i cant code anymore so let ai do it

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dazedanon 2026-03-12 21:17:31 -05:00
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# Ignore all files
*.*
# File Types
!*.mps
!*.json
!*.txt
!*.project
!*.js
!*.7z
!*.csv
!*.ain
!*.fnl
!*.ks
!*.tjs
!*.yaml
!*.rb
!*.rvdata2
# Other Needed Files
!.gitignore
!README.md
!patch-config.txt
!GameUpdate*
!patch*
!Game.dat
!bsxx.dat*
!game.ini
!package.nw
!SRPG_Unpacker.exe
!(SRPG_Unpacker Patcher).bat
# Ignore
previous_patch_sha.txt
kabe3_save.dat
kabe3_system.dat
psbpack.dat
Save*
cg.dat
scene.dat
BSXScript_*
# Images
!Layout - コピー (2).png_
!battleUI_sperm.png_
!QTE_avoid.png_
!QTE_avoid2.png_
!QTE_miss.png_
!QTE_miss2.png_
!election.png_
!name.png_
!preg_def.png_
!seiyoku.png_
!father001_tinpira.png_
!father002_tinpiraboss.png_
!father003_goblin.png_
!father004_ork.png_
!father005_charao.png_
!father006_tenta.png_
!father007_name.png_
!father008_student.png_
!father009_wolf.png_
!father010_tanemaki.png_
!father011_dog.png_
!father012_mayor.png_
!father013_forceman.png_
!father014_unknown.png_
!father015_father.png_
!father016_saimin.png_
!runa_parents.png_
!logo2.png_
!save_window.png_
!title1.png_
!title2.png_
!title3.png_
!title3_1.png_
!title4.png_
!title4_1.png_
!title4_2.png_
!title5.png_
!title5_1.png_
!trial_end.png_
!tutorial_01.png_
!tutorial_02.png_
!tutorial_02_00.png_
!tutorial_02_01.png_
!tutorial_02_02.png_
!tutorial_02_03.png_
!tutorial_03.png_
!tutorial_04.png_
!tutorial_05.png_
!tutorial_06.png_
!tutorial_07.png_
!tutorial_08.png_
!tutorial_09.png_
!tutorial_09_01.png_
!tutorial_10_00.png_
!tutorial_10_01.png_
!tutorial_11_00.png_
!tutorial_11_01.png_
!tutorial_12_01.png_
!tutorial_12_02.png_
!tutorial_12_03.png_
!tutorial_13_00.png_
!tutorial_13_01.png_
!tutorial_13_02.png_
!tutorial_14_01.png_
!tutorial_14_02.png_
!tutorial_21_01.png_
!tutorial_21_02.png_
!tutorial_21_03.png_
!bar_hentai.png_
!bar_org.png_
!bar_preg.png_
!bar_sex.png_
!start.png_
!title_01.png_
!title_02.png_
!Command_0.png_
!Command_1.png_
!Command_2.png_

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username=dazed-translations
repo=magical-girls-runa-and-nanami
branch=main

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# MAIN CHARACTERS
エルミナ (Elmina) - Female; protagonist; elf mage
フェリス (Feris) - Female; spirit entity; Elmina's guardian & companion
# ALLIES / COMPANIONS
アンナ (Anna) - Female; witch; lives in 魔女の森; ally
メープル (Maple) - Female; companion; timid
ダイヤ (Daiya) - Female; companion; diligent
トルテ (Torte) - Female; companion; cook/baker
クレア (Claire) - Female; full name クレアリス・デカート (Clairis Decart); guild-affiliated
ルイン (Ruin) - Female; Elmina's younger sister (妹); key story motivation
# SIDE / RECURRING CHARACTERS
バブンスキー (Babunsky) - Male; antagonistic early on, later redeems himself
ドンフシ (Donfushi) - Male; バブンスキー's younger brother; from プライア村
ツギカ (Tsugika) - Male; young villager; has feelings for Elmina
ミゲル (Miguel) - Male; minor NPC; innkeeper or medical role
# ANTAGONISTS
アナゼマ (Anazema) - Spirit entity; primary antagonist; former co-guardian of 魔界
ロザリー (Rosalie) - Female; ruler of カロン; arc boss
キングディブロ (King Diabro) - Boss; Dwarf dungeon; defeated for 水の精霊石
プーペ (Pupe) - Female; spider-type monster girl (クモ型魔物娘); recurring mini-boss
魔神 (Demon God) - Entity; final-area antagonist; gave power to アナゼマ
ビャクダン (Byakudan) - Named boss; Slum dungeon
# Note: 魔神 = "Demon God" do NOT render as 'Majin'
# ENEMY / MONSTER TYPES
スライム (Slime)
オーク (Orc)
ゴブリン (Goblin)
ゴブリン兄弟 (Goblin Brothers)
こうもり (Bat)
ミノタウロス (Minotaur)
魔物娘 (Monster Girl)
クモ型魔物娘 (Spider-type Monster Girl) プーペ's species
# LOCATIONS
## STARTING AREA
プライア村 (Puraia Village) - Elmina's starting village
ノストゥスの森 (Nostus Forest) - Forest east of Puraia Village; early dungeon
## KARON CITY
カロン (Karon) - Major city; mid-game hub; ruled by ロザリー様
カロン街道 (Karon Road) - Road connecting Puraia Village to Karon
オプス (Opus) - Karon's high-end inn
## WITCH'S FOREST
魔女の森 (Witch's Forest) - Anna's domain
魔女道 (Witch's Road) - Path leading to 魔女の森
## DUNGEONS
オーク洞窟 (Orc Cave) - Multi-floor orc dungeon
ロザリー屋敷 (Rosalie's Mansion) - ロザリー's residence; 14+ floors
## DWARF AREA
ドワーフ街道 (Dwarf Road) - Road from Karon toward Dwarf territory
ドワーフ隠れ里 (Dwarf Hidden Village) - Dwarf settlement
ドワーフダンジョン (Dwarf Dungeon) - キングディブロ boss dungeon
## SLUMS
スラム (Slums) - Poverty district off the Dwarf Road
