N3OW/common/factions/_factions.info

379 lines
10 KiB
Text
Raw Normal View History

2026-05-30 00:59:58 -04:00
== Structure ==
This documentation does not currently include all possible parameters due to the limited knowledge of the author.
# Identifier for the faction is also used for localizing the name & description.
<faction key> = {
# Dynamic name, will look for the identifier of the type (faction_name) if doesn't exist or if it's empty.
name = [loc_key|dynamic descriotion]
# Dynamic description, will look for the identifier of the type + _desc (faction_name_desc) if doesn't exist or if it's empty.
description = [loc_key|dynamic description]
# Dynamic description of the effect, used to summarize faction goals
short_effect_desc = [loc_key|dynamic description]
## Faction with claimant for a title
#
# Faction needs a character and a title to properly function.
# Used for claimant factions where a character and a title must be provided by the player.
#
# Default: no
#
claimant = <yes/no>
## Character interaction creates the faction (optional)
#
# Used for claimant factions where a character and a title must be provided by the player.
#
# Enabling this will replace the original behaviour of the faction buttons in the faction window.
# Instead of starting a faction it will pop up a window for a character interaction.
# The character interaction is then responsible for starting the faction.
#
character_interaction = <character interaction key>
## Effect fired when a faction of this type is created.
#
# Scopes:
# - root: the faction
#
on_creation = <effets>
## Effect fired when a faction of this type is destroyed.
#
# Scopes:
# - root: the faction
#
on_destroy = <effects>
## Effect that will launch when the demand triggers.
#
# Scopes:
# - root: the faction
#
demand = <effects>
# Effect that will launch every NDefines::NFaction::UPDATE_INTERVAL_DAYS.
#
# Scopes:
# - root: the faction
#
update_effect = <effects>
## Effect that will launch when the faction declares war.
#
# Scopes:
# - root: the faction
#
on_declaration = <effects>
## Effect that will launch when a character leaves the faction.
#
# Scopes:
# - root: the faction
# - faction_member: The leaving faction member
#
character_leaves = <effects>
## Effect that will launch when the leader leaves the faction.
#
# Scopes:
# - root: the faction
# - faction_member: The leaving faction member
#
leader_leaves = <effects>
## Does AI character want to join?
#
# MTTH that calculates the the score to join an active faction of this type.
#
# Scopes:
# - root: character that might join.
# - faction: target is the active faction.
#
# Note that the score is then modified by code to weigh in the effects of Boldness/Dread, Energy and Rationality.
# See NFaction AI defines.
#
ai_join_score = <mtth>
# MTTH that calculates the the score to create an active faction of this type.
#
# Uses the SCOPE_CHARACTER of the character that tries to create it.
# - target: target is the targeted character.
#
# The claimant faction has two additional scopes:
# - claimant: (who is the potential claimant)
# - title: (the title to claim for).
#
# Note that the score is then modified by code to weigh in the effects of Boldness/Dread, Energy and Rationality. See NFaction AI defines.
ai_create_score = <mtth>
## MTTH that calculates the score to join an active faction of this type.
#
# Scopes:
# - root: the title that tries to join
# - faction: target is the active faction.
#
county_join_score = <mtth>
## MTTH that calculates the score to create an active faction of this type.
#
# Scopes:
# - root: the title that tries to create it.
# - target: the targeted character.
#
# If the score is >= NDefines::NFaction::COUNTY_CREATE_MIN_SCORE, and it gets a random chance 0-100 on a monthly update.
#
county_create_score = <mtth>
## Script value defining the absolute power of a single county member.
#
# The final power is calculated as ratio of this power and the target's military strength.
#
county_power = <script value>
## MTTH that calculates the score to trigger the demand effect of active faction of this type.
#
# Scope:
# - root: the faction
#
# Checked once a month
#
ai_demand_chance = <mtth>
## MTTH that calculates the discontent progress change of the active faction.
#
# Scope:
# - root: the faction
#
discontent_progress = <mtth>
## MTTH for power threshold at which the discontent starts ticking up.
#
# Scopes:
# - root: the faction
#
# NFaction::DEFAULT_POWER_THRESHOLD define if not set
#
power_threshold = <mtth>
## Trigger to check if the faction is still valid.
#
# Scopes:
# - root: the faction
#
is_valid = <triggers>
## Trigger to check if the faction type should be shown to the player
#
# Scopes:
# - root: the player
#
is_shown = <triggers>
## Trigger to check if a character is still valid to be part of the faction.
#
# Scopes:
# - root: the member character
# - faction: the faction
#
is_character_valid = <triggers>
## Trigger to check if a county is still valid to be part of the faction.
#
# Scopes:
# - root: the county county
# - faction: the active faction
#
is_county_valid = <triggers>
## Trigger to check if a character can join the active faction.
#
# Scopes:
# - root: the character that tries to join.
# - faction: the active faction.
#
# The is_character_valid check ais automatically included, so its triggers should not be repeated here.
#
can_character_join = <triggers>
## Trigger to check if a character can create the active faction.
#
# Scopes:
# - root: the character that tries to create.
# - SCOPE:target target is target character of the faction.
#
can_character_create = <triggers>
## Can faction be created by a player?
#
# Trigger to check if the button to create a faction will be enabled.
#
# Scopes:
# - root: the character that might create a faction of this type
# - target: target character of the faction
#
# Falls back to the regular can_character_create triggers if left empty.
#
can_character_create_ui = <triggers> # ???
