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Language‐Files.md
| Code | Language | Status |
|---|---|---|
| en | English | Complete |
| ru | Русский | Complete |
| ua | Українська | Complete |
| es | Español | Complete |
| de | Deutsch | Complete |
| fr | Français | Complete |
| zh | 中文 | Complete |
| pt | Português | Complete |
| pl | Polski | Complete |
| it | Italiano | Complete |
Format codes: §l bold · §o italic · §n underline · §m strikethrough · §r reset
- Copy
en.ymlto a new file — e.g.ja.yml - Translate all values (right side of each line)
- Keep all keys (left side) unchanged
- Keep all placeholders (
%player%, etc.) in place - Keep color codes (
§6, etc.) or replace with different ones - Save as UTF-8
- Set
language: jainconfig.yml - Run
/reloadchestconfig
Keep placeholders:
# Correct
chest-activating: "§6✦ §f%player% hat eine Truhe aktiviert!"
Wrong — placeholder removed
chest-activating: "§6✦ Eine Truhe wurde aktiviert!"
Keep list structure for lore:
lore:
- "§7First line"
- "§7Second line"
- ""
- "§8Third line after blank"
Save as UTF-8 — especially important for non-Latin scripts (Russian, Chinese, Arabic, Japanese, etc.).
Player sees: gui.save-button
A key is missing from your language file. Add it:
gui:
save-button: "§aSave"
File not saved as UTF-8. Open in VS Code or Notepad++ and convert encoding.
Player sees: "Opened %tier% chest"
Typo in the placeholder — check spelling exactly: %tier% not %Tier% or %teir%.
- Fork the repository on GitHub
- Copy
en.ymlto your language code (e.g.ja.yml) - Translate all keys
- Test in-game
- Submit a pull request
Requirements: complete translation, UTF-8 encoding, tested in-game.
- Discord —
#translationschannel - GitHub Issues — include the language code and message key
| Code | Language | Status |
|---|---|---|
en |
English | Complete |
ru |
Русский | Complete |
ua |
Українська | Complete |
es |
Español | Complete |
de |
Deutsch | Complete |
fr |
Français | Complete |
zh |
中文 | Complete |
pt |
Português | Complete |
pl |
Polski | Complete |
it |
Italiano | Complete |
Edit plugins/SpawnChestPlugin/config.yml:
language: ruApply with /reloadchestconfig.
plugins/SpawnChestPlugin/lang/
├── en.yml
├── ru.yml
├── ua.yml
├── es.yml
├── de.yml
├── fr.yml
├── zh.yml
├── pt.yml
├── pl.yml
└── it.yml
Files are created automatically on first run. Edit any file freely — /reloadchestconfig picks up changes immediately.
Language files are organised into sections. Each section covers a different part of the plugin.
# System messages (server log — not shown to players)
system:
plugin-enabled: "[SpawnChest] SpawnChestPlugin v4.4 enabled."
timer-first-run: "[SpawnChest] First run — chest will spawn in 30 seconds."
# Broadcasts sent to players in chat
broadcasts:
chest-spawned: "§6✦ §e%tier% §7has appeared §8— §fX: %x% Y: %y% Z: %z%"
chest-activating: "§6✦ §f%player% §7activated a chest §8— §eopens in §f%seconds%s"
chest-unlocked: "§6✦ §eThe chest is now open!"
# BossBar titles
bossbar:
countdown-minutes: "§6✦ §7Next chest §8· §f%minutes%m %seconds%s"
active-with-timer: "§6✦ §e%tier% §8· §f%x%, %y%, %z% §8· %time%"
# Admin/player command feedback
commands:
no-permission: "§7You don't have permission to do that."
next-chest: "§7Next chest in §e%minutes%m %seconds%s§7."
# Item names and lore
items:
dragon-slayer-sword:
name: "§6Dragon Slayer"
lore:
- "§7Forged from the heart of a dragon."
- ""
- "§e+%damage% §7bonus damage"
# GUI labels
gui:
custom-loot-title: "§8Custom Chest Loot"
save-button: "§aSave"
# Chest interaction messages
chest:
locked: "§7This chest is locked — right-click to start the countdown."
already-activating: "§7Opens in §e%seconds%s§7."| Placeholder | Replaced with | Example |
|---|---|---|
%player% |
Player name | Steve |
%tier% |
Chest tier name | Legendary Chest |
%x% %y% %z%
|
Coordinates | 825, 64, -1456 |
%minutes% %seconds%
|
Time values | 3, 42 |
%count% |
Item or player count | 15 |
%damage% |
Damage value | 4.0 |
%cooldown% |
Cooldown in seconds | 3 |
%time% |
Formatted time string | 3m 42s |
%type% |
Chest type | Double Chest |
%fraction% |
Drop rate | 1/3 of items |
| Code | Color |
|---|---|
§6 |
Gold |
§e |
Yellow |
§f |
White |
§7 |
Grey |
§8 |
Dark grey |
§a |
Green |
§c |
Red |
§b |
Aqua |
§9 |
Blue |
§d |
Pink/purple |
Format codes: §l bold · §o italic · §n underline · §m strikethrough · §r reset
- Copy
en.ymlto a new file — e.g.ja.yml - Translate all values (right side of each line)
- Keep all keys (left side) unchanged
- Keep all placeholders (
%player%, etc.) in place - Keep color codes (
§6, etc.) or replace with different ones - Save as UTF-8
- Set
language: jainconfig.yml - Run
/reloadchestconfig
Keep placeholders:
# Correct
chest-activating: "§6✦ §f%player% hat eine Truhe aktiviert!"
# Wrong — placeholder removed
chest-activating: "§6✦ Eine Truhe wurde aktiviert!"Keep list structure for lore:
lore:
- "§7First line"
- "§7Second line"
- ""
- "§8Third line after blank"Save as UTF-8 — especially important for non-Latin scripts (Russian, Chinese, Arabic, Japanese, etc.).
Player sees: gui.save-button
A key is missing from your language file. Add it:
gui:
save-button: "§aSave"File not saved as UTF-8. Open in VS Code or Notepad++ and convert encoding.
Player sees: "Opened %tier% chest"
Typo in the placeholder — check spelling exactly: %tier% not %Tier% or %teir%.
- Fork the repository on GitHub
- Copy
en.ymlto your language code (e.g.ja.yml) - Translate all keys
- Test in-game
- Submit a pull request
Requirements: complete translation, UTF-8 encoding, tested in-game.
- Discord —
#translationschannel - [GitHub Issues](https://github.com/Fragmer2/ChestSpawn/issues) — include the language code and message key