Difference between revisions of "Emuera/eramacsv"

From Era Wiki
Jump to: navigation, search
(page created)
 
(6 intermediate revisions by 2 users not shown)
Line 1: Line 1:
<B>eramaker CSVファイル書式(暫定版)</B><BR>
+
<B>eramaker CSV file format (provisional version)</B><BR>
<em><b>このファイルの説明を見るだけではイメージが沸きづらい</b></em>と思います。まずサンプルゲームをプレイし、その後でサンプルゲームのCSVファイルをながめながら見ていくとわかりやすいです。<BR>
 
  
==基本情報==
+
I think <em><b>it's hard to get a picture just by looking at this file.</b></em> It is easier to understand if you play the sample game first, and then look at the CSV files of the sample game while looking at it.<BR>
===CSVファイルについて===
+
 
eramaker.exeの直下に、CSVという名前のフォルダをおきます。<BR>
+
==Basic Info==
CSVファイルには、以下のようなものがあります。<BR>
+
===About CSV Files===
 +
Put a folder named CSV directly under eramaker.exe.<BR>
 +
The CSV files include the following.<BR>
 
<BR>
 
<BR>
  
 
<TABLE border=1>
 
<TABLE border=1>
<TR><TD>GameBase.csv</TD><TD>ゲームの基本的データを登録します。</TD></TR>
+
<TR><TD>GameBase.csv</TD><TD>Registers the basic data of the game.</TD></TR>
<TR><TD>Palam.csv</TD><TD>調教中パラメータ(快C、苦痛、反感など)を登録します。</TD></TR>
+
<TR><TD>Palam.csv</TD><TD>Registers parameters used during training (such as C Pleasure, Pain, Hate)</TD></TR>
<TR><TD>Abl.csv</TD><TD>能力(V感覚、奉仕精神、マゾっ気など)を登録します。</TD></TR>
+
<TR><TD>Abl.csv</TD><TD>Registers character abilities (such as V Sense, Service, Masochism).</TD></TR>
<TR><TD>Talent.csv</TD><TD>素質(臆病、自制心、回復早いなど)を登録します。</TD></TR>
+
<TR><TD>Talent.csv</TD><TD>Registers qualities (such as Cowardice, Self-Control, Quick Recovery).</TD></TR>
<TR><TD>Mark.csv</TD><TD>刻印(快楽刻印、恥辱刻印など)を登録します。</TD></TR>
+
<TR><TD>Mark.csv</TD><TD>Registers marks (such as Pleasure Mark, Shame Mark).</TD></TR>
<TR><TD>Exp.csv</TD><TD>経験(V経験、自慰経験など)を登録します。</TD></TR>
+
<TR><TD>Exp.csv</TD><TD>Registers experiences (such as V Exp, Masturbation Exp).</TD></TR>
<TR><TD>Train.csv</TD><TD>調教コマンド(クンニ、フェラチオ、鞭など)を登録します。</TD></TR>
+
<TR><TD>Train.csv</TD><TD>Registers training commands (such as Cunnilingus, Blowjob, Whip).</TD></TR>
<TR><TD>Item.csv</TD><TD>アイテム(バイブ、針など)を登録します。</TD></TR>
+
<TR><TD>Item.csv</TD><TD>Registers items (such as Vibrator, Needle).</TD></TR>
<TR><TD>Str.csv</TD><TD>ゲーム中で使う色々な文章を登録します。</TD></TR>
+
<TR><TD>Str.csv</TD><TD>Registers various sentences to be used in the game.</TD></TR>
<TR><TD>CharaXX.csv</TD><TD>キャラの初期データを登録します。Chara00.csvからChara99.csvまで可能です。</TD></TR>
+
<TR><TD>CharaXX.csv</TD><TD>Registers the initial data of your character. From Chara00.csv to Chara99.csv.</TD></TR>
 
</TABLE>
 
</TABLE>
  
===CSVファイルの書き方===
+
===How to write a CSV file===
すべてのCSVファイルにおいて、<BR>
+
In all CSV files,<BR>
 
<BR>
 
<BR>
* 1列目の1文字目が半角の;(セミコロン)だった場合、その行は無視されます。また、空行も無視されます。
+
* If the first character in the first column is a ; (semicolon), the line is ignored. Empty lines are also ignored.
  
