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  1. #1
    PlayerOne's Avatar Senator
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    Default Help with scripting?!?!

    I have two buildings that cant be built in the same settlement. I have that sorted in edb.

    Ones for economy and ones for military. I wanted to write a script for an events_counter, however after my trying i cant get it to work.

    Heres what ive got, its probably all wrong.
    Spoiler Alert, click show to read: 
    declare_counter Testing_build

    monitor_event SettlementTurnStart SettlementName Genua
    and SettlementBuildingExists = Provincial_Assimilation2
    set_event_counter Testing_build 1
    end_monitor
    monitor_event SettlementTurnStart SettlementName Genua
    and SettlementBuildingExists = Economic_Colonisation1
    set_event_counter Testing_build 0
    end_monitor

    Any help would be good, thanks.

  2. #2
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Help with scripting?!?!

    What's going wrong with it? Are you still able to build the other building or something? You should probably post the EDB entries for the buildings for good measure. Unrelated to any problems, you don't need to use declare_counter when working with event counters, they're loosely declared variables whenever any command tries to act on them.

  3. #3
    PlayerOne's Avatar Senator
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    Default Re: Help with scripting?!?!

    Sorry i wasnt very clear with the buildings.

    My economic and military buildings work perfectly. I want it so that if i build the military building then i can build stables or another military building. But if i build the economic building then i cant build stables.
    Its more complicated than it sounds as each faction has their own building tree. So i cant do it in edb, so now i want to do with scripting. I have this, and event_counter Testing_build 1, added to the stables requirement.
    Spoiler Alert, click show to read: 
    ;-----Sicily--Romans-----
    building roman_military_colonisation
    {
    levels Provincial_Assimilation1 Provincial_Assimilation2
    {
    Provincial_Assimilation1 city requires factions { sicily, }
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    Provincial_Assimilation2
    }
    }
    Provincial_Assimilation2 city requires factions { sicily, } and not building_present_min_level roman_Economic_Colonisation Economic_Colonisation1
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 2
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building roman_Economic_Colonisation
    {
    levels Economic_Colonisation1
    {
    Economic_Colonisation1 city requires factions { sicily, } and building_present_min_level roman_military_colonisation Provincial_Assimilation1 and not building_present_min_level roman_military_colonisation Provincial_Assimilation2
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    ;-----Moors--Carthage-----
    building carthage_military_colonisation
    {
    levels Provincial_Assimilation1 Provincial_Assimilation2
    {
    Provincial_Assimilation1 city requires factions { moors, }
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    Provincial_Assimilation2
    }
    }
    Provincial_Assimilation2 city requires factions { moors, } and not building_present_min_level carthage_Economic_Colonisation Economic_Colonisation1
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 2
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building carthage_Economic_Colonisation
    {
    levels Economic_Colonisation1
    {
    Economic_Colonisation1 city requires factions { moors, } and building_present_min_level carthage_military_colonisation Provincial_Assimilation1 and not building_present_min_level carthage_military_colonisation Provincial_Assimilation2
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    ;-----Byzantium--Macedon-----
    building macedon_military_colonisation
    {
    levels Provincial_Assimilation1 Provincial_Assimilation2
    {
    Provincial_Assimilation1 city requires factions { byzantium, }
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    Provincial_Assimilation2
    }
    }
    Provincial_Assimilation2 city requires factions { byzantium, } and not building_present_min_level macedon_Economic_Colonisation Economic_Colonisation1
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 2
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building macedon_Economic_Colonisation
    {
    levels Economic_Colonisation1
    {
    Economic_Colonisation1 city requires factions { byzantium, } and building_present_min_level macedon_military_colonisation Provincial_Assimilation1 and not building_present_min_level macedon_military_colonisation Provincial_Assimilation2
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    ;-----Portugal--Greek Cities-----
    building greek_military_colonisation
    {
    levels Provincial_Assimilation1 Provincial_Assimilation2
    {
    Provincial_Assimilation1 city requires factions { portugal, }
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    Provincial_Assimilation2
    }
    }
    Provincial_Assimilation2 city requires factions { portugal, } and not building_present_min_level greek_Economic_Colonisation Economic_Colonisation1
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 2
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building greek_Economic_Colonisation
    {
    levels Economic_Colonisation1
    {
    Economic_Colonisation1 city requires factions { portugal, } and building_present_min_level greek_military_colonisation Provincial_Assimilation1 and not building_present_min_level greek_military_colonisation Provincial_Assimilation2
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    ;-----Turks--Seleucids-----
    building seleucid_military_colonisation
    {
    levels Provincial_Assimilation1 Provincial_Assimilation2
    {
    Provincial_Assimilation1 city requires factions { turks, }
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    Provincial_Assimilation2
    }
    }
    Provincial_Assimilation2 city requires factions { turks, } and not building_present_min_level seleucid_Economic_Colonisation Economic_Colonisation1
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 2
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building seleucid_Economic_Colonisation
    {
    levels Economic_Colonisation1
    {
    Economic_Colonisation1 city requires factions { turks, } and building_present_min_level seleucid_military_colonisation Provincial_Assimilation1 and not building_present_min_level seleucid_military_colonisation Provincial_Assimilation2
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    ;-----Hungary--Getae-----
    building getae_military_colonisation
    {
    levels Provincial_Assimilation1 Provincial_Assimilation2
    {
    Provincial_Assimilation1 city requires factions { hungary, }
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    Provincial_Assimilation2
    }
    }
    Provincial_Assimilation2 city requires factions { hungary, } and not building_present_min_level getae_Economic_Colonisation Economic_Colonisation1
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 2
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building getae_Economic_Colonisation
    {
    levels Economic_Colonisation1
    {
    Economic_Colonisation1 city requires factions { hungary, } and building_present_min_level getae_military_colonisation Provincial_Assimilation1 and not building_present_min_level getae_military_colonisation Provincial_Assimilation2
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    ;-----hre--sweboz-----
    building sweboz_military_colonisation
    {
    levels Provincial_Assimilation1 Provincial_Assimilation2
    {
    Provincial_Assimilation1 city requires factions { hre, }
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    Provincial_Assimilation2
    }
    }
    Provincial_Assimilation2 city requires factions { hre, } and not building_present_min_level sweboz_Economic_Colonisation Economic_Colonisation1
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 2
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building sweboz_Economic_Colonisation
    {
    levels Economic_Colonisation1
    {
    Economic_Colonisation1 city requires factions { hre, } and building_present_min_level sweboz_military_colonisation Provincial_Assimilation1 and not building_present_min_level sweboz_military_colonisation Provincial_Assimilation2
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    ;-----france--aedui-----
    building aedui_military_colonisation
    {
    levels Provincial_Assimilation1 Provincial_Assimilation2
    {
    Provincial_Assimilation1 city requires factions { france, }
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    Provincial_Assimilation2
    }
    }
    Provincial_Assimilation2 city requires factions { france, } and not building_present_min_level aedui_Economic_Colonisation Economic_Colonisation1
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 2
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building aedui_Economic_Colonisation
    {
    levels Economic_Colonisation1
    {
    Economic_Colonisation1 city requires factions { france, } and building_present_min_level aedui_military_colonisation Provincial_Assimilation1 and not building_present_min_level aedui_military_colonisation Provincial_Assimilation2
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    ;-----England--Averni-----
    building averni_military_colonisation
    {
    levels Provincial_Assimilation1 Provincial_Assimilation2
    {
    Provincial_Assimilation1 city requires factions { england, }
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    Provincial_Assimilation2
    }
    }
    Provincial_Assimilation2 city requires factions { england, } and not building_present_min_level averni_Economic_Colonisation Economic_Colonisation1
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 2
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building averni_Economic_Colonisation
    {
    levels Economic_Colonisation1
    {
    Economic_Colonisation1 city requires factions { england, } and building_present_min_level averni_military_colonisation Provincial_Assimilation1 and not building_present_min_level averni_military_colonisation Provincial_Assimilation2
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }

    ;-----Spain--Lusitani-----
    building lusitani_military_colonisation
    {
    levels Provincial_Assimilation1 Provincial_Assimilation2
    {
    Provincial_Assimilation1 city requires factions { spain, }
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    Provincial_Assimilation2
    }
    }
    Provincial_Assimilation2 city requires factions { spain, } and not building_present_min_level lusitani_Economic_Colonisation Economic_Colonisation1
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 2
    }
    construction 5
    cost 2800
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }

    At the moment using the script i cant build stables at all.
    Last edited by PlayerOne; April 03, 2010 at 03:20 PM.

  4. #4

    Icon1 Re: Help with scripting?!?!

    Player 1: you may not even need to use a script to do this. You should be able to do this just using the export_descr_buildings file.

    Sicily Buildings:
    Spoiler Alert, click show to read: 
    Code:
    ;-----Sicily--Romans-----
    building Roman_military_colonisation
    {
    levels Provincial_Assimilation1 Provincial_Assimilation2 
    {
    Provincial_Assimilation1 city requires factions { sicily, } and not building_present_min_level Roman_Economic_Colonisation Economic_Colonisation1
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 3 
    cost 1200 
    settlement_min town
    upgrades
    {
    Provincial_Assimilation2
    }
    }
    Provincial_Assimilation2 city requires factions { sicily, } and not building_present_min_level Roman_Economic_Colonisation Economic_Colonisation1
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 2
    }
    construction 5
    cost 2800 
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins 
    {
    }
    }
    building Roman_Economic_Colonisation
    {
    levels Economic_Colonisation1 
    {
    Economic_Colonisation1 city requires factions { sicily, } and not building_present_min_level Roman_military_colonisation Provincial_Assimilation1 
    {
    capability
    {
    law_bonus bonus 2
    happiness_bonus bonus 1
    }
    construction 5
    cost 2800 
    settlement_min town
    upgrades
    {
    }
    }
    }
    plugins 
    {
    }
    }
    For the stables building:
    Code:
    and building_present_min_level Roman_military_colonisation Provincial_Assimilation1 or building_present_min_level Roman_Economic_Colonisation Economic_Colonisation1
    For the other military Buildings:
    Code:
    and building_present_min_level Roman_military_colonisation Provincial_Assimilation1

  5. #5
    PlayerOne's Avatar Senator
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    Default Re: Help with scripting?!?!

