Contributing/eralang

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Revision as of 19:45, 18 March 2019 by Lunashooter (talk | contribs) (Created page with "<big>'''THIS IS THE OLD TRANSLATION GUIDE. IT NEEDS UPDATED. ASK IN THE DISCORD BEFORE DOING ANYTHING.'''</big> = Basics: = ==PRINT== Everything after a PRINT statement is ea...")
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THIS IS THE OLD TRANSLATION GUIDE. IT NEEDS UPDATED. ASK IN THE DISCORD BEFORE DOING ANYTHING.

Basics:

PRINT

Everything after a PRINT statement is easily translated, with nothing more needed than replacing the Japanese text with English.

PRINT 
simply write stuff, in one line, without any variables
PRINTL 
Same as PRINT, except it adds a new line after printing.
PRINTW 
Same as PRINT, except waits for the player to click/press a button
PRINTFORM 
can use variables (strings: %CALLNAME%, and numbers: {LOCAL})
PRINTFORML 
Same as PRINTFORM, except it adds a new line after printing
PRINTFORMW 
Same as PRINTFORM, except waits for the player to click/press a button

Feel free to edit/add/remove all PRINT(FORM) functions until whatever you're attempting to print looks and reads correctly.

PRINT varients "S" or "V" should not be translated, they are for quick variable use without needing to write %% or {}


CALL_japanese_text

Don't translate these, They're for calling functions. If structure is something like CALL xxx("text","othertext",1) you can most likely translate what's inside quotation marks.

Comments

Comments are designated by a semicolon (;) and have no effect on the code. Generally we do not translate comments left by the Japanese, though you are free to write your own.

Skips

[SKIPSTART] and [SKIPEND]
comment for disabling whole segment of code between start and stop

Character Referal

%CALLNAME:<target>% 
When used with PRINTFORM, it displays the name of the target
<target> can be MASTER, TARGET, etc.
%HIS_HER(TARGET)%, %HIM_HER(PLAYER)% %HE_SHE(TARGET)% (sometimes also %TOSTR_THIRD(TARGET)%) 
gets the gender pronoun of the targeted character.

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

Translating .csv files:

Things like the "Virgin" talent, or the ability "C Sensitivity" are located in .csv files in the /CSV/ folder ("TALENT.csv", "ABL.csv", etc.)

DO NOT translate them directly, we now have modified the emuera engine for that.

To translate it, you'll need to create a new file named accordingly ("TALENT_TR.csv", "ABL_TR.csv", etc.) The syntax is:

処女,Virgin
自制心,Self Control

About statistics and flags from .csv files:

There are arrays for different variables divided into "groups" that are in CSV folders. TALENT's are in Talent.csv, ABL are in Abl.csv. BASE are in BASE.csv, etc.

When you want to show a 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, if you use: %ABLNAME:LOCAL% it will show the corresponding name for number, like for eraTW with LOCAL = 4 it'll show "MSense" Of ccourse, instead of ABLNAME you can also use things like BASENAME, EXPNAME, ITEMNAME, etc.

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 greater than 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)"

Git Workflow

This is the current workflow all games with active translation abide by.