 
<BLOCKQUOTE>
 
<BLOCKQUOTE>
<B></B><BR>
+
<B>Example</B><BR>
;体力と気力の設定<BR>
+
;Setting up the physical and mental strength<BR>
 
基礎,0,2000<BR>
 
基礎,0,2000<BR>
 
基礎,1,1000<BR>
 
基礎,1,1000<BR>
 
<BR>
 
<BR>
;能力の設定<BR>
+
;Setting up abilities<BR>
 
能力,0,2<BR>
 
能力,0,2<BR>
 
</BLOCKQUOTE>
 
</BLOCKQUOTE>
  
* 数値を入力するときは半角にしてください。
+
* Please use half-width characters when entering numbers.
  
 
<BLOCKQUOTE>
 
<BLOCKQUOTE>
<B></B><BR>
+
<B>Correct</B><BR>
121,ふたなり<BR>
+
121,Futanari<BR>
<B></B><BR>
+
<B>Wrong</B><BR>
121,ふたなり<BR>
+
121,Futanari<BR>
 
</BLOCKQUOTE>
 
</BLOCKQUOTE>
  
* 文字列を""でくくると正常に動作しません。OpenOfficeなどでは初期設定でこれになっているようです。
+
* It won't work properly if you put "" around a string, which seems to be the default setting in OpenOffice.
  
 
<BLOCKQUOTE>
 
<BLOCKQUOTE>
<B></B><BR>
+
<B>Correct</B><BR>
0,従順<BR>
+
0,Obedience<BR>
1,欲望<BR>
+
1,Desire<BR>
2,技巧<BR>
+
2,Technique<BR>
  
<B></B><BR>
+
<B>Wrong</B><BR>
0,"従順"<BR>
+
0,"Obedience"<BR>
1,"欲望"<BR>
+
1,"Desire"<BR>
2,"技巧"<BR>
+
2,"Technique"<BR>
 
</BLOCKQUOTE>
 
</BLOCKQUOTE>
  
設定方法はお使いの表計算ソフトのヘルプを参照してください。
+
Please refer to the help of your spreadsheet software for the setting method.
  
==各ファイルの書式==
+
==Format for each file==
  
===GameBase.csvの書式===
+
===Format for GameBase.csv===
  
1列目に命令を、2列目以降にデータを書きます。<BR>
+
Write instructions in the first column and data in the second and subsequent columns.<BR>
 
<BR>
 
<BR>
====コード,(Number)====
+
====Game Code====
* ゲームコードを(Number)に設定します。これは、誤って別のゲームのセーブデータをロードしてしまうことを防ぐために使います。(Number)は適当な値でかまいません。
+
* コード,(Number) - Must be used in japanese.
 +
* Sets the game code to (Number). This is used to prevent you from accidentally loading another game's save data. (Number) can be any value.
  
====バージョン,(Number)====
+
====Version====
* ゲームのバージョンを(Number)に設定します。画面上は、(Number)を1000で割ったものが表示されます(100なら0.10)。初期状態では、違うバージョンで保存されたセーブデータは読み込まないようになっています。
+
* バージョン,(Number) - Must be used in japanese.
 +
* Sets the version of the game to (Number). On the screen, you will see (Number) divided by 1000. By default, save data from a different version will not be loaded.
  
====タイトル,(String)====
+
====Title====
* ゲームのタイトルを(String)に設定します。起動時に表示されます。
+
* タイトル,(String) - Must be used in japanese.
 +
* Sets the title of the game to (String). It is displayed at startup.
  
