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String by language

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The String by language node is the cornerstone of multi-language support in ERGS. Instead of hardcoding text, this node retrieves a specific string from your project's localization table based on the current game language set by the Room Master.

When to use this node: * Internationalization: Use it for every piece of player-facing text—clues, riddles, and UI labels—to ensure the game can be switched between languages (e.g., English to German) instantly without changing the logic. * Centralized Content Management: By using a hash (unique key), you can update the text of a clue in the string table once and have it update automatically across all diagrams where that hash is used.

Pro Tip: Use the refresh action to force the node to re-check the string table if you have dynamically updated the localization data during runtime.

Connectors out

  • value [type: string]

Node properties

  • hash [type: string]
  • refresh [type: action]