- 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
2.9 KiB
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
- Step 0 - select the game root that contains
www/(MV) ordata/(MZ). - Import core DB + one small map (for example
Map001.json) before importing everything. - Step 2 - Parse Speakers, then run Project Setup in Cursor on the game folder.
- Step 3 - run Phase 0, skim
translated/andlog/, then Phase 1 on the small map. - 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.
- Unpack - Step 0 runs RV2JSON
-c, which writesace_json/(JSON data +ace_json/scripts/*.rb). - 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). - Pack - Click Export Active or Export ALL. The tool writes translated JSON into
ace_json/, then runs RV2JSON-u, which packsace_json/(including the edited.rbscripts) back intoData/*.rvdata2(includingScripts.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.