Difference between revisions of "Emuera/eramaerc"

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<B>eramaker era basicの構造(暫定版)</B>
+
<B>eramaker era basic Structure (provisional version)</B>
 
<BR>
 
<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ERB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>
+
I'm sure <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 ERB files of the sample game while you have it open.<BR>
 +
 
 +
==Basic Information==
 +
===When opening eramaker===
 +
* In eramaker, when you start the game, the title screen will appear and you will be presented with a choice between 「New Game」 and 「Load Game」. If you choose 「New Game」, the function EVENTFIRST will be called in the ERB file.<BR>
 +
* When the EVENTFIRST is over, the game stops. So you need to call SHOP, TRAIN, etc with BEGIN.<BR>
 +
* See the beginning of the SYSTEM.ERB in the sample game.<BR>
  
==基本情報==
 
===eramakerの起動時===
 
* eramakerでは、ゲームを起動するとタイトル画面が表示され、「最初から始める」と「ロードして始める」の選択肢が出てきます。ここで「最初から始める」を選ぶと、ERBファイルの中からEVENTFIRSTという関数が呼ばれます。<BR>
 
* EVENTFIRSTが終わってしまうと、そこでゲームは止まってしまいます。BEGINでSHOPやTRAINなどを呼ぶ必要があります。<BR>
 
* サンプルゲームではSYSTEM.ERBの冒頭を見てください。<BR>
 
 
===SHOP===
 
===SHOP===
====SHOPに入る====
+
====Entering SHOP====
* SHOPに入ったときに、@EVENTSHOPという関数が(あれば)呼ばれます。これは[[#イベント関数]]です。<BR>
+
* When you enter SHOP, a function called @EVENTSHOP (if it exists) is called. This is an [[#Event Function]].<BR>
* その後で、@SHOW_SHOPという関数が呼び出されます。ここで日付や調教中キャラなどの基本情報、PRINT_SHOPITEMによる売り物の表示、セーブやロードといった特別な行動の表示を行ってください。<BR>
+
* After that, the function @SHOW_SHOP will be called. This is where you can display basic information such as the date and characters being trained, use PRINT_SHOPITEM for sales, and special actions such as saving and loading.<BR>
====SHOPでのコマンド選択====
+
====Command Selection in SHOP====
* 0から99が選ばれた場合、アイテム購入という意味になります。それ以外の数字が選ばれた場合は、@USERSHOPという関数が呼び出されます。選ばれた数字はRESULTに格納されているので、しかるべき処理を行ってください。<BR>
+
* If a number between 0 to 99 is chosen, it means to buy an item. If any other number is chosen, the function @USERSHOP is called. The selected number is stored in RESULT and should be processed accordingly.<BR>
* いずれも、サンプルゲームのSHOP.ERBを見るとわかりやすいでしょう。<BR>
+
* Both are easy to understand if you look at the sample game's SHOP.ERB.<BR>
====購入====
+
====Purchasing====
* 何かアイテムを買ったときに、@EVENTBUYという関数が(あれば)呼ばれます。これは[[#イベント関数]]です。<BR>
+
* When you buy an item, the function @EVENTBUY is called (if it exists). This is an [[#Event Function]].<BR>
(買ったアイテムはショップの品揃えから消える、などの処理はここでやるとよいでしょう)<BR>
+
(Items bought disappear from the shop lineup, so it's a good idea if you want to do something here)<BR>
  
