Add defeat condition on civil centre loss
Somewhat obsoleting 171afdc7a6
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Reviewed By: Freagarach
Comments By: Stan, Nescio and wowgetoffyourcellphone
Differential Revision: D3530
This was SVN commit r25422.
This commit is contained in:
parent
441c122331
commit
412e870c55
@ -0,0 +1,11 @@
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{
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let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
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cmpTrigger.ConquestAddVictoryCondition({
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"classFilter": "CivilCentre+!Foundation",
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"defeatReason": markForTranslation("%(player)s has been defeated (lost all civic centres).")
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});
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cmpTrigger.ConquestAddVictoryCondition({
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"classFilter": "ConquestCritical CivilCentre+!Foundation",
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"defeatReason": markForTranslation("%(player)s has been defeated (lost all civic centres and critical units and structures).")
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});
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}
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@ -11,7 +11,7 @@
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"scripts/Conquest.js"
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],
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"Default": true,
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"DisabledWhenChecked": ["conquest_units", "conquest_structures"],
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"DisabledWhenChecked": ["conquest_units", "conquest_structures", "conquest_civiccentres"],
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"GUIOrder": 0
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}
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}
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@ -0,0 +1,16 @@
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{
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"TranslatedKeys": ["Title", "Description"],
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"Data":
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{
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"Title": "Conquest Civic Centres",
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"Description": "Defeat opponents by destroying all their fully build civic centres.",
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"Scripts":
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[
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"scripts/TriggerHelper.js",
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"scripts/ConquestCommon.js",
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"scripts/ConquestCivicCentres.js"
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],
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"DisabledWhenChecked": ["conquest", "conquest_structures"],
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"GUIOrder": 3
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}
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}
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@ -10,7 +10,7 @@
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"scripts/ConquestCommon.js",
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"scripts/ConquestStructures.js"
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],
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"DisabledWhenChecked": ["conquest"],
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"DisabledWhenChecked": ["conquest", "conquest_civiccentres"],
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"GUIOrder": 1
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}
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}
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