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=Functions= ==get_string== Localizes a given string key to the current language, i.e. [[Data:Lang_en.json]] for English. This function also automatically processes game-specific formatting tags (see "Automatic Text Formatting" section below). Note: If you need to get a string that uses a value referenced from another Data page, pass the <code>item_name</code> parameter to <code>get_string</code>. ===Parameters=== * '''key''' - Key string to localize. * '''lang_code_override''' (OPTIONAL) - Overrides the current language to a specific language code. * '''fallback_str''' (OPTIONAL) - Specifies behavior when a key is not found in the target language. ** Passing <code>en</code> causes it to return the English localization. ** Passing any other string causes it to return that string. ** Both of the above options have [[Template:MissingValveTranslationTooltip]] appended. ** Passing <code>dictionary</code> causes it to return a translation via [[Module:Dictionary]] without the tooltip. ** Use this often, as some keys are not yet localized in every language by the game. If parsing the fallback_str from Lua is computationally expensive, consider using the fallback outside this function so it only computes when needed. * '''remove_var_index''' (OPTIONAL) - Removes %variables% from the resulting string. -1 also removes the character prefixing %variables%, while 1 removes the postfixed character, and 0 removes only the %variables%. * '''item_name''' (OPTIONAL) - Required for strings containing <code>{s:variable}</code> placeholders. It will fetch the corresponding property from [[Module:ItemData]] to fill in the variable. NOTE: When calling from wikitext via #invoke, parameters can be named. When calling from another Lua module, parameters must be passed in order (e.g., <code>p.get_string(key, nil, 'en')</code>). ===Internal Logic & Fallbacks=== The function includes several automatic behaviors to handle inconsistencies in the source data: * '''Key Overrides:''' It checks a hardcoded list of overrides for known edge cases. For example, if the key <code>MoveSlowPercent_label</code> is requested, the module will internally use the value for <code>MovementSlow_label</code> to handle this known inconsistency. * '''Post-value Label Fallback:''' If a key ending in <code>_label</code> is not found, it will automatically try again with a key ending in <code>_postvalue_label</code>. * '''String Parsing:''' If a retrieved string contains <code>|</code> or <code>#</code>, the function will automatically use only the text that comes after the final instance of that character. ===Examples=== Invokes from wikitext:<br> <code><nowiki>{{#invoke:Lang|get_string|CitadelHeroStats_Weapon_Falloff}}</nowiki></code> {{#invoke:Lang|get_string|CitadelHeroStats_Weapon_Falloff}} <code><nowiki>{{#invoke:Lang|get_string|CitadelHeroStats_Weapon_Falloff|lang_code_override=es}}</nowiki></code> {{#invoke:Lang|get_string|CitadelHeroStats_Weapon_Falloff|lang_code_override=es}} ====Strings with Variables==== For strings containing <code>{s:variable}</code>, provide the <code>item_name</code>: '''Example:''' <code><nowiki>{{#invoke:Lang|get_string|upgrade_target_stun_desc|item_name=Knockdown}}</nowiki></code> β {{#invoke:Lang|get_string|upgrade_target_stun_desc|item_name=Knockdown}} Without <code>item_name</code>, variables won't be filled: <code><nowiki>{{#invoke:Lang|get_string|upgrade_target_stun_desc}}</nowiki></code> β {{#invoke:Lang|get_string|upgrade_target_stun_desc}} ===Examples for fallback_str=== <code><nowiki>{{#invoke:Lang|get_string|StatDesc_CritDamageBonusScale|lang_code_override=es}}</nowiki></code> {{#invoke:Lang|get_string|StatDesc_CritDamageBonusScale|lang_code_override=es}} <code><nowiki>{{#invoke:Lang|get_string|StatDesc_CritDamageBonusScale|lang_code_override=es|fallback_str=en}}</nowiki></code> {{#invoke:Lang|get_string|StatDesc_CritDamageBonusScale|lang_code_override=es|fallback_str=en}} <code><nowiki>{{#invoke:Lang|get_string|StatDesc_CritDamageBonusScale|lang_code_override=es|fallback_str=Crit