Default: no min_mult: Sets the minimum this modifier can be when used as a multiplier in the source code (so probably not relevant since this modifier will not be applied in the source code – but you could theoretically overwrite a code-generated modifier here). Default is " mod_" key percentage: Show as a % or not. How to use Settings icon: Name of file in gfx\interface\icons\modifiers (without the. See 01_ruler_jobs.txt/head_researcher and 04_species_traits.txt/trait_charismatic for examples. by putting ' mult = modifier:my_modifier' in certain triggered modifiers or resource tables. Note that any modifier created there will do nothing by default. There are various settings available which will affect how it displays in tooltips. You can create new scripted modifiers in common/scripted_modifiers. Inline_math_example = Scripted Modifiers ĭocumentation file: Stellaris/common/scripted_modifiers/00_scripted_modifiers.txt (introduced with patch 3.4) All parameters are strings and will be dynamically inserted into the scripted effects.įor example, a scripted effect can be like this, so the empire will have their ethic shifted to materialist: For instance, "example_scripted_effect" can be called with example_scripted_effect = yes. That’s it:ĭefined scripted effects can be used as though they were effects. They are defined at " common/scripted_effects/xyz.txt".Ī scripted effect consists a block of effect statements and/or other scripted effects. Scripted effects are moddable blocks of effect statements to be used as an effect. There are more than singular statements of effects to be used for an effect. Head to effects for full list of effect statements.Įffects must be executed under a scope. Many game objects and event modding use this for dynamic effects. Effects are statements to be executed and affect game status.
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