You're referring to this If statement, right?
That comes right fron CvEventManager, intact, and it works fine in that context. I have no PythonDbg errors in the file. It's empty. I'm attaching a zip of the relevant logs, but here are the salient points in a text format:
Unless I'm mistaken, it seems to be loading and initializing everything properly, but it just never seems to call the "BuildingBuilt" function when a building is actually built. I saw in the BUG modding guide about the "eventfire" functions, and I'm wondering if my mod needs to have the actual "firing" code put into it to call the handler. Right now, it calls the normal CvEventManager.py handler from the game code and plays all of the regular movies, but not my new ones with the BUG handler. 
I can do it by adding Phungus's code to CvEventManager, and it works great, but I really want to do this properly so it doesn't mess up other modders. Why do something with brute force, if you can be dainty and use finesse?
That's me. "Play by the Rules" Lemon.
Code:
# If this is a wonder...
Code:
[B]<-- snippet from PythonDbg.log -->
[/B]
13:39:47 DEBUG: BUG: looking up StatusDumpEventManager.StatusDumpEventManager
load_module StatusDumpEventManager
load_module BugFile
13:39:47 DEBUG: StatusDump-Start-0
13:39:47 DEBUG: Timer - load mod [StatusDump] took 3 ms
13:39:47 DEBUG: BugConfig - loading mod file MovieMod
13:39:47 DEBUG: BugInit - loading mod MovieMod...
13:39:47 INFO : BugCore - creating uninitialized mod MovieMod
13:39:47 DEBUG: BUG: looking up MovieMod.onBuildingBuilt
load_module MovieMod
13:39:47 DEBUG: BugEventManager - adding event 'BuildingBuilt'
13:39:47 DEBUG: Timer - load mod [MovieMod] took 1 ms
13:39:47 DEBUG: BugConfig - loading mod file BULL Actions
13:39:47 DEBUG: BugInit - loading mod BULL Actions...
13:39:47 INFO : BugCore - creating uninitialized mod Actions
13:39:47 DEBUG: BugOptions - getActions will return IniFile Actions
[B]<-- a snippet from xml.log -->
[/B]
[67242.218] Loading XML file xml\Art/CIV4ArtDefines_Movie.xml
[67242.218] Load XML file xml\Art/CIV4ArtDefines_Movie.xml SUCCEEDED
[67242.218] SetGlobalClassInfo (Civ4ArtDefines/MovieArtInfos/MovieArtInfo)
[67242.280] Loading XML file modules\moviemod\xml\art\mm_civ4artdefines_movie.xml
[67242.296] Load XML file modules\moviemod\xml\art\mm_civ4artdefines_movie.xml SUCCEEDED
[67242.296] SetGlobalClassInfo (Civ4ArtDefines/MovieArtInfos/MovieArtInfo)
[67242.296] Loading XML file xml\Art/CIV4ArtDefines_Misc.xml
[67242.296] Load XML file xml\Art/CIV4ArtDefines_Misc.xml SUCCEEDED
[67242.296] SetGlobalClassInfo (Civ4ArtDefines/MiscArtInfos/MiscArtInfo)
[67242.358] Loading XML file xml\Art/CIV4ArtDefines_Unit.xml
[67242.374] Load XML file xml\Art/CIV4ArtDefines_Unit.xml SUCCEEDED
[67242.374] SetGlobalClassInfo (Civ4ArtDefines/UnitArtInfos/UnitArtInfo)
[B]<-- and another snippet from xml.log -->[/B]
[67247.709] info type NONE not found, Current XML file is: xml\Buildings/CIV4BuildingInfos.xml
[67247.709] info type NONE not found, Current XML file is: xml\Buildings/CIV4BuildingInfos.xml
[67247.772] Loading XML file modules\moviemod\xml\buildings\mm_civ4buildinginfos.xml
[67247.865] Load XML file modules\moviemod\xml\buildings\mm_civ4buildinginfos.xml SUCCEEDED
[67247.865] SetGlobalClassInfo (Civ4BuildingInfos/BuildingInfos/BuildingInfo)
[67247.865] info type NONE not found, Current XML file is: modules\moviemod\xml\buildings\mm_civ4buildinginfos.xml
[67247.865] info type NONE not found, Current XML file is: modules\moviemod\xml\buildings\mm_civ4buildinginfos.xml
[67247.865] info type NONE not found, Current XML file is: modules\moviemod\xml\buildings\mm_civ4buildinginfos.xml

I can do it by adding Phungus's code to CvEventManager, and it works great, but I really want to do this properly so it doesn't mess up other modders. Why do something with brute force, if you can be dainty and use finesse?
That's me. "Play by the Rules" Lemon.
