Tripped's minor bugfixes

TrippedOnACloud

Warlord
Joined
Jun 28, 2012
Messages
294
This is just a thread for me to post bugfixes and such in.
  • Fixes some oddities with Workshop/Factory construction in cold terrain, by allowing Workshops to upgrade to Cold Climate Factories. Assets\XML\Terrain\CIV4ImprovementInfos.xml line 1160-1161 replaced by:
    Code:
               <AlternativeImprovementUpgradeTypes>
                   <ImprovementType>IMPROVEMENT_3FACTORY_2</ImprovementType>
                   <ImprovementType>IMPROVEMENT_COTTAGE</ImprovementType>
  • Changes King Richard's Crusade wonder to produce full-XP Crusaders rather than half-XP ones. Basically, change the True in Assets\Python\RoMEventManager.py lines 182 and 260 to False:
    Code:
               pCity.addProductionExperience(pNewUnit, False)
  • Adds the Beacon/Lighthouse versions of various reefs to the Coral Castle and Grand Marine Festival prerequisites. Also adds the Great Barrier Reef to the possible OR prerequisite features. Assets\XML\Buildings\GreatWonders_CIV4BuildingInfos.xml lines 2594-2599 replaced by:
    Code:
           <PrereqOrFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_CORAL</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_CORAL_WITH_BECON</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_CORAL_WITH_LIGHTHOUSE</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_PLATY_GREAT_BARRIER</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_GREAT_BARRIER_WITH_BEACON</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_GREAT_BARRIER_WITH_LIGHTHOUSE</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
           </PrereqOrFeature>
    and lines 4358-4375 replaced by:
    Code:
           <PrereqOrFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_KELP</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_SEAGRASS</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_CORAL</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_CORAL_WITH_BECON</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_CORAL_WITH_LIGHTHOUSE</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_REEF</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_REEF_WITH_BECON</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_REEF_WITH_LIGHTHOUSE</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_PLATY_GREAT_BARRIER</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_GREAT_BARRIER_WITH_BEACON</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
               <PrereqFeature>
                   <FeatureType>FEATURE_GREAT_BARRIER_WITH_LIGHTHOUSE</FeatureType>
                   <bPrereqFeature>1</bPrereqFeature>
               </PrereqFeature>
           </PrereqOrFeature>
    Also, you may want to do a find-and-replace of all "WITH_BECON" by "WITH_BEACON" afterwards for the whole mod folder, on account of spelling. I know it doesn't actually matter as long as it's consistent, but I get the feeling that sooner or later somebody's going to spell it correctly when changing something and thereby break things.
  • Adds Tundra into the Svalbard Global Seed Vault's terrain requirements, and expands the list of bonuses it gives. I also sorted the bonuses by category, a bit. Assets\Modules\Vokarya\VokaryaWonders_CIV4BuildingInfos.xml lines 3350-3497 replaced by:
    Code:
           <!-- Svalbard Global Seed Vault -->
           <BuildingInfo>
               <BuildingClass>BUILDINGCLASS_SVALBARD</BuildingClass>
               <Type>BUILDING_SVALBARD</Type>
               <Description>TXT_KEY_BUILDING_SVALBARD</Description>
               <Civilopedia>TXT_KEY_BUILDING_SVALBARD_PEDIA</Civilopedia>
               <Strategy>TXT_KEY_BUILDING_SVALBARD_STRATEGY</Strategy>
               <Advisor>ADVISOR_GROWTH</Advisor>
               <ArtDefineTag>ART_DEF_BUILDING_SVALBARD</ArtDefineTag>
               <MovieDefineTag>ART_DEF_MOVIE_SVALBARD</MovieDefineTag>
               <ObsoleteTech>TECH_EXTRATERRESTRIAL_AGRICULTURE</ObsoleteTech>
               <PrereqTech>TECH_GENETICS</PrereqTech>
               <TechTypes>
                   <PrereqTech>TECH_ECOLOGY</PrereqTech>
               </TechTypes>
               <PrereqOrTerrain>
                   <PrereqTerrain>
                       <TerrainType>TERRAIN_TAIGA</TerrainType>
                       <bPrereqTerrain>1</bPrereqTerrain>
                   </PrereqTerrain>
                   <PrereqTerrain>
                       <TerrainType>TERRAIN_TUNDRA</TerrainType>
                       <bPrereqTerrain>1</bPrereqTerrain>
                   </PrereqTerrain>
                   <PrereqTerrain>
                       <TerrainType>TERRAIN_ICE</TerrainType>
                       <bPrereqTerrain>1</bPrereqTerrain>
                   </PrereqTerrain>
               </PrereqOrTerrain>
               <FreeBonus>BONUS_BARLEY</FreeBonus>
               <iNumFreeBonuses>1</iNumFreeBonuses>
               <GreatPeopleUnitClass>UNITCLASS_SCIENTIST</GreatPeopleUnitClass>
               <iGreatPeopleRateChange>2</iGreatPeopleRateChange>
               <iHurryAngerModifier>-50</iHurryAngerModifier>
               <bNukeImmune>1</bNukeImmune>
               <iCost>12400</iCost>
               <iHurryCostModifier>100</iHurryCostModifier>
               <iAdvancedStartCost>100</iAdvancedStartCost>
               <iMinAreaSize>-1</iMinAreaSize>
               <iConquestProb>100</iConquestProb>
               <iMinLatitude>50</iMinLatitude>
               <iAsset>10</iAsset>
               <fVisibilityPriority>1</fVisibilityPriority>
               <MapCategoryTypes>
                   <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
               </MapCategoryTypes>
               <CommerceChangeDoubleTimes>
                   <iCommerce>0</iCommerce>
                   <iCommerce>0</iCommerce>
                   <iCommerce>1000</iCommerce>
               </CommerceChangeDoubleTimes>
               <PrereqBuildingClasses>
                   <PrereqBuildingClass>
                       <BuildingClassType>BUILDINGCLASS_REFIGERATOR_FACTORY</BuildingClassType>
                       <iNumBuildingNeeded>1</iNumBuildingNeeded>
                   </PrereqBuildingClass>
               </PrereqBuildingClasses>
               <SpecialistYieldChanges>
                   <SpecialistYieldChange>
                       <SpecialistType>SPECIALIST_SCIENTIST</SpecialistType>
                       <YieldChanges>
                           <iYield>1</iYield>
                       </YieldChanges>
                   </SpecialistYieldChange>
               </SpecialistYieldChanges>
               <ExtraFreeBonuses>
                   <!-- Farm -->
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_CORN</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_MELON</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_POTATO</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_PUMPKIN</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_RICE</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_SQUASH</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_WHEAT</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <!-- Orchard -->
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_ALMONDS</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_APPLE</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_BANANA</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_COCONUT</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_DATES</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_FIG</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_GUAVA</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_LEMON</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_MANGO</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_PAPAYA</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_PISTACHIO</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_POMEGRANATE</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_PRICKLY_PEAR</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_OLIVES</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <!-- Other food -->
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_WINE</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_MUSHROOMS</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <!-- Spices -->
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_COCOA</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_COFFEE</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_TEA</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_SPICES</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_SUGAR</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_VANILLA</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <!-- Other Plantation -->
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_COCA</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_KAVA</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_OPIUM</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_PEYOTE</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_TOBACCO</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_CANNABIS</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_COTTON</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_FLAX</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_PAPYRUS</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_HENNA</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
                   <ExtraFreeBonus>
                       <FreeBonus>BONUS_INDIGO</FreeBonus>
                       <iNumFreeBonuses>1</iNumFreeBonuses>
                   </ExtraFreeBonus>
               </ExtraFreeBonuses>
           </BuildingInfo>
  • Maize Caravan (Totonac culture unit, unique Food Caravan) cannot hurry food, because the relevant line in Assets\Modules\My_Mods\New_Cultures\XML\Heroes_CIV4UnitInfos.xml line 35681 is commented out.
    Code:
               <iBaseFoodChange>60</iBaseFoodChange>
 
