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Risa

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No, not about graphic flags. This thread is talking about country flag / planet flag / fleet flag / etc.

In 1.5 flags can be set as <name>@<target>, where <target> can be any scope, such as this, fromfrom, prevprevprev, owner, solar_system, root.species, or even event_target:<target_name> . The game will automatically translate target scope.

For example, if there are two planets owned by different countries each has planet flag test_flag@owner set, the two flags are different. In a country event, random_planet = { limit = { has_planet_flag = test_flag@root } <effect> } will correctly execute effect for planet with previous flag of that country only.
 

Kingtrin

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Interesting. When you mentioned this previously I had assumed it was a dev screw up, but it makes sense when you have multiple copies of the same flag. Am I correct in assuming that this means that these flags have additional data associated with them, specifically in terms of scope data? So the flags in your example are basically set test_flag@country1, test_flag@country2 and you need to call them as such because the flag itself is not enough to differentiate?
 

Risa

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Interesting. When you mentioned this previously I had assumed it was a dev screw up, but it makes sense when you have multiple copies of the same flag. Am I correct in assuming that this means that these flags have additional data associated with them, specifically in terms of scope data? So the flags in your example are basically set test_flag@country1, test_flag@country2 and you need to call them as such because the flag itself is not enough to differentiate?
Yes.
Work for timed flags?
Haven't tested. It should work.