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2.2 版本
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== Modding == * Added scriptable leader classes, old classes are now attributes for the new ones * Added on_crossing_border on-action * You can now set an arrival_effect on auto_move_to_target, this will fire that scripted effect on arrival * Added "on_fleet_combat_joined_attacker" and "on_fleet_combat_joined_defender" on_action. Both are fired when fleet enter combat, scopes etc in the file "00_on_actions.txt" * Added country_trade_fee modifier * Replaced free_pop_slots trigger with free_housing trigger * Updated the "if" trigger to work in the same way as the "if" effect: if { limit = {...} } else_if { limit = {...} } else { ... } * Added define for default trade change * Added MARKET_FLUCTUATION_EPSILON define to avoid useless calculations * Added last_building_changed / last_district changed triggers * Added on_system_lost and on_system_gained on-actions * Create Species can now accept an event_target for the species class create_species = { class = event_target:caravaneer_fleet2_country.species } * Most modifiers in the game now take custom_tooltip to print a custom desc * Added perc_communications_with_playable trigger * Added triggers "has_rival = <Target>" and "has_overlord=<Target>" * Added is_half_species trigger * Added create_half_species effect * Added country-scoped variants of event pulses. Which countries get these is controlled in country type settings * Added GetRulerName to localization script in Leader scope * The "has_colonization_control" trigger now works like other species rights trigger: has_colonization_control = { value = no country =root } * Added a "can_colonize_with_species" game rule * It is now possible to directly script a civic as changing the empire's homeworld class, and this will be reflected properly in empire designer * The number of district types shown in the expansion planner is now fully moddable through a Define ( EXPANSION_VIEW_NUM_DISTRICTS ) However, the gui files must also be changed to have that number of district buttons/icons * Added set_market_leader effect * Anomalies with a null_spawn_chance set that are set to only happen once for the country/game will now be blocked from being rolled again if they fail to pass the null spawn chance check, meaning that some anomalies can be made properly rare and not occur in every game * Added the "diplomacy_economy" database where you can defines upkeep and production of resources for various types of diplomatic relations. * Added remove_deposit effect * Added is_deposit_type trigger * Add define for resource base, min and max price on the market * Add defines for constants in price change equation * Buildings can now have a custom tooltip effect
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