ActionGroups
ActionGroups element consists of ActionGroup child elements. Each ActionGroup should have the following attributes:
id- The
idof theActionGroup. This must be unique on a per mod basis.
- The
scope- Whether the
ActionGrouptargets the frontend or gameplay scope. The value of this element must be eithergameorshell
- Whether the
criteria- The criteria that must be met for this
ActionGroupto trigger. Set the value to theidof aCriteriadefined inActionCriteria
- The criteria that must be met for this
ActionGroup consists of Action child elements, which in turn consists of an array of different child elements representing different types of actions. Those child elements should have further Item file elements that contain a path (relative to the .modinfo file) to the file to be loaded by the action
There are a variety of different action types.
UpdateDatabase
Updates either the frontend/shell or gameplay database with the provided .xml or .sql items, depending on the scope of the ActionGroup.
UpdateText
Updates the Localization database with the provided .xml or .sql items.
UpdateIcons
Updates the Icons database with the provided .xml or .sql items.
UpdateColors
Updates the Colors database with the provided .xml or .sql items.
UpdateArt
Updates art files. This action type won’t be useful for modders until art tools are released.
ImportFiles
Imports files into the game’s file system. This can be used to import custom 2D assets such as .png files. It can also be used to replace files, provided the file being imported has the same name and path (relative to the .modinfo file).
UIScripts
Loads the provided .js files as new UI scripts.
UIShortcuts
Loads the provided .html files into the game’s debug menu for loading. EnableDebugPanels must be set to 1 in AppOptions.txt to access the panel.
UpdateVisualRemaps
Updates the Visual Remap database with the provided .xml or .sql items. The Visual Remaps can be used to relink the visuals of gameplay entries onto other assets.
MapGenScripts
Adds a new .js gameplay script that is loaded during map generation, then unloaded after.
ScenarioScripts
Adds a new .js gameplay script.