poosh
This commit is contained in:
parent
9767464f98
commit
f1a979f473
50 changed files with 104756 additions and 0 deletions
568
common/character_interactions/_character_interactions.info
Normal file
568
common/character_interactions/_character_interactions.info
Normal file
|
|
@ -0,0 +1,568 @@
|
|||
=== Notes ===
|
||||
This info is a WIP.
|
||||
|
||||
=== Structure ===
|
||||
|
||||
my_interaction = {
|
||||
interface_priority = number # Used by interaction menu
|
||||
|
||||
common_interaction = yes/no # Used by interaction menu
|
||||
|
||||
category = interaction_category_hostile # Used by interaction menu
|
||||
|
||||
icon = key # What icon to use. If an icon is used for more
|
||||
# than one interaction; please consider making
|
||||
# it general (such as icon_culture for
|
||||
# interactions relating to culture or
|
||||
# icon_personal for personal schemes.).
|
||||
# Otherwise defaults to none/the my_interaction
|
||||
# key + related my_interaction.dds in
|
||||
# gfx/interface/icons/character_interactions
|
||||
|
||||
override_background = { reference = relaxing_room } # Used to define which image is used as the
|
||||
# background for the interaction window. These
|
||||
# can use triggers.
|
||||
#
|
||||
# Root is scope:actor for the interaction. If
|
||||
# there are no backgrounds defined or none are
|
||||
# valid, the interaction gui will default to
|
||||
# "study"
|
||||
|
||||
|
||||
is_highlighted = trigger # Should the interaction be highlighted in
|
||||
# the menu
|
||||
|
||||
highlighted_reason = loc_key # Tooltip if highlighted in menu
|
||||
|
||||
on_decline_summary = dynamic description # Flavor text that is shown under acceptance
|
||||
# widget. Use it when you need to draw more
|
||||
# attention to the on decline effect
|
||||
|
||||
special_interaction = type # This interaction uses specialized GUI
|
||||
|
||||
special_ai_interaction = type # This interaction runs specialized code that
|
||||
# identifies the interaction by this
|
||||
|
||||
interface = call_ally/marriage/grant_titles/etc. # What interface does the interaction use?
|
||||
|
||||
custom_character_sort = { } # What custom character sort options should the
|
||||
# interaction have available? Last one defined
|
||||
# will show up first in the dropdown list.
|
||||
#
|
||||
# Current Options:
|
||||
# candidate_score (requires a target title)
|
||||
# governor_efficiency
|
||||
scheme = elope/murder/etc. # The type of scheme the interaction starts
|
||||
|
||||
popup_on_receive = yes # Have the interaction pop-up for the
|
||||
# recipient when received
|
||||
|
||||
force_notification = yes/no # Force diplomatic item if interaction is
|
||||
# auto-accept
|
||||
|
||||
pause_on_receive = yes/no # Pause the game on receive. It usually makes
|
||||
# sense to combine it with popup_on_receive
|
||||
|
||||
ai_accept_negotiation = yes/no # If the interaction is declined negotiations
|
||||
# will start. We don't show "won't accept", etc.
|
||||
# because there is still a possibility that the
|
||||
# interaction will be accepted via negotiation
|
||||
# event chain
|
||||
|
||||
hidden = yes # Is the interaction hidden?
|
||||
|
||||
use_diplomatic_range = yes/no/trigger # Does this interaction check diplomatic range?
