Jump to content

Recommended Posts

Posted

Hello,

I am trying to fix some translation mistakes in french, and one of them is the effect description of an enchantment:

Champion's Relic from Kapana Taga weapon.

As seen on the picture below, it should be +3% instead of 0%

 

image.thumb.jpeg.70bfed03b0b5c551d41ae12f7e526293.jpeg

 

I know how to change abilities description but not  enchantment description from a weapon.

Which text file should I use ?

Abilities (probably not) gui file or statuseffects file ?

Should I write the ID of the enchantment and then the description of the effects ?

I tried something like that but it did not work

     <Entry>
        <ID>Champions_relic</ID>
        <DefaultText>+3% aux dégâts de corps à corps pour chaque cible engagée, Ennemis engagés +2</DefaultText>
        <FemaleText />
    </Entry>

 

But it did not work, should I have a number value for the ID instead of the Champions_relic ?

 

Thanks

 

  • Like 1
Posted

What seems to be the root of the problem is that the wrong Replacement Token was used in several of the Deadfire's translations.
A replacement token is basically a small bit of code in the text string that's dynamically filled with a specified bit of information sourced from the gamedata the text applies to. Such as adding a numerical value. This allows for the game to reuse a single piece of text "{0:extravalue:percent} Melee Damage for each Engaged target" for each possible instance, rather needing multiples copies.

Anyway, that is all to say that in this instance the French translation for this text incorrectly uses {0:value:percentbonus} instead of {0:extravalue:percent} which is why the value in game is shown as 0%.

1 hour ago, SenSx said:

Which text file should I use?

Abilities (probably not) gui file or statuseffects file ?

Should I write the ID of the enchantment and then the description of the effects ?

I tried something like that but it did not work

     <Entry>
        <ID>Champions_relic</ID>
        <DefaultText>+3% aux dégâts de corps à corps pour chaque cible engagée, Ennemis engagés +2</DefaultText>
        <FemaleText />
    </Entry>

"statuseffects.stringtable" and the entry with the mistake seems to be "204". Something like this should work:

    <Entry>
      <ID>204</ID>
      <DefaultText>{0:extravalue:percent} aux dégâts de corps à corps pour chaque cible engagée</DefaultText>
      <FemaleText />
    </Entry>

The "Ennemis engagés +2" part will come from another stringtable entry which the game combines with the previous entry at runtime. I can't find the ID for it at the moment, but I'm pretty sure it is possible to override it. If that's something you need to make changes to let me know and I'll try to track it down.

  • Like 1
  • Thanks 1
Posted

Ok thanks a lot Kvellen I will try that.

I don't have to fill the numbers 3% into the parentheses ?

All I have done so far was redoing translations for descriptions, and this seems to be the step above, although it's probably still very easy for a true modder.

Posted (edited)

Yup, the game should automatically replace {0:extravalue:percent} with a "3%" from the status effect gamedata just like it does elsewhere. That's pretty much where my knowledge of this stuff extends haha. Not sure where exactly in the game data it's getting this value from... just that this seems to be how it works.
That said if you run across any other instances of something not functioning across the localisations I'll be happy to take a look!

Edited by Kvellen

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...