娼館 (Brothel / Pleasure House) - Located in the Slums
## ELF VILLAGE
エルフ里 (Elf Village) - Elmina's homeland; destroyed before the story begins
## SPIRIT STONE DUNGEONS
精霊石ダンジョン (Spirit Stone Dungeon) - Entrance to three elemental paths
火 (Fire) - Fire dungeon path
風 (Wind) - Wind dungeon path
水 (Water) - Water dungeon path
## DEMON WORLD
魔界 (Demon World) - The demonic realm; final area
# Note: render as "Demon World" NOT "Netherworld" or "Makai"
# WORLD-BUILDING TERMS
淫紋 (Ero Brand / Lewd Mark) - Contract seal on Elmina's belly; converts desire into magic
精霊石 (Spirit Stone) - Three elemental key items needed to grant Elmina's wish
炎の精霊石 (Fire Spirit Stone)
水の精霊石 (Water Spirit Stone)
風の精霊石 (Wind Spirit Stone)
魔力 (Mana / Magical Power)
ノロイ (Curse) - アナゼマ's seal placed on the Spirit Stones
冒険者 (Adventurer) - profession/rank system
ギルド (Guild) - the Adventurers' Guild
ギルド長 (Guild Master)
調合師 (Alchemist / Apothecary) - crafts 回復ビン from ingredients
チャームリンク (Charm Link) - magical bond item between Elmina and a companion
協会 (Temple / Shrine) - religious institution enshrining the 女神達
女神 (Goddess) - deities who once saved the continent
女神達 (Goddesses) - plural; enshrined in the 協会
魔女 (Witch) - female magic practitioner; distinct from 魔法使い (mage)
ドワーフ族 (Dwarf Tribe / Dwarf Clan)
エルフ (Elf) - Elmina's race
アニキ (Aniki) - "big bro"; ドンフシ's term for バブンスキー
# WEAPON TYPES (Elmina's magic)
炎の魔法 (Fire Magic) - status ailments; sustained damage
水の魔法 (Water Magic) - single-hit damage; raises HP and Defense
風の魔法 (Wind Magic) - multi-hit combos; gains debuffs on growth
盾の魔法 (Shield Magic) - raises Defense; beginner-recommended
# ARMORS / OUTFITS
エルミナの普段着 (Elmina's Everyday Clothes)
絹の肌着 (Silk Undershirt)
魅惑のバニー (Alluring Bunny)
メイド服 (Maid Outfit)
ワンダーウルフ (Wonder Wolf)
調教服 (Training Outfit / Leash Outfit)
# BATTLE STATES
戦闘不能 (Incapacitated / KO)
防御 (Guard / Defending)
不死身 (Immortal)
毒 (Poison)
暗闇 (Blind / Darkness)
沈黙 (Silence)
激昂 (Enrage / Fury)
混乱 (Confusion)
魅了 (Charm / Enthralled)
睡眠 (Sleep)
# KEY ITEMS
怪しげな薬 (Suspicious Medicine)
冒険者登録証 (Adventurer's Registration Card)
トルテのお弁当 (Torte's Lunchbox)
回復ビン (Recovery Vial) - upgrades +1 through +15
屋敷のカギ (Mansion Key)
力のグローブ (Power Gloves)
爆音袋 (Sonic Bag / Bang Bag)
子猫の入ったカバン (Bag Containing a Kitten)
チャームリンク・メープル (Charm Link: Maple) - +Defense
チャームリンク・アンナ (Charm Link: Anna) - +Magic
チャームリンク・ダイヤ (Charm Link: Daiya) - +Defense
## Crafting Ingredients (素材)
緑草 (Green Grass)
黄草 (Yellow Grass)
赤草 (Red Grass)
黒草 (Black Grass)
ロゼの花 (Roze Flower)
オルラーヤ (Orlaya)
リンドウ (Gentian)
ベニダケ (Red Mushroom)
サボテンの果実 (Cactus Fruit)
輝くゼンマイ (Glowing Bracken)
触手の若芽 (Tentacle Sprout)
水 (Water)
純水 (Pure Water)
魔力水 (Mana Water)
## Guild Exchange Drops (ギルド換金)
スライムの核 (Slime Core)
スライムの巨大核 (Slime Giant Core)
スライムの赤核 (Slime Red Core)
スライムの赤粘膜 (Slime Red Membrane)
オークの牙 (Orc Fang)
獣の毛 (Beast Fur)
焔心核 (Flame Heart Core)
蜘蛛の糸 (Spider Thread)
悪魔の角 (Demon Horn)
海魔の墨 (Kraken Ink)
悪魔の羽根 (Demon Feather)
死霊の灰 (Wraith Ash)
## Mana Crystal EXP Items
小さな魔力結晶 (Small Mana Crystal) - EXP 10
魔力結晶 (Mana Crystal) - EXP 100
大きな魔力結晶 (Large Mana Crystal) - EXP 1,000
巨大な魔力結晶 (Giant Mana Crystal) - EXP 10,000
## Boss Mana Cores (素材)
プーペの魔力核 (Pupe's Mana Core)
ビャクダンの魔力核 (Byakudan's Mana Core)
キングディブロの魔力核 (King Diabro's Mana Core)
ロザリーの魔力核 (Rosalie's Mana Core)
タイタンワームの魔力結晶 (Titan Worm Mana Crystal)
# ROMANISATION CONVENTIONS
エルミナ (Elmina) - not Erumina; matches title
フェリス (Feris) - matches sprite file "feris1"
アンナ (Anna)
メープル (Maple)
ダイヤ (Daiya) - or Dia; avoid "Diamond" in dialogue
バブンスキー (Babunsky)
ドンフシ (Donfushi)
ツギカ (Tsugika)
トルテ (Torte) - German: layer-cake
クレア (Claire)
クレアリス・デカート (Clairis Decart) - both parts are proper nouns
アナゼマ (Anazema)
ルイン (Ruin) - or Luin
プーペ (Pupe) - or Poupée; French: doll
ミゲル (Miguel)
ロザリー (Rosalie)
キングディブロ (King Diabro)
ビャクダン (Byakudan)
カロン (Karon)
プライア村 (Puraia Village) - keep "Puraia" per map file names
ノストゥスの森 (Nostus Forest)
ドワーフ (Dwarf)
エルフ (Elf)
魔界 (Demon World) - NOT "Netherworld"; keep distinct from 地獄 "Hell"
淫紋 (Ero Brand) - or "Lewd Mark"; keep consistent within project
精霊石 (Spirit Stone)
ノロイ (Curse)
魔神 (Demon God) - NOT "Majin"; translate fully
調合師 (Alchemist) - or Apothecary; be consistent
ギルド長 (Guild Master)
アニキ (Aniki) - or "Big Bro"; keep consistent per character

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"""
"""
RPGMaker Workflow Tab - Automation hub for the full translation pipeline.
