feat: localize all UI text to Korean
Translate all user-facing strings to Korean across 25 files: - UI screens: title, nickname, lobby, class select, waiting, game, shop, result, help, leaderboard, achievements, codex, stats - Game logic: combat logs, events, achievements, mutations, emotes, lobby errors, session messages - Keep English for: class names, monster names, item names, relic names Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -200,7 +200,7 @@ func TestBleedEffect(t *testing.T) {
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p.AddEffect(ActiveEffect{Type: StatusBleed, Duration: 3, Value: 2})
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msgs := p.TickEffects()
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if len(msgs) == 0 || !strings.Contains(msgs[0], "bleed") {
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if len(msgs) == 0 || !strings.Contains(msgs[0], "출혈") {
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t.Error("expected bleed damage message")
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}
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if p.HP != startHP-2 {
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@@ -231,7 +231,7 @@ func TestFreezeTickMessage(t *testing.T) {
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p := NewPlayer("Test", ClassMage)
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p.AddEffect(ActiveEffect{Type: StatusFreeze, Duration: 1, Value: 0})
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msgs := p.TickEffects()
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if len(msgs) == 0 || !strings.Contains(msgs[0], "frozen") {
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if len(msgs) == 0 || !strings.Contains(msgs[0], "동결") {
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t.Error("expected freeze message")
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}
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// Freeze duration 1 -> removed after tick
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