diff --git a/(1) Community Patch/Core Files/Core Values/TechHelpInclude.lua b/(1) Community Patch/Core Files/Core Values/TechHelpInclude.lua
index c1972360b4..ca8d85ea2e 100644
--- a/(1) Community Patch/Core Files/Core Values/TechHelpInclude.lua
+++ b/(1) Community Patch/Core Files/Core Values/TechHelpInclude.lua
@@ -100,7 +100,7 @@ function GetHelpTextForTech( iTechID )
-- update the buildings unlocked
for thisBuildingInfo in GameInfo.Buildings( prereqCondition ) do
if thisBuildingInfo then
- if thisBuildingInfo.ShowInPedia == 1 then
+ if thisBuildingInfo.ShowInPedia then
local thisBuildingClass = GameInfo.BuildingClasses[thisBuildingInfo.BuildingClass];
if thisBuildingClass.MaxGlobalInstances <= 0 then
if numBuildings > 0 then
@@ -540,7 +540,7 @@ function GetShortHelpTextForTech( iTechID )
-- update the buildings unlocked
for thisBuildingInfo in GameInfo.Buildings( prereqCondition ) do
if thisBuildingInfo then
- if thisBuildingInfo.ShowInPedia == 1 then
+ if thisBuildingInfo.ShowInPedia then
local thisBuildingClass = GameInfo.BuildingClasses[thisBuildingInfo.BuildingClass];
if thisBuildingClass.MaxGlobalInstances <= 0 then
if numBuildings > 0 then
diff --git a/(2) Vox Populi/Core Files/Overrides/CivilopediaScreen.lua b/(2) Vox Populi/Core Files/Overrides/CivilopediaScreen.lua
index 1af80448a8..0bcf49d1c4 100644
--- a/(2) Vox Populi/Core Files/Overrides/CivilopediaScreen.lua
+++ b/(2) Vox Populi/Core Files/Overrides/CivilopediaScreen.lua
@@ -530,7 +530,7 @@ CivilopediaCategory[CategoryUnits].PopulateList = function()
local faithUnits = {};
sortedList[CategoryUnits][0] = {};
local tableid = 1;
- for unit in DB.Query("SELECT Units.ID, Units.Description, Units.PortraitIndex, Units.IconAtlas From Units where Units.FaithCost > 0 and Units.Cost == -1 and not RequiresFaithPurchaseEnabled and ShowInPedia == 1") do
+ for unit in DB.Query("SELECT ID, Description, PortraitIndex, IconAtlas From Units where FaithCost > 0 and Cost = -1 and RequiresFaithPurchaseEnabled = 0 and ShowInPedia = 1") do
AddArticle(0, tableid, unit);
tableid = tableid + 1;
end
@@ -814,7 +814,7 @@ CivilopediaCategory[CategoryBuildings].PopulateList = function()
--Add Faith Buildings first
local tableid = 1;
sortedList[CategoryBuildings][sectionID] = {};
- for building in DB.Query("SELECT Buildings.ID, Buildings.Description, Buildings.PortraitIndex, Buildings.IconAtlas from Buildings inner join BuildingClasses on Buildings.BuildingClass = BuildingClasses.Type where Buildings.FaithCost > 0 and Buildings.ShowInPedia == 1 and Buildings.Cost == -1 and BuildingClasses.MaxGlobalInstances < 0 and (BuildingClasses.MaxPlayerInstances <> 1 or Buildings.SpecialistCount > 0) and BuildingClasses.MaxTeamInstances < 0;") do
+ for building in DB.Query("SELECT Buildings.ID, Buildings.Description, Buildings.PortraitIndex, Buildings.IconAtlas from Buildings inner join BuildingClasses on Buildings.BuildingClass = BuildingClasses.Type where Buildings.FaithCost > 0 and Buildings.ShowInPedia = 1 and Buildings.Cost = -1 and BuildingClasses.MaxGlobalInstances < 0 and (BuildingClasses.MaxPlayerInstances <> 1 or Buildings.SpecialistCount > 0) and BuildingClasses.MaxTeamInstances < 0;") do
AddArticle(sectionID, tableid, building); -- FIXED Infixo changed 0 to sectionID
tableid = tableid + 1;
end
@@ -825,7 +825,7 @@ CivilopediaCategory[CategoryBuildings].PopulateList = function()
--Add Corporation Buildings Second
