delectable
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6234
N3OW/common/domiciles/buildings/00_camp_buildings.txt
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6234
N3OW/common/domiciles/buildings/00_camp_buildings.txt
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21961
N3OW/common/domiciles/buildings/00_chinese_estate_buildings.txt
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21961
N3OW/common/domiciles/buildings/00_chinese_estate_buildings.txt
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16006
N3OW/common/domiciles/buildings/00_yurt_buildings.txt
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16006
N3OW/common/domiciles/buildings/00_yurt_buildings.txt
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188
N3OW/common/domiciles/buildings/_domicile_buildings.info
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188
N3OW/common/domiciles/buildings/_domicile_buildings.info
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@ -0,0 +1,188 @@
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### Brief: <key> ( database key )
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# Flavor text description of building defaults to
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# "<key>_domicile_building_desc".
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#
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# All buildings automatically inherit the character modifiers of its
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# previous buildings of the same track
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#
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<key> = {
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### Brief: can_construct ( trigger )
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# Is the scoped owner able to construct this building?
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#
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# Supported scopes:
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# root ( Character )
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#
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can_construct = {
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<triggers>
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}
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### Brief: can_construct_potential ( trigger )
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# Is the scoped owner able to consider constructing this building?
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#
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# Supported scopes:
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# root ( Character )
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#
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can_construct_potential = {
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<triggers>
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}
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### Brief: on_start/on_cancelled/on_completed ( effect )
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# Effects fired when construction begins, is cancelled or finishes.
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#
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# Available scopes:
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# root -- Domicile it is built in
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# scope:owner -- Owner of the Domicile
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#
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on_start/on_cancelled/on_complete = { }
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# How many days it takes to construct the building
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# Note: Affected by modifiers 'build_speed' and 'domicile_build_speed'
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construction_time = 720
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### Brief: parameters ( parameter list )
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# Arbitrary parameters that can be checked with the trigger
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# 'has_domicile_parameter'
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#
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# Note: The above trigger just checks for existence, so it does not
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# matter if the value is set to 'yes' or 'no'.
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#
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# Parameters are not inherited from previous_building and has to be
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# repeated to not get lost on upgrading.
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#
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parameters = {
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some_parameter = yes
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}
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### Brief: slot_type ( parameter list )
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# This building may only be constructed in selected slot type
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#
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# Internal slots cannot be base buildings and requires a previous
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# building. They may only be constructed within a main or external
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# building.
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#
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# If slot type is 'main' and it doesn't have a previous building,
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# it will automatically be constructed on start
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#
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# Slot types are: 'main', 'external' or 'internal'.
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# Default type is 'external'
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#
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slot_type = external
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### Brief: internal_slots ( int32 )
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# Set the amount of unlocked internal building slots this building
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# has.
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#
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# Default is 0
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#
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internal_slots = 0
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### Brief: allowed_domicile_types ( list of database key )
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# List the domicile types which can build this building.
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#
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# UNSET WILL NOT SHOW UP!
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#
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allowed_domicile_types = {
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<key>
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<key>
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}
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### Brief: previous_building ( database key )
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# If the 'previous_building'-statement is missing, this building
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# will be treated as a base building meaning the first tier of a
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# potentional chain of building upgrades.
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#
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# To define an upgrade, type the key name of the building before
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# it, marking this building as it's upgrade.
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#
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# A building will get diverging upgrade paths if two upgrades has
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# the same 'previous_building'-key
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#
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previous_building = <key>
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### Brief: cost ( scripted cost )
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# How much does this building cost?
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#
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# Ex: { gold = 500, prestige = 100 }
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#
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cost = {
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<scripted_cost>
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}
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### Brief: refund ( optional scripted cost )
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# How much do you get by refunding this building?
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# Note: If not entered, will use cost directly as fallback
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#
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# Ex: { gold = 500, prestige = 100 }
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#
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refund = {
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<scripted_cost>
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}
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### Brief: character_modifier ( modifiers )
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# Modifiers applied to the Domicile owner of this building.
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# Ex: { county_opinion_add = 2, stress_loss_mult = 0.15 }
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#
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# Note: Please do not use holdings monthly_income, etc..!
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# Instead use: domicile_monthly_gold_add or
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# domicile_monthly_gold_mult (same for: _prestige / _piety /
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# _influence )
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#
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character_modifier = {
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<modifier>
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}
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### Brief: province_modifier ( modifiers )
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# Modifiers applied to the Province this building is in.
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# Ex: { stationed_camel_cavalry_damage_mult = high_maa_damage_tier_6 }
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province_modifier = {
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<modifier>
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}
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### Brief: ai_value ( script value )
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# How desirable is the building for the AI. Evaluated alongside
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# regular buildings.
