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