Runtime Notice: s'5E | power_a | getWindowSortByNode() | status=' | s'arrived' Could that "lock in" the getWindowSortByNode() function into memory so that my extension cannot replace it? I.e the objects, tables and functions are all in place and therefore not modifiable by the time my extension comes into play?Ĭode: Runtime Notice: s'ETE | ETE_record_power.xml | power_group_tHeaderCategory() | status=' | s'arrived' My question is this: there are a lot of DB add handlers being added in the onInit() of power_a. Even though the same methodology is being used. To me this indicates that the ruleset setHeaderCategory() function is being replaced by my script but the getWindowSortByNode() function is not being replaced. "my" shows up for the setHeaderCatgory() but "ruleset" shows up for getWindowSortByNode(). I can tell from the results in the console. The replacement script is being executed for the setHeaderCategory() function but not for the getWindowSortByNode() function.
When I run FG, create a character, and add a spell to the Actions tab on the Character sheet, it triggers the script. There are similar Debug statements stating "ruleset" instead of "my" in the original ruleset. lua file functions plus my modifications.
in the code represents the copied script from the corresponding. nsole("my getWindowSortByNode()", "arrived") įunction setHeaderCategory(rGroup, sGroup, nLevel, bAllowDelete)ĭnsole("my setHeaderCategory()", "arrived")