2025-02-19 22:32:34 +00:00
#Change hunt score
change_hunt_success_chance = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
common_interaction = yes
icon = activity_hunt
is_shown = {
debug_only = yes
scope:actor.involved_activity ?= {
has_activity_type = activity_hunt
exists = var:hunt_success_chance
}
}
send_option = {
flag = score_massive
localization = score_massive
}
send_option = {
flag = score_major
localization = score_major
}
send_option = {
flag = score_medium
localization = score_medium
}
send_option = {
flag = score_minor
localization = score_minor
}
send_option = {
flag = decrease_score_minor
localization = decrease_score_minor
}
send_option = {
flag = decrease_score_medium
localization = decrease_score_medium
}
send_option = {
flag = decrease_score_major
localization = decrease_score_major
}
send_option = {
flag = decrease_score_massive
localization = decrease_score_massive
}
on_accept = {
scope:actor.involved_activity = {
if = {
limit = {
NOT = { exists = var:hunt_success_chance_event }
}
set_variable = { name = hunt_success_chance_event value = 0 }
}
switch = {
trigger = yes
scope:score_massive = {
change_variable = { name = hunt_success_chance_event add = hunt_activity_success_increase_massive_value }
}
scope:score_major = {
change_variable = { name = hunt_success_chance_event add = hunt_activity_success_increase_major_value }
}
scope:score_medium = {
change_variable = { name = hunt_success_chance_event add = hunt_activity_success_increase_medium_value }
}
scope:score_minor = {
change_variable = { name = hunt_success_chance_event add = hunt_activity_success_increase_minor_value }
}
scope:decrease_score_massive = {
change_variable = { name = hunt_success_chance_event add = hunt_activity_success_decrease_massive_value }
}
scope:decrease_score_major = {
change_variable = { name = hunt_success_chance_event add = hunt_activity_success_decrease_major_value }
}
scope:decrease_score_medium = {
change_variable = { name = hunt_success_chance_event add = hunt_activity_success_decrease_medium_value }
}
scope:decrease_score_minor = {
change_variable = { name = hunt_success_chance_event add = hunt_activity_success_decrease_minor_value }
}
}
set_variable = {
name = hunt_success_chance
value = {
value = hunt_success_chance_value
add = var:hunt_success_chance_event
}
}
}
}
auto_accept = yes
}
debug_give_animal_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
common_interaction = no
icon = dog_positive
is_shown = {
debug_only = yes
scope:recipient = {
NAND = {
any_owned_story = { story_type = story_cycle_pet_cat }
any_owned_story = { story_type = story_cycle_pet_dog }
any_owned_story = { story_type = story_cycle_martial_lifestyle_warhorse }
}
}
}
send_option = {
is_valid = {
NOT = {
scope:recipient = { any_owned_story = { story_type = story_cycle_pet_dog } }
}
}
flag = story_cycle_pet_dog
localization = story_cycle_pet_dog
}
send_option = {
is_valid = {
NOT = {
scope:recipient = { any_owned_story = { story_type = story_cycle_pet_cat } }
}
}
flag = story_cycle_pet_cat
localization = story_cycle_pet_cat
}
send_option = {
is_valid = {
NOT = {
scope:recipient = { any_owned_story = { story_type = story_cycle_martial_lifestyle_warhorse } }
}
}
flag = story_cycle_martial_lifestyle_warhorse
localization = horse_story_modifier
}
send_options_exclusive = yes
on_accept = {
scope:recipient = {
switch = {
trigger = yes
scope:story_cycle_pet_dog = {
start_dog_story_cycle_effect = yes
}
scope:story_cycle_pet_cat = {
start_cat_story_cycle_effect = yes
}
scope:story_cycle_martial_lifestyle_warhorse = {
start_warhorse_story_cycle_effect = yes
}
}
}
}
auto_accept = yes
}
#Change tournament score
change_tournament_score = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
common_interaction = yes
