TSG: Improve Translatability (#9797)

Some po hints and string changes to make TSG more translatable, as requested by @celerini in #9682.
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Dalas121 2025-01-25 07:24:06 -06:00 committed by GitHub
parent 842b91661c
commit 121196eb70
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4 changed files with 36 additions and 5 deletions

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@ -324,10 +324,20 @@ And if I wish to recruit new soldiers, I can still do so by pressing <b>Ctrl+R</
[if] {HAVE_UNIT id,trait=$unit.id,{TRAIT1}}
{HAVE_UNIT id,trait=$unit.id,{TRAIT2}}
[then]
[message]
speaker=unit
message= _"I may look just like any other $unit.type, but each of us is a little different! " + {MESSAGE}
[/message]
[if] {VARIABLE_CONDITIONAL unit.type equals Spearman}
[then]
[message]
speaker=unit
message= _"I may look just like any other Spearman, but each of us is a little different! " + {MESSAGE}
[/message]
[/then]
[else]
[message]
speaker=unit
message= _"I may look just like any other Bowman, but each of us is a little different! " + {MESSAGE}
[/message]
[/else]
[/if]
[display_tip]
title=_"Traits"
image=tutor/traits.png

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@ -453,8 +453,25 @@
#############################
[objectives]
[objective]
description= _ "Protect $companion_id as long as possible"
description= _"Protect Captain Mari as long as possible"
condition=win
[show_if]
{HAVE_UNIT id=Mari}
[/show_if]
[/objective]
[objective]
description= _"Protect Sir Gerrick as long as possible"
condition=win
[show_if]
{HAVE_UNIT id="Sir Gerrick"}
[/show_if]
[/objective]
[objective]
description= _"Protect Minister Hylas as long as possible"
condition=win
[show_if]
{HAVE_UNIT id="Minister Hylas"}
[/show_if]
[/objective]
[gold_carryover]
bonus=no
@ -475,6 +492,7 @@
[store_gold]
side=1
[/store_gold]
#po: $gold is almost certain to be greater than 25. If translating is an issue, the variable can be omitted and replaced with something like "all our gold"
{SAY_COMPANION
MESSAGE_MARI=_"Gold, gold, $gold gold — for the first time in my life Im rich, except I cant spend any of it. With the town emptied and our company gone I cant recruit, so Ill have to take good care of the few soldiers I have."
MESSAGE_GERRICK=_"$gold gold is more than plenty, but money aint much use with th town empty and our company gone. I cannae recruit, so I must make the most out o every soldier I have."

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@ -838,6 +838,7 @@ then survive until turns run out"
[/while]
[floating_text]
x,y=$unit.x,$unit.y
#po: $unit.cost will be the value of the unit; likely between 14 and 40. If translation is an issue, the exact cost can be omitted.
text= _ "<span color='#FFD700' size='x-small'>$unit.cost gold refunded</span>"
[/floating_text]
[/event]

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@ -348,6 +348,7 @@ Like Walking Corpses, Peasants and Woodsmen are level 0 units. They do not exert
)}
[message]
speaker=unit
#po: $consecutive_misses will be 3 or higher. Alternatively, can be translated along the lines of "I missed all my strikes!"
message= _ "I missed all $consecutive_misses strikes! I tried my best, but this enemy had high dodge, and I also got unlucky. I might have had better odds attacking a different enemy."
[/message]
[message]
@ -394,6 +395,7 @@ campaign."
)}
[message]
speaker=unit
#po: $consecutive_hits will be 3 or higher. Alternatively, can be translated along the lines of "I got lucky and hit all my strikes!"
message= _ "I got lucky and hit all $consecutive_hits strikes! Good luck will sometimes happen, but a good commander knows how to win without relying on it. After all, bad luck happens just as often as good luck!"
[/message]
{VARIABLE sg_rnginfo_2 yes}