Advanced tags for building plugins

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1Code
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Re: Advanced tags for building plugins

Post by 1Code » 18 Mar 2021, 14:48

Jeremiah Stephens wrote: 03 Mar 2021, 14:27
Lobby wrote: 22 Feb 2017, 22:20 ...
Show
influence *
Sets the influence of the building
Possible keys are:
Show
"influence pollution"
"influence noise"
"influence health"
"influence police"
"influence fire department"
"influence park"
"influence sport"
"influence education low"
"influence education high"
"influence culture"
"influence management"
"influence religion"
"influence passenger bus"
"influence passenger train"
"influence residential"
"influence commercial"
"influence industrial"
"influence level0"
"influence level1"
"influence level2"
"influence radioactive"
"influence nature"
"influence waste disposal"
"influence body disposal"
"influence pollution"
"influence noise"
"influence health"
"influence police"
"influence fire department"
"influence park"
"influence sport"
"influence education low"
"influence education high"
"influence culture"
"influence management"
"influence religion"
"influence passenger bus"
"influence passenger train"
"influence residential"
"influence commercial"
"influence industrial"
"influence level0"
"influence level1"
"influence level2"
"influence radioactive"
"influence nature"
"influence waste disposal"
"influence body disposal"
Example

Code: Select all

"influence noise":82,
...
Why are they duplicate?
Screenshot_20210318-164117_Chrome.png
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Lalulali
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Re: Advanced tags for building plugins

Post by Lalulali » 11 May 2021, 14:51

so i try to make my plugin doesnt need road to be build but rather than build automatically, it always stay as a zone.
yes my building doesnt show road requirement pop up but still they don build until i build road near it. anyone of you guys could help me ?

this is how i define my json

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{ "id": "$HumanComZone", "title":"Human Commercial", "text":"Human Zone For Commercial Building", "type": "zone", "rci":true, "base":"$zonecommercial", "frames":[{"bmp": "Commercial.png"}], "preview frames":[{"bmp": "Preview Commercial.png"}], "price":150, "placeable":true }, { "id": "$ComLow1", "type": "commercial", "author": "lalulali", "width": 1, "height": 1, "zone": "$HumanComZone", "frames": [{"bmp": "Stall 1.png"}], "level": 1, "people": 4, "title": "Human Market Stall", "text": "Human Market Stall Type 1 For Poor People", "needs road":false, "price": 7, "bulldoze price": 10, "build time": 2 }
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since i put it into zone so i include zone definition
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Bearbear76
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Re: Advanced tags for building plugins

Post by Bearbear76 » 14 May 2021, 10:13

Just a guess. Add this to the zone json.

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"needs road":false
Just my opinion
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Re: Advanced tags for building plugins

Post by CommanderABab » 14 May 2021, 15:50

You'll probably have to build $ComLow1 manually in your zone. Or place a tunnel beneath the zone. :)
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Hadestia
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Re: Advanced tags for building plugins

Post by Hadestia » 12 Aug 2021, 14:01

Is there any tag for building that cannotbe select from builder drawers?
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Re: Advanced tags for building plugins

Post by yusuf8a684 » 12 Aug 2021, 15:19

rjroldan1 wrote: 12 Aug 2021, 14:01 Is there any tag for building that cannotbe select from builder drawers?
Actually, I didnt't get what you mean. Do you mean if we can make a building can not be selectable with eye drop tool?
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Kulche
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Re: Advanced tags for building plugins

Post by Kulche » 12 Aug 2021, 15:59

"pickable" disables/enables the ability to use the dropper tool, and "hidden" hides the building from the menu. It can still be placed with other means like lua or fun.
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Hadestia
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Re: Advanced tags for building plugins

Post by Hadestia » 12 Aug 2021, 18:34

I don't want to use hidden, i just want it to be visible but not selectable like the overall drafts on zone category, they have gaps between each building level
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KINGTUT10101
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Re: Advanced tags for building plugins

Post by KINGTUT10101 » 26 Oct 2021, 15:01

Its a code that lets you use special tags and certain lua functions
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Re: Advanced tags for building plugins

Post by Wepf » 12 Nov 2021, 07:48

<..removed quote..🆎️..>

What happened after I made a plugin without type (a.k.a energy building etc.)
I play music and create theotown plugin (rarely)


Btw I'm from 🇹🇭 and I'm 13
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Kulche
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Re: Advanced tags for building plugins

Post by Kulche » 12 Nov 2021, 08:40

All json drafts must have a type.
get yoked!!
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Re: Advanced tags for building plugins

Post by wa64 » 18 Mar 2022, 03:51

"These animations are all built into the game as $animationblinkingredlight3x3, $animationblinkinggreenlight3x3, $animationblinkingbluelight3x3 and $animationblinkingwhitelight3x3"

also blinking yellow light.

are there anymore?
all credit goes to the original creators, and Theo and Lobby.
keep up the great work...
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Re: Advanced tags for building plugins

Post by yusuf8a684 » 18 Mar 2022, 11:36

wa64 wrote: 18 Mar 2022, 03:51 "These animations are all built into the game as $animationblinkingredlight3x3, $animationblinkinggreenlight3x3, $animationblinkingbluelight3x3 and $animationblinkingwhitelight3x3"

also blinking yellow light.

are there anymore?
IAN' Animation Dev Tool shows all available night animations
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wa64
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Re: Advanced tags for building plugins

Post by wa64 » 18 Mar 2022, 20:59

TY yusuf. I'll try to check out that tool.
all credit goes to the original creators, and Theo and Lobby.
keep up the great work...
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Sigitfajarn
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Re: Advanced tags for building plugins

Post by Sigitfajarn » 05 Apr 2022, 03:04

anyone know tow to make the building does'nt need water and energy supply?
Sorry if my english is bad, i'm still learning here :lol:
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wa64
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Re: Advanced tags for building plugins

Post by wa64 » 05 Apr 2022, 08:43

"power": 0,
"water": 0,
all credit goes to the original creators, and Theo and Lobby.
keep up the great work...
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Re: Advanced tags for building plugins

Post by TheFennekin » 06 Apr 2022, 08:30

That's for electricity generating buildings.
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Kulche
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Re: Advanced tags for building plugins

Post by Kulche » 06 Apr 2022, 09:45

Also for influence services and water generation.
get yoked!!
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Re: Advanced tags for building plugins

Post by Pederont » 26 Apr 2022, 12:31

Is there a way I can make a decoration spawn on map randomly on random location? Similar to spawn tag but evaluated every given time and only on empty tiles.

I'm thinking of a plugin like easter egg thing.
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Re: Advanced tags for building plugins

Post by CommanderABab » 26 Apr 2022, 16:29

Hidden Content
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So the main thing is it uses "random fun" with checks for if it can be built at the random spot.

In the notification, note that it uses a very low probability of actually sending the notification.
Last edited by CommanderABab on 26 Apr 2022, 16:40, edited 1 time in total.
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