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== User Modding == * Added character modifier, Men-at-arms Counter Resistance * Rename hidden_effect_new_artifact to hidden_effect_new_object * Add GetBaronyNameExplicitly and GetBaronyNameExplicitlyNoTooltip to provinces to get the barony even if its the capital. * Add building_slot_add modifier for holdings. * Add prowess_no_portrait trigger. * Add trait modifiers based on faith doctrine parameters, analogous to culture * Added defines for simple text glow formats * Adds the hostile_county_attrition_raiding to modify the hostile county attrition of raiding armies. Will apply from both commanders and owners of armies. This IGNORES the regular lower limit of 10%, such that hostile county attrition for raiding armies can be reduced to 0. Go forth, land vikings! Pillage! Rule! * Adds the movement_speed_land_raiding to modify the speed of raiding armies moving over land. Will apply from both commanders and owners of armies. * Consistently use reference for triggered background/textures instead of sometimes duplicating with event_background. * Custom loc can now have the "all" type which lets it match to any scope type. * Interactions can now also set a cooldown on all other interactions in the same category via the 'category_cooldown' and 'category_cooldown_against_recipient' properties * Make province GetName and GetNameNoTooltip both return the county if capital. * Remove 'goto' field from 'send_interface_message' and 'send_interface_toast' * Remove GUI support for 'PlayerMessageItem' members 'GetGotoProvince', 'HasGotoProvince', and 'OnGoto' * Remove the add_building_slot effect, only use the new building_slot_add modifier. * Rework how open_view and open_view_data handle additional script provided data, the view_message field has been renamed to data and can be used in either of those effects it will now pass the additional data to the specific interface it is opening which will use it as appropriate. * The 'duel' script effect can now use multiple skills at once, averaging their value. Up to six skills can be compared. * Add diarchy_succession_character script list builder * Add effect change_diarchy_type * Add effect set_diarch * add trigger is_diarchy_successor * Per modder request, added some instructions (and a small correction) to on_actions.info to help newbie modders just getting started * Per modder request, added standardised cultural parameters for raiding overland and overseas to increase mod interoperability. Also made it easier to add dynasty modifiers, house modifiers, & cultural innovations that unlock raiding (either according to standard restrictions for non-tribals or, optionally, without restrictions) * Per modder request, replaced almost all instances of has_government with government_has_flag (and added relevant flags to each government type) to allow for easy hooking in of additional government types to vanilla content & systems, as well as better mod interoperability * Add function [Army.GetArmyStatusTooltip] * Introduce [Army.GetArmyStatusOutlinerIcon] * Renamed [Army.GetArmyStatusIcon] to [Army.GetArmyStatusIllustration]. * add change_diarchy_power_level effect * add diarchy_has_parameter trigger * add diarchy_power_level trigger * add set_diarchy_power_level effect * Converted tribal imprisonment block to use a government flag for marginally higher mod compatibility * Added 'memory_creation_date', 'memory_end_date' and 'memory_age_years' triggers for Character Memories. * Add HasCharacterFlag datafunction for characters * Added IsDateAfter promote that takes a date and a target date. * Added IsDateBefore promote that takes a date and a target date. * Added IsDateBetween promote that takes a target date, a start time and an end time. * Added IsDateToday promote that takes a date. * Added GetDateAsTotalDays promote for Dates * Added promote HasFlag to the (Player) MessageType in order to allow specializations for message appearances. * Added effect start_travel_plan, which opens the travel planning window for the player and can take multiple (optional) input parameters like destination(s), companion(s), events/on_actions, et al. * New `*_neighboring_province` list can be use to efficiently get adjacent provinces in script * New `*_army_in_location` list can be used to quickly find armies in a province * The "Settings" window doesn't pop up anymore when reloading localization data * New expand auto-complete mode for console: Toggle via `settings` -> Tools -> Console auto-complete mode * Can kick out existing councillor "nicely" by using `remove_existing_councillor = yes` in `assign_councillor_type` effect * Interactions targetting artifacts can now directly open up a specific artifact * You can now actually generate a 'lowborn' character from character templates (`dynasty = none` is now correctly honored) * The PdxData data_binding 'macro' system now supported for mods too * You can attach character portrait assets to the root of a 3D entities via `at_root_of_entity` (same config location as `shared_pose_entity` / `node`) * New 'scope exists' script operator "?=" added, so we don't have to write "exist = bla bla = { stuff }" thousands of times and can just do “bla ?= { stuff }” * Scope exists operator `bla ?= {}` in effects will not execute effects inside scope if the scope `bla` does not exist * Added new 'ransomed' artifact history state * `set_location` effect now has `stick_to_location = yes` if you want to pin down someone’s default location to be different from their capital or court * Added a flags property to messages * Inspect characters, artifacts, and activities by ctrl+alt+clicking * Buildings can have custom modifier descriptions * Split up the portrait modifiers to different files with groups based on priority. Higher priority value means it will override any modifiers with lower priority. This way we don't have to weigh everything against everything else, instead we can know with certainty that armors, for example, will always override regular clothes. Scripted characters are now found in the priority just above base modifiers, with priority 2. * Moved most of the portrait modifier triggers into scripted triggers that can be found in game/common/scripted_triggers/00_clothing_triggers.txt. This makes the portrait modifier script files much easier to work with and removes a lot of copy paste script.
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