====作者,(String)====
+
====Author====
* ゲームの作者を(String)に設定します。起動時に表示されます。
+
* 作者,(String) - Must be used in japanese.
 +
* Sets the author of the game to (String). It is displayed at startup.
  
====製作年,(String)====
+
====Development Year====
* ゲームの製作年を(String)に設定します。起動時に表示されます。数値ではないので2005-2006などの表記も可能です。
+
* 製作年,(String) - Must be used in japanese.
 +
* Sets the production year of the game to (String). It is displayed at startup. Since it is not a numerical value, it is possible to put 2005-2006, for example.
  
====追加情報,(String)====
+
====Additional Information====
* ゲームの追加情報を(String)に設定します。起動時に表示されます。
+
* 追加情報,(String) - Must be used in japanese.
 +
* Sets the game's additional information to (String). It is displayed at startup.
  
====最初からいるキャラ,(Number)====
+
====Character from the beginning====
* ゲーム開始時に、主人公以外でいるキャラを設定します。era lightのように、最初から調教するキャラが決まっているゲームで使います。(Number)にはキャラ番号を指定します。たとえば1を指定すればChara01.csvを、12を指定すればChara12.csvを見に行きます。
+
* 最初からいるキャラ,(Number) - Must be used in japanese.
 +
* Sets the character who is not the main character at the start of the game. It's used in games like Era Light, where the characters to be trained are decided from the beginning. (Number) specifies the character number. For example, if you specify 1, you get Chara01.csv, if you specify 12, you get Chara12.csv.
  
====アイテムなし,(Number)====
+
====No Items====
* (Number)を1にすると、バイブなどの調教時にアイテムが必要な調教でも、アイテムなしで調教できるようにします。アイテムの概念がないゲームを作るとき、1にしてください。
+
* アイテムなし,(Number) - Must be used in japanese.
 +
* If you set (Number) to 1, you will be able to train without items when you need to train a vibrator. When you make a game that has no concept of items, make it 1.
  
====バージョン違い認める,(Number)====
+
====Admit different versions====
* セーブデータのバージョンが(Number)以上の場合、バージョンが違っても読み込めるようにします。全体に影響を及ぼさないバージョンアップをした場合、これを設定してください。
+
* バージョン違い認める,(Number) - Must be used in japanese.
 +
* If the version of the saved data is (Number) or more, it can be loaded even if the version is different. Set this if you have upgraded to a new version that does not affect the entire system.
  
 
<BLOCKQUOTE>
 
<BLOCKQUOTE>
<B></B><BR>
+
<B>Example</B><BR>
;バージョン1.20より後のセーブデータは読み込む<BR>
+
;Save data after version 1.20 can be loaded.<BR>
 
バージョン違い認める,1200
 
バージョン違い認める,1200
 
</BLOCKQUOTE>
 
</BLOCKQUOTE>
  
===Palam.csvの書式===
+
===Format for Palam.csv===
* 1列目にパラメータ番号を、2列目にパラメータ名を書きます。<BR>
+
* Write the Parameter number in the 1st column and the Parameter name in the 2nd column.<BR>
* パラメータ番号の数値は0からはじめ、空き番号は作らないことを推奨します。<BR>
+
* It is recommended that the Parameter numbers start at 0 and you do not make blank free numbers.<BR>
* パラメータ番号は最高で99です。<BR>
+
* The maximum Parameter number is 99.<BR>
  
===Abl.csvの書式===
+
===Format for Abl.csv===
* 1列目に能力番号を、2列目に能力名を書きます。<BR>
+
* Write the Ability number in the 1st column and the Ability name in the 2nd column.<BR>
* 能力番号の数値は0からはじめ、空き番号は作らないことを推奨します。<BR>
+
* It is recommended that the Ability numbers start at 0 and you do not make blank free numbers.<BR>
* 能力番号は最高で99です。<BR>
+
* The maximum Ability number is 99.<BR>
  
