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                - ====== Tools: ======
 - Notepad++ - for opening .erb, .erh, .csv; but any text editor you like that supports Shift-JIS (Japanese encoding) will do
 - https://notepad-plus-plus.org/
 - Translation Aggregator - machine translation tool, download in emuera git
 - Chiitrans Lite - machine translation tool, download in emuera git and discord server in #updates
 - ATLAS v14 - offline dictionary used in TA and ChiitransL, download in discord server in #updates
 - Machine translation tools quick guide:
 - https://imgur.com/SKnjnpd
 - ====== Basics: ======
 - Everything that's after any variant of PRINT is pretty much waiting for your translation
 - PRINT - simply write stuff, in one line, without any variables
 - PRINTFORM - can use variables (strings: %CALLNAME%, and numbers: {LOCAL})
 - PRINTL, PRINTFORML - works accordingly, but after writing stuff it goes to next line
 - PRINTW, PRINFORMW - same as above but game stops and waits for a button/mouse press from player
 - You can add/remove/change all PRINT instructions as you want, until your sentence is PERFECT (correct lines, stops, etc.)
 - Variants of PRINTs with "S" or "V" at the end shouldn't be translated, they are for quick use of variables without having to write %% or {}
 - CALL whatever_in_japanese - Don't translate these, it's for calling functions
 - BUT if structure is something like CALL xxx("text","othertext",1) you most likely can translate what's inside quotation marks
 - ; - (semicolon) A comment, often used to explain some stuff, can be put at the beginning of line (as first character), you can write whatever you want there
 - [SKIPSTART] [SKIPEND] - comment for disabling whole segment of code between start and stop
 - %CALLNAME:MASTER%, %CALLNAME:TARGET% etc. - if used with PRINTFORM it'll show character's name
 - %HIS_HER(TARGET)%, %HIM_HER(PLAYER)% %HE_SHE(TARGET)% (sometimes also %TOSTR_THIRD(TARGET)%) - gets gender pronoun
 - You can also start with capital letter when you add ",1" after the variable like: %any_function(TARGET,1)%
 - --- Variables: ---
 - MASTER, TARGET, PLAYER, ASSISTANT - Special variables that hold ID of your and characters that you currently interact with
 - CHARANUM - total number of characters available in the game (read only)
 - If you use any variation of PRINTFORM you can use variables like names of characters, numbers for stats or custom functions
 - {} - is for numbers,
 - %% - is for text
 - ====== About statistics and flags from .csv files: ======
 - There are arrays for different variables divided into "groups" that are in CSV folders
 - TALENT - Things that are in Talent.csv file
 - ABL - in Abl.csv
 - BASE - in BASE.csv
 - etc.
 - When you want to show some statistic, let's say ENE (energy) of player character with PRINTFORM, you use something like this: {BASE:MASTER:ENE}
 - There is also a way to show name from .csv file for example it you use: %ABLNAME:LOCAL% it will show corresponding name for number, like for eraTW with LOCAL = 4 it'll show "MSense"
 - Ofc instead ABLNAME you can also use things like BASENAME, EXPNAME, ITEMNAME etc.
 - ====== Translating .csv files: ======
 - Things like "Virgin" talent or "C Sensitivity" ability are located in .csv files in /CSV/ folder ("TALENT.csv", "ABL.csv", [...])
