fixes
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6 changed files with 18315 additions and 3 deletions
4666
common/domiciles/buildings/00_camp_buildings.txt
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4666
common/domiciles/buildings/00_camp_buildings.txt
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11748
common/domiciles/buildings/00_estate_buildings.txt
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11748
common/domiciles/buildings/00_estate_buildings.txt
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161
common/domiciles/buildings/_domicile_buildings.info
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161
common/domiciles/buildings/_domicile_buildings.info
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### Brief: <key> ( database key )
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# Flavor text description of building defaults to
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# "<key>_domicile_building_desc".
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#
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# All buildings automatically inherit the character modifiers of its
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# previous buildings of the same track
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#
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<key> = {
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### Brief: can_construct ( trigger )
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# Is the scoped owner able to construct this building?
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#
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# Supported scopes:
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# root ( Character )
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#
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can_construct = {
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<triggers>
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}
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### Brief: on_start/on_cancelled/on_completed ( effect )
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# Effects fired when construction begins, is cancelled or finishes.
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#
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# Available scopes:
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# root -- Domicile it is built in
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# scope:owner -- Owner of the Domicile
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#
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on_start/on_cancelled/on_complete = { }
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# How many days it takes to construct the building
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# Note: Affected by modifiers 'build_speed' and 'domicile_build_speed'
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construction_time = 720
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### Brief: parameters ( parameter list )
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# Arbitrary parameters that can be checked with the trigger
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# 'has_domicile_parameter'
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#
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# Note: The above trigger just checks for existence, so it does not
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# matter if the value is set to 'yes' or 'no'.
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#
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# Parameters are not inherited from previous_building and has to be
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# repeated to not get lost on upgrading.
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#
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parameters = {
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some_parameter = yes
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}
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### Brief: slot_type ( parameter list )
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# This building may only be constructed in selected slot type
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#
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# Internal slots cannot be base buildings and requires a previous
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# building. They may only be constructed within a main or external
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# building.
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#
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# If slot type is 'main' and it doesn't have a previous building,
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# it will automatically be constructed on start
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#
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# Slot types are: 'main', 'external' or 'internal'.
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# Default type is 'external'
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#
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slot_type = external
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### Brief: internal_slots ( int32 )
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# Set the amount of unlocked internal building slots this building
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# has.
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#
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# Default is 0
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#
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internal_slots = 0
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### Brief: allowed_domicile_types ( list of database key )
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# List the domicile types which can build this building.
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#
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# UNSET WILL NOT SHOW UP!
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#
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allowed_domicile_types = {
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<key>
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<key>
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}
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### Brief: previous_building ( database key )
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# If the 'previous_building'-statement is missing, this building
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# will be treated as a base building meaning the first tier of a
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# potentional chain of building upgrades.
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#
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# To define an upgrade, type the key name of the building before
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# it, marking this building as it's upgrade.
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#
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# A building will get diverging upgrade paths if two upgrades has
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# the same 'previous_building'-key
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#
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previous_building = <key>
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### Brief: cost ( scripted cost )
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# How much does this building cost?
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#
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# Ex: { gold = 500, prestige = 100 }
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#
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cost = {
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<scripted_cost>
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}
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### Brief: character_modifier ( modifiers )
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# Modifiers applied to the Domicile owner of this building.
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# Ex: { county_opinion_add = 2, stress_loss_mult = 0.15 }
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#
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# Note: Please do not use holdings monthly_income, etc..!
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# Instead use: domicile_monthly_gold_add or
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# domicile_monthly_gold_mult (same for: _prestige / _piety /
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# _influence )
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#
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character_modifier = {
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<modifier>
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}
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### Brief: ai_value ( script value )
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# How desirable is the building for the AI. Evaluated alongside
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# regular buildings.
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#
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# Available scopes:
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# root -- Domicile it is built in
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# scope:owner -- Owner of the Domicile
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#
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ai_value = {
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value = 100
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}
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### Brief: asset ( asset definition )
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# Which asset does the building use
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#
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asset = {
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### Brief: trigger ( trigger )
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# Trigger for scoped domicile when to pick this asset over
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# another, remove it to always pick this asset
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#
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trigger = { ... }
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### Brief: icon ( string path )
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# Building icon used in UI
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#
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icon = "path/to/image.dds"
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### Brief: texture ( string path )
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# Path to texture shown in the domicile window
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#
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texture = "path/to/image.dds"
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### Brief: intersectionmask_texture ( string path )
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# Mask used with texture
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#
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intersectionmask_texture = "path/to/mask.png"
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### Brief: soundeffect ( string soundbank reference )
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# Associated sound effect. Supports soundparameters where they
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# will be automatically appended based on building's current
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# tier: soundparameter = { "Tier" = 1 }
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#
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soundeffect = "event:/DLC/EP2/SFX/UI/Grand_Activity/Tournaments/ep2_ui_grand_tournament_farrier"
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}
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}
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