packages: the registry text a game fills is keys (Maroon Lake's phase 26.4) - ThingKind.name, GearKind blurb/howto/names, HintCard's words, JobDef title/text/how, NpcLine and NpcChoice text, WeatherKind.name are @Text Key fields (a compiled row that leaves one out takes its derived key, the English is the game's en.po); what a package hands back as text is the key's marked text, "" for none; NpcName.name, NpcChoice.line and SettingDef.text are not text and lose @Text; ludic.i18n's tr/trf/trn/key_text say @alloc_ok (tr is a cast); the packages' tests with key literals (built, not run); changes/text-keys-data.md

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-30 00:29:03 +03:00
parent 86146782f7
commit 86644e6533
21 changed files with 81 additions and 54 deletions

View file

@ -11,18 +11,18 @@ export property HintCard {
@OneOf(HINTS_TIP, HINTS_NOTE, HINTS_WARN, HINTS_URGENT) urgency: int = HINTS_TIP
icon: string = ""
@Ref(Items) item: int = -1
@Text line: string = "" # the chip on the rail: five or six words
@Text title: string = "" # the card's heading
@Text s1: string = "" # three steps, each with a picture
@Text s2: string = ""
@Text s3: string = ""
@Text line: Key = null # the chip on the rail: five or six words
@Text title: Key = null # the card's heading
@Text s1: Key = null # three steps, each with a picture
@Text s2: Key = null
@Text s3: Key = null
pic1: string = ""
pic2: string = ""
pic3: string = ""
@Ref(Items) item1: int = -1
@Ref(Items) item2: int = -1
@Ref(Items) item3: int = -1
@Text @Multiline later: string = "" # how not to be here next time
@Text @Multiline later: Key = null # how not to be here next time
}
# the game's cards; a card's mute is kept by its key, so their order is free