 
===TRAIN===
 
===TRAIN===
====TRAINに入る====
+
====Entering TRAIN====
* TRAINに入ったときに、@EVENTTRAINという関数が(あれば)呼ばれます。これは[[#イベント関数]]です。<BR>
+
* When you enter TRAIN, the function @EVENTTRAIN (if it exists) is called. This is an [[#Event Function]].<BR>
* その後で、@SHOW_STATUSという関数が呼び出されます。ここで日付や調教中キャラなどの基本情報、PRINT_PALAMによる調教中パラメータの表示などを行ってください。<BR>
+
* After that, the function @SHOW_STATUS is called. This is where you can display basic information such as the date and characters being trained, as well as using PRINT_PALAM to show parameters in training.<BR>
* 続いて、実行できるコマンドが自動的に表示されます。すべてのコマンドについて@COM_ABLExxという関数が呼び出され、RETURN 1であれば実行可能という意味になります。また、対応する@COM_ABLExxが存在しない場合も実行可能という意味になります。サンプルゲームのCOMABLE.ERBを見るとわかりやすいでしょう。<BR>
+
* It will then automatically display the commands that can be executed. The function @COM_ABLExx will be called for every command, which means that it can be executed if its RETURN is 1. Moreover, if the corresponding @COM_ABLExx does not exist, it also means that it is executable. The sample game COMABLE.ERB should be easy to understand.<BR>
* さらに、@SHOW_USERCOMという関数が呼ばれます。調教終了などの特別なコマンドの表示はここで行ってください。<BR>
+
* In addition, the function @SHOW_USERCOM will be called. Special commands, such as ending training can be displayed here.<BR>
* いずれも、サンプルゲームのSYSTEM.ERBおよびINFO.ERBを見るとわかりやすいでしょう。<BR>
+
* Both are easy to understand by looking at the sample games SYSTEM.ERB and INFO.ERB.<BR>
<BR>
+
 
====TRAINでのコマンド選択====
+
====Command Selection in TRAIN====
* プレイヤーがコマンドを選ぶと、まず@EVENTCOMという関数が(あれば)呼ばれます。これは[[#イベント関数]]です。<BR>
+
* When the player chooses a command, the function @EVENTCOM (if it exists) is called first. This is an [[#Event Function]].<BR>
* さらに、選んだコマンドに対応した関数が呼ばれます。たとえば「正常位」が選択され、TRAIN.CSVで「正常位」のコマンド番号が20と指定されていたなら、@COM20という関数が呼ばれます。<BR>
+
* In addition, the function corresponding to the selected command will be called. For example, if 「Missionary」 is selected and the command number of 「Missionary」 is 20 in TRAIN.CSV, the function @COM20 will be called.<BR>
* 「フェラチオ」のようなコマンドの場合、キャラの能力次第で実行できないこともあります。その場合、@COMxxの途中でRETURN 0を呼び出します。すると、コマンドを実行せずにコマンド選択に戻ります。<BR>
+
* In the case of commands like 「Blowjob」, you may not be able to execute them depending on your character's ability. In this case, RETURN 0 is called in the middle of @COMxx. Then, it will return to the command selection without executing the command.<BR>
* コマンドを実行できた場合、@COMxxからRETURN 1を呼びます。すると、@SOURCE_CHECKという関数が呼ばれます。ここで調教の結果が調教中パラメータに反映されます。<BR>
+
* If the command can be executed, RETURN 1 is called from @COMxx. Then the function @SOURCE_CHECK will be called. This is where the results of the training command are reflected in the training parameters.<BR>
* いずれも、サンプルゲームのCOMxx.ERBおよびSOURCE.ERBを見るとわかりやすいでしょう。<BR>
+
* Both COMxx.ERB and SOURCE.ERB are easy to understand by looking at the sample games.<BR>
<BR>
+
 
====TRAINでのコマンド選択終了====
+
====End of Command Selection in TRAIN====
* 最後に、@EVENTCOMENDという関数が(あれば)呼ばれます。これは[[#イベント関数]]です。<BR>
+
* Finally, a function called @EVENTCOMEND (if it exists) will be called. This is an [[#Event Function]].<BR>
* コマンドを実行されたキャラのセリフなどはここでやるとよいでしょう。サンプルゲームera lightのCKOJOxx.ERBを見るとわかりやすいと思います。<BR>
+
* It's a good idea to do the dialogue of the character whose command is executed here. The sample game era light's CKOJOxx.ERB should be easy to understand.<BR>
<BR>
 
====ユーザーコマンド====
 
* なお、選んだコマンドに対応する@COMxxがない場合は、@USERCOMが呼ばれます。RESULTに選ばれた数が入っているので、対応する処理を行ってください。<BR>
 
* サンプルゲームのSYSTEM.ERBを見るとわかりやすいでしょう。<BR>
 
  
 +
====User Command====
 +
* If there is no @COMxx corresponding to the selected command, @USERCOM will be called. RESULT contains the selected command number, so please perform the corresponding operations.<BR>
 +
* The sample game's SYSTEM.ERB should be easy to understand when inspected.<BR>
  
