-- testing action text snippet which I pasted from the wiki...
function myActionText(mousePos)
-- individual action text: object name (in current language) of object below cursor, if there is no object then '<empty>' is shown as action text
local obj = game:getLink(VGameCurrentObject)
if obj:getId().tableId == eButtons then
return 'current object: ' .. obj:getTextStr(VObjectName)
end
return '<empty>'
end
registerHookFunction("getActionText", "myActionText")
--[[
Update action text of current language with new text
Written by AFRLme [Lee Clarke]
--]]
-- * function which updates the action text of an object for the current language * --
function setText(obj, txt)
local texts = obj.TextTextLanguages -- get all texts belonging to the object
-- + --
for i = 1, #texts do -- iterate through the stored texts
if texts[i].language == game.StandardLanguage:getId().id then
texts[i].text = txt; obj.TextTextLanguages = texts -- update old text with new text
break -- no need to keep iterating, cancel the loop
end
end
end
setText(Buttons["use"].ButtonName, "new text") -- far as I remember. something like that anyway!