188 lines
7.7 KiB
Markdown
188 lines
7.7 KiB
Markdown
# DazedMTLTool — Project Setup
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You are analysing a Japanese game project to produce configuration artifacts for DazedMTLTool.
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Work in the game repository. Scan files; do not invent content you did not see.
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---
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## Task
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In **one pass**, discover everything needed for translation setup and emit the labeled output blocks below.
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Do **not** translate the game. Do **not** rewrite formatting codes, wrap widths, or tool pipeline settings.
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Default: emit **all four** blocks.
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Regenerate mode: if the user asks for only one block (`glossary`, `speakers`, `translation_quirks`, or `game_skill`), emit **only** that block using the same schema and exclusivity rules.
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---
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## Ownership (no duplication)
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| Block | Owns | Must NOT include |
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|-------|------|------------------|
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| `glossary` | Named characters (gender, role, **per-character** speech register) + worldbuilding terms | Global dialect / person rules; honorific policy; speaker-format flags; formatting |
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| `speakers` | Tool flag ENABLE/SKIP + short evidence | Character bios; quirks; full glossary |
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| `translation_quirks` | Cross-cutting voice rules (battle-log person, global dialect, item-description style, **unusual** honorific habits) | Per-character register; "always keep -san" (tool base prompt already does); codes/wrap/line counts; speaker flags |
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| `game_skill` | Game identity, pointer to `skills/quirks.md`, what the tool owns | File inventories; verbatim quirks list; verbatim glossary; restating formatting/honorific base policy |
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Hard rules:
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1. Per-character voice → `glossary` only.
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2. Category-wide / cross-cutting voice → `translation_quirks` only.
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3. Default honorifics policy is owned by the tool base prompt - only note **unusual** honorific habits in quirks.
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4. `game_skill` **references** `skills/quirks.md` only; do not reprint those rules or cite legacy names like `translation_quirks.txt`.
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5. `speakers` is config, not lore.
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---
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## Shared scan strategy
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Map / event files can be huge. Do **not** read them sequentially end-to-end.
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1. Read small DB files in full first (richest, always small).
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2. For large event/map files: **search/grep**; sample early story maps; stop when patterns stabilize.
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3. One scan feeds all four blocks - do not rescan from scratch per block.
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<!-- engine:rpgmaker -->
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### RPG Maker file strategy
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**DB (read in full):**
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- `Actors.json` (mandatory for major characters, actor IDs, `\\N[n]` mappings)
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- `Classes.json`, `Troops.json`, `Skills.json`, `Items.json`, `Armors.json`, `Weapons.json`, `States.json`, `System.json`
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**Events (grep / sample):**
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- `CommonEvents.json`, `Troops.json`, `Map001.json`–`Map010.json` (early maps first)
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- Prefer code `401` dialogue + nearby `101` speaker/name params; `405` scrolling text when present
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- Speaker markup evidence: `【Name】`, `[Name]`, `Name:`, `\\n<Name>`, `\\k<Name>`, colour-wrapped name lines
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--- attach your game data files / open the game repo before continuing ---
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### Speakers analysis (for `speakers` block)
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Code `101` opens the text window. Code `401` is a dialogue line. Multiple `401`s form one message box.
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**Always-on formats (NO FLAG needed):**
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- `101` param[4] name
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- `\\n<Name>` or `\\k<Name>` (angle brackets)
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- `【Name】` alone or with dialogue
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- `[Name]` alone or with dialogue
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- `\\c[N]Name\\c[0]` colour-wrapped name on its own `401` line
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- `Name:` full-width colon name line
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**Critical:** `\\N[X]` / `\\n[X]` (square brackets + number) are actor variable codes, NOT speaker formats. Do not count them as always-on speaker hits.
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**Flags (only when some speakers lack an always-on format):**
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- `INLINE401SPEAKERS` — name immediately before `「` on a `401` line (e.g. `エレナ「今日は…`)
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- `FIRSTLINESPEAKERS` — first `401` is a short plain name (< 40 chars, has Japanese); next line starts with `「` `"`` `(` `*` `[`; often empty face on `101`
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- `FACENAME101` — last resort only when no always-on and neither flag above; face filename in `101` param[0], empty param[4]. If ENABLE, list every unique face filename from `101` param[0].
