TPEHEP
Prince
We need a building that will make contact with all civilizations in the modern era+ (for all civilizations, not WW; NW maybe). On my map "two planets" it's very important
TPEHEP: I will look into it and see if I can do that. Is there another wonder that I could use as a template?
You should not need to edit any core files with the BUG Modular Python we use. Let me know if I can help.It looks like the special function of the Ishtar Gate is done through Python code. I haven't yet tried to put any custom python into buildings, and I'm not sure if I can without editing some of the core files. I'll experiment with that, though it could be tricky.
<load mod="Pepper2000Buildings"/>
<?xml version="1.0" encoding="ISO-8859-1" ?>
<!--
Pepper2000's wonders: python code
-->
<mod id="Pepper2000Buildings" module="Pepper2000Buildings">
<event type="buildingBuilt" function="onBuildingBuilt"/>
<init/>
</mod>
## Buildings for the Space Colonization projects
## by Pepper2000
from CvPythonExtensions import *
import CvUtil
# import CvScreensInterface
import CvDebugTools
# import CvWBPopups
# import PyHelpers
# import Popup as PyPopup
# import CvCameraControls
# import CvTopCivs
# import sys
# import CvWorldBuilderScreen
# import CvAdvisorUtils
# import CvTechChooser
gc = CyGlobalContext()
# globals
###################################################
def onBuildingBuilt(argsList):
'Building Completed'
pCity, iBuildingType = argsList
game = gc.getGame()
iPlayer = pCity.getOwner()
pPlayer = gc.getPlayer(iPlayer)
pPlayer.setGold(12345)
<?xml version="1.0" encoding="ISO-8859-1"?>
<!-- ReModified by StrategyOnly -->
<!--
Main BUG Mod Initialization
This file initializes the BUG Core and all mods.
Copyright (c) 2008 The BUG Mod.
-->
<bug>
<!-- BUG Core -->
<load mod="BUG Config"/>
<load mod="BUG Core"/>
<!-- Civilization Core -->
<!-- Domestic and Military Advisors and Civilopedia are chosen by options -->
<init module="CvScreensInterface"/>
<!-- Utility Modules -->
<init module="FontUtil" immediate="True"/>
<symbol id="war" from="COMMERCE_GOLD" offset="25"/>
<symbol id="peace"/>
<symbol id="space"/>
<!-- blank symbol the same size as other standard symbols -->
<symbol id="militaryinstructor" name="MILITARY_INSTRUCTOR"/>
<symbol id="land" name="DOMAIN_LAND"/>
<symbol id="sea" name="DOMAIN_SEA"/>
<symbol id="air" name="DOMAIN_AIR"/>
<symbol id="sentry" name="ORDER_SENTRY"/>
<symbol id="fortify" name="ORDER_FORTIFY"/>
<symbol id="establish" name="ORDER_ESTABLISH"/>
<symbol id="escape" name="ORDER_ESCAPE"/>
<symbol id="wait" name="ORDER_WAIT"/>
<symbol id="upgrade"/>
<symbol id="cancel"/>
<symbol id="ss casing" from="HAPPY" offset="-25"/>
<symbol id="ss cockpit"/>
<symbol id="ss docking bay"/>
<symbol id="ss engine"/>
<symbol id="ss life support"/>
<symbol id="ss stasis chamber"/>
<symbol id="ss thruster"/>
<symbol id="citizen" from="POWER" offset="1"/>
<symbol id="greatgeneral" name="GREAT_GENERAL"/>
<init module="AttitudeUtil">
<!-- Furious, Annoyed, Cautious, Pleased, Friendly -->
