Platy's Peculiar Pleasant Posh Python

Golden Faith (Faith + Happy Golden Age)

1) Rewritten codes in similar fashion to developing traits.
Easier to merge, though effort is required.

2) Removed codes upon change State Religion (For Simplicity)

P.S.
Only bothered for the combination, can't be bothered to rewrite each standalone component.
 
Ultrapack




1) Adopted and modified isenchine's Art Define Checker.
Accessed via Ctrl F9

Functions:
A) Checks for unused or missing units, bonuses, buildings, terrains, features whatever
B) Checks for unused or missing movies

Notes:
You don't have to add every single file, just the respective folder to be checked or in the case of modules, the header of the filepath too.
Examples:
"Mods/Charlemagne/Assets/XML/Art/"
"Mods/Platy UI/Assets/Modules/Gigapack/Gigapack_"

2) Removed unused file CvOptionsScreenCallbackInterface

3) MirrorImage Helper no longer produces an error if file no longer exist in mod.

P.S.
Read about all these helpers info in Platy UI Concept
 
Excellent! I was hoping that you would take it along and improve it. ;)

Still, people will have a problem if their mod crash upon loading. It happened to me when I deliberately deleted the ART_DEF of the lion for testing. But then they can run your UI as a standalone mod... :goodjob:
 
Missing art for units will definitely crash upon loading, but missing art for buildings etc will still allow you to load.

But then, you don't have to load that problematic mod to check its files.
 
I think there is a problem with your inclusion of BtS files.

In Charlemagne, I deleted the ART_DEF for Barracks, Trebuchet and Chilperic. If the checking of BtS is True, only Chilperic appears as missing art def because both barracks and trebuchets are in BtS. Still, the game will crash because the art def files of BtS are not read when there are art def files in a mod.

If I set it to False, then lots of Bonuses, Improvements, etc appear in the list + correctly Barracks, Trebuchet and Chilperic (EDIT - ADDED: because the mod has changed B&I but does not include a new art def file for them).

EDITED OUT unclear sentence.

I guess it's OK with False and skip manually Bonuses, Improvements if you have not added an art def file in your mod. Ideally, the code should be able to sort it out by itself without True or False, but we don't leave in an ideal world (or do we?) :)
 
Art Define Checker
Fix some issues with BTS files.
 
Hmmm... I see only Chilperic as missing.
 
Much better, now I see Chilperic, barracks and trebuchets! :goodjob:

Thank you.
 
Hey . I managed to merge new goldenfaith with my mod and add developingtraits well.
I had a little trouble adding a button. This is my solution :

PHP:
## Developing Traits ##
		iBtnX += iBtnAdvance
		screen.setImageButton("DevelopingTraitsButton", "Art/Traits.dds", iBtnX + 164, iBtnY - 0, iBtnWidth, iBtnWidth, WidgetTypes.WIDGET_PYTHON, 4242, 8)
		screen.hide("DevelopingTraitsButton")
## Developing Traits ##

Then there is a problem with faith . I will choose a religion first turn after is on the bar value 0 + 0
The next round is the value 25 + 0 ( see picture)
The next round is value 50 + 0
I do not know if the error is in my merge or in the new version .

In any case, thank you for your time and work. )
 
Of course it is in your merge.
I already stated effort is still needed to merge.
It is not simply c&p
 
Art Define Checker

1) Added a section below to indicate files checked.
 
Thanks.

If I trust the report, the modules files (see below) are not taken into consideration:
Spoiler :
Code:
class ArtDefChecker:
	def __init__(self):
		self.lModArt = 	["Mods/Platy UI/Assets/Modules/Gigapack/Gigapack_",
				"Mods/WWIIDecember1941/Assets/Modules/Units/XML/Air/",
				"Mods/WWIIDecember1941/Assets/Modules/Units/XML/Land/",
				"Mods/WWIIDecember1941/Assets/Modules/Units/XML/Sea/",
				"Mods/WWIIDecember1941/Assets/XML/Art/",
				]

		self.lModItems = ["Mods/Platy UI/Assets/Modules/Gigapack/Gigapack_",
				"Mods/WWIIDecember1941/Assets/Modules/Units/XML/Air/",
				"Mods/WWIIDecember1941/Assets/Modules/Units/XML/Land/",
				"Mods/WWIIDecember1941/Assets/Modules/Units/XML/Sea/",
				"Mods/WWIIDecember1941/Assets/XML/Buildings/",
				"Mods/WWIIDecember1941/Assets/XML/Civilizations/",
				"Mods/WWIIDecember1941/Assets/XML/Terrain/",
				"Mods/WWIIDecember1941/Assets/XML/Units/",
				]

What do you think?

PS: I took the spaces out in the mod's name to run CivChecker.
 
Generally, modular files are not CIV4ArtDefines_Movie or CIV4ArtDefines_Interface, but rather something like UltraPack_CIV4ArtDefines_Interface and UltraPack_CIV4ArtDefines_Movie.

If you look above at how I typed for Gigapack, modular files added should end with a "_" rather than a "/"
 
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