Platy's Peculiar Pleasant Posh Python

Ultrapack

Revamped the Platy Options system.
No longer "Graphic Options". Look for icon, top left to play around.
To prevent clashing with merging.

@Lib
AFAIK, some mods changed the way canTrain and canConstruct functions. Rev is one of them.
Great Specialists are coded in same section as normal Specialists.

The bar's location is somewhere in interfaceScreen section.
Look for "GreatPeopleBar".
 
I found an iY= reference in the specialist section of the code, changing that moved all the specialists, but I cannot find any other references like that in that section, to move the GS icons up..is it coded in a different way, like a relative statement or something? Like screen res Y -200 or whatever..

same for the GP bar in the city screen, I have looked through those marked sections in the code, but I am struggling to find a reference for it's height placement in that screen, I am presuming it is written in some fancy manner that I don't recognise..
 
Ultrapack

Revamped the Platy Options system.
No longer "Graphic Options". Look for icon, top left to play around.
To prevent clashing with merging.

:) :goodjob: :cool:
 
I have a request (or assistance with old pythoncode :))
I used to have a intromovie for my mod, but lately I just updated Platy UI by overwriting pythonfiles.
I recently made a new intromovie (Link), but when I used the original way to add the movie (Tutorial), i get some python errors.



I'm a bit clueless (totally clueless) to what is the error, so any help/assistance is greatly appreciated.

btw. the movie plays ok, so its just to get rid of the annoying errors ;)

Cheers
Vincentz :D
 
The short answer:
Don't bother. Platy UI comes with inbuilt function to display intro movie.
Check the sample document.
 
Ultrapack

Specialist and Resource Tables
Add a variable in ini section, which will shift Resource Table, Specialist Table, Free Specialist section and City GP Bar together.
Simply put, it determines Y location of City GP Bar, and everything else adjusts automatically.
 
Yes, in the def __init__ (self) part of CvMainInterface.py:

Code:
self.iCityGPBarY = 180		## City Great People Bar = screen.getResolutionY() - 180
 
So, while I am wrestling with Platy UI to get it optimised for FTTW, I was wondering if I could float another Thought/Challenge your way.

With your Manufactured Resources comp, would you be able to add something like the requirements.xml to it, to allow things to consume multiple manufactured goods? or combine it into the requirements system.

I really want to use this comp, now that I have the right UI to merge it with, but I also really want to be able to be more flexible with the amounts of goods needed, to make the aquisition of resources and production of goods in quantity to be more improtant for getting lots of advanced units quickly.
 
Lazy, cant be bothered. Time for a break.
Not doing any modding except bug fixing :D
 
Ok I updated to the latest version and got this error at DOM screen:

CvAppInterface, line 74, in preGameStart

CvScreensInteface, line 95, in showMainInterface

File CvMainInterface Line 239 in inteface screen

Attribute Error: 'NoneType' object has no attribute 'getPath'

Line 239 ##Trackers##
Code:
		screen.setImageButton("PlatyOptionsButton", ArtFileMgr.getInterfaceArtInfo("INTERFACE_PLATY_OPTIONS").getPath(), iX, iBtnX, iBtnWidth, iBtnWidth, WidgetTypes.WIDGET_PYTHON, 7101, -1)
		screen.hide("PlatyOptionsButton")

I can post the other 2 lines if needed.

On the plus side I can view the religion screen :D Unfortunately I have no GUI though. six of one half a dozen of the other :D
 
Hey platy, Is there a way to change your filter buttons in the city screen to be in more than one column?

They are just very tiny and squashed, I have been able to move them around, and I have a nice space on my HUD for them in 2 or more columns, more of a box than a line.

would it be an addition of one or two lines, or a lot more?
 
Hey :D

I got a single bugreport and a couple of (stupid) questions :D

When changing civic to one that gives unlimited specialists, the unlimited (--) is not shown in city screen for existing cities (in new cities or conquered since civic change its as it should be).

---
now for some stupid questions ;)

Is it even possible to...
1) Widen the notification area (cityX has build BuildingY etc), to fit2resolution same width as techbar?
2) Set the border/bg colors in graphic (platy) options (I have made an external program to select colortheme, but then you made civ colored texts, and iirc then its almost same files right?)
3) Add some buildings (or projects) to your Tech Diffusion modcomp. My mod have these projects (National Library, Encyclopedia, Communication Network), which atm gives tech the same way as Internet but instead of 2 civ know tech, it is 8/6/4. I would love if they gave a Tech Diffusion bonus.
4) I tried to look, but couldnt find the code for those Projects, as it is silly when there is 40 civs vs 8 civs on map (f.ex. the National Library is much more powerful with 40 civs and useless if less than 8 civs on map). Is it possible to change it to % of civs instead of # of civs?

Cheers
Vincentz :D
 
1) Fix specialist display bug when player has civics with unlimited slots when the city itself has limited slots.

2) New sort function for pedia (Advisors)

@Lib
Naturally it is possible to rearrange them in whatever number of columns you like.
But size won't change because those are text, not pics. That IS the max font defined.
The only way to increase size so they are not squashed is changing the codes to use pics instead.

@Vincent
1) Not defined anywhere in python.

2) Civ specific text colors is done via changing the colors of each individual text code.
Which means I can change it to be blue, bold, underlined, font size 4 etc.
As for theme colors, I doubt your external program uses python to select which theme to use, as I don't think any python code refers to theme files.

3)
Code:
			if not pTeam.isAlive(): continue
			if pTeam.getProjectCount(gc.getInfoTypeForString("PROJECT_ENCYCLOPEDIA")) == 0: continue
			iRank = CyGame().getTeamRank(iTeam)

4)
Code:
fBase = (self.fBase/(CyGame().countCivTeamsAlive() - 1)) + (pPlayerX.getCurrentEra() + 1 - iEra) * self.fEraBoost
Just divide self.fBase by the number of teams alive, excluding ownself. Which means if you know everyone else, the max base rate is self.fBase, ignoring the modifiers. Balance is up to you.
 
Tech Diffusion

1) Reorder of codes to be more efficient.
 
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