EasyRPG Player

Translating games


This is a feature of the continuous build and will not work with the stable builds!

This feature is still kinda experimental and you will likely encounter bugs


Translating RPG Maker games is quite complicated and there are two possibilities:

In the first variant, the translation is realised by adding branches in the code. However, this only works for message boxes, not for database entries such as items. In addition, only translations that are compatible with the respective character set of the game can be offered (English and Japanese work, but Japanese and Russian not).

The second variant is more flexible, but much more difficult to maintain: the entire game is simply copied and the strings translated accordingly. Updates are cumbersome because the event code must be updated in all game translations.

There are countless tools that automate variant two by extracting the strings and then integrating them back into the game files.

The translation function in EasyRPG Player is similar to variant two, but is easier to maintain because the player can process the translation files directly.

First Steps

First create a new folder called languages in your game folder. In this folder you can now create further subfolders (one for each translation). The folder name does not matter. In the following we will call the folder LANGUAGE_NAME.

In the folder LANGUAGE_NAME you must first create a file named Meta.ini with the following content:

Name=Name of the Language Here
Description=Short Description, e.g. the Author

You may alter the texts to the right of the “is equal to” (=).

Generating language files

You will need the tool lcftrans:

Place the tool in a place where you can find it again :). For this guide we assume that it is in LANGUAGE_NAME.

lcftrans is a command line tool. It cannot be executed by double-clicking.

Under Windows navigate to LANGUAGE_NAME with the Windows Explorer and open a command line with “File → Open Windows Powershell”.

Under Linux or macOS, first open the console/terminal and then navigate to the folder LANGUAGE_NAME using cd.

lcftrans has two modes: create (-c) and update (-u). For new projects you have to create the translations once and afterwards you must update them when you have added new texts to your game. If you use the create mode again, all changes will be lost!

Now execute the following command in your console (assuming lcftrans is in the current directory):

.\lcftrans -c ../../ # Windows
./lcftrans -c ../../ # Linux and macOS

After execution you will see a lot of po-files in the folder. These contain all the strings that can be translated:

  • RPG_RT.ldb.po: Contains all database terms except event commands
  • RPG_RT.ldb.common.po: Contains all messages found in Common Events
  • RPG_RT.ldb.battle.po: Contains all messages found in Battle Events
  • RPG_RT.lmt.po: Contains all map names. Translating them is only required when using the Teleport event command because it displays the map names.
  • Map####.po: Contains all messages found on the corresponding map

Translating text

These po-files are text files. You can edit them with any text editor or with a special tool like PoEdit.

If you use a plain text editor, note that your translations must be in msgstr and do not forget the \n at the end of each line.

When you start the game in the player, a new menu item “Translation” will now appear on the title screen.

Translating assets

Many games also contain text on graphics, and a few even have voiceover.

These assets can also be translated. All you have to do is mirror the corresponding path in the translation folder.

For example, the translated version of Picture/Intro.png is located in languages/LANGUAGE_NAME/Picture/Intro.png.

Updating translations

If you have added new texts to your game, you must run the update mode of lcftrans:

.\lcftrans -u ../../  # Windows
./lcftrans -u ../../  # Linux and macOS

The po-files are now updated. Strings that no longer exist are removed and new ones are added.

If lcftrans cannot match a translated string, it is written to a FILENAME.stale.po file. If you no longer need these translations, you can delete these files.


The strings in the translation file look corrupted or I get a “Parse Error”.

Probably lcftrans has detected the language incorrectly. You can also force the language. Append one of the following numbers at the end of the lcftrans commandline:

Code Language
932 Japanese
936 Chinese (Simplified)
949 Korean
950 Chinese (Traditional)
1250 Central European (Polish, Czech, …)
1251 Eastern European (Cyrillic)
1252 Western European (English, German, …)

If you want to translate an English game and you still get a parse error, try 932. This is necessary because some game databases still contain Japanese texts.