Quick Start
About 649 wordsAbout 2 min
Quick Start
Usages
- Open your mod root directory through the IDE. (It needs to directly contain the mod descriptor file
descriptor.mod
) - Open the mod descriptor file, click the mod settings button in the floating toolbar at the top right of the editor.
- Configure the game type, game directory, and additional mod dependencies of the mod.
- Click the OK button to complete the configuration, and then wait for the IDE to complete indexing.
- Start your mod programming journey.
Tips
- To perform a global search, please refer to the following methods:
- Click
Ctrl Shift R
orCtrl Shift F
to search within the current project, directory, or specified scope. - Click
Shift Shift
to find files, definitions, scripted variables, and other symbols.
- Click
- To perform a code navigation, please refer to the following methods:
- Hold down
Ctrl
and click on the target location, to navigate to the declarations or usages of the target. - Hold down
Ctrl Shift
and click on the target location, to navigate to the type declarations of the target. - Hold down
Alt
and click on the target location, to navigate to the related CWT config declarations of the target. - Hold down
Shift Alt
and click on the target location, to navigate to the related localisation declarations of the target definition. - Hold down
Ctrl Shift Alt
and click on the target location to navigate to the related image declarations of the target definition. - Click
Navigate
orGo To
in the editor's right-click menu, and choose the target to navigate to. - Click
Navigate > Definition Hierarchy
to open the definition hierarchy window, to view the definition implementation relationship of a specific definition type. - Click
Navigate > Call Hierarchy
to open the call hierarchy window, to view the call relationship of definitions, localisations, scripted variables, etc. - Click
Alt 1
orProject
Tool window, open the Project View panel, then clickProject > Paradox Files
in the upper left corner, to view the summarized game and mod files. - Click
Alt 1
orProject
Tool window, open the Project View panel, then clickProject > CWT Config Files
in the upper left corner, to view the summarized CWT config files.
- Hold down
- To run a global code inspection, refer to the following method:
- Click
Alt 6
orProblems
Tool window, open the Problems panel ,then view problems of current file, or run a global code inspection for whole project. - Click
Code > Inspect Code...
, run a global code inspection for whole project. - When code inspection is finished ,IDE will show detail inspection result in Problems panel.
- Click
- To change the global configuration of the plugin, refer to the following method:
- Click
Settings > Languages & Frameworks > Paradox Language Support
to open the settings page for the plugin.
- Click
- To change the configuration of mod types, game directories, mod dependencies, etc., open the Mod Configuration dialog using one of the following methods:
- Click
Settings > Languages & Frameworks > Paradox Language Support
to configure default game directories. - Click the blue gear icon in the editor floating toolbar located in the upper right corner of the page.
- In the editor, open the context menu and click
Paradox Language Support > Open Mod Settings...
. - Click
Tools > Paradox Language Support > Open Mod Settings...
.
- Click
- If you encounter some unexpected problems during use, try the following:
- Update the IDE and plugin to the latest version.
- If it may be related to IDE indices, try to rebuild indices and restart the IDE. (Click
File -> Invalidate Caches... -> Invalidate and Restart
) - If it ma ybe related to plugin's built-in configs, try to write custom config files.
- If it may be related to plugin configuration, try to delete the plugin configuration file. (
paradox-language-support.xml
. If you don't know the detailed location, use Everything) - Send feedback via GitHub, Discord, etc.
Known Issues
- Support for some of Stellaris' black-magic-like language features is not perfect.
- Support for games exclude Stellaris is not yet perfect.