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Languages

Every player-facing message in AtomCombat lives in plugins/AtomCombat/languages/, not scattered across module config files. AtomCombat ships two files out of the box: en.yml and es.yml.

Choosing a language

yaml
# config.yml
language: es

This loads languages/es.yml. Change it to en to load languages/en.yml, or to the name of any file you add yourself.

File layout

Each language file has a global prefix and one section per feature:

yaml
prefix: '&8[&cAtomCombat&8] &r'

general:
  no-permission: '&cYou do not have permission to use this command.'
  player-only: '&cThis command can only be used in-game.'

bounties:
  bounty-created: '&aA bounty of &f%amount%&a was placed on &f%target%&a. ID: &f%id%&a.'
  ...

rank-abilities:
  ...

combat-rules:
  ...

stats:
  ...

effects:
  ...

admin:
  ...

Legacy & colour codes are supported everywhere. Tokens like %player%, %amount% or %seconds% are replaced per message — each message's available tokens are shown in that module's documentation page.

Adding a new language

  1. Copy languages/en.yml to languages/<your-code>.yml (e.g. fr.yml).
  2. Translate the values (never the keys on the left).
  3. Set language: <your-code> in config.yml.
  4. Run /atomcombat reload.

Missing keys

If you are editing en.yml or es.yml directly and remove or forget a key, AtomCombat falls back to that key's value from the bundled copy of that same file, so a partially edited en.yml/es.yml never breaks. A brand-new file under a different name (e.g. fr.yml) has no bundled counterpart to fall back to, so start it as a full copy of en.yml or es.yml rather than a blank file.

Languages | AtomCombat Docs