##################### # CONCEPT TYPES # ##################### #concept_id = { # ID used for specifying the concept in loc strings. # # If it's used without a replacement string, there must be a loc with an identical key. # # If tooltip_override is not used, there must be a loc with a key suffixed with "_desc" (e.g. concept_id_desc). # alias = { concept_alias_1 concept_alias_2 } # List of aliases that may be used instead of the ID. # # Any that are used without a replacement string must have a loc with an identical key. # icon = "gfx/interface/icons/concepts/concept_icon.dds" # Icon shown in concept tooltip. # # If not specified, it will use NUncheckedDefines::NInterface::GAME_CONCEPT_ICON_DEFAULT from unchecked_defines/00_interface.txt. # texture = "gfx/interface/icons/concepts/concept_icon.dds" # Alternative for "icon". # tooltip_override = "civic:civic_imperial_cult" # Tooltip to use instead of the default. Can be either a loc key or a database object (see DATABASE CONCEPTS below). # wiki = "search this" # Stellaris Wiki search string override. By default it is generated from the key. Probably not useful for modders currently as only the official wiki is supported. # databank = { # Databank section: # category = "default" # The category from the database common/game_concept_categories. # icon = "gfx/interface/icons/concepts/concept_icon.dds" # Icon override (of category default). # picture = "gfx/event_pictures/ancient_databank.dds" # Big picture override to be displayed in upper right of Databank. # } #} # ############################# # USING CONCEPTS IN LOC # ############################# # EXAMPLE_LOC_1: "Example of a ['concept_id'] with a tooltip" # This will replace the square bracketed text with the "concept_id" loc. # The tooltip will use the key "concept_id_desc" unless tooltip_override is specified. # # EXAMPLE_LOC_2: "Example of a ['concept_id', replacement text] with a tooltip" # This will replace the square bracketed text with "replacement text". # Unlike EXAMPLE_LOC_1, there doesn't need to be a loc with the key "concept_id". # ######################### # DATABASE CONCEPTS # ######################### # For some types of database objects, we support automatically generating concept tooltips without having to manually create them in loc. Objects are specified using the following syntax: # civic:civic_imperial_cult # In this example, "civic" is the object type and "civic_imperial_cult" is the object ID. # # There are two ways to use database concepts: # 1) Specify a database object instead of a concept ID. # EXAMPLE_LOC_1: "Example of ['civic:civic_imperial_cult'] with a tooltip" # This method does not require creating a concept in game_concepts or any concept loc. # Tooltips shown this way will not have a concept icon. # If a replacement string is not specified, this will use the object ID as the loc key for the concept text. # This only works for object types whose loc keys are the same as their object IDs, otherwise a replacement string should be used. # It also doesn't support objects using different names based on triggers (e.g. tradition swaps); it will always use the default name (only in the concept text; the tooltip should apply triggers correctly). # Specify a specific database swap. # This can be used if you want to override any triggers and show one specific swap or the pre-swapped version of the database object. # EXAMPLE AUTHORITY SWAP # 1: authority:auth_democratic:auth_cyber_creed_democratic # Always show the Cyber Creed authority swap for Democracy # 2: authority:auth_democratic: # Always show the base Democratic authority # 2) Create a concept with the database object as its tooltip_override, then use that concept in loc. # concept_id = { # tooltip_override = "civic:civic_imperial_cult" # } # Like other concepts, this requires a loc with the same key as the concept unless a replacement string is used. It also supports concept icons and aliases. # # List of currently supported object types: # ascension_perk # authority # authority_swaps # building # civic (includes origins) # district # edict # ethic # starbase_building # starbase_module # technology (note: the tooltip currently only shows the name and description) # tradition # tradition_category # trait and leader trait (note: use object type 'leader_trait' for the latter) # # In GUI, instantTextBoxType has a "concepts_show_missing_dlc" parameter. If set to "yes", database concept tooltips inside the text box will show unmet DLC requirements for the database object. # Currently, this only works for authorities, civics, ethics and species traits.