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Custom Languages
Here's everything you need to know about custom languages.
Download the custom language you want to install. Then head over to your BepInEx/plugins directory where you installed SpinCore.dll. A directory CustomLanguages should exist. If not, create it. Place your custom languages in this directory. On game startup, SpinCore will automatically load any language found within this directory.
Run the game with the mod installed, head over to Mod Settings -> SpinCore and click the button to create a custom language template. This template is located in a language.json file right next to SpinCore.dll.
Custom Languages are defined in this structure:
{
"id": "language-identifier",
"name": "Language Name as it appears in-game",
"keys": {
"key": "value",
"key": "value",
...
}
}-
id: This is a short identifier for your language. Used internally. -
name: This is the name of your language. This is what everyone will see in-game in the languages dropdown menu. -
keys: A collection of translations. Each translation must be in the format"TranslationKey": "Translated String in your custom language".
The language.json template file contains every translation key and english strings in the game, including modded ones. You are free to translate everything however you see fit.
If a definition for a translation is missing from your custom language, SpinCore will load the English string by default. You are therefore encouraged to remove translations you didn't change in your language to make the final file lighter.