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Added before/after X turns conditionals - see #3242
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@ -20,7 +20,7 @@
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{
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{
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"name": "your exploring unit receives training",
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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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"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 [10] turns>"]
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},
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},
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{
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{
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"name": "survivors (adds population to a city)",
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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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{
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"name": "discover holy symbols",
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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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"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 [20] turns>"],
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"color": "#CDDDF4"
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"color": "#CDDDF4"
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},
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},
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{
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{
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"name": "an ancient prophecy",
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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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"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", "Hidden after generating a Great Prophet",
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"uniques": ["Hidden when religion is disabled", "Gain enough Faith for [33]% of a Great Prophet", "Hidden 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 [20] turns>"],
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"color": "#CDDDF4"
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"color": "#CDDDF4"
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}
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}
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]
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]
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@ -20,7 +20,7 @@
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{
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{
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"name": "your exploring unit receives training",
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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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"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 [10] turns>"]
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},
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},
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{
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{
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"name": "survivors (adds population to a city)",
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"name": "survivors (adds population to a city)",
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@ -142,6 +142,9 @@ class Unique(val text: String, val sourceObjectType: UniqueTarget? = null, val s
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UniqueType.ConditionalTimedUnique -> true
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UniqueType.ConditionalTimedUnique -> true
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UniqueType.ConditionalConsumeUnit -> true
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UniqueType.ConditionalConsumeUnit -> true
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UniqueType.ConditionalBeforeTurns -> state.civInfo != null && state.civInfo.gameInfo.turns < condition.params[0].toInt()
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UniqueType.ConditionalAfterTurns -> state.civInfo != null && state.civInfo.gameInfo.turns >= condition.params[0].toInt()
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UniqueType.ConditionalChance -> stateBasedRandom.nextFloat() < condition.params[0].toFloat() / 100f
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UniqueType.ConditionalChance -> stateBasedRandom.nextFloat() < condition.params[0].toFloat() / 100f
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UniqueType.ConditionalWar -> state.civInfo?.isAtWar() == true
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UniqueType.ConditionalWar -> state.civInfo?.isAtWar() == true
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@ -585,6 +585,9 @@ enum class UniqueType(val text: String, vararg targets: UniqueTarget, val flags:
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ConditionalConsumeUnit("by consuming this unit", UniqueTarget.Conditional),
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ConditionalConsumeUnit("by consuming this unit", UniqueTarget.Conditional),
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ConditionalChance("with [amount]% chance", UniqueTarget.Conditional),
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ConditionalChance("with [amount]% chance", 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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/////// civ conditionals
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/////// civ conditionals
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ConditionalWar("when at war", UniqueTarget.Conditional),
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ConditionalWar("when at war", UniqueTarget.Conditional),
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ConditionalNotWar("when not at war", UniqueTarget.Conditional),
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ConditionalNotWar("when not at war", UniqueTarget.Conditional),
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@ -694,7 +697,7 @@ enum class UniqueType(val text: String, vararg targets: UniqueTarget, val flags:
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//endregion
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//endregion
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///////////////////////////////////////////// region META /////////////////////////////////////////////
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///////////////////////////////////////////// region META /////////////////////////////////////////////
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@Deprecated("as of 4.2.18", ReplaceWith("Only available <after [amount] turns>"))
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AvailableAfterCertainTurns("Only available after [amount] turns", UniqueTarget.Ruins),
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AvailableAfterCertainTurns("Only available after [amount] turns", UniqueTarget.Ruins),
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HiddenWithoutReligion("Hidden when religion is disabled", UniqueTarget.Unit, UniqueTarget.Building, UniqueTarget.Ruins, flags = UniqueFlag.setOfHiddenToUsers),
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HiddenWithoutReligion("Hidden when religion is disabled", UniqueTarget.Unit, UniqueTarget.Building, UniqueTarget.Ruins, flags = UniqueFlag.setOfHiddenToUsers),
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@ -1619,11 +1619,6 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl
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??? example "This Unit upgrades for free including special upgrades"
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??? example "This Unit upgrades for free including special upgrades"
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Applicable to: Ruins
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Applicable to: Ruins
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??? example "Only available after [amount] turns"
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Example: "Only available after [3] turns"
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Applicable to: Ruins
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??? example "Hidden after generating a Great Prophet"
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??? example "Hidden after generating a Great Prophet"
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Applicable to: Ruins
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Applicable to: Ruins
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@ -1665,6 +1660,16 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl
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Applicable to: Conditional
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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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Applicable to: Conditional
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??? example "<after [amount] turns>"
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Example: "<after [3] turns>"
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Applicable to: Conditional
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??? example "<when at war>"
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??? example "<when at war>"
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Applicable to: Conditional
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Applicable to: Conditional
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