local tableid = 1;
sortedList[CategoryBuildings][sectionID] = {};
- for building in DB.Query("SELECT Buildings.ID, Buildings.Description, Buildings.PortraitIndex, Buildings.IconAtlas from Buildings inner join BuildingClasses on Buildings.BuildingClass = BuildingClasses.Type where Buildings.IsCorporation > 0 and Buildings.ShowInPedia == 1 and BuildingClasses.MaxGlobalInstances < 0 and (BuildingClasses.MaxPlayerInstances <> 1 or Buildings.SpecialistCount > 0) and BuildingClasses.MaxTeamInstances < 0;") do
+ for building in DB.Query("SELECT Buildings.ID, Buildings.Description, Buildings.PortraitIndex, Buildings.IconAtlas from Buildings inner join BuildingClasses on Buildings.BuildingClass = BuildingClasses.Type where Buildings.IsCorporation > 0 and Buildings.ShowInPedia = 1 and BuildingClasses.MaxGlobalInstances < 0 and (BuildingClasses.MaxPlayerInstances <> 1 or Buildings.SpecialistCount > 0) and BuildingClasses.MaxTeamInstances < 0;") do
AddArticle(sectionID, tableid, building); -- FIXED Infixo changed 1 to sectionID
tableid = tableid + 1;
end
@@ -836,7 +836,7 @@ CivilopediaCategory[CategoryBuildings].PopulateList = function()
FROM Buildings
INNER JOIN BuildingClasses ON Buildings.BuildingClass = BuildingClasses.Type
INNER JOIN Technologies ON Buildings.PrereqTech = Technologies.Type
- WHERE (FaithCost == 0 or Buildings.Cost >= 0) AND Buildings.IsCorporation == 0 AND Buildings.ShowInPedia == 1 AND BuildingClasses.MaxGlobalInstances < 0 AND BuildingClasses.MaxPlayerInstances <> 1 AND BuildingClasses.MaxTeamInstances < 0 AND Technologies.Era = ?;]];
+ WHERE (FaithCost = 0 or Buildings.Cost >= 0) AND Buildings.IsCorporation = 0 AND Buildings.ShowInPedia = 1 AND BuildingClasses.MaxGlobalInstances < 0 AND BuildingClasses.MaxPlayerInstances <> 1 AND BuildingClasses.MaxTeamInstances < 0 AND Technologies.Era = ?;]];
local BuildingsByEra = DB.CreateQuery(sql);
@@ -863,7 +863,7 @@ CivilopediaCategory[CategoryBuildings].PopulateList = function()
SELECT Buildings.ID, Buildings.Description, Buildings.PortraitIndex, Buildings.IconAtlas
FROM Buildings
INNER JOIN BuildingClasses ON Buildings.BuildingClass = BuildingClasses.Type
- WHERE Buildings.PrereqTech IS NULL AND (Buildings.FaithCost == 0 or Buildings.Cost >= 0) AND Buildings.ShowInPedia == 1 AND Buildings.IsCorporation == 0 AND BuildingClasses.MaxGlobalInstances < 0 AND (BuildingClasses.MaxPlayerInstances <> 1 or Buildings.SpecialistCount > 0) AND BuildingClasses.MaxTeamInstances < 0;]];
+ WHERE Buildings.PrereqTech IS NULL AND (Buildings.FaithCost = 0 or Buildings.Cost >= 0) AND Buildings.ShowInPedia = 1 AND Buildings.IsCorporation = 0 AND BuildingClasses.MaxGlobalInstances < 0 AND (BuildingClasses.MaxPlayerInstances <> 1 or Buildings.SpecialistCount > 0) AND BuildingClasses.MaxTeamInstances < 0;]];
for building in DB.Query(sql) do
AddArticle(eraID, tableid, building);
@@ -1898,7 +1898,7 @@ CivilopediaCategory[CategoryCivilizations].DisplayHomePage = function()
local portraitIndex = 7;
local portraitAtlas = "LEADER_ATLAS";
- for row in DB.Query("SELECT PortraitIndex, IconAtlas from Leaders where Type <> \"LEADER_BARBARIAN\" ORDER By Random() LIMIT 1") do
+ for row in DB.Query("SELECT PortraitIndex, IconAtlas from Leaders where Type <> 'LEADER_BARBARIAN' ORDER By Random() LIMIT 1") do
portraitIndex = row.PortraitIndex;
portraitAtlas = row.IconAtlas;
end
@@ -2517,7 +2517,7 @@ CivilopediaCategory[CategoryTech].SelectArticle = function( techID, shouldAddToL
g_UnlockedBuildingsManager:ResetInstances();
buttonAdded = 0;
for thisBuildingInfo in GameInfo.Buildings( prereqCondition ) do
- if thisBuildingInfo.ShowInPedia == 1 then
+ if thisBuildingInfo.ShowInPedia then
local thisBuildingInstance = g_UnlockedBuildingsManager:GetInstance();
if thisBuildingInstance then
@@ -2670,214 +2670,6 @@ CivilopediaCategory[CategoryTech].SelectArticle = function( techID, shouldAddToL
--Controls.QuoteFrame:SetSize( frameSize );
--Controls.QuoteFrame:SetHide( false );
- -- update the special abilites
- local abilitiesString = "";
- local numAbilities = 0;
- for row in GameInfo.Route_TechMovementChanges( condition ) do
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey("TXT_KEY_CIVILOPEDIA_SPECIALABILITIES_MOVEMENT", GameInfo.Routes[row.RouteType].Description);
- numAbilities = numAbilities + 1;
- end
-
- for row in GameInfo.Build_TechTimeChanges( condition ) do
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey("TXT_KEY_BUILD_COST_REDUCTION", GameInfo.Builds[row.BuildType].Description, row.TimeChange/100);
- numAbilities = numAbilities + 1;
- end
-
- for row in GameInfo.Improvement_TechYieldChanges( condition ) do
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey("TXT_KEY_CIVILOPEDIA_SPECIALABILITIES_YIELDCHANGES", GameInfo.Improvements[row.ImprovementType].Description, GameInfo.Yields[row.YieldType].Description, row.Yield, Locale.ConvertTextKey(GameInfo.Yields[row.YieldType].IconString));
- numAbilities = numAbilities + 1;
- end
-
- for row in GameInfo.Improvement_TechNoFreshWaterYieldChanges( condition ) do
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
-
- abilitiesString = abilitiesString .. Locale.ConvertTextKey("TXT_KEY_CIVILOPEDIA_SPECIALABILITIES_NOFRESHWATERYIELDCHANGES", GameInfo.Improvements[row.ImprovementType].Description, GameInfo.Yields[row.YieldType].Description, row.Yield, Locale.ConvertTextKey(GameInfo.Yields[row.YieldType].IconString));
- numAbilities = numAbilities + 1;
- end
-
- for row in GameInfo.Improvement_TechFreshWaterYieldChanges( condition ) do
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey("TXT_KEY_CIVILOPEDIA_SPECIALABILITIES_FRESHWATERYIELDCHANGES", GameInfo.Improvements[row.ImprovementType].Description, GameInfo.Yields[row.YieldType].Description, row.Yield, Locale.ConvertTextKey(GameInfo.Yields[row.YieldType].IconString));
- numAbilities = numAbilities + 1;
- end
-
- if thisTech.EmbarkedMoveChange > 0 then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_FAST_EMBARK_STRING" );
- numAbilities = numAbilities + 1;
- end
-
- if thisTech.AllowsEmbarking then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ALLOWS_EMBARKING" );
- numAbilities = numAbilities + 1;
- end
-
- if thisTech.AllowsDefensiveEmbarking then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_DEFENSIVE_EMBARK_STRING" );
- numAbilities = numAbilities + 1;
- end
-
- if thisTech.EmbarkedAllWaterPassage then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_OCEAN_EMBARK_STRING" );
- numAbilities = numAbilities + 1;
- end
---CBP
- if thisTech.Happiness > 0 then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_HAPPINESS_BUMP", thisTech.Happiness );
- numAbilities = numAbilities + 1
- end
- if thisTech.BombardRange > 0 then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_CITY_RANGE_INCREASE" );