icon = activity_tournament
is_shown = {
debug_only = yes
scope:recipient = {
exists = involved_activity
involved_activity = {
has_activity_type = activity_tournament
}
activity_is_competing_trigger = yes
}
}
send_option = {
flag = score_massive
localization = score_massive
}
send_option = {
flag = score_major
localization = score_major
}
send_option = {
flag = score_medium
localization = score_medium
}
send_option = {
flag = score_minor
localization = score_minor
}
send_option = {
flag = decrease_score_minor
localization = decrease_score_minor
}
send_option = {
flag = decrease_score_medium
localization = decrease_score_medium
}
send_option = {
flag = decrease_score_major
localization = decrease_score_major
}
send_option = {
flag = decrease_score_massive
localization = decrease_score_massive
}
on_accept = {
scope:recipient = {
if = {
limit = { scope:score_massive = yes }
activity_tournament_change_contestant_score_effect = { SCORE = increase_massive }
}
else_if = {
limit = { scope:score_major = yes }
activity_tournament_change_contestant_score_effect = { SCORE = increase_major }
}
else_if = {
limit = { scope:score_medium = yes }
activity_tournament_change_contestant_score_effect = { SCORE = increase_medium }
}
else_if = {
limit = { scope:score_minor = yes }
activity_tournament_change_contestant_score_effect = { SCORE = increase_minor }
}
else_if = {
limit = { scope:decrease_score_massive = yes }
activity_tournament_change_contestant_score_effect = { SCORE = decrease_massive }
}
else_if = {
limit = { scope:decrease_score_major = yes }
activity_tournament_change_contestant_score_effect = { SCORE = decrease_major }
}
else_if = {
limit = { scope:decrease_score_medium = yes }
activity_tournament_change_contestant_score_effect = { SCORE = decrease_medium }
}
else_if = {
limit = { scope:decrease_score_minor = yes }
activity_tournament_change_contestant_score_effect = { SCORE = decrease_minor }
}
}
}
auto_accept = yes
}
#Bring a character to your court
add_to_court_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = guest
is_shown = {
debug_only = yes
NOT = { scope:recipient = scope:actor }
scope:recipient = {
is_playable_character = no
NOT = { is_courtier_of = scope:actor }
}
}
on_accept = {
scope:actor = { add_courtier = scope:recipient }
scope:recipient = {
hidden_effect = { return_to_court = yes }
}
}
auto_accept = yes
}
debug_secrets_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = debug_secret
is_shown = {
debug_only = yes
}
send_option = {
flag = realm
localization = set_up_secrets_in_realm_interaction
}
send_option = {
flag = court
localization = give_secrets_to_court_interaction
}
send_option = {
flag = expose
localization = expose_known_secrets_interaction
}
on_accept = {
switch = {
trigger = yes
scope:realm = {
scope:recipient.top_liege = {
hidden_effect = {
# Start by adding all realm characters and neighbouring realm characters to a list
add_to_list = secret_setup
every_vassal = {
add_to_list = secret_setup
random_courtier_or_guest = {
add_to_list = secret_setup
}
}
every_neighboring_top_liege_realm_owner = {
add_to_list = secret_setup
every_vassal = {
add_to_list = secret_setup
random_courtier_or_guest = {
add_to_list = secret_setup
}
}
}
every_in_list = { # Give everyone in the list a 50% chance of getting a secret
list = secret_setup
give_random_likely_secret_effect = yes
}
random_in_list = { # Reveal one secret to the character the decision is used on, from the same realm
list = secret_setup
limit = {
top_liege = scope:recipient.top_liege
any_secret = {
NOT = { is_known_by = scope:recipient }
}
}
random_secret = {
limit = {
NOT = { is_known_by = scope:recipient }
}
reveal_to = scope:recipient
}
}
random_in_list = { # Reveal one secret to the character the decision is used on, NOT from the same realm
