# scripted map modes can be used to add new map modes to game_map_mode_factions # # example: # #scripted_map_modes = { # test_map_mode = { # # the game will use name of the map mode for some strings: # # MAPMODE_TEST_MAP_MODE MAPMODE_TEST_MAP_MODE_NAME MAPMODE_TEST_MAP_MODE_DESCRIPTION as name & desc # # test_map_mode_tooltip & test_map_mode_tooltip_delayed for tooltips # # GFX_mapmode_buttons_deselected_small_test_map_mode GFX_mapmode_buttons_selected_small_test_map_mode for the icons # # # there are two layers for a map mode. bottom & top # # both are same except during rendering they will be rendered in that order # # for each layer the game will figure out what borders to render and will ask script to pick a color for those # top = { # # # type represents which borders will be used for rendering for this layer # # or it can represent one of the hard coded map mode layers # # must be one of following: # # none #will render nothing for this layer # # country #will render using country provinces # # state #will render using state provinces # # state_controller #will render using state provinces & controllers. if a state is shared between countries it will be called for each country # # # game_map_mode_country (these are hard coded map mode layers. if these are used all other layer entries are ignored) # # game_map_mode_states # # game_map_mode_diplomacy # # game_map_mode_players # # game_map_mode_factions # # game_map_mode_ideology # type = country # # # this trigger will be used for setting the color of a specific border # # if trigger returns true then it will render that border # # scope depends on type of the layer # # scope is player # # from scope depends on type # # country: current country that will be rendered # # state: current state that will be rendered # # state_controller: current state that will be rendered and from from scope will be the controller of current portion of the state # # if return value is true the game expects you to set some temp variables which will be used as border color etc # # color = { # set_temp_variable = { red = 0.0 } # set_temp_variable = { blue = 1.0 } # set_temp_variable = { green = 0.0 } # set_temp_variable = { alpha = 1.0 } # # # only needed if thickness = yes on parent # # specify layer thickness # set_temp_variable = { thickness = 10.0 } # # # if set border will pulsate # set_temp_variable = { highlighted = 1.0 } # # #always = yes # } # # # # a target list that can be used to limit which scopes will be rendered on map # # similar to targeted decisions # # highly recommended for performance, otherwise it will try to render for every scope # targets = { # #target_array = robot_map_icon_array # #targets # #target_trigger # #... everything targeted decisions support # } # # # if the border has thickness then set # thickness = yes # } # # bottom = { # # same structure as top # # type = none # } # # # # if we want to show texts on map this you can set far_text & near_text # # must be one of the: # # none # # country # # state # # faction # # player # # far_text = country # near_text = state # # # if yes, the game will update the map mode daily_update # # otherwise force_update_map_mode effect can be used # update_daily = yes # # } #}