Scaredrow:
In
chapters/02/ch_02_19-Sunday.rpy
, this line:
Code:
lucy.say "Sorry, but I promised to help my mom with the house chores today..."
... should probably be amended (
s/my mom/Mom/
).
Conversely, in
chapters/02/ch_02_02-Thursday.rpy
:
Code:
# anya.say "Oh, it's Mom." with disText
anya.say "Oh, it's our Mom." with disText #P
... should probably
not be amended; it comes across as exclusive-we.
Finally, in
tl/english_alabama_version/chapters/01/ch_01_12.rpy
:
Code:
# game/chapters/01/ch_01_12.rpy:41
old "Yes."
new "I'm not sure." #P
This replaces
every single occurrence of "Yes." in menu options with "I'm not sure." Unlike the say-translations (which have an associated hash as part of their label), menu-text translations have no associated context and are applied globally. This rewrite can't be made to work using this mechanism.
One stupid but simple alternate implementation would be to use the fact that the "translation" of a line can be an arbitrary sequence of zero or more Ren'Py commands. Rather than translating the menu line by line, you can just copy the whole thing (up to and including the final
return
) into the translation associated with
ch01_12_ParkersHouseRoomMC_9653b18e
and rewrite
that in-place.
Also: you don't have to keep the entire text of the game in the translation files. If a line's translation is missing, Ren'Py will use the untranslated version; this is useful for patches where you're translating into a different dialect of the same language (that's totally what's going on here, right?) and therefore don't need to change many lines. You can therefore just strip out all the unchanged entries. (And optionally concatenate what's left into one file.)