InkAxis
King
- Joined
- Feb 24, 2020
- Messages
- 779
So I wanted to make a mod I made compatible with another mod, specifically the Enlightenment Era for VP mod. The mod I am making uses VP.
I took this code from another mod for VP, and modified it for my buildings. In the code above, I'm just changing a building to have a different tech unlock.
So first it makes the table with the Value of 2. You can set it to different values: 0=Never activate, 1=Always activate, 2=Activate if it detects the mod.
Next part it sets the value to 1 if it finds BUILDING_EE_BASTION (a building added by the mod I'm trying to detect) and if Value isn't 0.
Last part just changes the building if the Value is 1.
When I set the Value to 1 at the beginning, it works, but just that it will always try to change the prereq tech, and I want it to only change if it detects the mod. So I suspect the issue is with the second part, where it detects the mod? Or am I misunderstanding something?
Code:
INSERT INTO COMMUNITY
(Type, Value)
VALUES ('MonopolyBuilds', 2);
UPDATE COMMUNITY
SET Value = '1'
WHERE Type = 'MonopolyBuilds' AND EXISTS (SELECT * FROM Buildings WHERE Type='BUILDING_EE_BASTION') AND NOT EXISTS (SELECT * FROM COMMUNITY WHERE Type='MonopolyBuilds' AND Value= 0);
UPDATE Buildings SET PrereqTech = 'TECH_EE_ROMANTICISM' WHERE Type = 'BUILDING_IA_PERFUME_SHOP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MonopolyBuilds' AND Value= 1);
I took this code from another mod for VP, and modified it for my buildings. In the code above, I'm just changing a building to have a different tech unlock.
So first it makes the table with the Value of 2. You can set it to different values: 0=Never activate, 1=Always activate, 2=Activate if it detects the mod.
Next part it sets the value to 1 if it finds BUILDING_EE_BASTION (a building added by the mod I'm trying to detect) and if Value isn't 0.
Last part just changes the building if the Value is 1.
When I set the Value to 1 at the beginning, it works, but just that it will always try to change the prereq tech, and I want it to only change if it detects the mod. So I suspect the issue is with the second part, where it detects the mod? Or am I misunderstanding something?