unfucking the mod

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trashmasteruni 2026-01-06 14:25:21 +01:00
parent cbe3fbcda2
commit d887392b56
1167 changed files with 26982 additions and 13 deletions

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### Brief: <key> ( database key )
# Flavor text description of building defaults to
# "<key>_domicile_building_desc".
#
# All buildings automatically inherit the character modifiers of its
# previous buildings of the same track
#
<key> = {
### Brief: can_construct ( trigger )
# Is the scoped owner able to construct this building?
#
# Supported scopes:
# root ( Character )
#
can_construct = {
<triggers>
}
### Brief: can_construct_potential ( trigger )
# Is the scoped owner able to consider constructing this building?
#
# Supported scopes:
# root ( Character )
#
can_construct_potential = {
<triggers>
}
### Brief: on_start/on_cancelled/on_completed ( effect )
# Effects fired when construction begins, is cancelled or finishes.
#
# Available scopes:
# root -- Domicile it is built in
# scope:owner -- Owner of the Domicile
#
on_start/on_cancelled/on_complete = { }
# How many days it takes to construct the building
# Note: Affected by modifiers 'build_speed' and 'domicile_build_speed'
construction_time = 720
### Brief: parameters ( parameter list )
# Arbitrary parameters that can be checked with the trigger
# 'has_domicile_parameter'
#
# Note: The above trigger just checks for existence, so it does not
# matter if the value is set to 'yes' or 'no'.
#
# Parameters are not inherited from previous_building and has to be
# repeated to not get lost on upgrading.
#
parameters = {
some_parameter = yes
}
### Brief: slot_type ( parameter list )
# This building may only be constructed in selected slot type
#
# Internal slots cannot be base buildings and requires a previous
# building. They may only be constructed within a main or external
# building.
#
# If slot type is 'main' and it doesn't have a previous building,
# it will automatically be constructed on start
#
# Slot types are: 'main', 'external' or 'internal'.
# Default type is 'external'
#
slot_type = external
### Brief: internal_slots ( int32 )
# Set the amount of unlocked internal building slots this building
# has.
#
# Default is 0
#
internal_slots = 0
### Brief: allowed_domicile_types ( list of database key )
# List the domicile types which can build this building.
#
# UNSET WILL NOT SHOW UP!
#
allowed_domicile_types = {
<key>
<key>
}
### Brief: previous_building ( database key )
# If the 'previous_building'-statement is missing, this building
# will be treated as a base building meaning the first tier of a
# potentional chain of building upgrades.
#
# To define an upgrade, type the key name of the building before
# it, marking this building as it's upgrade.
#
# A building will get diverging upgrade paths if two upgrades has
# the same 'previous_building'-key
#
previous_building = <key>
### Brief: cost ( scripted cost )
# How much does this building cost?
#
# Ex: { gold = 500, prestige = 100 }
#
cost = {
<scripted_cost>
}
### Brief: refund ( optional scripted cost )
# How much do you get by refunding this building?
# Note: If not entered, will use cost directly as fallback
#
# Ex: { gold = 500, prestige = 100 }
#
refund = {
<scripted_cost>
}
### Brief: character_modifier ( modifiers )
# Modifiers applied to the Domicile owner of this building.
# Ex: { county_opinion_add = 2, stress_loss_mult = 0.15 }
#
# Note: Please do not use holdings monthly_income, etc..!
# Instead use: domicile_monthly_gold_add or
# domicile_monthly_gold_mult (same for: _prestige / _piety /
# _influence )
#
character_modifier = {
<modifier>
}
### Brief: province_modifier ( modifiers )
# Modifiers applied to the Province this building is in.
# Ex: { stationed_camel_cavalry_damage_mult = high_maa_damage_tier_6 }
province_modifier = {
<modifier>
}
### Brief: ai_value ( script value )
# How desirable is the building for the AI. Evaluated alongside
# regular buildings.
#
# Available scopes:
# root -- Domicile it is built in
# scope:owner -- Owner of the Domicile
#
ai_value = {
value = 100
}
### Brief: asset ( asset definition )
# Which asset does the building use
#
asset = {
### Brief: trigger ( trigger )
# Trigger for scoped domicile when to pick this asset over
# another, remove it to always pick this asset
#
trigger = { ... }
### Brief: icon ( string path )
# Building icon used in UI
#
icon = "path/to/image.dds"
### Brief: texture ( string path )
# Path to texture shown in the domicile window
#
texture = "path/to/image.dds"
### Brief: intersectionmask_texture ( string path )
# Mask used with texture
#
intersectionmask_texture = "path/to/mask.png"
### Brief: soundeffect ( string soundbank reference )
# Associated sound effect. Supports soundparameters where they
# will be automatically appended based on building's current
# tier: soundparameter = { "Tier" = 1 }
#
soundeffect = "event:/DLC/EP2/SFX/UI/Grand_Activity/Tournaments/ep2_ui_grand_tournament_farrier"
}
}