===Talent.csvの書式===
+
===Format for Talent.csv===
* 1列目に素質番号を、2列目に素質名を書きます。<BR>
+
* Write the Talent number in the 1st column and the Talent name in the 2nd column.<BR>
* 空き番号を作ってもかまいません。<BR>
+
* You can also create blank numbers.<BR>
* 素質番号は最低で0、最高で99です。<BR>
+
* The trait number is a minimum of 0 and a maximum of 99.<BR>
  
===Mark.csvの書式===
+
===Format for Mark.csv===
* 1列目に刻印番号を、2列目に刻印名を書きます。<BR>
+
* Write the Mark number in the 1st column and the Mark name in the 2nd column.<BR>
* 刻印番号の数値は0からはじめ、空き番号は作らないことを推奨します。<BR>
+
* It is recommended that the parameter numbers start at 0 and you do not make blank free numbers.<BR>
* 刻印番号は最高で99です。<BR>
+
* The maximum Mark number is 99.<BR>
  
===Exp.csvの書式===
+
===Format for Exp.csv===
* 1列目に経験番号を、2列目に経験名を書きます。<BR>
+
* Write the Experience number in the 1st column and the Experience name in the 2nd column.<BR>
* 空き番号を作ってもかまいません。<BR>
+
* You can also create blank numbers.<BR>
* 経験番号は最低で0、最高で99です。<BR>
+
* The minimum experience number is 0 and the maximum is 99.<BR>
  
===Train.csvの書式===
+
===Format for Train.csv===
* 1列目にコマンド番号を、2列目にコマンド名を書きます。<BR>
+
* Write the Command number in the 1st column and the Command name in the 2nd column.<BR>
* 空き番号を作ってもかまいません。<BR>
+
* You can also create blank numbers.<BR>
* コマンド番号は最低で0、最高で99です。<BR>
+
* The minimum Command number is 0 and the maximum is 99.<BR>
  
===Item.csvの書式===
+
===Format for Item.csv===
* 1列目にアイテム番号を、2列目にアイテム名を、3列名にアイテムの価格を書きます。<BR>
+
* Write the item number in the 1st, the name of the item in the 2nd, and the price of the item in the 3rd.<BR>
* 空き番号を作ってもかまいません。<BR>
+
* You can also create blank numbers.<BR>
* アイテム番号は最低で0、最高で99です。<BR>
+
* The minimum item number is 0 and the maximum is 99.<BR>
  
===Str.csvの書式===
+
===Format for Str.csv===
* 1列目に文字列番号を、2列目に文字列を書きます。<BR>
+
* Write the string number in the 1st column and the string in the 2nd column.<BR>
* いちおう文字列の長さに制限はありません。<BR>
+
* There is no limit to the length of the string.<BR>
* 空き番号を作ってもかまいません。<BR>
+
* You can also create blank numbers.<BR>
* 文字列番号は最低で0、最高で19999です。<BR>
+
* The minimum string number is 0 and the maximum is 19999.<BR>
  
===CharaXX.csvの書式===
+
===Format for CharaXX.csv===
====番号,(Number)====
+
====Number====
* キャラ番号を(Number)に設定します。キャラ同士の相性、同一キャラのスペシャルバージョンなどを作るときに重要です。<BR>
+
* 番号,(Number) - Must be used in japanese.
 +
* Sets the character number to (Number). This is important when creating compatibility between characters or special versions of the same character.<BR>
  
====名前,(String)====
+
====Name====
* キャラの名前を(String)に設定します。いちおう文字列の長さに制限はありませんが、長すぎると表示が乱れることが考えられます。<BR>
+
* 名前,(String) - Must be used in japanese.
 +
* Sets the name of your character to (String).<BR>
 +
* There is no limit to the length of the string, but if it is too long, the display may be disturbed.<BR>
  
