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  1. #1

    referencing local variables (or not) in CoreRPG

    Hi Guys, I just want to make sure I have this right, before I look down a different path.

    in CoreRPG EffectManager, there is the following function

    Code:
    local fCustomOnEffectStartTurn = nil;
    function setCustomOnEffectStartTurn(f)
        fCustomOnEffectStartTurn = f;
    end
    If I have this right, if I call the setCustomOnEffectStartTurn(f) function with a reference to my new function then there is no way to be able to call an existing
    fCustomOnEffectStartTurn as mine will overwrite any previously set function?

    Cheers, Steve.

  2. #2
    Trenloe's Avatar
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    Quote Originally Posted by Stv View Post
    If I have this right, if I call the setCustomOnEffectStartTurn(f) function with a reference to my new function then there is no way to be able to call an existing
    fCustomOnEffectStartTurn as mine will overwrite any previously set function?
    Correct. As fCustomOnEffectStartTurn is a variable local to the EffectsManager global script package, you can't access it from outside - so you can't make a copy of the previous script. The only vague option you may have is if you know where that override is set (i.e. it's in a ruleset layered on top of CoreRPG) and you can access that override function. But that won't help much if other extensions are changing it in different ways.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  3. #3
    That's what I thought
    I was hoping I could reference any previous to aid in cross-extension campatibility, guess it's 'last on to use it wins'

    I may well look down a different path to do what I want.

    As ever, thanks for the input Trenloe.

    Cheers, Steve.

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