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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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@ -324,10 +324,20 @@ And if I wish to recruit new soldiers, I can still do so by pressing <b>Ctrl+R</
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[if] {HAVE_UNIT id,trait=$unit.id,{TRAIT1}}
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{HAVE_UNIT id,trait=$unit.id,{TRAIT2}}
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[then]
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[message]
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speaker=unit
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message= _"I may look just like any other $unit.type, but each of us is a little different! " + {MESSAGE}
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[/message]
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[if] {VARIABLE_CONDITIONAL unit.type equals Spearman}
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[then]
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[message]
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speaker=unit
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message= _"I may look just like any other Spearman, but each of us is a little different! " + {MESSAGE}
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[/message]
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[/then]
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[else]
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[message]
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speaker=unit
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message= _"I may look just like any other Bowman, but each of us is a little different! " + {MESSAGE}
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[/message]
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[/else]
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[/if]
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[display_tip]
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title=_"Traits"
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image=tutor/traits.png
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@ -453,8 +453,25 @@
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#############################
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[objectives]
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[objective]
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description= _ "Protect $companion_id as long as possible"
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description= _"Protect Captain Mari as long as possible"
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condition=win
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[show_if]
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{HAVE_UNIT id=Mari}
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[/show_if]
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[/objective]
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[objective]
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description= _"Protect Sir Gerrick as long as possible"
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condition=win
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[show_if]
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{HAVE_UNIT id="Sir Gerrick"}
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[/show_if]
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[/objective]
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[objective]
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description= _"Protect Minister Hylas as long as possible"
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condition=win
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[show_if]
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{HAVE_UNIT id="Minister Hylas"}
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[/show_if]
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[/objective]
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[gold_carryover]
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bonus=no
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@ -475,6 +492,7 @@
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[store_gold]
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side=1
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[/store_gold]
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#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"
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{SAY_COMPANION
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MESSAGE_MARI=_"Gold, gold, $gold gold — for the first time in my life I’m rich, except I can’t spend any of it. With the town emptied and our company gone I can’t recruit, so I’ll have to take good care of the few soldiers I have."
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MESSAGE_GERRICK=_"$gold gold is more than plenty, but money ain’t 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"
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[/while]
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[floating_text]
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x,y=$unit.x,$unit.y
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#po: $unit.cost will be the value of the unit; likely between 14 and 40. If translation is an issue, the exact cost can be omitted.
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text= _ "<span color='#FFD700' size='x-small'>$unit.cost gold refunded</span>"
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[/floating_text]
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[/event]
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@ -348,6 +348,7 @@ Like Walking Corpses, Peasants and Woodsmen are level 0 units. They do not exert
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)}
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[message]
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speaker=unit
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#po: $consecutive_misses will be 3 or higher. Alternatively, can be translated along the lines of "I missed all my strikes!"
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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."
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[/message]
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[message]
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@ -394,6 +395,7 @@ campaign."
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)}
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[message]
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speaker=unit
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#po: $consecutive_hits will be 3 or higher. Alternatively, can be translated along the lines of "I got lucky and hit all my strikes!"
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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!"
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[/message]
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{VARIABLE sg_rnginfo_2 yes}
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