====呼び名,(String)====
+
====Nickname====
* キャラの呼び名を(String)に設定します。あだ名のあるキャラなどに使いましょう。<BR>
+
* 呼び名,(String) - Must be used in japanese.
* いちおう文字列の長さに制限はありませんが、長すぎると表示が乱れることが考えられます。<BR>
+
* Sets the name of the character to (String). Use it for characters with nicknames. <BR>
 +
* There is no limit to the length of the string, but if it is too long, the display may be disturbed.<BR>
  
====基礎,(数値1),(数値2)====
+
====Base Attributes====
* キャラの基礎パラメータの(数値1)番目を(数値2)に設定します。<BR>
+
* 基礎,(Number 1),(Number 2) - Must be used in japanese.
* サンプルゲームでは0番目が体力、1番目が気力、2番目が射精ゲージになっています。<BR>
+
* Sets the first (Number 1) of the character's basic parameters to (Number 2).<BR>
* (数値1)は最低で0、最高で99です。<BR>
+
* In the sample game, the number 0 is your health, the number 1 is your energy, and the number 2 is your ejaculation gauge.<BR>
 +
* (Number 1) is a minimum of 0 and a maximum of 99.<BR>
  
 
<BLOCKQUOTE>
 
<BLOCKQUOTE>
<B></B><BR>
+
<B>Example</B><BR>
;体力が2000で気力が1000<BR>
+
;2000 in stamina and 1000 in spirit.<BR>
 
基礎,0,2000<BR>
 
基礎,0,2000<BR>
 
基礎,1,1000<BR>
 
基礎,1,1000<BR>
 
</BLOCKQUOTE>
 
</BLOCKQUOTE>
  
====能力,(数値1),(数値2)====
+
====Ability====
* キャラの初期能力の(数値1)番目を(数値2)に設定します。<BR>
+
* 能力,(Number 1),(Number 2) - Must be used in japanese.
* (数値1)にはAbl.csvで指定した能力番号を使ってください。<BR>
+
* Set the first (Number 1) of your character's initial abilities to (Number 2).<BR>
* (数値2)に特に制限はありませんが、サンプルゲームでは0から5までとしています。<BR>
+
* For (Number 1), use the ability number specified in Abl.csv.<BR>
 
+
* There is no particular limit to (Number 2), but in the sample game, it is set from 0 to 5.<BR>
====素質,(Number)====
 
* キャラの素質に(Number)番目のものを加えます。<BR>
 
* (Number)にはTalent.csvで指定した素質番号を使ってください。<BR>
 
  
====経験,(数値1),(数値2)====
+
====Talent====
* キャラの初期経験の(数値1)番目を(数値2)に設定します。<BR>
+
* 素質,(Number) - Must be used in japanese.
* (数値1)にはExp.csvで指定した経験番号を使ってください。<BR>
+
* Adds the (Number) trait to the Character.<BR>
 +
* For (Number), use the talent number specified in Talent.csv.<BR>
  
====相性,(数値1),(数値2)====
+
====Experience====
* (数値1)番目のキャラに対する相性を(数値2)に設定します。<BR>
+
* 経験,(Number 1),(Number 2) - Must be used in japanese.
* (数値1)にはCharaXX.csvでそれぞれ指定したキャラ番号を使ってください。<BR>
+
* Set the character's initial experience number (Number 1) to (Number 2).<BR>
* (数値2)は100が標準で、それより低いと相性が悪い、高いと相性がよいという意味になります。<BR>
+
* For (Number 1), please use the experience number specified in Exp.csv.<BR>
  
====助手,(Number)====
+
====Affinity====
* (数値)を1にすると、初期状態から助手として扱われます。
+
* 相性,(Number 1),(Number 2) - Must be used in japanese.
 +
* Set the affinity for the (Number 1) character to (Number 2).<BR>
 +
* For (Number 1), use the character numbers specified in CharaXX.csv, respectively.<BR>
 +
* Note that 100 (Number 2) is the standard. Lower means incompatible, and higher means that it is compatible.<BR>
  
