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This is a tutorial for script writers and idea-guys who want to see their thoughts turned
2. If you want to get in contact with a coder, either look in the STG thread, or contact
Maverick at m8a0v2e8r0i8ck@gmail.com
3. I've included [tl;dr]'s in each section to make going back easier (you only really need to
7. 1.b) Scenes
8. 1.c) Dialogue
21.
22. 1) Basics - What to Know Before Starting Your Script
23.
24. In order coders to do their job properly, they need special input from writers (think of it
25. There are scenes, actors, dialogue, poses, and script comments.
26. Once you have all of those, you can put them together to write a script.
27.
28.
29. 1.a) Before you start your scene, you need to have the actors and poses ready:
30. What this means is knowing who you want to be in the scene, and having what
31. The way to do this is create faces and poses for Hermione in the Generator,
34. [tl;dr] - Make the poses you want in the Generator and give them names.
35.
36. 1.b) So you've got the actors and poses ready! Now we set the scene:
37. For this, you just name the scene you're in.
38. This should be all the way on the left of your screen, so no tabs.
39. You can have a scene named "-Petting" or "-Intro" and for the end "-Wrap up"
40. Scene's make it easy to jump around the script and also to know where you
are.
42. [tl;dr] - Name scenes before diving into dialogue. -Scene Name
43.
44. 1.c) Now let's move on to dialogue:
47. Actors are defined before the lines so we know who's talking.
48. The two biggest actors we have are Genie and Hermione.
49. Genie's default actor name is "m" and Hermione's is "her" (exclude
the "").
50. Remember the different mage faces we covered earlier? Here's where they
become important.
51. Unlike Hermione, Genie has a few facial expressions built into the
game.
52. In order to use something other than the default "mage.png" (tied to
53. If you want "mage9.png" to be the face used for a certain line of
55. For custom actors not in the game, you can specify them by giving their name
other faces.
62.
64. Lets say you want to have your coder understand something that isn't in the
text.
65. For example you want them to make text bigger or smaller, insert a
67. Be warned, anything in that line after the "#" will be considered a
comment.
68. In other words, don't start a dialogue option with a comment, put it
69. #Comment
70. m "Bitch" #Comment
71. You can use this to tell your coder things like "#Change her hair color" or
72. [tl;dr] - Want to let your coder know something? Start it with a "#".
73.
75. Using just the tools above, you can begin to write a basic script!
76. If you want to learn more about important script flow, skip to section 3.
77. If you're ready to learn more advanced parts of script writing, keep reading.
78.
79. 2) More Advanced Writing - Inserts
80. Now that you have the basics down, you might want to cut down on the time you spend writing
comments.
81. Inserts work much the same way as comments, but with more purpose to them.
82. Instead of just adding "#Please include x.mp3 sound file here" every time, use inserts.
83. They save you time, and make coding a lot easier!
84. Here we'll learn about: music and sounds, pictures, and other inserts.
85.
87. If you want a specific sound played, you have two options:
90. Specify what sound or song you want to be played by using the "@".
91. If I wanted "game/sounds/clothes.mp3" played, it would look like
"@sounds/clothes.mp3".
92. For music, the same applies, but you can find them in the "game/music"
folder.
93. [tl;dr] - Look in the game folder for music and sounds. Tell me you want
94.
96. Picture inserts work the same as music/sound inserts, but use <> instead.
97. Use the name of your face/pose in the <>. If you made a face of Hermione
100. You can replace <cry> with whatever you'd name your image file for
crying.
101. This is why it's important to shorten the names of your poses, it's
102. If you're using an image that's already in a folder, then write like
103. <my_custom_script/c.png>
105. <game/name.png>
109. We've already covered "@" for sounds and <> for pictures, others
111. These are used when you are more comfortable with your coder and
112. Basically, once a coder has seen you ask for something a lot, you
115. [Choice] tells to make a menu (we'll get into menu's later
on).
116. [60%] tells us this'll happen 60% of the time (make sure
117. Remember the scene's we wrote? Here's where they come in handy.
118. If you want to write several scenes and they have the same
121. As you and your coder get more comfortable (this'll happen very
122. [tl;dr] - Use [] to show you want something done that will require
extra coding.
123.
flow well.
126. This is important because scripts can't look like novels (with paragraphs on end).
127. They need to be readable in sections and are almost more of a list of events than a
full story.
128. Some things we'll cover are: the importance of tabbing, menus and choices, and if
statements.
129.
131. If you've sneaked a peak at the script below, you'll notice how many
tabs there are.
132. This is because it gives a sense of flow to the script (and makes it
134. So every time you have your script branch into multiple
135. The possible variables are laid out in the rest of this section.
137.
139. Above we mentioned using menus with other inserts. Here is how to
use them.
140. When you want the player to make a choice or you want a menu to
appear, use either [Menu] or [Choice].
141. Then, the next line should be a tab, showing one of the choices,
142. [Choice]
148. If you have a long section after a choice, you can just give them
149. This will save you a lot of tabbing and make the flow look a
150. [tl;dr] - Use [Choice] or [Menu] if you want branches, and don't
forget to tab!
151.
154. One of the most common in Witch Trainer is Hermione's Whoring level.
an if statement:
164. [tl;dr] - Whoring makes her change her attitude. Don't forget tabs
damnit!
165.
170. How mad she is, what day it is, whether she's done certain
quests, even checking what her hair color is.
171. The biggest thing to remember is that if statements cause a branch.
172. You don't necessarily need 2 branches, but they'll cause something
new to happen.
173. So you can have a new scene pop up if someone meets certain
requirements
existing one.
181.
182. 4) tl;dr Central
183. Actors and Poses - Make the poses you want in the Generator and give them
names.
184. Scenes - Name scenes before diving into dialogue. "-Scene Name"
185. Dialogue - "her" is Hermione, "m" is Genie's default, "g2"-"g15" are Genie's
other faces.
186. Script Comments - Want to let your coder know something? Start it with a
"#".
187. Music and Sound Inserts - Look in the game folder for music and
189. Other Inserts - Use [] to show you want something done that will require
extra coding.
191. Menus and Choices - Use [Choice] or [Menu] if you want branches, and don't
forget to tab!
192. Whoring Levels - Whoring makes her change her attitude. Don't forget tabs
damnit!
193. Other If Statements - If statements can do a lot. But don't forget to tab!
194.
197. This (...) means I've skipped lines, and you're not seeing the full
scene.
198. This ">text" means the narrator is saying something.
199. The faces and pose lists are images Heretic included when he sent me
the script.
200. The difference between faces and poses are: faces are used for
201.
203. Ahegao = A
204. Calculating = C
205. Devious = D
206. Embarrassed = E
207. Hesitant = H
208. Naughty = N
209. Pensive = Pe
210. Shocked = S
211. Questioning = Q
212.
217.
218. -Request
223. m "There's no need to be embarrassed, girl, just tell me if you've ever used a dildo
before."
227.
228. -HEART 1
234. (...)
237. (...)
238. [Choice]
242. ">Genie waves his hand. The dildo erupts out of Hermione, who begins
shaky legs."
252. (...)
258.
259. -A
262. (...)
265.
266. -B
270. [Anger + 5]
272.
273. -C
275. (...)
278.
279. -Wrap Up
282. (...)
283. [End Scene]