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Re: Building requirements

Posted: 09 Dec 2017, 15:19
by 22Alpha
Okay, just to be clear. What would be the format now for upgrade requirement?

Re: Building requirements

Posted: 09 Dec 2017, 17:50
by CommanderABab

Code: Select all

{ 
      "id": "$popreqid","type":"decoration","frames":[{"bmp":"Umayupgrade.png"}],"draw ground":true,
      "hidden":true,"width":4,"height":4,
      "requirements":[  { 
            "type":"HABITANT_COUNT", 
            "count":100000
      }],
      "upgrades":[
       {
        "id":"$popreqid.up1",
        "title":" ","frames":[],
        "price":10000,
        "text":"press upgrade for some great \nbuilding here when available",
        
          "requirements":
          [ 
            { 
              "type":"HABITANT_COUNT", 
              
                "count":100000
              
            }
          ]
         
       },
       {
        "id":"$popreqid.up2",
        "title":"renable roadbots","frames":[{"bmp":"tacotruckinv.png"}],
        "price":10000,
        "text":"press upgrade for some great \nbuilding here when available",
        
          "requirements":
          [ 
            { 
              "type":"HABITANT_COUNT", 
              
                "count":10000
              
            }
          ]
         
       }
      ]
      ,
      "fun":[
        {
           "condition":{
             "type":"upgrade","id":"$popreqid.up1"
           },
           "actions":[
             {"type":"remove"},
             {"type":"build","id":"$somegreatbuilding"}
           ],
           "ignore success":true
         },
         {
           "condition":{
             "type":"upgrade","id":"$popreqid.up2"
           },
           "actions":[
             {"type":"remove"},
             {"type":"build","id":"$somegreatbuilding2"}
           ]
         }
       ]
    },
This is built after 20 game years since someone chose to upgrade the land to somegreatbuilding. Somegreatbuilding builds ballooncontrol and somegreatbuilding2 builds roadcontrol.

Ballooncontrol tries to remove haunted roads and the commercial balloon schools that go around placing balloon school decorations which place the haunted roads. It does this by building its own bots where the others are. The longer ballooncontrol exists, the more of the other unwanted buildings will be removed.

Roadcontrol seeks to reenable roadbot capability by building bots in zoned areas which use random fun to seek the roadbot stop bot which is a very tiny blue building. It is removed once found. These bots remove themselves if roadcontrol is removed.

Re: Building requirements

Posted: 18 Dec 2017, 19:37
by JustAnyone
My head is still burning.
All I wanted was simple research system in TheoTown in order to unlock buildings if certain upgrade is complete.

Re: Building requirements

Posted: 19 Dec 2017, 02:12
by 22Alpha
@JustAnyone , me too.

Re: Building requirements

Posted: 06 Jan 2018, 23:10
by CommanderABab
You could require a building count of min 1 for the airport control tower id for the airport. Military hdq for military.

Re: Building requirements

Posted: 07 Jan 2018, 12:25
by Lobby
Here are some examples :json

Code: Select all

"requirements":[{"type":"FEATURE","id":"$feature_military00"}] // Requires military IAP
"requirements":[{"type":"FEATURE","id":"$feature_christmas00"}] // Requires Christmas IAP
"requirements":[{"type":"FEATURE","id":"$feature_firework00"}] // Requires firework IAP
"requirements":[{"type":"FEATURE","id":"$feature_slime00"}] // Requires slime IAP
"requirements":[{"type":"FEATURE","id":"$feature_buildings00"}] // Requires first building expansion pack IAP
"requirements":[{"type":"FEATURE","id":"$feature_buildings01"}] // Requires second building expansion pack IAP
"requirements":[{"type":"FEATURE","id":"$feature_letters00"}] // Requires letter decoration IAP
"requirements":[{"type":"FEATURE","id":"$feature_deco00"}] // Requires decoration pack IAP
"requirements":[{"type":"FEATURE","id":"$feature_fountain00"}] // Requires fountain IAP
"requirements":[{"type":"FEATURE","id":"$feature_transmissionline00"}] // Requires transmission line IAP
"requirements":[{"type":"FEATURE","id":"$feature_slowspeed00"}] // Requires slow speed IAP
"requirements":[{"type":"FEATURE","id":"$feature_ranger00"}] // Requires forest lodge IAP
"requirements":[{"type":"FEATURE","id":"$feature_mountain00"}] // Requires mountain IAP
"requirements":[{"type":"FEATURE","id":"$feature_gocart00"}] // Requires go cart IAP
"requirements":[{"type":"FEATURE","id":"$feature_firestation00"}] // Requires big fire station IAP
"requirements":[{"type":"FEATURE","id":"$feature_weather_machine00"}] // Requires weather machine IAP

Re: Building requirements

Posted: 07 Jan 2018, 12:28
by JustAnyone
Could work.

Re: Building requirements

Posted: 07 Jan 2018, 12:46
by Lobby
Added them to the listing :mine

Re: Building requirements

Posted: 07 Jan 2018, 13:15
by JustAnyone
List of all feature IDs.
Some of these may be deprecated.

Code: Select all

$feature_airport00
$feature_buildings00
$feature_buildings01
$feature_buildings02
$feature_christmas_pack00
$feature_deco00
$feature_firework_pack00
$feature_military00 
$feature_premium00
$feature_services00
$feature_slime00
$feature_starter_pack00
$feature_tourism00

Re: Building requirements

Posted: 22 Nov 2018, 22:39
by Imran M
But how about for another building. You need building A to make building B. So you need the radio tower to make the jet spawner.

Re: Building requirements

Posted: 25 Nov 2018, 12:52
by Imran M
Imran M wrote:
22 Nov 2018, 22:39
But how about for another building. You need building A to make building B. So you need the radio tower to make the jet spawner.
Nevermind, found out.

Re: Building requirements

Posted: 05 Feb 2019, 19:15
by Lobby
Feel free to drop a link to it so others may find it more easily.

Re: Building requirements

Posted: 05 Feb 2019, 20:56
by Imran M
Lobby wrote:
05 Feb 2019, 19:15
Feel free to drop a link to it so others may find it more easily.
I just looked into some of the content files from json.

Re: Building requirements

Posted: 07 Feb 2019, 00:47
by Madbro
Hello, how to make a building require an upgrade from another building?
Like what @JustAnyone done in his DSA pack?

Re: Building requirements

Posted: 07 Feb 2019, 03:52
by CommanderABab

Code: Select all

...,
  "requirements":[
      {
        "type":"BUILDING",
        "id":"$exbuildingid"
      }
    ],...
Where $exbuildingid is the id of the building you require.

Re: Building requirements

Posted: 07 Feb 2019, 07:58
by Madbro
CommanderABab wrote:
07 Feb 2019, 03:52

Code: Select all

...,
  "requirements":[
      {
        "type":"BUILDING",
        "id":"$exbuildingid"
      }
    ],...
Where $exbuildingid is the id of the building you require.
Sorry sir, I mean, requiring upgraded version of buildings.

Re: Building requirements

Posted: 07 Feb 2019, 16:37
by JustAnyone
The building which should be required, should check for upgrade with lua/fun and set some variable to 1 which then can be put in conditional requirement on other building.

Re: Building requirements

Posted: 10 Jun 2019, 15:39
by yusuf8a684
How can I make requirement for city levels?

Re: Building requirements

Posted: 10 Jun 2019, 16:02
by CommanderABab

Re: Building requirements

Posted: 10 Jun 2019, 16:08
by CommanderABab
https://theotown.com/forum/viewtopic.ph ... 51#p138951

The level goes to 66 with the latest version.