fixes
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6 changed files with 18315 additions and 3 deletions
1602
common/domiciles/types/00_domicile_types.txt
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1602
common/domiciles/types/00_domicile_types.txt
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132
common/domiciles/types/_domicile_types.info
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132
common/domiciles/types/_domicile_types.info
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domicile_type = {
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# Is this domicile type allowed for character
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# root = character
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allowed_for_character = {
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<triggers>
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}
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# Shortcut to rename the domicile window
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# Rename windows are: 'primary_title' or 'house'. Default type is 'none'
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rename_window = none
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# Texture used in the realm tab access
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illustration = "path/to/image.dds"
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# Flat icon texture representing the domicile type in various places
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icon = "path/to/image.dds"
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# Texture for map pin
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map_pin_texture = "path/to/image.dds"
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# Where to anchor the domicile map pin in relation to it's province
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# Anchor types are: 'up' or 'right'. Default type is 'right'
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map_pin_anchor = right
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# Will this domicile show up in the game lobby
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map_pin_lobby = yes
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# Does this domicile manage the provisions resource
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# Domiciles that use provisions travel to a new location, otherwise it's moved instantly
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provisions = no
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# After moving the domicile, how many days before you can move again?
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# days/weeks/months/years = X
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move_cooldown = { days = 7 }
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# How much does it cost to move the domicile? Ex: { gold = 500, prestige = 100 }
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move_cost = {
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<scripted_cost>
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}
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# Modifier applied to the domicile owner when disliked by the majority of their court
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# Can take a "scale" parameter to scale by (a script value; see _script_values.info)
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domicile_temperament_low_modifier = {}
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# Modifier applied to the domicile owner when liked by the majority of their court
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# Can take a "scale" parameter to scale by (a script value; see _script_values.info)
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domicile_temperament_high_modifier = {}
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# How many unlocked external building slots domicile starts out with
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base_external_slots = 2
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# List all available main and external slots, they will be unlocked in order of appearance here
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# Note: Internal slots are handled separately by the buildings themselves
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# Layering of slots (in front/behind) matches order of definition
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domicile_building_slots = {
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main_slot = { # any name you want
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# Set what domicile building may be constructed here based on their slot type
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# Types are: 'main' or 'external'. The 'internal' slot type is handled within the buildings themselves
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# Main buildings without a previous building will attempt to be constructed automatically in found main slots
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# Default type is 'external'
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slot_type = main
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# Building position in the domicile window, supports both % and direct values
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position = { ... }
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# Size of buildings placed in this slot, supports both % and direct values
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size = { ... }
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# Define assets used when slot is empty, will pick first valid match
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empty_slot_asset = {
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# Trigger for scoped domicile when to pick this asset over another, remove trigger part to always pick this asset
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trigger = { ... }
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# Building icon used in UI
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icon = "path/to/image.dds"
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# Path to texture shown in the domicile window
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texture = "path/to/image.dds"
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# Mask used with texture
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intersectionmask_texture = "path/to/mask.png"
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}
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# Define assets used when building is under construction in this slot, will pick first valid match
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construction_slot_asset = {
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# Trigger for scoped domicile when to pick this asset over another, remove trigger part to always pick this asset
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trigger = { ... }
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# Building icon used in UI
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icon = "path/to/image.dds"
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# Path to texture shown in the domicile window
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texture = "path/to/image.dds"
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# Mask used with texture
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intersectionmask_texture = "path/to/mask.png"
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}
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}
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external_slot_1 = { # any name you want
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...
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}
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}
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# What background assets does the domicile use, will pick first valid match
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domicile_asset = {
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# Trigger for scoped domicile when to pick this asset over another, remove trigger part to always pick this asset
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trigger = { ... }
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# Path to background texture shown in the domicile window
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background = "path/to/image.dds"
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# Path to foreground texture shown in the front of domicile window
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foreground = "path/to/image.dds"
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# Path to ambience sound
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ambience = "path/to/ambience"
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}
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# Map entity for the domicile, multiple can be read in, first one is picked from order they are read in.
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#
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# If the location of the domicile has no holding, it takes the place of the holding (on the 'Buildings' locator).
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# Else they will be placed on the 'Activity' locator, but only if there is nothing there at that time.
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map_entity = {
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# root = the domicile
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# scope:owner = domicile owner
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trigger = {
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<triggers>
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}
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reference = "name" # Entity name
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}
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map_entity = "name" # Short hand for a single constant entity name
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}
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