#Localization
Every notification and all of the menu text comes from a locale file. Pick one with:
Config.Locale = 'en'
#Included languages
en- Englishde- Germanfr- Frenches- Spanishpt- Portuguesenl- Dutchpl- Polishit- Italiantr- Turkish
The files live in the resource's locales/ folder, which is not escrowed - you can edit any of them to match your server's tone, or fix a phrase you would word differently.
#Adding a language
- Copy
locales/en.luatolocales/<code>.lua. - Change the table name on the first line to your code, for example
Locales['sv'] = {. - Translate the values. Leave the keys alone.
- Set
Config.Locale = 'sv'and restart.
New files are picked up automatically - there is nothing to register.
#Placeholders
Some strings contain %s, which is replaced at runtime with a value:
received = 'You received: %s',
level_up = 'Level up! You are now level %s (%s).',
buy_cooldown = 'You can buy this again in %s',
Keep the same number of %s in your translation. You can move them around the sentence to suit the language's word order, as long as they stay in the same order relative to each other.
#Missing keys
Anything a translation does not define falls back to English, so a partial translation still works and never leaves blank text on screen. That also means you can delete a line you would rather not translate instead of copying the English into it.
#What is not translated
The admin panel is staff-facing and stays in English. Everything a player sees - notifications, shop wording, the referral panel, rankings, history and the level-up celebration - goes through the locale files.
Shop, item and loot case names come from your own Config.Shops and Config.Cases labels rather than the locale files, since those are yours to name.