FOnline Engine
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Documentation Docs/en/reference/text-format/runtime.md

Runtime Text API

Generated reference. Do not edit directly. Update BuildTools/TextFormatInterface.json, then run python BuildTools/docs_text_format.py --write.

Index Syntax Languages Prototype text Runtime Validation Canonical JSON Guide

The generated API reference owns the exact exported signatures. This page explains selection, missing-data behavior, and side availability.

Script methods

Stable ID Signature Sides Behavior Missing or invalid input Source
text-format.runtime.get-language LanguageName Game.GetLanguage() server, client, mapper Returns the engine instance’s current language as a strong LanguageName wrapper; the configured Client.Language value is only the startup default. Not applicable. Source/Scripting/CommonGlobalScriptMethods.cpp
text-format.runtime.get-current-text string Game.GetText(TextPackKey textKey) client, mapper Returns the first variant from the current client language. A missing key returns an empty string. Source/Scripting/ClientGlobalScriptMethods.cpp
text-format.runtime.get-indexed-text string Game.GetText(TextPackKey textKey, int32 textIndex) client, mapper Returns the zero-based variant selected by textIndex from the current client language. A missing key or out-of-range index returns an empty string; a negative index throws. Source/Scripting/ClientGlobalScriptMethods.cpp
text-format.runtime.get-language-text string Game.GetText(string langName, TextPackKey textKey) client, mapper An empty langName or the current language uses the current pack; another langName loads or reuses a cached pack and returns its first variant. An absent or unsupported non-empty language has no automatic fallback and therefore yields an empty string for the key. Source/Scripting/ClientGlobalScriptMethods.cpp, Source/Client/Client.cpp
text-format.runtime.get-count int32 Game.GetTextCount(TextPackKey textKey) server, client, mapper Returns the number of variants stored under the complete key. Returns zero when the key is absent. Source/Scripting/ClientGlobalScriptMethods.cpp, Source/Scripting/ServerGlobalScriptMethods.cpp
text-format.runtime.is-present bool Game.IsTextPresent(TextPackKey textKey) server, client, mapper Reports whether at least one variant exists under the complete key. Returns false when the key is absent. Source/Scripting/ClientGlobalScriptMethods.cpp, Source/Scripting/ServerGlobalScriptMethods.cpp
text-format.runtime.change-language void Game.ChangeLanguage(string langName) client, mapper Loads langName into the current client pack and updates the engine-owned current-language state without mutating the configured Client.Language setting. The Engine does not validate the identifier, apply another fallback, or invoke a project GUI refresh callback. Source/Scripting/ClientGlobalScriptMethods.cpp, Source/Client/Client.cpp
text-format.runtime.server-boundary server: IsTextPresent and GetTextCount only server The server loads one pack from the configured Client.Language startup value and exposes presence and count queries. There is no server script Game.GetText overload in the Engine API. Source/Server/Server.cpp, Source/Scripting/ServerGlobalScriptMethods.cpp

Renderer-owned inline tags

Stable ID Rule Requirement Why Source
text-format.rendering.inline-color Inline color tags The client font renderer recognizes @color:HEX@ to push a six- or eight-hex-digit color and @color@ to restore the previous color. Color tags are renderer syntax, independent from text-pack parsing and project lexem formatting. Source/Client/FontManager.cpp
text-format.rendering.no-colorize NoColorize FontFlag.NoColorize strips valid inline color tags while rendering all glyphs with the base color. The formatting pass always removes recognized tags, but writes per-glyph colors only when colorization is enabled. Source/Client/FontManager.h, Source/Client/FontManager.cpp

The Engine does not interpret game lexems such as player-name, gender, argument, nested-text, or random-choice tags. An embedding project that adds them owns their grammar, tests, diagnostics, and ordering relative to renderer color tags.

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