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#
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# Available scopes:
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# root -- Domicile it is built in
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# scope:owner -- Owner of the Domicile
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#
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ai_value = {
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value = 100
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}
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### Brief: asset ( asset definition )
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# Which asset does the building use
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#
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asset = {
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### Brief: trigger ( trigger )
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# Trigger for scoped domicile when to pick this asset over
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# another, remove it to always pick this asset
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#
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trigger = { ... }
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### Brief: icon ( string path )
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# Building icon used in UI
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#
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icon = "path/to/image.dds"
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### Brief: texture ( string path )
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# Path to texture shown in the domicile window
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#
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texture = "path/to/image.dds"
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### Brief: intersectionmask_texture ( string path )
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# Mask used with texture
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#
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intersectionmask_texture = "path/to/mask.png"
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### Brief: soundeffect ( string soundbank reference )
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# Associated sound effect. Supports soundparameters where they
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# will be automatically appended based on building's current
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# tier: soundparameter = { "Tier" = 1 }
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#
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soundeffect = "event:/DLC/EP2/SFX/UI/Grand_Activity/Tournaments/ep2_ui_grand_tournament_farrier"
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}
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}
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2421
N3OW/common/domiciles/types/00_domicile_types.txt
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2421
N3OW/common/domiciles/types/00_domicile_types.txt
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978
N3OW/common/domiciles/types/10_tgp_japan_domicile_types.txt
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978
N3OW/common/domiciles/types/10_tgp_japan_domicile_types.txt
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japanese_manor = {
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allowed_for_character = {
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any_held_title = {
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is_noble_family_title = yes
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}
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}
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rename_window = house
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illustration = "gfx/interface/illustrations/event_scenes/tgp_asia_estate.dds"
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icon = "gfx/interface/icons/flat_icons/domicile_japan.dds"
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map_pin_texture = "gfx/interface/icons/map_icons/map_icon_japanese_manor.dds"
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map_pin_anchor = up
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map_pin_lobby = yes
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can_move_manually = yes
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move_cooldown = { days = japanese_manor_move_cooldown_value }
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move_cost = {
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gold = {
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value = {
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value = 20
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format = "BASE_VALUE_FORMAT"
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desc = "BASE_VALUE"
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}
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domicile ?= {
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switch = {
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trigger = has_domicile_building_or_higher
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japanese_manor_main_03 = { add = 40 }
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japanese_manor_main_02 = { add = 20 }
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japanese_manor_main_04 = { add = 60 }
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japanese_manor_main_05 = { add = 80 }
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}
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}
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}
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}
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base_external_slots = 2
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domicile_building_slots = {
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external_slot_1 = {
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position = { 19.7% 5.5% }
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size = { 15% 30% }
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# Empty slot in city
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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this = root.owner.top_liege.capital_province
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/asian_empty_slot_01.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/asian_empty_slot_01_mask.png"
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}
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# Empty slot
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empty_slot_asset = {
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trigger = {
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owner.culture = {
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OR = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/yurt_empty_slot_01.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/yurt_empty_slot_01_mask.png"
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}
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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OR = {
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terrain = drylands
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terrain = desert
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terrain = desert_mountains
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terrain = oasis
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terrain = steppe
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_drylands_empty.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_mask.png"
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}
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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OR = {
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terrain = mountains
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terrain = hills
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terrain = terraced_hills
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_rough_empty.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_mask.png"
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}
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empty_slot_asset = {
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_grassland_empty_05.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_05_mask.png"
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}
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# Under Construction
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construction_slot_asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_mena_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png"
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}
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construction_slot_asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_western_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png"
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}
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construction_slot_asset = {
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trigger = {
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owner.culture = {
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OR = {
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has_graphical_chinese_culture_group_trigger = yes