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Ok... this is going to take any of us on the team nearly as long to go through and update all these for you onto the SVN.

@The Team: I move to grant TrippedOnACloud full SVN access. What say you? I'll PM the council later if you haven't responded here by then.

Your help with minor issues will be invaluable Tripped! All the moreso if you can just get in and 'do it'!
 
Also, you may want to do a find-and-replace of all "WITH_BECON" by "WITH_BEACON" afterwards for the whole mod folder, on account of spelling. I know it doesn't actually matter as long as it's consistent, but I get the feeling that sooner or later somebody's going to spell it correctly when changing something and thereby break things.

This, changing "WITH_BECON" to "WITH_BEACON", is the sort of thing that breaks saves. Luckily it is not a big break and I think the code will cope with it. You will probably get messages and loose all those buildings with that requirement built in the game and have to rebuild them. Now is the time to do it.
 
Ok... this is going to take any of us on the team nearly as long to go through and update all these for you onto the SVN.

@The Team: I move to grant TrippedOnACloud full SVN access. What say you? I'll PM the council later if you haven't responded here by then.

Your help with minor issues will be invaluable Tripped! All the moreso if you can just get in and 'do it'!

Well he has far more relevant (and needed) experience than me. (Python etc.). So YES.
 
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This, changing "WITH_BECON" to "WITH_BEACON", is the sort of thing that breaks saves. Luckily it is not a big break and I think the code will cope with it. You will probably get messages and loose all those buildings with that requirement built in the game and have to rebuild them. Now is the time to do it.
It doesn't break saves any more but it will remove the named element from everywhere it exists in a game from before the commit. Still, given this is the version to do these kinds of things I agree that now is the time.
 
Ok... this is going to take any of us on the team nearly as long to go through and update all these for you onto the SVN.

@The Team: I move to grant TrippedOnACloud full SVN access. What say you? I'll PM the council later if you haven't responded here by then.

Your help with minor issues will be invaluable Tripped! All the moreso if you can just get in and 'do it'!

Go for it! Got my vote (yes).

