habisain
Tentacle God
- Joined
- Jul 15, 2012
- Messages
- 1,447
- Reputation score
- 465
For reference, the carriage return character \r is not used in RPGMaker. Heck, neither is newline, technically (RPGMaker has each line of text in a separate command). What you're seeing is Windows requiring the addition of redundant characters. In any case, it's fine to omit \r and \n from line counts, or just subtract 1 from the counted length of the line.
In general, the convention for RPGMaker commands (as represented in RPGMaker Trans) is \\COMMAND[ARGS]; \\name[CHARACTER_NAME] is probably a special command specific to some games defined in scripts, with \\name being used to set a name in a non-standard location (e.g. above the dialogue window) or perhaps with non-standard printing behaviour. However, there are also commands in RPGMaker itself, e.g. colour change e.g. \\C[4]. Unless you actually have some kind of extensible interface, it's impossible to know which commands output text and which commands don't. Hence you'll probably have to put up with the line lengths describing the length of the string rather than the length of the printed text.
(I am working on a multi-font aware extensible typesetter, which will eventually find it's way into JapeTrans (new name for RPGMaker Trans project) but that's beside the point. It's one of the things I need to get working if I want to enable nice fonts in translations, rather than the abomination that is UmePlus Gothic's Latin character set. Suffice to say, if time isn't a pressure, don't worry too much on accurate typesetting; sooner or later it'll be possible to do it automatically.)
In general, the convention for RPGMaker commands (as represented in RPGMaker Trans) is \\COMMAND[ARGS]; \\name[CHARACTER_NAME] is probably a special command specific to some games defined in scripts, with \\name being used to set a name in a non-standard location (e.g. above the dialogue window) or perhaps with non-standard printing behaviour. However, there are also commands in RPGMaker itself, e.g. colour change e.g. \\C[4]. Unless you actually have some kind of extensible interface, it's impossible to know which commands output text and which commands don't. Hence you'll probably have to put up with the line lengths describing the length of the string rather than the length of the printed text.
(I am working on a multi-font aware extensible typesetter, which will eventually find it's way into JapeTrans (new name for RPGMaker Trans project) but that's beside the point. It's one of the things I need to get working if I want to enable nice fonts in translations, rather than the abomination that is UmePlus Gothic's Latin character set. Suffice to say, if time isn't a pressure, don't worry too much on accurate typesetting; sooner or later it'll be possible to do it automatically.)
Last edited: