Closed dorkster closed 12 years ago
Well, I was taking the resulting string from strToUpper() as the argument for msg->get(). If the string was, for example, "Artifact," wouldn't it just find the match for that in the appropriate po file? Note, I was already using this method for elemental resistances in MenuCharacter, so I thought it would be acceptable.
Ah didn't realize that. I want to make sure the generated pot files will work as expected.
Should we just use the full display value of the slot name in e.g. items.txt? Maybe having a separate non-displayed identifier isn't helpful here, if we are relying completely on the game data files for their definitions.
On Aug 25, 2012 1:22 PM, "Justin Jacobs" notifications@github.com wrote:
Well, I was taking the resulting string from strToUpper() as the argument for msg->get(). If the string was, for example, "Artifact," wouldn't it just find the match for that in the appropriate po file? Note, I was already using this method for elemental resistances in MenuCharacter, so I tought it would be acceptable.
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@clintbellanger - the only problem (maybe a problem, maybe not) would be that if we rely on the slot name, we'd also have to create dummy slots for Consumable, Gem, etc.
I think an engine level config file that contains item types and their display names is probably best. There are sometimes good reasons to change the displayed name only e.g. shorten a name for a mini size mod.
On Aug 25, 2012 2:23 PM, "Matthew Krohn" notifications@github.com wrote:
@clintbellanger https://github.com/clintbellanger - the only problem (maybe a problem, maybe not) would be that if we rely on the slot name, we'd also have to create dummy slots for Consumable, Gem, etc.
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It'd be better if we had a config file that converted item categories to display names. I doubt the string to upper function will help for most languages.
Such a file could have other uses as well, e.g. a default title color for items of certain types. E.g. gold text for quest items, green text for gems.