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The classic way is to translate war3map.wts file that contained all the strings made in the object editor or in GUI triggers. You could have several versions of the same map that had different war3map.wts file. Or you could have several war3map.wts files in one single map-archive with different locales.
Meanwhile, Wurst puts all the strings directly into the binary files that contain object definitions. Can it have compiletime-functions to generate .wts files for different locales in the same map-archive or to build several maps with different .wts files at once?
Since all the strings are injected into the corresponding war3map... binary files.
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