list = secret_setup
limit = {
NOT = { top_liege = scope:recipient.top_liege }
any_secret = {
NOT = { is_known_by = scope:recipient }
}
}
random_secret = {
limit = {
NOT = { is_known_by = scope:recipient }
}
reveal_to = scope:recipient
}
}
every_in_list = { # Everyone in the list has a chance to get to know of a secret anyone else has in the list
list = secret_setup
save_scope_as = reveal_to_me
random = {
chance = 75
random_in_list = {
list = secret_setup
limit = {
any_secret = {
NOT = { is_known_by = scope:reveal_to_me }
}
}
random_secret = {
limit = {
NOT = { is_known_by = scope:reveal_to_me }
}
reveal_to = scope:reveal_to_me
}
}
}
}
random_in_list = { # Imprison someone with a secret you know about
list = secret_setup
limit = {
any_secret = {
is_known_by = scope:recipient
}
NOT = { this = scope:recipient }
is_foreign_court_guest = no
}
save_scope_as = prisoner_secret
scope:recipient = {
imprison = {
target = scope:prisoner_secret
type = dungeon
}
}
}
random_in_list = { # Imprison someone who has a secret you don't know about
list = secret_setup
limit = {
any_secret = {
NOT = { is_known_by = scope:recipient }
}
NOT = { this = scope:recipient }
is_foreign_court_guest = no
}
save_scope_as = prisoner_secret
scope:recipient = {
imprison = {
target = scope:prisoner_secret
type = dungeon
}
}
}
}
}
}
scope:court = {
scope:recipient = {
give_deviant_secret_or_trait_effect = yes
give_homosexual_secret_or_nothing_effect = yes
hidden_effect = {
every_courtier = {
give_random_likely_secret_effect = yes
}
}
}
}
scope:expose = {
scope:actor = {
every_known_secret = {
limit = {
secret_owner = scope:recipient
}
expose_secret = scope:actor
}
}
}
}
}
auto_accept = yes
}
add_hook_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
interface_priority = -1
icon = hook_icon
common_interaction = no
is_shown = {
debug_only = yes
NOT = { scope:recipient = scope:actor }
}
send_option = {
flag = weak_hook
localization = add_weak_hook_interaction
}
send_option = {
flag = strong_hook
localization = add_strong_hook_interaction
}
send_option = {
flag = perpetual_hook
localization = add_perpetual_hook_interaction
}
send_option = {
flag = obligation_hook
localization = add_obligation_hook_interaction
}
auto_accept = yes
on_accept = {
scope:actor = {
switch = {
trigger = yes
scope:weak_hook = {
add_hook = {
target = scope:recipient
type = favor_hook
}
}
scope:strong_hook = {
add_hook = {
target = scope:recipient
type = strong_test_hook
}
}
scope:perpetual_hook = {
add_hook = {
target = scope:recipient
type = perpetual_test_hook
}
}
scope:obligation_hook = {
add_hook = {
target = scope:recipient
type = obligation_hook
}
}
}
}
}
}
set_relation_debug = {
category = interaction_debug_main
desc = set_relationship_debug_desc
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = debug_chars
common_interaction = yes
is_shown = {
debug_only = yes
NOT = {
scope:recipient = scope:actor
}
}
send_option = {
is_shown = {
NOR = {
scope:actor = { has_relation_potential_friend = scope:recipient }
scope:actor = { has_relation_friend = scope:recipient }
}
}
is_valid = {
scope:actor = {
can_set_relation_potential_friend_trigger = { CHARACTER = scope:recipient }
}
}
flag = potential_friend
localization = set_relation_debug_potential_friend
}
send_option = {
is_shown = {
NOR = {
scope:actor = { has_relation_potential_rival = scope:recipient }
scope:actor = { has_relation_rival = scope:recipient }
}
}
is_valid = {
scope:actor = {
can_set_relation_potential_rival_trigger = { CHARACTER = scope:recipient }
}
}
flag = potential_rival
localization = set_relation_debug_potential_rival
}
send_option = {
is_shown = {
NOR = {
scope:actor = { has_relation_potential_lover = scope:recipient }
scope:actor = { has_relation_lover = scope:recipient }
