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game/src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd
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| add_gui_element("country_technology", "tech_group") | ||
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| var area_node : Node = get_node(^"./tech_group") | ||
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| area_node.reparent(root_node) |
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Rather than generating at the top level and reparenting, you can use GUINode.generate_gui_element, store the result in a variable, and then add_child it to the desired parent if it's not null (applies to similar cases throughout this file)
game/src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd
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| main_icon.mouse_filter = Control.MOUSE_FILTER_PASS | ||
| main_icon.set_tooltip_string(mod_tooltips[i]) |
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set_tooltip_string automatically changes mouse filter to PASS if it's currently IGNORE, so the change above isn't necessary unless you're changing it from something other than IGNORE
| _current_research_progressbar.set_tooltip_string_and_substitution_dict( | ||
| tr("TECHNOLOGYVIEW_RESEARCH_TOOLTIP") + "\n" + | ||
| tr("TECHNOLOGYVIEW_RESEARCH_INVESTED_TOOLTIP") + | ||
| MenuSingleton.get_tooltip_separator() + | ||
| info.get("current_research_effect_tt", ""), | ||
| { | ||
| "TECH": tr(current_research), | ||
| "DATE": info.get("current_research_finish_date", "1836.1.1"), | ||
| "INVESTED": info.get("current_research_invested", 0), | ||
| "COST": info.get("current_research_cost", 0) | ||
| } | ||
| ) |
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We already generate the top half of this tooltip here, so you could separate out that code into a helper function under MenuSingleton then store its result in the info dictionary rather than passing up all the constituent parts
game/src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd
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Also you'll probably have to rebase onto master to account for the submodule already being updated |
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Also needs for techs:
And for inventions:
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_make_modifier_effect_tooltipfor single modifiers