unfucking the mod
This commit is contained in:
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cbe3fbcda2
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d887392b56
1167 changed files with 26982 additions and 13 deletions
2421
common/domiciles/types/00_domicile_types.txt
Normal file
2421
common/domiciles/types/00_domicile_types.txt
Normal file
File diff suppressed because it is too large
Load diff
978
common/domiciles/types/10_tgp_japan_domicile_types.txt
Normal file
978
common/domiciles/types/10_tgp_japan_domicile_types.txt
Normal file
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@ -0,0 +1,978 @@
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japanese_manor = {
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allowed_for_character = {
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any_held_title = {
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is_noble_family_title = yes
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}
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}
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rename_window = house
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illustration = "gfx/interface/illustrations/event_scenes/tgp_asia_estate.dds"
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icon = "gfx/interface/icons/flat_icons/domicile_japan.dds"
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map_pin_texture = "gfx/interface/icons/map_icons/map_icon_japanese_manor.dds"
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map_pin_anchor = up
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map_pin_lobby = yes
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can_move_manually = yes
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move_cooldown = { days = japanese_manor_move_cooldown_value }
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move_cost = {
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gold = {
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value = {
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value = 20
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format = "BASE_VALUE_FORMAT"
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desc = "BASE_VALUE"
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}
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domicile ?= {
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switch = {
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trigger = has_domicile_building_or_higher
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japanese_manor_main_03 = { add = 40 }
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japanese_manor_main_02 = { add = 20 }
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japanese_manor_main_04 = { add = 60 }
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japanese_manor_main_05 = { add = 80 }
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}
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}
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}
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}
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base_external_slots = 2
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domicile_building_slots = {
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external_slot_1 = {
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position = { 19.7% 5.5% }
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size = { 15% 30% }
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# Empty slot in city
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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this = root.owner.top_liege.capital_province
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/asian_empty_slot_01.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/asian_empty_slot_01_mask.png"
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}
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# Empty slot
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empty_slot_asset = {
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trigger = {
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owner.culture = {
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OR = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/yurt_empty_slot_01.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/yurt_empty_slot_01_mask.png"
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}
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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OR = {
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terrain = drylands
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terrain = desert
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terrain = desert_mountains
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terrain = oasis
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terrain = steppe
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_drylands_empty.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_mask.png"
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}
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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OR = {
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terrain = mountains
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terrain = hills
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terrain = terraced_hills
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_rough_empty.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_mask.png"
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}
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empty_slot_asset = {
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_grassland_empty_05.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_05_mask.png"
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}
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# Under Construction
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construction_slot_asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_mena_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png"
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}
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construction_slot_asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_western_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png"
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}
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construction_slot_asset = {
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trigger = {
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owner.culture = {
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OR = {
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has_graphical_chinese_culture_group_trigger = yes
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has_graphical_japanese_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_construction_chinese.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_chinese_mask.png"
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}
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construction_slot_asset = {
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png"
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}
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}
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external_slot_4 = {
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position = { 52.3% 3% }
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size = { 15% 30% }
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# Empty slot in city
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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this = root.owner.top_liege.capital_province
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/asian_empty_slot_04.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/asian_empty_slot_04_mask.png"
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}
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# Empty slot
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empty_slot_asset = {
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trigger = {
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owner.culture = {
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OR = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/yurt_empty_slot_04.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/yurt_empty_slot_04_mask.png"
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}
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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OR = {
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terrain = jungle
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terrain = wetlands
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terrain = floodplains
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_jungle_empty_05.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_05_mask.png"
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}
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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OR = {
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terrain = drylands
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terrain = desert
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terrain = desert_mountains
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terrain = oasis
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terrain = steppe
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_drylands_empty_03.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_03_mask.png"
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}
