> For the complete documentation index, see [llms.txt](https://xeavin.gitbook.io/ff12-lua-loader/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://xeavin.gitbook.io/ff12-lua-loader/message/functions/convert.md).

# Convert

### Signatures

```csharp
string convert(string text)
string convert(string text, s32 language)
string convert(string text, s32 language, bool extended)
```

### Description

Converts text to the game's format.

The conversion supports text tags such as `speed`, `color`, and more to further style the text.

### Arguments

#### Text

The UTF-8 formatted text that will be converted.

#### Language

The character table that will be used for the conversion.

If omitted, currently active game language will be used.

<table><thead><tr><th width="162">Identifier</th><th>Name</th></tr></thead><tbody><tr><td>0</td><td>English, French, Italian, German, Spanish</td></tr><tr><td>1</td><td>Japanese</td></tr><tr><td>2</td><td>Korean</td></tr><tr><td>3</td><td>Simplified Chinese</td></tr><tr><td>4</td><td>Traditional Chinese</td></tr></tbody></table>

#### Extended

If set to `true`, text will be converted to the (menu specific) `ex` format instead.

Set to `false` by default.

### Notes

{% hint style="info" %}
To minimize the computational overhead of converting texts, precompiling the text in advance allows it to be reused efficiently. Once precompiled, the text behaves like a regular string and can be concatenated, manipulated, and used as needed.
{% endhint %}

{% hint style="info" %}
For a list of text tags, you can view the spreadsheet in [Resources](/ff12-lua-loader/getting-started/resources.md).
{% endhint %}
