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mrleo1nidandClaude Opus 5.5 e1d7b29f77 Localization stage 1: stable IDs, import of tl/ translations, language picker
- every script node gets a permanent id, say nodes a Ren'Py-style tid
- all languages from the game's tl/ are imported at conversion: dialogue blocks
  matched by their source-location comment or by label + original text,
  `translate strings` become a per-language strings table
- source language from config.language or detected from the dialogue
- manifest stores locales/<lang>/<module>.json and strings.json; game.json
  lists sourceLang and available locales with progress
- player: language picker in main menu and settings, fallback to source,
  __(), [var!t] and _preferences.language
- parser: `default` with init priority, and one bad statement no longer drops
  the whole file
- docs/LOCALIZATION.md: design for translations, publishing and mods

Line endings of several converter/player files go back to LF: an earlier
commit accidentally stored them as CRLF.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 03:39:40 +03:00

29 lines
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# TODO: Translation updated at 2026-10-25 12:00
# game/script.rpy:29
translate english start_1a2b3c4d:
# "Добро пожаловать в {b}тестовую{/b} новеллу."
"Welcome to the {b}test{/b} novel."
# game/script.rpy:32
translate english start_5e6f7a8b:
# e "Привет! Как тебя зовут?"
e "Hi! What's your name?"
# matched by label + original text, the location comment is stale
translate english walk_deadbeef:
# e sad "На улице дождь..."
e sad "It's raining outside..."
translate english strings:
# game/script.rpy:2
old "Эйлин"
new "Eileen"
old "Пойдём гулять"
new "Let's go for a walk"