Provides a guided, step-by-step interface:
Step 0 Select game project folder and import data files into files/
Step 1 Edit vocab.txt (glossary) inline
Step 2 Actor variable substitution (\\n[X] names)
Step 3 Auto-detect speaker format and apply to module settings
Step 4 Phase 1 (safe dialogue codes) and Phase 2 (risky codes) translation
Step 5 Export translated/ back to the game folder
Step 1 (Optional) Pre-process game files
Step 2 Auto-detect speaker format and apply to module settings
Step 3 Build glossary: parse speakers, then enrich with AI prompt
Step 4 Actor variable substitution (\\n[X] names)
Step 5 Phase 1 (safe dialogue codes) and Phase 2 (risky codes) translation
Step 6 Export translated/ back to the game folder
"""
from __future__ import annotations
@ -417,12 +418,12 @@ class WorkflowTab(QWidget):
vbox.addWidget(_make_hr())
self._build_preprocess(vbox)
vbox.addWidget(_make_hr())
self._build_step3(vbox)
vbox.addWidget(_make_hr())
self._build_step1(vbox)
vbox.addWidget(_make_hr())
self._build_step2(vbox)
vbox.addWidget(_make_hr())
self._build_step3(vbox)
vbox.addWidget(_make_hr())
self._build_step4(vbox)
vbox.addWidget(_make_hr())
self._build_step6(vbox)
@ -543,29 +544,54 @@ class WorkflowTab(QWidget):
_PROMPT_GLOSSARY = (
"You are helping me build a complete translation glossary for a Japanese RPGMaker game.\n"
"\n"
"Please scan ALL of these game files (Actors.json, CommonEvents.json, Map*.json, "
"Troops.json, and any other available files) and produce TWO sections:\n"
"⚠️ FILE SIZE WARNING: Map files and CommonEvents.json can be extremely large "
"(hundreds of thousands of lines). Do NOT attempt to read them in full — you will "
"hit context limits and miss content. Instead, use this strategy:\n"
"\n"
" 1. Read the small structured DB files IN FULL first — these are the richest "
"source of names and are always small:\n"
" Actors.json, Classes.json, Troops.json, Skills.json, Items.json, "
"Armors.json, Weapons.json, States.json, System.json\n"
"\n"
" 2. For large files (CommonEvents.json, Map*.json), do NOT read sequentially. "
"Instead, SEARCH (grep) for:\n"
" - Named character patterns: 【, \\\\n<, \\\\k< at the start of dialogue lines\n"
" - Unique proper nouns: capitalised katakana clusters or kanji compound nouns "
"in \"message\" or \"parameters\" fields\n"
" Scan Map001.json through Map010.json at most — early maps have the most "
"story-critical dialogue.\n"
"\n"
" 3. Stop adding entries once you stop finding new names/terms — do not pad.\n"
"\n"
"Produce TWO sections of output.\n"
"\n"
"Output the results EXACTLY in the format shown below, including the category headers "
"starting with #. Do not add any other text, preamble, or explanation outside the entries.\n"
"\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
"SECTION 1 — NAMED CHARACTERS\n"
"# Game Characters\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
"Identify every NAMED CHARACTER that appears in dialogue or descriptions.\n"
"For each character provide:\n"
" - Japanese name (katakana/kanji as it appears in-game)\n"
" - English transliteration or translation\n"
" - Gender (Male / Female / Unknown) — infer from speech patterns or pronouns\n"
" - Brief role note (e.g. protagonist, antagonist, NPC, merchant)\n"
" - Role (protagonist, antagonist, NPC, etc.)\n"
" - Speech register and personality notes — how they speak, their tone, any nicknames, "
"whether their name is player-chosen, etc.\n"
"\n"
"Format — one entry per line:\n"
"山田太郎 (Yamada Taro) - Male; protagonist; high-school student\n"
"浅井花子 (Asai Hanako) - Female; childhood friend; lives in 栄町\n"
"Format — the header line, then one entry per line:\n"
"# Game Characters\n"
"\u30b7\u30ed (Shiro) - Female; protagonist; player-controlled (Actors.json ID 1); "
"speaks in a flustered, cute register with feminine speech markers; nickname \u30d0\u30ab\u732b\u3002\n"
"\u30af\u30ed\u30cd (Kurone) - Female; antagonist; cold and terse; speaks in short cutting sentences\n"
"\n"
"Rules:\n"
" - Named characters only — no generic enemy types or unnamed NPCs.\n"
" - If a character has a player-chosen name (e.g. Actors.json id 1), note it explicitly.\n"
"\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
"SECTION 2 — WORLDBUILDING TERMS\n"
"# Worldbuilding Terms\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
"Identify lore-specific terms that appear in dialogue, descriptions, or narration "
"but do NOT have a dedicated database file — i.e. terms the translation tool will NOT "
@ -573,24 +599,53 @@ class WorkflowTab(QWidget):
"\n"
"Target specifically:\n"
" - Faction / organisation names (kingdoms, guilds, cults, nations)\n"
" - Location names that are mentioned in dialogue but are not map titles\n"
" - Location names mentioned in dialogue but not map titles\n"
" - Unique magic systems, schools of magic, or power classifications\n"
" - Lore titles and honorifics unique to this setting\n"
" - Recurring in-universe concepts, events, or proper nouns with no English equivalent\n"
" - Recurring in-universe concepts or proper nouns with no English equivalent\n"
"\n"
"For each term provide:\n"
" - Japanese original (as it appears in-game)\n"
" - Recommended English translation\n"
" - Brief note explaining what it is\n"
"\n"
"Format — one entry per line:\n"
"魔世界 (Demon World) - The demonic realm referenced in NPC dialogue; not a named map\n"
"聖剣教団 (Holy Blade Order) - Antagonist faction controlling the eastern territories\n"
"Format — the header line, then one entry per line:\n"
"# Worldbuilding Terms\n"
"\u9b54\u4e16\u754c (Demon World) - The demonic realm referenced in NPC dialogue; not a named map\n"
"\u8056\u5263\u6559\u56e3 (Holy Blade Order) - Antagonist faction controlling the eastern territories\n"
"\n"
"Rules:\n"
" - Do NOT list skill names, item names, weapon names, armour names — the tool handles those.\n"
" - Skip generic RPG words (ポーション, レベル, ステータス, etc.).\n"
" - Do NOT repeat character names here — those belong in Section 1."
