Module:Lang
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
encauses 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
dictionarycauses 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.
- Passing
- 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_labelis requested, the module will internally use the value forMovementSlow_labelto handle this known inconsistency. - Post-value Label Fallback: If a key ending in
_labelis 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
[edit source]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:
"nis 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
local p = {}
local util_module = require("Module:Utilities")
local lang_codes_set = mw.loadJsonData("Data:LangCodes.json")
local dictionary_module = require("Module:Dictionary")
-- Overrides applied to searches by key. Designed to handle edge cases where
-- the expected key does not have a localization entry
local KEY_OVERRIDES = {
BurnDurationBase_label = 'AfterburnDurationBase_label',
BurnDurationBase_postfix = 'AfterburnDurationBase_postfix',
MoveSlowPercent_label = 'MovementSlow_label',
BonusHealthRegen_label = 'HealthRegen_label',
BarbedWireRadius_label = 'Radius_label',
BarbedWireDamagePerMeter_label = 'DamagePerMeter_label',
BuildUpDuration_label = 'BuildupDuration_label',
TechArmorDamageReduction_label = 'TechArmorDamageReduction_Label',
DamageAbsorb_label = 'DamageAbsorb_Label',
InvisRegen_label = 'InvisRegen_Label',
EvasionChance_label = 'EvasionChance_Label',
DelayBetweenShots_label = 'DelayBetweenShots_Label',
MoveSlowDuration_postfix = 'EnemyMoveSlowDuration_postfix',
StaminaRecoveryDisabledDuration_postfix = 'AbilityDuration_postfix',
PostInvisBuffDuration_label = 'BuffDuration_label',
PostInvisBuffDuration_postfix = 'BuffDuration_postfix',
ProjectileFuse_label = 'BellLifetime_label',
ProjectileFuse_postfix = 'BellLifetime_postfix',
SelfBuffDuration_label = 'BuffDuration_label',
SelfBuffDuration_postfix = 'BuffDuration_postfix',
LifeStealPercentOnHit_label = 'LifestealPercentOnHit_label',
LifeStealPercentOnHit_postfix = 'LifestealPercentOnHit_postfix',
AuraFireRateBonus_label = 'FireRateBonus_label',
AuraFireRateBonus_postfix = 'FireRateBonus_postfix',
MoveSlowDuration_label = 'SlowDuration_label',
MoveSlowDuration_postfix = 'SlowDuration_postfix',
DashRange_label = 'TargetDashRadius_label',
DashRange_postfix = 'TargetDashRadius_postfix',
SpeedOnLandDuration_label = 'BuffDuration_label',
SpeedOnLandDuration_postfix = 'BuffDuration_postfix',
SummonCount_label = 'GhoulCount_label',
TetherDuration_label = 'ImmobilizeTrap_CurseDuration_label'
}
function get_lang_file(lang_code)
local file_name = string.format("Data:Lang_%s.json", lang_code)
local success, data = pcall(mw.loadJsonData, file_name)
if success then
return data
else
return nil
end
end
local function process_newlines(text)
if not text or type(text) ~= "string" then return text end
-- Replace "n with newline character
return text:gsub('"n', '<br/>')
end
local function process_html_tags(text, frame)
if not text or type(text) ~= "string" then return text end
local replacements = {
BonusFireRate = {icon='{{Icon/Brown|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'},
BonusMoveSpeed = {icon='{{Icon/Green|[[File:Move_speed.png|link=Move speed|20px]]}}', label_color='#ffefd7', link='Move speed'},
BonusSprintSpeed = {icon='{{Icon/Green|[[File:Move_speed.png|link=Sprint speed|20px]]}}', label_color='#ffefd7', link='Sprint speed'},
BonusSpiritDamage = {icon='{{Icon/NoColor|[[File:Spirit damage.png|link=Spirit Damage|20px]]}}', label_color='#bc8ee8', link='Spirit Damage'},
BonusWeaponDamage = {icon='{{Icon/NoColor|[[File:Bullet Damage.png|link=Weapon Damage|20px]]}}', label_color='#ec981a', link='Weapon Damage'},
bullet_armor_up = {icon='{{Icon/White|[[File:Barrier.png|link=Barrier|20px]]}}', label_color='#ffefd7', link='Barrier'},
bullet_damage = {icon='{{Icon/NoColor|[[File:Bullet_damage.png|link=Weapon Damage|20px]]}}', label_color='#ec981a', link='Weapon Damage'},
BulletResist = {icon='{{Icon/Brown|[[File:Bullet_Armor.png|link=Damage_Resistance|20px]]}}', label_color='#ec981a', link='Damage_Resistance'},
cast = {icon='{{Icon/White|[[File:Cast.png|link=|20px]]}}', label_color='#ffefd7', link=''},
