Hi
In the past I had every single word that was used in the addon put in my own translation files. While replacing them with the official ones from ESO itself (with: GetString(...)), I started to wonder to what extend this makes sense and when it is more wise to have custom translations for it.
Here are some examples with increasing uncertainty:
1) List professions, respectively re-use the different tabs from the Craft Bag. Getting the name from Filter Types seems still safe.
Lua Code:
-- SI_ITEMFILTERTYPE17 = "Enchanting"
GetString(SI_ITEMFILTERTYPE17)
-- SI_ITEMFILTERTYPE18 = "Provisioning"
GetString(SI_ITEMFILTERTYPE18)
-- SI_ITEMFILTERTYPE19 = "Style Materials"
GetString(SI_ITEMFILTERTYPE19)
2) Group the different glyphs under one common name. Reading the text from a gamepad category might already be more vague whether this value is always there?
Lua Code:
-- SI_GAMEPADITEMCATEGORY13 = "Glyphs"
GetString(SI_GAMEPADITEMCATEGORY13)
3) Group different "liquids" together under one common name. Here a text that would fit that such a group can be found from a customer service feedback category.
Lua Code:
-- SI_CUSTOMERSERVICESUBMITFEEDBACKSUBCATEGORIES402 = "Potions & Poisons"
GetString(SI_CUSTOMERSERVICESUBMITFEEDBACKSUBCATEGORIES402)
4) Group the different repair kits under one common name. Reading a hook point and cut off the colon at the end, because there is no native string for "Repair Kit(s)".
Lua Code:
-- SI_HOOK_POINT_STORE_REPAIR_KIT_HEADER = "Repair Kits:"
string.sub(GetString(SI_HOOK_POINT_STORE_REPAIR_KIT_HEADER),0,-2) -- "Repair Kit"
While the first two examples seem quite safe to me, I am not so sure with the third (and especially the fourth) one how reliable this really is. What would other developers recommend? Re-Use as much as possible from ESO to reduce custom localizations, or only take it from ESO when there is a 100% match?
Cheers
Klingo
PS: I took this as the base for finding keys:
https://github.com/esoui/esoui/blob/...tedstrings.lua