DUXPLIMA Documentation

Languages

The seven shipped languages, how a player's language is chosen, adding a language, and uxmLang.

Every player reads uxmHeads in their own language: the replies and the welcome.

Shipped

FileLanguageSmall capitals
messages_en.confEnglishyes
messages_tr.confTurkishyes
messages_de.confGermanyes
messages_es.confSpanishyes
messages_fr.confFrenchyes
messages_pt.confPortugueseyes
messages_ru.confRussianno: Cyrillic has no small capitals

Every file carries every key. A key a translation lacks reads in language.default, then in the line built into the plugin.

Which language a player reads

The first that answers wins:

  1. language.force in config.conf, when it names a language: everybody reads it.
  2. The language the player chose with /uxmheads lang set.
  3. The language their client is set to, when language.follow-client is true and a file exists for it.
  4. language.default.

A broadcast reaches each player in their own language, so one [broadcast] line reaches the server in seven.

Adding a language

Copy messages_en.conf to messages_<tag>.conf, such as messages_it.conf or messages_pt-BR.conf, and translate the values. Keep every key and every value tag such as <name>. Run /uxmheads reload: the language exists, /uxmheads lang offers it, and a client set to it reads it. Nothing lists the languages; the files are the list.

To draw a Latin-alphabet language in small capitals, add it to small-caps in theme.conf.

Where a choice is kept

ServerThe choice lives in
With uxmLanguxmLang, shared by every UXM plugin and, on a network sharing uxmLang's database, by every server
Without uxmLanglanguages.conf in this plugin's folder, for this plugin alone

Notes

  • Command words per language are set in commands.conf.
  • A language file that cannot be read is reported in the console at the start and on reload, and its players read the default.

Related: Messages, config.conf, Operator commands