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has_graphical_japanese_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_construction_chinese.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_chinese_mask.png"
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}
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construction_slot_asset = {
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png"
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}
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}
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external_slot_4 = {
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position = { 52.3% 3% }
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size = { 15% 30% }
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# Empty slot in city
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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this = root.owner.top_liege.capital_province
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/asian_empty_slot_04.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/asian_empty_slot_04_mask.png"
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}
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# Empty slot
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empty_slot_asset = {
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trigger = {
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owner.culture = {
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OR = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/yurt_empty_slot_04.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/yurt_empty_slot_04_mask.png"
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}
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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OR = {
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terrain = jungle
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terrain = wetlands
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terrain = floodplains
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_jungle_empty_05.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_05_mask.png"
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}
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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OR = {
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terrain = drylands
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terrain = desert
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terrain = desert_mountains
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terrain = oasis
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terrain = steppe
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_drylands_empty_03.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_03_mask.png"
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}
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empty_slot_asset = {
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trigger = {
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domicile_location = {
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OR = {
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terrain = mountains
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terrain = hills
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terrain = terraced_hills
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_rough_empty_03.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_03_mask.png"
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}
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empty_slot_asset = {
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_grassland_empty_03.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_03_mask.png"
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}
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# Under Construction
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construction_slot_asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_mena_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png"
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}
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construction_slot_asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_western_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png"
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}
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construction_slot_asset = {
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trigger = {
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owner.culture = {
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OR = {
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has_graphical_chinese_culture_group_trigger = yes
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has_graphical_japanese_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/flat_icons/plus.dds"
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texture = "gfx/interface/window_domiciles/estate_building_construction_chinese.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_chinese_mask.png"
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}
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construction_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png"
|
||||
}
|
||||
}
|
||||
|
||||
main_slot = {
|
||||
slot_type = main
|
||||
position = { 29.7% 14.2% }
|
||||
size = { 28% 34.5% }
|
||||
|
||||
# Empty slot in city
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
this = root.owner.top_liege.capital_province
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/asian_empty_slot_01.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/asian_empty_slot_01_mask.png"
|
||||
}
|
||||
|
||||
# Empty slot
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_east_asia_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/yurt_empty_slot_01.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/yurt_empty_slot_01_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = jungle
|
||||
terrain = wetlands
|
||||
terrain = floodplains
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_grassland_empty.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = drylands
|
||||
terrain = desert
|
||||
terrain = desert_mountains
|
||||
terrain = oasis
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_grassland_empty.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = hills
|
||||
terrain = mountains
|
||||
terrain = terraced_hills
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_grassland_empty.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_grassland_empty.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
|
||||
}
|
||||
|
||||
# Under Construction
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_mena_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_manor_construction_mena.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_construction_mena_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_western_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_manor_construction_western.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_construction_western_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_chinese_culture_group_trigger = yes
|
||||
has_graphical_japanese_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_manor_construction_chinese.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_construction_chinese_mask.png"
|
||||
}
|
||||
|
||||
construction_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_manor_construction_byzantine.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_construction_byzantine_mask.png"
|
||||
}
|
||||
}
|
||||
|
||||
external_slot_2 = {
|
||||
position = { 4.5% 20% }
|
||||
size = { 15% 30% }
|
||||
|
||||
# Empty slot in city
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
this = root.owner.top_liege.capital_province
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/asian_empty_slot_02.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/asian_empty_slot_02_mask.png"
|
||||
}
|
||||
|
||||
# Empty slot
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_east_asia_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/yurt_empty_slot_02.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/yurt_empty_slot_02_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = jungle
|
||||
terrain = wetlands
|
||||
terrain = floodplains
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_jungle_empty_06.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_06_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = drylands
|
||||
terrain = desert
|
||||
terrain = desert_mountains
|
||||
terrain = oasis
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_drylands_empty_06.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_06_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = mountains
|
||||
terrain = hills
|
||||
terrain = terraced_hills
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_rough_empty_06.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_06_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_grassland_empty_06.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_06_mask.png"
|
||||
}
|
||||
|
||||
# Under Construction
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_mena_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_western_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_chinese_culture_group_trigger = yes
|
||||
has_graphical_japanese_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_chinese.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_chinese_mask.png"
|
||||
}
|
||||
|
||||
construction_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png"
