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DotP2012: How to add new localization text?

PostPosted: 09 Nov 2011, 14:55
by thefiremind
I believe I have already seen this question in another topic, but it never got a clear answer. I'd like to know what I should do if I want to have the localization text for the names of the custom decks and for some new user queries (for example, "choose an untapped artifact you control" for Lodestone Myr activation) instead of the ugly [CAPITAL_TEXT_BETWEEN_PARENTHESES]. #-o

I looked at kev's mod and I saw that he achieved this goal by adding an XML Excel sheet called GLOSSARY.XML in the TEXT_PERMANENT directory. I did the same: made an XML Excel sheet and put it in the TEXT_PERMANENT directory of my custom DLC 1111, but nothing changed. Am I missing something? Do I have to mention this file elsewhere? I don't think the problem has to do with not having a custom campaign, since the default decks have the right names displayed also in the free duel mode.

Re: DotP2012: How to add new localization text?

PostPosted: 09 Nov 2011, 23:21
by Persee
Only the GLOSSARY.XML in Data_Core is used by the game. #-o
You must modify it and repack the directory.
Use the Wadprogram.jar for that.

Re: DotP2012: How to add new localization text?

PostPosted: 10 Nov 2011, 17:39
by thefiremind
Now I know how to do it without changing the Data_Core. I must say that kev is our hero... once again!

Look at DATA_DLC_1111\DATA_ALL_PLATFORMS\DATA_REQUIRED\INFO.XML and compare it to the same file in kev's new mod (DATA_DLC_7777). Noticing anything different? In the <ContentFlags> there is a <Glossary_Content/> entry. Add it in your INFO.XML file, and the game will look for the glossary also in your personal DLC pack. I think this only works with the new EXE, the one that comes with the official DLC 1 (modded by kev, of course): I tried with the old one and nothing changed.

Re: DotP2012: How to add new localization text?

PostPosted: 22 Nov 2011, 08:37
by Persee
I made a CARD_UI_TEXT_1234.XML file and I modified INFO.XML and it works !