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==Overview==
=Overview=
overview
This module serves as the primary interface for retrieving and formatting localized game text from the <code>Data:Lang_*.json</code> files. It handles variable substitution by fetching data from [[Module:ItemData]], automatically applies rich text formatting for game-specific keywords (adding icons, colors, and links), and provides robust fallback mechanisms for missing translations.


==Functions==
=Functions=
===get_string===
==get_string==
Localizes a given string to the current language, i.e. [[Data:Lang_en.json]] for english
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).


====Parameters====
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>.
* '''string''' - String to localize


====Examples====
===Parameters===
From wikitext:<br>
* '''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.


<pre>{{#invoke:Lang|get_string|hero_atlas}}</pre>
===Examples===
{{#invoke:Lang|get_string|hero_atlas}}
Invokes from wikitext:<br>


<code><nowiki>{{#invoke:Lang|get_string|CitadelHeroStats_Weapon_Falloff}}</nowiki></code>


<pre>{{#invoke:Lang|get_string|CitadelHeroStats_Weapon_Falloff}}</pre>
{{#invoke:Lang|get_string|CitadelHeroStats_Weapon_Falloff}}
{{#invoke:Lang|get_string|CitadelHeroStats_Weapon_Falloff}}


===search_string===
Searches for the unlocalized key corresponding to a given english string, then localizes it to the current language


====Parameters====
<code><nowiki>{{#invoke:Lang|get_string|CitadelHeroStats_Weapon_Falloff|lang_code_override=es}}</nowiki></code>
* '''string''' - English string to search for
 
{{#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>
→ {{#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>
→ {{#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}}


====Examples====
 
<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>
From wikitext:<br>


<pre>{{#invoke:Lang|get_string|Abrams}}</pre>
<pre>{{#invoke:Lang|search_string|Abrams}}</pre>
{{#invoke:Lang|search_string|Abrams}}
{{#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}}

Latest revision as of 23:06, 16 April 2026

Overview

[edit source]

This module serves as the primary interface for retrieving and formatting localized game text from the Data:Lang_*.json files. It handles variable substitution by fetching data from Module:ItemData, automatically applies rich text formatting for game-specific keywords (adding icons, colors, and links), and provides robust fallback mechanisms for missing translations.

Functions

[edit source]

get_string

[edit source]

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 item_name parameter to get_string.

Parameters

[edit source]
  • 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 en 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 dictionary 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 {s:variable} 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., p.get_string(key, nil, 'en')).

Internal Logic & Fallbacks

[edit source]

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 MoveSlowPercent_label is requested, the module will internally use the value for MovementSlow_label to handle this known inconsistency.
  • Post-value Label Fallback: If a key ending in _label is not found, it will automatically try again with a key ending in _postvalue_label.
  • String Parsing: If a retrieved string contains | or #, the function will automatically use only the text that comes after the final instance of that character.

Examples

[edit source]

Invokes from wikitext:

{{#invoke:Lang|get_string|CitadelHeroStats_Weapon_Falloff}}

Falloff Range


{{#invoke:Lang|get_string|CitadelHeroStats_Weapon_Falloff|lang_code_override=es}}

Distancia de caída

Strings with Variables

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For strings containing {s:variable}, provide the item_name:

Example: {{#invoke:Lang|get_string|upgrade_target_stun_desc|item_name=Knockdown}} → Apply a Stun after 2s. Stun duration is increased against airborne targets.

Increases the target's gravity for the duration of the stun.

Without item_name, variables won't be filled: {{#invoke:Lang|get_string|upgrade_target_stun_desc}} → Apply a Stun after {s:StunDelay}s. Stun duration is increased against airborne targets.

Increases the target's gravity for the duration of the stun.


Examples for fallback_str

[edit source]

{{#invoke:Lang|get_string|StatDesc_CritDamageBonusScale|lang_code_override=es}}

Escala de críticos adicional


{{#invoke:Lang|get_string|StatDesc_CritDamageBonusScale|lang_code_override=es|fallback_str=en}}

Escala de críticos adicional


{{#invoke:Lang|get_string|StatDesc_CritDamageBonusScale|lang_code_override=es|fallback_str=Crit Damage Bonus Scale}}

Escala de críticos adicional


{{#invoke:Lang|get_string|Tech Items|fallback_str=dictionary}}

Key 'Tech Items' is not in Data:Dictionary

Examples for remove_var_index

[edit source]

{{#invoke:Lang|get_string|Citadel_HeroBuilds_DefaultHeroBuild}}

Default %hero_name% Build

TODO: Debug why is =0 still removing that extra space? Doesn't matter yet I suppose, no use cases for 0 yet {{#invoke:Lang|get_string|Citadel_HeroBuilds_DefaultHeroBuild|remove_var_index=0}}

Default Build


{{#invoke:Lang|get_string|Citadel_HeroBuilds_DefaultHeroBuild|remove_var_index=-1}}

Default Build

Automatic Text Formatting

[edit source]

When a string is retrieved by get_string, it undergoes several automatic transformations to convert in-game formatting tags into rich wikitext.

  • Newlines: "n is converted to a line break (
    ).
  • HTML Spans: Tags like ... are converted into styled text (e.g., bolded and colored purple).
  • Game Attribute Icons: Special tags like <Panel class="AbilityPropertyIcon prop_cooldown"> or {g:citadel_inline_attribute:'SpiritDamage'} 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 {g:citadel_binding:'Ability1'} 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. AltCast > alt_cast). 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

[edit source]

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 get_string and should be avoided when the key is known. For use in other Lua modules, see _search_string.

Parameters

[edit source]
  • string - English string to search for.
  • lang_code_override (OPTIONAL) - Overrides the current language to a specific language code.

Examples

[edit source]

From wikitext:

{{#invoke:Lang|search_string|Abrams}}

Abrams

_search_string

[edit source]

This is the internal version of search_string, 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 search_string, it does not process newlines ("n). The calling module is responsible for any further processing.

Parameters

[edit source]
  • label (string) - The English string to search for.
  • lang_code_override (string, optional) - The language code to translate to.

Example (from another Lua module)

[edit source]
local lang_module = require("Module:Lang")
-- Searches for the Spanish localization of the string "Abrams"
local localized_name = lang_module._search_string("Abrams", "es")

get_lang_code

[edit source]

Outputs the language subpage of the current page (e.g., "en", "es"). Defaults to "en" if the page is not a language subpage.

{{#invoke:Lang|get_lang_code}}

en