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Files changed (2) hide show
  1. common/custom_gui/example.txt +93 -0
  2. common/custom_gui/mission_previews.txt +142 -0
common/custom_gui/example.txt ADDED
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+ # The custom guiButtonType/instantTextBoxType/iconType must have a 'scripted = yes' line to work
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+ #custom_button = {
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+ # name = custom_button_testing #Must match a scripted guiButtonType in a .gui file
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+ # potential = { } #Determines when the button is visible
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+ # trigger = { } #Determines when the button is clickable
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+ # effect = { } #Effect
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+ # tooltip = localisation_key #Can use customizable localisation
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+ # frame = { #Can define multiple frame clauses
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+ # number = <int> #Which frame to use. Check dds files with multiple icons like icon_religion.dds
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+ # trigger = { } #First matched frame clause will be used.
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+ # }
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+ #}
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+
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+ #custom_text_box = {
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+ # name = custom_text_testing #Must match a scripted instantTextBoxType in a .gui file
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+ # potential = { } #Determines when the text is visible
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+ # tooltip = localisation_key #Can use customizable localisation
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+ # #To localize it, use the name of the button as a key, can also use customizable localisation
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+ #}
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+
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+ #custom_icon = {
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+ # name = custom_icon_testing #Must match a scripted iconType in a .gui file
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+ # potential = { } #Determines when the icon is visible
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+ # tooltip = localisation_key #Can use customizable localisation
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+ # frame = { #Can define multiple frame clauses
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+ # number = <int> #Which frame to use. Check dds files with multiple icons like icon_religion.dds
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+ # trigger = { } #First matched frame clause will be used.
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+ # }
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+ #}
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+
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+ #custom_shield = {
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+ # name = custom_button_testing #Must match a scripted guiButtonType in a .gui file
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+ # potential = { } #Determines when the shield is visible
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+ # trigger = { } #Determines when the shield is clickable
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+ # effect = { } #Effect for clicking
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+ # tooltip = localisation_key #Can use customizable localisation
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+ # global_event_target = <string> # Global event target name
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+ # open_country = <bool> #If clicking opens the country view
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+ #}
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+
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+ ############################## Supported files with scopes ##############################
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+ # The Gui objects must be directly inside the specified window Gui element!
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+ # FROM is always the country that clicks
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+ # provinceview.gui:
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+ # province_window (ROOT: Clicked province)
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+ # buildings_window (ROOT: Clicked province)
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+ # state_window (ROOT: Clicked province)
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+ # countrycourtview.gui:
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+ # countrycourtview (ROOT = FROM)
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+ # countrygovernmentview.gui:
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+ # countrygovernmentview (ROOT = FROM)
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+ # countrydiplomacyview.gui:
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+ # countrydiplimacyview (ROOT: Selected country)
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+ # countryeconomyview.gui:
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+ # countryeconomyview (ROOT = FROM)
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+ # countrytradeview.gui:
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+ # countrytradeview (ROOT = FROM)
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+ # countrytechnologyview.gui:
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+ # countrytechnologyview (ROOT = FROM)
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+ # countryideasview.gui:
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+ # countryideasview (ROOT = FROM)
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+ # countrymissionsview.gui:
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+ # countrymissionsview (ROOT: Selected country)
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+ # countrydecisionview.gui:
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+ # countrydecisionsview (ROOT = FROM)
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+ # countrystabilityview.gui:
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+ # countrystabilityview (ROOT = FROM)
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+ # countryreligionview.gui:
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+ # countryreligionview (ROOT = FROM)
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+ # countrymilitaryview.gui:
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+ # countrymilitaryview (ROOT = FROM)
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+ # countrysubjectsview.gui:
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+ # countrysubjectview (ROOT = FROM)
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+ # countryestatesview.gui:
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+ # countryestatesview (ROOT = FROM)
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+ # ages_view.gui:
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+ # ages_view (ROOT = FROM)
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+ # tradeinterface.gui:
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+ # TradeNodeInterface (ROOT: Trade capital of a trade node)
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+ # hre.gui:
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+ # hre_window (ROOT = FROM)
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+ # papacy.gui:
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+ # papacy_window (ROOT = FROM)
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+ # faction.gui:
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+ # All faction windows (ROOT = FROM)
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+ # celestialempireview.gui:
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+ # celestial_window (ROOT = FROM)
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+ # countrynativesview.gui:
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+ # natives_window (ROOT = FROM)
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+ # religiousreforms.gui:
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+ # reforms_window (ROOT = FROM)
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+ # parliament.gui:
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+ # parliament_window (ROOT = FROM)
common/custom_gui/mission_previews.txt ADDED
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+ custom_button = {
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+ name = select_current_branch_missions
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+ potential = {
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+ ai = no #make sure the AI gets an event or something similar where they can choose their branch the moment these buttons get unlocked for the player
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+ has_branching_missions = yes
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+ has_preview_mission_flag = yes
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+ }
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+ trigger = { has_selected_a_branch = yes }
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+ effect = { select_current_branch = yes }
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+ tooltip = select_current_branch_missions_title
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+ }
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+
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+ custom_button = {
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+ name = preview_branch_missions_1
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+ potential = {
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+ ai = no
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+ has_branching_missions = yes