}
}
is_valid = {
scope:actor = {
can_set_relation_potential_lover_trigger = { CHARACTER = scope:recipient }
}
}
flag = potential_lover
localization = set_relation_debug_potential_lover
}
send_option = {
is_shown = {
NOT = {
scope:actor = { has_relation_friend = scope:recipient }
}
}
is_valid = {
scope:actor = {
can_set_relation_friend_trigger = { CHARACTER = scope:recipient }
}
}
flag = friend
localization = set_relation_debug_friend
}
send_option = {
is_shown = {
NOT = {
scope:actor = { has_relation_rival = scope:recipient }
}
}
is_valid = {
scope:actor = {
can_set_relation_rival_trigger = { CHARACTER = scope:recipient }
}
}
flag = rival
localization = set_relation_debug_rival
}
send_option = {
is_shown = {
NOT = {
scope:actor = { has_relation_lover = scope:recipient }
}
}
is_valid = {
scope:actor = {
can_set_relation_lover_trigger = { CHARACTER = scope:recipient }
}
}
flag = lover
localization = set_relation_debug_lover
}
send_option = {
is_shown = {
scope:actor = {
NOR = {
any_secret ={
secret_type = secret_lover
secret_target = scope:recipient
}
has_relation_lover = scope:recipient
has_relation_soulmate = scope:recipient
}
}
}
is_valid = {
scope:actor = {
can_set_relation_lover_trigger = { CHARACTER = scope:recipient }
}
}
flag = lover_secret
localization = set_relation_debug_lover_secret
}
send_option = {
is_shown = {
NOT = {
scope:actor = { has_relation_best_friend = scope:recipient }
}
}
is_valid = {
scope:actor = {
can_set_relation_best_friend_trigger = { CHARACTER = scope:recipient }
}
}
flag = best_friend
localization = set_relation_debug_best_friend
}
send_option = {
is_shown = {
NOT = {
scope:actor = { has_relation_nemesis = scope:recipient }
}
}
is_valid = {
scope:actor = {
can_set_relation_nemesis_trigger = { CHARACTER = scope:recipient }
}
}
flag = nemesis
localization = set_relation_debug_nemesis
}
send_option = {
is_shown = {
NOT = {
scope:actor = { has_relation_soulmate = scope:recipient }
}
}
is_valid = {
scope:actor = {
can_set_relation_soulmate_trigger = { CHARACTER = scope:recipient }
}
}
flag = soulmate
localization = set_relation_debug_soulmate
}
send_option = {
is_shown = {
NOT = {
scope:actor = { has_relation_bully = scope:recipient }
}
}
is_valid = {
scope:actor = {
can_set_relation_bully_trigger = { CHARACTER = scope:recipient }
}
}
flag = bully
localization = set_relation_debug_bully
}
send_option = {
is_shown = {
NOT = {
scope:actor = { has_relation_victim = scope:recipient }
}
}
is_valid = {
scope:actor = {
can_set_relation_victim_trigger = { CHARACTER = scope:recipient }
}
}
flag = victim
localization = set_relation_debug_victim
}
send_option = {
is_valid = {
scope:actor = {
NOT = { has_relation_crush = scope:recipient }
}
}
flag = crush
localization = set_relation_debug_crush
}
send_option = {
is_valid = {
scope:recipient = {
NOT = { has_relation_crush = scope:actor }
}
}
flag = crush_on_me
localization = set_relation_debug_crush_on_me
}
send_option = {
is_valid = {
scope:actor = {
NOT = { has_relation_grudge = scope:recipient }
}
}
flag = grudge
localization = set_relation_debug_grudge
}
send_option = {
is_valid = {
scope:recipient = {
NOT = { has_relation_grudge = scope:actor }
}
}
flag = grudge_on_me
localization = set_relation_debug_grudge_on_me
}
# REMOVE
send_option = {
is_shown = {
scope:actor = { has_relation_potential_friend = scope:recipient }
}
flag = remove_potential_friend
localization = remove_relation_debug_potential_friend
}
send_option = {
is_valid = {
scope:actor = { has_relation_potential_rival = scope:recipient }
}
flag = remove_potential_rival
localization = remove_relation_debug_potential_rival
}
send_option = {
is_shown = {
scope:actor = { has_relation_potential_lover = scope:recipient }
}
flag = remove_potential_lover