====フラグ,(数値1),(数値2)====
+
====Assistant====
* (数値1)番目のキャラフラグを(数値2)に設定します。<BR>
+
* 助手,(Number) - Must be used in japanese.
* (数値1)は最低で0、最高で999です。<BR>
+
* If (Number) is set to 1, it is treated as an assistant from the initial state.
* キャラフラグはゲーム製作者のアイデア次第で自由に使えます。サンプルゲームでは、0番目のフラグが1であるキャラは「スペシャルキャラ」であるとしています。<BR>
 
* (※フラグという名前ですが、整数の値なら0と1以外でも大丈夫です)<BR>
 
  
==知っておくと便利なこと==
+
====Flags====
 +
* フラグ,(Number 1),(Number 2) - Must be used in japanese.
 +
* Set the (Number 1)-th character flag to (Number 2).<BR>
 +
* (Number 1) must be a minimum of 0 and a maximum of 999.<BR>
 +
* The character flags can be used freely, up to the game creator's ideas. In the sample game, a character whose 0th flag is 1 is a "special character".<BR>
 +
* (※ It's called a flag, but it can be any integer value other than 0 and 1)<BR>
  
====Str.csvでの***+++について====
+
==Useful things to know==
* サンプルゲームera lightのStr.csvには、***+++などが多く出てきます。ゲーム内ではそれぞれ「あかり」「浩之ちゃん」と変換されているはずです。<BR>
+
====About *** and +++ in Str.csv====
* これを完全に理解するにはera basicの知識が必要ですが、ひとまず***は調教しているキャラの名前、+++は主人公の呼び名、$$$は調教しているキャラの呼び名だと知っていればよいでしょう。<BR>
+
* In the Str.csv of the sample game era light, there are a lot of ***, +++, etc. In the game, they should be translated as "Akari" and "Hiroyuki-chan" respectively.<BR>
* サンプルゲームerakanonでは助手システムがあります。///は助手の名前、===はそのとき調教している人(主人公or助手)の呼び名に変換されます。
+
* You'll need some knowledge of ERA BASIC to fully understand this, but for the time being know that *** is the name of the character you're training, +++ is the name of the main character, and $$$ is the callname of the character you're training.<BR>
 +
* In the sample game erakanon there is an assistant system. /// is the name of the assistant and === is the name of the person (main character or assistant) who is doing the training at the time.
  
==更新履歴==
+
==Update History==
* 06/05/01 暫定版公開。
+
* 09/04/2020 Page translation completed
 +
* 2006/05/01 Provisional version released
 +
[[Category:EmuEra]] [[Category:Contributing]]

Latest revision as of 03:52, 2 July 2020

eramaker CSV file format (provisional version)

I think it's hard to get a picture just by looking at this file. It is easier to understand if you play the sample game first, and then look at the CSV files of the sample game while looking at it.

Basic Info[edit]

About CSV Files[edit]

Put a folder named CSV directly under eramaker.exe.
The CSV files include the following.

GameBase.csvRegisters the basic data of the game.
Palam.csvRegisters parameters used during training (such as C Pleasure, Pain, Hate)
Abl.csvRegisters character abilities (such as V Sense, Service, Masochism).
Talent.csvRegisters qualities (such as Cowardice, Self-Control, Quick Recovery).
Mark.csvRegisters marks (such as Pleasure Mark, Shame Mark).
Exp.csvRegisters experiences (such as V Exp, Masturbation Exp).
Train.csvRegisters training commands (such as Cunnilingus, Blowjob, Whip).
Item.csvRegisters items (such as Vibrator, Needle).
Str.csvRegisters various sentences to be used in the game.
CharaXX.csvRegisters the initial data of your character. From Chara00.csv to Chara99.csv.

