Stumped... New Building or Trait that gives new shop items.

Been working on some new items and wanted to get them in game quick to test run them.  So wanted to have them unlocked to buy in the shop either by building (which would be preferable since a few of these i would like to add via a special building) or a faction perk via custom faction creator.

cept i have been messing with them for a few hours now and not getting them to appear in the shop selection via the trait.  and as for the building heh i cant even get that to show up on the construction mist :-( 

5,999 views 10 replies
Reply #1 Top

Show us your XML.

Reply #2 Top


Yes Show us the xml.

Reply #3 Top

i scrapped the code already but essentially what i did to start was nab the alchemist that gives potions to the shop... out of coreimprovements.xml and changed it so....

    <ImprovementType InternalName="ArmsDealerBuilding">
        <DisplayName>Arms Dealer</DisplayName>
        <Description>Random Text.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>ArmsDealers</Attribute>
            <Target>Player</Target>
        </Prereq>
        <LaborToBuild>10</LaborToBuild>
        <GameModifier>
            <Provides>Random Text.</Provides>
        </GameModifier>

       <UnlocksShopItem>RandomItem01</UnlocksShopItem>

       <UnlocksShopItem>RandomItem02</UnlocksShopItem>

        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Merchant</AITag>
        </AIData>
        <ArtDef>Art_BlackMarket</ArtDef>
    </ImprovementType>

Then for coreabilities i just used the enchanter base since it gives unique building in the scrying pool...

    <AbilityBonus InternalName="ArmsDealerAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="ArmsDealers">
            <DisplayName>Arms Dealers</DisplayName>
            <Description>Random Text.</Description>
            <Icon>Combat_Dot.png</Icon>
            <GameModifier>
                <Provides>Random Text.</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <HideWhenUpgraded>0</HideWhenUpgraded>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>

the Arms Dealer shows up in the custom faction choice screen, but when starting a new game the building isnt in the build list.  So im either missing something somewhere or just being a noob....  im assuming im just completely missing an entry in some other file

Reply #4 Top

Shrug. Shows up for me.

Reply #5 Top

From the code you posted I've got the arm dealer faction trait... restarted the game... then created a sovereign from that faction and I get the arms-dealer building in my build options.

I haven't tested the unlock RandomItem01 or 2 but I know that works from using it from my buildings I've done. That code looks fine to me.

Reply #6 Top

Yup the code works out I tested it using the amulet of flames...

Reply #7 Top

ho hum...  what the heck then....   i'll toss them into the actual core files quick :-(  see what happens

yeah that randomitem01 was just goin to be the item internal names of my items wanted to test...  just tossed that down for the sample

 

EDIT:  yeap works now -_-  musta messed something up having them in their own files in the mod folder...  thanks for checking it guys appreciate it... guess im not as hopeless as i thought lol.

Reply #8 Top


You can place these in your documents\my games\fallenenchantress\items folder and don't have to mess with the core files then. Or place it in the mods folder without messing with your main directory.

Reply #9 Top

any idea why they may not have worked putting them in their own seperate files in the mod folder?

 

either that or maybe the initial code was crap and by scrapping it and redoin it quickly to show you guys i actually fixed whatever minor issue i had the first time?   lol -_-  so finicky,  yeah tossed them back into mods folder...  still works, so must have fixed the initial problem by starting over again to show the code to you guys lol...   thanks :-P

Reply #10 Top

Possibly you named one of the files identical to another file somewhere in the mods folder. This would prevent both those from being read.