 - DON'T translate them directly, we now have modified emuera engine for that
 - To translate it, you'll need to create a new file named accordingly "TALENT_TR.csv", "ABL_TR.csv", etc. Syntax there is:
 - 処女,Virgin
 - 自制心,Self Control
 - ====== Examples of basic emuera syntax: ======
 - ---PRINT instructions----------------------------
 - ;suffixes for PRINT instructions (in order of possible usage):
 - PRINT(SINGLE|PLAIN)(V|S|FORM|FORMS|FORMV)(K|D)(L|W)
 - SINGLE - cuts the part of text that normally would get shown in the next line
 - PLAIN - disables ability for text to be recognized as button
 - V - for numbers ({}); instead of "PRINTFORM {LOCAL}" you can write "PRINTFORMV LOCAL"
 - S - equivalent of strings (%%)
 - K - something with forcing kana (extremely rarely used)
 - D - ignores color change from SETCOLOR
 - L - makes line after printing the text
 - W - waits for player input
 - ;example of PRINTFORM usage:
 - LOCALS = This
 - LOCAL = 8
 - PRINTFORML %LOCALS% can use strings, and numbers like {LOCAL}
 - result: "This can use strings, and numbers like 8<next line>"
 - ;short form of IF inside PRINTFORM
 - PRINTFORM ARG is \@ARG > 5 ? more than 5 # less or equal to 5 \@ stuff
 - PRINT [15] button number 15
 - PRINTBUTTON "text that will highlight, without need to add [16]", 16
 - ---Conditional statements------------------------
 - IF ARG >= 50
 - ;if ARG is more or equal 50
 - ELSEIF ARG == 20
 - ;if ARG equals 20
 - ELSE
 - ;every other condition
 - ENDIF
 - ------------------------
 - SIF ARG == 420
 - ;short IF, executes only one instruction that's directly under it
 - ------------------------
 - ;Even shorter IF
 - PRINTFORML If inside the PRINTFORM instructions: \@ IS_MALE(TARGET) ? he # she \@.
 - ;note that it ignores the spaces used around the edges of he/she
 - ---Case------------------------------------------
 - SELECTCASE ARG
 - CASE 0
 - ;ARG == 0
 - CASE 5 TO 10
 - ;ARG from 5 to 10
 - CASE 11, 15, 69
 - ;cases 11 15 and 69
 - CASE IS > 100
 - ;cases more than 100
 - CASEELSE
 - ;other cases
 - ENDSELECT
 - ---Loops-----------------------------------------
 - FOR LOCAL, 0, 42
 - ;loop that will go from 0 to 42 (excluding 42)
 - ;LOCAL is variable holding of current loop count
 - SIF LOCAL == 5
 - CONTINUE ;it skips case 5 and goes to next one - that is 6
 - ;stuff
 - SIF LOCAL == 12
 - BREAK ;exits the loop completely, ignoring whether it's the last time (42 in this case)
 - NEXT
 - ------------------------
 - WHILE !LOCAL
 - ;this continues as long as LOCAL == 0
 - WEND
 - ------------------------
 - REPEAT 5
 - ;repeats itself 5 times
 - ;uses global variable COUNT for ... counting
 - REND
 - ------------------------
 - ---Changing text colors--------------------------
 - ;Changing text colors
 - SETCOLOR 204, 0, 102 ;in rgb
 - SETCOLOR 0xff00ff ;in hex
 - SETCOLOR C_RED ;it also supports constant variables
 - SETCOLOR FOO("red") ;and functions
 - RESETCOLOR ;use this when you're finished with fancy coloring
 - ==================================================================================================
 - ;example function construction:
 - @USELESS_FUNCTION(ARG)
 - LOCALS:1 = ;need to clear it because if you repeat this function the "+=" will add text to string again and again
 - SIF !IS_MALE(ARG)
 - LOCALS:1 += "pussy and " ;when using += for a string you'll have to use quotes
 - LOCALS:1 += "asshole" ;(this also makes adding space at the edge of string possible)
 - FOR LOCAL, 0, CHARANUM ;CHARANUM is constant that means number of static (in chara folder) characters
 - LOCAL:1 ++ ;increment LOCAL:1 (it's short for LOCAL:1 = LOCAL:1 + 1)
 - NEXT
 - ;(you can add spaces at the edges of PRINTs btw)
 - PRINTFORM %CALLNAME:ARG%'s %LOCALS:1% got rekt
 - SETCOLOR 255,0,0
 - PRINTFORM {LOCAL:1}
 - RESETCOLOR
 - PRINTW times ;pause and line
 - RETURN ;it returns to previously used function that used "CALL USELESS_FUNCTION(TARGET)"
 
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