Localisation failed
James-Yu opened this issue · 2 comments
Client version 27144, localisation zhTW.
It looks like the localisation depends on blizzard API GetSpellInfo
here.
Unfortunately, GetSpellInfo
seems not accepting spellName
as the argument, at least with zhTW
. /script print(GetSpellInfo(162794))
yields the correct info, but /script print(GetSpellInfo(混沌之擊))
(chaos strike for DH) generates nothing in the chat. I have no idea if it is a local problem or not.
A direct consequence is that the imported macros cannot be translated, rendering them almost unusable. Example localisation debug message:
Translator: <DEBUG> Entering GSE.TranslateString with :
/cast [mod:ALT,@player,combat] Metamorphosis
STRING
Translator: <DEBUG> cmd :
cast etc: [mod:ALT,@player,combat] Metamorphosis
Translator: <DEBUG> GSE.TranslateSpell Attempting to translate [mod:ALT,@player,combat] Metamorphosis
Translator: <DEBUG> Entering GSE.GetConditionalsFromString with : [mod:ALT,@player,combat] Metamorphosis
Translator: <DEBUG> checking left : 1
Translator: <DEBUG> checking right : 24
Translator: <DEBUG> We have left and right stuff
Translator: <DEBUG> mods changed to: [mod:ALT,@player,combat]
Translator: <DEBUG> str changed to: Metamorphosis
Translator: <DEBUG> checking for reset= in Metamorphosis
Translator: <DEBUG> GSE.TranslateSpell conditionals found
Translator: <DEBUG> output: [mod:ALT,@player,combat] mods: [mod:ALT,@player,combat] etc: Metamorphosis
Translator: <DEBUG> Metamorphosis was not found
Translator: <DEBUG> Did not find : Metamorphosis. Spell may no longer exist
Translator: <DEBUG> Did not find : [mod:ALT,@player,combat] Metamorphosis
Translator: <DEBUG> Exiting GSE.TranslateString with :
/cast [mod:ALT,@player,combat] Metamorphosis
Same with client version 27165.
When I use Portugese as a test language it works. Note that Old macros WONT WORK. Only new ones made within 8.0 will work.
There is no ingame way of translating the English "Metamorphosis" to the equivalent spell. I tried to do this but was unable to keep up with the spells and bits and pieces. Now all macros store the ID and need to be made within the ingame editor and exported.