Mission - atom description
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General description[edit]
- 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[edit]
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 these mods will 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]] | obligatory | All available buildings in the mission. |
allowed_monuments | vec_1D[atom[Monument]] | obligatory | All available monuments in the mission. |
allowed_templates | vec_1D[atom[Mn Template]] | obligatory | 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[edit]
map_mod_override[edit]
- Mission map file location detemined automaticaly by mod and mission name.
- Change this property through a mod to make the game load mission map file from other mod. Typically from the mod changing this property.
Example[edit]
atom ('mission.nz.11', { description = 'mission.description.nz.11', first_residents_event = 'event.first_residents', leaving_residents_event = 'event.leaving_residents', returning_residents_event = 'event.returning_residents', no_path_residents_event = 'event.no_path_residents', intro_event = 'event.intro.nz.11', money_events = {'event.money.nz.11', 'event.money.nothing'}, allowed_buildings = ac( nature_buildings, ac( irrig_buildings, { 'build.road.dirty', 'build.road.stone', 'build.bridge', 'build.mine.clay', 'build.mine.fish', 'build.shop.bread', 'build.shop.ceramic', 'build.shop.brick', 'build.shop.copper_jewels', 'build.shop.beer', 'build.shop.tablet', 'build.shop.ceremony', 'build.shop.meat', 'build.shop.furniture', 'build.shop.seal', 'build.shop.gold_jewels', 'build.shop.fabric', 'build.shop.cloth', 'build.service.water', 'build.service.priest', 'build.service.administration', 'build.service.library', 'build.service.lawyer', 'build.market.basic.7', 'build.market.mid.11', 'build.market.luxury.10', 'build.farm.plant.11', 'build.farm.animal.9', 'build.warehouse.11', 'build.house.lower.4', 'build.house.middle.5', 'build.house.upper.3', 'build.caravanserai.11', 'build.mn_warehouse', 'build.port.small', 'build.port.big', 'build.decor.stele', 'build.decor.obelisk', 'build.decor.statue', 'build.decor.grass.small', 'build.decor.garden.small.1', 'build.decor.garden.small.2', 'build.decor.garden.small.3', 'build.decor.garden.small.color.1', 'build.decor.garden.small.color.2', 'build.decor.garden.small.color.3', 'build.decor.garden.small.color.4', 'build.decor.garden.small.fountain.1', 'build.decor.garden.small.fountain.2', 'build.decor.garden.small.fountain.3', 'build.decor.garden.big.1', 'build.decor.garden.big.2', 'build.road.decorative.1', 'build.road.decorative.2', 'build.road.decorative.3', })), allowed_monuments = { 'mn.temple.11', 'mn.palace.11', }, allowed_templates = { 'mn_template.temple.11', 'mn_template.palace.11', }, base_mods = {"base"}, map = 'map.nz.11', prestige = 'prestige.nz.11', requests = {'request.nz.11.a', 'request.nz.11.b', 'request.nz.11.c'}, demands = {}, target_population = 24000, target_prestige = 1440, target_level_atoms = { 'level.house.middle.5', 'level.house.upper.3', }, target_level_counts = { 64, 11, }, target_monument_atoms = { 'mn_category.temple.11', 'mn_category.palace.11', }, target_monument_counts = { 1, 1, }, })