|
||||
# Yes by default
|
||||
|
||||
can_send_despite_rejection = yes # Interaction can be sent and the ai might reject
|
||||
|
||||
ignores_pending_interaction_block = yes # If the actor is a player and the recipient
|
||||
# already has received an interaction from them
|
||||
# pending a response, can this interaction be
|
||||
# sent anyway.
|
||||
# Defaults to no
|
||||
|
||||
send_name = loc_key # The name of the interaction in context of
|
||||
# it being seen once sent. Defaults to database
|
||||
# object key
|
||||
|
||||
needs_recipient_to_open = yes # Does the interaction need a recipient set to
|
||||
# be able to be allowed to open and be shown.
|
||||
# Defaults to no
|
||||
|
||||
show_effects_in_notification = no # Should the effects of the interaction be shown
|
||||
# in the notification window when an interaction
|
||||
# is sent.
|
||||
# Defaults to yes
|
||||
|
||||
diarch_interaction = no # If this interaction should be taken by diarch,
|
||||
# including unlanded one
|
||||
|
||||
alert_icon = texture_path # Default is gfx/interface/icons/
|
||||
# character_interactions/my_interaction_alert.dds
|
||||
|
||||
icon_small = texture_path # Default is gfx/interface/icons/
|
||||
# character_interactions/my_interaction_small.dds
|
||||
|
||||
should_use_extra_icon = { always = yes } # When to show an extra icon.
|
||||
# Tooltip key is <key>_extra_icon
|
||||
|
||||
extra_icon = "gfx/<...>/hook_icon.dds" # Icon to show when should_use_extra_icon is true
|
||||
|
||||
target_type = type # Possible types:
|
||||
# title
|
||||
# artifact
|
||||
# men_at_arms
|
||||
# count (default)
|
||||
|
||||
target_filter = type # See FAQ for possible types
|
||||
|
||||
ai_intermediary_maybe = no # The ai intermediary answer is randomized
|
||||
|
||||
ai_maybe = yes # The ai answer is randomized
|
||||
|
||||
ai_min_reply_days = 4 # Minimum days before ai replies
|
||||
|
||||
ai_max_reply_days = 9 # Maximum days before ai replies
|
||||
|
||||
desc = loc_key # Short description of the interaction
|
||||
|
||||
greeting = negative/positive # Sets tone in request text
|
||||
|
||||
intermediary_notification_text = loc_key # Request text shown to the intermediary
|
||||
|
||||
notification_text = loc_key # Request text shown to the recipient
|
||||
|
||||
prompt = loc_key # What text should be shown under the
|
||||
# portrait? (For example: "Pick a Guardian")
|
||||
|
||||
cooldown = { years = x } # How long until the interaction can be
|
||||
# used again?
|
||||
|
||||
cooldown_against_recipient = { years = x } # How long until the interaction can be
|
||||
# used again against recipient?
|
||||
|
||||
ignore_recipient_recieve_cooldown = trigger # Under what circumstances can an interaction
|
||||
# against a recipient be used despite there
|
||||
# being a cooldown for targeting that recipient?
|
||||
|
||||
category_cooldown = { years = x } # Will apply a cooldown to all interactions in
|
||||
# the same category as this interaction
|
||||
#
|
||||
# If an interaction already has a cooldown,
|
||||
# the longer cooldown one will be applied
|
||||
|
||||
category_cooldown_against_recipient = { years = x } # Will apply a cooldown to all interactions in
|
||||
# the same category as this interaction against
|
||||
# this recipient
|
||||
#
|
||||
# If an interaction already has a cooldown, the
|
||||
# longer cooldown will be applied
|
||||
|
||||
is_shown = trigger # Is the interaction available and visible
|
||||
# between scope:actor and scope:recipient
|
||||
|
||||
is_valid_showing_failures_only = trigger # Is the interaction valid to be selected in
|
||||
# it's current setup, trigger only displays
|
||||
# failures
|
||||
|
||||
is_valid = trigger # Is the interaction valid to be selected in
|
||||
# it's current setup
|
||||
|
||||
has_valid_target_showing_failures_only = trigger # Is the target valid, trigger only displays
|
||||
# failures
|
||||
|
||||
has_valid_target = trigger # Is the target valid
|
||||
|
||||
can_be_picked = trigger # Can this character be picked as a valid target
|
||||
|
||||
can_be_picked_title = trigger # Can this title be picked as a valid target
|
||||
|
||||
can_be_picked_artifact = trigger # Can this artifact be picked as a valid target
|
||||
|
||||
can_be_picked_regiment = trigger # Can this regiment be picked as a valid target
|
||||
|
||||
auto_accept = yes/no/trigger # Is the interaction automatically accepted,
|
||||
# or can recipient decide
|
||||
|
||||
can_send = trigger # Can the interaction be sent?
