Localize Ye arc and age battle UI

This commit is contained in:
2026-06-19 09:10:19 +09:00
parent 6564e4dd1d
commit 81aa048fa2
7 changed files with 323 additions and 307 deletions

View File

@@ -749,7 +749,7 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
_check_camp_conversation(failures, cangting_conversations[0], "cangting_pursuit_council", "topic", "")
_check_camp_conversation(failures, cangting_conversations[1], "cangting_guo_jia_rearguard", "officer", "guo_jia")
var cangting_merchant := cangting_state.get_shop_merchant()
if str(cangting_merchant.get("name", "")) != "Cangting Road Sutler":
if str(cangting_merchant.get("name", "")) != "창정 길목 야상":
failures.append("014 shop should expose Cangting merchant name")
if (cangting_merchant.get("lines", []) as Array).size() < 2:
failures.append("014 shop should expose merchant flavor lines")
@@ -831,7 +831,7 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
_check_camp_conversation(failures, ye_conversations[0], "ye_outer_council", "topic", "")
_check_camp_conversation(failures, ye_conversations[1], "ye_zhang_he_city_map", "officer", "zhang_he")
var ye_merchant := ye_state.get_shop_merchant()
if str(ye_merchant.get("name", "")) != "Ye Outskirts Sutler":
if str(ye_merchant.get("name", "")) != "업성 외곽 야상":
failures.append("015 shop should expose Ye merchant name")
if (ye_merchant.get("lines", []) as Array).size() < 2:
failures.append("015 shop should expose merchant flavor lines")
@@ -912,7 +912,7 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
_check_camp_conversation(failures, ye_siege_conversations[0], "ye_siege_inner_gate_council", "topic", "")
_check_camp_conversation(failures, ye_siege_conversations[1], "ye_siege_zhang_he_streets", "officer", "zhang_he")
var ye_siege_merchant := ye_siege_state.get_shop_merchant()
if str(ye_siege_merchant.get("name", "")) != "Ye Gate Sutler":
if str(ye_siege_merchant.get("name", "")) != "업성 문전 야상":
failures.append("016 shop should expose Ye Gate merchant name")
if (ye_siege_merchant.get("lines", []) as Array).size() < 2:
failures.append("016 shop should expose merchant flavor lines")
@@ -991,7 +991,7 @@ func _check_battle_visual_data(failures: Array[String]) -> void:
_check_camp_conversation(failures, ye_surrender_conversations[0], "ye_surrender_palace_road_council", "topic", "")
_check_camp_conversation(failures, ye_surrender_conversations[1], "ye_surrender_zhang_he_last_loyalists", "officer", "zhang_he")
var ye_surrender_merchant := ye_surrender_state.get_shop_merchant()
if str(ye_surrender_merchant.get("name", "")) != "Ye Palace Road Sutler":
if str(ye_surrender_merchant.get("name", "")) != "업성 궁도 야상":
failures.append("017 shop should expose Ye Palace Road merchant name")
if (ye_surrender_merchant.get("lines", []) as Array).size() < 2:
failures.append("017 shop should expose merchant flavor lines")
@@ -2697,17 +2697,17 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
for expected in ["勝令", "敗兆", "戰功 죽간", "凶兆 징후"]:
if not mission_text.contains(expected):
failures.append("mission panel should use old campaign wording `%s`: %s" % [expected, mission_text])
_check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.68, 0.50, 0.25, 0.997))
_check_panel_style_frame(failures, scene.briefing_panel, "briefing panel", Color(0.20, 0.11, 0.045, 1.0), 10)
_check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.66, 0.52, 0.31, 0.995))
_check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.20, 0.11, 0.045, 1.0), 6)
_check_panel_style_fill(failures, scene.briefing_panel, "briefing panel", Color(0.58, 0.39, 0.17, 0.997))
_check_panel_style_frame(failures, scene.briefing_panel, "briefing panel", Color(0.43, 0.25, 0.095, 0.996), 10)
_check_panel_style_fill(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.70, 0.55, 0.30, 0.997))
_check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.43, 0.25, 0.095, 0.996), 6)
_check_panel_style_fill(failures, scene.briefing_camp_overview_panel, "briefing silk map panel", Color(0.54, 0.38, 0.18, 0.992))
_check_panel_style_frame(failures, scene.briefing_camp_overview_panel, "briefing silk map panel", Color(0.43, 0.25, 0.095, 0.996), 4)
_check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.070, 0.018, 0.010, 0.997))
_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.78, 0.58, 0.27, 1.0), 9)
_check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.045, 0.018, 0.010, 0.998))
_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.50, 0.36, 0.16, 1.0), 10)
_check_panel_style_fill(failures, scene.dialogue_portrait_panel, "dialogue portrait panel", Color(0.035, 0.014, 0.008, 1.0))
_check_panel_style_fill(failures, scene.dialogue_speaker_panel, "dialogue speaker seal panel", Color(0.28, 0.020, 0.014, 1.0))
_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.66, 0.52, 0.31, 0.995))
_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.70, 0.54, 0.29, 0.998))
_check_seal_ribbon(failures, scene.briefing_seal_ribbon, "briefing seal ribbon")
_check_seal_ribbon(failures, scene.dialogue_seal_ribbon, "dialogue seal ribbon")
_check_seal_ribbon(failures, scene.result_seal_ribbon, "result seal ribbon")
@@ -2778,7 +2778,7 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
scene._update_briefing_camp_overview(scene.state.get_briefing(), false)
if scene.briefing_camp_overview_fallback_label == null or scene.briefing_camp_overview_fallback_label.text != "비단 전장도":
failures.append("briefing map fallback should read as an old campaign map")
_check_panel_style_fill(failures, scene.result_panel, "result panel", Color(0.62, 0.44, 0.20, 0.996))
_check_panel_style_fill(failures, scene.result_panel, "result panel", Color(0.54, 0.36, 0.15, 0.997))
if not scene._format_victory_result_text().contains("승전 조서"):
failures.append("victory result should read like a bronze proclamation")
if not scene._format_defeat_result_text().contains("패전 비문"):