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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@ -9,7 +9,7 @@ export property SettingDef {
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key: string = "" # its name in the file; a registry fills it with the entry's own name
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@OneOf(SETTING_) kind: int = 0 # SETTING_*
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num: float = 0.0 # the default: 0 or 1 for a switch, a whole number, a float
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@Text text: string = "" # the default of a text setting
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text: string = "" # the default of a text setting (a value, not words)
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lo: float = 0.0 # the range, inclusive; a value outside it is the default again
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hi: float = -1.0 # hi below lo: any value
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rescue: bool = false # a rescue start puts it back to its default
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