|
||||
|
||||
can_be_blocked = trigger # Can the interaction be blocked by the
|
||||
# recipient (i.e. by a hook on the actor)
|
||||
|
||||
redirect = {} # This changes the redirection of characters
|
||||
# using the scopes actor, recipient,
|
||||
# secondary_actor and secondary_recipient
|
||||
|
||||
populate_actor_list = {} # Everyone sorted into the list 'characters' has
|
||||
# the potential of being shown to be selected.
|
||||
#
|
||||
# Uses the scopes actor, recipient,
|
||||
# secondary_actor and secondary_recipient.
|
||||
|
||||
populate_recipient_list = {} # Same as populate_actor_list
|
||||
|
||||
localization_values = = {} # To be able to use values in loc
|
||||
# (for example: RANSOM_COST =
|
||||
# scope:secondary_recipient.ransom_cost_value
|
||||
# lets you use $RANSOM_COST|0$ in loc)
|
||||
|
||||
options_heading = loc_key # Text shown above options block - describes all
|
||||
# options in general
|
||||
|
||||
send_option = { # Adds an option
|
||||
|
||||
is_shown = trigger # Is option shown. Independent trigger - don't
|
||||
# reference any other option flags to avoid
|
||||
# logic bugs
|
||||
|
||||
is_valid = trigger # Is option selectable
|
||||
|
||||
current_description = desc # Tooltip
|
||||
|
||||
flag = flag_name # If selected then scope:flag_name will be
|
||||
# set to yes
|
||||
|
||||
localization = loc_key # Loc_key for option label
|
||||
|
||||
starts_enabled = trigger # Trigger for whether this should be on when the
|
||||
# window opens. If not defined, defaults to off
|
||||
|
||||
can_be_changed = trigger # Trigger for whether this option can be changed
|
||||
# from its default
|
||||
|
||||
can_invalidate_interaction = bool # If yes then when the AI picks an interaction
|
||||
# it will do the full can send this entire
|
||||
# interaction check instead of the more
|
||||
# performance saving checking of recipient
|
||||
# refusal and ai will do, use with care and
|
||||
# profile it
|
||||
}
|
||||
|
||||
# Options should avoid preventing an interaction from sending (except by the recipient refusing), as we assume that to be the case in the AI for performance reasons, use can_invalidate_interaction if you need it to be re-checked
|
||||
|
||||
send_options_exclusive = yes/no # Are the options exclusive?
|
||||
|
||||
secondary_scopes_optional = yes/no # Are the secondary scope targets optional?
|
||||
|
||||
on_send = effect # Executes directly the interaction is sent
|
||||
|
||||
on_accept = effect # Executes when accepted by recipient
|
||||
# (only if intermediary accepts)
|
||||
|
||||
on_decline = effect # Executes when declined by recipient
|
||||
# (only if intermediary accepts)
|
||||
|
||||
on_blocked_effect = effect # Executes when blocked by recipient
|
||||
# (only if intermediary accepts)
|
||||
|
||||
pre_auto_accept = effect # Only executes if the interaction was auto
|
||||
# accepted. Done before any other side effect
|
||||
# (E.G., hard coded ones like marriage)
|
||||
|
||||
on_auto_accept = effect # Only executes if the interaction was
|
||||
# auto accepted
|
||||
|
||||
on_intermediary_accept = effect # Executes when intermediary allows the
|
||||
# interaction to happen. It's followed by
|
||||
# recipient decision
|
||||
|
||||
on_intermediary_decline = effect # Executes when intermediary declines the
|
||||
# interaction. It prevents any effect from
|
||||
# being called on the recipient
|
||||
|
||||
reply_item_key = loc_key # The key to the loc to show in the interaction
|
||||
# item tooltip. Receives the name of the
|
||||
# interaction in $INTERACTION$. Default value
|
||||
# "INTERACTION_REPLY_ITEM"
|
||||
|
||||
|
||||
### These loc keys are shown to the player when sending the interaction. The meaning is what is going to be the answer from the target.
