15 lines
No EOL
997 B
Markdown
15 lines
No EOL
997 B
Markdown
# Translations
|
|
|
|
By default, all dialogue and response prompts will be run through Godot's `tr` function to provide translations.
|
|
|
|
You can turn this off by setting `DialogueManager.auto_translate = false` but beware, if it is off you may need to handle your own variable replacements if using manual translation keys. You can use `DialogueManager.replace_values(line)` or `DialogueManager.replace_values(response)` to replace text variable markers with their values.
|
|
|
|
This might be useful for cases where you have audio dialogue files that match up with lines.
|
|
|
|
## Static translation keys in dialogue
|
|
|
|
You can export translations as CSV from the "Translations" menu in the dialogue editor.
|
|
|
|
This will find any unique dialogue lines or response prompts and add them to a list. If a static key is specified for the line (eg. `[TR:SOME_KEY]`) then that will be used as the translation key, otherwise the dialogue/prompt itself will be.
|
|
|
|
If the target CSV file already exists, it will be merged with. |