|
||||
}
|
||||
}
|
||||
|
||||
external_slot_3 = {
|
||||
position = { 13.5% 45% }
|
||||
size = { 15% 30% }
|
||||
|
||||
# Empty slot in city
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
this = root.owner.top_liege.capital_province
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/asian_empty_slot_03.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/asian_empty_slot_03_mask.png"
|
||||
}
|
||||
|
||||
# Empty slot
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_east_asia_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/yurt_empty_slot_03.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/yurt_empty_slot_03_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = jungle
|
||||
terrain = wetlands
|
||||
terrain = floodplains
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_jungle_empty_04.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_04_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = drylands
|
||||
terrain = desert
|
||||
terrain = desert_mountains
|
||||
terrain = oasis
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_drylands_empty_04.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_04_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = mountains
|
||||
terrain = hills
|
||||
terrain = terraced_hills
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_rough_empty_04.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_04_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_grassland_empty_04.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_04_mask.png"
|
||||
}
|
||||
|
||||
# Under Construction
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_mena_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_western_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_chinese_culture_group_trigger = yes
|
||||
has_graphical_japanese_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_chinese.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_chinese_mask.png"
|
||||
}
|
||||
|
||||
construction_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png"
|
||||
}
|
||||
}
|
||||
|
||||
external_slot_5 = {
|
||||
position = { 64% 29% }
|
||||
size = { 15% 30% }
|
||||
|
||||
# Empty slot in city
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
this = root.owner.top_liege.capital_province
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/asian_empty_slot_05.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/asian_empty_slot_05_mask.png"
|
||||
}
|
||||
|
||||
# Empty slot
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_east_asia_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/yurt_empty_slot_05.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/yurt_empty_slot_05_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = jungle
|
||||
terrain = wetlands
|
||||
terrain = floodplains
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_jungle_empty_03.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_03_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = drylands
|
||||
terrain = desert
|
||||
terrain = desert_mountains
|
||||
terrain = oasis
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_drylands_empty_05.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_05_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = mountains
|
||||
terrain = hills
|
||||
terrain = terraced_hills
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_rough_empty_02.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_02_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_grassland_empty_02.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_02_mask.png"
|
||||
}
|
||||
|
||||
# Under Construction
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_mena_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_western_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_chinese_culture_group_trigger = yes
|
||||
has_graphical_japanese_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_chinese.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_chinese_mask.png"
|
||||
}
|
||||
|
||||
construction_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png"
|
||||
}
|
||||
}
|
||||
|
||||
external_slot_6 = {
|
||||
position = { 39% 47% }
|
||||
size = { 15% 30% }
|
||||
|
||||
# Empty slot in city
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
this = root.owner.top_liege.capital_province
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/asian_empty_slot_06.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/asian_empty_slot_06_mask.png"
|
||||
}
|
||||
|
||||
# Empty slot
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_east_asia_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/yurt_empty_slot_06.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/yurt_empty_slot_06_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = jungle
|
||||
terrain = wetlands
|
||||
terrain = floodplains
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_jungle_empty.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = drylands
|
||||
terrain = desert
|
||||
terrain = desert_mountains
|
||||
terrain = oasis
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_drylands_empty_02.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_02_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = mountains
|
||||
terrain = hills
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_rough_empty_05.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_05_mask.png"
|
||||
}
|
||||
|
||||
empty_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_grassland_empty.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_mask.png"
|
||||
}
|
||||
|
||||
|
||||
# Under Construction
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_mena_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_western_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png"
|
||||
}
|
||||
construction_slot_asset = {
|
||||
trigger = {
|
||||
owner.culture = {
|
||||
OR = {
|
||||
has_graphical_chinese_culture_group_trigger = yes
|
||||
has_graphical_japanese_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_chinese.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_chinese_mask.png"
|
||||
}
|
||||
|
||||
construction_slot_asset = {
|
||||
icon = "gfx/interface/icons/flat_icons/plus.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Backgrounds
|
||||
|
||||
domicile_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
this = root.owner.top_liege.capital_province
|
||||
}
|
||||
}
|
||||
background = "gfx/interface/window_domiciles/asian_domicile_background_urban_terrain.dds"
|
||||
foreground = "gfx/interface/window_domiciles/asian_domicile_background_urban_terrain_foreground.dds"
|
||||
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_byzantine_urban"
|
||||
}
|
||||
|
||||
domicile_asset = {
|
||||
trigger = {
|
||||
domicile_location.culture = {
|
||||
has_graphical_east_asia_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
background = "gfx/interface/window_domiciles/estate_background_steppe_terrain.dds"
|
||||
foreground = "gfx/interface/window_domiciles/estate_background_steppe_terrain_foreground.dds"
|
||||
ambience = "event:/DLC/CE2/Ambience/2D/Domicile/ce2_amb_2d_domicile_yurt"
|
||||
}
|
||||
|
||||
domicile_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = jungle
|
||||
terrain = wetlands
|
||||
terrain = floodplains
|
||||
}
|
||||
}
|
||||
}
|
||||
background = "gfx/interface/window_domiciles/estate_background_jungle_terrain.dds"
|
||||
foreground = "gfx/interface/window_domiciles/estate_background_jungle_terrain_foreground.dds"
|
||||
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_wetlands"
|
||||
}
|
||||
|
||||
domicile_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = drylands
|
||||
terrain = desert
|
||||
terrain = desert_mountains
|
||||
terrain = oasis
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
background = "gfx/interface/window_domiciles/estate_background_dry_terrain.dds"
|
||||
foreground = "gfx/interface/window_domiciles/estate_background_dry_terrain_foreground.dds"
|
||||
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_dry_lands"
|
||||
}
|
||||
|
||||
domicile_asset = {
|
||||
trigger = {
|
||||
domicile_location = {
|
||||
OR = {
|
||||
terrain = hills
|
||||
terrain = mountains
|
||||
terrain = terraced_hills
|
||||
}
|
||||
}
|
||||
}
|
||||
background = "gfx/interface/window_domiciles/estate_background_rough_terrain.dds"
|
||||
foreground = "gfx/interface/window_domiciles/estate_background_rough_terrain_foreground.dds"
|
||||
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_rough_lands"
|
||||
}
|
||||
|
||||
domicile_asset = {
|
||||
background = "gfx/interface/window_domiciles/estate_background_green_terrain.dds"
|
||||
foreground = "gfx/interface/window_domiciles/estate_background_green_terrain_foreground.dds"
|
||||
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_green_lands"
|
||||
}
|
||||
}
|
||||
148
N3OW/common/domiciles/types/_domicile_types.info
Normal file
148
N3OW/common/domiciles/types/_domicile_types.info
Normal file
|
|
@ -0,0 +1,148 @@
|
|||
domicile_type = {
|
||||
# Is this domicile type allowed for character
|
||||
# root = character
|
||||
allowed_for_character = {
|
||||
<triggers>
|
||||
}
|
||||
|
||||
# Shortcut to rename the domicile window
|
||||
# Rename windows are: 'primary_title' or 'house'. Default type is 'none'
|
||||
rename_window = none
|
||||
|
||||
# Texture used in the realm tab access
|
||||
illustration = "path/to/image.dds"
|
||||
|
||||
# Flat icon texture representing the domicile type in various places
|
||||
icon = "path/to/image.dds"
|
||||
|
||||
# Texture for map pin
|
||||
map_pin_texture = "path/to/image.dds"
