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SMODS.Language.md

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API Documentation: SMODS.Language

  • Required parameters:
    • key (does not get prefixed by default)
    • label: The label displayed on the language selection screen
  • Optional parameters (defaults):
    • font = 1: When a number is specified, use the corresponding font provided by the game.
      • 1: m6x11plus (Latin alphabet)
      • 2: NotoSansSC-Bold (Simplified Chinese)
      • 3: NotoSansTC-Bold (Traditional Chinese)
      • 4: NotoSansKR-Bold (Korean)
      • 5: NotoSansJP-Bold (Japanese)
      • 6: NotoSans-Bold (Used in-game for Russian)
      • 7: Also m6x11plus (for some reason)
      • 8: GoNotoCurrent-Bold (unused asset)
      • 9: GoNotoCJKCore (unused asset)
      • You can also specify a table to use your own font. It should look something the following. The file is expected to be found in the assets/fonts subdirectory within your mod.
      {
          file = "myfont.ttf",
          render_scale = G.TILESIZE*10,
          TEXT_HEIGHT_SCALE = 0.83,
          TEXT_OFFSET = {x=10,y=-20},
          FONTSCALE = 0.1,
          squish = 1,
          DESCSCALE = 1
      },
    • loc_key: Treats the language with the given key as a base for this one, keeping any unchanged localization strings intact and adding changes from your localization and fonts, where applicable.

You should place a localization file for your language's translation in a file at localization/[key].lua within your mod files, where [key] is the language's key. Steamodded will also load files named this way from other mods if the language is active. Non-existent entries default to English text.