Structure: # Travel Option key = { # Trigger which has to be true to be shown while planning travel. Scope is the travel owner. is_shown = {} # Trigger which has to be true to be able to be picked while planning travel. Scope is the travel owner. is_valid = {} # Scripted cost which will be applied to the travel owner once the travel start, if the option is picked. Scope is the travel owner character. # We have chosen to remove the gold cost and have the player choose what options they want to apply for a limited number of slots. Still maintaining it for special options. cost = {} # Travel modifier which gets applied to the travels safety/speed if the option is picked. travel_modifier = { travel_speed = number travel_safety = number } # Character modifier that gets applied to the travel owner character owner_modifier = {} # Effect that gets triggered once the travel starts, or once the option is gained mid-travel. # Root - Travel Owner. # scope:travel_speed - Travel Speed (percentage points above 100%) # scope:travel_safety - Travel Safety on_applied_effect = {} # Effect that gets triggered once the travel ends. # Root - Travel Owner. # scope:travel_speed - Travel Speed (percentage points above 100%) # scope:travel_safety - Travel Safety on_travel_end_effect = {} ### Brief: ai_will_do (scripted value int32) # How likely is the AI to pick this option if valid? Options will be selected using weighted random. # Options will be re-evaluated after each option is added. # # Root - Travel Plan. # Extra scopes: # scope:highest_future_danger_value - highest danger value on route; to compare with `travel_safety` ai_will_do = {} # Select which court characters are added to the travel entourage when this option is added. # Weighted list is evaluated until all values are negative, or `max` is reached. travel_entourage_selection = { # List is all court characters. # root = character in the travel plan owners' court # scope:owner = character owning the travel plan weight = { value = 10 } # Up to how many characters to select for a player max = 2 # Up to how many characters to select for an AI ai_max = 2 } }