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>
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21 changed files with 81 additions and 54 deletions
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@ -11,18 +11,18 @@ export property HintCard {
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@OneOf(HINTS_TIP, HINTS_NOTE, HINTS_WARN, HINTS_URGENT) urgency: int = HINTS_TIP
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icon: string = ""
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@Ref(Items) item: int = -1
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@Text line: string = "" # the chip on the rail: five or six words
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@Text title: string = "" # the card's heading
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@Text s1: string = "" # three steps, each with a picture
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@Text s2: string = ""
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@Text s3: string = ""
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@Text line: Key = null # the chip on the rail: five or six words
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@Text title: Key = null # the card's heading
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@Text s1: Key = null # three steps, each with a picture
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@Text s2: Key = null
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@Text s3: Key = null
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pic1: string = ""
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pic2: string = ""
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pic3: string = ""
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@Ref(Items) item1: int = -1
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@Ref(Items) item2: int = -1
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@Ref(Items) item3: int = -1
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@Text @Multiline later: string = "" # how not to be here next time
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@Text @Multiline later: Key = null # how not to be here next time
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}
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# the game's cards; a card's mute is kept by its key, so their order is free
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