localization = remove_relation_debug_potential_lover
}
send_option = {
is_shown = {
scope:actor = { has_relation_friend = scope:recipient }
}
flag = remove_friend
localization = remove_relation_debug_friend
}
send_option = {
is_shown = {
scope:actor = { has_relation_rival = scope:recipient }
}
flag = remove_rival
localization = remove_relation_debug_rival
}
send_option = {
is_shown = {
scope:actor = { has_relation_lover = scope:recipient }
}
flag = remove_lover
localization = remove_relation_debug_lover
}
send_option = {
is_shown = {
scope:actor = {
any_secret = {
secret_type = secret_lover
secret_target = scope:recipient
}
}
}
flag = remove_lover_secret
localization = remove_relation_debug_lover_secret
}
send_option = {
is_shown = {
scope:actor = { has_relation_best_friend = scope:recipient }
}
flag = remove_best_friend
localization = remove_relation_debug_best_friend
}
send_option = {
is_shown = {
scope:actor = { has_relation_nemesis = scope:recipient }
}
flag = remove_nemesis
localization = remove_relation_debug_nemesis
}
send_option = {
is_shown = {
scope:actor = { has_relation_soulmate = scope:recipient }
}
flag = remove_soulmate
localization = remove_relation_debug_soulmate
}
send_option = {
is_shown = {
scope:actor = { has_relation_bully = scope:recipient }
}
flag = remove_bully
localization = remove_relation_debug_bully
}
send_option = {
is_shown = {
scope:actor = { has_relation_victim = scope:recipient }
}
flag = remove_victim
localization = remove_relation_debug_victim
}
send_option = {
is_shown = {
scope:actor = { has_relation_crush = scope:recipient }
}
flag = remove_crush
localization = remove_relation_debug_crush
}
send_option = {
is_shown = {
scope:recipient = { has_relation_crush = scope:actor }
}
flag = remove_crush_on_me
localization = remove_relation_debug_crush_on_me
}
send_option = {
is_shown = {
scope:actor = { has_relation_grudge = scope:recipient }
}
flag = remove_grudge
localization = remove_relation_debug_grudge
}
send_option = {
is_shown = {
scope:recipient = { has_relation_grudge = scope:actor }
}
flag = remove_grudge_on_me
localization = remove_relation_debug_grudge_on_me
}
on_accept = {
scope:recipient = {
switch = {
trigger = yes
# SET
scope:potential_friend = { set_relation_potential_friend = scope:actor }
scope:potential_rival = { set_relation_potential_rival = scope:actor }
scope:potential_lover = { set_relation_potential_lover = scope:actor }
scope:friend = {
set_relation_friend = { reason = test_friend_desc target = scope:actor }
}
scope:rival = {
set_relation_rival = { reason = test_rival_desc target = scope:actor }
}
scope:lover = {
set_relation_lover = { reason = test_lover_desc target = scope:actor }
}
scope:lover_secret = {
add_secret = {
target = scope:actor
type = secret_lover
}
scope:actor = {
add_secret = {
target = scope:recipient
type = secret_lover
}
}
}
scope:best_friend = {
set_relation_best_friend = { reason = best_friend_poetry copy_reason = friend target = scope:actor }
}
scope:nemesis = {
set_relation_nemesis = { reason = test_nemesis_desc copy_reason = rival target = scope:actor }
}
scope:soulmate = {
set_relation_soulmate = { reason = test_soulmate_desc copy_reason = lover target = scope:actor }
}
scope:crush = {
scope:actor = { set_relation_crush = scope:recipient } #You crush on the recipient
}
scope:crush_on_me = { set_relation_crush = scope:actor }
scope:bully = { set_relation_bully = scope:actor }
scope:victim = { set_relation_victim = scope:actor }
scope:grudge = {
scope:actor = {
set_relation_grudge = {
reason = grudge_imprisonment_desc
target = scope:recipient
}
}
}
scope:grudge_on_me = { set_relation_grudge = scope:actor }
# REMOVE
scope:remove_potential_friend = { remove_relation_potential_friend = scope:actor }
