Zone Rouge work part 1
Added a new flag that is special to Zone Rouge, which gives less wanderer XP and doesent give the traveler trait.
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10 changed files with 238 additions and 1 deletions
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# Zone Rouge
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poi_special_buildings_zone_rouge = {
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build_province_list = {
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every_special_building_province = {
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limit = {
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has_building_with_flag = { flag = travel_point_of_interest_zone_rouge }
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}
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add_to_list = provinces
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}
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}
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on_visit = {
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send_interface_toast = {
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title = poi_special_buildings_zone_rouge.visit
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left_icon = root
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add_poi_zone_rouge_effect = yes
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wanderer_lifestyle_destination_effect = yes
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traveler_dnager_xp_effect = {
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MIN = 2
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MAX = 3
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}
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if = {
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limit = {
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has_government = landless_adventurer_government
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has_perk = organized_muster_rolls_perk
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}
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add_gold = minor_gold_laamps_value
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}
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}
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visiting_poi_effect = yes
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}
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}
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Structure:
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# Travel Points of Interest type
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# Each entry represents a type of interesting locations to visit.
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key = {
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# Effect that gets triggered when a character visits a POI for the first time
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# Root - Traveling character.
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# scope:province - province being visited
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on_visit = {}
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# Optional, effect which is run monthly period to find which provinces have this type of point of interest
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# If provinces are also added/removed via effects (`add_travel_point_of_interest`, `remove_travel_point_of_interest`),
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# they need to be valid/invalid in this effect too.
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#
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# use add_to_list = provinces to return which provinces are valid
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build_province_list = {}
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}
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61
common/travel/travel_options/_travel_options.info
Normal file
61
common/travel/travel_options/_travel_options.info
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Structure:
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# Travel Option
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key = {
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# Trigger which has to be true to be shown while planning travel. Scope is the travel owner.
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is_shown = {}
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# Trigger which has to be true to be able to be picked while planning travel. Scope is the travel owner.
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is_valid = {}
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# Scripted cost which will be applied to the travel owner once the travel start, if the option is picked. Scope is the travel owner character.
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# We have chosen to remove the gold cost and have the player choose what options they want to apply for a limited number of slots. Still maintaining it for special options.
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cost = {}
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# Travel modifier which gets applied to the travels safety/speed if the option is picked.
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travel_modifier = {
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travel_speed = number
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travel_safety = number
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}
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# Character modifier that gets applied to the travel owner character
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owner_modifier = {}
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# Effect that gets triggered once the travel starts, or once the option is gained mid-travel.
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# Root - Travel Owner.
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# scope:travel_speed - Travel Speed (percentage points above 100%)
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# scope:travel_safety - Travel Safety
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on_applied_effect = {}
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# Effect that gets triggered once the travel ends.
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# Root - Travel Owner.
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# scope:travel_speed - Travel Speed (percentage points above 100%)
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# scope:travel_safety - Travel Safety
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on_travel_end_effect = {}
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### Brief: ai_will_do (scripted value int32)
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# How likely is the AI to pick this option if valid? Options will be selected using weighted random.
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# Options will be re-evaluated after each option is added.
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#
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# Root - Travel Plan.
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# Extra scopes:
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# scope:highest_future_danger_value - highest danger value on route; to compare with `travel_safety`
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ai_will_do = {}
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# Select which court characters are added to the travel entourage when this option is added.
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# Weighted list is evaluated until all values are negative, or `max` is reached.
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travel_entourage_selection = {
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# List is all court characters.
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# root = character in the travel plan owners' court
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# scope:owner = character owning the travel plan
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weight = {
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value = 10
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}
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# Up to how many characters to select for a player
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max = 2
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# Up to how many characters to select for an AI
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ai_max = 2
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}
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}
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