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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@ -29,7 +29,7 @@ export property Thing {
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export property ThingKind {
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key: string = "" # the entry's own name: what the save calls the kind
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@Text name: string = "" # what it is called when nothing about the one in front of you changes it
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@Text name: Key = null # what it is called when nothing about the one in front of you changes it
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reach: float = 2.2 # how close it is used from, when the Thing does not say
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personal: bool = false # one belongs to whoever put it down
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saved: bool = false # the save's section keeps a placed one (the port has the last word)
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