Ok, so here's what you can do...
1. add this as a definition type script in the script section of the editor.
function changeName(txt)
local obj = game.CurrentObject.Name.TextLanguages
-- + --
for i = 1, #obj do
obj[i].text = txt
end
-- + --
game.CurrentObject.Name.TextLanguages = obj
end
Now what you need to do is create some mouse over actions for the objects/characters that you want to change the name for.
& inside of these you need to add something like this...
if value "example" is 1
execute a script > local t = {
English = "original name",
German = "ursprüngliche name"
}
changeName( t[ game.StandardLanguage:getName() ] )
else if value "example" is 2
local t = {
English = "alternative name",
German = "alternativer name"
}
changeName( t[ game.StandardLanguage:getName() ] )
end if
----
Hopefully what I've just written makes sense.
Anyway, good luck.
* edit: I should have probably explained how it works. The definition script is a function that allows us to change the name of whatever the cursor is currently hovering over for each available game language. The mouse actions you create expect you to use a value that you can query to check which name it should use & then inside of some execute a script action parts you create some temporary tables containing the name for each available language & then the engine picks the relevant name from the table based on the current active game language & updates the name to that.