How to write a CSV file[edit]

In all CSV files,

  • If the first character in the first column is a ; (semicolon), the line is ignored. Empty lines are also ignored.

Example

Setting up the physical and mental strength

基礎,0,2000
基礎,1,1000

Setting up abilities

能力,0,2

  • Please use half-width characters when entering numbers.

Correct
121,Futanari
Wrong
121,Futanari

  • It won't work properly if you put "" around a string, which seems to be the default setting in OpenOffice.

Correct
0,Obedience
1,Desire
2,Technique

Wrong
0,"Obedience"
1,"Desire"
2,"Technique"

Please refer to the help of your spreadsheet software for the setting method.

Format for each file[edit]

Format for GameBase.csv[edit]

Write instructions in the first column and data in the second and subsequent columns.

Game Code[edit]

  • コード,(Number) - Must be used in japanese.
  • Sets the game code to (Number). This is used to prevent you from accidentally loading another game's save data. (Number) can be any value.

Version[edit]

  • バージョン,(Number) - Must be used in japanese.
  • Sets the version of the game to (Number). On the screen, you will see (Number) divided by 1000. By default, save data from a different version will not be loaded.

Title[edit]

  • タイトル,(String) - Must be used in japanese.
  • Sets the title of the game to (String). It is displayed at startup.

Author[edit]

  • 作者,(String) - Must be used in japanese.
  • Sets the author of the game to (String). It is displayed at startup.

Development Year[edit]

  • 製作年,(String) - Must be used in japanese.
  • Sets the production year of the game to (String). It is displayed at startup. Since it is not a numerical value, it is possible to put 2005-2006, for example.

Additional Information[edit]

  • 追加情報,(String) - Must be used in japanese.
  • Sets the game's additional information to (String). It is displayed at startup.

Character from the beginning[edit]

  • 最初からいるキャラ,(Number) - Must be used in japanese.
  • Sets the character who is not the main character at the start of the game. It's used in games like Era Light, where the characters to be trained are decided from the beginning. (Number) specifies the character number. For example, if you specify 1, you get Chara01.csv, if you specify 12, you get Chara12.csv.

No Items[edit]

  • アイテムなし,(Number) - Must be used in japanese.
  • If you set (Number) to 1, you will be able to train without items when you need to train a vibrator. When you make a game that has no concept of items, make it 1.

Admit different versions[edit]

  • バージョン違い認める,(Number) - Must be used in japanese.
  • If the version of the saved data is (Number) or more, it can be loaded even if the version is different. Set this if you have upgraded to a new version that does not affect the entire system.

Example

Save data after version 1.20 can be loaded.

バージョン違い認める,1200

Format for Palam.csv[edit]

  • Write the Parameter number in the 1st column and the Parameter name in the 2nd column.
  • It is recommended that the Parameter numbers start at 0 and you do not make blank free numbers.
  • The maximum Parameter number is 99.

Format for Abl.csv[edit]

  • Write the Ability number in the 1st column and the Ability name in the 2nd column.
  • It is recommended that the Ability numbers start at 0 and you do not make blank free numbers.
  • The maximum Ability number is 99.

Format for Talent.csv[edit]

  • Write the Talent number in the 1st column and the Talent name in the 2nd column.
  • You can also create blank numbers.
  • The trait number is a minimum of 0 and a maximum of 99.

Format for Mark.csv[edit]

  • Write the Mark number in the 1st column and the Mark name in the 2nd column.
  • It is recommended that the parameter numbers start at 0 and you do not make blank free numbers.
  • The maximum Mark number is 99.

Format for Exp.csv[edit]

  • Write the Experience number in the 1st column and the Experience name in the 2nd column.
  • You can also create blank numbers.
  • The minimum experience number is 0 and the maximum is 99.

Format for Train.csv[edit]

  • Write the Command number in the 1st column and the Command name in the 2nd column.
  • You can also create blank numbers.
  • The minimum Command number is 0 and the maximum is 99.