 
===AFTERTRAIN===
 
===AFTERTRAIN===
* AFTERTRAINに入ったときに、@EVENTENDという関数が(あれば)呼ばれます。これは[[#イベント関数]]です。<BR>
+
* When you enter AFTERTRAIN, the function @EVENTEND (if it exists) will be called. This is an [[#Event Function]].<BR>
* 調教が終わったときのキャラのセリフ(捨て台詞?)はここで処理するとよいでしょう。さらに、調教によって得た珠の計算などもここでやるべきです。サンプルゲームのAFTERTRA.ERBを見るとわかりやすいでしょう。<BR>
+
* It's a good idea to deal with your character's dialogue (parting words?) when you finish training here. In addition, the calculation of the Gems obtained from the training should be done here as well. The sample game's AFTERTRA.ERB should be easy to understand.<BR>
 
 
  
 
===ABLUP===
 
===ABLUP===
====ABLUPの表示====
+
====View ABLUP====
* まず、@SHOW_JUELという関数が呼ばれます。持っている珠を表示してください。<BR>
+
* First, the function @SHOW_JUEL is called. It shows the Gems you have.<BR>
* 続いて、@SHOW_ABLUP_SELECTという関数が呼ばれます。能力の一覧、終了コマンドなどを表示してください。<BR>
+
* Then, the function @SHOW_ABLUP_SELECT will be called. It displays the list of Abilities, exit commands, etc.<BR>
* サンプルゲームのABL.ERBを見るとわかりやすいでしょう。<BR>
+
* The sample game's ABL.ERB is easy to understand.<BR>
<BR>
 
====ABLUPのコマンド選択====
 
* プレイヤーがコマンドを選ぶと、選んだコマンドに対応した関数が呼ばれます。たとえば[3]の「C感覚」が選択されたなら、@ABLUP3という関数が呼ばれます。<BR>
 
* 選んだコマンドに対応する@ABLUPxxがない場合は、@USERABLUPが呼ばれます。RESULTに選ばれた数が入っているので、対応する処理を行ってください。<BR>
 
* サンプルゲームのABLUPxx.ERBおよびABL.ERBを見るとわかりやすいでしょう。<BR>
 
  
 +
====ABLUP's command selection====
 +
* When the player selects a command, the function corresponding to the selected command is called. For example, if 「C-Sense」 in [3] is selected, the function @ABLUP3 will be called.<BR>
 +
* If there is no @ABLUPxx corresponding to the selected command, @USERABLUP will be called. RESULT will contain the selected ABL number, so please perform the corresponding operations.<BR>
 +
* The sample games ABLUPxx.ERB and ABL.ERB are easy to understand.<BR>
  
 
===TURNEND===
 
===TURNEND===
* @EVENTTURNENDという関数が(あれば)呼ばれます。これは[[#イベント関数]]です。<BR>
+
* The function @EVENTTURNEND (if it exists) will be called. This is [[#Event Function]].<BR>
* 時間の進行、体力の回復の処理などをするとよいでしょう。<BR>
+
* You may want to deal with time progression, physical recovery, etc.<BR>
* @EVENTTURNENDがないと止まってしまうので注意してください。<BR>
+
* Please note that the game needs @EVENTTURNEND or it will stop.<BR>
* サンプルゲームのSYSTEM.ERBを見るとわかりやすいでしょう。<BR>
+
* The sample game's SYSTEM.ERB is easy to understand.<BR>
 
 
<BR>
 
  
===イベント関数===
+
===Event Function===
====イベント関数とは====
+
====About Event Functions====
* イベント関数は、ゲーム中のあるタイミングで必ず呼ばれる関数です。コマンドを実行し終わったとき、調教を開始するときなどに呼ばれます。<BR>
+
* An event function is a function that is always called at a certain time in the game. It is called when you have finished executing a command or when you want to start training.<BR>
* イベント関数はキャラのセリフを表示するとき便利です。@COMxxなどの関数に直接セリフを表示する命令を書き込むと後々わかりづらくなってしまいますが、イベント関数を使えば分離して管理することができます。<BR>
+
* Event functions are useful for displaying the character's dialogue. If you write instructions to display dialogue directly to functions such as @COMxx it will be confusing later, but you can use event functions to manage them separately.<BR>
* イベント関数はその性質上、同じ名前のものが複数存在してもかまいません。<BR>
+
* Due to the nature of event functions, there may be more than one with the same name.<BR>
 
  <nowiki>
 
  <nowiki>
;
+
; Example
  
;正常位を実行し終わったときのセリフ
+
;The line when you finish performing Missionary
 
@EVENTCOMEND
 
@EVENTCOMEND
;20が正常位とする。20でなければ無視
+
;20 is Missionary, if not 20, ignore it.
 
