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compatibility for ck2 2.8 (#158)
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* prepare changelog for next version

* get started with wine and oil artifacts

* stuff and things

* removes missed merge conflict

refactor religion  triggers to use common phrasing

* fixes bad nesting of cultural building clauses

delete redundant sound file

* update changelog

* add skeleton of dionysian mysteries for #152

* more #152 work

* add localisations and start dionysia work

* merge vanilla 2.8 changes

cleanup still to be done, but i must sleep

* fixing of the things

* lol, updates generalstuff.gfx

* fixes religious icons

fixes atenic government
fixes the Convert to Swedish decision being deleted
disables some in development decisions

* update readme

* removes unnecessary on_actions entry
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xirsoi committed Nov 23, 2017
1 parent 9d66972 commit 6d24bc8
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20 changes: 15 additions & 5 deletions ACR_Changelog.txt
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2017-11-23 v0.41.0 "Apheliotes"
-------------------------

General:
- Compatibility with CK2 2.8


2017-09-03 v0.40.4 "Asteria 2"
-------------------------

General:
- Resolves bug where tribal characters would usurp county titles in their de jure kingdom, turn feudal, and all holdings would be destroyed.


2017-09-02 v0.40.3 "Asteria"
-------------------------
> Asteria "the starry one" was the titan of falling stars and nocturnal oracles and the daughter of Coeus and Pheobe, her sister was Leto. Unlike her husband, Asteria has several stories attributed to her. One such tale describes her flight from the advances of Zeus; she transformed into a quail and dived into the ocean, where she became an island bearing her name.
Expand Down Expand Up @@ -64,11 +78,7 @@ Promethean:
- The Depopulation mechanic of the Expansion CB has been re-written to modify Prosperity instead (for RD owners only, the old system still works if RD is off).
- Now, sieged provinces will lose three levels of prosperity, and all their progress toward higher prosperity will be lost.
- The CB cannot be used if there are any provinces in your realm that are depopulated at any level.
<<<<<<< HEAD
- Added events to send immigrants from your prosperous demesne provinces to depopulated ones, losing Prosperity in one province to reduce depopulation in the other.
=======
- Added events to send immigrants from your prosperous demense provinces to depopulated ones, losing Prosperity in one province to reduce depopulation in the other.
>>>>>>> master
- These events represent the Promethean policy of lebensraum and replace the old event that triggered on the Depopulated modifier for Reapers Due owners.
- There is a chance that the province converts to your culture and religion. This chance increases dramatically for each level of Prosperity you transfer.
- If you don't want to give up a level of prosperity in one of your demesne provinces, you can ask your direct liege for help.
Expand Down Expand Up @@ -169,7 +179,7 @@ Kemetic:
- Atenic have access as well.


2017-02-16 v0.38.3 "Hippolytus"
2017-02-16 v0.38.3.1 "Hippolytus"
-------------------------

Hellenic:
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# Content by Adam 'theStormWeaver/xirsoi' Chevalier
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ACR_egyptian_artifact_spawns.txt
Empty file.
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# Content by Adam 'theStormWeaver/xirsoi' Chevalier
42 changes: 42 additions & 0 deletions AncientReligions/common/artifact_spawns/artifact_spawns.info
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Artifact spawns, decides which items are spawned at the begining of the game.

variables:

spawn_chance:
mtth, to decide whether an artifact spawn should execute or not. Range is 0-100. Default behavior is to always spawn.

example: a 50% chance to execute an artifact spawn
spawn_chance = {
value = 50
}

weight:
mtth, character scope, evaluates a potential artifact holder score, which is then used for randomizing who gets an artifact. Default behavior is for everyone to have the same chance.

example: only christians have a chance of getting an artifact
weight = {
value = 0
additive_modifier = {
value = 100
religion_group = christian
}
}

max_amount:
integer, how many artifacts do we hand out? default is 4,294,967,295

spawn_date:
date, what date should it claim to have been created? Note that this could be in the future; the spawn chance should be handled in spawn_chance. If a date at or before 1.1.1 is used, it'll state "Unknown Date"

artifacts:
A list of keys and MTTH for which artifact is spawned.

example: 50% chance that the person will get a golden_platypus
artifacts ={
golden_platypus = {
value = 1
}
crystal_platypus = {
value = 1
}
}
2 changes: 2 additions & 0 deletions AncientReligions/common/artifacts/ACR_celtic_artifacts.txt
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# Content by Adam 'theStormWeaver/xirsoi' Chevalier

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# Content by Adam 'theStormWeaver/xirsoi' Chevalier
3 changes: 3 additions & 0 deletions AncientReligions/common/artifacts/ACR_generic_artifacts.txt
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# Content by Adam 'theStormWeaver/xirsoi' Chevalier
# common, uncommon, rare, epic, legendary

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# Content by Adam 'theStormWeaver/xirsoi' Chevalier
77 changes: 77 additions & 0 deletions AncientReligions/common/artifacts/artifacts_script.info
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# Artifacts are a scope in and of themselves now.

# effects
add_artifact = golden_platypus # must be scoped to a character
# a copy of the named artifact is created and added to the scoped 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 = {
has_artifact_flag = rare # 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
# 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
to = PREVPREV
}

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



# 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
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

has_artifact_flag # scope must be an artifact
# returns true if the scoped artifact has that flag defined

is_artifact_active # scope must be an artifact
# returns true if the scoped artifact is currently active
# note that an artifact without an active trigger will always be considered active, even if not owned
# also note that an artifact with an active trigger and without an owner will never be considered active
any_artifact = { # must be scoped to a character
# returns true if any artifact owned by that character fulfills the conditions
quality >= 10 # example
}

owner / artifact_owner = { # takes an artifact as a scope, returns the current owner of the artifact. either owner or artifact_owner can be used
title = {
tier = emperor
}
}

original_owner / original_artifact_owner = { # takes an artifact as a scope, returns the original owner of the artifact. either original_owner or original_artifact_owner can be used
title = {
tier = emperor
}
}

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
stacking = no # can only have a single copy of this artifact in one's posession. Defaults to "yes"

#events
on_artifact_inheritance # on action event is sent whenever a character receives an artifact (one event for each artifact)
# Scopes: ROOT is the character, FROM is the artifact, FROMFROM is the old holder
10 changes: 5 additions & 5 deletions AncientReligions/common/buildings/ACR_cultural_buildings.txt
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Expand Up @@ -215,7 +215,7 @@ castle = {

extra_tech_building_start = 0.8
}
ca_kemetic_pyramid = {
ca_kemetic_pyramid = {
potential = {
FROM = {
higher_tier_than = duke
Expand All @@ -238,7 +238,8 @@ castle = {

extra_tech_building_start = 0.0
}
# City
}

city = {
ct_kemetic_pyramid = {
potential = {
Expand All @@ -264,7 +265,7 @@ city = {
extra_tech_building_start = 0.0
}
}
# Temple

temple = {
tp_kemetic_pyramid = {
potential = {
Expand All @@ -290,7 +291,7 @@ temple = {
extra_tech_building_start = 0.0
}
}
# Tribal

tribal = {
tb_kemetic_pyramid = {
potential = {
Expand All @@ -316,4 +317,3 @@ tribal = {
extra_tech_building_start = 0.0
}
}
}
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