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Recent Posts
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Is it possible to give the player a choice? either buy 6 dice or dont buy any?
Create it as a purchasable item:
<productionRule name="buyTechTokens"> <cost resource="PUs" quantity="20"/> <result resourceOrUnit="techTokens" quantity="6"/> </productionRule>and add to the production of each player. The triggers are not needed when doing this.
<attachment name="userActionAttachment_Japanese_Purchase_6TT" attachTo="Japanese" javaClass="UserActionAttachment" type="player"> <option name="conditions" value="conditionAttachment_Is_Japanese_Not_AI"/> <option name="activateTrigger" value="triggerAttachment_Give_Japanese_6_techTokens"/> <option name="activateTrigger" value="triggerAttachment_Take_20_PUs_From_Japanese"/> <option name="text" value="Japanese_6TT"/> <option name="attemptsPerTurn" value="1"/> </attachment>
"userActions" can be used:Then the actionstext.properties:
Japanese_6TT.BUTTON=[Purchase] Japanese_6TT.DESCRIPTION=Purchase 6 techTokens for 20 PUs. Japanese_6TT.NOTIFICATION_SUCCESS=You have purchased 6 techTokens for 20 PUs. Japanese_6TT.OTHER_NOTIFICATION_SUCCESS=The Japanese have purchased 6 techTokens for 20 PUs.There are 2 problems with this approach. The AI does not use "userActions". This can be checked by using "isAI":
<attachment name="conditionAttachment_Is_Japanese_AI" attachTo="Japanese" javaClass="RulesAttachment" type="player"> <option name="isAI" value="true"/> </attachment> <attachment name="conditionAttachment_Is_Japanese_Not_AI" attachTo="Japanese" javaClass="RulesAttachment" type="player"> <option name="conditions" value="conditionAttachment_Is_Japanese_AI"/> <option name="invert" value="true"/> </attachment> <attachment name="triggerAttachment_Japanese_Purchase_6TT" attachTo="Japanese" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Is_Japanese_AI"/> <option name="chance" value="3:6"/> <option name="chanceIncrementOnFailure" value="1"/> <option name="chanceDecrementOnSuccess" value="1"/> <option name="notification" value="Japanese_6TT"/> <option name="when" value="before:JapaneseTech"/> <option name="players" value="@All-Players@"/> <option name="activateTrigger" value="triggerAttachment_Give_Japanese_6_techTokens"/> <option name="activateTrigger" value="triggerAttachment_Take_20_PUs_From_Japanese"/> </attachment>The other problem is there is no way to test if Japanese have the 20PUs, they will always be able to purchase the 6 techTokens.
Cheers...
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<property name="Movement By Territory Restricted" value="true" editable="false">
<boolean/>
</property>there it is. I knew I'd remember if I just saw it again lol.
Good luck Ramon. You have the A Team helping you. If those guys can't figure it out, then it can't be done.
Then they will have to make engine changes

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<property name="Movement By Territory Restricted" value="true" editable="false">
<boolean/>
</property>there it is. I knew I'd remember if I just saw it again lol.
Good luck Ramon. You have the A Team helping you. If those guys can't figure it out, then it can't be done.
Then they will have to make engine changes

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@Ramon I think the best way to do this is to add a territoryEffect called "Land", add the territory effect to every land territory in the game, then create a territoryEffectAttachment for "Land" with the option "unitsNotAllowed", as WC said above.
First specify this after relationshipTypes and before gamePlay
<territoryEffectList> <territoryEffect name="Land"/> </territoryEffectList>Then add this to every territoryAttachment of land territories. You can probably use AI to speed up this process.
<attachment name="territoryAttachment" attachTo="Albania" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory"> ... <option name="territoryEffect" value="Land"/> ... </attachment>Lastly, add this:
<attachment name="territoryEffectAttachment" attachTo="Land" javaClass="TerritoryEffectAttachment" type="territoryEffect"> <option name="unitsNotAllowed" value="FlyingBoat"/> </attachment>