|
||||
pre_answer_yes_key = loc_key # The key to the loc when the interaction is
|
||||
# going to be accepted.
|
||||
# Default value "ANSWER_YES"
|
||||
|
||||
pre_answer_no_key = loc_key # The key to the loc when the interaction is
|
||||
# NOT going to be accepted.
|
||||
# Default value "ANSWER_NO"
|
||||
|
||||
pre_answer_maybe_key = loc_key # The key to the loc when the interaction maybe
|
||||
# is accepted. Receives the acceptance value in
|
||||
# $VALUE$.
|
||||
# Default value "ANSWER_MAYBE"
|
||||
|
||||
pre_answer_yes_breakdown_key = ANSWER_WILL_ACCEPT # Summary header for acceptance breakdown for
|
||||
# recipient, when they accept
|
||||
|
||||
pre_answer_no_breakdown_key = ANSWER_WILL_NOT_ACCEPT # Summary header for acceptance breakdown for
|
||||
# recipient, when they decline
|
||||
|
||||
pre_answer_maybe_breakdown_key = ANSWER_SUM_MAYBE # Summary header for acceptance breakdown for
|
||||
# recipient, when it's randomized
|
||||
|
||||
intermediary_breakdown_yes = ANSWER_WILL_ACCEPT # Summary header for acceptance breakdown for
|
||||
# intermediary, when they accept
|
||||
|
||||
intermediary_breakdown_no = ANSWER_WILL_NOT_ACCEPT # Summary header for acceptance breakdown for
|
||||
# intermediary, when they decline
|
||||
|
||||
intermediary_breakdown_maybe = ANSWER_SUM_MAYBE # Summary header for acceptance breakdown for
|
||||
# intermediary, when it's randomized
|
||||
|
||||
|
||||
### These loc keys are shown to the player when answering an interaction.
|
||||
intermediary_answer_accept_key = ANSWER_YES # Intermediary Accept interaction button text
|
||||
|
||||
intermediary_answer_reject_key = ANSWER_NO # Intermediary Decline interaction button text
|
||||
|
||||
answer_block_key = ANSWER_BLOCK # Recipient Block interaction text
|
||||
|
||||
answer_accept_key = ANSWER_YES # Recipient Accept interaction button text
|
||||
|
||||
answer_reject_key = ANSWER_NO # Recipient Decline interaction button text
|
||||
|
||||
answer_acknowledge_key = ANSWER_ACKNOWLEDGE # Recipient Acknowledge interaction button text.
