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common.cwt
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common.cwt
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# Stuff in game/common
types = {
# Maybe sometime in the future to help catch bugs in vanilla? :)
# type[achievement]
type[hint] = {
path_strict = yes
path = "game/common"
path_file = "hints.txt"
}
# Couldn't figure that one out, it's arcane
# type[region_color]
# Static modifiers will need to be done via a different file because each in vanilla is unique, must exist and has its specific scopes.
type[technology_group] = {
path_strict = yes
path = "game/common"
path_file = "technology.txt"
localisation = {
name = "$"
}
}
type[technology] = {
path_strict = yes
path = "game/common"
path_file = "technology.txt"
skip_root_key = any
localisation = {
name = "$"
description = "$_DESC"
}
}
type[static_modifier] = {
path_strict = yes
path = "game/common"
path_file = "static_modifiers.txt"
localisation = {
## optional
name = "$"
## optional
description = "desc_$"
}
}
}
# TODO: Figure out what most of these things mean
hint = {
window = <gui_window>
anchor = bool
## cardinality = 0..1
### If yes, cannot be disabled, and is not hidden if another hint is shown
sticky = bool
title = localisation
## cardinality = 1..inf
text = localisation
## cardinality = 0..inf
### Note that this is attached to the text = localisation just before it.
list_box_text = localisation
## cardinality = 0..1
next_hint = <hint>
}
# TODO: Figure out scope
# Because I have zero idea what scope is used.
technology_group = {
## cardinality = 1..inf
<technology> = {
### Modifiers are multiplied by [current level]/[max level].
modifier = {
alias_name[modifier] = alias_match_left[modifier]
}
# TODO: Confirm
## cardinality = 1..8
### Specific decisions and buildings unlocked at a given technology level. PROBABLY Matters only for the UI.
enum[technology_levels] = {
## cardinality = 0..inf
add_building = <building>
## cardinality = 0..inf
add_decision = <decision>
}
}
}
# Scopes vary by modifier, no way am I going to categorise them. TODO: categorise them.
## replace_scope = { this = any root = any }
static_modifier = {
## cardinality = 0..1
### The icon to use for the event modifier. Frames of GFX_modifier_icons.
icon = enum[event_modifier_icons]
## cardinality = 0..inf
alias_name[modifier] = alias_match_left[modifier]
}