|
||||
|
||||
# Where to anchor the domicile map pin in relation to it's province
|
||||
# Anchor types are: 'up' or 'right'. Default type is 'right'
|
||||
map_pin_anchor = right
|
||||
|
||||
# Will this domicile show up in the game lobby
|
||||
map_pin_lobby = yes
|
||||
|
||||
# Does this domicile manage the provisions resource
|
||||
# Domiciles that use provisions travel to a new location, otherwise it's moved instantly
|
||||
provisions = no
|
||||
|
||||
# Is this domicile allowed to travel?
|
||||
travel = no
|
||||
|
||||
# Does this domicile manage the herd resource
|
||||
herd = no
|
||||
|
||||
# Does this domicile store a culture and faith? (default: no)
|
||||
culture_and_faith = no
|
||||
|
||||
# Should this domicile also move when you move your realm capital? (default: no)
|
||||
move_with_realm_capital = no
|
||||
|
||||
# Can you move this domicile without bespoke features?
|
||||
#
|
||||
can_move_manually = yes
|
||||
|
||||
# After moving the domicile, how many days before you can move again?
|
||||
# days/weeks/months/years = X
|
||||
move_cooldown = { days = 7 }
|
||||
|
||||
# How much does it cost to move the domicile? Ex: { gold = 500, prestige = 100 }
|
||||
move_cost = {
|
||||
<scripted_cost>
|
||||
}
|
||||
|
||||
# Modifier applied to the domicile owner when disliked by the majority of their court
|
||||
# Can take a "scale" parameter to scale by (a script value; see _script_values.info)
|
||||
domicile_temperament_low_modifier = {}
|
||||
|
||||
# Modifier applied to the domicile owner when liked by the majority of their court
|
||||
# Can take a "scale" parameter to scale by (a script value; see _script_values.info)
|
||||
domicile_temperament_high_modifier = {}
|
||||
|
||||
# How many unlocked external building slots domicile starts out with
|
||||
base_external_slots = 2
|
||||
|
||||
# List all available main and external slots, they will be unlocked in order of appearance here
|
||||
# Note: Internal slots are handled separately by the buildings themselves
|
||||
# Layering of slots (in front/behind) matches order of definition
|
||||
domicile_building_slots = {
|
||||
main_slot = { # any name you want
|
||||
# Set what domicile building may be constructed here based on their slot type
|
||||
# Types are: 'main' or 'external'. The 'internal' slot type is handled within the buildings themselves
|
||||
# Main buildings without a previous building will attempt to be constructed automatically in found main slots
|
||||
# Default type is 'external'
|
||||
slot_type = main
|
||||
|
||||
# Building position in the domicile window, supports both % and direct values
|
||||
position = { ... }
|
||||
|
||||
# Size of buildings placed in this slot, supports both % and direct values
|
||||
size = { ... }
|
||||
|
||||
# Define assets used when slot is empty, will pick first valid match
|
||||
empty_slot_asset = {
|
||||
# Trigger for scoped domicile when to pick this asset over another, remove trigger part to always pick this asset
|
||||
trigger = { ... }
|
||||
|
||||
# Building icon used in UI
|
||||
icon = "path/to/image.dds"
|
||||
|
||||
# Path to texture shown in the domicile window
|
||||
texture = "path/to/image.dds"
|
||||
|
||||
# Mask used with texture
|
||||
intersectionmask_texture = "path/to/mask.png"
|
||||
}
|
||||
|
||||
# Define assets used when building is under construction in this slot, will pick first valid match
|
||||
construction_slot_asset = {
|
||||
# Trigger for scoped domicile when to pick this asset over another, remove trigger part to always pick this asset
|
||||
trigger = { ... }
|
||||
|
||||
# Building icon used in UI
|
||||
icon = "path/to/image.dds"
|
||||
|
||||
# Path to texture shown in the domicile window
|
||||
texture = "path/to/image.dds"
|
||||
|
||||
# Mask used with texture
|
||||
intersectionmask_texture = "path/to/mask.png"
|
||||
}
|
||||
}
|
||||
external_slot_1 = { # any name you want
|
||||
...
|
||||
}
|
||||
}
|
||||
|
||||
# What background assets does the domicile use, will pick first valid match
|
||||
domicile_asset = {
|
||||
# Trigger for scoped domicile when to pick this asset over another, remove trigger part to always pick this asset
|
||||
trigger = { ... }
|
||||
|
||||
# Path to background texture shown in the domicile window
|
||||
background = "path/to/image.dds"
|
||||
|
||||
# Path to foreground texture shown in the front of domicile window
|
||||
foreground = "path/to/image.dds"
|
||||
|
||||
# Path to ambience sound
|
||||
ambience = "path/to/ambience"