- numAbilities = numAbilities + 1
- end
- if thisTech.BombardIndirect > 0 then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_CITY_INDIRECT_INCREASE" );
- numAbilities = numAbilities + 1;
- end
- if thisTech.CityLessEmbarkCost then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_CITY_LESS_EMBARK_COST_STRING" );
- numAbilities = numAbilities + 1;
- end
- if thisTech.CityNoEmbarkCost then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_CITY_NO_EMBARK_COST_STRING" );
- numAbilities = numAbilities + 1;
- end
- if thisTech.CorporationsEnabled then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_ENABLES_CORPORATIONS" );
- numAbilities = numAbilities + 1;
- end
- for row in GameInfo.Tech_SpecialistYieldChanges( condition ) do
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey("TXT_KEY_SPECIALIST_YIELD_CHANGE", GameInfo.Specialists[row.SpecialistType].Description , GameInfo.Yields[row.YieldType].Description, row.Yield, Locale.ConvertTextKey(GameInfo.Yields[row.YieldType].IconString));
- numAbilities = numAbilities + 1;
- end
--- END
--- Putmalk: If this tech grants Research Agreements, and Research Agreements are enabled, then display it on the tech info page
- if (thisTech.ResearchAgreementTradingAllowed and g_bResearchAgreementTrading) then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_R_PACT_STRING" );
- numAbilities = numAbilities + 1;
- end
-
- -- Putmalk: If this tech grants Map Trading then display it on the tech info page
- if thisTech.MapTrading then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_MAP_TRADING_STRING" );
- numAbilities = numAbilities + 1;
- end
-
- -- Putmalk: If this tech grants Tech Trading, and Tech trading is active, then display it on the tech info page
- if (thisTech.TechTrading and g_bTechTrading) then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_TECH_TRADING_STRING" );
- numAbilities = numAbilities + 1;
- end
-
- -- Putmalk: If this tech grants vassalage, and vassalage isn't disabled, then display it on the tech info page
- if (thisTech.VassalageTradingAllowed and not g_bNoVassalage) then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_VASSALAGE_STRING" );
- numAbilities = numAbilities + 1;
- end
--- END
- if thisTech.AllowEmbassyTradingAllowed then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_ALLOW_EMBASSY_STRING" );
- numAbilities = numAbilities + 1;
- end
-
- if thisTech.OpenBordersTradingAllowed then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_OPEN_BORDER_STRING" );
- numAbilities = numAbilities + 1;
- end
-
- if thisTech.DefensivePactTradingAllowed then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_D_PACT_STRING" );
- numAbilities = numAbilities + 1;
- end
-
- if thisTech.ResearchAgreementTradingAllowed then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_R_PACT_STRING" );
- numAbilities = numAbilities + 1;
- end
-
- if thisTech.BridgeBuilding then
- if numAbilities > 0 then
- abilitiesString = abilitiesString .. "[NEWLINE]";
- end
- abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_BRIDGE_STRING" );
- numAbilities = numAbilities + 1;
- end
-
- if numAbilities > 0 then
- UpdateTextBlock( Locale.ConvertTextKey( abilitiesString ), Controls.AbilitiesLabel, Controls.AbilitiesInnerFrame, Controls.AbilitiesFrame );
- else
- Controls.AbilitiesFrame:SetHide( true );
- end
-
-- update the historical info