    Yeah i can do as you said, TNZ. But this would only work for faction Sicily.
    All other factions then would not be able to build stables.

    The only way i can think of doing it is by a script similar to the governor present script, but obviously using a building instead of a governor.
    Last edited by PlayerOne; April 04, 2010 at 05:42 AM.

  6. #6

    Icon1 Re: Help with scripting?!?!

    Player 1: Just a thought, but is there any particular reason why the economic and military buildings need to be unique for each faction?

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Help with scripting?!?!

    My guess: every faction needs one tree of buildings symbolizing the slow conversion of a settlement. The highest building then enabling military or other buildings unique to that faction.










  8. #8
    PlayerOne's Avatar Senator
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    Default Re: Help with scripting?!?!

    @ TNZ: I wanted there to be a choice of military of economic direction every time you take a new settlement.. So every faction will have to have their own building tree otherwise the AI would have 'chosen' one of the buildings for you.

    @gigantus: Yes your guess is correct. But with having unique factions it makes it difficult in edb using building_present_min_level. So my next thought was trying a script but so far to no avail.

    Heres my latest attempt, still doesnt work:
    Spoiler Alert, click show to read: 

    monitor_event SettlementTurnStart SettlementName Arretium
    and SettlementBuildingExists = town_watch
    set_event_counter Testing_build 1
    end_monitor
    monitor_event SettlementTurnStart SettlementName Arretium
    and not SettlementBuildingExists = town_watch
    set_event_counter Testing_build 0
    end_monitor

  9. #9
    /|\/|\/|\/|\/|\/|\/
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    Default Re: Help with scripting?!?!

    Quote Originally Posted by Player 1 View Post
    @ TNZ: I wanted there to be a choice of military of economic direction every time you take a new settlement.. So every faction will have to have their own building tree otherwise the AI would have 'chosen' one of the buildings for you.
    You would avoid that if you destroyed the building whenever a settlement containing it was captured. Just a thought.

  10. #10
    PlayerOne's Avatar Senator
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    Default Re: Help with scripting?!?!

    I read about that somewhere but didnt know if it was possible. I will have a look. Thanks for the reminder.

    Would this work with the player aswell as the AI?
    Last edited by PlayerOne; April 05, 2010 at 07:58 AM.

  11. #11
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Help with scripting?!?!

    I think the use of the religion thingy in the EDB does a wonderful destroying act. One drawback is obviously that it only works with different religions.

    I remember in PdeR nearly every faction (spain and portugal would be Iberia, venice, sicily, pope, milan would be Italy) had its own military building tree. One for towns and one for castles. And we worked solely with the building_present_min_level condition. Example would be for the first castle level:
    Code:
    building feudal_estate_italy
    {
        levels fief lords_manor estate
        {
            fief castle requires factions { venice, milan, sicily, } and building_present_min_level barracks_italy auxilia_phase1 and building_present_min_level city_state_city_hall town_hall and event_counter governor_present 1 and hidden_resource aor_england or hidden_resource aor_wales
    In this case the fief building would allow upgraded units (knights and such) to be recruited. For this to be possible you need an admin building (town_hall) and a low level mitia building (auxilia_phase1). Plus a few other conditions like a named character being present (governor_present) and i has to be in a certain region (hidden_resources)

    You could easily design a tree that starts of with two normal buildings. With a condition at the end of the conditions "and not building_present_min_level". That would allow only one of those buildings to exist in the same settlement (remember the temples in RTW?). And from there you take as normal with the positive "and building_present_min_level".

    I honestly don't the see the need for a script. The AI builds building according to the abilities of those buildings in connection with their faction's AI setting (balanced smith etc.). Can't find that article, sorry.
    Last edited by Gigantus; April 05, 2010 at 08:25 AM.










  12. #12
    PlayerOne's Avatar Senator
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    Default Re: Help with scripting?!?!

    Thanks for suggestion gigantus, i will definately look into it.
    Thanks for the advice aswell.

    Edit: I think you may have been talking about the military and economic buildings im using. I have them working in edb, only one of them can be built in any one settlement. I did this with the 'and not building_present_min_level'. Hope i have understood correctly.

    I have managed to get my script working now though. All i needed was a wait_monitors at the end of the script. Simple but i missed it.
    Last edited by PlayerOne; April 05, 2010 at 09:13 AM.

  13. #13
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Help with scripting?!?!

    One is glad to be of service










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