- Joined
- Jan 12, 2004
- Messages
- 1,282
I do want to try to collaborate, but IMHO the changes you suggest either plain break the DLC (which is not quite fair) see point #2 or just may not work because DLC are loaded before mods: if the DLC calls LuaEvents which are not initialized because no mod is not loaded yet, will anything happen ? (BTW how does this work with mods ? Is the order in which they are loaded deterministic ?) (BTW2 I don't understand your reply to point#3: how about simply using the existing "TooltipTypeTopPanel")
Still I can make all of the changes hoping they do work, except for those which plain break the DLC's own callbacks (point #2):
As a solution, would it possible for me to instead modify the DLC's own callback functions to check if e.g. "LuaEvents.CityHappinessDisplay" is not nil, and if so call that instead of its own code ? Would that work ?
Still I can make all of the changes hoping they do work, except for those which plain break the DLC's own callbacks (point #2):
Code:
Controls.HappinessString:RegisterCallback(Mouse.eRClick, function () LuaEvents.CityHappinessDisplay() end)
Controls.GoldPerTurn:RegisterCallback(Mouse.eRClick, function () LuaEvents.GoldAlertsDisplay() end)
Controls.TourismString:RegisterCallback(Mouse.eRClick, function () LuaEvents.GreatWorkmanagerDisplay() end)