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
# config.yml
language: esThis 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:
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
- Copy
languages/en.ymltolanguages/<your-code>.yml(e.g.fr.yml). - Translate the values (never the keys on the left).
- Set
language: <your-code>inconfig.yml. - 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.