" - Skip generic RPG words (\u30dd\u30fc\u30b7\u30e7\u30f3, \u30ec\u30d9\u30eb, \u30b9\u30c6\u30fc\u30bf\u30b9, etc.).\n"
" - Do NOT repeat character names here.\n"
"\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
"COMPLETE EXAMPLE OUTPUT\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
"Below is what a correct, well-formed response looks like.\n"
"Your output should follow this structure exactly:\n"
"\n"
"```\n"
"# Game Characters\n"
"アリア (Aria) - Female; protagonist; player-chosen name (Actors.json ID 1); "
"speaks cheerfully in casual feminine speech; nicknamed アリアちゃん by her sister\n"
"ゼクス (Zex) - Male; antagonist; cold and commanding; addresses others with contempt; "
"uses archaic formal register\n"
"カナエ (Kanae) - Female; NPC shopkeeper; warm and motherly; ends sentences with わね\n"
"\n"
"# Worldbuilding Terms\n"
"虚無の穴 (Void Rift) - Dimensional tear referenced repeatedly in Act 2 NPC dialogue; "
"not a named map location\n"
"鋼の誓約 (Iron Vow) - Sacred oath-binding ritual unique to the knightly order; "
"appears in story cutscenes\n"
"裁定者 (Arbiter) - Title held by the ruling council; lore-specific rank with no "
"real-world equivalent\n"
"```\n"
"\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
"GLOBAL RULES (apply to both sections)\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
" - NEVER give two options for any term (e.g. 'Sylfia / Sylphia' is wrong). "
"Always commit to a single best translation. If multiple transliterations exist, "
"pick the most etymologically accurate or natural-sounding one and use only that.\n"
" - Use a plain hyphen-minus (-) as the separator between the Japanese entry and "
"its description. Never use an em dash (\u2014) or en dash (\u2013) \u2014 the "
"translation tool only recognises the plain hyphen."
)
# ── Step 1 (Optional): Pre-process ────────────────────────────────
@ -693,8 +748,8 @@ class WorkflowTab(QWidget):
tc_inner = QVBoxLayout(tc)
tc_inner.setSpacing(4)
tc_desc = QLabel(
"Copies everything from the <code>gameupdate/</code> folder in the game root "
"into the game\'s data folder, overwriting existing files."
"Copies everything from the <code>gameupdate/</code> folder "
"into the game\'s root folder, overwriting existing files."
)
tc_desc.setTextFormat(Qt.RichText)
tc_desc.setWordWrap(True)
@ -719,7 +774,7 @@ class WorkflowTab(QWidget):
tc_dst_row = QHBoxLayout()
tc_dst_row.addWidget(QLabel("Destination:"))
self.pp_gameupdate_dst_label = QLabel("(data folder auto-filled from project)")
self.pp_gameupdate_dst_label = QLabel("(game root folder auto-filled from project)")
self.pp_gameupdate_dst_label.setStyleSheet("color:#888;font-size:10px;")
tc_dst_row.addWidget(self.pp_gameupdate_dst_label, 1)
tc_inner.addLayout(tc_dst_row)
@ -752,7 +807,7 @@ class WorkflowTab(QWidget):
)
def _build_step1(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 2 — Glossary (vocab.txt)"))
layout.addWidget(_make_section_label("Step 3 — Glossary (vocab.txt)"))
hint = QLabel(
"Edit your glossary below. Character names, genders, and worldbuilding terms "
"here are injected into every AI prompt for consistent terminology."
@ -761,8 +816,43 @@ class WorkflowTab(QWidget):
hint.setStyleSheet("color:#888;font-size:10px;padding-bottom:4px;")
layout.addWidget(hint)
# ---- Parse Speakers -------------------------------------------------
spk_box = QGroupBox("2a — Parse Speakers (Auto-detect Names)")
spk_box.setStyleSheet(
"QGroupBox{color:#ccc;border:1px solid #444;border-radius:3px;"
"margin-top:8px;font-size:11px;}"
"QGroupBox::title{padding:0 6px;}"
)
spk_inner = QVBoxLayout(spk_box)
spk_inner.setSpacing(6)
spk_hint = QLabel(
"Scans every file in <b>files/</b> and extracts all detected speaker names "
"into a <b># Speakers</b> section of vocab.txt. "
"Run this first — the AI prompt below will then work from the pre-populated "
"list and can enrich entries with gender, role, and speech register."
)
spk_hint.setTextFormat(Qt.RichText)
spk_hint.setWordWrap(True)
spk_hint.setStyleSheet("color:#888;font-size:10px;")
spk_inner.addWidget(spk_hint)
spk_row = QHBoxLayout()
self._parse_speakers_status = QLabel("")
self._parse_speakers_status.setStyleSheet("color:#aaa;font-size:10px;")
spk_row.addWidget(self._parse_speakers_status, 1)
self._parse_speakers_btn = _make_btn("🔍 Parse Speakers", "#007acc")
self._parse_speakers_btn.setToolTip(
"Scan all game files for speaker names and write them to vocab.txt"
)
self._parse_speakers_btn.clicked.connect(self._run_parse_speakers)
spk_row.addWidget(self._parse_speakers_btn)
spk_inner.addLayout(spk_row)
layout.addWidget(spk_box)
# ---- Copilot / Cursor prompt helpers --------------------------------
prompt_box = QGroupBox("AI Prompt Helpers (Copilot / Cursor)")
prompt_box = QGroupBox("2b — AI Prompt Helpers (Copilot / Cursor)")
prompt_box.setStyleSheet(
"QGroupBox{color:#ccc;border:1px solid #444;border-radius:3px;"
"margin-top:8px;font-size:11px;}"
@ -772,8 +862,10 @@ class WorkflowTab(QWidget):
pb_inner.setSpacing(6)
prompt_hint = QLabel(
"Copy a prompt below, paste it into GitHub Copilot Chat or Cursor with your "
"game files open, then paste the AIs output into vocab.txt."
"After parsing speakers above, copy the prompt below and paste it into "
"GitHub Copilot Chat or Cursor with your game files open. "
"The AI will enrich the speaker list with gender, role, and speech register "
"and add worldbuilding terms. Paste the AI's output back into vocab.txt."
