Kod:
an_anomaly_category = { # Anomaly category ID key
should_ai_use = yes/no # Allows AI empires to generate the category. Default: no
desc = "key" # Optional, if no desc is given "<category key>_desc" is assumed
desc = { # Can also use triggered descs. First valid entry will be used.
trigger = { ... } # Scope: planet, from = ship
text = "key" # Localization key for description
}
picture = GFX_picture # Picture displayed in category window
level = int # Anomaly level, 1 to 10
null_spawn_chance = 0.5 # Default 0. 0.0 - 1.0 (0 to 100%) chance category will NOT spawn
# even if it is picked by the anomaly die roll. Used to make
# categories for unusual objects (e.g. black holes) actually rare.
max_once = yes/no # default NO, if true will spawn category only once per empire
max_once_global = yes/no # default NO, if true will spawn category only once per game
spawn_chance = { # Chance for this anomaly category to spawn,
base = <num> # relative to other valid categories. Default: base = 0
modifier = { # Spawn chance modifier
add/factor = <num>
<triggers> # Scope: planet, from = ship
}
}
on_spawn = { <effects> } # Executes immediately when anomaly category is spawned.
# Scopes are this/root: planet, from: ship
# NOTE: on_spawn effects will not run if category is spawned through console
on_success = { # Picks anomaly event to fire; similar to random_list
1 = { # Base chance
max_once = yes # Individual outcomes default to max_once = yes,
max_once_global = no # and max_once_global = no
modifier = { # Optional modifiers
add/factor = <num>
<triggers> # Scope: ship, from: planet
}
anomaly_event = <id> # New effect anomaly_event fires specified event ID. Scope: ship, from: planet
} # Can also use ship_event, though it gets different scopes:
# ship, from: ship, fromfrom: planet
1 = <event id> # shorthand for 1 = { anomaly_event = <event id> }
}
on_success = <event id> # Shorthand for on_success = { 1 = { anomaly_event = <event id> } }
} # Only use if there is only one outcome in the category