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<title>Internationalization — Evennia 1.0-dev documentation</title>
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<li class="nav-item nav-item-0"><a href="../index.html">Evennia 1.0-dev</a> »</li>
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<li class="nav-item nav-item-this"><a href="">Internationalization</a></li>
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<section id="internationalization">
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<h1>Internationalization<a class="headerlink" href="#internationalization" title="Permalink to this headline">¶</a></h1>
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<p><em>Internationalization</em> (often abbreviated <em>i18n</em> since there are 18 characters
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between the first “i” and the last “n” in that word) allows Evennia’s core
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server to return texts in other languages than English - without anyone having
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to edit the source code. Take a look at the <code class="docutils literal notranslate"><span class="pre">locale</span></code> directory of the Evennia
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installation, there you will find which languages are currently supported.</p>
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<section id="changing-server-language">
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<h2>Changing server language<a class="headerlink" href="#changing-server-language" title="Permalink to this headline">¶</a></h2>
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<p>Change language by adding the following to your <code class="docutils literal notranslate"><span class="pre">mygame/server/conf/settings.py</span></code>
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file:</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal">1</span>
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<span class="normal">2</span>
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<span class="normal">3</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span>
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<span class="n">USE_I18N</span> <span class="o">=</span> <span class="kc">True</span>
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<span class="n">LANGUAGE_CODE</span> <span class="o">=</span> <span class="s1">'en'</span>
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</pre></div>
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</td></tr></table></div>
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<p>Here <code class="docutils literal notranslate"><span class="pre">'en'</span></code> should be changed to the abbreviation for one of the supported
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languages found in <code class="docutils literal notranslate"><span class="pre">locale/</span></code>. Restart the server to activate i18n. The
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two-character international language codes are found
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<a class="reference external" href="http://www.science.co.il/Language/Codes.asp">here</a>.</p>
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<blockquote>
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<div><p>Windows Note: If you get errors concerning <code class="docutils literal notranslate"><span class="pre">gettext</span></code> or <code class="docutils literal notranslate"><span class="pre">xgettext</span></code> on Windows,
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see the
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<a class="reference external" href="https://docs.djangoproject.com/en/3.2/topics/i18n/translation/#gettext-on-windows">Django documentation</a>.
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A self-installing and up-to-date version of gettext for Windows (32/64-bit) is
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available on <a class="reference external" href="https://github.com/mlocati/gettext-iconv-windows">Github</a>.</p>
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</div></blockquote>
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</section>
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<section id="translating-evennia">
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<h2>Translating Evennia<a class="headerlink" href="#translating-evennia" title="Permalink to this headline">¶</a></h2>
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<div class="admonition important">
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<p class="admonition-title">Important</p>
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<p>Evennia offers translations of hard-coded strings in the server, things like
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“Connection closed” or “Server restarted”, strings that end users will see and
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which game devs are not supposed to change on their own. Text you see in the log
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file or on the command line (like error messages) are generally <em>not</em> translated
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(this is a part of Python).</p>
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<p>In addition, text in default Commands and in default Typeclasses will <em>not</em> be
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translated by switching <em>i18n</em> language. To translate Commands and Typeclass
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hooks you must overload them in your game directory and translate their returns
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to the language you want. This is because from Evennia’s perspective, adding
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<em>i18n</em> code to commands tend to add complexity to code that is <em>meant</em> to be
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changed anyway. One of the goals of Evennia is to keep the user-changeable code
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as clean and easy- to-read as possible.</p>
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</div>
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<p>Translations are found in the core <code class="docutils literal notranslate"><span class="pre">evennia/</span></code> library, under
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<code class="docutils literal notranslate"><span class="pre">evennia/evennia/locale/</span></code>. You must make sure to have cloned this repository
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from <a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia">Evennia’s github</a> before you can proceed.</p>
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<p>If you cannot find your language in <code class="docutils literal notranslate"><span class="pre">evennia/evennia/locale/</span></code> it’s because noone has
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translated it yet. Alternatively you might have the language but find the
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translation bad … You are welcome to help improve the situation!</p>
