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编辑“
Anomalies modding
”(章节)
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== Anomaly events == Anomaly events are identical to standard events. The unique part about them is that anomaly categories trigger them, and they must be ship events. Please visit the [[Event_modding|events]] page for a more detailed look at events. === Example === Continuing the prior example, the following is an implementation of the anomaly event <code>my_asteroid_event.1</code>. This code will need to reside in your mod's <code>events\</code> directory. As before, you can name the file whatever you want, but let's call this one <code>my_asteroid_event.txt</code>. We won't go into much detail this time, but there are some important things to note. First, anomaly events have the context <code>root = ship</code>, <code>from = planet</code>. Second, anomaly events exclusively set <code>is_triggered_only</code> to <code>yes</code>, as they never trigger themselves. Third, it is common to use the <code>immediate</code> block to clean up the celestial body the event is triggering on. In our example, we want to reward the player with either an engineering deposit or a mineral deposit, so we want first to remove any pre-existing deposits on the asteroid. Your anomaly event code would therefore look like the following: <syntaxhighlight lang="PHP"> namespace = my_asteroid_event ship_event = { id = my_asteroid_event.1 title = "my_asteroid_event.1.name" desc = "my_asteroid_event.1.desc" picture = GFX_evt_mining_station show_sound = event_ship_bridge location = from is_triggered_only = yes immediate = { from = { clear_deposits = yes } } option = { name = "my_asteroid_event.1.a" from = { set_deposit = d_engineering_2 } } option = { name = "my_asteroid_event.1.b" from = { set_deposit = d_minerals_5 } } } </syntaxhighlight>
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