|
||||
}
|
||||
|
||||
# Map entity for the domicile, multiple can be read in, first one is picked from order they are read in.
|
||||
#
|
||||
# If the location of the domicile has no holding, it takes the place of the holding (on the 'Buildings' locator).
|
||||
# Else they will be placed on the 'Activity' locator, but only if there is nothing there at that time.
|
||||
map_entity = {
|
||||
# root = the domicile
|
||||
# scope:owner = domicile owner
|
||||
trigger = {
|
||||
<triggers>
|
||||
}
|
||||
reference = "name" # Entity name
|
||||
}
|
||||
map_entity = "name" # Short hand for a single constant entity name
|
||||
}
|
||||
432
N3OW/common/terrain_types/00_terrains.txt
Normal file
432
N3OW/common/terrain_types/00_terrains.txt
Normal file
|
|
@ -0,0 +1,432 @@
|
|||
@provisions_cost_minimal = 25
|
||||
@provisions_cost_light = 50
|
||||
@provisions_cost_medium = 80
|
||||
@provisions_cost_high = 100
|
||||
@provisions_cost_extreme = 150
|
||||
|
||||
plains = {
|
||||
color = hsv { 0.1 0.5 0.8 }
|
||||
travel_danger_color = hsv { 0.1 0.5 0.8 }
|
||||
travel_danger_score = 10
|
||||
provision_cost = @provisions_cost_light
|
||||
county_fertility = 30
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = 0
|
||||
travel_danger = 10
|
||||
county_fertility_growth_add = plains_county_fertility_value
|
||||
}
|
||||
|
||||
audio_parameter = 1.0
|
||||
}
|
||||
|
||||
sea = {
|
||||
color = hsv { 0.0 0.0 0.1 0 }
|
||||
travel_danger_color = hsv { 0.00 0.00 1.00 0.00 }
|
||||
travel_danger_score = 20
|
||||
provision_cost = @provisions_cost_high
|
||||
|
||||
province_modifier = {
|
||||
travel_danger = 75
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
coastal_sea = {
|
||||
color = hsv { 0.0 0.0 0.1 0 }
|
||||
travel_danger_color = hsv { 0.00 0.00 1.00 0.00 }
|
||||
travel_danger_score = 20
|
||||
provision_cost = @provisions_cost_medium
|
||||
|
||||
province_modifier = {
|
||||
travel_danger = 50
|
||||
}
|
||||
}
|
||||
|
||||
farmlands = {
|
||||
color = hsv { 0 1 1 }
|
||||
provision_cost = @provisions_cost_minimal
|
||||
county_fertility = 40
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = 0.5
|
||||
county_fertility_growth_add = farmlands_county_fertility_value
|
||||
}
|
||||
|
||||
county_capital_modifier = {
|
||||
development_growth_factor = 0.2
|
||||
}
|
||||
|
||||
audio_parameter = 1.0
|
||||
}
|
||||
|
||||
hills = {
|
||||
color = hsv { 29 0.867 0.353 }
|
||||
travel_danger_color = hsv { 29 0.6 0.353 }
|
||||
travel_danger_score = hills_danger_value
|
||||
provision_cost = @provisions_cost_light
|
||||
county_fertility = 20
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = -0.1
|
||||
travel_danger = hills_danger_value
|
||||
county_fertility_growth_add = hills_county_fertility_value
|
||||
}
|
||||
|
||||
county_capital_modifier = {
|
||||
development_growth_factor = -0.1
|
||||
}
|
||||
|
||||
defender_combat_effects = {
|
||||
name = combat_hills
|
||||
image = combat_hills
|
||||
advantage = 5
|
||||
}
|
||||
|
||||
movement_speed = 0.8
|
||||
combat_width = 0.8
|
||||
|
||||
audio_parameter = 1.0
|
||||
}
|
||||
|
||||
mountains = {
|
||||
color = hsv { 0 0 0.392 }
|
||||
travel_danger_color = hsv { 0 0 0.392 }
|
||||
travel_danger_score = mountains_danger_value
|
||||
provision_cost = @provisions_cost_extreme
|
||||
county_fertility = 15
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = -0.5
|
||||
travel_danger = mountains_danger_value
|
||||
county_fertility_growth_add = mountains_county_fertility_value
|
||||
}
|
||||
|
||||
county_capital_modifier = {
|
||||
development_growth_factor = -0.25
|
||||
}
|
||||
|
||||
defender_combat_effects = {
|
||||
name = combat_mountain
|
||||
image = combat_mountain
|
||||
advantage = 12
|
||||
}
|
||||
|
||||
movement_speed = 0.5
|
||||
combat_width = 0.5
|
||||
|
||||
audio_parameter = 6.0
|
||||
}
|
||||
|
||||
desert = {
|
||||
color = hsv { 0.15 1 1 } #{ 225 255 0 }
|
||||
travel_danger_color = hsv { 0.16 0.7 0.8 }
|
||||
travel_danger_score = desert_danger_value
|
||||
provision_cost = @provisions_cost_extreme
|
||||
