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Explain localization #75
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Personally, I'm looking towards this (with some obsession, apparently). 🤯 Regarding the limitations you listed...
By the way, what are prospects of |
I've tried doing gettext formatting in java projects years back -- the biggest bottleneck was iirc the need for something to generate To do localization properly, I still think you'd need some sort of wrapper around Components, since components can't really serialize the arbitrary types that could be part of a MessageFormat. |
Thanks for your observant response, @zml2008. There is If I'm not wrong, |
Perhaps support can be added for choice formats in Example: import java.text.MessageFormat
fun main() {
for (i in 1..5) {
println(MessageFormat("There {0,choice,1#is|1<are} {0,number,integer} {0,choice,1#player|1<players} connected.").format(arrayOf(i)))
}
} Output:
Playground: |
We have a basic localization system within Adventure, using TranslationRegistry
There should be a documentation page explaining it, how it interacts with vanilla translations, and its limitations.
Limitations include:
This could mention moonshine, and potentially whatever is added to MiniMessage for localization
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