Resolved #11829 - "after [amount] turns" -> "after turn number [amount]"

This commit is contained in:
yairm210 2024-06-25 16:01:57 +03:00
parent a540355cc9
commit 2093761e2d
5 changed files with 19 additions and 12 deletions

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@ -20,7 +20,7 @@
{
"name": "your exploring unit receives training",
"notification": "An ancient tribe trained us in their ways of combat!",
"uniques": ["This Unit gains [10] XP", "Only available <after [10] turns>"]
"uniques": ["This Unit gains [10] XP", "Only available <after turn number [10]>"]
},
{
"name": "survivors (adds population to a city)",
@ -58,14 +58,14 @@
{
"name": "discover holy symbols",
"notification": "We have found holy symbols in the ruins, giving us a deeper understanding of religion! (+[faithAmount] Faith)",
"uniques": ["Hidden when religion is disabled", "Gain enough Faith for a Pantheon", "Only available <before founding a Pantheon>", "Only available <after [20] turns>"],
"uniques": ["Hidden when religion is disabled", "Gain enough Faith for a Pantheon", "Only available <before founding a Pantheon>", "Only available <after turn number [20]>"],
"color": "#CDDDF4"
},
{
"name": "an ancient prophecy",
"notification": "We have found an ancient prophecy in the ruins, greatly increasing our spiritual connection! (+[faithAmount] Faith)",
"uniques": ["Hidden when religion is disabled", "Gain enough Faith for [33]% of a Great Prophet", "Unavailable <after generating a Great Prophet>",
"Only available <after founding a Pantheon>", "Only available <after [20] turns>"],
"Only available <after founding a Pantheon>", "Only available <after turn number [20]>"],
"color": "#CDDDF4"
}
]

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@ -20,7 +20,7 @@
{
"name": "your exploring unit receives training",
"notification": "An ancient tribe trained us in their ways of combat!",
"uniques": ["This Unit gains [10] XP", "Only available <after [10] turns>"]
"uniques": ["This Unit gains [10] XP", "Only available <after turn number [10]>"]
},
{
"name": "survivors (adds population to a city)",

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@ -102,8 +102,8 @@ object Conditionals {
UniqueType.ConditionalChance -> stateBasedRandom.nextFloat() < condition.params[0].toFloat() / 100f
UniqueType.ConditionalEveryTurns -> checkOnGameInfo { turns % condition.params[0].toInt() == 0 }
UniqueType.ConditionalBeforeTurns -> checkOnGameInfo { turns < condition.params[0].toInt() }
UniqueType.ConditionalAfterTurns -> checkOnGameInfo { turns >= condition.params[0].toInt() }
UniqueType.ConditionalBeforeTurns, UniqueType.ConditionalBeforeTurnsOld -> checkOnGameInfo { turns < condition.params[0].toInt() }
UniqueType.ConditionalAfterTurns, UniqueType.ConditionalAfterTurnsOld -> checkOnGameInfo { turns >= condition.params[0].toInt() }
UniqueType.ConditionalTutorialsEnabled -> UncivGame.Current.settings.showTutorials
UniqueType.ConditionalTutorialCompleted -> condition.params[0] in UncivGame.Current.settings.tutorialTasksCompleted

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@ -650,8 +650,12 @@ enum class UniqueType(
docDescription = "Turns this unique into a trigger, activating this unique as a *global* unique for a number of turns"),
ConditionalChance("with [amount]% chance", UniqueTarget.Conditional),
ConditionalEveryTurns("every [positiveAmount] turns", UniqueTarget.Conditional),
ConditionalBeforeTurns("before [amount] turns", UniqueTarget.Conditional),
ConditionalAfterTurns("after [amount] turns", UniqueTarget.Conditional),
ConditionalBeforeTurns("before turn number [amount]", UniqueTarget.Conditional),
@Deprecated("As of 4.11.18", ReplaceWith("before turn number [amount]"))
ConditionalBeforeTurnsOld("before [amount] turns", UniqueTarget.Conditional),
ConditionalAfterTurns("after turn number [amount]", UniqueTarget.Conditional),
@Deprecated("As of 4.11.18", ReplaceWith("after turn number [amount]"))
ConditionalAfterTurnsOld("after [amount] turns", UniqueTarget.Conditional),
ConditionalTutorialsEnabled("if tutorials are enabled", UniqueTarget.Conditional, flags = UniqueFlag.setOfHiddenToUsers), // Hidden as no translations needed for now
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
Applicable to: Resource
??? example "Generated with weight [amount]"
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`
Example: "Generated with weight [3]"
Applicable to: Resource
??? example "Minor deposits generated with weight [amount]"
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.
Example: "Minor deposits generated with weight [3]"
Applicable to: Resource
??? example "Generated near City States with weight [amount]"
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`
Example: "Generated near City States with weight [3]"
Applicable to: Resource
@ -1942,13 +1945,13 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl
Applicable to: Conditional
??? example "&lt;before [amount] turns&gt;"
Example: "&lt;before [3] turns&gt;"
??? example "&lt;before turn number [amount]&gt;"
Example: "&lt;before turn number [3]&gt;"
Applicable to: Conditional
??? example "&lt;after [amount] turns&gt;"
Example: "&lt;after [3] turns&gt;"
??? example "&lt;after turn number [amount]&gt;"
Example: "&lt;after turn number [3]&gt;"
Applicable to: Conditional