It's in it:That's what I'd assume too but I don't want to mess with that file unless I know for sure.![]()
#Awakened display
screen.hide( "SRText" )
screen.hide( "Awakenedchance" )
if (not CyInterface().isCityScreenUp() and CyInterface().getShowInterface() != InterfaceVisibility.INTERFACE_HIDE_ALL and CyInterface().getShowInterface() != InterfaceVisibility.INTERFACE_ADVANCED_START and CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_SHOW):
pPlayer = gc.getPlayer(gc.getGame().getActivePlayer())
if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_SCIONS') and pPlayer.getNumCities() > 0:
#figuring spawn chance
fSpawnOdds = cf.doChanceAwakenedSpawn(-1)
fFirstPart = fSpawnOdds / 100
fSecondPart = fSpawnOdds - (fFirstPart * 100)
#/figuring spawn chance
if fFirstPart + fSecondPart > 0:
SRstr = u"<font=2i>%s</font>" %(str(" ") + str(fFirstPart) + str(".") + str(fSecondPart) + str("% "))
screen.setImageButton("Awakenedchance", "Art/Interface/Buttons/Units/Scions/awake.dds", 84, 106, 16, 16, WidgetTypes.WIDGET_GENERAL, -1, -1 )
screen.setText( "SRText", "Background", SRstr, CvUtil.FONT_LEFT_JUSTIFY, 103, 104, 0.5, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
screen.setHitTest( "SRText", HitTestTypes.HITTEST_NOHIT )
else:
screen.hide( "Awakenedchance" )
screen.hide( "SRText" )
#/Awakened display
You're welcome! I don't have much to do yet... or rather I can't since my computer is currently used by someone else. I got new things to think about so it's not that badSigh. My plans keep making me go to files I hate.
Thanks for find that! I was still working on the actual spawning when I posted.![]()
def spellStopSinging(caster):
lSongs = [gc.getInfoTypeForString('PROMOTION_IS_SINGING_MELODIES_OF_LIFE'),\
gc.getInfoTypeForString('PROMOTION_IS_SINGING_WHISPERS'),\
gc.getInfoTypeForString('PROMOTION_IS_SINGING_THE_IMPREGNABLE'),\
gc.getInfoTypeForString('PROMOTION_IS_SINGING_EYES_OF_THE_SEA')]
for i in range(len(lSongs)):
if caster.isHasPromotion(lSongs[i]):
caster.setHasPromotion(lSongs[i], false)
def spellStopSinging(caster):
sValidSongs = ['IS_SINGING_MELODIES_OF_LIFE', 'IS_SINGING_WHISPERS', 'IS_SINGING_THE_IMPREGNABLE'), IS_SINGING_EYES_OF_THE_SEA']
iValidSongs = [gc.getInfoTypeForString('PROMOTION_' + sSong) for sSong in sValidSongs]
for i in range(len(iValidSongs)):
if caster.isHasPromotion(iValidSongs[i]):
caster.setHasPromotion(iValidSongs[i], false)
def reqStopSinging(caster):
lSongs = []
lSongs.append(gc.getInfoTypeForString('PROMOTION_IS_SINGING_MELODIES_OF_LIFE'))
lSongs.append(gc.getInfoTypeForString('PROMOTION_IS_SINGING_WHISPERS'))
#lSongs.append(gc.getInfoTypeForString('PROMOTION_IS_SINGING_THE_IMPREGNABLE'))
#lSongs.append(gc.getInfoTypeForString('PROMOTION_IS_SINGING_EYES_OF_THE_SEA'))
iValue = 0
for i in range(len(lSongs)):
if caster.isHasPromotion(lSongs[i]):
iValue += 1
if iValue > 0:
return true
return false
Of course. But I wondered if setting a promotion as SONG_ITS_RAINING_MEN instead of PROMOTION_ITS_RAINING_MEN in the CIV4PromotionInfos.xml file would work or not. I didn't look at the source code for promotions but if there is no check that a promotion starts with PROMOTION_, then it is but a convention and can be changed if wanted. For example, iirc, there is some promotions that begins with EQUIPMENT_ rather than PROMOTION_. Had it required DLL changes? If not, then it's very interesting to have the possibility to create promotions that don't begin with PROMOTION_, if just for the "category" sake.The way I did it, you have to use PROMOTION_, not SONG_, because the game doesn't know what a SONG is.![]()
Nope. Honestly, I have no idea what I'm doing lol. Says I need to open CvGameCoreDLL.vcproj, but that file only exists in the BTS directory... All I could think to do was copy it to the FFPlus dll directory and load it, says it can't find windows.h and halts the compile.
Oh yeah, right now we don't distribute EVERYTHING you need to compile. Next full release we will though. You need to have a directory which can already handle compiling code (FfH download or the BtS one) and then dump our code over the top of it. Oops, and you'll have to manually include the CyMapInterface1.cpp and CyMapInterface2.cpp files in your project, and remove CyMapInterface.cpp
So yeah... next full release (sometime after 041 of FfH so we get the nice repack on that side as well) it should be easier to handle our code.
Ugh. Still get fatal error C1083: Cannot open include file: 'window.h': No such file or directory