scope:remove_potential_rival = { remove_relation_potential_rival = scope:actor }
scope:remove_potential_lover = { remove_relation_potential_lover = scope:actor }
scope:remove_friend = { remove_relation_friend = scope:actor }
scope:remove_rival = { remove_relation_rival = scope:actor }
scope:remove_lover = { remove_relation_lover = scope:actor }
scope:remove_lover_secret = {
random_secret = {
limit = {
secret_type = secret_lover
secret_target = scope:actor
}
remove_secret = yes
}
scope:actor = {
random_secret = {
limit = {
secret_type = secret_lover
secret_target = scope:recipient
}
remove_secret = yes
}
}
}
scope:remove_best_friend = { remove_relation_best_friend = scope:actor }
scope:remove_nemesis = { remove_relation_nemesis = scope:actor }
scope:remove_soulmate = { remove_relation_soulmate = scope:actor }
scope:remove_crush = {
scope:actor = { remove_relation_crush = scope:recipient } #You crush on the recipient
}
scope:remove_crush_on_me = { remove_relation_crush = scope:actor }
scope:remove_bully = { remove_relation_bully = scope:actor }
scope:remove_victim = { remove_relation_victim = scope:actor }
scope:remove_grudge = {
scope:actor = { remove_relation_grudge = scope:recipient }
}
scope:remove_grudge_on_me = { remove_relation_grudge = scope:actor }
}
}
}
auto_accept = yes
}
change_character_weight_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = activity_feast
is_shown = { debug_only = yes }
send_option = {
flag = gain_weight
localization = add_character_weight_interaction
}
send_option = {
flag = lose_weight
localization = remove_character_weight_interaction
}
on_accept = {
scope:recipient = {
switch = {
trigger = yes
scope:gain_weight = { change_current_weight = 25 }
scope:lose_weight = { change_current_weight = -25 }
}
}
}
auto_accept = yes
}
slay_character_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = icon_dead
2025-04-11 14:29:56 -04:00
common_interaction = yes
2025-02-19 22:32:34 +00:00
interface_priority = -1
is_shown = { debug_only = yes }
send_option = {
flag = random_slayer
localization = random_slay_character_interaction
}
send_option = {
flag = no_slayer
localization = null_slay_character_interaction
}
send_option = {
is_valid = {
NOT = { scope:recipient = scope:actor }
}
flag = actor_slayer
localization = actor_slay_character_interaction
}
send_option = {
flag = bubonic_plague_slayer
localization = give_bubonic_plague_interaction
}
on_accept = {
scope:recipient = {
switch = {
trigger = yes
scope:random_slayer = {
random_independent_ruler = {
limit = {
NOT = { this = scope:recipient }
}
save_scope_as = rando
}
hidden_effect = {
death = {
death_reason = death_duel
killer = scope:rando
}
}
}
scope:no_slayer = {
death = { death_reason = death_natural_causes }
}
scope:actor_slayer = {
death = {
death_reason = death_duel
killer = scope:actor
}
}
scope:bubonic_plague_slayer = {
add_trait = bubonic_plague
}
}
}
}
auto_accept = yes
}
change_cultural_acceptance_debug_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = icon_culture
is_shown = {
debug_only = yes
NOT = { scope:actor.culture = scope:recipient.culture }
}
send_option = {
flag = increase_cultural_acceptance
localization = increase_cultural_acceptance_debug_interaction
}
send_option = {
flag = decrease_cultural_acceptance
localization = decrease_cultural_acceptance_debug_interaction
}
on_accept = {
scope:recipient.culture = {
switch = {
trigger = yes
scope:increase_cultural_acceptance = {
change_cultural_acceptance = {
target = scope:actor.culture
value = 25
desc = debug
}
}
scope:decrease_cultural_acceptance = {
change_cultural_acceptance = {
target = scope:actor.culture
value = -25
desc = debug
}
}
}
}
}
auto_accept = yes
}
learn_language_debug_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = icon_scheme_learn_language
