Bravomylife
Chieftain
- Joined
- Jul 2, 2022
- Messages
- 4
I want to make my UB to have function that creates extra one specialist slots to every building with specialist slots when constructed.
I guess I will need help from Lua but I haven't learned long enough to figure that out. I tried to refer similar mods but their codes are too complicated for me to understand at the moment. Could anyone teach me the code I need in order to perform that function or things I can refer to?
I thought of a way
First, I will make copies of building that has specialist slot and add specialist number
Second, I will use Building_PrereqBuildingClasses and set my UB so it can be constructed after my UB is built. Then, use ReplacementBulidingClass to replace the original buildings.
Third, With Lua I will code when my UB is constructed, make orginal buildings obsolete and replace them with new buildings with extra specialist slot
I think I can do first and second step on my own using XML.. but the third part I have no idea how to make it possible.
I possibly can try this ↓
local SPBTypes = {}
SPBTypes[1] = GameInfoTypes["BUILDING_WINDMILL"]
SPBTypes[2] = GameInfoTypes["BUILDING_FACTORY"]
.
.
localSPATypes = {}
SPATypes[1] = GameInfoTypes["BUILDING_WINDMILL_SPECIALIST_ADDED"]
SPATypes[2] = GameInfoTypes["BUILDING_FACTORY_SPECIALIST_ADDED"]
.
.
>function ReplacingBuilding(asty)
>if Civilization Type is ----
>for cities of indicated Civilization do
>if building has UB
(>and if city has religion that civilization has created) <<(if possible, I want to add this trait..)
>>Get buildings from the city that has specialist slot/matches with the building from SPBTypes
>>If it has assigned specialist slot then unassign them
>>replace the building into one of the buildings from SPATypes that matches the number(ex[1]->[1], [2]->[2])
Would this work?
Please help me with making that function ReplacingBuilding (asty)
for I am not pretty good with handling Lua script..
I guess I will need help from Lua but I haven't learned long enough to figure that out. I tried to refer similar mods but their codes are too complicated for me to understand at the moment. Could anyone teach me the code I need in order to perform that function or things I can refer to?
I thought of a way
First, I will make copies of building that has specialist slot and add specialist number
Second, I will use Building_PrereqBuildingClasses and set my UB so it can be constructed after my UB is built. Then, use ReplacementBulidingClass to replace the original buildings.
Third, With Lua I will code when my UB is constructed, make orginal buildings obsolete and replace them with new buildings with extra specialist slot
I think I can do first and second step on my own using XML.. but the third part I have no idea how to make it possible.
I possibly can try this ↓
local SPBTypes = {}
SPBTypes[1] = GameInfoTypes["BUILDING_WINDMILL"]
SPBTypes[2] = GameInfoTypes["BUILDING_FACTORY"]
.
.
localSPATypes = {}
SPATypes[1] = GameInfoTypes["BUILDING_WINDMILL_SPECIALIST_ADDED"]
SPATypes[2] = GameInfoTypes["BUILDING_FACTORY_SPECIALIST_ADDED"]
.
.
>function ReplacingBuilding(asty)
>if Civilization Type is ----
>for cities of indicated Civilization do
>if building has UB
(>and if city has religion that civilization has created) <<(if possible, I want to add this trait..)
>>Get buildings from the city that has specialist slot/matches with the building from SPBTypes
>>If it has assigned specialist slot then unassign them
>>replace the building into one of the buildings from SPATypes that matches the number(ex[1]->[1], [2]->[2])
Would this work?
Please help me with making that function ReplacingBuilding (asty)
for I am not pretty good with handling Lua script..
Last edited: