More commenting things out
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common/achievements/_achievements.info
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common/achievements/_achievements.info
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##############################################################
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# Structure
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##############################################################
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#
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# These files comprise the Achievement Database.
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#
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# Achievements Flags
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#
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# When we add flags etc for achievements, we need to do it in a certain roundabout way, or else it'll trigger errors
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# when running some of our automated tests. For context, these tests run the game without graphics, which for one
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# reason or another, don't read achievements.
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# Thus if the only place an achievement flag/variable is read is inside the achievement script, we end up with errors
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# like these during the test:
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#
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# [15:36:43][jomini_effect.cpp:324]: Character flag 'rd_character_blocked_far_from_home_achievement' is set but is never used
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# [15:36:43][jomini_effect.cpp:324]: Variable 'first_of_the_crusader_kings_achievement_flag' is set but is never used
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#
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# Instead use the scripted achievement effects such as add_achievement_flag_effect.
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# They will suppress the above errors by adding dummy usages as well.
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#
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# Look for all effects in achievement_effects.txt, the different effects are used for different kinds of achievement checks.
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# Key of the achievement. Name and description loc keys will use this as base in achievements_l_LANGUAGE.yml
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# name: ACHIEVEMENT_your_achievement_key
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# description: ACHIEVEMENT_DESC_your_achievement_key
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your_achievement_key = {
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### possible (trigger, optional)
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#
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# A player-character-scoped trigger that determines whether the achievement can ever be unlocked in this run.
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# This allows the player to see which achievement they can aim for in this run. Can be empty and check for variables
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#
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# Scopes:
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# root = the character being played
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possible = {
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}
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### happened (trigger)
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#
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# A player-character-scoped trigger that determines whether the achievement was unlocked.
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# In practice we always use a custom_description trigger to be able to show custom trigger text.
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# The custom trigger descriptions are defined in XX_track_achievement_triggers.txt in the common/trigger_localization folder.
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# After the text you can write the actual condition to unlock the achievement.
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happened = {
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custom_description = {
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# Name of the custom trigger localization. Usually the structure to use in the achievement_triggers file goes like this:
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#
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# your_achievement_key_trigger = {
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# global = ACHIEVEMENT_DESC_your_achievement_key
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# }
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text = your_achievement_key_trigger
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### subject (optional)
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# scope object of the subject of the text's phrase, to be used when localizing the text's variable entities (he/she/I...).
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# This only affects the text localization. Generally unused for achievements.
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subject = {}
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### object (optional)
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# scope object of the object of the text's phrase, to be used when localizing the text's variable entities (he/she/I...).
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# This only affects the text localization. Generally unused for achievements.
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object = {}
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### value (optional)
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# scope object of a numeric value to be used in the text's phrase.
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# This only affects the text localization. Generally unused for achievements.
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value = {}
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# Everything else in this custom_description is counted as a Character-scoped trigger that checks if the current situation can unlock this achievement.
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#
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# Scopes:
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# root = the character being played
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exists = root.capital_province
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}
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}
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}
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