Translate an RPG Maker MV or MZ game from its data folder
Zip the data folder of your RPG Maker MV or MZ project, upload it and get the same folder back with event messages, choices, map names, actor names and profiles, items, skills, states and the System terms translated. Escape codes such as \N[1], \C[2] and \V[3] are checked in every line, and plugin commands, scripts and note fields are not touched. One payment of $5 covers up to 40,000 lines.
- Event commands: message lines, scrolling text, choices, speaker names (MZ), actor name and profile changes
- Database: actors, classes, enemies, items, weapons, armors, skills, states and System terms
- Not touched: plugin commands and parameters, scripts, note fields, file names
- MapInfos, Animations and Tilesets are skipped: their names only show in the editor
- The ZIP comes back with the same paths, ready to copy over the original folder
A chatbot and this tool on an RPG Maker project
A chatbot translates a scene of dialogue nicely. The project, though, is a folder of JSON files where every line sits inside an event command.
| Your situation | A chatbot | This tool |
|---|---|---|
| A few lines of one scene | Translates them well | Translates them too |
| Fifty map files | You would have to dig each line out of the JSON | Reads every data file and returns the folder |
| \N[1], \C[2], \I[64] | Often dropped or changed | Replaced with markers and checked in every line |
| Switches, scripts and plugin commands | Can be rewritten along with the text | Never sent for translation |
What is read from each file
In Map files and CommonEvents and Troops, the tool walks the event pages and picks message lines, scrolling text lines, choice options and, in MZ, the speaker name of each message window. Map display names are translated too. In the database files it takes names, nicknames, profiles, descriptions and battle messages, and in System.json the game title, currency unit, element and type names and the menu and battle terms.
Choice options are translated where the player sees them; the editor-only labels under When branches are left as they were, which does not affect the game.
Codes and plugins
Message codes like \N[1] for an actor name, \C[2] for a color, \V[3] for a variable or \! for a pause are replaced with markers before translation and must all come back; a line that loses one is asked again and otherwise keeps its original text and is listed. Plugin parameters are not translated, because every plugin stores them differently. If a plugin shows its own text, translate that in the plugin settings.
How the tool works, what it costs and how your files are handled is on the Translate Game Text page; prices for every tool are on the pricing page.
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Questions and answers
Can ChatGPT translate an RPG Maker game?
It can translate dialogue you paste, but the dialogue is spread over JSON files inside event commands. Copying it out and back by hand is slow and easy to break. This tool reads the data files and writes the translation back in place.
Does it work for MV and MZ?
Yes. Both store their data as JSON in the data folder. The MZ speaker name in message windows is translated as well.
What about older RPG Maker versions?
XP, VX and VX Ace store data in a different format, which is not supported.
How big a game fits in one payment?
Up to 40,000 lines and 2,000,000 characters for $5. Unlimited covers up to 200,000 lines.
Is it free?
Up to 300 lines are free in full. For bigger games the first lines are free on screen, and the whole game is $5, paid once.