|
||||
# Used for notifications when it's already
|
||||
# happened
|
||||
|
||||
|
||||
cost = { # Scripted cost for the interaction. The
|
||||
# interaction will be disabled if the actor
|
||||
# can't pay up, and the cost will be subtracted
|
||||
# from the actor when the interaction is sent.
|
||||
# Renown can only be spent by the dynast.
|
||||
piety = {}
|
||||
prestige = {}
|
||||
gold = {}
|
||||
renown = {}
|
||||
}
|
||||
|
||||
ai_instant_response = yes/no # Will the AI respond instantly, and not pretend
|
||||
# to think about it for N days?
|
||||
|
||||
ai_set_target = {} # Set scope:target to make the AI target
|
||||
# something specific. Title targeting
|
||||
# interactions don't need this
|
||||
ai_targets = {
|
||||
ai_recipients = type # Which characters does the ai consider as
|
||||
# recipient for the interaction, can be scripted
|
||||
# multiple times to combine lists
|
||||
#
|
||||
# Available lists are in the "ai_targets"
|
||||
# section of this file (trying to add an invalid
|
||||
# list will trigger an error message with all
|
||||
# available )
|
||||
|
||||
max = integer # Maximum number of targets to consider, unset
|
||||
# considers all of them, will consider random
|
||||
# targets that it filters too
|
||||
|
||||
chance = 0-1 # A low chance, such as 0.25, randomly excludes
|
||||
# that number of characters from being checked -
|
||||
# this is useful for saving performance
|
||||
}
|
||||
|
||||
ai_target_quick_trigger = { # Quick triggers for the ai_targets
|
||||
|
||||
adult = yes # The target needs to be adult
|
||||
|
||||
attracted_to_owner = yes # The target needs to be attracted to owner
|
||||
|
||||
owner_attracted = yes # Owner needs to be attracted to the target
|
||||
|
||||
prison = yes # Target must be in prison
|
||||
}
|
||||
|
||||
ai_frequency = months # How often should the ai consider doing this
|
||||
# interaction
|
||||
|
||||
ai_potential = trigger # Will the ai consider trying this interaction.
|
||||
# Root scope is the actor, and other event
|
||||
# target are not available
|
||||
|
||||
ai_intermediary_accept = mtth # Will the intermediary ai approve for this
|
||||
# interaction and forward it to the recipient
|
||||
|
||||
ai_accept = mtth # Will the ai accept a request for this
|
||||
# interaction
|
||||
|
||||
ai_will_do = mtth # How interested is the ai in sending this
|
||||
# interaction (tested after selecting targets)
|
||||
# 0-100 percent chance, will be clamped.
|
||||
#
|
||||
|
||||
### Note that for title interactions, each individual target title will get evaluated, and the one giving the highest ai_will_do will get used. If the interaction has options, the combination of options that gives the highest ai_will_do will be used.
|
||||
}
|
||||
|
||||
=== FAQ ===
|
||||
Q: What does the special interaction type arrange_marriage_interaction do?
|
||||
A: special_interaction = arrange_marriage_interaction will add extra marriage info to the interaction
|
||||
this info makes the game show the special marriage interfaces when setting up an interaction or replying to it.
|
||||
It's also used by the ai in knowing which interaction to use when setting up marriages.
|
||||
It automatically marries/betroths the secondary participants and sets up alliances and hands out prestige.
|
||||
|
||||
Q: What does "secondary_actor = marriage" and "secondary_recipient = marriage" do?
|
||||
A: It states that the interaction has secondary participants (the one's actually getting married) and that
|
||||
we're allowed to change them in the interface. It also automatically redirects the interaction to the matchmaker
|
||||
so that the player can arrange a marriage with the son/daughter of another ruler and get the child as the
|
||||
secondary recipient and the ruler as the recipient (since they will be the ones accepting or not).
|
||||
It also sets up the list of characters to choose from from the actor/recipient with their courts and children.
|
||||
|
||||
Q: What does "secondary_actor = marry_off" and "secondary_recipient = marry_off" do?
|
||||
A: Very similar to marriage, but with some expections:
|
||||
- The list of characters is calculated from all living characters that are allowed to marry.
|
||||
- The redirection makes the character you do the interaction with the secondary actor (since you're the one marrying them off)
|
||||
- There's the marriage redirection for whoever you select them to marry (ie mostly being the employer)
|
||||
|
||||
Q: How and when are the character interaction triggers checked?
|
||||
A: These are the main triggers used by interactions:
|
||||
- is_shown
|
||||
- is_highlighted
|
||||
- is_valid_showing_failures_only
|
||||
- is_valid
|
||||
- has_valid_target_showing_failures_only
|
||||
- has_valid_target
|
||||
- can_be_picked
|
||||
- can_be_picked_title
|
||||
- can_be_blocked
|
||||
- can_send
|
||||
|
||||
Q: What are the possible types for target_filter?