)
prompt_hint.setWordWrap(True)
prompt_hint.setStyleSheet("color:#888;font-size:10px;")
@ -800,8 +892,10 @@ class WorkflowTab(QWidget):
# ---- vocab.txt editor -----------------------------------------------
layout.addWidget(_make_section_label("vocab.txt editor"))
format_hint = QLabel(
"Expected line format: Japanese (English) - Gender; role; notes\n"
"Example: 山田太郎 (Yamada Taro) - Male; protagonist; village blacksmith"
"Put character entries under # Game Characters — they are always sent to the AI.\n"
"Format: Japanese (English) - Gender; role; speech register / personality notes\n"
"Example: シロ (Shiro) - Female; protagonist; speaks in a flustered, cute register with feminine speech markers\n"
"Universal terms (honorifics, elements, etc.) live in vocab_base.txt and are auto-appended on every save."
)
format_hint.setFont(QFont("Consolas", 9))
format_hint.setStyleSheet(
@ -834,7 +928,7 @@ class WorkflowTab(QWidget):
# ── Step 2: Actor Variables ─────────────────────────────────────────────
def _build_step2(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 3 — Actor Variable Substitution"))
layout.addWidget(_make_section_label("Step 4 — Actor Variable Substitution"))
hint = QLabel(
"Replaces \\n[X] RPGMaker name variables with actual actor names "
"so the AI has proper context. After translation the variables are "
@ -872,7 +966,7 @@ class WorkflowTab(QWidget):
# ── Step 3: Speaker Detection ───────────────────────────────────────────
def _build_step3(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 4 — Speaker Format Detection"))
layout.addWidget(_make_section_label("Step 2 — Speaker Format Detection"))
hint = QLabel(
"Scans map files to determine how speaker names are embedded in dialogue "
"and automatically sets the correct INLINE401SPEAKERS / FIRSTLINESPEAKERS "
@ -1099,11 +1193,69 @@ class WorkflowTab(QWidget):
# Step 1 Vocab
# ─────────────────────────────────────────────────────────────────────────
def _run_parse_speakers(self):
"""Launch a speaker-parse pass over files/ and write results to vocab.txt."""
try:
from gui.translation_tab import TranslationWorker
except Exception as exc:
self._log(f"Could not import TranslationWorker: {exc}")
return
project_root = Path(__file__).parent.parent
files_dir = project_root / "files"
all_json = sorted(
p.name for p in files_dir.glob("*.json") if p.name != ".gitkeep"
) if files_dir.exists() else []
if not all_json:
self._log("No JSON files found in files/. Run Step 1 (import) first.")
self._parse_speakers_status.setText("No files found in files/.")
return
self._log(f"Parsing speakers from {len(all_json)} file(s)...")
self._parse_speakers_btn.setEnabled(False)
self._parse_speakers_status.setText("Running...")
module_info = ["RPG Maker MV/MZ", [".json"], None]
worker = TranslationWorker(
project_root, module_info, estimate_only=False,
selected_files=all_json,
parse_speakers=True,
)
worker.log_signal.connect(self._log)
worker.progress_signal.connect(
lambda cur, tot, fn: self._parse_speakers_status.setText(
f"[{cur}/{tot}] {Path(fn).name}"
)
)
worker.finished_signal.connect(self._on_parse_speakers_done)
self._worker = worker
worker.start()
def _on_parse_speakers_done(self, ok: bool, msg: str):
self._parse_speakers_btn.setEnabled(True)
if ok:
self._parse_speakers_status.setText(
"Done — # Speakers section written to vocab.txt"
)
self._reload_vocab()
self._log("Speaker parse complete. vocab.txt updated with # Speakers.")
else:
self._parse_speakers_status.setText(f"Failed: {msg}")
self._log(f"Speaker parse failed: {msg}")
_BASE_SEPARATOR = "# ── Base Vocabulary (auto-appended from vocab_base.txt — do not edit below) ──\n"
def _reload_vocab(self):
vocab_path = Path("vocab.txt")
try:
if vocab_path.exists():
self.vocab_editor.setPlainText(vocab_path.read_text(encoding="utf-8"))
text = vocab_path.read_text(encoding="utf-8")
# Strip the auto-appended base section so editor shows only game-specific content
sep_idx = text.find(self._BASE_SEPARATOR)
if sep_idx != -1:
text = text[:sep_idx].rstrip("\n")
self.vocab_editor.setPlainText(text)
else:
self.vocab_editor.setPlainText("# Add character glossary entries here\n")
except Exception as exc:
@ -1111,10 +1263,12 @@ class WorkflowTab(QWidget):
def _save_vocab(self):
try:
Path("vocab.txt").write_text(
self.vocab_editor.toPlainText(), encoding="utf-8"
)
self._log("✅ vocab.txt saved.")
game_text = self.vocab_editor.toPlainText().rstrip("\n")
base_path = Path("vocab_base.txt")
base_text = base_path.read_text(encoding="utf-8") if base_path.exists() else ""
combined = game_text + "\n\n" + self._BASE_SEPARATOR + base_text
Path("vocab.txt").write_text(combined, encoding="utf-8")
self._log("✅ vocab.txt saved (base terms from vocab_base.txt appended).")
except Exception as exc:
self._log(f"❌ Could not save vocab.txt: {exc}")
@ -1442,7 +1596,7 @@ class WorkflowTab(QWidget):
except Exception:
pass
try:
self.pp_gameupdate_dst_label.setText(data_path or "(no data folder detected)")
self.pp_gameupdate_dst_label.setText(game_root or "(no game folder detected)")
except Exception:
pass
@ -1488,12 +1642,12 @@ class WorkflowTab(QWidget):
def _run_gameupdate(self):
src = self.pp_gameupdate_edit.text().strip()
dst = self._data_path
dst = self.folder_edit.text().strip()
if not src:
self._log("⚠ No gameupdate folder path set.")
return
if not dst:
self._log("⚠ No data folder detected. Complete Step 0 first.")
self._log("⚠ No game root folder set. Complete Step 0 first.")
return
if not Path(src).is_dir():
self._log(f"⚠ gameupdate folder not found: {src}")
@ -1534,14 +1688,15 @@ class WorkflowTab(QWidget):
skipped.append(f"B (format plugins.js): {reason}")
# C — gameupdate copy
if gameupdate_src and Path(gameupdate_src).is_dir() and data_path:
game_root_dst = self.folder_edit.text().strip()
if gameupdate_src and Path(gameupdate_src).is_dir() and game_root_dst:
self._log("▶ [C] gameupdate copy …")
self._run_gameupdate()
else:
if not gameupdate_src or not Path(gameupdate_src).is_dir():
reason = f"source not found ({gameupdate_src or 'not set'})"
else:
reason = "data folder missing"
reason = "game root folder missing"
skipped.append(f"C (gameupdate): {reason}")
for msg in skipped:

View file

@ -74,7 +74,7 @@ LEAVE = False
# FIRSTLINESPEAKERS: Guess speaker from first line.
FIRSTLINESPEAKERS = False
# INLINE401SPEAKERS: Extract speaker from "Name「dialogue」" inline format on 401 lines.
INLINE401SPEAKERS = True
INLINE401SPEAKERS = False
# FACENAME101: Map face name -> speaker.
FACENAME101 = False
# Face name -> speaker mapping for FACENAME101.

View file

@ -24,10 +24,13 @@ You will be translating erotic and sexual content. You will receive lines of dia
## Characters and Pronouns
- The **"# Game Characters"** section lists character names, nicknames, and genders. Use it to resolve any ambiguity.
