Code:

an_anomaly_category = { # Anomaly category ID key should_ai_use = yes/no # Allows AI empires to generate the category. Default: no desc = "key" # Optional, if no desc is given "<category key>_desc" is assumed desc = { # Can also use triggered descs. First valid entry will be used. trigger = { ... } # Scope: planet, from = ship text = "key" # Localization key for description } picture = GFX_picture # Picture displayed in category window level = int # Anomaly level, 1 to 10 null_spawn_chance = 0.5 # Default 0. 0.0 - 1.0 (0 to 100%) chance category will NOT spawn # even if it is picked by the anomaly die roll. Used to make # categories for unusual objects (e.g. black holes) actually rare. max_once = yes/no # default NO, if true will spawn category only once per empire max_once_global = yes/no # default NO, if true will spawn category only once per game spawn_chance = { # Chance for this anomaly category to spawn, base = <num> # relative to other valid categories. Default: base = 0 modifier = { # Spawn chance modifier add/factor = <num> <triggers> # Scope: planet, from = ship } } on_spawn = { <effects> } # Executes immediately when anomaly category is spawned. # Scopes are this/root: planet, from: ship # NOTE: on_spawn effects will not run if category is spawned through console on_success = { # Picks anomaly event to fire; similar to random_list 1 = { # Base chance max_once = yes # Individual outcomes default to max_once = yes, max_once_global = no # and max_once_global = no modifier = { # Optional modifiers add/factor = <num> <triggers> # Scope: ship, from: planet } anomaly_event = <id> # New effect anomaly_event fires specified event ID. Scope: ship, from: planet } # Can also use ship_event, though it gets different scopes: # ship, from: ship, fromfrom: planet 1 = <event id> # shorthand for 1 = { anomaly_event = <event id> } } on_success = <event id> # Shorthand for on_success = { 1 = { anomaly_event = <event id> } } } # Only use if there is only one outcome in the category