N3OW/common/epidemics/_epidemics.info
2026-01-06 14:25:21 +01:00

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