Rainy wrote:
the alarm.lua shouldn't be normally edited since the installer will overwrite itMy suggestion: Create a modifications folder whose contents override any default values/functions (many games use this method for mods). So for example the file .../RAINLENDAR/SCRIPTS/ALARM.LUA would be merged with .../RAINLENDAR/MODS/SCRIPTS/ALARM.LUA, whereas function definitions in the latter would take precedence over those in the original file.
Rainy wrote:
The script should calculate the snooze time from the alarm time with some clever algorithm
but it's not ready yet.That sounds very interesting indeed; however, I don't quite understand how the alarm time is related to snooze time preferences!?
Let's say I have a reminder set to 14 days in advance, then I might still be reminded again 60 seconds after snoozing an alarm, or after several hours, depending on how busy I am when the alarm pops up (that's why I came up with
this suggestion).
Rainy wrote:
It is possible to create a custom snooze function and put it in another file (anything that ends with .lua can be used) so that it doesn't get overwritten. You would have to edit the skin too to change the snooze button to run the new function. I can write some more detailed instructions if you want to try it.My preliminary analysis (i.e. I didn't test it yet) tells me that I'd only have to change the respective function call (
action="Global_SnoozeAll()" in the ALARM.XML), and then create a new file in the SCRIPTS dir containing the new/altered function, e.g.:
| Code: |
function Global_CustomSnoozeAll()
uidAlarms = Rainlendar_GetAlarmItems()
for key, value in pairs (uidAlarms) do
Rainlendar_SnoozeAlarm(value, 300)
end
Rainlendar_Redraw(1)
end
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<br><br>Post edited by: Ace_NoOne, at: 2006/11/01 16:58