CombatBarrier = {icon='{{Icon/White|[[File:Bullet Armor (item).png|link=Damage_Resistance|20px]]}}', label_color='#ffefd7', link='Barrier'},
cooldown = {icon='{{Icon/White|[[File:AttributeIconTechDuration.png|link=Ability Cooldown|20px]]}}', label_color='#ffefd7', link='Ability Cooldown'},
damage = {icon='{{Icon/NoColor|[[File:Damage heart.png|link=Damage|20px]]}}', label_color='#ec981a', link='Damage'},
DamageAmp = {icon='{{Icon/White|[[File:Damage heart.png|link=Damage Amp|20px]]}}', label_color='#ffefd7', link='Damage Amp'},
FireRate = {icon='{{Icon/White|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'},
fire_rate = {icon='{{Icon/White|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'},
Heal = {icon='{{Icon/Green|[[File:Healing.png|link=Health_Regen|20px]]}}', label_color='#13f278', link='Health_Regen'},
Healing = {icon='{{Icon/Green|[[File:Healing.png|link=Healing|20px]]}}', label_color='#13f278', link='Healing'},
Immobilize = {icon='{{Icon/White|[[File:Immobilize.png|link=Status Effects#Immobilized|20px]]}}', label_color='#ffefd7', link='Status Effects#Immobilized'},
invisible = {icon='{{Icon/White|[[File:Invisible.png|link=|20px]]}}', label_color='#ffefd7', link=''},
KnockBack = {icon='{{Icon/NoColor|[[File:Displacement.png|link=|20px]]}}', label_color='#ffefd7', link='Status_Effects'},
KnockUp = {icon='{{Icon/NoColor|[[File:Displacement.png|link=|20px]]}}', label_color='#ffefd7', link='Status_Effects'},
MaxHealth = {icon='{{Icon/Green|[[File:Healing.png|link=Health|20px]]}}', label_color='#13f278', link='Health'},
MeleeDamage = {icon='{{Icon/Brown|[[File:Melee damage.png|link=Melee Damage|20px]]}}', label_color='#ec981a', link='Melee Damage'},
MoveSpeed = {icon='{{Icon/Green|[[File:Move_speed.png|link=Move speed|20px]]}}', label_color='#ffefd7', link='Move speed'},
move_speed = {icon='{{Icon/Green|[[File:Move_speed.png|link=Move speed|20px]]}}', label_color='#ffefd7', link='Move speed'},
Pull = {icon='{{Icon/NoColor|[[File:Displacement.png|link=|20px]]}}', label_color='#ffefd7', link='Status_Effects'},
Pulling = {icon='{{Icon/NoColor|[[File:Displacement.png|link=|20px]]}}', label_color='#ffefd7', link='Status_Effects'},
Pulls = {icon='{{Icon/NoColor|[[File:Displacement.png|link=|20px]]}}', label_color='#ffefd7', link='Status_Effects'},
PureDamage = {icon='{{Icon/NoColor|[[File:Damage.png|link=Pure Damage|20px]]}}', label_color='#ffefd7', link='Pure Damage'},
ReducedFireRate = {icon='{{Icon/Brown|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'},
Regen = {icon='{{Icon/Green|[[File:Healing.png|link=Health_Regen|20px]]}}', label_color='#13f278', link='Health_Regen'},
revealed = {icon='{{Icon/White|[[File:Revealed.png|link=|20px]]}}', label_color='#ffefd7', link=''},
silence = {icon='{{Icon/White|[[File:Silence.png|link=|20px]]}}', label_color='#ffefd7', link=''},
Silence = {icon='{{Icon/Purple|[[File:Silence.png|link=Silence|20px]]}}', label_color='#bc8ee8', link='Silence'},
Slow = {icon='{{Icon/White|[[File:MoveSlow.png|link=Movement_Slow|20px]]}}', label_color='#ffefd7', link='Movement_Slow'},
slow = {icon='{{Icon/White|[[File:MoveSlow.png|link=Movement_Slow|20px]]}}', label_color='#ffefd7', link='Movement_Slow'},
SlowResistance = {icon='{{Icon/White|[[File:MoveSlow.png|link=Movement_Slow#Movement_Slow_Resist|20px]]}}', label_color='#ffefd7', link='Movement_Slow#Movement_Slow_Resist'},
Spirit = {icon='{{Icon/NoColor|[[File:Spirit_icon.png|link=Spirit Power|20px]]}}', label_color='#bc8ee8', link='Spirit Power'},
SpiritDamage = {icon='{{Icon/NoColor|[[File:Spirit damage.png|link=Spirit Damage|20px]]}}', label_color='#bc8ee8', link='Spirit Damage'},
SpiritDPS = {icon='{{Icon/NoColor|[[File:Spirit damage.png|link=Spirit Damage|20px]]}}', label_color='#bc8ee8', link='Spirit Damage'},
SpiritIcon = {icon='{{Icon/NoColor|[[File:Spirit damage.png|link=Spirit Damage|20px]]}}', link='Spirit Damage'},
SpiritResist = {icon='{{Icon/Purple|[[File:Spirit_Armor.png|link=Damage_Resistance|20px]]}}', label_color='#bc8ee8', link='Damage_Resistance'},
StatDesc_TechPower = {icon='{{Icon/NoColor|[[File:Spirit damage.png|link=Spirit Damage|20px]]}}', label_color='#bc8ee8', link='Spirit Damage'},
Stun = {icon='{{Icon/White|[[File:Status_Stun.png|link=Stun|20px]]}}', link='Stun'},