<arg name="colors" type="tuple">"COLOR_RED",
"COLOR_CYAN",
"COLOR_CLEAR",
"COLOR_GREEN",
"COLOR_YELLOW"</arg>
<!-- Non-memory attitude modifier keys -->
<arg name="modifiers" type="tuple">"TXT_KEY_MISC_ATTITUDE_LAND_TARGET",
"TXT_KEY_MISC_ATTITUDE_WAR",
"TXT_KEY_MISC_ATTITUDE_PEACE",
"TXT_KEY_MISC_ATTITUDE_SAME_RELIGION",
"TXT_KEY_MISC_ATTITUDE_DIFFERENT_RELIGION",
"TXT_KEY_MISC_ATTITUDE_BONUS_TRADE",
"TXT_KEY_MISC_ATTITUDE_OPEN_BORDERS",
"TXT_KEY_MISC_ATTITUDE_DEFENSIVE_PACT",
"TXT_KEY_MISC_ATTITUDE_RIVAL_DEFENSIVE_PACT",
"TXT_KEY_MISC_ATTITUDE_RIVAL_VASSAL",
"TXT_KEY_MISC_ATTITUDE_SHARE_WAR",
"TXT_KEY_MISC_ATTITUDE_FAVORITE_CIVIC",
"TXT_KEY_MISC_ATTITUDE_TRADE",
"TXT_KEY_MISC_ATTITUDE_RIVAL_TRADE",
"TXT_KEY_MISC_ATTITUDE_FREEDOM",
"TXT_KEY_MISC_ATTITUDE_EXTRA_GOOD",
"TXT_KEY_MISC_ATTITUDE_EXTRA_BAD"</arg>
</init>
<event type="LanguageChanged" module="AttitudeUtil" function="initModifiers"/>
<symbol id="furious" name="ATTITUDE_FURIOUS" from="POWER" offset="4"/>
<symbol id="annoyed" name="ATTITUDE_ANNOYED"/>
<symbol id="cautious" name="ATTITUDE_CAUTIOUS"/>
<symbol id="pleased" name="ATTITUDE_PLEASED"/>
<symbol id="friendly" name="ATTITUDE_FRIENDLY"/>
<init module="ColorUtil">
<!--
You can safely modify this list to change the color dropdown menus
for color options. You can change the text displayed in the menus by
adding translations for your new colors to Colors_CIV4GameText.xml
in the XML/Text directory.
-->
<arg name="colors" type="tuple">"COLOR_RED",
"COLOR_YELLOW",
"COLOR_CYAN",
"COLOR_GREEN",
"COLOR_BLUE",
"COLOR_MAGENTA",
"COLOR_WHITE",
"COLOR_LIGHT_GREY",
"COLOR_GREY",
"COLOR_DARK_GREY",
"COLOR_BLACK"</arg>
</init>
<event type="LanguageChanged" module="ColorUtil" function="createColors"/>
<events module="DealUtil" function="addEvents"/>
<events module="DiplomacyUtil" function="addEvents"/>
<extend how="after" module="DiplomacyUtil" function="handleAIComment" to="CvDiplomacyInterface" as="beginDiplomacy"/>
<extend how="after" module="DiplomacyUtil" function="handleUserResponse" to="CvDiplomacyInterface" as="handleUserResponse"/>
<!-- Rise of Mankind -->
<events module="WarPrizes"/>
<events module="ScreenResolutionSize"/>
<events module="CvWaterAnimalsModEventManager"/>
<events module="NukeAfterEffects"/>
<events module="CvEnhancedTechConquestEventManager"/>
<!-- Rise of Mankind end -->
<init module="GGUtil"/>
<init module="GPUtil"/>
<init module="ReligionUtil"/>
<init module="TechUtil"/>
<init module="TradeUtil"/>
<init module="TraitUtil"/>
<init module="UnitUtil"/>
<gameutils module="WidgetUtil" handler="getWidgetHelp"/>
<!-- Removed while I try and get Platy Tech Screen working
<event type="OnLoad" module="CvTechChooser" function="resetTechPrefs"/>
<event type="GameStart" module="CvTechChooser" function="resetTechPrefs"/>
-->
<!-- Mods -->
<!--
<load mod="BUG Main Interface"/>
-->
<!--BUG Main Interface is already initialized in CvViewport::resizeForMap-->
<load mod="BUG City Screen"/>
<load mod="BUG Advisors"/>