JosEPh
 
I'm flattered by your confidence in my abilities, but really, I'm just a mostly self-taught amateur who likes to fiddle with simple programming as a distraction and break from my actual studies (medicine). Generally speaking, I'm decent at understanding code provided I know where to find it, or writing simple, fairly isolated bits of code to accomplish specific things, but there's no way I could do what Tbird, DH, or other veteran modders can. As far as C++ goes, I can sort of understand some of it, and spot logical/mathematical errors, but that's about it for now. I figure my main contribution will be taking care of little things that I notice in the course of gameplay and reporting assorted bugs so that the real modders are free to deal with the big projects :D

I've gone ahead and set up a sourceforge account (username hx2762), though I'll have to learn how to actually use TortoiseSVN to do more than update from the repository.
 
I'm just a mostly self-taught amateur who likes to fiddle with simple programming as a distraction and break from my actual studies (medicine).
lol... I'm an entirely self-taught (with the exception of the help and guidance of others here) amateur who loves game design and working with this awesome mod. Were I a true professional, I'd probably have no time for a mod in the first place... why would I spend my time on fun when I could be spending my time making money and having fun? I'd be designing games for market at that point. Who knows... maybe someday.
Generally speaking, I'm decent at understanding code provided I know where to find it, or writing simple, fairly isolated bits of code to accomplish specific things, but there's no way I could do what Tbird, DH, or other veteran modders can. As far as C++ goes, I can sort of understand some of it, and spot logical/mathematical errors, but that's about it for now.
Which is why, as it was for me thanks to Koshling for quite some time, everything you do should be reviewed by DH or I, at least if it's in Py or C++ realms. If you were willing, I could enlist your aid with some variable conversion projects I've been meaning to undergo, but it's not really that interesting... rather rote really. In the meantime, compiling a list of the bugs that are wiggling away in their miscellany and addressing/discussing how to address the ones you'd like to target will be help indeed.
I'll have to learn how to actually use TortoiseSVN to do more than update from the repository.
The rest is fairly easy. Once I have you setup I'll give you the instructions I gave Joseph on how to safely work as a team on the SVN.
 
With Svalbard Global Seed Vault Papyrus goes obsolete long before you can build the vault so it should not be in there;).

We really need to do something about the Papyrus improvements once it goes obsolete. Probably we should remove the current improvement leaving the plot without any improvement. This would only cause problems for inattentive human players.
 
With Svalbard Global Seed Vault Papyrus goes obsolete long before you can build the vault so it should not be in there;).

We really need to do something about the Papyrus improvements once it goes obsolete. Probably we should remove the current improvement leaving the plot without any improvement. This would only cause problems for inattentive human players.
An improvement that destroys on obsoletion? Interesting. Is there a tag or method for that already or would that need programming?
 
An improvement that destroys on obsoletion? Interesting. Is there a tag or method for that already or would that need programming?
Nothing exists, so yes some programming is needed. In vanilla BtS whales and elephants go obsolete but their improvements remain. In C2C both don't go obsolete but change from hunting to tourism and preservation.

Papyrus is the only map resource that goes obsolete as far as I can remember.
 
Natron also obsoletes, but I don't think it's used for anything aside from the health/happiness bonus. No vicinity buildings or anything. I did completely forget about papyrus obsoleting though.
 
No, they become the Whale Watching tourist attraction and Whale Preserve science resource. They should be loosing some of their yield eg :hammers: at Plastics and getting :commerce: at Tourism or something.
Is that happening now?
 
No, they become the Whale Watching tourist attraction and Whale Preserve science resource.

That should still depend on a decision. Even today there are still some countries that insist on hunting whales - I mean, we have slavery and cannibalism in the game, certainly the decision not to hunt whales anymore shouldn't be taken away from the player.
 
That should still depend on a decision. Even today there are still some countries that insist on hunting whales - I mean, we have slavery and cannibalism in the game, certainly the decision not to hunt whales anymore shouldn't be taken away from the player.
That, while a good idea, will require a lot of work. Buildings that now obsolete will need to not obsolete until the World View is changed and the improvement linked to the WV also. It would come on automatically with Commercial Whaling but how do we turn it off and when?
 
After going back through my original volcano code... bloody hell that's a lot of random spaces scattered all over the place. Thankfully all at the ends of lines, or on blank lines, but I really need to be more careful when cut/copy/pasting. Eesh.

Anyway, a short list to-do list for once I have SVN access:
All over the place - BECON to BEACON - Does not outright break saves, but all Reef (Beacon) or Coral (Beacon) features will be removed, as will buildings dependent on them, and possibly some other strangeness. This change should probably wait to be done at the same time as something else save-breaking, I suppose.
EventTriggers - Remove the Feature Required - None from the trigger for the Spartacus event. I'm not really sure why it's there in the first place, but it might be blocking the event in some cases?
National Wonders - Statue of Champion - Change prereqs to Arena or Colosseum from Arena alone.
Svalbard Global Seed Vault - Change prereq terrain to include Tundra as well, update bonuses provided.
New_Cultures/XML/Units_Civ4GameText - Fix Vercingetorix by removing the superfluous underscores in the text defines.
 
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