stun = {icon='{{Icon/White|[[File:Stun.png|link=|20px]]}}', label_color='#ffefd7', link=''},
tech_armor_up = {icon='{{Icon/White|[[File:Barrier.png|link=Barrier|20px]]}}', label_color='#ffefd7', link='Barrier'},
tech_damage = {icon='{{Icon/NoColor|[[File:Spirit damage.png|link=Spirit Damage|20px]]}}', link='Spirit Damage'},
WeaponDamage = {icon='{{Icon/NoColor|[[File:Bullet Damage.png|link=Weapon Damage|20px]]}}', label_color='#ec981a', link='Weapon Damage'},
Heals = {icon='{{Icon/Green|[[File:Healing.png|link=Health_Regen|20px]]}}', label_color='#13f278', link='Health_Regen'},
}
-- Process HTML spans
text = text:gsub('<span class="highlight">(.-)</span>', "<span style= font-weight:bold>%1</span>")
text = text:gsub('<span class="highlight_spirit">(.-)</span>', '<span style="font-weight:bold; color:#bc8ee8">%1</span>')
text = text:gsub('<span class="highlight_courage">(.-)</span>', '<span style="font-weight:bold; color:#ec981a">%1</span>')
text = text:gsub('<span class="diminish">(.-)</span>', '<span style="font-style: italic;color:#C0C0C0">%1</span>')
text = text:gsub('<span class=".-">(.-)</span>', '%1')
text = text:gsub('<Panel class=\"AbilityPropertyIcon StatDesc_TechPower\">', '{{Icon/Purple|[[File:Spirit damage.png|link=Spirit Damage|20px]]}}')
text = text:gsub('</Panel>', '')
-- Process panel tags
text = text:gsub('<Panel class=\"AbilityPropertyIcon prop_(.-)\">', function(key)
local replacement = replacements[key]
if replacement then
local label_color = replacement.label_color or 'inherit'
local icon = replacement.icon or ''
local link = replacement.link or ''
-- pre-process string, then check to omit link if the string is empty
local translated = frame:preprocess('{{#invoke:Lang|get_string|InlineAttribute_' .. key .. '}}')
if translated == '' then
return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s</span>', label_color, icon)
else
return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s [[%s|%s]]</span>',
label_color,
icon,
link,
translated)
end
else
return '<span style="color:red;font-weight:bold;border-bottom:1px dotted red;" title="Missing attribute definition - Add \''..key..'\' to local replacements in [Module:Lang]">['..key..']</span>'
end
end)
-- Process citadel_inline_attribute tags
text = text:gsub("{g:citadel_inline_attribute:'(.-)'}", function(key)
local replacement = replacements[key]
if replacement then
local label_color = replacement.label_color or 'inherit'
local icon = replacement.icon or ''
local link = replacement.link or ''
-- pre-process string, then check to omit link if the string is empty
local translated = frame:preprocess('{{#invoke:Lang|get_string|InlineAttribute_' .. key .. '}}')
if translated == '' then
return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s</span>', label_color, icon)
else
return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s [[%s|%s]]</span>',
label_color,
icon,
link,
translated)
end
else
return '<span style="color:red;font-weight:bold;border-bottom:1px dotted red;" title="Missing attribute definition - Add \''..key..'\' to local replacements in [Module:Lang]">['..key..']</span>'
end
end)
-- List for keybinds with mismatched names. Replace with the correct name under "citadel_keybind_[key]" in Data:Lang
keybinds = {
MoveForward = "forward",
AltCast = "alt_cast",
}
-- Process citadel_binding/citadel_keybind tags to replace with keybind strings/templates
text = text:gsub("{g:citadel_binding:'(.-)'}", function(key)
-- convert key to lowercase
local lower_key = key:lower()
-- look up key with Module:Lang. check if it has a replacement key first
local replacement = keybinds[key] or lower_key
local translated = frame:preprocess('{{#invoke:Lang|get_string|citadel_keybind_'.. replacement ..'}}')
if translated ~= nil and translated ~= '' then
return "'''" .. translated .. "'''"
else
return '<span style="color:red;font-weight:bold;border-bottom:1px dotted red;" title="Missing keybind - Add \''..key..'\' to local replacements in [Module:Lang]">['..key..']</span>'
end
end)
-- Force spaces around keybinds where the source data omits them
text = text:gsub("'''([a-zA-Z])", "''' %1")
-- Clean up extra spaces between a keybind and following punctuation
text = text:gsub("'''%s+:", "''':")
