Difference between revisions of "Mission - atom description"
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|target_prestige || int || 0 || Prestige objectives. | |target_prestige || int || 0 || Prestige objectives. | ||
|- | |- | ||
− | | | + | |target_level_atoms || vec_1D'''['''atom'''['''[[House Level - atom description|House Level]]''']]''' || empty vec || House level objectives atoms. |
|- | |- | ||
− | | | + | |target_level_counts || vec_1D'''['''int''']''' || empty vec || House level objectives values. |
+ | |- | ||
+ | |target_goods_atoms || vec_1D'''['''atom'''['''[[Goods - atom description|Goods]]''']]''' || empty vec || Goods objectives atoms. | ||
+ | |- | ||
+ | |target_goods_counts || vec_1D'''['''int''']''' || empty vec || Goods objectives values. | ||
+ | |- | ||
+ | |target_monument_atoms || vec_1D'''['''atom'''['''[[Mn Category - atom description|Mn Category]]''']]''' || empty vec || Monument objectives atoms. | ||
+ | |- | ||
+ | |target_monument_counts || vec_1D'''['''int''']''' || empty vec || Monument objectives values. | ||
|} | |} | ||
Revision as of 16:44, 16 April 2021
General description
- Mission atom is the main atom of any mission.
- It contains all settings of the mission or links to other atoms containg mission settings.
Properties description
Name | Type | Default value / Obligatory |
Description |
---|---|---|---|
description | atom[Description Mission] | obligatory | Mission description atom. |
first_residents_event | atom[Event] | obligatory | Event atom for the first incoming settlers. |
leaving_residents_event | atom[Event] | obligatory | Event atom for the leaving settlers. |
returning_residents_event | atom[Event] | obligatory | Event atom for the returning settlers. |
no_path_residents_event | atom[Event] | obligatory | Event atom when settlers are not able to reach empty houses. |
map | atom[Map] | obligatory | Mission map atom. |
prestige | atom[Prestige] | obligatory | Mission prestige atom. |
requests | vec_1D[atom[Request]] | obligatory | Mission requests. |
demands | vec_1D[atom[Demand]] | obligatory | Mission demands (royal requests). |
base_mods | vec_1D[string] | obligatory | Base mods of this mission. All terrains data from thiese mods wil be available in this mission. |
map_mod_override | string | empty | Map file mod path override. If non empty then the game will look for the mission map file in this mod data. |
allowed_buildings | vec_1D[atom[Building]] | empty | All available buildings in the mission. |
allowed_monuments | vec_1D[atom[Monument]] | empty | All available monuments in the mission. |
allowed_templates | vec_1D[atom[Mn Template]] | empty | All available monument templates in the mission. |
target_population | int | 0 | Population objectives. |
target_money | int | 0 | Money objectives. |
target_prestige | int | 0 | Prestige objectives. |
target_level_atoms | vec_1D[atom[House Level]] | empty vec | House level objectives atoms. |
target_level_counts | vec_1D[int] | empty vec | House level objectives values. |
target_goods_atoms | vec_1D[atom[Goods]] | empty vec | Goods objectives atoms. |
target_goods_counts | vec_1D[int] | empty vec | Goods objectives values. |
target_monument_atoms | vec_1D[atom[Mn Category]] | empty vec | Monument objectives atoms. |
target_monument_counts | vec_1D[int] | empty vec | Monument objectives values. |
Properties in detail
- See in-game prestige tab where you can find how individual components are computed using these data.
Example
atom ('prestige.nz.13', { monuments_atoms = { 'mn_category.temple.13', 'mn_category.palace.13', 'mn_category.garden.13', }, monuments_atoms_weights = { 250.0, 300.0, 500.0, }, population_atoms = { 'resident.lower', 'resident.middle', 'resident.upper', }, population_atoms_weights = { weight_lower, weight_middle, weight_upper, }, revenue_weight = weight_revenue, ui_bound = 2000, })