|
||||
A: Possible types:
|
||||
- actor_domain_titles
|
||||
- recipient_domain_titles
|
||||
- secondary_actor_domain_titles
|
||||
- secondary_recipient_domain_titles
|
||||
- actor_domain_titles_including_leases
|
||||
- recipient_domain_titles_including_leases
|
||||
- secondary_actor_domain_titles_including_leases
|
||||
- secondary_recipient_domain_titles_including_leases
|
||||
- actor_de_jure_titles
|
||||
- recipient_de_jure_titles
|
||||
- secondary_actor_de_jure_titles
|
||||
- secondary_recipient_de_jure_titles
|
||||
- actor_realm_titles
|
||||
- recipient_realm_titles
|
||||
- secondary_actor_realm_titles
|
||||
- secondary_recipient_realm_titles
|
||||
- actor_top_liege_de_jure_titles
|
||||
- recipient_top_liege_de_jure_titles
|
||||
- secondary_actor_top_liege_de_jure_titles
|
||||
- secondary_recipient_top_liege_de_jure_titles
|
||||
|
||||
- actor_artifacts
|
||||
- recipient_artifacts
|
||||
- actor_artifacts_claimable
|
||||
- recipient_artifacts_claimable
|
||||
|
||||
- actor_maa
|
||||
- recipient_maa
|
||||
- actor_personal_maa
|
||||
- recipient_personal_maa
|
||||
- actor_title_maa
|
||||
- recipient_title_maa
|
||||
|
||||
- count (default)
|
||||
|
||||
Is there any other special behaviors set in code that these interactions are affected by?
|
||||
When are the following conditions evaluated, are any of them checked during special circumstances (e.g. "not all scopes exist yet"):
|
||||
is_shown
|
||||
can_be_picked
|
||||
is_valid_showing_failures_only
|
||||
has_valid_target_showing_failures_only
|
||||
|
||||
|
||||
|
||||
=== Custom Widgets ===
|
||||
|
||||
=== FAQ ===
|
||||
Q: What does the special interaction type arrange_marriage_interaction do?
|
||||
A: special_interaction = arrange_marriage_interaction will add extra marriage info to the interaction
|
||||
this info makes the game show the special marriage interfaces when setting up an interaction or replying to it.
|
||||
It's also used by the ai in knowing which interaction to use when setting up marriages.
|
||||
It automatically marries/betroths the secondary participants and sets up alliances and hands out prestige.
|
||||
|
||||
Q: What does "secondary_actor = marriage" and "secondary_recipient = marriage" do?
|
||||
A: It states that the interaction has secondary participants (the one's actually getting married) and that
|
||||
we're allowed to change them in the interface. It also automatically redirects the interaction to the matchmaker
|
||||
so that the player can arrange a marriage with the son/daughter of another ruler and get the child as the
|
||||
secondary recipient and the ruler as the recipient (since they will be the ones accepting or not).
|
||||
It also sets up the list of characters to choose from from the actor/recipient with their courts and children.
|
||||
|
||||
Q: What does "secondary_actor = marry_off" and "secondary_recipient = marry_off" do?
|
||||
A: Very similar to marriage, but with some expections:
|
||||
- The list of characters is calculated from all living characters that are allowed to marry.
|
||||
- The redirection makes the character you do the interaction with the secondary actor (since you're the one marrying them off)
|
||||
- There's the marriage redirection for whoever you select them to marry (ie mostly being the employer)
|
||||
|
||||
Q: How and when are the character interaction triggers checked?