Format for Item.csv[edit]

  • Write the item number in the 1st, the name of the item in the 2nd, and the price of the item in the 3rd.
  • You can also create blank numbers.
  • The minimum item number is 0 and the maximum is 99.

Format for Str.csv[edit]

  • Write the string number in the 1st column and the string in the 2nd column.
  • There is no limit to the length of the string.
  • You can also create blank numbers.
  • The minimum string number is 0 and the maximum is 19999.

Format for CharaXX.csv[edit]

Number[edit]

  • 番号,(Number) - Must be used in japanese.
  • Sets the character number to (Number). This is important when creating compatibility between characters or special versions of the same character.

Name[edit]

  • 名前,(String) - Must be used in japanese.
  • Sets the name of your character to (String).
  • There is no limit to the length of the string, but if it is too long, the display may be disturbed.

Nickname[edit]

  • 呼び名,(String) - Must be used in japanese.
  • Sets the name of the character to (String). Use it for characters with nicknames.
  • There is no limit to the length of the string, but if it is too long, the display may be disturbed.

Base Attributes[edit]

  • 基礎,(Number 1),(Number 2) - Must be used in japanese.
  • Sets the first (Number 1) of the character's basic parameters to (Number 2).
  • In the sample game, the number 0 is your health, the number 1 is your energy, and the number 2 is your ejaculation gauge.
  • (Number 1) is a minimum of 0 and a maximum of 99.

Example

2000 in stamina and 1000 in spirit.

基礎,0,2000
基礎,1,1000

Ability[edit]

  • 能力,(Number 1),(Number 2) - Must be used in japanese.
  • Set the first (Number 1) of your character's initial abilities to (Number 2).
  • For (Number 1), use the ability number specified in Abl.csv.
  • There is no particular limit to (Number 2), but in the sample game, it is set from 0 to 5.

Talent[edit]

  • 素質,(Number) - Must be used in japanese.
  • Adds the (Number) trait to the Character.
  • For (Number), use the talent number specified in Talent.csv.

Experience[edit]

  • 経験,(Number 1),(Number 2) - Must be used in japanese.
  • Set the character's initial experience number (Number 1) to (Number 2).
  • For (Number 1), please use the experience number specified in Exp.csv.

Affinity[edit]

  • 相性,(Number 1),(Number 2) - Must be used in japanese.
  • Set the affinity for the (Number 1) character to (Number 2).
  • For (Number 1), use the character numbers specified in CharaXX.csv, respectively.
  • Note that 100 (Number 2) is the standard. Lower means incompatible, and higher means that it is compatible.

Assistant[edit]

  • 助手,(Number) - Must be used in japanese.
  • If (Number) is set to 1, it is treated as an assistant from the initial state.

Flags[edit]

  • フラグ,(Number 1),(Number 2) - Must be used in japanese.
  • Set the (Number 1)-th character flag to (Number 2).
  • (Number 1) must be a minimum of 0 and a maximum of 999.
  • The character flags can be used freely, up to the game creator's ideas. In the sample game, a character whose 0th flag is 1 is a "special character".
  • (※ It's called a flag, but it can be any integer value other than 0 and 1)

Useful things to know[edit]

About *** and +++ in Str.csv[edit]

  • In the Str.csv of the sample game era light, there are a lot of ***, +++, etc. In the game, they should be translated as "Akari" and "Hiroyuki-chan" respectively.
  • You'll need some knowledge of ERA BASIC to fully understand this, but for the time being know that *** is the name of the character you're training, +++ is the name of the main character, and $$$ is the callname of the character you're training.
  • In the sample game erakanon there is an assistant system. /// is the name of the assistant and === is the name of the person (main character or assistant) who is doing the training at the time.

Update History[edit]

  • 09/04/2020 Page translation completed
  • 2006/05/01 Provisional version released