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DragonKnightOfBreeze avatar DragonKnightOfBreeze commented on May 28, 2024 1

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from paradox-language-support.

DragonKnightOfBreeze avatar DragonKnightOfBreeze commented on May 28, 2024

So the logic to get the actual modifier icon path should be optimized.
And it seems like there are some other 'inherit icons' situations.

from paradox-language-support.

DragonKnightOfBreeze avatar DragonKnightOfBreeze commented on May 28, 2024

Plugin now simply get the modifier icon path by template expression "gfx/interface/icons/modifiers/$.dds", where "$" is the modifier name.

It seems like there should be some addtional inference logic (and are there others?),
and the icon file could also be a png file.

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TTFTCUTS avatar TTFTCUTS commented on May 28, 2024

Some others:

  • Economic category modifiers use icons related to their resources (there's some nuance to this one, worth careful investigation, particularly for modifiers which don't point at a specific resource)
  • Scripted modifiers can specify an icon in their definition.

All of these (note the warnings in the scroll bar) have icons in-game
image

Edit: Just noticed the priest unity additive modifier using an old Russian loc entry from one of our "orphaned" loc files in favour of the vanilla english loc. Unsure if that priority order is desirable or not. I've removed the entry from the file since it wasn't being used any more anyway.

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DragonKnightOfBreeze avatar DragonKnightOfBreeze commented on May 28, 2024

image

from paradox-language-support.

DragonKnightOfBreeze avatar DragonKnightOfBreeze commented on May 28, 2024

Not sure what's the icon generation rule for template-based modifier (e.g. shipsize_<ship_size>_build_speed_mult).

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