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== Localization == All text in Lancer Tactics is translated through Godot's [https://docs.godotengine.org/en/4.4/tutorials/assets_pipeline/importing_translations.html localization system]. In the modkit, the complete translations for the game can be found at <code>res://assets/localization/localizations.csv</code>. For mods, the <code>res://unpacked/<MOD_ID>/localization/localizations.csv</code> file will be generated automatically by the mod tool. It looks something like this: id,en, mod.yourname-example.name,example, The file may have any number of columns. The first column is the translation key and any subsequent columns are translations of the text for a particular language. The locale for each column is specified in the first row. '''<big>Any time you make a change to this file, you must <code>Reimport</code> it for the changes to apply.</big>''' Translation keys are generally made up of three parts: the prefix, the compcon id of the Resource (and any parent resources), and the suffix. For mods, generally the prefixes we need to worry about are <code>frame.</code> for Frames and <code>gear.</code> for Kits. The most common suffixes are: {| class="wikitable" !Suffix !Meaning |- |<code>.name</code> |The name of the Resource. |- |<code>.effect</code> |For Kits, this is the main body of the tooltip. |- |<code>.flavor</code> |Lore text for the Frame or Kit. For Kits, this is usually omitted entirely. |- |<code>.flavor.short</code> |For Frames, this is the short description of the Frame which appears on the Licenses ring screen. |- |<code>.on_attack</code> |For Kits with ActionAttacks, this displays any <code>On attack:</code> effects in the tooltip. |- |<code>.on_hit</code> |For Kits with ActionAttacks, this displays any <code>On hit:</code> effects in the tooltip. |- |<code>.on_crit</code> |For Kits with ActionAttacks, this displays any <code>On crit:</code> effects in the tooltip. |- |<code>.on_miss</code> |For Kits with ActionAttacks, this displays any <code>On miss:</code> effects in the tooltip. |} For Actions, we use the <code>gear.</code> prefix and include the compcon id of the Kit before the compcon id of the Action. ===== Example Frame ===== id,en, frame.mf_example.name,"Example", frame.mf_example.flavor,"The Example frame was created by GMS to use as an example in their various pieces of documentation. It is unclear if any were ever constructed in reality.", frame.mf_example.flavor.short,"Helpful Example", ===== Example Kit ===== id,en, gear.ms_example.name,"Example Kit", gear.ms_example.effect,"Does nothing.", ===== Example Kit (with an Action) ===== id,en, gear.ms_example.name,"Example Kit", gear.ms_example.action_example.name,"Example Action", gear.ms_example.action_example.effect,"Does nothing.",
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