if (thisTech.Civilopedia) then
UpdateTextBlock( Locale.ConvertTextKey( thisTech.Civilopedia ), Controls.HistoryLabel, Controls.HistoryInnerFrame, Controls.HistoryFrame );
@@ -3833,7 +3625,7 @@ function AddRequiredBuildingFrame( thisBuilding )
function AddRequiredBuildingButton( buildingType )
local thisBuildingInfo = GameInfo.Buildings[buildingType];
if (thisBuildingInfo) then
- if thisBuildingInfo.ShowInPedia == 1 then
+ if thisBuildingInfo.ShowInPedia then
local thisBuildingInstance = g_RequiredBuildingsManager:GetInstance();
if thisBuildingInstance then
@@ -3915,7 +3707,7 @@ function AddLeadsToBuildingFrame( thisBuilding )
function AddLeadsToBuildingButton( buildingType )
local thisBuildingInfo = GameInfo.Buildings[buildingType];
if(thisBuildingInfo) then
- if thisBuildingInfo.ShowInPedia == 1 then
+ if thisBuildingInfo.ShowInPedia then
local thisBuildingInstance = g_LeadsToBuildingsManager:GetInstance();
if thisBuildingInstance then
if not IconHookup( thisBuildingInfo.PortraitIndex, buttonSize, thisBuildingInfo.IconAtlas, thisBuildingInstance.LeadsToBuildingImage ) then
@@ -9224,7 +9016,6 @@ function ClearArticle()
Controls.GameInfoFrame:SetHide( true );
Controls.QuoteFrame:SetHide( true );
Controls.SilentQuoteFrame:SetHide( true );
- Controls.AbilitiesFrame:SetHide( true );
Controls.HistoryFrame:SetHide( true );
Controls.StrategyFrame:SetHide( true );
Controls.RelatedImagesFrame:SetHide( true );
diff --git a/(2) Vox Populi/Core Files/Overrides/CivilopediaScreen.xml b/(2) Vox Populi/Core Files/Overrides/CivilopediaScreen.xml
index 69814a5883..33c95b58fa 100644
--- a/(2) Vox Populi/Core Files/Overrides/CivilopediaScreen.xml
+++ b/(2) Vox Populi/Core Files/Overrides/CivilopediaScreen.xml
@@ -685,13 +685,6 @@
-
-
-
-
-
-
-
diff --git a/(2) Vox Populi/LUA/TechButtonInclude.lua b/(2) Vox Populi/LUA/TechButtonInclude.lua
index d91f2831d8..35a6528a0b 100644
--- a/(2) Vox Populi/LUA/TechButtonInclude.lua
+++ b/(2) Vox Populi/LUA/TechButtonInclude.lua
@@ -142,7 +142,7 @@ function AddSmallButtonsToTechButton( thisTechButtonInstance, tech, maxSmallButt
for thisBuildingInfo in GameInfo.Buildings(string.format("PreReqTech = '%s'", techType)) do
-- if this tech grants this player the ability to construct this building
- if thisBuildingInfo.ShowInPedia == 1 and validBuildingBuilds[thisBuildingInfo.BuildingClass] == thisBuildingInfo.Type then
+ if thisBuildingInfo.ShowInPedia and validBuildingBuilds[thisBuildingInfo.BuildingClass] == thisBuildingInfo.Type then
local buttonName = "B"..tostring(buttonNum);
local thisButton = thisTechButtonInstance[buttonName];
if thisButton then
diff --git a/(3a) EUI Compatibility Files/LUA/TechButtonInclude.lua b/(3a) EUI Compatibility Files/LUA/TechButtonInclude.lua
index 371a04d381..77f14bf083 100644
--- a/(3a) EUI Compatibility Files/LUA/TechButtonInclude.lua
+++ b/(3a) EUI Compatibility Files/LUA/TechButtonInclude.lua
@@ -501,7 +501,7 @@ function AddSmallButtonsToTechButton( thisTechButtonInstance, tech, maxSmallButt
-- buildings and wonders unlocked by this tech
for row in GameInfo.Buildings( thisPrereqTech ) do
- if row.ShowInPedia == 1 and validBuildingBuilds[row.BuildingClass] == row.Type and not addSmallArtButton( AdjustArtOnGrantedBuildingButton, row ) then
+ if row.ShowInPedia and validBuildingBuilds[row.BuildingClass] == row.Type and not addSmallArtButton( AdjustArtOnGrantedBuildingButton, row ) then
break
end
end