- The **"# Game Characters"** section contains character entries. Each entry may include the character's name, nicknames, gender, role, personality, and speech register notes. Read every entry carefully and apply all of it.
- **Name & spelling:** Always use the English name given in the entry. Never invent a different romanisation.
- **Gender:** Use the stated gender when resolving pronouns and コイツ / あいつ / こいつ references.
- **Speech register:** If the entry describes how a character speaks (flustered, blunt, formal, childlike, crude, etc.), mirror that register in their English dialogue. A character described as speaking in a "cute, flustered register" should sound different from one described as "cold and terse".
- **Role & context:** Use the role/personality notes to inform tone — a villain's lines should feel threatening, a comic-relief NPC's lines should feel goofy, etc.
- Japanese omits pronouns constantly. Infer the correct subject and pronoun from context, translation history, and the character list.
- Third-person pronouns (彼, 彼女, あいつ, こいつ, そいつ, コイツ) should match the known gender of the person being referenced.
- Speech register matters: rough masculine speech (e.g., 俺, だ/だろ) → blunt or casual English. Soft feminine speech (e.g., 私, わ/のよ) → softer, more polite English.
- Translate **コイツ** as "this bastard" (male) or "this bitch" (female) depending on the referenced character's gender.
---

View file

@ -1,15 +1,20 @@
"""
Speaker Format Detector for RPGMaker MV/MZ
Scans map / event files and scores three detection modes:
Mirrors the detection priority of rpgmakermvmz.py searchCodes() exactly:
INLINE401SPEAKERS 401 lines contain Namedialogue
FIRSTLINESPEAKERS a short (< 40 char) 401 followed by 401/405 starting
with " ( * [
FACENAME101 a 101 code (Show Text / face cmd) immediately precedes
a 401 block
Pass 1 scan 401/405 codes in order:
1. \\n<Name> / \\k<Name> inline nametag codes (always active, no flag needed)
2. Name alone on a 401 line (always active, no flag needed)
3. Namedialogue on same 401 line (always active, no flag needed)
4. Namedialogue inline quote -> INLINE401SPEAKERS
5. Short 401 (<40 chars) followed by 401 whose
text starts with " ( * [ -> FIRSTLINESPEAKERS
Returns the best mode and confidence scores for each.
Pass 2 only if Pass 1 produced no reliable hits:
6. 101 code param[0] is a non-empty name string -> FACENAME101
Returns the best mode and confidence scores.
"""
from __future__ import annotations
@ -18,13 +23,28 @@ import json
import re
from pathlib import Path
# Regex used to detect inline quote speaker: "Name「..." at start of 401 text
_INLINE_RE = re.compile(r"^([^\s「」。、\\\n]{1,20})「")
# ── Regexes matching rpgmakermvmz.py exactly ────────────────────────────────
# Characters that signal the next 401 is dialogue (first-line speaker heuristic)
# \\n<Name> / \\k<Name> nametag codes (always active in module)
_NAMETAG_RE = re.compile(
r"[\\]+[kKnN][wWcCrRrEe]?[\[<](?:[\\]*\w\[\d+\])?(.*?)(?:[\\]*\w\[\d+\])?[>]"
)
# 【Name】 alone on the line (with optional trailing control codes)
_BRACKET_ALONE_RE = re.compile(
r"^\s*【[^】]+】(?:\s*|(?:[\\]+[A-Za-z]+(?:\[(?:[^\[\]]|\[[^\]]*\])*\])+\s*)*)$"
)
# 【Name】dialogue on the same line
_BRACKET_INLINE_RE = re.compile(r"^\s*【([^】]+)】(.+)", re.DOTALL)
# Inline quote: Name「dialogue…
_INLINE_QUOTE_RE = re.compile(r"^([^\s「」。、\\\n]{1,20})「")
# Dialogue starters that follow a FIRSTLINESPEAKERS name line
_DIALOGUE_STARTERS = ("", '"', "(", "", "*", "[")
# Minimum number of qualifying events to consider a result reliable
# Minimum hits to trust a result
_MIN_HITS = 3
@ -32,41 +52,46 @@ def detect_speaker_format(
files_dir: str | Path = "files",
sample_size: int = 20,
) -> dict:
"""Scan up to *sample_size* map files and score speaker detection modes.
"""Scan up to *sample_size* map files and determine the speaker format.
