CustomMessagesclass | messages.t[817] |
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Each CustomMessages object can define a list of messages to be customized. This lets you centrally locate all of your custom messages by putting them all in a single object, if you wish. Alternatively, you can create separate objects, if you prefer to keep them with some other body of code they apply to. In either case, the library gathers them all up during preinit.
class
CustomMessages : object
active
all
messages
msgTab
priority
active | messages.t[849] |
all | messages.t[890] |
messages | messages.t[864] |
Msg(id key, 'Message text'), ...
The "id key" is the message ID that the library uses in the DMsg() message that you're customizing. (DON'T use quotes around the ID key.) The message text is a single-quoted string giving the message text. This can contain curly-brace replacement parameters.
msgTab | messages.t[884] |
priority | messages.t[835] |
The library defines one standard priority level: 100 is the priority for language module overrides. Each language module provides a translated set of the standard library messages, via a CustomMessages object with priority 100. (The default English messages defined in-line throughout the library via DMsg() macros effectively have a priority of negative infinity, since any custom message of any priority overrides a default.)
Games will generally want to override all library messages, including translations, so we set the default here to 200.
construct ( ) | messages.t[870] |