Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
WoW
Talk
English
Views
Read
Edit
History
More
Search
Navigation
Home
Random page
Help using wiki
Editions
for WoW
for WildStar
for Solar2D
Documentation
for WoW
for WildStar
Reference
WoW
⦁ FrameXML
⦁ AddOns
⦁ API
⦁ WoW Lua
WildStar
⦁ AddOns
⦁ API
⦁ WildStar Lua
Engine
Tools
What links here
Related changes
Special pages
Page information
Site
Recent Changes
Editing
WoW:Localizing an addon
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Tips and common pitfalls == * It is a generally good idea to separate localizable strings from your addon code if you intend to make your addon localizable -- concentrating localization in a few files makes it more approachable. * Avoid using names to identify things you can identify by ID instead (this would include items, spells, quests, NPCs, etc). IDs do not need to be localized, saving you work, and allowing your addon to work on a client of a different locale, even if only by using the original language. * Not everything must have a translation, and some things will break if translated. For instance, the names of the World of Warcraft API functions, XML elements, etc, do not need to be translated, since those names are hard-coded in either the client or FrameXML, and do not change with localizations.
Summary:
Please note that all contributions to AddOn Studio are considered to be released under the Creative Commons Attribution-NonCommercial-ShareAlike (see
AddOn Studio Wiki:Copyrights
for details).
Submissions must be written by you, or copied from a public domain or similar free resource (see
AddOn Studio Wiki:Copyrights
for details).
Cancel
Editing help
(opens in new window)