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Feat: In-game hints support internationalized text. #179
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Very good work |
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I appreciate all the effort that you put on this, but what about using acore_string and the standard way of localization in azerothcore?
in the acore_string table you can translate all the strings based on locale
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These texts should not vary, unless the translation is wrong. The problem with adding them to the databases and using the emulator's translation system is that we have to choose an ID that is not being used by any other module. In case of achieving that, if after a short time, you want to delete the module because you decided not to use it anymore, all the records remain in the database, since unfortunately we do not have a script to eliminate that information from the DB in case you stop using it. use the module(s). I have done translations of both types, in the code and in the DB. If you give me a choice, I think that if it is well done in the code, it is better, so later, you don't have to delete anything if you stop using it.
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I would use acore_string only for the emulator translations, not the modules. Because there can be a lot of modules left in the DB and the problem of trying to ensure that the IDs do not collide, although you can use constants, but you have to change the number in the SQL file before executing the script.
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I appreciate all the effort that you put on this, but what about using acore_string and the standard way of localization in azerothcore? in the acore_string table you can translate all the strings based on locale
Hi, the logic of this translation references the design of mod-transmog, where parts that allow player interaction with NPCs use acore_string, while the GM commands and prompts parts employ code translation. I believe this design is quite reasonable, hence the adoption of the same approach.
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you are right, I think that is good then
* Feat: In-game hints support internationalized text. (azerothcore#179) * Update AutoBalance.cpp (azerothcore#185) * Fix (azerothcore#186) * Update AutoBalance.cpp * Update AutoBalance.cpp --------- Co-authored-by: MelodicGin <4485145+gin-melodic@users.noreply.github.com> Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
Changes Proposed:
I have added internationalized text support for client prompts in Korean, French, German, Simplified Chinese, Traditional Chinese, Spanish, and Russian for all prompts in the game.
Issues Addressed:
SOURCE:
Tests Performed:
I successfully compiled on Ubuntu 22.04 without any errors or warnings. Since it's just text internationalization, I verified using two characters with Simplified Chinese and English clients, and didn't find any issues.
The following are some version information and parameters during compilation:
How to Test the Changes:
Upon entering the game, I selected a character and entered a random instance to check if the prompt messages have been internationalized.
Using GM privileges, I executed the .ab command to check if the prompts have been internationalized.