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Overhauled text translations
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@@ -546,37 +546,6 @@ end
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#===============================================================================
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# Text import/export for localisation
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#===============================================================================
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def pbExtractText
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msgwindow = pbCreateMessageWindow
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if safeExists?("intl.txt") &&
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!pbConfirmMessageSerious(_INTL("intl.txt already exists. Overwrite it?"))
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pbDisposeMessageWindow(msgwindow)
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return
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end
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pbMessageDisplay(msgwindow, _INTL("Please wait.\\wtnp[0]"))
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MessageTypes.extract("intl.txt")
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pbMessageDisplay(msgwindow, _INTL("All text in the game was extracted and saved to intl.txt.\1"))
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pbMessageDisplay(msgwindow, _INTL("To localize the text for a particular language, translate every second line in the file.\1"))
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pbMessageDisplay(msgwindow, _INTL("After translating, choose \"Compile Text.\""))
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pbDisposeMessageWindow(msgwindow)
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end
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def pbCompileTextUI
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msgwindow = pbCreateMessageWindow
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pbMessageDisplay(msgwindow, _INTL("Please wait.\\wtnp[0]"))
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begin
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pbCompileText
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pbMessageDisplay(msgwindow, _INTL("Successfully compiled text and saved it to intl.dat.\1"))
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pbMessageDisplay(msgwindow, _INTL("To use the file in a game, place the file in the Data folder under a different name, and edit the Settings::LANGUAGES array in the scripts."))
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rescue RuntimeError
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pbMessageDisplay(msgwindow, _INTL("Failed to compile text: {1}", $!.message))
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end
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pbDisposeMessageWindow(msgwindow)
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end
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#===============================================================================
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# Battle animations import/export
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#===============================================================================
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