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Resolved #11829 - "after [amount] turns" -> "after turn number [amount]"
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@ -20,7 +20,7 @@
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{
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"name": "your exploring unit receives training",
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"notification": "An ancient tribe trained us in their ways of combat!",
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"uniques": ["This Unit gains [10] XP", "Only available <after [10] turns>"]
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"uniques": ["This Unit gains [10] XP", "Only available <after turn number [10]>"]
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},
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{
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"name": "survivors (adds population to a city)",
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@ -58,14 +58,14 @@
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{
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"name": "discover holy symbols",
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"notification": "We have found holy symbols in the ruins, giving us a deeper understanding of religion! (+[faithAmount] Faith)",
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"uniques": ["Hidden when religion is disabled", "Gain enough Faith for a Pantheon", "Only available <before founding a Pantheon>", "Only available <after [20] turns>"],
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"uniques": ["Hidden when religion is disabled", "Gain enough Faith for a Pantheon", "Only available <before founding a Pantheon>", "Only available <after turn number [20]>"],
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"color": "#CDDDF4"
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},
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{
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"name": "an ancient prophecy",
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"notification": "We have found an ancient prophecy in the ruins, greatly increasing our spiritual connection! (+[faithAmount] Faith)",
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"uniques": ["Hidden when religion is disabled", "Gain enough Faith for [33]% of a Great Prophet", "Unavailable <after generating a Great Prophet>",
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"Only available <after founding a Pantheon>", "Only available <after [20] turns>"],
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"Only available <after founding a Pantheon>", "Only available <after turn number [20]>"],
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"color": "#CDDDF4"
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}
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]
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@ -20,7 +20,7 @@
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{
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"name": "your exploring unit receives training",
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"notification": "An ancient tribe trained us in their ways of combat!",
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"uniques": ["This Unit gains [10] XP", "Only available <after [10] turns>"]
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"uniques": ["This Unit gains [10] XP", "Only available <after turn number [10]>"]
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},
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{
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"name": "survivors (adds population to a city)",
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@ -102,8 +102,8 @@ object Conditionals {
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UniqueType.ConditionalChance -> stateBasedRandom.nextFloat() < condition.params[0].toFloat() / 100f
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UniqueType.ConditionalEveryTurns -> checkOnGameInfo { turns % condition.params[0].toInt() == 0 }
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UniqueType.ConditionalBeforeTurns -> checkOnGameInfo { turns < condition.params[0].toInt() }
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UniqueType.ConditionalAfterTurns -> checkOnGameInfo { turns >= condition.params[0].toInt() }
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UniqueType.ConditionalBeforeTurns, UniqueType.ConditionalBeforeTurnsOld -> checkOnGameInfo { turns < condition.params[0].toInt() }
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UniqueType.ConditionalAfterTurns, UniqueType.ConditionalAfterTurnsOld -> checkOnGameInfo { turns >= condition.params[0].toInt() }
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UniqueType.ConditionalTutorialsEnabled -> UncivGame.Current.settings.showTutorials
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UniqueType.ConditionalTutorialCompleted -> condition.params[0] in UncivGame.Current.settings.tutorialTasksCompleted
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@ -650,8 +650,12 @@ enum class UniqueType(
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docDescription = "Turns this unique into a trigger, activating this unique as a *global* unique for a number of turns"),
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ConditionalChance("with [amount]% chance", UniqueTarget.Conditional),
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ConditionalEveryTurns("every [positiveAmount] turns", UniqueTarget.Conditional),
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ConditionalBeforeTurns("before [amount] turns", UniqueTarget.Conditional),
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ConditionalAfterTurns("after [amount] turns", UniqueTarget.Conditional),
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ConditionalBeforeTurns("before turn number [amount]", UniqueTarget.Conditional),
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@Deprecated("As of 4.11.18", ReplaceWith("before turn number [amount]"))
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ConditionalBeforeTurnsOld("before [amount] turns", UniqueTarget.Conditional),
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ConditionalAfterTurns("after turn number [amount]", UniqueTarget.Conditional),
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@Deprecated("As of 4.11.18", ReplaceWith("after turn number [amount]"))
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ConditionalAfterTurnsOld("after [amount] turns", UniqueTarget.Conditional),
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ConditionalTutorialsEnabled("if tutorials are enabled", UniqueTarget.Conditional, flags = UniqueFlag.setOfHiddenToUsers), // Hidden as no translations needed for now
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ConditionalTutorialCompleted("if tutorial [comment] is completed", UniqueTarget.Conditional, flags = UniqueFlag.setOfHiddenToUsers), // Hidden as no translations needed for now
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@ -1819,16 +1819,19 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl
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Applicable to: Resource
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??? example "Generated with weight [amount]"
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The probability for this resource to be chosen is (this resource weight) / (sum weight of all eligible resources). Resources without a unique are given weight `1`
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Example: "Generated with weight [3]"
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Applicable to: Resource
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??? example "Minor deposits generated with weight [amount]"
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The probability for this resource to be chosen is (this resource weight) / (sum weight of all eligible resources). Resources without a unique are not generated as minor deposits.
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Example: "Minor deposits generated with weight [3]"
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Applicable to: Resource
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??? example "Generated near City States with weight [amount]"
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The probability for this resource to be chosen is (this resource weight) / (sum weight of all eligible resources). Only assignable to luxuries, resources without a unique are given weight `1`
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Example: "Generated near City States with weight [3]"
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Applicable to: Resource
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@ -1942,13 +1945,13 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl
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Applicable to: Conditional
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??? example "<before [amount] turns>"
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Example: "<before [3] turns>"
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??? example "<before turn number [amount]>"
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Example: "<before turn number [3]>"
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Applicable to: Conditional
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??? example "<after [amount] turns>"
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Example: "<after [3] turns>"
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??? example "<after turn number [amount]>"
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Example: "<after turn number [3]>"
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Applicable to: Conditional
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