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flower = {

texture = knight_filower.dds

# trigger: root is an Accolade Type, scope:accolade is the containing


Accolade
# used to determine if this icon can be used for a certain Accolade Type
potential = {
type_has_accolade_category = courtly
}
}

fire = {
texture = knight_fire.dds
potential = {
type_has_accolade_category = aggressive
}
}

mace = {
texture = knight_hammer.dds
potential = {
type_has_accolade_category = forceful
}
}

horn = {
texture = knight_horn.dds
potential = {
type_has_accolade_category = leader
}
}

horse = {
texture = knight_horse.dds
potential = {
type_has_accolade_category = equestrian
}
}

lion = {
texture = knight_lion.dds
potential = {
type_has_accolade_category = militant
}
}

palmette = {
texture = knight_palmette.dds
potential = {
type_has_accolade_category = subtle
}
}

shield = {
texture = knight_shield.dds
potential = {
type_has_accolade_category = defensive
}
}
skull = {
texture = knight_skull.dds
potential = {
type_has_accolade_category = amoral
}
}

star_1 = {
texture = knight_star.dds
potential = {
# empty, fallback
}
}

star_2 = {
texture = knight_star2.dds
potential = {
# empty, fallback
}
}

sword = {
texture = knight_sword.dds
potential = {
type_has_accolade_category = champion
}
}

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