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28 changes: 14 additions & 14 deletions CleanSlate/common/alternate_start/_documentation.info
Original file line number Diff line number Diff line change
Expand Up @@ -93,29 +93,29 @@ All options are executed *after* the generation of counts, but before the game h
The on-action "on_alternate_start" will be run on game start if an alternate start is used. It fires after the generation is done, the save loaded, and execution of startup stuff completed

== Related triggers ==
is_alternate_start = yes # Whether the game was started as a shattered/random world
is_shattered_world = yes # Whether the game was started as a shattered world
is_random_world = yes # Whether the game was started as a random world
is_alternate_start = yes # Whether the game was started as a shattered/random world
is_shattered_world = yes # Whether the game was started as a shattered world
is_random_world = yes # Whether the game was started as a random world

has_alternate_start_setting = { # Whether the given setting has the given option
setting = dukes # The key of the setting to check
option = checked # The key of the option to check for
setting = dukes # The key of the setting to check
option = checked # The key of the option to check for
}

has_alternate_start_parameter = {# Whether the given parameter has been set to the given value
key = generate_dukes # The parameter key to check
value = yes # The value key to check for
key = generate_dukes # The parameter key to check
value = yes # The value key to check for
}

has_alternate_start_setting = { # Whether the given setting has the given value
setting = female_percentage # The key of the setting to check
value > 10 # The value to compare to. Also takes variables
value > 10 # The value to compare to. Also takes variables
}

has_alternate_start_setting = { # Whether the given setting has the given bounds
setting = age_bounds # The key of the setting to check
max > 10 # The value to compare the max value to. Also takes variables
min > 5 # The value to compare the min value to. Also takes variables
setting = age_bounds # The key of the setting to check
max > 10 # The value to compare the max value to. Also takes variables
min > 5 # The value to compare the min value to. Also takes variables
}

is_name_randomized = yes # Checks if the name of the religion or culture currently scoped to has been randomized
Expand All @@ -124,10 +124,10 @@ Future:
is_random_world = yes

== Related effects ==
export_to_variable = { # Will export the value chosen by the player for a setting to a provided variable
which = variable_name # Variable to export to
export_to_variable = { # Will export the value chosen by the player for a setting to a provided variable
which = variable_name # Variable to export to
value = alternate_start_value/alternate_start_min_value/alternate_start_max_value # What to export
key = setting_name # Which setting to export it from
key = setting_name # Which setting to export it from
}

== Culture and religion spread ==
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22 changes: 11 additions & 11 deletions CleanSlate/common/artifacts/artifacts_script.info
Original file line number Diff line number Diff line change
Expand Up @@ -8,42 +8,42 @@ add_artifact = golden_platypus # must be scoped to a character

any_artifact = { # scope must be a character
# will execute the effect on all artifacts owned by scoped character, and that fulfills the limit
limit = {
limit = {
has_artifact_flag = rare # example
}
destroy_artifact # example
destroy_artifact # example
# the scope of the effect being executed is the artifact, and the PREV scope here is the character who owns the artifact
}
random_artifact = { # scope must be a character
# will execute the effect on one randomly chosen artifact owned by scoped character, and that fulfills the limit
limit = {
quality < 10 #example
}
destroy_artifact # example
destroy_artifact # example
# the scope of the effect being executed is the artifact, and the PREV scope here is the character who owns the artifact
}
transfer_artifact = { # scope must be an artifact
from = PREV # from and to should both be characters. if from doesn't own the artifact, to will not receive it
from = PREV # from and to should both be characters. if from doesn't own the artifact, to will not receive it
to = PREVPREV
}

destroy_artifact # scope can be an artifact, or a character.
destroy_artifact # scope can be an artifact, or a character.
# if there is no name given, the scope MUST be an artifact, and the PREV scope must be the owner.
# this can be achieved through any_artefact and random_artefact effects

