- Fuhrer Mana, a new resource for Germany - A spell system that uses Fuhrer mana as a resource - You can use spells targeted on your country by clicking Fuhrer mana resource - You can use targeted spells on enemy countries by clicking them - You can use targeted spells on your own states by clicking them - A psuedo-focus system works independent of existing one that can boost your Fuhrer mana production - A way to boost your research by consuming Fuhrer mana - A basic AI that can make use of Fuhrer mana If you want to try this mod, you can download it from Steam Workshop using this link or just download the mod attached in this post and extract it to your mod folder (under \Documents\Paradox Interactive\Hearts of Iron IV\mod). I also added a small cheat, right clicking on Fuhrer mana resource will give you free Fuhrer mana.
- Create GUIs that will be visible when a certain trigger is true (for example in first gif, the player clicks on resource to pop up a new GUI) and/or when player selects a country/state (second and third gifs shows an example to this) - By default this GUIs are not attached to an existing GUI (like first three gifs) but you can also attach them to existing GUI elements (5th gif has a scripted GUI attached to national focus tree) - Attach effects to buttons in scripted GUIs, which will be called when player clicks, right clicks on them. You can also attach different effects while user is holding ctrl/alt/shift while left or right clicking - Attach triggers to buttons that will disable them (for example spells are disabled when you are out of mana) - Attach triggers to buttons/icons/texts to make them visible/hidden with certain conditions (disable research button is only visible when you actually enabled it) - Use scripted localization in your texts, tooltips, button texts etc. You can also display description of effects you attached in tooltips - A score based AI system that will evaluate your scripted GUIs on an interval you chose and on targets that you have filtered (for targeted scripted GUIs, like 'meteor swarm' spell GUI) and simulate clicking on buttons on the order of scores you have given to them. - It will be available on multiplayer as well! I created a tutorial on how to use this new system, which can be found on our modding forum following this link. It gives you a much more indepth on how you you can implement this features.
- events - decisions - traits - ai_strategy - ai_strategy_plans - on_actions - scripted_effects - scripted_triggers - scripted_localisation - scripted_guis - defines - some gui files - yml files
name="testmodB" path="mod/testmodb/" # this guarantees we load testmodA first before our testmodB is loaded dependencies= { "testmodA" } supported_version="1.5.2"