Translate a game's texts (owner's own AI)
klyo_game_translateTranslations of a game's texts into the klyo languages (pl, en, de, fr, es, pt, it, ru, uk, tr). YOU TRANSLATE: the owner's assistant, on the owner's own AI plan; klyo runs no model and does not pay for translation. Two steps in one tool: (1) call with only slug to get the original field by field (oryginal), the original language, the languages still to do (do_tlumaczenia, with their state) and the check rules; (2) call with slug and tlumaczenia = { language code: { field: text } } with ALL the fields from oryginal. Each language goes through the same check as the developer's own text: long dashes and the ellipsis character are replaced with plain ones, no markup, no longer than twice the original, name and tagline on one line up to 80 characters, the text must be in that language, no disallowed words. A language that fails comes back in odrzucone with the reason: fix it and send it again; good languages are saved. What is saved are PROPOSALS: the owner approves them in the studio (dev.klyo.pl, the game, Translations) and only approved ones count for Google. Do not tell the user the translations are already on the page. This tool does not change the developer's own texts (English required, Polish for XP); that is klyo_fix_game.
Examples: • Translate my game into all klyo languages • What is missing in the translations of lantern-thief? • Add German and French versions of my game's description
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| slug | Yes | Game address, for example lantern-thief (from klyo_my_games). | |
| tlumaczenia | No | Omit to see what to translate. When saving: language code (pl, en, de, fr, es, pt, it, ru, uk, tr) → an object with ALL the fields from `oryginal` (nazwa, haslo, opis, sterowanie_dotyk, sterowanie_klawiatura, czas_partii; only those the game has). |