SIF SELECTCOM != 20
 
SIF SELECTCOM != 20
 
     RETURN 0
 
     RETURN 0
;FLAG:1000が0でなければ無視
+
;Ignore if FLAG:1000 is not 0
 
SIF FLAG:1000
 
SIF FLAG:1000
 
     RETURN 0
 
     RETURN 0
PRINTW 「や* * * 生はいやあっ!」
+
PRINTW 「No... Oh my God!」
;FLAGを設定する。一度表示されるとその後表示されない
+
;Set the FLAG. Once it appeared, it won't appear again.
 
FLAG:1000 = 1
 
FLAG:1000 = 1
 
RETURN 1
 
RETURN 1
  
;背後位を実行し終わったときのセリフ
+
;The line when you finish executing DoggyStyle
 
@EVENTCOMEND
 
@EVENTCOMEND
;21が背後位とする。21でなければ無視
+
;21 is DoggyStyle; if it's not 21, ignore it.
 
SIF SELECTCOM != 21
 
SIF SELECTCOM != 21
 
     RETURN 0
 
     RETURN 0
;FLAG:1001が0でなければ無視
+
;Ignore if FLAG:1001 is not 0
 
SIF FLAG:1001
 
SIF FLAG:1001
 
     RETURN 0
 
     RETURN 0
PRINTW 「こんな格好で* * *
+
PRINTW 「Not like this...
;FLAGを設定する。一度表示されるとその後表示されない
+
;Set the FLAG. Once it appeared, it won't appear again.
 
FLAG:1001 = 1
 
FLAG:1001 = 1
 
RETURN 1</nowiki>
 
RETURN 1</nowiki>
  
* イベント関数には「性質」を付与することができます。<BR>
+
* Event functions can be given a "property".<BR>
* #SINGLEの性質を付与すると、RETURN 1で終了した場合は同名の関数があってもそれ以上実行しません。キャラが一度にいくつものセリフを言うと不自然な場合などに有効です。<BR>
+
* If the property '''#SINGLE''' is given, the function with the same name will not be executed if it exits with RETURN 1. This is useful when a character says several lines at a time that are unnatural.<BR>
* #PRIの性質を付与すると、他の同名の関数よりも先に実行されます。死亡チェックなど、どうしても先にやらないと不自然になってしまう処理に有効です。<BR>
+
* If you grant the property '''#PRI''', it will be executed before any other function of the same name. This is useful for processes such as death checks that would be unnatural if not done first.<BR>
* #LATERの性質を付与すると、他の同名の関数よりも後に実行されます。「一日が終わった」という表示など、どうしても最後にやらないと不自然になってしまう処理に有効です。<BR>
+
* When the property '''#LATER''' is given, it is executed after other functions of the same name. This is useful for processes that are unnatural if you don't do it at the end, such as displaying "The day is over".<BR>
  
 
  <nowiki>
 
  <nowiki>
;
+
; Example
  
 
@EVENTTURNEND
 
@EVENTTURNEND
Line 116: Line 112:
 
     RETURN 0
 
     RETURN 0
 
FLAG:1000 = 1
 
FLAG:1000 = 1
PRINTW 「もういやだ* * *
+
PRINTW 「I don't want to...
 
RETURN 1
 
RETURN 1
  
Line 124: Line 120:
 
     RETURN 0
 
     RETURN 0
 
FLAG:1001 = 1
 
FLAG:1001 = 1
PRINTW 「家に帰して* * *
+
PRINTW 「Let me go home...
 
RETURN 1
 
RETURN 1
  
Line 132: Line 128:
 
     RETURN 0
 
     RETURN 0
 
FLAG:1002 = 1
 
FLAG:1002 = 1
PRINTW 「外に出たい* * *
+
PRINTW 「I need to get out...
 
