Please note that MagicBounty only supports boolean memkeys. Each MagicBounty creates a few of their own, therefore you can use these to create a simple chain of bounties offered one after the other, or even with some light branching depending on the outcome. For example there is a $gaATG_missionCompleted memkey set when completing the main quest. > trigger_memKeys_all and trigger_memKeys_any : memkeys are variables stored in memory, they can be created and altered by scripts or events from both vanilla and mods. ![]() The later can be easier to use if you have a bounty fleet that scales to a minimum size, so that it is only offered when the player has a fighting chance. Min level is a campaign advancement threshold, but min fleet size is variable. > trigger_player_minLevel and trigger_min_fleet_size : These define player-bound progress requirements. Please note that defining both allowed markets with allies, and forbidden markets with enemies can make your bounty extremely widely available, especially in large modded games with random relationships. > trigger_marketFaction_none and trigger_marketFaction_enemyWith : The former designate the factions whose markets CANNOT offer the bounty, but also to limit the offer to market from factions that are hostile to them (reputation level of hostile and lower) > trigger_marketFaction_any and trigger_marketFaction_alliedWith : These allow you to enable every markets from a given faction list to offer your bounty, along their allies if desired (reputation level of welcoming and up). ![]() However you may still want to define fallback options so that players using Nexerelin "Random Core Worlds" can still have access to it in their game, such as defining a faction markets. > trigger_market_id : If there are market IDs defined, the offer will ONLY be available at these. The bounty board is available in this bar Most errors comes from missing a comma, or not using and ,Ī lot of parameters are self-explanatory, but here are a few more details: If you are not familiar with this type of file, I suggest to read at least a short primer on it. More specifically it uses the Hjson formatting that allows the use of # to ignore a line or add comments. The bounty is defined as a "JSON" file that gets merged and added to a pool of bounties. Additionally, if you have a compelling idea that would require a new feature, do not hesitate to propose it. More parameters and functionalities may be added over time that you may want to take advantage of. It can greatly help you find why you aren't getting desired results, or where you might have made a mistake.Īlways refer yourself to the MagicLib main article for finding documentation about the latest version of the file. Using "dev mode" will also enable a LOT of messages in the debug console and the log, detailing each steps of the bounty loading and creation. Make sure to pick "Hjson" highlighting with the "Select Laguage Mode" button to the bottom right instead of "json" or "regular text", it can easily be missed. The JSON format is somewhat finicky, using that program will make your life much easier with pretty colors, section collapsing and highlights of some basic mistakes. While any text editor can be used to create and edit JSON files, but I strongly suggest using Visual Studio Code, with the Hjson plugin. VSCode interface with reference file on the left and working file on the right. The content displayed with the offer is entirely at the discretion of the author: from nothing but a flavor text with a reward to the exact location and enemy fleet's composition, you define what will be and won't be known by the player. Job offers can be ignored or dissmissed entirely to never see them again, but once accepted they will have a completion deadline and one of 4 objectives. (imagine a space version of Craig's List mixed with 4-chan's anonymity and loose moderation). ![]() It presents itself as an "unnofficial bounty board" that can be consulted in bars around the sector. MagicLib offers a simple no-code-required, no-rules.csv, solution to add unique bounties to the game.
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