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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OR = {
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terrain = mountains
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terrain = hills
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terrain = terraced_hills
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_rough_empty_03.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_03_mask.png"
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}
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empty_slot_asset = {
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_grassland_empty_03.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_03_mask.png"
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}
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# Under Construction
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construction_slot_asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_mena_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png"
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}
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construction_slot_asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_western_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png"
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}
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construction_slot_asset = {
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trigger = {
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owner.culture = {
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OR = {
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has_graphical_chinese_culture_group_trigger = yes
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has_graphical_japanese_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_construction_chinese.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_chinese_mask.png"
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}
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construction_slot_asset = {
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png"
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}
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}
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main_slot = {
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slot_type = main
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position = { 29.7% 14.2% }
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size = { 28% 34.5% }
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# Empty slot in city
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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this = root.owner.top_liege.capital_province
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/asian_empty_slot_01.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/asian_empty_slot_01_mask.png"
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}
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# Empty slot
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empty_slot_asset = {
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trigger = {
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owner.culture = {
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OR = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/yurt_empty_slot_01.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/yurt_empty_slot_01_mask.png"
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}
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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OR = {
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terrain = jungle
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terrain = wetlands
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terrain = floodplains
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_grassland_empty.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
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}
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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OR = {
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terrain = drylands
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terrain = desert
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terrain = desert_mountains
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terrain = oasis
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terrain = steppe
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_grassland_empty.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
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}
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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OR = {
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terrain = hills
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terrain = mountains
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terrain = terraced_hills
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_grassland_empty.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
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}
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empty_slot_asset = {
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_grassland_empty.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
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}
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# Under Construction
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construction_slot_asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_mena_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_manor_construction_mena.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_construction_mena_mask.png"
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}
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construction_slot_asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_western_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_manor_construction_western.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_construction_western_mask.png"
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}
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construction_slot_asset = {
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trigger = {
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owner.culture = {
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OR = {
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has_graphical_chinese_culture_group_trigger = yes
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has_graphical_japanese_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_manor_construction_chinese.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_construction_chinese_mask.png"
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}
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construction_slot_asset = {
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_manor_construction_byzantine.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_construction_byzantine_mask.png"
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}
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}
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external_slot_2 = {
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position = { 4.5% 20% }
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size = { 15% 30% }
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# Empty slot in city
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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this = root.owner.top_liege.capital_province
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/asian_empty_slot_02.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/asian_empty_slot_02_mask.png"
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}
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# Empty slot
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empty_slot_asset = {
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trigger = {
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owner.culture = {
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OR = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/yurt_empty_slot_02.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/yurt_empty_slot_02_mask.png"
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}
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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OR = {
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terrain = jungle
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terrain = wetlands
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terrain = floodplains
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_jungle_empty_06.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_06_mask.png"
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}
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empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = drylands
|
||||
terrain = desert
|
||||
terrain = desert_mountains
|
||||
terrain = oasis
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_drylands_empty_06.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_06_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = mountains
|
||||
terrain = hills
|
||||
terrain = terraced_hills
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_rough_empty_06.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_06_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_grassland_empty_06.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_06_mask.png"
|
||||
}
|
||||
|
||||
# Under Construction
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_mena_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_western_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_chinese_culture_group_trigger = yes