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<p>To start a new translation you need to first have cloned the Evennia repositry
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with GIT and activated a python virtualenv as described on the <a class="reference internal" href="../Setup/Setup-Quickstart.html"><span class="doc">Setup
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Quickstart</span></a> page.</p>
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<p>Go to <code class="docutils literal notranslate"><span class="pre">evennia/evennia/</span></code> - that is, not your game dir, but inside the <code class="docutils literal notranslate"><span class="pre">evennia/</span></code>
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repo itself. If you see the <code class="docutils literal notranslate"><span class="pre">locale/</span></code> folder you are in the right place. Make
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sure your <code class="docutils literal notranslate"><span class="pre">virtualenv</span></code> is active so the <code class="docutils literal notranslate"><span class="pre">evennia</span></code> command is available. Then run</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span> <span class="n">evennia</span> <span class="n">makemessages</span> <span class="o">--</span><span class="n">locale</span> <span class="o"><</span><span class="n">language</span><span class="o">-</span><span class="n">code</span><span class="o">></span>
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</pre></div>
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</div>
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<p>where <code class="docutils literal notranslate"><span class="pre"><language-code></span></code> is the <a class="reference external" href="http://www.science.co.il/Language/Codes.asp">two-letter locale code</a>
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for the language you want to translate, like ‘sv’ for Swedish or ‘es’ for
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Spanish. After a moment it will tell you the language has been processed. For
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instance:</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span> <span class="n">evennia</span> <span class="n">makemessages</span> <span class="o">--</span><span class="n">locale</span> <span class="n">sv</span>
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</pre></div>
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</div>
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<p>If you started a new language, a new folder for that language will have emerged
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in the <code class="docutils literal notranslate"><span class="pre">locale/</span></code> folder. Otherwise the system will just have updated the
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existing translation with eventual new strings found in the server. Running this
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command will not overwrite any existing strings so you can run it as much as you
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want.</p>
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<p>Next head to <code class="docutils literal notranslate"><span class="pre">locale/<language-code>/LC_MESSAGES</span></code> and edit the <code class="docutils literal notranslate"><span class="pre">**.po</span></code> file you
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find there. You can edit this with a normal text editor but it is easiest if
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you use a special po-file editor from the web (search the web for “po editor”
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for many free alternatives).</p>
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<p>The concept of translating is simple, it’s just a matter of taking the english
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strings you find in the <code class="docutils literal notranslate"><span class="pre">**.po</span></code> file and add your language’s translation best
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you can. The <code class="docutils literal notranslate"><span class="pre">**.po</span></code> format (and many supporting editors) allow you to mark
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translations as “fuzzy”. This tells the system (and future translators) that you
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are unsure about the translation, or that you couldn’t find a translation that
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exactly matched the intention of the original text. Other translators will see
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this and might be able to improve it later. Finally, you need to compile your
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translation into a more efficient form. Do so from the <code class="docutils literal notranslate"><span class="pre">evennia</span></code> folder again:</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">evennia</span> <span class="n">compilemessages</span>
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</pre></div>
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</div>
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<p>This will go through all languages and create/update compiled files (<code class="docutils literal notranslate"><span class="pre">**.mo</span></code>)
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for them. This needs to be done whenever a <code class="docutils literal notranslate"><span class="pre">**.po</span></code> file is updated.</p>
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<p>When you are done, make sure that everyone can benefit from your translation!
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Make a PR against Evennia with the updated <code class="docutils literal notranslate"><span class="pre">**.po</span></code> and <code class="docutils literal notranslate"><span class="pre">*.mo</span></code> files. Less
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ideally (if git is not your thing) you can also attach them to a new post in our
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forums.</p>
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<p><h3><a href="../index.html">Table of Contents</a></h3>
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<ul>
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<li><a class="reference internal" href="#">Internationalization</a><ul>
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<li><a class="reference internal" href="#changing-server-language">Changing server language</a></li>
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<li><a class="reference internal" href="#translating-evennia">Translating Evennia</a></li>
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<li><a href="http://evennia.blogspot.com/">Evennia Dev blog</a> </li>
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<h3>Versions</h3>
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<li><a href="Internationalization.html">1.0-dev (develop branch)</a></li>
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