unfucking the mod
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2699
common/epidemics/00_epidemics.txt
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common/epidemics/00_epidemics.txt
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common/epidemics/_epidemics.info
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common/epidemics/_epidemics.info
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#TESTING: Use spawn_epidemic smallpox 2595 apocalyptic to spawn an epidemic
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<key> = {
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trait = <trait_key> # What trait is tied to this disease
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color = <color> # What color this epidemic has on the map: takes color names defined in the script colors file, RGB, HSV, HSV360 and HEX
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# color = red // color = { r g b } // color = hex { your_hex }
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# Name of the epidemic
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# defaults to epidemic_key
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# root = the epidemic being created
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name = {
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<dynamic_description>
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}
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# Multiplier used against intensity level for how important an epidemic is
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# Used for picking which to show on the map
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priority = <value>
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# Data passed to the shader
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shader_data = {
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strength = 0-1 # Strength of the disease, unsigned normalized float
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edge_fade = 0-1 # Edge fade out, unsigned normalized float
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tile_multiplier = 0-1 # Multiplier for the tile wrapping
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texture_index = 0 # Which tile texture in the shader to use
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channel = red/green/blue/alpha # Which color channel to use in the texture
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}
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# Can a character be infected with this epidemic
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# root = potential character to infect
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# scope:epidemic = the epidemic
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can_infect_character = {
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<triggers>
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}
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# Monthly chance for an epidemic to infect a character in the province, ran once per character
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# % from 0-100 inclusive
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# root = potential character to infect
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# scope:epidemic = the epidemic
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character_infection_chance = {
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<script value>
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}
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# Effect run when a character is infected with this epidemic
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# root = character being infected
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# scope:epidemic = the epidemic
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on_character_infected = {
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<effects>
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}
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# Effect run when a province is infected with this epidemic
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# root = province being infected
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# scope:epidemic = the epidemic
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on_province_infected = {
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<effects>
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}
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# Effect run when a province recovers from this epidemic
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# root = province being infected
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# scope:epidemic = the epidemic
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on_province_recovered = {
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<effects>
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}
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# Effect run when a province spawns an outbreak of this epidemic
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# root = the epidemic
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on_start = {
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<effects>
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}
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# Effect run on rulers of the provinces affected by the epidemic on monthly
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# tick.
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# root = the ruler being affected
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# scope:epidemic = the epidemic
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on_monthly = {
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<effects>
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}
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# Effect run when an epidemic of this type ends
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# root = the epidemic
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on_end = {
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<effects>
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}
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# Every province has an infection level from 0-100, the highest level there they are above the threshold of
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# will have its modifiers applied
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infection_levels = {
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# Left hand side value can reference a named script value that has a constant value ie: no formulas
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<value> = {
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# Modifier applied to any province infected
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province_modifier = {
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<modifier>
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}
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# Modifier applied to the county if its county capital province is infected
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county_modifier = {
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<modifier>
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}
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# Modifier applied to every ruler that has this province as a part of their de facto realm hierarchy
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# This means its effects will be stacked on a ruler for every infected province
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realm_modifier = {
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<modifier>
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}
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}
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}
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outbreak_intensities = {
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# Intensity levels are minor, major and apocalytpic, each can be read in separately
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# Higher intensity levels are kept when neighboring epidemics merge.
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minor = {
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# Should an outbreak of this intensity be considered a global event that notifies the player regardless
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# of their proximity to the outbreak
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# Defaults to no
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global_notification = yes/no
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# Chance for an outbreak of this intensity to spawn on a province per year
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# % from 0-100 inclusive
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# root = potential province
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# scope:epidemic_type = this epidemic type
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outbreak_chance = {
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<script value>
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}
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# Chance for an epidemic of this intensity to spread to an adjacent province per month
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# % from 0-100 inclusive
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# root = potential province
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# scope:epidemic = the epidemic
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spread_chance = {
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<script value>
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}
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# Maximum number of provinces an epidemic of this intensity can infect
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max_provinces = <script_value>
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# How long an infection in a province lasts for once it hits max infection
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# root = infected province
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# scope:epidemic = the epidemic
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infection_duration = {
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<scripted_duration>
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}
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# How many days it will take for a province to hit max infection
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# root = infected province
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# scope:epidemic = the epidemic
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infection_progress_duration = {
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<scripted_duration>
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}
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# How many days it will take for a province to recover from max infection after infection_duration has elapsed
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# root = infected province
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# scope:epidemic = the epidemic
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infection_recovery_duration = {
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<scripted_duration>
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}
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}
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}
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}
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