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d816ef6
added ribbon and fixed a bug
AngriestBird Aug 2, 2024
c41e986
added controller_priority to build_railway
BiscuitCookies Aug 4, 2024
2543fa6
Achievements - moved "ribbon" to optional
Pelmen323 Aug 5, 2024
769f4c3
Added highlight_only_provinces boolean.
Alpinia Aug 13, 2024
bd6de17
Properly update `has_resources_in_country` trigger
Pelmen323 Aug 13, 2024
4ff89e9
Add some pc variables
Pelmen323 Aug 13, 2024
3d1c1d6
Update scripted gui config with mapmode and trigger for mapicon_targets
Pelmen323 Aug 13, 2024
54ebd82
Merge pull request #203 from Kaiserreich/master
Pelmen323 Aug 13, 2024
ad443cc
added months and years to modify_timed_idea
BiscuitCookies Aug 20, 2024
3606407
Update upper limit of regiments from 24 to 25 in templates
Pelmen323 Sep 3, 2024
7acc9d1
Update "has_railway_connection" trigger
Pelmen323 Sep 3, 2024
d8f46c8
[Modifiers] Add script to check missing modifiers, add arrays and scr…
Pelmen323 Sep 3, 2024
075412d
Update modifier enums
Pelmen323 Sep 3, 2024
9db52fc
Format .py test files and add documentation
Pelmen323 Sep 5, 2024
dc5b827
Fixed two unexpected tokens
AngriestBird Sep 30, 2024
60fbe1c
Add some unmerged modifiers
Pelmen323 Oct 2, 2024
e37807c
Merge pull request #204 from Kaiserreich/master
Pelmen323 Oct 2, 2024
414b051
Adding new additions from GTD
BiscuitCookies Nov 14, 2024
23a2271
various fixes and addtions
BiscuitCookies Nov 14, 2024
ffefccc
Update documentation
Pelmen323 Nov 14, 2024
47a7a03
Revert `sound = {}` changes (500+ false positives in KR)
Pelmen323 Nov 14, 2024
b6f2bc6
Add equipment groups support to ideas (it was here before, what happe…
Pelmen323 Nov 14, 2024
772035c
Merge pull request #206 from Kaiserreich/master
Pelmen323 Nov 14, 2024
a08aacd
Updates to `special_projects` file
Pelmen323 Nov 14, 2024
4a0b602
added sound category validation
BiscuitCookies Nov 14, 2024
6230137
can have as many sounds in soundeffect as desired (haven't checked if…
BiscuitCookies Nov 14, 2024
c8a90b6
can also take a compressor in compressor.asset
BiscuitCookies Nov 14, 2024
32c9ab0
raid uses different intel type name
BiscuitCookies Nov 14, 2024
c6b7968
Update `force_concentration` strategies
Pelmen323 Nov 15, 2024
336c73c
More updates to new strategies
Pelmen323 Nov 15, 2024
044b966
Add shortcut support for focus trees
Pelmen323 Nov 15, 2024
3dd03d4
Add float support to `add_breakthrough_points`
Pelmen323 Nov 15, 2024
49429f4
Add landmark support to history files
Pelmen323 Nov 15, 2024
a778b32
Experimental support for canals spawned in history files
Pelmen323 Nov 15, 2024
3bc4e71
Fix a typo in `tech_effect|<technology>`
Pelmen323 Nov 15, 2024
9640283
We can have more than one shortcut in focus tree
Pelmen323 Nov 15, 2024
844bd7d
Merge pull request #207 from Kaiserreich/master
Pelmen323 Nov 15, 2024
70bdbca
Revert "Add float support to `add_breakthrough_points`"
Pelmen323 Nov 15, 2024
16e4b06
raid_damage_units - you can use floats with ratio=no to simulate tiny…
Pelmen323 Nov 15, 2024
340544f
documentation copy paste fix
BiscuitCookies Nov 16, 2024
62805b0
added changes to damage/remove building effects
BiscuitCookies Nov 16, 2024
2aa7ede
fixing `scopes =` -> `scope =` and some other small scope issues
BiscuitCookies Nov 18, 2024
97fd757