county_fertility = 20
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = -0.3
|
||||
travel_danger = desert_danger_value
|
||||
county_fertility_growth_add = desert_county_fertility_value
|
||||
}
|
||||
|
||||
county_capital_modifier = {
|
||||
development_growth_factor = -0.5
|
||||
}
|
||||
|
||||
movement_speed = 0.7
|
||||
|
||||
audio_parameter = 2.0
|
||||
}
|
||||
|
||||
desert_mountains = {
|
||||
color = hsv { 0.7 0.5 0.15 }
|
||||
travel_danger_color = hsv { 0 0 0.392 }
|
||||
travel_danger_score = desert_mountains_danger_value
|
||||
provision_cost = @provisions_cost_extreme
|
||||
county_fertility = 20
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = -0.6
|
||||
travel_danger = desert_mountains_danger_value
|
||||
county_fertility_growth_add = desert_mountains_county_fertility_value
|
||||
}
|
||||
|
||||
county_capital_modifier = {
|
||||
development_growth_factor = -0.5
|
||||
}
|
||||
|
||||
defender_combat_effects = {
|
||||
name = combat_desert_mountains
|
||||
image = defender_desert_mountains
|
||||
advantage = 12
|
||||
}
|
||||
|
||||
defender_modifier = {
|
||||
retreat_losses = -0.3
|
||||
}
|
||||
|
||||
movement_speed = 0.5
|
||||
combat_width = 0.5
|
||||
|
||||
audio_parameter = 7.0
|
||||
}
|
||||
|
||||
oasis = {
|
||||
color = hsv { 0.7 0.3 0.8 }
|
||||
travel_danger_color = hsv { 0.16 0.7 0.8 }
|
||||
travel_danger_score = 10
|
||||
provision_cost = @provisions_cost_minimal
|
||||
county_fertility = 30
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = 0.1
|
||||
travel_danger = 10
|
||||
county_fertility_growth_add = oasis_county_fertility_value
|
||||
}
|
||||
|
||||
county_capital_modifier = {
|
||||
development_growth_factor = 0.1
|
||||
}
|
||||
|
||||
movement_speed = 1
|
||||
|
||||
audio_parameter = 10.0
|
||||
}
|
||||
|
||||
jungle = {
|
||||
color = { 10 60 35 }
|
||||
travel_danger_color = { 10 60 35 }
|
||||
travel_danger_score = jungle_danger_value
|
||||
provision_cost = @provisions_cost_high
|
||||
county_fertility = 10
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = -0.25
|
||||
travel_danger = jungle_danger_value
|
||||
county_fertility_growth_add = jungle_county_fertility_value
|
||||
}
|
||||
|
||||
county_capital_modifier = {
|
||||
development_growth_factor = -0.4
|
||||
}
|
||||
|
||||
defender_combat_effects = {
|
||||
name = combat_jungle
|
||||
image = defender_jungle
|
||||
advantage = 6
|
||||
}
|
||||
|
||||
movement_speed = 0.5
|
||||
combat_width = 0.7
|
||||
|
||||
audio_parameter = 8.0
|
||||
}
|
||||
|
||||
forest = {
|
||||
color = hsv { 0.3 0.75 0.7 } #50 255 25
|
||||
travel_danger_color = hsv { 0.37 0.8 0.5 }
|
||||
travel_danger_score = forest_danger_value
|
||||
provision_cost = @provisions_cost_light
|
||||
county_fertility = 15
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = -0.1
|
||||
travel_danger = forest_danger_value
|
||||
county_fertility_growth_add = forest_county_fertility_value
|
||||
}
|
||||
|
||||
defender_combat_effects = {
|
||||
name = combat_forest
|
||||
image = defender_forest
|
||||
advantage = 3
|
||||
}
|
||||
|
||||
movement_speed = 0.8
|
||||
combat_width = 0.9
|
||||
|
||||
audio_parameter = 4.0
|
||||
|
||||
entity = "forest_birds_01"
|
||||
}
|
||||
|
||||
taiga = {
|
||||
color = hsv { 0.4 0.7 0.6 } #0 90 0
|
||||
travel_danger_color = hsv { 0.37 0.8 0.5 }
|
||||
travel_danger_score = taiga_danger_value
|
||||
provision_cost = @provisions_cost_high
|
||||
county_fertility = 15
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = -0.2
|
||||
travel_danger = taiga_danger_value
|
||||
county_fertility_growth_add = taiga_county_fertility_value
|
||||
}
|
||||
|
||||
county_capital_modifier = {
|
||||
development_growth_factor = -0.05
|
||||
}
|
||||
|
||||
defender_combat_effects = {
|
||||
name = combat_taiga
|
||||
image = defender_taiga
|
||||
advantage = 4
|
||||
}
|
||||
|
||||
movement_speed = 0.8
|
||||
combat_width = 0.8
|
||||
|
||||
audio_parameter = 9.0
|
||||
}
|
||||
|
||||
wetlands = {
|
||||
color = hsv { 0.5 0.5 0.6 } #75 200 200
|
||||
travel_danger_color = { 47 128 97 }
|
||||
