, if there are two translation mod that use these function, for the same text key, the game will only use the last one.

Therefore, I adopt an alternative approach: you need to **Declare** the languages supported by your translation files.

To implement this, please place a file named `Languages.txt` in your translation subfolder.

In this `.txt` file, you can write **one language name per line** that your translation files support. Your translation files will only replace text when the user switches to the corresponding language in the game.Other times, the game will use the original text.

You can also place the `Languages.txt` file in the `ExTrans` directory of your mod. This means you declare that all your translations folders support the corresponding languages. Please note that if the game's current language name is not found in this `.txt` file, *None* of the translation files in the `ExTrans` folder will be applied. Only when the language is found will the program search each subfolder again, and at that time your `Languages.txt` file in the subfolder still has the same effect as described above.