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August 9th, 2020, 05:23 #11
Yup, that fixed it.
I changed my definition to:
Code:<template name="list_text" merge="join"> <windowlist> <child mergerule="resetandadd"></child> <child><backcolor>1A40301E</backcolor></child> <allowcreate /> <allowdelete /> <script file="common/scripts/list_text.lua" /> </windowlist> </template>
I assume that was my only choice? Anyone have any better suggestions for me than copying code whole cloth like that?
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August 9th, 2020, 05:46 #12
EDIT:
Turns out - I could ignore what I did above.
ie: delete the copied text_list.lua from CoreRPG.
Remove the entry for templates_list.xml in extension.xml in my extension (and delete the xml file)
because this in the record_char_more.xml file handles it for each control I wanted that functionality on:
Code:<!-- Customize sorting for the Attributes list --> <list_text name="cliroller1" merge="join"> <script file="utility/scripts/sort_methods/sort_on_alt_sort_order.lua" /> </list_text>
oops - I guess I left some orphaned stuff in git and forgot.
===> So the TAKEAWAY I should learn here, correct if wrong:
If I added the <script> to a redefined (with merge="join") template of same name "list_text" only the <script> in MY override goes into effect. BUT if I merely do an override of an named INSTANCE of that template (e.g. <list_text name="cliroller1" merge="join">) - I am able to ADD more "code" to the template's ummm... "code space?"
??Last edited by Varsuuk; August 9th, 2020 at 05:56.
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August 9th, 2020, 06:22 #13
Yes... if i understood you correctly - that is correct.
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