# ApplyModOptions function OnMsg.**ApplyModOptions**(mod_id) : fired when loading the mod options and when the user applies changes to their mod options. # ChangeMap function OnMsg.**ChangeMap**() : message fired when a new map loading begins # ClassesBuilt function OnMsg.**ClassesBuilt**() : use this message to perform post-built actions on the final classes # ClassesGenerate function OnMsg.**ClassesGenerate**() : use this message to mess with the classdefs (before classes are built) # ClassesPostBuilt function OnMsg.**ClassesPostBuilt**() : use this message to perform actions after MapObject classes' info has been added to the C++ engine # ClassesPostprocess function OnMsg.**ClassesPostprocess**() : use this message to make modifications to the built classes (before they are declared final) # ClassesPreprocess function OnMsg.**ClassesPreprocess**() : use this message to do some processing to the already final classdefs (still before classes are built) # LoadGame function OnMsg.**LoadGame**( metadata, version ) : fired after a game has been loaded. # ModUnloadLua function OnMsg.**ModUnloadLua**( mod_id ) : fired just before unloading a mod with Lua code. # ModsReloaded function OnMsg.**ModsReloaded**() : fired right after mods are loaded, unloaded or changed. # NewMapLoadAdditionalObjects function OnMsg.**NewMapLoadAdditionalObjects**() : fired after objects.lua and GetMap()..autorun.lua # NewMapLoaded function OnMsg.**NewMapLoaded**() : fired after a new map has been loaded # PostLoadGame function OnMsg.**PostLoadGame**( metadata, version ) : fired after LoadGame and with fixups. The loaded game is ready to run (e.g. UI can update). # PreLoadGame function OnMsg.**PreLoadGame**( metadata ) : fired before a game is loaded. # SaveGameStart function OnMsg.**SaveGameStart**() : fired before the game is saved. # SelectedObjChange function OnMsg.**SelectedObjChange**(object, previous) : fired when the user changes the selected object. (insert footer.md.html here)