Returns:
{
"best_mode": "INLINE401SPEAKERS" | "FIRSTLINESPEAKERS" | "FACENAME101" | "NONE",
"best_mode": "INLINE401SPEAKERS" | "FIRSTLINESPEAKERS" | "FACENAME101"
| "ALWAYS_ON" | "NONE",
"scores": {
"INLINE401SPEAKERS": int, # raw hit count
"FIRSTLINESPEAKERS": int,
"FACENAME101": int,
"nametag_codes": int, # \\n<Name> hits — always handled, no flag
"bracket_401": int, # 【Name】 hits — always handled, no flag
"INLINE401SPEAKERS": int,
"FIRSTLINESPEAKERS": int,
"FACENAME101": int,
},
"total_401_groups": int, # total dialogue groups examined
"total_401_groups": int,
"files_scanned": int,
"recommended_config": { # ready to apply to rpgmakermvmz.py
"FIRSTLINESPEAKERS": bool,
"recommended_config": {
"INLINE401SPEAKERS": bool,
"FIRSTLINESPEAKERS": bool,
"FACENAME101": bool,
},
"confidence": "high" | "medium" | "low",
"note": str, # human-readable explanation
"note": str,
}
"""
files_dir = Path(files_dir)
scores = {
"nametag_codes": 0,
"bracket_401": 0,
"INLINE401SPEAKERS": 0,
"FIRSTLINESPEAKERS": 0,
"FACENAME101": 0,
"FACENAME101": 0,
}
total_groups = 0
files_scanned = 0
# Collect map files (Maps only, not MapInfos)
# Collect map files (Maps only, not MapInfos), largest first for better signal
map_files = sorted(
[p for p in files_dir.glob("Map[0-9]*.json") if p.is_file()],
key=lambda p: p.stat().st_size,
reverse=True, # scan larger maps first for better signal
reverse=True,
)[:sample_size]
for fp in map_files:
@ -104,121 +129,155 @@ def detect_speaker_format(
for entry in ce_data or []:
if not entry:
continue
cmd_list = entry.get("list") or []
_score_command_list(cmd_list, scores)
_score_command_list(entry.get("list") or [], scores)
except Exception:
pass
# Determine best mode
best = max(scores, key=lambda k: scores[k])
best_score = scores[best]
second_best = sorted(scores.values(), reverse=True)[1]
if best_score < _MIN_HITS:
best_mode = "NONE"
confidence = "low"
note = (
f"No strong speaker pattern detected "
f"(scanned {files_scanned} file(s), {total_groups} dialogue group(s)). "
"Consider checking speaker settings manually."
)
elif best_score > second_best * 2:
best_mode = best
confidence = "high"
note = (
f"Strong signal for {best} "
f"({best_score} hits vs {second_best} for next best, "
f"{total_groups} dialogue group(s) in {files_scanned} file(s))."
)
else:
best_mode = best
confidence = "medium"
note = (
f"Moderate signal for {best} "
f"({best_score} hits, {second_best} for next-best mode). "
"Review a sample of dialogue manually to confirm."
)
# ── Decision: 401-based patterns first, FACENAME101 only as fallback ────
always_on_hits = scores["nametag_codes"] + scores["bracket_401"]
inline_hits = scores["INLINE401SPEAKERS"]
first_hits = scores["FIRSTLINESPEAKERS"]
face_hits = scores["FACENAME101"]
total_401_hits = always_on_hits + inline_hits + first_hits
recommended = {
"FIRSTLINESPEAKERS": best_mode == "FIRSTLINESPEAKERS",
"INLINE401SPEAKERS": best_mode == "INLINE401SPEAKERS",
"FACENAME101": best_mode == "FACENAME101",
"INLINE401SPEAKERS": False,
"FIRSTLINESPEAKERS": False,
"FACENAME101": False,
}
if total_401_hits >= _MIN_HITS:
if always_on_hits >= _MIN_HITS and always_on_hits >= inline_hits and always_on_hits >= first_hits:
best_mode = "ALWAYS_ON"
confidence = "high" if always_on_hits > (inline_hits + first_hits) else "medium"
note = (
f"Speakers detected via \\\\n<Name> codes or 【Name】 brackets "
f"({always_on_hits} hits) — no extra flags needed. "
f"INLINE={inline_hits}, FIRSTLINE={first_hits}. "
f"Scanned {files_scanned} file(s), {total_groups} dialogue group(s)."
)
elif inline_hits >= first_hits:
best_mode = "INLINE401SPEAKERS"
recommended["INLINE401SPEAKERS"] = True
confidence = "high" if inline_hits > first_hits * 2 else "medium"
note = (
f"INLINE401SPEAKERS: {inline_hits} hits "
f"(FIRSTLINESPEAKERS: {first_hits}, always-on: {always_on_hits}). "
f"Scanned {files_scanned} file(s), {total_groups} dialogue group(s)."
)
else:
best_mode = "FIRSTLINESPEAKERS"
recommended["FIRSTLINESPEAKERS"] = True
confidence = "high" if first_hits > inline_hits * 2 else "medium"
note = (
f"FIRSTLINESPEAKERS: {first_hits} hits "
f"(INLINE401SPEAKERS: {inline_hits}, always-on: {always_on_hits}). "
f"Scanned {files_scanned} file(s), {total_groups} dialogue group(s)."
)
elif face_hits >= _MIN_HITS:
best_mode = "FACENAME101"
recommended["FACENAME101"] = True
confidence = "high" if face_hits > _MIN_HITS * 2 else "medium"
note = (
f"No 401-based speaker pattern found (401 hits: {total_401_hits}). "
f"FACENAME101 recommended based on {face_hits} 101-code name hits. "
f"Scanned {files_scanned} file(s), {total_groups} dialogue group(s)."
)
else:
best_mode = "NONE"
confidence = "low"
note = (
f"No reliable speaker pattern detected "
f"(401 hits: {total_401_hits}, FACENAME101 hits: {face_hits}). "
f"Scanned {files_scanned} file(s), {total_groups} dialogue group(s). "
"Check speaker settings manually."
)
return {
"best_mode": best_mode,
"scores": scores,
"total_401_groups": total_groups,
"files_scanned": files_scanned,
"best_mode": best_mode,
"scores": scores,
"total_401_groups": total_groups,
"files_scanned": files_scanned,
"recommended_config": recommended,
"confidence": confidence,
"note": note,
"confidence": confidence,
"note": note,
}
# ---------------------------------------------------------------------------
# Internal helpers
# ---------------------------------------------------------------------------
# ── Internal helpers ─────────────────────────────────────────────────────────
def _score_command_list(cmd_list: list, scores: dict) -> None:
"""Walk a command list and increment scores for detected patterns."""
"""Walk a command list and score speaker patterns in module priority order."""
