Skip to content

Localization

All player-facing text is in locale/locale.lua. The file uses a flat table with dot-separated keys:

lua
Locale = {
    ['error.inventory_full']      = '~r~Not enough space in your inventory',
    ['prompt.pickup_emp']         = 'Press ~g~[~w~E~g~]~w~ to pick up EMP',
    ['label.wire_cutters']        = 'Wire Cutters',
    ['alert.thieves_shore']       = 'Thieves were seen on the shore.',
    ['buyer.sold_total']          = 'Just sold items for a total of ~g~%d $',
    -- ...
}

Strings are accessed in code via the L('key') helper function. To translate, replace the right-side values.

Key Categories

PrefixPurpose
error.*Error messages shown to players
prompt.*Interaction prompts (Press [E] to ...)
hint.*Context hints (Use X on Y)
label.*Entity and blip labels
buyer.*Buyer NPC messages
alert.*Police dispatch alerts

Robicore