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Languages

Included

lua
Config.Locale = 'en'
CodeLanguageCodeLanguage
enEnglishja日本語
deDeutschnlNederlands
esEspañolruРусский
frFrançais

Each file carries the same 35 keys: prompts, feedback messages, the ten colour names, and every refusal message.

Editing a language

locales/ stays readable in the escrowed build, so all seven can be edited without the source.

lua
Locales['en'] = {
    prompt_stow  = 'Stow Lantern',
    stowed       = 'Lantern stowed.',
}

Two rules:

Keep the %s placeholders

colour_changed and brightness_changed use them for the colour name and brightness level. Removing one will throw at runtime.

Save as UTF-8 without a BOM

A byte order mark corrupts the first line of the Lua chunk and the file will not load.

Adding a language

  1. Copy locales/en.lua to locales/<code>.lua.

  2. Change the table name on the second line:

    lua
    Locales['pt'] = {
  3. Translate the values, leaving the keys alone.

  4. Set Config.Locale = 'pt' and restart.

fxmanifest.lua loads locales/*.lua, so there is nothing to register.

Any key you leave out falls back to English rather than showing blank text, so a partial translation is safe to ship and finish later.

Adding a colour name

If you add an entry to Config.Colours, add a matching colour_<name> key to every locale file:

lua
-- config.lua
{ name = 'amber', r = 255, g = 191, b = 0 },

-- locales/en.lua
colour_amber = 'Amber',

Without it, the notification shows the raw key colour_amber instead of a name.

Key reference

GroupKeys
Promptsprompt_stow prompt_retrieve prompt_place prompt_pickup prompt_horse_stow prompt_horse_take
Feedbackstowed retrieved stowed_horse retrieved_horse placed picked_up
Lightingcolour_changed brightness_changed brightness_default
Colourscolour_default colour_red colour_orange colour_yellow colour_green colour_cyan colour_blue colour_purple colour_pink colour_white
Refusalsno_lantern no_item no_room cannot_place_here cannot_place_now limit_reached limit_global not_yours busy no_mount

Font support

The translations are correct UTF-8, but whether RDR2's prompt font renders every glyph is the game's business, not the resource's.

Latin alphabets are safe.

Check Japanese and Cyrillic in-game before going live

If the font lacks a glyph it draws a box, and no script-side change can fix that. Falling back to a Latin transliteration is the usual workaround.

Documentation for RedMorrow. Scripts are licensed per server — redistribution is not permitted.