Open Shkarlatov opened 4 years ago
So, one of the issues with this is that PoB uses the english wordings to understand mods. (i.e., reading something like '25% increased lightning damage' is what lets it know what kind of damage it increases, and by how much).
Additionally, this whole process would require importing the tree in other languages, using the english one to parse mods, and remapping both ways (an amulet anointing a notable in French would need to have this name taken, find its english-data equivalent, parse the mods. )
The UI elements might be translated, but at this point it's barely a few percent of all the text you see in PoB. Other devs can have a look at it, but I think this is impossible with the current architecture of PoB.
I think the "translation base" can be done using parsing eng and ru wiki https://pathofexile.fandom.com/ru/wiki/Мор https://pathofexile.fandom.com/wiki/Blight / < a href="https://pathofexile-ru.gamepedia.com/%D0%9C%D0%BE%D1%80" title="Мор – Russian" lang="ru" hreflang="ru" class="interlanguage-link-target">Русский / Each English-language page with the name of the subject contains a link to the Russian-language name and it is correct.
The wiki has a discrepancy with the game :(
you can see https://github.com/Chuanhsing/PoeCharm/issues/1, it should help you.
This software does the translation without changing the original lua file and does not affect the calculation of the original pob, although I don't know how it does it.
POE is not friendly for beginners. For many players, English is not the main language. It is difficult for them to understand the names of skills, characteristics of things, and so on. Even the game itself has been translated into several languages.
I know that adding multilingualism is a very complicated and voluminous job. To support translations, you can use i18n.lua The translations themselves can be performed jointly on crowdin.com (free for open source)