Update `gain_xp` effect scope
Pelmen323 Nov 19, 2024
ff9ab3f
Update scope of `every_possible_country`
Pelmen323 Nov 19, 2024
47ff863
Fix `on_operation_completed` scope
Pelmen323 Nov 19, 2024
157e2e4
Update `add_random_valid_trait_from_unit` effect
Pelmen323 Nov 19, 2024
44f736a
Update scope of `outcome_execute` and `outcome_extra_execute`
Pelmen323 Nov 19, 2024
be44c74
Create a variation of `gain_xp_leader` for operatives
Pelmen323 Nov 19, 2024
7bbe42f
Add country_leader var support to `promote_character`
Pelmen323 Nov 19, 2024
08e52b7
Update `gain_xp_leader` scope
Pelmen323 Nov 19, 2024
054d54b
Merge pull request #208 from Kaiserreich/master
Pelmen323 Nov 20, 2024
53ff696
`has_war_with` supports variables
Pelmen323 Nov 20, 2024
3dce526
graphic_db can have empty unit equipment.
BiscuitCookies Nov 20, 2024
75c58a3
fixing copy paste errors for the add_scientist_role and remove_scient…
BiscuitCookies Nov 20, 2024
c018707
fixed another copy paste error
BiscuitCookies Nov 21, 2024
f42be50
these support variables when equipment is stored in it.
BiscuitCookies Nov 21, 2024
d9dea41
Add `has_truce_with` from 1.15.1
Pelmen323 Nov 21, 2024
ffc692b
Add `ai_give_core_state_control_threshold` to ideologies
Pelmen323 Dec 1, 2024
ce4172e
Add support of focus inlay windows
Pelmen323 Dec 1, 2024
fdd5d14
Update KR's has_dlc_gtd trigger
Pelmen323 Dec 1, 2024
2947d6e
Add new tech_effect|character name stuff to scripted loc
Pelmen323 Dec 1, 2024
ddd54a0
Merge pull request #209 from Kaiserreich/master
Pelmen323 Dec 1, 2024
95ff98d
Update xp effects to support constants
Pelmen323 Dec 2, 2024
da97e33
Update custom_override_tooltip to support character_name | tech_effect
Pelmen323 Dec 2, 2024
7ec61bb
new strategy and new on_action in 1.15.2
BiscuitCookies Dec 5, 2024
de3d95e
added scope checks for the other scopes a dynamic modifier can be in
BiscuitCookies Dec 7, 2024
fddd0f7
Add missing cardingality for on_before_peace_conference_start
Pelmen323 Dec 7, 2024
a9858a1
Apparently medals can have visible trigger
Pelmen323 Dec 7, 2024
d930ead
Add basic validation to division_template variable - still no validat…
Pelmen323 Dec 7, 2024
a540525
Merge pull request #210 from Kaiserreich/master
Pelmen323 Dec 7, 2024
3b16b14
added validation for gui elements for sgui properties and dynamic list
BiscuitCookies Dec 10, 2024
d175a5c
fix for remove_building from tag -> tags
BiscuitCookies Dec 10, 2024
905f449
Added role property to division_template effects
Alpinia Dec 13, 2024
7ed0d6c
any_state_in should change the scope to state
Alpinia Dec 13, 2024
54631a3
Merge pull request #211 from Kaiserreich/master
Pelmen323 Dec 17, 2024
f9afeb9
Update `start_peace_conference` effect
Pelmen323 Dec 20, 2024
04974db
Adjust unit leader effects/triggers to work in char scope
Pelmen323 Dec 20, 2024
edb7dad
Advisor token is an optional argument
Pelmen323 Dec 20, 2024
f89f4fe
Update effects/triggers that push scope to unit leader, they support …
Pelmen323 Dec 20, 2024
9368e14
Demote scripted loc errors to info
Pelmen323 Jan 4, 2025
4936183
Update `country_leader_trait` code
Pelmen323 Jan 5, 2025
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2 changes: 1 addition & 1 deletion Config/common/abilities.cwt
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ ability = {
icon = <spriteType>

