= { # for grouping together contract types, e.g. mercenary, potentially determines map icon group = test_group # Icon used in the UI icon = "path/to/image.dds" # Description or 'back-story' of the task contract, defaults to "_desc" # root = task_contract_type desc = "" # Description for request telling 'what to do' in order to complete the contract, defaults to "_request" # root = task_contract_type task_contract_request = "" # Contract owner should travel to contract location to accept and stay there for the duration of the contract travel = no # Contract is of a criminal nature is_criminal = no # Range setting # yes - uses diplomatic range to contract employer # no - uses ADVENTURER_DISTANCE_RESTRICTION define as radius use_diplomatic_range = no # Validity Triggers ## Can contract appear? (if triggers are true) # root - contract owner # scope:employer - contract employer, can be empty valid_to_create = { } # Can contract be accepted? (if triggers are true) # root - contract owner # scope:employer - contract employer, can be empty valid_to_accept = { } # Should contract invalidate? (if triggers are false) # root - existing contract valid_to_continue = { } # Should not taken contract invalidate? (if triggers are false) # root - existing contract valid_to_keep = { } # On-Action Effects ## Effects called when contract is created (create_task_contract effect) on_create = { } ## Effects called when contract is accepted (accept_task_contract effect) on_accepted = { } # Effects called when contract is completed successfully, along with rewards (complete_task_contract effect) on_completed = { } # Effects called when contract is invalidated (valid_to_continue is false, or invalidate_task_contract effect) on_invalidated = { } # Default = no, showing completed contract toast animation should_show_toast_on_complete = no # Contract Reward Effects task_contract_reward = { #reward name = { # Default = no, showing completed contract reward effect desription should_print_on_complete = no effect = { } # Should this possible reward be shown in the UI. It will still be displayed in the effect on completion # if that's what owner gets visible = yes # Is this reward positive 'Upon Success' or negative 'Upon Failure' # default is yes positive = yes } } # scripted value how likely this contract type is to be picked when populating for area # root - contract owner # scope:employer - contract employer, can be empty weight = { value = 0 } }