Labels
data/labels.lua
This file defines the labels that will be used by all notifications and generated UIs.
ti_utils will automatically pull your locale defined in either ESX
or QB-Core
.
Structure
local labels = {
["locale_tag"] = {
["label_name"] = "Label"
}
}
Examples
An example for the English ("en") translation:
labels.en = {
generic_error = "Something went wrong.",
not_enough_money = "Not enough money.",
}
An example for the French ("fr") translation:
labels.fr = {
generic_error = "Quelque chose s'est mal passé.",
not_enough_money = "Pas assez d'argent.",
}
Defaults
labels.en = {
check_in_for = "Check in for $%i?",
yes = "Yes",
cash = "Cash",
bank = "Bank",
wasted = "WASTED",
wasted_sub = "You died.",
hour_short = "H",
minute_short = "M",
second_short = "S",
carry_request = "Someone has requested to carry you",
decline = "Decline",
accept = "Accept",
no_skin_used = "You had no skin to revive into.",
skin_used = "You have used your %s skin to revive your character.",
retained_memory = "You have retained your memory.",
lost_memory = "You have lost your memory",
retained_inventory = "You have retained your inventory.",
lost_inventory = "You have lost your inventory.",
retained_injuries = "You have retained your injuries.",
lost_injuries = "You have lost your injuries.",
mobility_device_request = "Someone has requested to attach you to a %s.",
please_wait = "Please wait.",
invalid_shop = "Invalid shop.",
invalid_skin = "Invalid skin selection.",
invalid_account = "Invalid account selection.",
insufficient_funds = "Insufficient funds.",
skin_purchased = "You purchased the %s skin.",
tracker_injured = "Someone has been injured. Check your alert tracker for more information.",
target_cleared = "Your tracked target has been cleared.",
waypoint_set = "Your waypoint has been set.",
medic_on_way = "A medic is on the way to your location.",
no_targets = "There are no alerts to track.",
not_hospital_staff = "You are not hospital staff",
not_medic = "You are not a medic",
no_injuries = "This patient has no remaining injuries.",
hospital_required = "This patient requires a hospital for further attention.",
patient_treated = "Your patient has been treated.",
nobody_nearby = "No one to use this on.",
invalid_job = "You don't have the required job to use this item.",
incapable_job = "Your job doesn't have field medic capabilities.",
treatment_not_required = "This person doesn't need treatment.",
treatment_complete = "Treatment complete.",
treatment_failed = "Treatment failed.",
missing_item = "%ix %s required to complete treatment.",
ui_minute = "Minute",
ui_second = "Second",
ui_minutes = "Minutes",
ui_seconds = "Seconds",
ui_retain_inventory = "Retain Inventory",
ui_retain_injuries = "Retain Injuries",
ui_retain_memory = "Retain Memory",
ui_down_time = "Down Time",
ui_death_time = "Death Time",
ui_wasted_time = "Wasted Time",
ui_shop = "Shop",
ui_skin_warning = "Purchasing a new skin will replace your current skin.",
ui_citizen_injured = "Citizen Injured",
ui_citizen_killed = "Citizen Killed",
ui_no_treatment_available = "No treatment available",
ui_stabilized = "Stabilized",
ui_treated = "Treated",
ui_field_medic = "Field Medic",
ui_hospital = "Hospital",
ui_cant_stabilize_in_field = "You can't stabilize this any further in the field.",
ui_cant_use_treatment_in_field = "Can't use that treatment in the field.",
ui_patient_killed_during = "Patient killed during",
ui_from = "from",
ui_you_have_caused = "You have caused",
ui_had_no_effect = "had no effect.",
}
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