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### Glossary rules (for `glossary` block)
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- Separator: plain hyphen-minus `-` only (never em/en dash).
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- Descriptions entirely in English; refer to other characters by English name.
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- Commit to one spelling - never `Sylfia / Sylphia`.
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- Characters: gender, role, speech register, personality, player-chosen name (Actors.json ID 1).
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- Real named actors get full `# Game Characters` entries, not only `\\N[n]` placeholders.
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- Worldbuilding: factions, lore locations, unique systems/titles - exclude skill/item/weapon/armour names and generic RPG words.
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### Quirks rules (for `translation_quirks` block)
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Find translation-only quirks, for example:
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- Battle log / system messages consistently 3rd person (or other fixed person)
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- Global dialect (old-timer speech, archaic narration)
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- Recurring item/skill description style
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- Unusual honorific habits (who uses what with whom)
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Exclude: formatting codes, wrap, line counts, speaker flags, character name lists.
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Output as short imperative bullets suitable to paste into `skills/quirks.md`.
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### Game skill rules (for `game_skill` block)
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Produce a durable IDE skill for this title saved at `skills/translation.md`:
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- Short game identity (tone/genre/content notes)
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- A **Voice rules** section that points only at ``skills/quirks.md`` (authoritative)
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- What not to change (codes, formatting - tool-owned via base prompt)
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- Do **not** list repo files / "files that matter"
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- Do **not** reprint quirks or the glossary
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**Path names (required):**
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- Voice quirks file: ``skills/quirks.md`` (never ``translation_quirks.txt`` or any other legacy name)
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- This IDE skill file: ``skills/translation.md``
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- Optional user overlays (if mentioned): other ``skills/*.md`` files except ``quirks.md`` / ``translation.md``
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<!-- /engine:rpgmaker -->
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<!-- engine:wolf -->
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### Wolf file strategy (stub)
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When analysing a WolfDawn / WOLF project later: use `wolf_json/` extracts (`names.json`, DB sheets, map/common scenes). Prefer foundation DB + narrative sheets; grep large map dumps. Same four-block ownership rules apply.
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<!-- /engine:wolf -->
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---
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## Output format
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Emit **only** labeled fenced code blocks (plus a one-line heading before each block for navigation).
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No essay outside the blocks.
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### Block `glossary`
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Label the fence language as `glossary`. Inside:
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```
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# Game Characters
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Japanese (English) - description
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# Worldbuilding Terms
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Japanese (English) - description
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```
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### Block `speakers`
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Label the fence language as `speakers`. Inside:
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```
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Patterns detected:
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- ...
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Flag decisions:
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INLINE401SPEAKERS : ENABLE|SKIP — <one-line reason>
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FIRSTLINESPEAKERS : ENABLE|SKIP — <one-line reason>
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FACENAME101 : ENABLE|SKIP — <one-line reason>
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Examples:
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- ...
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Face filenames (only if FACENAME101 ENABLE):
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- ...
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```
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### Block `translation_quirks`
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Label the fence language as `translation_quirks`. Inside: imperative bullet list only (no preamble).
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### Block `game_skill`
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Label the fence language as `game_skill`. Inside: full markdown for `skills/translation.md`.
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Required skeleton (fill in the blanks; keep the Voice rules path exactly):
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```markdown
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# <Game title> - Translation skill
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## Identity
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<1-3 sentences: tone, genre, content notes>
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## Voice rules
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Follow `skills/quirks.md` as the authoritative cross-cutting voice guide for this title.
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Do not invent alternate quirk filenames.
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## Tool boundaries
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- DazedMTLTool owns formatting codes, wrap, line counts, and honorifics defaults via its base system skill.
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- Per-character register lives in the glossary (`vocab.txt`), not here.
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- Do not reprint quirks or glossary entries in this file.
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```
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If known speakers were prepended in a `<known_speakers>` block above this skill, prefer those names in the glossary, then cross-check Actors.json for other major named actors.
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