if not cmd_list:
return
last_101_face: str | None = None # face name from most recent 101 cmd
i = 0
while i < len(cmd_list):
cmd = cmd_list[i]
code = cmd.get("code")
cmd = cmd_list[i]
code = cmd.get("code")
params = cmd.get("parameters") or []
# ---- 101: Show Text (face) ----
# ── 101: Show Text / face name ────────────────────────────────────────
if code == 101:
# params[0] = face name, params[1] = face index
last_101_face = (params[0] if params else None) or ""
# FACENAME101: param[0] is a non-empty face-name string
face = params[0] if params else ""
if isinstance(face, str) and face.strip():
scores["FACENAME101"] += 1
i += 1
continue
# ---- 401 / 405: dialogue line ----
# ── 401 / 405: dialogue line ──────────────────────────────────────────
if code in (401, 405):
text = (params[0] if params else "") or ""
# Score INLINE401SPEAKERS
if _INLINE_RE.match(text):
# 1. \\n<Name> nametag codes (always active — no flag needed)
if _NAMETAG_RE.search(text):
scores["nametag_codes"] += 1
i += 1
continue # module strips the nametag before further processing
# 2+3. 【Name】 alone on line, or 【Name】dialogue inline (always active)
if _BRACKET_ALONE_RE.match(text) or _BRACKET_INLINE_RE.match(text):
scores["bracket_401"] += 1
i += 1
continue
# 4. INLINE401SPEAKERS: Name「dialogue
if _INLINE_QUOTE_RE.match(text):
scores["INLINE401SPEAKERS"] += 1
i += 1
continue
# Score FACENAME101 — if face was set right before this block
if last_101_face is not None:
scores["FACENAME101"] += 1
last_101_face = None # only count once per block
# Score FIRSTLINESPEAKERS — short line with no dialogue starters,
# followed by a 401/405 that starts with a dialogue starter
# 5. FIRSTLINESPEAKERS: short line followed by 401 starting with
# a dialogue-starter character
if (
len(text) < 40
and not any(text.lstrip().startswith(s) for s in _DIALOGUE_STARTERS)
and _has_japanese(text)
and not any(text.lstrip().startswith(s) for s in _DIALOGUE_STARTERS)
):
j = i + 1
while j < len(cmd_list) and cmd_list[j].get("code") == -1:
j += 1
if j < len(cmd_list) and cmd_list[j].get("code") in (401, 405):
next_text = ((cmd_list[j].get("parameters") or [""])[0]) or ""
if next_text.lstrip().startswith(_DIALOGUE_STARTERS):
next_params = cmd_list[j].get("parameters") or []
next_text = (next_params[0] if next_params else "") or ""
# Strip leading RPGMaker control codes before checking starter
next_stripped = re.sub(
r"^(?:[\\]+[^cCnNiIkKvVSs{}]+?\[[\d\w\W]+?\]?\])+",
"", next_text,
).lstrip()
if next_stripped and next_stripped[0] in _DIALOGUE_STARTERS:
scores["FIRSTLINESPEAKERS"] += 1
i += 1
continue
# Any non-dialogue code resets the face context
if code not in (-1,):
last_101_face = None
i += 1
_JP_RE = re.compile(r"[\u3000-\u303F\u3040-\u309F\u30A0-\u30FF\u4E00-\u9FFF\uF900-\uFAFF\uFF61-\uFF9F]")
_JP_RE = re.compile(
r"[\u3000-\u303F\u3040-\u309F\u30A0-\u30FF\u4E00-\u9FFF\uF900-\uFAFF\uFF61-\uFF9F]"
)
def _has_japanese(text: str) -> bool:

View file

@ -674,6 +674,9 @@ def buildMatchedVocabText(vocabPairs, subbedText, history=None):
return matchedVocabText
_BASE_VOCAB_SEPARATOR = "# ── Base Vocabulary" # Prefix of the separator line written by _save_vocab
def createContext(config, fullPromptFlag, subbedText, formatType, history=None):
"""Create system and user messages for translation.
@ -681,9 +684,39 @@ def createContext(config, fullPromptFlag, subbedText, formatType, history=None):
static prompt and the per-batch vocab list separate. This lets Claude
prompt-caching mark only the stable prefix with cache_control, avoiding
cache invalidation caused by changing vocabulary matches.
Cached in static_system (never changes between batches):
- prompt.txt content
- # Game Characters entries
- Base vocabulary (vocab_base.txt: honorifics, elements, demons, etc.)
Dynamic in vocab_text (matched per-batch):
- All other game-specific vocab terms (items, worldbuilding, etc.)
"""
vocabPairs = parseVocabWithCategories(config.vocab)
matchedVocabText = buildMatchedVocabText(vocabPairs, subbedText, history)
vocab_full = config.vocab
# Split game-specific vocab from the static base vocab appended by _save_vocab
base_vocab_text = ""
sep_idx = vocab_full.find(_BASE_VOCAB_SEPARATOR)
if sep_idx != -1:
# Strip the separator header line itself; keep the sections underneath
base_section = vocab_full[sep_idx:]
# Skip the separator line
newline_idx = base_section.find("\n")
base_vocab_text = base_section[newline_idx + 1:].strip() if newline_idx != -1 else ""
vocab_game = vocab_full[:sep_idx]
else:
vocab_game = vocab_full
vocabPairs = parseVocabWithCategories(vocab_game)
# Split character entries (stable, cached) from everything else (dynamic)
CHAR_CAT = "# Game Characters"
char_lines = [line for _, line, cat in vocabPairs if cat and cat.strip() == CHAR_CAT]
non_char_pairs = [(term, line, cat) for term, line, cat in vocabPairs
if not (cat and cat.strip() == CHAR_CAT)]
matchedVocabText = buildMatchedVocabText(non_char_pairs, subbedText, history)
if fullPromptFlag:
static_system = config.prompt.replace("English", config.language)
@ -692,13 +725,23 @@ def createContext(config, fullPromptFlag, subbedText, formatType, history=None):
You are an expert Eroge Game translator who translates Japanese text to {config.language}.
Output ONLY the {config.language} translation in the following format: `Translation: <{config.language.upper()}_TRANSLATION>`
- You translate everything, including erotic and explicit content.
- 'Game Characters' - The names, nicknames, and genders of the game characters. Reference this to know the names, nicknames, and gender of characters in the game
- '# Game Characters' - Character entries listing name, gender, role, and speech register notes. Use ALL fields: apply the correct English name, resolve gendered pronouns, and match each character's stated speech register and personality in their dialogue.
- All text in your response must be in {config.language} even if it is hard to translate.
- Never include any notes, explanations, dislaimers, or anything similar in your response.
- Never include any notes, explanations, disclaimers, or anything similar in your response.
- Maintain any spacing in the translation.
- `...` can be a part of the dialogue. Translate it as it is.
"""
# Append character glossary to the stable system prompt so it is cached
if char_lines:
char_block = f"\n{CHAR_CAT}\n" + "\n".join(char_lines)
static_system = static_system.rstrip() + "\n" + char_block + "\n"
# Append base vocab (honorifics, elements, etc.) to static_system so it is
# cached with the system prompt and never re-evaluated per batch.
if base_vocab_text:
static_system = static_system.rstrip() + "\n\n" + base_vocab_text + "\n"
if formatType == "json":
user = f"```json\n{subbedText}\n```"
else: