If you set up default text strings with your messages, either stand-alone or in a table, then when the game loads you can then detect the localisation and overwrite the variables with the locale specific messages.
Code:
local MyMessages = {
Winning = "WINNING!!!",
Losing = "LOSING!!!!",
}
if GetLocale() == "deDE" then
MyMessages = {
Winning = "GEREINNT!!!",
Losing = "VERLIENREN!!!!",
}
end
-- Pardon my german, it is coutesy of google tranlate.
Everywhere xx:SetText(MyMessages.Winning)
You will get the current locale message.
There may well be other, better ways.