## Trigger to check if a member character can become the leader of the faction.
#
# Scopes:
# - root: the character attempting to become leader
# - faction: the faction
#
can_character_become_leader = <triggers>
## Trigger to check if a title can join the active faction
#
# Scopes:
# - root: landed title that tries to join
# - faction: the active faction.
#
# Note: is_county_valid is automatically included and its triggers should not be repeated here.
#
can_county_join = <triggers>
# Trigger to check if a title can create the active faction.
#
# Scopes:
# - root: the title that tries to create this faction
# - target: character that the faction is intended to target
#
can_county_create = <triggers>
## Are characters allowed to create this at all?
#
# Default: yes
#
character_allow_create = <yes/no>
## Are characters allowed to join all?
#
# Default: yes
#
character_allow_join = <yes/no>
## Is county allowed to create this faction type?
#
# Default: yes
#
county_allow_create = <yes>
## Is a county allow joint this faction type?
#
# Default: yes
#
county_allow_join = <yes/no>
## Is the leader allowed to leave the faction?
#
# (used for faction that create leaders)
#
# Default: yes
#
leaders_allowed_to_leave = <yes/no>
## Are player characters allowed to join?
#
# When not allowed the join button for this faction type will be hidden for players.
#
# Default: yes
#
player_can_join = <yes/no>
## Can the target have more of one faction of this type targeting them?
#
# Default: no
#
multiple_targeting = <yes/no>
# The casus belly to be executed for the war
casus_belli = <casus belly key>
# How the special character of this faction will be called
special_character_title = <loc key>
## Will this faction ignore the faction soft block?
#
# Default: no
#
ignore_soft_block = <yes/no>
## Inherit membership?
#
# Heirs that changed liege or tier as a result of succession will inherit faction membership.
#
# Default: yes
#
inherit_membership = <yes/no>
## Requires at least one county member, otherwise it will be destroyed.
#
# Default: no
#
requires_county = <yes/no>
## Requires at least one character member, otherwise it will be destroyed.
#
# Default: yes
#
requires_character = <yes/no>
## Requires a valid faction leader, otherwise it will be destroyed.
#
# Default: no
#
requires_leader = <yes/no>
## Will counties switch factions?
#
# Make counties leave this faction if there's a better factions available for them to join or create
#
# Default: no
#
county_can_switch_to_other_faction = <yes/no>
# Order to sort factions in the UI. Lower value => higher in list.
#
# Default: 0
#
sort_order = 1..n
## Should the special title be shown in the interface or not?
#
# Default: no
#
show_special_title = <yes/no>
}
== Event targets ==
[SCOPE_FACTION.faction_target] - Links to the character targeting the faction
[SCOPE_FACTION.faction_leader] - Links to the character leading the faction
[SCOPE_FACTION.faction_war] - Links to the faction war
[SCOPE_FACTION.special_character] - Links to the special character
[SCOPE_FACTION.special_title] - Links to the special title
[SCOPE_CHARACTER.leading_faction] - Links to the faction is leading. Null faction if it's not leading any faction
[SCOPE_CHARACTER.joined_faction] - Links to the faction the character is in. Null faction if it's not in any faction
== Related loc/UI functions ==
[Faction.GetName] - Gets the name of the faction type. E.G., "Independent Faction"
[Faction.GetDescription] - Gets the description of the faction type
[Faction.GetDiscontent] - Gets the current dicontent of the faction
[Faction.IsAtWar] - Gets if the faction is currently at war
[Faction.GetPower] - Gets tthe current power of the faction
[Faction.GetTarget] - Gets the target character of the faction
[Faction.GetLeader] - Gets the leader of the faction
[Faction.GetSpecialCharacter] - Gets the special character of the faction
[Faction.GetSpecialTitle] - Gets the special title of the faction
[Faction.GetSpecialCharacterTitle] - Gets the title for the faction's special character eg: Claimant, Leader etc.
[Faction.HasSpecialCharacter] - Checks if there is a special character of the faction
[Faction.HasSpecialTitle] - Checks if there is a special title of the faction
== Related lists ==
[targeting_faction] - List of the factions targeting the SCOPE_CHARCTER
[faction_member] - List of the character members in the SCOPE_FACTION
[faction_county_member] - List of the county members in the SCOPE_FACTION