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+ has_preview_mission_flag = yes
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+ NOT = { currently_selected_branch = { value = 1 } }
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+ }
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+ trigger = { can_select_branch = { value = 1 } }
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+ effect = { preview_mission_branch = { branch = 1 } }
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+ tooltip = preview_branch_missions_1_title
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+ }
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+ custom_button = {
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+ name = preview_branch_missions_1_highlighted
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+ potential = {
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+ ai = no
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+ has_branching_missions = yes
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+ has_preview_mission_flag = yes
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+ currently_selected_branch = { value = 1 }
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+ }
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+ trigger = { can_select_branch = { value = 1 } }
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+ effect = { preview_mission_branch = { branch = 1 } }
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+ tooltip = preview_branch_missions_1_title
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+ }
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+
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+ custom_button = {
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+ name = preview_branch_missions_2
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+ potential = {
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+ ai = no
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+ has_branching_missions = yes
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+ has_preview_mission_flag = yes
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+ NOT = { currently_selected_branch = { value = 2 } }
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+ }
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+ trigger = { can_select_branch = { value = 2 } }
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+ effect = { preview_mission_branch = { branch = 2 } }
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+ tooltip = preview_branch_missions_2_title
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+ }
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+ custom_button = {
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+ name = preview_branch_missions_2_highlighted
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+ potential = {
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+ ai = no
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+ has_branching_missions = yes
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+ has_preview_mission_flag = yes
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+ currently_selected_branch = { value = 2 }
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+ }
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+ trigger = { can_select_branch = { value = 2 } }
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+ effect = { preview_mission_branch = { branch = 2 } }
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+ tooltip = preview_branch_missions_2_title
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+ }
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+
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+ custom_button = {
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+ name = preview_branch_missions_3
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+ potential = {
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+ ai = no
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+ has_branching_missions = yes
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+ has_preview_mission_flag = yes
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+ num_of_mission_branches = { value = 3 }
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+ NOT = { currently_selected_branch = { value = 3 } }
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+ }
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+ trigger = { can_select_branch = { value = 3 } }
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+ effect = { preview_mission_branch = { branch = 3 } }
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+ tooltip = preview_branch_missions_3_title
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+ }
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+ custom_button = {
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+ name = preview_branch_missions_3_highlighted
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+ potential = {
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+ ai = no
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+ has_branching_missions = yes
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+ has_preview_mission_flag = yes
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+ num_of_mission_branches = { value = 3 }
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+ currently_selected_branch = { value = 3 }
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+ }
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+ trigger = { can_select_branch = { value = 3 } }
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+ effect = { preview_mission_branch = { branch = 3 } }
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+ tooltip = preview_branch_missions_3_title
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+ }
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+
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+ custom_button = {
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+ name = preview_branch_missions_4
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+ potential = {
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+ ai = no
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+ has_branching_missions = yes
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+ has_preview_mission_flag = yes
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+ num_of_mission_branches = { value = 4 }
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+ NOT = { currently_selected_branch = { value = 4 } }
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+ }
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+ trigger = { can_select_branch = { value = 4 } }
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+ effect = { preview_mission_branch = { branch = 4 } }
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+ tooltip = preview_branch_missions_4_title
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+ }
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+ custom_button = {
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+ name = preview_branch_missions_4_highlighted
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+ potential = {
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+ ai = no
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+ has_branching_missions = yes
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+ has_preview_mission_flag = yes
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+ num_of_mission_branches = { value = 4 }
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+ currently_selected_branch = { value = 4 }
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+ }
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+ trigger = { can_select_branch = { value = 4 } }
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+ effect = { preview_mission_branch = { branch = 4 } }
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+ tooltip = preview_branch_missions_4_title
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+ }
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+
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+ custom_button = {
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+ name = preview_branch_missions_5
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+ potential = {
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+ ai = no
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+ has_branching_missions = yes
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+ has_preview_mission_flag = yes
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+ num_of_mission_branches = { value = 5 }
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+ NOT = { currently_selected_branch = { value = 5 } }
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+ }
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+ trigger = { can_select_branch = { value = 5 } }
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+ effect = { preview_mission_branch = { branch = 5 } }
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+ tooltip = preview_branch_missions_5_title
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+ }
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+ custom_button = {
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+ name = preview_branch_missions_5_highlighted
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+ potential = {
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+ ai = no
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+ has_branching_missions = yes
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+ has_preview_mission_flag = yes
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+ num_of_mission_branches = { value = 5 }
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+ currently_selected_branch = { value = 5 }
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+ }
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+ trigger = { can_select_branch = { value = 5 } }
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+ effect = { preview_mission_branch = { branch = 5 } }
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+ tooltip = preview_branch_missions_5_title
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+ }