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Mundi my backup buddy
Mundi my backup buddy












mundi my backup buddy

INSERT INTO Units (UnitType, Cost, BaseMoves, BaseSightRange, ZoneOfControl, Domain, FormationClass, FoundCity, PopulationCost, PrereqPopulation, AdvisorType, Name, Description, CanCapture, CostProgressionModel, CostProgressionParam1, PurchaseYield, PseudoYieldType) VALUES ('UNIT_SETTLER', '80', '2', '3', 'false', 'DOMAIN_LAND', 'FORMATION_CLASS_CIVILIAN', 'true', '1', '2', 'ADVISOR_GENERIC', 'LOC_UNIT_SETTLER_NAME', 'LOC_UNIT_SETTLER_DESCRIPTION', 'False', 'COST_PROGRESSION_PREVIOUS_COPIES', '30', 'YIELD_GOLD', 'PSEUDOYIELD_UNIT_SETTLER') INSERT INTO TypeTags (Type, Tag) VALUES ('UNIT_MOBILE_SAM', 'CLASS_ANTI_AIR') INSERT INTO TypeTags (Type, Tag) VALUES ('UNIT_ANTIAIR_GUN', 'CLASS_ANTI_AIR') INSERT INTO TypeTags (Type, Tag) VALUES ('UNIT_BRAZILIAN_MINAS_GERAES', 'CLASS_ANTI_AIR') Print ("INSERT INTO " + child.tag + " (" + keysString + ") VALUES (" + valuesString + ") " ValuesString = ", ".join("''".format(w) for w in values) If child.tag not in ('UnitPromotionModifiers','UnitAbilityModifiers','Modifiers','ModifierArguments','RequirementSets','RequirementSetRequirements','Requirements','RequirementArguments'): Xml = ET.parse("E:\\SteamLibrary\\steamapps\\common\\Sid Meier's Civilization VI\\Base\\Assets\\Gameplay\\Data\\Units.xml") Takes a Database XML and converts it to Database SQL. Winfilename = winmodroot + "SHARED_DATA\\" + name Macfilename = macmodroot + "SHARED_DATA\\" + name Gameroot = "E:\\SteamLibrary\\steamapps\\common\\Sid Meier's Civilization VI\\Base\\Platforms\\Windows\\BLPs\\SHARED_DATA\\"įor path, subdirs, files in os.walk(winmodroot):įor path, subdirs, files in os.walk(gameroot):

mundi my backup buddy

Macblpfolder = "Platforms\\MacOS\\BLPs\\" Winblpfolder = "Platforms\\Windows\\BLPs\\" Modroot = "E:\\mod\\MOAR_Units\\UnitExpansion\\" Output: Civilizations.artdef and Cultures.artdef for a single CivilizationType entry Output: 5 files (CityStates_Database.sql, CityStates_Text.sql, CityStates_Icons.xml, Civilizations.artdef, and Cultures.artdef) - all you now need to do is go in and "fill in the blanks" by inputting Modifiers, Requirements.

mundi my backup buddy

txt file with a complete entry per line (see the post below for entry requirements)

MUNDI MY BACKUP BUDDY CODE

Quickly create (almost) all the necessary code for any number of city-states in seconds! Output: Complete sql database entries and xml text entries for every included city name txt file with a single city name per line Saves a backup copy of the original Mod.Art within the project as well Output: Scans the project folder for ArtDefs and XLPs and places them correctly within a complete Mod.Art file.

mundi my backup buddy

Input: valid Modbuddy project path with an existing Mod.Art file (eg: C:\Users\thecrazyscotsman\Documents\Firaxis ModBuddy\Civilization VI\TCS City States\TCS City States) I'll be adding to this repository as I have the time/inclination.Īutomatically generate your Mod.Art file! No more painstakingly placing each artdef and blp in its proper place!

  • All inputs are given via a pop-up window.
  • Run the exe or script by simply double-clicking on it.
  • If the file is a py script, Python (2.7+) must be installed to use them.
  • As I've been fiddling about manually modding stuff, I realized that there's a good portion of the modding workflow which can be automated via scripts.














    Mundi my backup buddy