DazedTL/data/help/03-workflow-rpg.md
DazedAnon cb90965f30 feat(gui): add in-app Guide tab and open it by default
- Reorder sidebar to Guide, Workflow, Translation, Batches, Skills, Config
- Load maintainable docs from data/help/ with a process walkthrough
- Restore Ace Step 5 scripts prompt and pack guidance via RV2JSON
- Recommend Claude Sonnet 4.6 for quality/batch and Mistral for free
2026-07-22 12:13:19 -05:00

2.9 KiB

Workflow: RPG Maker

Open Workflow and select RPG Maker in the engine selector. Use each step's ? button for short in-context help. This page is the overview.

Steps at a glance

Step What it does
0 Project Detect MV/MZ/Ace, list JSON, import into files/
1 Pre-process Optional dazedformat, format plugins.js (MV/MZ), copy gameupdate/
2 Setup Speaker flags, Parse Speakers, Project Setup → vocab / quirks / game skill
3 TL Phase 1 Phase 0 DB → Phase 1 dialogue → Phase 1b code 111 cache
4 TL Phase 2 Risky codes (122, plugins, etc.) after you audit
5 Export MV/MZ: plugins.js helpers. Ace: Ruby .rb scripts. Then export / pack
6 Playtest TL Inspector / Forge (MV/MZ; hidden for Ace)

Example: first RPG Maker run

  1. Step 0 - select the game root that contains www/ (MV) or data/ (MZ).
  2. Import core DB + one small map (for example Map001.json) before importing everything.
  3. Step 2 - Parse Speakers, then run Project Setup in Cursor on the game folder.
  4. Step 3 - run Phase 0, skim translated/ and log/, then Phase 1 on the small map.
  5. Play in-game. If it looks good, import the rest of the maps and continue.

Speaker flags (Step 2)

Enable only what the game uses:

  • INLINE401 - name stuck to dialogue on the same line
  • FIRSTLINE - first dialogue line is the speaker name
  • FACENAME - last resort from face filenames

Project Setup's speakers block recommends ENABLE / SKIP with evidence.

Phase tips

  • Keep vocab.txt focused - huge glossaries raise cost and can hurt quality.
  • Use Batch mode with Claude Sonnet 4.6 for large map / CommonEvents runs (Anthropic Message Batches, ~50% off).
  • On Mistral (free), stay on Normal mode - Batch is Claude-only.
  • Use Normal mode when you want live iteration on a handful of files.
  • Phase 2 can break games if you translate logic keys - audit with the Plugin Prompt first.

Ace note (Ruby scripts, not plugins.js)

Ace has no plugins.js. UI / menu strings often live in Ruby scripts packed inside Data/Scripts.rvdata2.

  1. Unpack - Step 0 runs RV2JSON -c, which writes ace_json/ (JSON data + ace_json/scripts/*.rb).
  2. Edit like plugins.js - In Step 5 the Plugins row becomes Scripts. Copy vocab → game, copy the Ace scripts prompt, open ace_json/scripts/ in Cursor/VS Code, and translate only player-visible string literals (same safety rules as plugins.js: never keys, method names, or logic comparisons).
  3. Pack - Click Export Active or Export ALL. The tool writes translated JSON into ace_json/, then runs RV2JSON -u, which packs ace_json/ (including the edited .rb scripts) back into Data/*.rvdata2 (including Scripts.rvdata2).

Dialogue/DB files still go through the normal translate pipeline; script UI text is an IDE pass on the .rb files, then Export packs them.