travel_danger_score = wetlands_danger_value
|
||||
provision_cost = @provisions_cost_medium
|
||||
county_fertility = 20
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = -0.25
|
||||
travel_danger = wetlands_danger_value
|
||||
county_fertility_growth_add = wetlands_county_fertility_value
|
||||
}
|
||||
|
||||
county_capital_modifier = {
|
||||
development_growth_factor = -0.25
|
||||
}
|
||||
|
||||
attacker_modifier = {
|
||||
hard_casualty_modifier = 0.2
|
||||
retreat_losses = 0.25
|
||||
}
|
||||
|
||||
defender_modifier = {
|
||||
hard_casualty_modifier = 0.2
|
||||
retreat_losses = 0.25
|
||||
}
|
||||
|
||||
defender_combat_effects = {
|
||||
name = combat_wetlands
|
||||
image = defender_wetlands
|
||||
advantage = 5
|
||||
}
|
||||
|
||||
movement_speed = 0.7
|
||||
combat_width = 0.6
|
||||
|
||||
audio_parameter = 3.0
|
||||
}
|
||||
|
||||
steppe = {
|
||||
color = { 200 100 25 }
|
||||
travel_danger_color = hsv { 0.16 0.7 0.8 }
|
||||
travel_danger_score = steppe_danger_value
|
||||
provision_cost = @provisions_cost_medium
|
||||
county_fertility = 30
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = 0
|
||||
travel_danger = steppe_danger_value
|
||||
county_fertility_growth_add = steppe_county_fertility_value
|
||||
}
|
||||
|
||||
county_capital_modifier = {
|
||||
development_growth_factor = -0.5
|
||||
}
|
||||
|
||||
audio_parameter = 5.0
|
||||
}
|
||||
|
||||
floodplains = {
|
||||
color = hsv { 0.7 0.8 0.6 } #200 50 100
|
||||
travel_danger_color = { 47 128 97 }
|
||||
travel_danger_score = floodplains_danger_value
|
||||
provision_cost = @provisions_cost_minimal
|
||||
county_fertility = 30
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = 0.35
|
||||
travel_danger = floodplains_danger_value
|
||||
county_fertility_growth_add = floodplains_county_fertility_value
|
||||
}
|
||||
|
||||
county_capital_modifier = {
|
||||
development_growth_factor = 0.2
|
||||
}
|
||||
|
||||
combat_width = 0.75
|
||||
|
||||
audio_parameter = 2.0
|
||||
}
|
||||
|
||||
drylands = {
|
||||
color = { 220 45 120 }
|
||||
travel_danger_color = hsv { 0.16 0.7 0.8 }
|
||||
travel_danger_score = drylands_danger_value
|
||||
provision_cost = @provisions_cost_medium
|
||||
county_fertility = 25
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = 0
|
||||
travel_danger = drylands_danger_value
|
||||
county_fertility_growth_add = drylands_county_fertility_value
|
||||
}
|
||||
|
||||
county_capital_modifier = {
|
||||
development_growth_factor = -0.05
|
||||
}
|
||||
|
||||
audio_parameter = 1.0
|
||||
}
|
||||
|
||||
tells = {
|
||||
color = { 161 102 95 }
|
||||
travel_danger_color = { 61 102 95 }
|
||||
travel_danger_score = hills_danger_value
|
||||
provision_cost = @provisions_cost_medium
|
||||
county_fertility = 25
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = -0.1
|
||||
travel_danger = hills_danger_value
|
||||
county_fertility_growth_add = hills_county_fertility_value
|
||||
}
|
||||
|
||||
defender_combat_effects = {
|
||||
name = combat_tells
|
||||
image = combat_tells
|
||||
advantage = 8
|
||||
}
|
||||
|
||||
movement_speed = 0.75
|
||||
combat_width = 0.8
|
||||
|
||||
audio_parameter = 1.0
|
||||
}
|
||||
terraced_hills = {
|
||||
color = rgb { 225 35 40 }
|
||||
travel_danger_color = rgb { 225 35 40 }
|
||||
travel_danger_score = hills_danger_value
|
||||
provision_cost = @provisions_cost_light
|
||||
|
||||
province_modifier = {
|
||||
supply_limit_mult = 0.1
|
||||
}
|
||||
|
||||
county_capital_modifier = {
|
||||
development_growth_factor = 0.1
|
||||
}
|
||||
|
||||
defender_combat_effects = {
|
||||
name = combat_hills
|
||||
image = combat_hills
|
||||
advantage = 5
|
||||
}
|
||||
|
||||
movement_speed = 0.8
|
||||
combat_width = 0.8
|
||||
|
||||
audio_parameter = 1.0
|
||||
}
|
||||
0
N3OW/gui/jomini/credits/credits_base.gui
Normal file
0
N3OW/gui/jomini/credits/credits_base.gui
Normal file
1
N3OW/gui/shared/court_positions.gui
Normal file
1
N3OW/gui/shared/court_positions.gui
Normal file
|
|
@ -0,0 +1 @@
|
|||
|
||||
Loading…
Add table
Add a link
Reference in a new issue