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