return frame:preprocess(text)
end
function p.get_string(key, lang_code_override, fallback_str, remove_var_index, item_name)
-- Get frame object (either passed directly or via first argument)
local frame
if type(key) == "table" and key.args then
frame = key
key = frame.args[1]
lang_code_override = frame.args["lang_code_override"]
fallback_str = frame.args["fallback_str"]
remove_var_index = frame.args["remove_var_index"]
item_name = frame.args["item_name"]
else
frame = mw.getCurrentFrame()
end
-- Determine lang_code if not overridden
local lang_code = lang_code_override
if (lang_code == '' or lang_code == nil) then
lang_code = p.get_lang_code()
end
-- Retrieve lang data
local data = get_lang_file(lang_code)
if (data == nil) then
return string.format("Lang code '%s' does not have a json file", lang_code)
end
-- Localize
local label = data[KEY_OVERRIDES[key] or key]
-- Some labels use key with "_postvalue_label" instead, so check this if previous search failed
if label == nil and key ~= nil and key:sub(-6) == '_label' then
local postvalue_key = key:sub(1, -7) .. '_postvalue_label'
label = data[postvalue_key]
end
if (label == nil) then
-- Apply fallback (without HTML processing for fallback)
local fallback_tooltip = frame:expandTemplate{title = "MissingValveTranslationTooltip"}
local fallback
if (fallback_str == 'en') then
fallback = p.get_string(key, 'en', key .. fallback_tooltip, remove_var_index, item_name)
elseif fallback_str == 'dictionary' then
return dictionary_module.translate(key, lang_code_override)
elseif fallback_str ~= nil then
fallback = fallback_str
else
return ''
end
return fallback .. fallback_tooltip
end
-- Always retrieve the last parameter if string contains "|"
if type(label) == "string" and label:find("|") then
local parts = mw.text.split(label, "|")
label = parts[#parts]
end
-- Remove hashtags
if type(label) == "string" and label:find("#") then
local parts = mw.text.split(label, "#")
label = parts[#parts]
end
-- Apply remove_var
if (remove_var_index ~= nil) then
label = util_module.remove_var(label, remove_var_index)
end
-- Process variables if item_name is provided
if item_name and item_name ~= '' then
local item_data_module = require('Module:ItemData')
label = label:gsub("{s:([^}]+)}", function(variable_name)
-- Get the value from ItemData
local value = item_data_module.get_prop({args = {item_name, variable_name}})
-- If value exists, remove non-number symbols (but keep + and -)
if value then
value = value:gsub("[^0-9+-.]", "")
-- Return empty string if nothing left, otherwise return the filtered value
return value ~= "" and value or variable_name
else
return variable_name -- Fallback to variable name if value not found
end
end)
end
-- Process HTML and return as "raw" HTML
label = process_newlines(label)
label = process_html_tags(label, frame)
-- Create HTML object for safe output
local html = mw.html.create()
html:wikitext(label)
return tostring(html)
end
-- Search for a localized string using its English label
p.search_string = function(frame)
local label = frame.args[1]
local lang_code_override = frame.args[2]
local result = p._search_string(label, lang_code_override)
result = process_newlines(result)
return result
end
-- search_string, but for internal use by other modules
p._search_string = function(label, lang_code_override)
lang_code = lang_code_override
if (lang_code == '' or lang_code == nil) then
lang_code = p.get_lang_code()
end
-- Load the language files
local data_en = get_lang_file('en') -- English data
local data_lang = get_lang_file(lang_code) -- Target language data
if (data_lang == nil) then
error("Lang code '%s' does not have a json file", lang_code)
end
-- Search for the key in the English data
local key = nil
for k, v in pairs(data_en) do
if v == label then
key = k -- Find the key corresponding to the label
break
end
end
-- Default to input label if localized string is not found
if (key == nil) then
return label
end
if (data_lang[key] == nil) then
return label
end
return data_lang[key]
end
p.get_lang_code = function()
local title = mw.title.getCurrentTitle()
local lang_code = title.fullText:match(".*/(.*)$")
if lang_code == nil or lang_codes_set[lang_code] == nil then
return 'en'
end
return lang_code
end
return p