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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cthangover committed 2026-10-21 14:58:58 +02:00
1 parent 5c399b150d
commit 002cd09495
4 files changed
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@@ -9,7 +9,7 @@ namespace Cthangover.Mods.Rpg
/// scene that shows it: entering scene <c>X</c> (any <c>switch_scene X</c>, a
/// teleport, the return from a battle, loading a save) mounts map <c>X</c>
/// over the shell. Because the scene stays an ordinary scene, everything the
/// novel engine attaches to scenes works on a map unchanged — entry
/// engine attaches to scenes works on a map unchanged — entry
/// scenarios, ambience and music from <c>scenes/X.json</c>, the default
/// background (which also becomes the backdrop of battles started here),
/// saving rules.
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@@ -14,7 +14,7 @@ namespace Cthangover.Mods.Rpg
/// It follows the scene lifecycle: entering a scene whose name is a map id
/// mounts that map (<see cref="RpgWorldView"/>) and shows the dark backdrop;
/// any other scene leaves the host empty and invisible, so a game can mix
/// novel scenes and map scenes freely. The shell is rebuilt after battles,
/// picture-and-dialogue scenes and map scenes freely. The shell is rebuilt after battles,
/// so the host is too; the position survives in <see cref="RpgState"/>.
/// <para/>
/// <see cref="Current"/> is the host of the live shell, used by teleports