Originally Posted by Shadowfen
By default, no. If you are displaying fr and the string is missing from fr then the value of the string will be nil even though there is an en value.
On the other hand, if you use LibLanguage, it was designed to load your default language first and then overload with the currently selected language so that (as in our example) the fr strings (when available) will be used and if not available then the default language (en in our example) would still be there.
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that's not true... if you define this:
Lua Code:
Langs/en.lua
Langs/$(language).lua
and use
ZO_CreateStringId in en.lua and
SafeAddString (for the other languages), the en string will be loaded as a fallback value. To answer your question, if the fr string is not available, the game will use the en string instead