destroy_artifact = golden_platypus # if an artifact name is given, the scope should be the owner of the artifact. if they own an artifact by that name, it will be destroyed
# if they own more than one, only the first one will be destroyed
# WILL FAIL and add an error message if called on an indestructible artifact

set_description = SET_DESC_EFFECT # Changes the description of the scoped to artifact to the given string/loc key. All custom loc is resolved when set, so the description will not change once set. Can be reset by setting it to the blank string ""
set_description = SET_DESC_EFFECT # Changes the description of the scoped to artifact to the given string/loc key. All custom loc is resolved when set, so the description will not change once set. Can be reset by setting it to the blank string ""

set_picture = GFX_WHATEVER # Changes the picture of the scoped to artifact to the given GFX

copy_artifact_history = some_scope # Replaces the scoped artifact's history with that of the target artifact
copy_artifact_history = some_scope # Replaces the scoped artifact's history with that of the target artifact

# Triggers
num_of_artifacts = 3 # scope must be a character, returns true if scoped character has at least 3 (in this example) artifacts
has_artifact = golden_platypus # scope must be a character, returns true if scoped character owns an artifact by that name
num_of_artifacts = 3 # scope must be a character, returns true if scoped character has at least 3 (in this example) artifacts
has_artifact = golden_platypus # scope must be a character, returns true if scoped character owns an artifact by that name
quality > 10 # scope must be an artifact.
# all comparison operators are available ( <, <=, =, >=, >=)
# returns true if the quality of the scoped artifact compares correctly to the value
Expand Down Expand Up @@ -80,8 +80,8 @@ any/random_artifact_owner = { Takes an artifact as a scope, returns everyone wh

is_indestructible = yes # scope is artifact, returns true if the scoped artifact is indestructible, false otherwise
artifact_type = golden_platypus # takes an artifact as a scope, returns true if the artifact is of the given type, false otherwise
is_artifact_same_type_as = ROOT # takes an artifact as a scope, and an artifact as a target, and returns true if they're the same type, false otherwise
artifact_type_owned_by = ROOT # takes an artifact as a scope, and a character as a target, and returns true if the target character already owns an artifact of the same type
is_artifact_same_type_as = ROOT # takes an artifact as a scope, and an artifact as a target, and returns true if they're the same type, false otherwise
artifact_type_owned_by = ROOT # takes an artifact as a scope, and a character as a target, and returns true if the target character already owns an artifact of the same type
artifact_can_be_gifted_to = ROOT # checks if the artifact currently scoped to can be gifted to the target character
is_artifact_equipped = yes # checks if the artifact currently scoped to is equipped
artifact_age > 10 # checks if the artifact is the given age in years. Note that if the artifact has no known creation date, it will always return false
Expand Down
4 changes: 2 additions & 2 deletions CleanSlate/common/cb_types/_documentation.info
Original file line number Diff line number Diff line change
Expand Up @@ -5,13 +5,13 @@ FROM = giver
== title scopes ==
ROOT = receiver
FROM = giver
<no scope change> = thirdparty landed title
<no scope change> = thirdparty landed title

the following effects/triggers exists (example execution order: on_success->on_success_title->on_success_posttitle):
is_valid, is_valid_title, on_add, on_add_title, on_add_posttitle, on_success, on_success_title, on_success_posttitle, on_fail, on_fail_title, on_fail_posttitle, on_reverse_demand, on_reverse_demand_title, on_reverse_demand_posttitle

Added on_attacker_leader_death, on_defender_leader_death and on_thirdparty_death, which all trigger when corresponding character dies
These three all have war scopes, which currently has the following scope changes:
These three all have war scopes, which currently has the following scope changes:
attacker, defender, thirdparty(only valid if thirdparty character is involved), thirdparty_title(only valid if thirdparty title is involved)

ai_will_do: modifies value AI places on the CB compared to other CBs (default: 1) Note: is in title scope
Expand Down
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