View Single Post
11/10/15, 10:25 AM   #15
Wandamey
Guest
Posts: n/a
Oh thanks for the info.

I'm gonna abuse and use my status of dumbest dev to ask this and preserve all other to look ridiculous. (don't thank me i'm a natural for this)

what does it mean... if I have my default English like this :
en.lua
ZO_CreateStringId("SI_QUICKLEATHER_ARMOR_TYPE1", GetString(SI_TRADING_HOUSE_BROWSE_ARMOR_TYPE_LIGHT))
ZO_CreateStringId("SI_QUICKLEATHER_ARMOR_TYPE2", GetString(SI_TRADING_HOUSE_BROWSE_ARMOR_TYPE_MEDIUM))
ZO_CreateStringId("SI_QUICKLEATHER_ARMOR_TYPE3", GetString(SI_TRADING_HOUSE_BROWSE_ARMOR_TYPE_HEAVY))
ZO_CreateStringId("SI_QUICKLEATHER_LOCKITEMLEVELBUTTON0", "Lock item level")
ZO_CreateStringId("SI_QUICKLEATHER_LOCKITEMLEVELBUTTON1", "Unlock item level")
ZO_CreateStringId("SI_QUICKLEATHER_SKILLLEVELBUTTON", "Skill level")
ZO_CreateStringId("SI_QUICKLEATHER_RESETMATBUTTON", "Reset")
ZO_CreateStringId("SI_QUICKLEATHER_CHARLEVELBUTTON", "Character level")
ZO_CreateStringId("SI_QUICKLEATHER_SPINNERMAX", "Spinner Max")
ZO_CreateStringId("SI_QUICKLEATHER_SPINNERMIN", "Spinner Min")
ZO_CreateStringId("SI_QUICKLEATHER_STYLEMAX", "Max available quantity")
ZO_CreateStringId("SI_QUICKLEATHER_STYLEMIN", "Min available quantity")
...
and my for example german like this : de.lua
SafeAddString(SI_QUICKLEATHER_LOCKITEMLEVELBUTTON0, "Ausrüstungsstufe sperren")
SafeAddString(SI_QUICKLEATHER_LOCKITEMLEVELBUTTON1, "Stufensperre aufheben")
SafeAddString(SI_QUICKLEATHER_SKILLLEVELBUTTON, "Fähigkeitsstufe")
SafeAddString(SI_QUICKLEATHER_RESETMATBUTTON, "Zurücksetzen")
SafeAddString(SI_QUICKLEATHER_CHARLEVELBUTTON, "Charakterstufe")
SafeAddString(SI_QUICKLEATHER_SPINNERMAX, "Anzahl Max.")
SafeAddString(SI_QUICKLEATHER_SPINNERMIN, "Anzahl Min.")
...

does that mean I now have to do this :
de_ingame.str (can I keep the path to the folder, i suppose yes, $language will not be altered in the manifest?)
["SI_QUICKLEATHER_LOCKITEMLEVELBUTTON0"] = "Ausrüstungsstufe sperren"
etc, etc....


edit for more clarity :
OR does it mean that ONLY custom translation will require the format <lang>_ingame.str and that will be interpreted as (for example) ru.lua by the client later?
humm... an example would be nice to sum up.

Last edited by Wandamey : 11/10/15 at 10:36 AM.
  Reply With Quote