pub enum TextKind {
Show 13 variants
Name,
Title,
Description,
Objective,
Refusal,
Dialogue,
Bark,
OptionLabel,
ButtonTooltip,
ItemName,
ItemTooltip,
Prompt,
Narration,
}Expand description
What kind of player-facing text an inventory key holds — the class a writer
(or a transcreating model) needs before the English, because each class has
its own job (docs/reference/game-writing.md §1–§2).
Derived from the key alone, beside key_speaker and the traversal that
defines the key scheme (each_string); a CLI test asserts every key of a
real campaign’s inventory resolves to a kind, so a key the scheme grows that
this function does not know is a red test rather than an unlabelled row.
Variants§
Name
A proper name on a body, place, class, counter or the world itself.
Title
A heading: a health bar’s or shop dialog’s title, the world title.
Description
A class blurb: what the role is.
Objective
An objective title or hint, or a quest goal: tells the player what to do.
Refusal
A message shown when an action fails: says what is wrong and what fixes it.
Dialogue
An NPC’s line in a dialogue tree.
Bark
An NPC’s murmured line in passing (a cast bark).
OptionLabel
The caption on a fixed-width button: the player’s own words.
ButtonTooltip
The hover text of a dialog button (a dialogue option, or a bonfire’s rest or save): the consequence of choosing it.
ItemName
An item’s display name.
ItemTooltip
The hover text of a shop offer: what the item does.
Prompt
A dialog’s prompt (a bonfire’s rest question).
Narration
Narration in chat, on screen or on the action bar.