localization#2604
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| { | ||
| trigger: "manual", | ||
| label: "@effect.name", | ||
| label: game.i18n.localize("WFRP4E.ConditionName.Bleeding"), |
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I'm not sure why this is necessary if the effect name itself is localized?
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@effect.name doesn't work well with localization - for unknown reasons, when translation is enabled - it doesn't even keep the original (non-translated) value, but treats "@effect.name" as a literal and keeps it that way.
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If this doesn't work with localizations then it should be investigated, as it would imply issues with other effects.
| { | ||
| trigger: "dialog", | ||
| label: "Penalty to all Tests (@effect.name)", | ||
| label: game.i18n.format("WFRP4E.ConditionEffects.PenaltyToAllTests", {effect: game.i18n.localize("WFRP4E.ConditionName.Stunned")}), |
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I feel like localizing script labels is a but much, most of them are hardly seen, and if it's necessary could just be replaced by the translation module?
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this would require replacement of whole object in the config, which i wanted to avoid in this case. And since there weren't so many - I wanted to keep it simple. but again, its your call - i can remove it.
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@moo-man - please let me know, if you are in the end ok with this localization approach?
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I'm going to say let's revert this one.
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@moo-man - i've updated the PR for latest changes. |
| icon: "fas fa-circle", | ||
| name: "morrslieb", | ||
| title: game.canvas.scene?.getFlag("wfrp4e", "morrslieb") ? "Morrslieb - Currently On " : "Morrslieb - Currently Off", | ||
| title: game.canvas.scene?.getFlag("wfrp4e", "morrslieb") ? game.i18n.localize("Morrslieb - Currently On") : game.i18n.localize("Morrslieb - Currently Off"), |
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This one is probably worth adding a key for
More localization strings, cleanup and order of en.json, for easier translations/change tracking.