## cardinality = 0..1
sound_effect = scalar
sound_effect = scalar #<soundeffect> does not properly check for voices and other misc sounds and soundefects in mods since those are dlc files

type = enum[ability_unit_leader_types]

Expand Down
16 changes: 12 additions & 4 deletions Config/common/achievements.cwt
Original file line number Diff line number Diff line change
@@ -1,8 +1,8 @@
types = {
type[achievement] = {
path = "game/common/achievements"
unique = yes
}
unique = yes
}
}

## replace_scope = { ROOT = country THIS = country }
Expand All @@ -16,13 +16,21 @@ achievement = {
## cardinality = ~1..inf
alias_name[trigger] = alias_match_left[trigger]
}

## cardinality = 0..1
ribbon = {
frames = { int }
colors = {
scalar
}
}
}

enums = {
complex_enum[mod_achievement_id] = {
path = "game/common/achievements"
unique = yes
start_from_root = yes
unique = yes
start_from_root = yes
name = {
unique_id = enum_name
}
Expand Down
93 changes: 90 additions & 3 deletions Config/common/ai_strategy.cwt
Original file line number Diff line number Diff line change
Expand Up @@ -119,15 +119,27 @@ alias[ai_strategy_rule:ai_strategy] = {
alias[ai_strategy_rule:ai_strategy] = {
type = enum[unit_strats]
id = <unit>
id = enum[unit_types]
id = enum[equipment_category]
id = value[ai_template_roles]
id = value[ai_equipment_roles]
value = int
}

alias[ai_strategy_rule:ai_strategy] = {
type = equipment_production_min_factories
id = enum[equipment_category]
value = int
}
alias[ai_strategy_rule:ai_strategy] = {
type = equipment_production_min_factories_archetype
id = <equipment.archetype_equip>
value = int
}
alias[ai_strategy_rule:ai_strategy] = {
type = enum[equipment_strats]
id = <equipment>
id = enum[unit_types]
id = enum[allowed_ai_type_planes]
id = enum[equipment_category]
value = int
}
alias[ai_strategy_rule:ai_strategy] = {
Expand Down Expand Up @@ -166,6 +178,11 @@ alias[ai_strategy_rule:ai_strategy] = {
target = <ai_area>
value = int
}
alias[ai_strategy_rule:ai_strategy] = {
type = recruit_scientist
id = <specialization>
value = int
}
alias[ai_strategy_rule:ai_strategy] = {
type = dont_join_wars_with
id = enum[country_tags]
Expand Down Expand Up @@ -202,6 +219,7 @@ alias[ai_strategy_rule:ai_strategy] = {
alias[ai_strategy_rule:ai_strategy] = {
type = enum[state_strats_with_id]
id = <building>
## cardinality = 0..1
target = int
value = int
}
Expand Down Expand Up @@ -356,6 +374,72 @@ alias[ai_strategy_rule:ai_strategy] = {
value = int
}

alias[ai_strategy_rule:ai_strategy] = {
type = force_concentration_front_factor
### Target a specific country. Can specify multiple.
## cardinality = 0..inf
tag = scope[country]
### Target a state. Can specify multiple.
## cardinality = 0..inf
state = <state>
### Target a strategic region. Can specify multiple.
## cardinality = 0..inf
strategic_region = <strategic_region>
### Target a specific ai area. Can specify multiple.
## cardinality = 0..inf
area = <ai_area>
### Trigger to check against a specific country. Scope is enemy country, FROM scope is our country.
## cardinality = 0..1
## replace_scope = { this = country root = country from = country }
country_trigger = {
## cardinality = ~1..inf
alias_name[trigger] = alias_match_left[trigger]
}
### # Trigger to check against a state. Scope is state. FROM scope is enemy country FROM.FROM scope is our country.
## cardinality = 0..1
## replace_scope = { this = state from = country fromfrom = country }
state_trigger = {
## cardinality = ~1..inf
alias_name[trigger] = alias_match_left[trigger]
}
### The strategy is enabled only if ratio of the front covered by this strategy's targets is greater than this ratio.
ratio = float
### Factor for the normal priority. 40 means +40 %, -60 means -60 %.
value = int
}

alias[ai_strategy_rule:ai_strategy] = {
type = force_concentration_target_weight
### Target a specific country. Can specify multiple.
## cardinality = 0..inf
tag = scope[country]
### Target a state. Can specify multiple.
## cardinality = 0..inf
state = <state>
### Target a strategic region. Can specify multiple.
## cardinality = 0..inf
strategic_region = <strategic_region>
### Target a specific ai area. Can specify multiple.
## cardinality = 0..inf
area = <ai_area>
### Trigger to check against a specific country. Scope is enemy country, FROM scope is our country.
## cardinality = 0..1
## replace_scope = { this = country root = country from = country }
country_trigger = {
## cardinality = ~1..inf
alias_name[trigger] = alias_match_left[trigger]
}
### # Trigger to check against a state. Scope is state. FROM scope is enemy country FROM.FROM scope is our country.
## cardinality = 0..1
## replace_scope = { this = state from = country fromfrom = country }
state_trigger = {
## cardinality = ~1..inf
alias_name[trigger] = alias_match_left[trigger]
}
### Factor for the normal priority. 40 means +40 %, -60 means -60 %.
value = int
}