|
||||
A: These are the main checks used by interactions:
|
||||
|
||||
Can Send: If an interaction can be sent is tested like this:
|
||||
- check if set up for sending (this means that all targets and secondary actors/recipients that the interaction uses, must have been selected)
|
||||
- check diplomatic range (if interaction scripted to use it)
|
||||
- make special is shown checks decided by special_interaction =
|
||||
- Trigger: is_shown
|
||||
- check if the interaction is already being considered by the recipient
|
||||
- Trigger: is_valid_showing_failures_only
|
||||
- Trigger: has_valid_target_showing_failures_only
|
||||
- Trigger: can_send
|
||||
- Trigger: is_valid
|
||||
- Trigger: has_valid_target
|
||||
- make special can send checks decided by special_interaction =
|
||||
If it passes all the above, then we check if the interaction needs to be accepted (auto_accept = no or failing trigger and interactions that can be sent regardless like imprison)
|
||||
interactions that need acceptance cannot be sent to the ai unless it will accept.
|
||||
|
||||
When populating a list of titles we look at this (examples: grant title, revoke title):
|
||||
- select domain or dejure title based on target_filter =
|
||||
- Trigger: can_be_picked_title with the full interaction scope and the title set as scope:target
|
||||
Note: can_be_picked_title is not checked when we try to send, it's a separate trigger that should be a fast way of deciding what can end up in the list to select from
|
||||
|
||||
When populating a list of characters we look a this:
|
||||
- secondary_actor/secondary_recipient = decides what to base the list off (vassals, courtiers, marriage, dynasty, house, ...)
|
||||
If we're haven't picked a character already (many interactions wants us to pick two characters, such as marriage)
|
||||
- Trigger: can_be_picked with the current interaction scipe and the tested character set as root
|
||||
Else if we're picking character number two
|
||||
- Try setting the character as secondary_actor/secondary_recipient. The interaction should be fully set up after this.
|
||||
- Do a full Can Send test, but ignore the ai acceptance check.
|
||||
Note: can_be_picked is only there to filter out the first character we need to select and is not part of the Can Send test.
|
||||
|
||||
Is Shown: is_shown is used by the interface to check if the interaction should be visible in the interaction list
|
||||
Is Valid: is_valid and is_valid_showing_failures_only are tested to see if an interaction should be enabled (clickable) or not in the menu
|
||||
|
||||
|
||||
== ai_targets ==
|
||||
The following are valid AI targets:
|
||||
known_secrets - Characters who has a secret you know of
|
||||
scheme_targets
|
||||
hooked_characters
|
||||
neighboring_rulers
|
||||
peer_vassals
|
||||
guests
|
||||
dynasty
|
||||
courtiers
|
||||
councillors
|
||||
prisoners
|
||||
sub_realm_characters
|
||||
realm_characters
|
||||
vassals
|
||||
liege
|
||||
self
|
||||
head_of_faith
|
||||
spouses
|
||||
family
|
||||
children
|
||||
primary_war_enemies
|
||||
war_enemies
|
||||
war_allies
|
||||
scripted_relations - Any character you have a scripted relation with
|
||||
activity_host - Host of your involved activity
|
||||
activity_guests - Guests of your involved activity
|
||||
contacts - People on your contact list (connected to task contracts)
|
||||
domicile_location_top_ruler - Ruler of domicile location's Top Realm (for Domicile Owners)
|
||||
domicile_location_top_realm_vassals - Vassals of domicile location's Top Realm (for Domicile Owners)
|
||||
domicile_location_neighboring_top_rulers - Rulers of Neighboring Top Realms (for Domicile Owners, uses the top liege of the domicile's location to fetch neighboring realms)
|
||||
domicile_location_neighboring_top_realm_vassals - Vassals of Neighboring Top Realms (for Domicile Owners, uses the top liege of the domicile's location to fetch neighboring realms)
|
||||
top_realm_domicile_owners - Owners of domiciles located in Top Liege Realm (for unlanded Domicile Owners, uses the top liege of the location you're in)
|
||||
sub_realm_domicile_owners - Owners of domiciles located within your own realm (for Landed Rulers)
|
||||
nearby_domicile_owners - Nearby owners of domiciles (Uses a range value defined as NEARBY_DOMICILE_RANGE in 00_defines.txt)
|
||||
Loading…
Add table
Add a link
Reference in a new issue