The idea is to take the texts from the acore_string table and thus, be able to have the messages in several languages, depending on the game client used. You only have to change the value of the entry in the SQL query as well as in the module, depending on the records that each project has, or you can use the default values.
The tests will fail, because a small modification must be made to the emulator beforehand. Since the SendAreaTriggerMessage method receives as parameter a const char*, but I have already prepared a PR so that it also accepts an entry, and in this way, to be able to obtain the text of the DB.
I also took the opportunity to update the structure of the emulator, and replace some tabs by spaces, which were in some files.
The idea is to take the texts from the
acore_string
table and thus, be able to have the messages in several languages, depending on the game client used. You only have to change the value of the entry in the SQL query as well as in the module, depending on the records that each project has, or you can use the default values.The tests will fail, because a small modification must be made to the emulator beforehand. Since the SendAreaTriggerMessage method receives as parameter a const char*, but I have already prepared a PR so that it also accepts an entry, and in this way, to be able to obtain the text of the DB.
I also took the opportunity to update the structure of the emulator, and replace some tabs by spaces, which were in some files.