feat: i18n localization — full CJK translations + data consumer wiring#302
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feat: i18n localization — full CJK translations + data consumer wiring#302
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Set up i18next with browser language detection, 7 namespaces (ui, items, classes, monsters, effects, narrative, pages), and 4 languages (en, ko, ja, zh). Added CJK font support (Noto Sans KR/JP/SC), LanguageSwitcher component in Header, glossary with proper nouns and tone guidance, and full translations of items, classes, effects, and narrative content. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Extract hardcoded English strings from BetaBanner, BadgeDisplay, Level,
DiscordButton, FeedbackButton, CaptchaGate, SoundToggle, MapPanel,
SignInModal, ConnectWalletModal, OutOfResourcesModal, LevelUpModal,
LevelUpBanner, EditCharacterModal, ShopAllowanceModal,
MarketplaceAllowanceModal, LootManagerAllowanceModal,
BattleOutcomeModal, ItemEquipModal, and FragmentClaimModal. All strings
now use useTranslation('ui') with t() calls and interpolation.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
…, ShareButton, HealthBar, DurabilityBar Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
…nel, GoldMerchantModal, NpcDialogueModal, ItemConsumeModal Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
…nel, RepairShopPanel, ItemCard, MiniLeaderboard Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
…, DelegationButton, ConsumableQuickUse, GameEventFeed, ShopHalf, ShopItemRow, MarketplaceRow, OrderRow, CreateListingModal, FragmentCollection, FragmentReadModal, FragmentChainProgress, LootReveal, LeaderboardRow, MapRevealOverlay, AdvancedClassModal Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
…sitionOverlay Combat messages, tile details, zone transition narrative text, and remaining UI labels extracted to i18n. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
FAQ (10 Q&As + meta), Manifesto, LandingPage, Welcome, ClassPage
now use useTranslation('pages') + t() calls. Shared intro narrative
keys (intro.p1-p4) reused across Landing and Welcome.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Full CJK translations for all 426 UI keys and 73 page content keys. Follows glossary tone/register guidelines per language. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- itemDescriptions: helpers.ts uses i18n.t() from items namespace - classData: ClassPage reads text from classes namespace, keeps structural data (slug/color/image/multipliers) from classData.ts - fragmentNarratives: FragmentContext reads from narrative namespace - effects: ActionsPanel reads names/descriptions from effects namespace Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Weapon buttons were all forced into a single row on desktop (flexWrap: nowrap), causing names to clip and stat badges to overlap. Now uses a consistent 2x2 grid with two-line button content (name + metadata) for breathing room. Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
When mobs initiate combat (attackers_are_mobs=true), the player wallet is in the defenders field, not attackers. This caused ~37% of loot events to show "An adventurer" instead of the actual player name. Also fixes backfill events to resolve both player and item names instead of hardcoding "An adventurer found an item!". Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
…ations - LEVEL_NARRATIVES → narrative.json `levelUp.*` keys, wire LevelUpModal - REST_FLAVOR → narrative.json `restFlavor` array, wire TileDetailsPanel - MONSTER_MOVE_MAPPING → monsters.json `moves.*` keys, wire ActionsPanel - All new keys translated to KO/JA/ZH (10 levelUp + 5 restFlavor + 11 moves) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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Summary
Test plan
pnpm buildclient)🤖 Generated with Claude Code