Difference between revisions of "Contributing/eralang"

From Era Wiki
Jump to: navigation, search
(Created page with "I am Marylin and was born on 25 April 1972. My hobbies are Table tennis and Nordic skating.<br><br>Visit my web page: [https://www.computessrhope.com/issues/chusedos.htm website]")
 
(8 intermediate revisions by 6 users not shown)
Line 1: Line 1:
I am Marylin and was born on 25 April 1972. My hobbies are Table tennis and Nordic skating.<br><br>Visit my web page: [https://www.computessrhope.com/issues/chusedos.htm website]
+
 
 +
= 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: <code>%CALLNAME%</code>, and numbers: <code>{LOCAL}</code>)
 +
; 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.
 +
 
 +
<blockquote>
 +
'''PRINT variants "S" or "V" should not be translated, they are for quick variable use without needing to write %% or {}'''
 +
</blockquote>
 +
 +
 +
==CALL japanese_text==
 +
'''Don't translate these''', They're for calling functions.
 +
If structure is something like <code>CALL xxx("text","othertext",1)</code> you can most likely translate what's inside quotation marks.
 +
 
 +
After a function has been called, its return value is saved in the variable RESULT.
 +
 
 +
==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==
 +
; <code>%CALLNAME:<target>%</code> :When used with PRINTFORM, it displays the name of the target
 +
:<target> can be MASTER, TARGET, etc.
 +
 
 +
; <code>%HIS_HER(TARGET)%, %HIM_HER(PLAYER)% %HE_SHE(TARGET)% (sometimes also %TOSTR_THIRD(TARGET)%)</code> : 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:
 +
<code> {BASE:MASTER:ENE}</code>
 +
 
 +
There is also a way to show name from .csv file. For example, if you use: <code>%ABLNAME:LOCAL%</code> it will show the corresponding name for number, like for eraTW with LOCAL = 4 it'll show "MSense"
 +
Of ccourse, instead of <code>ABLNAME</code> you can also use things like <code>BASENAME</code>, <code>EXPNAME</code>, <code>ITEMNAME</code>, 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====
 +
Also called ternary if or ternary operator
 +
 
 +
PRINTFORM ARG is \@ARG > 5 ? more than 5 # less or equal to 5 \@ stuff
 +
 
 +
Note: It ignores the spaces around the edges of <code>?</code> and <code>#</code>
 +
 
 +
====Other PRINT examples====
 +
 
 +
PRINT [15] button number 15
 +
PRINTBUTTON "text that will highlight, without need to add [16]", 16
 +
 
 +
You can add <code>@</code> before a <code>"</code> to make it also format <code>%%</code> and <code>{}</code> like so:
 +
 
 +
LOCALS = this
 +
PRINTBUTTON @"Click %LOCALS to continue", 10
 +
 
 +
===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
 +
 +
====Short IF====
 +
 +
SIF ARG == 420
 +
    ;short IF, executes only one instruction that's directly under it
 +
 +
====Ternary Operator====
 +
 
 +
PRINTFORML If inside the PRINTFORM instructions: \@ IS_MALE(TARGET) ? he # she \@.
 +
 
 +
Note: 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 here 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===
 +
 +
SETCOLOR 204, 0, 102    ;in rgb
 +
SETCOLOR 0xff00ff      ;in hex
 +
SETCOLOR C_RED          ;it also supports constant variables
 +
SETCOLOR FOO("red")    ;and functions
 +
 +
SETCOLORBYNAME Coral    ;use HTML color names
 +
 +
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==
 +
[[File:Eragames Git Workflow.png|thumbnail|right|This is the current workflow all games with active translation abide by.]]
 +
 
 +
= Advanced: =
 +
For more documentation on eralang and Emuera check the following places
 +
* [https://osdn.net/projects/emuera/wiki/FrontPage Original Emuera documentation]
 +
* [http://cbaku.com/b/2010/12/eramaker/ Original eramaker documentation]
 +
* [[Emuera | Emuera documentation in English]] (work in progress)
 +
[[Category:Contributing]]

Revision as of 03:51, 2 July 2020

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 variants "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.

After a function has been called, its return value is saved in the variable RESULT.

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

Also called ternary if or ternary operator

PRINTFORM ARG is \@ARG > 5 ? more than 5 # less or equal to 5 \@ stuff

Note: It ignores the spaces around the edges of ? and #

Other PRINT examples

PRINT [15] button number 15
PRINTBUTTON "text that will highlight, without need to add [16]", 16

You can add @ before a " to make it also format %% and {} like so:

LOCALS = this
PRINTBUTTON @"Click %LOCALS to continue", 10

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

Short IF

SIF ARG == 420
    ;short IF, executes only one instruction that's directly under it

Ternary Operator

PRINTFORML If inside the PRINTFORM instructions: \@ IS_MALE(TARGET) ? he # she \@.

Note: 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 here 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

SETCOLOR 204, 0, 102    ;in rgb
SETCOLOR 0xff00ff       ;in hex
SETCOLOR C_RED          ;it also supports constant variables
SETCOLOR FOO("red")     ;and functions

SETCOLORBYNAME Coral    ;use HTML color names 

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.

Advanced:

For more documentation on eralang and Emuera check the following places