interface_priority = -1
is_shown = {
debug_only = yes
NOT = {
scope:actor = { knows_language_of_culture = scope:recipient.culture }
}
}
on_accept = {
scope:actor = {
learn_language_of_culture = scope:recipient.culture
}
}
auto_accept = yes
}
#Start a duel or board game against another character
start_bout_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = icon_combat
is_shown = {
debug_only = yes
NOT = { scope:recipient = scope:actor }
}
on_accept = {
# Duels.
if = {
limit = { scope:single_combat = yes }
scope:actor = { trigger_event = single_combat.1004 }
}
# Board Games.
if = {
limit = {
OR = {
scope:board_game_chess = yes
scope:board_game_pachisi = yes
scope:board_game_tabula = yes
scope:board_game_hnefatafl = yes
scope:board_game_go = yes
scope:board_game_fidchell = yes
}
}
scope:actor = { trigger_event = board_games.0102 }
}
}
send_option = {
flag = single_combat
localization = start_bout_interaction_single_combat
}
send_option = {
flag = board_game_chess
localization = start_bout_interaction_board_game_chess
}
send_option = {
flag = board_game_pachisi
localization = start_bout_interaction_board_game_pachisi
}
send_option = {
flag = board_game_tabula
localization = start_bout_interaction_board_game_tabula
}
send_option = {
flag = board_game_hnefatafl
localization = start_bout_interaction_board_game_hnefatafl
}
send_option = {
flag = board_game_go
localization = start_bout_interaction_board_game_go
}
send_option = {
flag = board_game_fidchell
localization = start_bout_interaction_board_game_fidchell
}
auto_accept = yes
}
add_artifact_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = artifact
is_shown = {
debug_only = yes
}
send_option = {
flag = weapon
localization = add_artifact_interaction_weapon
}
send_option = {
flag = armor
localization = add_artifact_interaction_armor
}
send_option = {
flag = shinies
localization = add_artifact_interaction_shinies
}
send_option = {
flag = book
localization = add_artifact_interaction_book
}
send_option = {
flag = furniture
localization = add_artifact_interaction_furniture
}
send_option = {
flag = trinket
localization = add_artifact_interaction_trinket
}
send_option = {
flag = random_personal
localization = add_random_artifact_interaction
}
send_option = {
flag = christian
localization = christian_relic
}
send_option = {
flag = islam
localization = islam_relic
}
send_option = {
flag = buddhism
localization = buddhism_relic
}
send_option = {
flag = judaism
localization = judaism_relic
}
on_accept = {
custom_tooltip = add_artifact_interaction
save_scope_value_as = {
name = quality
value = 100
}
scope:recipient = {
hidden_effect = {
save_scope_as = owner
random_dummy_gender_effect = yes
switch = {
trigger = yes
scope:weapon = {
create_artifact_weapon_effect = {
OWNER = scope:owner
CREATOR = scope:dummy_gender
SET_WEAPON_TYPE = flag:no
}
}
scope:armor = {
create_artifact_armor_effect = {
OWNER = scope:owner
CREATOR = scope:dummy_gender
SET_ARMOR_TYPE = flag:no
}
}
scope:shinies = {
random_list = {
10 = {
create_artifact_regalia_effect = {
OWNER = scope:owner
SMITH = scope:dummy_gender
}
}
10 = {
create_artifact_crown_effect = {
OWNER = scope:owner
SMITH = scope:dummy_gender
}
}
10 = {
create_artifact_brooch_effect = {
OWNER = scope:owner
SMITH = scope:dummy_gender
}
}
}
}
scope:book = {
create_artifact_book_effect = {
OWNER = scope:owner
CREATOR = scope:dummy_gender
SET_SUBJECT = flag:no
SET_TOPIC = flag:no
}
}
scope:furniture = {
random_list = {
10 = {
create_artifact_throne_effect = {
OWNER = scope:owner
MAKER = scope:dummy_gender
}
}
10 = {
create_artifact_tapestry_effect = {
OWNER = scope:owner
WEAVER = scope:dummy_gender
}
}