RETURN 1
 
RETURN 1
  
 
@EVENTTURNEND
 
@EVENTTURNEND
 
#LATER
 
#LATER
PRINTW 一日が終わった* * *
+
PRINTW The day is over...
 
RETURN 1
 
RETURN 1
  
  
(上の3つのセリフは一度に1つずつしか表示されない。「一日が終わった* * * 」は#LATERがついているので、FLAG:1000とFLAG:1001とFLAG:1002が1になるまでは一度も表示されない)</nowiki>
+
(The three lines above can only appear one at a time. The "The day is over..." is marked with #LATER, so it never appears until FLAG:1000, FLAG:1001, or FLAG:1002 become 1.)</nowiki>
  
==更新履歴==
+
==Update History==
* 06/05/05 暫定版公開。
+
* 04/07/2020 The provisional version was translated.
 +
* 2006/05/05 The provisional version was released.
 +
[[Category:EmuEra]] [[Category:Contributing]]

Latest revision as of 03:53, 2 July 2020

eramaker era basic Structure (provisional version)

I'm sure 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 ERB files of the sample game while you have it open.

Basic Information[edit]

When opening eramaker[edit]

  • In eramaker, when you start the game, the title screen will appear and you will be presented with a choice between 「New Game」 and 「Load Game」. If you choose 「New Game」, the function EVENTFIRST will be called in the ERB file.
  • When the EVENTFIRST is over, the game stops. So you need to call SHOP, TRAIN, etc with BEGIN.
  • See the beginning of the SYSTEM.ERB in the sample game.

SHOP[edit]

Entering SHOP[edit]

  • When you enter SHOP, a function called @EVENTSHOP (if it exists) is called. This is an #Event Function.
  • After that, the function @SHOW_SHOP will be called. This is where you can display basic information such as the date and characters being trained, use PRINT_SHOPITEM for sales, and special actions such as saving and loading.

Command Selection in SHOP[edit]

  • If a number between 0 to 99 is chosen, it means to buy an item. If any other number is chosen, the function @USERSHOP is called. The selected number is stored in RESULT and should be processed accordingly.
  • Both are easy to understand if you look at the sample game's SHOP.ERB.

Purchasing[edit]

  • When you buy an item, the function @EVENTBUY is called (if it exists). This is an #Event Function.

(Items bought disappear from the shop lineup, so it's a good idea if you want to do something here)

TRAIN[edit]

Entering TRAIN[edit]

  • When you enter TRAIN, the function @EVENTTRAIN (if it exists) is called. This is an #Event Function.
  • After that, the function @SHOW_STATUS is called. This is where you can display basic information such as the date and characters being trained, as well as using PRINT_PALAM to show parameters in training.
  • It will then automatically display the commands that can be executed. The function @COM_ABLExx will be called for every command, which means that it can be executed if its RETURN is 1. Moreover, if the corresponding @COM_ABLExx does not exist, it also means that it is executable. The sample game COMABLE.ERB should be easy to understand.
  • In addition, the function @SHOW_USERCOM will be called. Special commands, such as ending training can be displayed here.
  • Both are easy to understand by looking at the sample games SYSTEM.ERB and INFO.ERB.

Command Selection in TRAIN[edit]

  • When the player chooses a command, the function @EVENTCOM (if it exists) is called first. This is an #Event Function.
  • In addition, the function corresponding to the selected command will be called. For example, if 「Missionary」 is selected and the command number of 「Missionary」 is 20 in TRAIN.CSV, the function @COM20 will be called.
  • In the case of commands like 「Blowjob」, you may not be able to execute them depending on your character's ability. In this case, RETURN 0 is called in the middle of @COMxx. Then, it will return to the command selection without executing the command.
  • If the command can be executed, RETURN 1 is called from @COMxx. Then the function @SOURCE_CHECK will be called. This is where the results of the training command are reflected in the training parameters.
  • Both COMxx.ERB and SOURCE.ERB are easy to understand by looking at the sample games.

End of Command Selection in TRAIN[edit]

  • Finally, a function called @EVENTCOMEND (if it exists) will be called. This is an #Event Function.
  • It's a good idea to do the dialogue of the character whose command is executed here. The sample game era light's CKOJOxx.ERB should be easy to understand.

