> For the complete documentation index, see [llms.txt](https://mode-development.gitbook.io/atomcombat/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://mode-development.gitbook.io/atomcombat/getting-started/language.md).

# 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

```yaml
# config.yml
language: es
```

This 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:

```yaml
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

1. Copy `languages/en.yml` to `languages/<your-code>.yml` (e.g. `fr.yml`).
2. Translate the values (never the keys on the left).
3. Set `language: <your-code>` in `config.yml`.
4. 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.


---

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