String by language

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]