enums = {
enum[ai_diplo_strats] = {
alliance
Expand All @@ -373,6 +457,7 @@ enums = {
dont_join_wars_with
equipment_market_trade_desire
force_defend_ally_borders
force_concentration_factor
front_armor_score
ignore
ignore_claim
Expand Down Expand Up @@ -422,6 +507,9 @@ enums = {
wanted_supply_trains
ai_wanted_divisions_factor
equipment_market_spend_factories
force_concentration_factor
raid_target_country
become_spymaster
}
enum[pp_strats] = {
pp_spend_amount
Expand All @@ -441,7 +529,6 @@ enums = {
}
enum[unit_strats] = {
equipment_production_factor
equipment_production_min_factories
template_prio
unit_ratio
}
Expand Down
153 changes: 139 additions & 14 deletions Config/common/buildings.cwt
Original file line number Diff line number Diff line change
Expand Up @@ -9,25 +9,38 @@ types = {
desc = "$_desc"
}
subtype[provincial] = {
provincial = yes
level_cap = {
## cardinality = 1..inf
province_max = scalar
}
}
subtype[state] = {
provincial = no
subtype[landmark] = {
spawn_point = landmark_spawn
}
subtype[canal] = {
spawn_point = locks_spawn
}
subtype[state] = {
}
}
type[spawn_point] = {
path = "game/common/buildings"
skip_root_key = spawn_points
}
}

building = {
base_cost = int
## cardinality = 0..1
per_controlled_building_extra_cost = int
## cardinality = 0..1
base_cost_conversion = int
## cardinality = 0..1
per_level_extra_cost = int

## cardinality = 0..1
max_level = int
missing_tech_loc = single_alias_right[bindable_loc]

## cardinality = 0..1
value = int

Expand All @@ -40,21 +53,22 @@ building = {
always_shown = bool
## cardinality = 0..1
has_destroyed_mesh = bool

## cardinality = 0..1
dlc_allowed = {
## cardinality = 0..1
has_dlc = enum[dlc]
}

## cardinality = 0..1
allied_build = bool
## cardinality = 0..1
centered = bool
## cardinality = 0..1
supply_node = bool

## cardinality = 0..1
shares_slots = bool
## cardinality = 0..1
infrastructure_construction_effect = bool
## cardinality = 0..1
provincial = bool
## cardinality = 0..1
damage_factor = float

## cardinality = 0..1
Expand Down Expand Up @@ -95,17 +109,128 @@ building = {
rocket_launch_capacity = int
## cardinality = 0..1
air_defence = int
## cardinality = 0..1
gun_emplacement = yes

# Yes is default
## cardinality = 0..1
is_buildable = bool

# no is default
## cardinality = 0..1
only_display_if_exists = bool
# no is default
## cardinality = 0..1
need_supply = bool
# no is default
## cardinality = 0..1
need_detection = bool

## cardinality = 0..1
detecting_intel_type = enum[intel_types]

## cardinality = 0..1
show_modifier = yes
## cardinality = 0..1
fuel_silo = yes

level_cap = {
## cardinality = 0..1
state_max = int
## cardinality = 0..1
province_max = int
## cardinality = 0..1
shares_slots = bool
## cardinality = 0..1
group_by = enum[building_group]
## cardinality = 0..1
exclusive_with = <building>
}
## cardinality = 0..1
country_modifiers = {
## cardinality = 0..1
enable_for_controllers = {
## cardinality = ~1..inf
enum[country_tags]
}
modifiers = {
## cardinality = ~1..inf
alias_name[modifier] = alias_match_left[modifier]
}
}

## cardinality = 0..inf
local_resources_<resource> = int

subtype[state] = {
## cardinality = 0..1
state_modifiers = {
## cardinality = ~1..inf
alias_name[modifier] = alias_match_left[modifier]
}
## cardinality = 0..1
state_damage_modifier = {
## cardinality = ~1..inf
<dynamic_modifier>
}
## cardinality = 0..1
province_damage_modifiers = {
## cardinality = ~1..inf
<static_modifier>
}
# no is default
## cardinality = 0..1
hide_if_missing_tech = bool

## cardinality = 0..1
show_modifier = yes
spawn_point = <spawn_point>

## cardinality = 0..1
max_fuel_building = float
special_icon = <spriteType>

## cardinality = 0..1
fuel_silo = yes
tags = {
## cardinality = ~1..inf
value_set[building_tag]
}

## cardinality = 0..1
specialization = {
<specialization>
}
## cardinality = 0..1
fuel_gain_from_states = float
repair_speed_factor = variable_field

## cardinality = 0..1
construction_speed_factor = {
trigger = {
alias_name[trigger] = alias_match_left[trigger]
}
factor = float
}

# No is default
## cardinality = 0..1
disable_grow_animation = bool
}

spawn_point = {
type = enum[state_prov]
max = int
# No is default
## cardinality = 0..1
only_costal = bool
# No is default
## cardinality = 0..1
disable_auto_nudging = bool
}

enums = {
enum[building_group] = {
reactors
special_project_facility
}
enum[state_prov] = {
state
province
}
}
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