This OSP will add in game "old good" gold and iron deposits and of course cheerful digging in mines. Your peasants will be satisfied.
Gold and ore deposits were randomly assigned to villages. 15% chance of iron and 5% chance of gold.
A gold mine increases village prosperity by 4% every month. Income 100-1000 denars per week.
An iron mine increases village prosperity by 1% every month and allows iron to be purchased from the village.
Installation.
1.We need add some constants.(module_constants.py)
slot numbers - any non used.
slot_village_has_goldmine = 555#Or pick another unused slot
slot_village_give_goldcoin = 556#Or pick another unused slot
slot_village_has_iron_ore = 557#Or pick another unused slot
next constants must be inserted between the lines slot_center_has_manor and slot_center_has_messenger_post. You will need to reorder slot numbers. In native, you can change like this
slot_center_has_manor = 128 #village
#[OSP] Gold and Iron Mines (need more gold)# [OSP] Gold and Iron Mines (need more gold)
slot_center_has_iron_mine = 129 #village
slot_center_has_gold_mine = 130 #village
#[OSP] Gold and Iron Mines (need more gold)# [OSP] Gold and Iron Mines (need more gold)
Or completely renumber village improvements slots, like me (spoiler)
2.In module_game_menus.py search for "center_build_manor" in "center_manage" menu and than add:
3.For Diplomacy add this in module_dialogs.py below [(assign, "$g_improvement_type", slot_center_has_manor),]],
4. Changes in module_scripts.py
4.1. Randomly add deposits in Calradia.
15% chance of iron and 5% chance of gold
In "game_start" script add before last ]),
4.2
in script "get_improvement_details"
4.3. Add iron bars in vil. shops.Search for script "refresh_village_merchant_inventory" and add before last ]),
5. module_simple_triggers.py
add in the end of the file.
5.1.Change prosperity of villages.
5.2.Income from gold mine
6. module_presentations.py.
This will add shiny golden circles from gold mine in weekly budget report and player treasury.
Open module_presentations.py >> "budget_report" and search for #Enterprise ends, taxes begin , than add
and ingame screenshots
manage menu
weekly budget menu
talk with chamberlain
settlement info page (settlement info info presentation code not in this osp )
Thanks Native Expansion [BETA] team for inspiring.
Free for non commercial use.
Credits will be enough.
ps. we need more gold!
Gold and ore deposits were randomly assigned to villages. 15% chance of iron and 5% chance of gold.
A gold mine increases village prosperity by 4% every month. Income 100-1000 denars per week.
An iron mine increases village prosperity by 1% every month and allows iron to be purchased from the village.
Installation.
1.We need add some constants.(module_constants.py)
slot numbers - any non used.
slot_village_has_goldmine = 555#Or pick another unused slot
slot_village_give_goldcoin = 556#Or pick another unused slot
slot_village_has_iron_ore = 557#Or pick another unused slot
next constants must be inserted between the lines slot_center_has_manor and slot_center_has_messenger_post. You will need to reorder slot numbers. In native, you can change like this
slot_center_has_manor = 128 #village
#[OSP] Gold and Iron Mines (need more gold)# [OSP] Gold and Iron Mines (need more gold)
slot_center_has_iron_mine = 129 #village
slot_center_has_gold_mine = 130 #village
#[OSP] Gold and Iron Mines (need more gold)# [OSP] Gold and Iron Mines (need more gold)
Or completely renumber village improvements slots, like me (spoiler)
slot_center_has_manor = 454 #village
slot_center_has_fish_pond = 455 #village
slot_center_has_watch_tower = 456 #village
slot_center_has_school = 457 #village
slot_center_has_iron_mine = 458 #village
slot_center_has_gold_mine = 459 #village
slot_center_has_messenger_post = 460 #town, castle, village
slot_center_has_prisoner_tower = 461 #town, castle
slot_center_has_blacksmith = 462 #town, castle
village_improvements_begin = slot_center_has_manor
village_improvements_end = slot_center_has_prisoner_tower
walled_center_improvements_begin = slot_center_has_messenger_post
walled_center_improvements_end = slot_center_has_blacksmith
slot_center_has_fish_pond = 455 #village
slot_center_has_watch_tower = 456 #village
slot_center_has_school = 457 #village
slot_center_has_iron_mine = 458 #village
slot_center_has_gold_mine = 459 #village
slot_center_has_messenger_post = 460 #town, castle, village
slot_center_has_prisoner_tower = 461 #town, castle
slot_center_has_blacksmith = 462 #town, castle
village_improvements_begin = slot_center_has_manor
village_improvements_end = slot_center_has_prisoner_tower
walled_center_improvements_begin = slot_center_has_messenger_post
walled_center_improvements_end = slot_center_has_blacksmith
2.In module_game_menus.py search for "center_build_manor" in "center_manage" menu and than add:
("center_build_manor",
[(eq, reg6, 0),
(party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
(party_slot_eq, "$g_encountered_party", slot_center_has_manor, 0),
],
"Build a manor.",[(assign, "$g_improvement_type", slot_center_has_manor),
(jump_to_menu, "mnu_center_improve"),]),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
("center_build_iron_mine",[(eq, reg6, 0),
(party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
(party_slot_eq, "$g_encountered_party", slot_center_has_iron_mine, 0),
(party_slot_eq, "$g_encountered_party", slot_village_has_iron_ore, 1),
],
"Build an iron mine.",[(assign, "$g_improvement_type", slot_center_has_iron_mine),
(jump_to_menu, "mnu_center_improve"),]),
("center_build_gold_mine",[(eq, reg6, 0),
(party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
(party_slot_eq, "$g_encountered_party", slot_center_has_gold_mine, 0),
(party_slot_eq, "$g_encountered_party", slot_village_has_goldmine, 1),
],
"Build a gold mine.",[(assign, "$g_improvement_type", slot_center_has_gold_mine),
(jump_to_menu, "mnu_center_improve"),]),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
("center_build_fish_pond",
[(eq, reg6, 0),
(party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
(party_slot_eq, "$g_encountered_party", slot_center_has_fish_pond, 0),
],
"Build a mill.",[(assign, "$g_improvement_type", slot_center_has_fish_pond),
(jump_to_menu, "mnu_center_improve"),]),
[(eq, reg6, 0),
(party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
(party_slot_eq, "$g_encountered_party", slot_center_has_manor, 0),
],
"Build a manor.",[(assign, "$g_improvement_type", slot_center_has_manor),
(jump_to_menu, "mnu_center_improve"),]),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
("center_build_iron_mine",[(eq, reg6, 0),
(party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
(party_slot_eq, "$g_encountered_party", slot_center_has_iron_mine, 0),
(party_slot_eq, "$g_encountered_party", slot_village_has_iron_ore, 1),
],
"Build an iron mine.",[(assign, "$g_improvement_type", slot_center_has_iron_mine),
(jump_to_menu, "mnu_center_improve"),]),
("center_build_gold_mine",[(eq, reg6, 0),
(party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
(party_slot_eq, "$g_encountered_party", slot_center_has_gold_mine, 0),
(party_slot_eq, "$g_encountered_party", slot_village_has_goldmine, 1),
],
"Build a gold mine.",[(assign, "$g_improvement_type", slot_center_has_gold_mine),
(jump_to_menu, "mnu_center_improve"),]),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
("center_build_fish_pond",
[(eq, reg6, 0),
(party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
(party_slot_eq, "$g_encountered_party", slot_center_has_fish_pond, 0),
],
"Build a mill.",[(assign, "$g_improvement_type", slot_center_has_fish_pond),
(jump_to_menu, "mnu_center_improve"),]),
3.For Diplomacy add this in module_dialogs.py below [(assign, "$g_improvement_type", slot_center_has_manor),]],
[anyone|plyr, "dplmc_chamberlain_manage_fiefs_build_ask2",
[
(party_slot_eq, "$diplomacy_var", slot_party_type, spt_village),
(party_slot_eq, "$diplomacy_var", slot_center_has_manor, 0),
],
"Build a manor.", "dplmc_chamberlain_manage_fiefs_build_confirm_ask",
[(assign, "$g_improvement_type", slot_center_has_manor),]
],
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
[anyone|plyr, "dplmc_chamberlain_manage_fiefs_build_ask2",
[
(party_slot_eq, "$diplomacy_var", slot_party_type, spt_village),
(party_slot_eq, "$diplomacy_var", slot_center_has_iron_mine, 0),
(party_slot_eq, "$diplomacy_var", slot_village_has_iron_ore,1),
],
"Build an iron mine.", "dplmc_chamberlain_manage_fiefs_build_confirm_ask",
[(assign, "$g_improvement_type", slot_center_has_iron_mine),]
],
[anyone|plyr, "dplmc_chamberlain_manage_fiefs_build_ask2",
[
(party_slot_eq, "$diplomacy_var", slot_party_type, spt_village),
(party_slot_eq, "$diplomacy_var", slot_center_has_gold_mine, 0),
(party_slot_eq, "$diplomacy_var", slot_village_has_goldmine,1),
],
"Build a gold mine.", "dplmc_chamberlain_manage_fiefs_build_confirm_ask",
[(assign, "$g_improvement_type", slot_center_has_gold_mine),]
],
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
[anyone|plyr, "dplmc_chamberlain_manage_fiefs_build_ask2",
[
(party_slot_eq, "$diplomacy_var", slot_party_type, spt_village),
(party_slot_eq, "$diplomacy_var", slot_center_has_fish_pond, 0),
],
"Build a mill.", "dplmc_chamberlain_manage_fiefs_build_confirm_ask",
[(assign, "$g_improvement_type", slot_center_has_fish_pond),]
],
[
(party_slot_eq, "$diplomacy_var", slot_party_type, spt_village),
(party_slot_eq, "$diplomacy_var", slot_center_has_manor, 0),
],
"Build a manor.", "dplmc_chamberlain_manage_fiefs_build_confirm_ask",
[(assign, "$g_improvement_type", slot_center_has_manor),]
],
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
[anyone|plyr, "dplmc_chamberlain_manage_fiefs_build_ask2",
[
(party_slot_eq, "$diplomacy_var", slot_party_type, spt_village),
(party_slot_eq, "$diplomacy_var", slot_center_has_iron_mine, 0),
(party_slot_eq, "$diplomacy_var", slot_village_has_iron_ore,1),
],
"Build an iron mine.", "dplmc_chamberlain_manage_fiefs_build_confirm_ask",
[(assign, "$g_improvement_type", slot_center_has_iron_mine),]
],
[anyone|plyr, "dplmc_chamberlain_manage_fiefs_build_ask2",
[
(party_slot_eq, "$diplomacy_var", slot_party_type, spt_village),
(party_slot_eq, "$diplomacy_var", slot_center_has_gold_mine, 0),
(party_slot_eq, "$diplomacy_var", slot_village_has_goldmine,1),
],
"Build a gold mine.", "dplmc_chamberlain_manage_fiefs_build_confirm_ask",
[(assign, "$g_improvement_type", slot_center_has_gold_mine),]
],
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
[anyone|plyr, "dplmc_chamberlain_manage_fiefs_build_ask2",
[
(party_slot_eq, "$diplomacy_var", slot_party_type, spt_village),
(party_slot_eq, "$diplomacy_var", slot_center_has_fish_pond, 0),
],
"Build a mill.", "dplmc_chamberlain_manage_fiefs_build_confirm_ask",
[(assign, "$g_improvement_type", slot_center_has_fish_pond),]
],
4. Changes in module_scripts.py
4.1. Randomly add deposits in Calradia.
15% chance of iron and 5% chance of gold
In "game_start" script add before last ]),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
(try_for_range,":cur_village",villages_begin,villages_end),
(store_random_in_range, ":ir_mine",1,20),
(try_begin),
(is_between,":ir_mine",1,3), #15% chance of iron
(party_set_slot, ":cur_village", slot_village_has_iron_ore,1),
(else_try),
(eq,":ir_mine",5),# 5% chance of gold
(party_set_slot, ":cur_village", slot_village_has_goldmine,1),
(try_end),
(try_end),
(party_set_slot, "p_village_57", slot_village_has_iron_ore,1), # test
(party_set_slot, "p_village_7", slot_village_has_goldmine,1), # test
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
]),
#script_game_get_use_string
# This script is called from the game engine for getting using information text
(try_for_range,":cur_village",villages_begin,villages_end),
(store_random_in_range, ":ir_mine",1,20),
(try_begin),
(is_between,":ir_mine",1,3), #15% chance of iron
(party_set_slot, ":cur_village", slot_village_has_iron_ore,1),
(else_try),
(eq,":ir_mine",5),# 5% chance of gold
(party_set_slot, ":cur_village", slot_village_has_goldmine,1),
(try_end),
(try_end),
(party_set_slot, "p_village_57", slot_village_has_iron_ore,1), # test
(party_set_slot, "p_village_7", slot_village_has_goldmine,1), # test
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
]),
#script_game_get_use_string
# This script is called from the game engine for getting using information text
4.2
in script "get_improvement_details"
(try_begin),
(eq, ":improvement_no", slot_center_has_manor),
(str_store_string, s0, "@Manor"),
(str_store_string, s1, "@A manor lets you rest at the village and pay your troops half wages while you rest."),
(assign, reg0, 12000),#12000
(else_try),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
(eq, ":improvement_no", slot_center_has_gold_mine),
(str_store_string, s0, "@Gold mine"),
(str_store_string, s1, "@A gold mine increases village prosperity by 4% every month. Income 100-1000 denars per week."),
(assign, reg0, 5500),#5500
(else_try),
(eq, ":improvement_no", slot_center_has_iron_mine),
(str_store_string, s0, "@Iron mine"),
(str_store_string, s1, "@An iron mine increases village prosperity by 1% every month and allows iron to be purchased from the village."),
(assign, reg0, 4500),
(else_try),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
(eq, ":improvement_no", slot_center_has_fish_pond),
(str_store_string, s0, "@Mill"),
(str_store_string, s1, "@A mill increases village prosperity once by 5%. "),
(assign, reg0, 6000),#6000
(else_try),
(eq, ":improvement_no", slot_center_has_manor),
(str_store_string, s0, "@Manor"),
(str_store_string, s1, "@A manor lets you rest at the village and pay your troops half wages while you rest."),
(assign, reg0, 12000),#12000
(else_try),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
(eq, ":improvement_no", slot_center_has_gold_mine),
(str_store_string, s0, "@Gold mine"),
(str_store_string, s1, "@A gold mine increases village prosperity by 4% every month. Income 100-1000 denars per week."),
(assign, reg0, 5500),#5500
(else_try),
(eq, ":improvement_no", slot_center_has_iron_mine),
(str_store_string, s0, "@Iron mine"),
(str_store_string, s1, "@An iron mine increases village prosperity by 1% every month and allows iron to be purchased from the village."),
(assign, reg0, 4500),
(else_try),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
(eq, ":improvement_no", slot_center_has_fish_pond),
(str_store_string, s0, "@Mill"),
(str_store_string, s1, "@A mill increases village prosperity once by 5%. "),
(assign, reg0, 6000),#6000
(else_try),
4.3. Add iron bars in vil. shops.Search for script "refresh_village_merchant_inventory" and add before last ]),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
(try_begin),
(party_slot_eq, ":village_no", slot_center_has_iron_mine, 1),
(store_random_in_range,":rand",1,5),
(try_for_range, ":unused", 0, ":rand"),
(troop_add_item,":merchant_troop",itm_iron,0), # add 1-5 iron bars
(try_end),
(try_end),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
]),
# script_refresh_village_defenders
(try_begin),
(party_slot_eq, ":village_no", slot_center_has_iron_mine, 1),
(store_random_in_range,":rand",1,5),
(try_for_range, ":unused", 0, ":rand"),
(troop_add_item,":merchant_troop",itm_iron,0), # add 1-5 iron bars
(try_end),
(try_end),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
]),
# script_refresh_village_defenders
5. module_simple_triggers.py
add in the end of the file.
5.1.Change prosperity of villages.
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
## Monthly change prosperity of villages
(30 * 24,
[(try_for_range, ":center_no", villages_begin, villages_end),
(try_begin),
(party_slot_eq, ":center_no", slot_center_has_iron_mine, 1),
(call_script, "script_change_center_prosperity", ":center_no", 1),
(try_end),
(try_begin),
(party_slot_eq, ":center_no", slot_center_has_gold_mine, 1),
(call_script, "script_change_center_prosperity", ":center_no", 4),
(try_end),
(try_end),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
## Monthly change prosperity of villages
(30 * 24,
[(try_for_range, ":center_no", villages_begin, villages_end),
(try_begin),
(party_slot_eq, ":center_no", slot_center_has_iron_mine, 1),
(call_script, "script_change_center_prosperity", ":center_no", 1),
(try_end),
(try_begin),
(party_slot_eq, ":center_no", slot_center_has_gold_mine, 1),
(call_script, "script_change_center_prosperity", ":center_no", 4),
(try_end),
(try_end),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
5.2.Income from gold mine
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
### weekly rent from goldmine
(24 * 7,
[(try_for_range, ":center_no", villages_begin, villages_end),
(party_slot_ge, ":center_no", slot_town_lord, 0), #unassigned centers do not accumulate rents
(party_slot_eq, ":center_no", slot_village_state, svs_normal),
(party_slot_eq, ":center_no", slot_center_has_gold_mine, 1),
(store_random_in_range, ":goldmine_rent",100,1000),
(party_set_slot, ":center_no", slot_village_give_goldcoin, ":goldmine_rent"),
(try_end),
]),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
### weekly rent from goldmine
(24 * 7,
[(try_for_range, ":center_no", villages_begin, villages_end),
(party_slot_ge, ":center_no", slot_town_lord, 0), #unassigned centers do not accumulate rents
(party_slot_eq, ":center_no", slot_village_state, svs_normal),
(party_slot_eq, ":center_no", slot_center_has_gold_mine, 1),
(store_random_in_range, ":goldmine_rent",100,1000),
(party_set_slot, ":center_no", slot_village_give_goldcoin, ":goldmine_rent"),
(try_end),
]),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
6. module_presentations.py.
This will add shiny golden circles from gold mine in weekly budget report and player treasury.
Open module_presentations.py >> "budget_report" and search for #Enterprise ends, taxes begin , than add
#Enterprise ends, taxes begin
(party_slot_eq, ":center_no", slot_town_lord, "trp_player"),
(party_get_slot, ":accumulated_rents", ":center_no", slot_center_accumulated_rents),
(party_get_slot, ":accumulated_tariffs", ":center_no", slot_center_accumulated_tariffs),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
(try_begin),
(party_slot_eq, ":center_no", slot_center_has_gold_mine, 1),
(party_get_slot, ":goldm_rent", ":center_no", slot_village_give_goldcoin),
(val_add, ":accumulated_tariffs", ":goldm_rent"),
(try_end),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
(store_add, ":accumulated_total", ":accumulated_rents", ":accumulated_tariffs"),
(val_add, ":all_centers_accumulated_total", ":accumulated_total"),
(val_add, ":all_centers_accumulated_taxes_and_rents", ":accumulated_total"),
(val_add, ":net_change", ":accumulated_total"),
(str_store_party_name, s0, ":center_no"),
##diplomacy begin
(try_begin),
(neg|is_between, ":center_no", castles_begin, castles_end),
(party_get_slot, ":tax_rate", ":center_no", dplmc_slot_center_taxation),
(neq, ":tax_rate", 0),
(call_script, "script_dplmc_describe_tax_rate_to_s50", ":tax_rate"),
(str_store_string, s0, "@{s0} ({s50})"),
(try_end),
##diplomacy end
(create_text_overlay, reg1, "str_rents_from_s0", 0),
##diplomacy begin
(str_store_party_name, s0, ":center_no"),
##diplomacy end
(position_set_x, pos1, 900),
(position_set_y, pos1, 900),
(overlay_set_size, reg1, pos1),
(position_set_x, pos1, 25),
(position_set_y, pos1, ":cur_y"),
(overlay_set_position, reg1, pos1),
(try_begin),
(gt, ":accumulated_rents", 0),
(assign, reg0, ":accumulated_rents"),
(create_text_overlay, reg1, "@{!}{reg0}", tf_right_align|tf_single_line),
(overlay_set_color, reg1, 0x00AA00),
(else_try),
(create_text_overlay, reg1, "@None", tf_right_align|tf_single_line),
(try_end),
(position_set_x, pos1, 900),
(position_set_y, pos1, 900),
(overlay_set_size, reg1, pos1),
(position_set_x, pos1, 500),
(position_set_y, pos1, ":cur_y"),
(overlay_set_position, reg1, pos1),
(val_sub, ":cur_y", 27),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
(try_begin),
(is_between, ":center_no", villages_begin, villages_end),
(party_slot_eq, ":center_no", slot_center_has_gold_mine, 1),
(party_slot_eq, ":center_no", slot_town_lord, "trp_player"),
(str_store_party_name, s0, ":center_no"),
(create_text_overlay, reg1, "@Rents from gold mine in {s0}: ", 0),
(position_set_x, pos1, 900),
(position_set_y, pos1, 900),
(overlay_set_size, reg1, pos1),
(position_set_x, pos1, 25),
(position_set_y, pos1, ":cur_y"),
(overlay_set_position, reg1, pos1),
(party_get_slot, ":goldm_rent", ":center_no", slot_village_give_goldcoin),
(try_begin),
(gt, ":goldm_rent", 0),
(assign, reg0, ":goldm_rent"),
(create_text_overlay, reg1, "@{!}{reg0}", tf_right_align|tf_single_line),
(overlay_set_color, reg1, 0x00AA00),
(else_try),
(create_text_overlay, reg1, "@None", tf_right_align|tf_single_line),
(try_end),
(position_set_x, pos1, 900),
(position_set_y, pos1, 900),
(overlay_set_size, reg1, pos1),
(position_set_x, pos1, 500),
(position_set_y, pos1, ":cur_y"),
(overlay_set_position, reg1, pos1),
(val_sub, ":cur_y", 27),
(try_end),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
(try_begin),
(is_between, ":center_no", towns_begin, towns_end),
(create_text_overlay, reg1, "str_tariffs_from_s0", 0),
(party_slot_eq, ":center_no", slot_town_lord, "trp_player"),
(party_get_slot, ":accumulated_rents", ":center_no", slot_center_accumulated_rents),
(party_get_slot, ":accumulated_tariffs", ":center_no", slot_center_accumulated_tariffs),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
(try_begin),
(party_slot_eq, ":center_no", slot_center_has_gold_mine, 1),
(party_get_slot, ":goldm_rent", ":center_no", slot_village_give_goldcoin),
(val_add, ":accumulated_tariffs", ":goldm_rent"),
(try_end),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
(store_add, ":accumulated_total", ":accumulated_rents", ":accumulated_tariffs"),
(val_add, ":all_centers_accumulated_total", ":accumulated_total"),
(val_add, ":all_centers_accumulated_taxes_and_rents", ":accumulated_total"),
(val_add, ":net_change", ":accumulated_total"),
(str_store_party_name, s0, ":center_no"),
##diplomacy begin
(try_begin),
(neg|is_between, ":center_no", castles_begin, castles_end),
(party_get_slot, ":tax_rate", ":center_no", dplmc_slot_center_taxation),
(neq, ":tax_rate", 0),
(call_script, "script_dplmc_describe_tax_rate_to_s50", ":tax_rate"),
(str_store_string, s0, "@{s0} ({s50})"),
(try_end),
##diplomacy end
(create_text_overlay, reg1, "str_rents_from_s0", 0),
##diplomacy begin
(str_store_party_name, s0, ":center_no"),
##diplomacy end
(position_set_x, pos1, 900),
(position_set_y, pos1, 900),
(overlay_set_size, reg1, pos1),
(position_set_x, pos1, 25),
(position_set_y, pos1, ":cur_y"),
(overlay_set_position, reg1, pos1),
(try_begin),
(gt, ":accumulated_rents", 0),
(assign, reg0, ":accumulated_rents"),
(create_text_overlay, reg1, "@{!}{reg0}", tf_right_align|tf_single_line),
(overlay_set_color, reg1, 0x00AA00),
(else_try),
(create_text_overlay, reg1, "@None", tf_right_align|tf_single_line),
(try_end),
(position_set_x, pos1, 900),
(position_set_y, pos1, 900),
(overlay_set_size, reg1, pos1),
(position_set_x, pos1, 500),
(position_set_y, pos1, ":cur_y"),
(overlay_set_position, reg1, pos1),
(val_sub, ":cur_y", 27),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
(try_begin),
(is_between, ":center_no", villages_begin, villages_end),
(party_slot_eq, ":center_no", slot_center_has_gold_mine, 1),
(party_slot_eq, ":center_no", slot_town_lord, "trp_player"),
(str_store_party_name, s0, ":center_no"),
(create_text_overlay, reg1, "@Rents from gold mine in {s0}: ", 0),
(position_set_x, pos1, 900),
(position_set_y, pos1, 900),
(overlay_set_size, reg1, pos1),
(position_set_x, pos1, 25),
(position_set_y, pos1, ":cur_y"),
(overlay_set_position, reg1, pos1),
(party_get_slot, ":goldm_rent", ":center_no", slot_village_give_goldcoin),
(try_begin),
(gt, ":goldm_rent", 0),
(assign, reg0, ":goldm_rent"),
(create_text_overlay, reg1, "@{!}{reg0}", tf_right_align|tf_single_line),
(overlay_set_color, reg1, 0x00AA00),
(else_try),
(create_text_overlay, reg1, "@None", tf_right_align|tf_single_line),
(try_end),
(position_set_x, pos1, 900),
(position_set_y, pos1, 900),
(overlay_set_size, reg1, pos1),
(position_set_x, pos1, 500),
(position_set_y, pos1, ":cur_y"),
(overlay_set_position, reg1, pos1),
(val_sub, ":cur_y", 27),
(try_end),
### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ### [OSP] Gold and Iron Mines (need more gold) ###
(try_begin),
(is_between, ":center_no", towns_begin, towns_end),
(create_text_overlay, reg1, "str_tariffs_from_s0", 0),
and ingame screenshots
manage menu
weekly budget menu
talk with chamberlain
settlement info page (settlement info info presentation code not in this osp )
Thanks Native Expansion [BETA] team for inspiring.
Free for non commercial use.
Credits will be enough.
ps. we need more gold!