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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# lines.lres - the test's lines: a fisher's hush, the story's news when it has any, a greeting with
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# two choices, and the answer to the first
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hush { act: NPCA_FISH, prio: 3, text: "Shh." }
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hush { act: NPCA_FISH, prio: 3, text: k"npc.shh" }
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news { prio: 2, fill: true }
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hello { prio: 1, text: "Morning.", choices: [{ text: "Any fish?", line: "fish_no", code: 7 }, { text: "Bye.", line: "" }] }
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fish_no { prio: -1, kind: NPCK_CAMPER, text: "Not today." }
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hello { prio: 1, text: k"npc.morning", choices: [{ text: k"npc.any_fish", line: "fish_no", code: 7 }, { text: k"npc.bye", line: "" }] }
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fish_no { prio: -1, kind: NPCK_CAMPER, text: k"npc.not_today" }
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