User Command[edit]

  • If there is no @COMxx corresponding to the selected command, @USERCOM will be called. RESULT contains the selected command number, so please perform the corresponding operations.
  • The sample game's SYSTEM.ERB should be easy to understand when inspected.

AFTERTRAIN[edit]

  • When you enter AFTERTRAIN, the function @EVENTEND (if it exists) will be called. This is an #Event Function.
  • It's a good idea to deal with your character's dialogue (parting words?) when you finish training here. In addition, the calculation of the Gems obtained from the training should be done here as well. The sample game's AFTERTRA.ERB should be easy to understand.

ABLUP[edit]

View ABLUP[edit]

  • First, the function @SHOW_JUEL is called. It shows the Gems you have.
  • Then, the function @SHOW_ABLUP_SELECT will be called. It displays the list of Abilities, exit commands, etc.
  • The sample game's ABL.ERB is easy to understand.

ABLUP's command selection[edit]

  • When the player selects a command, the function corresponding to the selected command is called. For example, if 「C-Sense」 in [3] is selected, the function @ABLUP3 will be called.
  • If there is no @ABLUPxx corresponding to the selected command, @USERABLUP will be called. RESULT will contain the selected ABL number, so please perform the corresponding operations.
  • The sample games ABLUPxx.ERB and ABL.ERB are easy to understand.

TURNEND[edit]

  • The function @EVENTTURNEND (if it exists) will be called. This is #Event Function.
  • You may want to deal with time progression, physical recovery, etc.
  • Please note that the game needs @EVENTTURNEND or it will stop.
  • The sample game's SYSTEM.ERB is easy to understand.

Event Function[edit]

About Event Functions[edit]

  • An event function is a function that is always called at a certain time in the game. It is called when you have finished executing a command or when you want to start training.
  • Event functions are useful for displaying the character's dialogue. If you write instructions to display dialogue directly to functions such as @COMxx it will be confusing later, but you can use event functions to manage them separately.
  • Due to the nature of event functions, there may be more than one with the same name.
; Example

;The line when you finish performing Missionary
@EVENTCOMEND
;20 is Missionary, if not 20, ignore it.
SIF SELECTCOM != 20
    RETURN 0
;Ignore if FLAG:1000 is not 0
SIF FLAG:1000
    RETURN 0
PRINTW 「No... Oh my God!」
;Set the FLAG. Once it appeared, it won't appear again.
FLAG:1000 = 1
RETURN 1

;The line when you finish executing DoggyStyle
@EVENTCOMEND
;21 is DoggyStyle; if it's not 21, ignore it.
SIF SELECTCOM != 21
    RETURN 0
;Ignore if FLAG:1001 is not 0
SIF FLAG:1001
    RETURN 0
PRINTW 「Not like this...」
;Set the FLAG. Once it appeared, it won't appear again.
FLAG:1001 = 1
RETURN 1
  • Event functions can be given a "property".
  • If the property #SINGLE is given, the function with the same name will not be executed if it exits with RETURN 1. This is useful when a character says several lines at a time that are unnatural.
  • If you grant the property #PRI, it will be executed before any other function of the same name. This is useful for processes such as death checks that would be unnatural if not done first.
  • When the property #LATER is given, it is executed after other functions of the same name. This is useful for processes that are unnatural if you don't do it at the end, such as displaying "The day is over".
; Example

@EVENTTURNEND
#SINGLE
SIF FLAG:1000
    RETURN 0
FLAG:1000 = 1
PRINTW 「I don't want to...」
RETURN 1

@EVENTTURNEND
#SINGLE
SIF FLAG:1001
    RETURN 0
FLAG:1001 = 1
PRINTW 「Let me go home...」
RETURN 1

@EVENTTURNEND
#SINGLE
SIF FLAG:1002
    RETURN 0
FLAG:1002 = 1
PRINTW 「I need to get out...」
RETURN 1

@EVENTTURNEND
#LATER
PRINTW The day is over...
RETURN 1


(The three lines above can only appear one at a time. The "The day is over..." is marked with #LATER, so it never appears until FLAG:1000, FLAG:1001, or FLAG:1002 become 1.)

Update History[edit]

  • 04/07/2020 The provisional version was translated.
  • 2006/05/05 The provisional version was released.