rpg_walk: save, main menu, load; action card texts are translated
Covers the empty dialog box after loading a save and the untranslated action cards in battle. Docs: the world is built from engine mods, not a novel engine.
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@@ -9,7 +9,7 @@ namespace Cthangover.Mods.Rpg
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/// scene that shows it: entering scene <c>X</c> (any <c>switch_scene X</c>, a
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/// teleport, the return from a battle, loading a save) mounts map <c>X</c>
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/// over the shell. Because the scene stays an ordinary scene, everything the
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/// novel engine attaches to scenes works on a map unchanged — entry
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/// engine attaches to scenes works on a map unchanged — entry
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/// scenarios, ambience and music from <c>scenes/X.json</c>, the default
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/// background (which also becomes the backdrop of battles started here),
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/// saving rules.
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@@ -14,7 +14,7 @@ namespace Cthangover.Mods.Rpg
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/// It follows the scene lifecycle: entering a scene whose name is a map id
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/// mounts that map (<see cref="RpgWorldView"/>) and shows the dark backdrop;
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/// any other scene leaves the host empty and invisible, so a game can mix
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/// novel scenes and map scenes freely. The shell is rebuilt after battles,
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/// picture-and-dialogue scenes and map scenes freely. The shell is rebuilt after battles,
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/// so the host is too; the position survives in <see cref="RpgState"/>.
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/// <para/>
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/// <see cref="Current"/> is the host of the live shell, used by teleports
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