Damage Bonus Scale}}</nowiki></code> {{#invoke:Lang|get_string|StatDesc_CritDamageBonusScale|lang_code_override=es|fallback_str=Crit Damage Bonus Scale}} <code><nowiki>{{#invoke:Lang|get_string|Tech Items|fallback_str=dictionary}}</nowiki></code> {{#invoke:Lang|get_string|Tech Items|fallback_str=dictionary}} ===Examples for remove_var_index=== <code><nowiki>{{#invoke:Lang|get_string|Citadel_HeroBuilds_DefaultHeroBuild}}</nowiki></code> {{#invoke:Lang|get_string|Citadel_HeroBuilds_DefaultHeroBuild}} <i>TODO: Debug why is =0 still removing that extra space? Doesn't matter yet I suppose, no use cases for 0 yet</i> <code><nowiki>{{#invoke:Lang|get_string|Citadel_HeroBuilds_DefaultHeroBuild|remove_var_index=0}}</nowiki></code> {{#invoke:Lang|get_string|Citadel_HeroBuilds_DefaultHeroBuild|remove_var_index=0}} <code><nowiki>{{#invoke:Lang|get_string|Citadel_HeroBuilds_DefaultHeroBuild|remove_var_index=-1}}</nowiki></code> {{#invoke:Lang|get_string|Citadel_HeroBuilds_DefaultHeroBuild|remove_var_index=-1}} ==Automatic Text Formatting== When a string is retrieved by <code>get_string</code>, it undergoes several automatic transformations to convert in-game formatting tags into rich wikitext. * '''Newlines:''' <code>"n</code> is converted to a line break (<code><br/></code>). * '''HTML Spans:''' Tags like <code><span class="highlight_spirit">...</span></code> are converted into styled text (e.g., bolded and colored purple). * '''Game Attribute Icons:''' Special tags like <code><Panel class="AbilityPropertyIcon prop_cooldown"></code> or <code>{g:citadel_inline_attribute:'SpiritDamage'}</code> are replaced with formatted wikitext that includes an icon, a colored label, and a wiki link. If a keyword is not recognized, it will be highlighted in red. * '''Keybinds:''' Tags like <code>{g:citadel_binding:'Ability1'}</code> are replaced with their respective text string (e.g., '''Ability 1'''). A replacement can be added to the list in case of tags that don't match their string name (e.g. <code>AltCast</code> > <code>alt_cast</code>). The module also cleans up spacing around these replacements for better readability. (Note: If we want to add additional text to the string like "[Ability] button" this needs to be supported by localizations) ==search_string== Searches for the unlocalized key corresponding to a given English string, then localizes it to the current language. NOTE: Use sparingly. This function is much slower than <code>get_string</code> and should be avoided when the key is known. For use in other Lua modules, see <code>_search_string</code>. ===Parameters=== * '''string''' - English string to search for. * '''lang_code_override''' (OPTIONAL) - Overrides the current language to a specific language code. ===Examples=== From wikitext:<br> <pre>{{#invoke:Lang|search_string|Abrams}}</pre> {{#invoke:Lang|search_string|Abrams}} ==_search_string== This is the internal version of <code>search_string</code>, intended for use by other Lua modules. It provides the core search logic without the wikitext frame overhead or final text processing. NOTE: This function returns the raw localized string. Unlike the invoked <code>search_string</code>, it does '''not''' process newlines (<code>"n</code>). The calling module is responsible for any further processing. ===Parameters=== * '''label''' (string) - The English string to search for. * '''lang_code_override''' (string, optional) - The language code to translate to. ===Example (from another Lua module)=== <pre> local lang_module = require("Module:Lang") -- Searches for the Spanish localization of the string "Abrams" local localized_name = lang_module._search_string("Abrams", "es") </pre> ==get_lang_code== Outputs the language subpage of the current page (e.g., "en", "es"). Defaults to "en" if the page is not a language subpage. <pre>{{#invoke:Lang|get_lang_code}}</pre> {{#invoke:Lang|get_lang_code}}
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