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