|
||||
has_graphical_japanese_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_chinese.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_chinese_mask.png"
|
||||
}
|
||||
|
||||
construction_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png"
|
||||
}
|
||||
}
|
||||
|
||||
external_slot_3 = {
|
||||
position = { 13.5% 45% }
|
||||
size = { 15% 30% }
|
||||
|
||||
# Empty slot in city
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
this = root.owner.top_liege.capital_province
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/asian_empty_slot_03.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/asian_empty_slot_03_mask.png"
|
||||
}
|
||||
|
||||
# Empty slot
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_east_asia_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/yurt_empty_slot_03.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/yurt_empty_slot_03_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = jungle
|
||||
terrain = wetlands
|
||||
terrain = floodplains
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_jungle_empty_04.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_04_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = drylands
|
||||
terrain = desert
|
||||
terrain = desert_mountains
|
||||
terrain = oasis
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_drylands_empty_04.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_04_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = mountains
|
||||
terrain = hills
|
||||
terrain = terraced_hills
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_rough_empty_04.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_04_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_grassland_empty_04.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_04_mask.png"
|
||||
}
|
||||
|
||||
# Under Construction
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_mena_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_western_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_chinese_culture_group_trigger = yes
|
||||
has_graphical_japanese_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_chinese.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_chinese_mask.png"
|
||||
}
|
||||
|
||||
construction_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png"
|
||||
}
|
||||
}
|
||||
|
||||
external_slot_5 = {
|
||||
position = { 64% 29% }
|
||||
size = { 15% 30% }
|
||||
|
||||
# Empty slot in city
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
this = root.owner.top_liege.capital_province
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/asian_empty_slot_05.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/asian_empty_slot_05_mask.png"
|
||||
}
|
||||
|
||||
# Empty slot
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_east_asia_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/yurt_empty_slot_05.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/yurt_empty_slot_05_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = jungle
|
||||
terrain = wetlands
|
||||
terrain = floodplains
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_jungle_empty_03.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_03_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = drylands
|
||||
terrain = desert
|
||||
terrain = desert_mountains
|
||||
terrain = oasis
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_drylands_empty_05.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_05_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = mountains
|
||||
terrain = hills
|
||||
terrain = terraced_hills
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_rough_empty_02.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_02_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_grassland_empty_02.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_02_mask.png"
|
||||
}
|
||||
|
||||
# Under Construction
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_mena_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_western_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_chinese_culture_group_trigger = yes
|
||||
has_graphical_japanese_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_chinese.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_chinese_mask.png"
|
||||
}
|
||||
|
||||
construction_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png"
|
||||
}
|
||||
}
|
||||
|
||||
external_slot_6 = {
|
||||
position = { 39% 47% }
|
||||
size = { 15% 30% }
|
||||
|
||||
# Empty slot in city
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
this = root.owner.top_liege.capital_province
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/asian_empty_slot_06.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/asian_empty_slot_06_mask.png"
|
||||
}
|
||||
|
||||
# Empty slot
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_east_asia_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/yurt_empty_slot_06.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/yurt_empty_slot_06_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = jungle
|
||||
terrain = wetlands
|
||||
terrain = floodplains
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_jungle_empty.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = drylands
|
||||
terrain = desert
|
||||
terrain = desert_mountains
|
||||
terrain = oasis
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_drylands_empty_02.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_02_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = mountains
|
||||
terrain = hills
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_rough_empty_05.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_05_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_grassland_empty.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_mask.png"
|
||||
}
|
||||
|
||||
|
||||
# Under Construction
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_mena_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_western_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_chinese_culture_group_trigger = yes
|
||||
has_graphical_japanese_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_chinese.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_chinese_mask.png"
|
||||
}
|
||||
|
||||
construction_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Backgrounds
|
||||
|
||||
domicile_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
this = root.owner.top_liege.capital_province
|
||||
}
|
||||
}
|
||||
background = "gfx/interface/window_domiciles/asian_domicile_background_urban_terrain.dds"
|
||||
foreground = "gfx/interface/window_domiciles/asian_domicile_background_urban_terrain_foreground.dds"
|
||||
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_byzantine_urban"
|
||||
}
|
||||
|
||||
domicile_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_east_asia_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
background = "gfx/interface/window_domiciles/estate_background_steppe_terrain.dds"
|
||||
foreground = "gfx/interface/window_domiciles/estate_background_steppe_terrain_foreground.dds"
|
||||
ambience = "event:/DLC/CE2/Ambience/2D/Domicile/ce2_amb_2d_domicile_yurt"
|
||||
}
|
||||
|
||||
domicile_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = jungle
|
||||
terrain = wetlands
|
||||
terrain = floodplains
|
||||
}
|
||||
}
|
||||
}
|
||||
background = "gfx/interface/window_domiciles/estate_background_jungle_terrain.dds"
|
||||
foreground = "gfx/interface/window_domiciles/estate_background_jungle_terrain_foreground.dds"
|
||||
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_wetlands"
|
||||
}
|
||||
|
||||
domicile_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = drylands
|
||||
terrain = desert
|
||||
terrain = desert_mountains
|
||||
terrain = oasis
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
background = "gfx/interface/window_domiciles/estate_background_dry_terrain.dds"
|
||||
foreground = "gfx/interface/window_domiciles/estate_background_dry_terrain_foreground.dds"
|
||||
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_dry_lands"
|
||||
}
|
||||
|
||||
domicile_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = hills
|
||||
terrain = mountains
|
||||
terrain = terraced_hills
|
||||
}
|
||||
}
|
||||
}
|
||||
background = "gfx/interface/window_domiciles/estate_background_rough_terrain.dds"
|
||||
foreground = "gfx/interface/window_domiciles/estate_background_rough_terrain_foreground.dds"
|
||||
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_rough_lands"
|
||||
}
|
||||
|
||||
domicile_asset = {
|
||||
background = "gfx/interface/window_domiciles/estate_background_green_terrain.dds"
|
||||
foreground = "gfx/interface/window_domiciles/estate_background_green_terrain_foreground.dds"
|
||||
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_green_lands"
|
||||
}
|
||||
}
|
||||
148
common/domiciles/types/_domicile_types.info
Normal file
148
common/domiciles/types/_domicile_types.info
Normal file
|
|
@ -0,0 +1,148 @@
|
|||
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
|
||||
|
||||
# Is this domicile allowed to travel?
|
||||
travel = no
|
||||
|
||||
# Does this domicile manage the herd resource
|
||||
herd = no
|
||||
|
||||
# Does this domicile store a culture and faith? (default: no)
|
||||
culture_and_faith = no
|
||||
|
||||
# Should this domicile also move when you move your realm capital? (default: no)
|
||||
move_with_realm_capital = no
|
||||
|
||||
# Can you move this domicile without bespoke features?
|
||||
#
|
||||
can_move_manually = yes
|
||||
|
||||
# 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
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue