"yunru_ai_antitach_1":{
#TRIGGERS (ALL OPTIONAL)
"trigger_marketFaction_none": ["tritachyon", "luddic_path", "luddic_church"], # Default: no values. markets of factions listed here will never carry the bounty, regardless of other conditions.
"trigger_market_minSize": 3, # Default: 0. The minimum size of the market.
"trigger_weight_mult": 0.25, # Default: -1. Simple frequency multiplier when several bounties compete for limited board slots. Weights are added together, then one is picked at random, with higher weights having a higher chance.
"trigger_playerRelationship_atMost": { # Default: no values. This job will require the player to have the specified relationship or LOWER with the specified faction(s).
"tritachyon":0,
},
#BOUNTY DESCRIPTION
"job_name": "Byting to the core", # Default: "Unnamed job". Job name shown in the dialog pick list
"job_description": "Target data attached. Seek, locate, destroy.", # Default: blank. The description shown upon selecting the job.
# \n creates a line break, for example "Line one.\nLine two."
# == brackets create a highlight, for example "Text ==highlight== text."
# ^ uppercase the following letter of a text variable, for example "^$heIsSheIsTheyAre turning angry."
# %% allow the use of %, otherwise it will be interpreted as an escape character.
# $sonDaughterChild based on bounty commander gender.
# $fatherMotherParent
# $manWomanPerson
# $heSheThey
# $himHerThem
# $hisHerTheir
# $heIsSheIsTheyAre
# $himslefHerselfThemselves
# $system The star system that the bounty fleet is in.
# $location The body that the bounty fleet has been placed near.
# $shipName The name of the bounty flagship.
# $faction The name of the faction (with article) of the bounty fleet.
# $reward The amount of credits being given as a reward.
# $name The name of the bounty commander.
# $firstName The first name of the bounty commander.
# $lastName The last name of the bounty commander.
# $constellation The constellation that the bounty fleet is in.
# $shipOrFleet
"job_comm_reply": "You are interferring in TriTachyon bussiness, desist at once!", # Default: none. The text shown if the player opens comms with the bounty fleet,
# If set as an empty string, displays "The other $shipOrFleet does not answer to your hails."
# If not set, defaults to the regular comm reply for the fleet's faction.
"job_forFaction": "remnant", # Default: no faction. Note that unless "job_reputation_reward" is set, successfully completing a bounty will improve relations by 5 points.
"job_deadline": 360, # Default: no limit. The number of days to complete the bounty.
"job_credit_reward": 9000, # Default: no credit reward. Number of credits to award the player on successful completion.
"job_reward_scaling": 1.0, # Default: no scaling/bonus. Bonus credits based on FP. Bonus is the specified number multiplied by how many FP the bounty fleet was over their base FP.
"job_reputation_reward":5, # Default: 5 rep points. Reputation benefit with the faction posting the bounty, if any, in case of success. Set to 0 or less to disable, does not scale
"job_item_reward": { # Default: no item rewards. Lists special items that will be added to the post-battle loot. First value is the item id, second is the number to give the player.
# Using the same syntax as Console Commands, blueprints may be added. ["fighter_bp", "industry_bp", "modspec", "ship_bp", "weapon_bp"]
"gamma_core":3,
},
"job_type":"neutralisation", # Default: assassination.
# assassination: required only to disable the flagship, may recover it.
# destruction: requires the complete destruction of the flagship without recovery.
# obliteration: requires the complete destruction or disabling of the enemy fleet, may recover.
# neutralisation: requires the destruction or disabling of 2/3rd of the enemy fleet, may recover.
"job_show_type": true, # Default: true. Make sure to explain the mission objective in the bounty description if you choose to not use the default display.
"job_show_captain": true, # Default: false. Whether to show the bounty fleet captain on the job board. If false, shows the flag of the giving faction.
"job_show_fleet": "vanilla", # Default: "none".
# How much of the fleet to show on the bounty board.
# text: "The intel assessment notes the target fleet may contain upwards of %s ships."
# flagship: only shows an image of the flagship
# flagshipText: shows an image of the flagships and a text with the number of other ships
# preset: only show an image of the Flagship and the preset fleet
# presetText: show an image of the Flagship and the preset fleet, plus a text with the number of other ships
# vanilla: shows the Flagship and the 9 biggest ships of the fleet, plus a text with the number of other ships
# all: show an image of all the ships in the fleet.
"job_show_distance": "exact", # Default: "none".
# How precisely the distance to the target is shown on the bounty board.
# none: Do not show the distance.
# vague: "The target is located somewhere in the vicinity of the core worlds."
# distance: "It is located roughly %s LY away from your current position."
# vanilla: "The target is located near a giant in a system with a yellow primary star, in the Nebulon constellation." Also shows a map during the bar dialog
# vanillaDistance: "The target is located near a giant in a system with a yellow primary star, in the Nebulon constellation. It is located roughly %s LY away from your current position." Also shows a map during the bar dialog
# exact: "The target is located near X in the Y system." Also shows a map during the bar dialog
"job_show_arrow": false, # Default: false. Whether to show an arrow on the Intel map pointing from the start to the bounty target location. Should only be enabled when there is a good reason, to match vanilla.
"job_difficultyDescription": "auto", # Default: no description shown. "none": no description, "auto": bounty board describes how dangerous the bounty is, any other text: bounty board displays the text.
"job_pick_option": "Accept the job", # Default: "Accept the job". The text option that, when selected, accepts the bounty job.
#TARGET COMMANDER (OPTIONAL)
"target_rank": "agent", # Default: "citizen". Rank from campaign.ids.Ranks [https://jaghaimo.github.io/starsector-api/classcom_1_1fs_1_1starfarer_1_1api_1_1impl_1_1campaign_1_1ids_1_1Ranks.html]
"target_post": "fleetCommander", # Default: "spacer". Post from campaign.ids.Ranks (yes, Ranks, posts are the bottom half). [https://jaghaimo.github.io/starsector-api/classcom_1_1fs_1_1starfarer_1_1api_1_1impl_1_1campaign_1_1ids_1_1Ranks.html]
"target_personality": "aggressive", # Default: Randomly selected. Personality from campaign.ids.Personalities ("timid", "cautious", "steady", "aggressive", "reckless")
"target_aiCoreId": null, # Default: null (not an AI). The AI Core id of the bounty commander. Core will be dropped as loot. Options: [ null, "gamma_core", "beta_core", "alpha_core" ]
"target_level": 1, # Default: 0. The level of the bounty commander
"target_elite_skills":2, # Default: vanilla elite skills. Overrides the regular number of elite skills, set to 0 to not use elite skills.
"target_skill_preference": "GENERIC", # Default: "GENERIC". ["GENERIC", "PHASE", "CARRIER", "ANY"] (from OfficerManagerEvent.SkillPickPreference)
#TARGET FLEET
"fleet_faction": "tritachyon", # Required. The faction id from [https://jaghaimo.github.io/starsector-api/classcom_1_1fs_1_1starfarer_1_1api_1_1impl_1_1campaign_1_1ids_1_1Factions.html] or a custom faction id.
# MagicLib includes a utility bounty faction that is forced to be neutral to everyone but the player under the id ["ML_bounty"].
"fleet_flagship_variant":"yunru_sphyrnidae_Standard", # Required. The variant ID to use for the Flagship. Can be a list of variants to choose randomly from: [variant1,variant2,variant3]
# Variant files that use ships or weapons from third party mods that may or may not be installed can be put in [data\config\modFiles\magicBounty_variants\shipVariantId.variant] to avoid crashing on launch if said mods are absent. The bounty will need the proper mod requirements to be generated without issue.
"fleet_flagship_recoverable": true, # Default: false. Whether the flagship will be always recoverable. Allowing this will still let the player fail the bounty if they were not supposed to recover the flagship.
"fleet_preset_ships": { # Default: no presets. Preset fleet generated with the flagship. First value is the variant id, second is the number of them in the fleet.
"yunru_sphyrnidae_Standard":4,
"yunruzeus_Plasma":5,
"yunruzeus_HIL":5,
},
"fleet_scaling_multiplier": 1, # Default: no scaling. Dynamic reinforcements to match that amount of player fleet DP, set to 0 to ignore.
"fleet_min_FP": 135, # Default: no minimum. Minimal total fleet size, set to -1 to ignore.
"fleet_composition_quality": 2, # Default: 2 for no Dmods.
"fleet_transponder": false, # Default: true.
"fleet_behavior": "AGGRESSIVE", # Default:"GUARDED". The fleet's behavior on the campaign layer. Options: ["PASSIVE", "GUARDED", "AGGRESSIVE", "ROAMING"].
#LOCATION
"location_distance": "CLOSE", # Default: no preference. How far from the center to spawn the bounty fleet. Options: "CORE", "CLOSE", "FAR" or just left empty to ignore.
"location_themes": [ # Default: no preference. System themes that are valid to spawn the fleet at.
"theme_interesting",
"theme_interesting_minor",
"theme_ruins",
"theme_ruins_main",
"theme_ruins_secondary",
"theme_derelict",
"theme_derelict_survey_ship",
],
"location_themes_blacklist": [ # Default: none. System themes to never spawn the fleet at.
"theme_already_occupied", #Will avoid systems with "hostile" themes taken from a merged list between mods. Includes all Remnant, Plague-Bearer, OCI, Blade-Breaker systems
"theme_already_colonized", #Will explicitely exclude systems with active markets, kind of mandatory for pirate bounties given that faction colonize otherwise interesting systems with Nexerelin
"theme_hidden", #Used by that one story system
"theme_core",
"theme_remnant",
"theme_unsafe",
"theme_derelict_mothership",
"theme_derelict_cryosleeper",
],
"location_entities": [ # Default: PLANET + JUMP_POINT + STABLE_LOCATION. Possible entities to spawn the fleet around.
"gate",
"station",
"wreck",
"debris",
"stable_location",
"comm_relay",
"nav_buoy",
"sensor_array",
"gas_giant",
"planet",
"jump_point",
],
"location_prioritizeUnexplored": true, # Default: false. Will pick in priority systems that have not been visited by the player yet, but won't override the distance requirements.
"location_defaultToAnyEntity": true, # Default: false. If true and no suitable entity is found in any systems with the required Theme and distance, a random entity will be picked instead. Otherwise the script will ignore the distance requirements.
},