<load mod="Customizable Domestic Advisor"/>
<load mod="Better Espionage"/>
<load mod="All Eras Dawn of Man Screen"/>
<load mod="TechWindow"/>
<load mod="Not Just Another Game Clock"/>
<load mod="Advanced Scoreboard"/>
<load mod="Plot List Enhancements"/>
<load mod="Autolog"/>
<load mod="Reminder"/>
<!-- requires Autolog -->
<load mod="Civ4lerts"/>
<load mod="MoreCiv4lerts"/>
<load mod="Unit Naming"/>
<load mod="FavoriteCivicDetector"/>
<load mod="EventSigns"/>
<load mod="Strategy Overlay"/>
<load mod="StatusDump"/>
<load mod="MovieMod"/>
<!--RevolutionDCM start - mod components -->
<load mod="RevDCM"/>
<load mod="Revolution"/>
<!--RevolutionDCM end-->
<load mod="Abandon City Mod"/>
<!-- BULL -->
<load mod="BULL Core"/>
<load mod="BULL Actions"/>
<load mod="BULL City Bar"/>
<load mod="BULL Misc Hovers"/>
<load mod="AutoSave"/>
<load mod="MapFinder"/>
<load mod="Advanced Combat Odds"/>
<!-- BUFFY -->
<load mod="BUFFY"/>
<load mod="RoMSettings"/>
<load mod="DiplomacySettings"/>
<load mod="AutomatedSettings"/>
<!--
<load mod="EnhancedTechConquest"/>
-->
<!--Mad Nukes Mod-->
<events module="MADNukesEventManager"/>
<!--Mad Nukes Mod-->
<!-- Options Screen -->
<screen id="BUGFull">
<tab module="BugGeneralOptionsTab"/>
<tab module="RevDCMOptionsTab"/>
<tab module="RoMOptionsTab"/>
<tab module="ANDDiplomacyTab"/>
<tab module="ANDAutomationsTab"/>
<tab module="BugMapOptionsTab"/>
<tab module="BugCityScreenOptionsTab"/>
<tab module="BugAdvisorOptionsTab"/>
<tab module="BugAlertsOptionsTab"/>
<tab module="BugScoreOptionsTab"/>
<tab module="BugNJAGCOptionsTab"/>
<tab module="BugPleOptionsTab"/>
<tab module="BugACOOptionsTab"/>
<tab module="BugUnitNameOptionsTab"/>
<tab module="BugAutologOptionsTab"/>
<tab module="BugSystemOptionsTab"/>
<tab module="BugCreditsOptionsTab"/>
</screen>
<load mod="Female Missionaries"/>
<load mod="Caveman2Cosmos"/>
<load mod="MusicUpdate"/>
<load mod="CaptureSlaves"/>
<load mod="AnimalPlacing"/>
<load mod="Ishtar"/>
<load mod="Temple_of_the_Great_Jaguar"/>
<load mod="Great Bath"/>
<load mod="MasterModList"/>
<load mod="ProcessUpgrades"/>
<load mod="The_JMods"/>
<load mod="Topkapi_Palace"/>
<load mod="Partisan"/>
<load mod="Heroes"/>
<load mod="InitMilitaryPromos"/>
<load mod="Modifieda4"/>
<load mod="FieldGold"/>
<load mod="AppianWay"/>
<load mod="GoldenSpike"/>
<load mod="Alamo"/>
<load mod="MarcoPolo"/>
<load mod="MaginotLine"/>
<load mod="MachuPicchu"/>
<load mod="Route66"/>
<load mod="GreatZimbabwe"/>
<load mod="SilkRoad"/>
<load mod="KentuckyDerby"/>
<load mod="Helsinki"/>
<load mod="Reichstag"/>
<load mod="TheMotherlandCalls"/>
<load mod="PlatyPingWonders"/>
<!--
<load mod="AgingAnimals"/>
-->
<load mod="BeastMaster"/>
<!--
<load mod="BarbarianDiplomacy"/>
-->
<load mod="BuildListScreen"/>
<load mod="LascauxCaves"/>
<load mod="StarSigns"/>
<load mod="NaturalWonders"/>
<load mod="GreatPersonBornDisplay"/>
<load mod="Pepper2000Buildings"/>
<load mod="Cleopatra_Needle"/>
<!--load mod="WorldTech"/-->
<events module="ToolsEventManager"/>
</bug>