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View Full Version : Changing Only The Frame Of An Existing CoreRPG Windowclass



dulux-oz
October 9th, 2014, 09:39
Hi Guys,

A quick Q: if I just want to change the frame of a CoreRPG Windowclass in a child Ruleset, and renaming the source image is not an option, do I need to include the entire windowclass definition in the new Ruleset or is there someway I can use a "merge" technique (similar to templates) and only include the new frame code? Sample code follows:

Existing Code


<windowclass name="existingwindowclass">
<frame>utilitybox2</frame>
{Other Relevant Code Here}
</windowclass>


New Windowclass Code (I hope)


<windowclass name="existingwindowclass">
<frame>utilitybox3</frame>
</windowclass>


Cheers

Ikael
October 9th, 2014, 11:41
Hi Guys,

A quick Q: if I just want to change the frame of a CoreRPG Windowclass in a child Ruleset, and renaming the source image is not an option, do I need to include the entire windowclass definition in the new Ruleset or is there someway I can use a "merge" technique (similar to templates) and only include the new frame code? Sample code follows:

Existing Code


<windowclass name="existingwindowclass">
<frame>utilitybox2</frame>
{Other Relevant Code Here}
</windowclass>


New Windowclass Code (I hope)


<windowclass name="existingwindowclass">
<frame>utilitybox3</frame>
</windowclass>


Cheers

You can use join merge rule to do this:



<windowclass name="existingwindowclass" merge="join">
<frame>utilitybox3</frame>
</windowclass>


no need to include anything else within the windwclass

dulux-oz
October 9th, 2014, 11:45
You can use join merge rule to do this:



<windowclass name="existingwindowclass" merge="join">
<frame>utilitybox3</frame>
</windowclass>


no need to include anything else within the windwclass

So the Template join rules work with the Windowclass definitions as well? Excellent! That should save some coding size.

Thanks Ikael