This commit is contained in:
Magpie490 2025-02-20 16:42:52 +00:00
parent 9b6e1121b4
commit 0918b6c1ed
6 changed files with 18315 additions and 3 deletions

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,132 @@
domicile_type = {
# Is this domicile type allowed for character
# root = character
allowed_for_character = {
<triggers>
}
# Shortcut to rename the domicile window
# Rename windows are: 'primary_title' or 'house'. Default type is 'none'
rename_window = none
# Texture used in the realm tab access
illustration = "path/to/image.dds"
# Flat icon texture representing the domicile type in various places
icon = "path/to/image.dds"
# Texture for map pin
map_pin_texture = "path/to/image.dds"
# Where to anchor the domicile map pin in relation to it's province
# Anchor types are: 'up' or 'right'. Default type is 'right'
map_pin_anchor = right
# Will this domicile show up in the game lobby
map_pin_lobby = yes
# Does this domicile manage the provisions resource
# Domiciles that use provisions travel to a new location, otherwise it's moved instantly
provisions = no
# After moving the domicile, how many days before you can move again?
# days/weeks/months/years = X
move_cooldown = { days = 7 }
# How much does it cost to move the domicile? Ex: { gold = 500, prestige = 100 }
move_cost = {
<scripted_cost>
}
# Modifier applied to the domicile owner when disliked by the majority of their court
# Can take a "scale" parameter to scale by (a script value; see _script_values.info)
domicile_temperament_low_modifier = {}
# Modifier applied to the domicile owner when liked by the majority of their court
# Can take a "scale" parameter to scale by (a script value; see _script_values.info)
domicile_temperament_high_modifier = {}
# How many unlocked external building slots domicile starts out with
base_external_slots = 2
# List all available main and external slots, they will be unlocked in order of appearance here
# Note: Internal slots are handled separately by the buildings themselves
# Layering of slots (in front/behind) matches order of definition
domicile_building_slots = {
main_slot = { # any name you want
# Set what domicile building may be constructed here based on their slot type
# Types are: 'main' or 'external'. The 'internal' slot type is handled within the buildings themselves
# Main buildings without a previous building will attempt to be constructed automatically in found main slots
# Default type is 'external'
slot_type = main
# Building position in the domicile window, supports both % and direct values
position = { ... }
# Size of buildings placed in this slot, supports both % and direct values
size = { ... }
# Define assets used when slot is empty, will pick first valid match
empty_slot_asset = {
# Trigger for scoped domicile when to pick this asset over another, remove trigger part to always pick this asset
trigger = { ... }
# Building icon used in UI
icon = "path/to/image.dds"
# Path to texture shown in the domicile window
texture = "path/to/image.dds"
# Mask used with texture
intersectionmask_texture = "path/to/mask.png"
}
# Define assets used when building is under construction in this slot, will pick first valid match
construction_slot_asset = {
# Trigger for scoped domicile when to pick this asset over another, remove trigger part to always pick this asset
trigger = { ... }
# Building icon used in UI
icon = "path/to/image.dds"
# Path to texture shown in the domicile window
texture = "path/to/image.dds"
# Mask used with texture
intersectionmask_texture = "path/to/mask.png"
}
}
external_slot_1 = { # any name you want
...
}
}
# What background assets does the domicile use, will pick first valid match
domicile_asset = {
# Trigger for scoped domicile when to pick this asset over another, remove trigger part to always pick this asset
trigger = { ... }
# Path to background texture shown in the domicile window
background = "path/to/image.dds"
# Path to foreground texture shown in the front of domicile window
foreground = "path/to/image.dds"
# Path to ambience sound
ambience = "path/to/ambience"
}
# Map entity for the domicile, multiple can be read in, first one is picked from order they are read in.
#
# If the location of the domicile has no holding, it takes the place of the holding (on the 'Buildings' locator).
# Else they will be placed on the 'Activity' locator, but only if there is nothing there at that time.
map_entity = {
# root = the domicile
# scope:owner = domicile owner
trigger = {
<triggers>
}
reference = "name" # Entity name
}
map_entity = "name" # Short hand for a single constant entity name
}