10 = {
create_artifact_box_small_effect = {
OWNER = scope:owner
CARPENTER = scope:dummy_gender
}
}
10 = {
create_artifact_box_medium_effect = {
OWNER = scope:owner
CARPENTER = scope:dummy_gender
}
}
10 = {
create_artifact_goblet_effect = {
OWNER = scope:owner
SMITH = scope:dummy_gender
}
}
30 = {
create_artifact_animal_hide_effect = {
OWNER = scope:owner
HUNTER = scope:dummy_gender
LEGENDARY = no
ANIMAL = flag:none
}
}
10 = {
create_artifact_wall_banner_effect = {
OWNER = scope:owner
CREATOR = scope:dummy_gender
TARGET = scope:owner.primary_title
}
}
10 = {
create_artifact_wall_skull_effect = {
OWNER = scope:owner
HUNTER = scope:dummy_gender
LEGENDARY = no
ANIMAL = flag:none
}
}
10 = {
create_artifact_sculpture_effect = {
OWNER = scope:owner
SCULPTER = scope:dummy_gender
}
}
10 = {
create_artifact_wall_shield_effect = {
OWNER = scope:owner
TARGET = scope:owner.house
CREATOR = scope:dummy_gender
}
}
}
}
scope:trinket = {
create_artifact = {
name = cuckoldry_psalter_name
description = cuckoldry_psalter_description
type = miscellaneous
visuals = book
modifier = artifact_monthly_prestige_penalty_modifier
}
}
scope:random_personal = {
custom_tooltip = add_random_artifact_interaction
random_list = {
10 = {
random_dummy_gender_effect = yes
create_artifact_weapon_effect = {
OWNER = scope:owner
CREATOR = scope:dummy_gender
SET_WEAPON_TYPE = flag:no
}
}
10 = {
random_dummy_gender_effect = yes
create_artifact_armor_effect = {
OWNER = scope:owner
CREATOR = scope:dummy_gender
SET_ARMOR_TYPE = flag:no
}
}
10 = {
random_dummy_gender_effect = yes
create_artifact_regalia_effect = {
OWNER = scope:owner
SMITH = scope:dummy_gender
}
}
10 = {
random_dummy_gender_effect = yes
create_artifact_crown_effect = {
OWNER = scope:owner
SMITH = scope:dummy_gender
}
}
10 = {
random_dummy_gender_effect = yes
create_artifact_brooch_effect = {
OWNER = scope:owner
SMITH = scope:dummy_gender
}
}
}
}
scope:christian = {
create_artifact_pedestal_reliquary_christian_effect = { OWNER = scope:owner }
}
scope:islam = {
create_artifact_pedestal_reliquary_islam_effect = { OWNER = scope:owner }
}
scope:buddhism = {
create_artifact_pedestal_reliquary_buddhism_effect = { OWNER = scope:owner }
}
scope:judaism = {
create_artifact_pedestal_reliquary_judaism_effect = { OWNER = scope:owner }
}
}
}
}
}
auto_accept = yes
}
take_artifact_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = icon_scheme_steal_back_artifact
target_type = artifact
target_filter = recipient_artifacts
is_shown = {
debug_only = yes
scope:recipient = {
any_character_artifact = { exists = this }
}
}
send_option = {
is_valid = {
NOT = { scope:recipient = scope:actor }
}
flag = player
localization = take_artifact_player
}
send_option = {
is_valid = {
scope:recipient = {
any_neighboring_top_liege_realm_owner = {
NOR = {
this = scope:recipient
this = scope:actor
}
}
}
}
flag = random_neighbor
localization = give_away_random_artifact_interaction
}
is_highlighted = { always = yes }
on_accept = {
scope:recipient = {
switch = {
trigger = yes
scope:random_neighbor = {
random_neighboring_top_liege_realm_owner = {
limit = {
NOR = {
this = scope:recipient
this = scope:actor
}
}
save_scope_as = new_owner
}
}
scope:player = {
scope:actor = { save_scope_as = new_owner }
}
}
}
scope:target = { set_owner = scope:new_owner }
}
auto_accept = yes
ai_accept = {
base = 100
}
auto_accept = yes
}
add_artifact_claim_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = icon_scheme_steal_back_artifact
target_type = artifact
target_filter = recipient_artifacts
is_shown = {
scope:recipient = {
any_character_artifact = { exists = this }
}
NOT = { scope:recipient = scope:actor }
debug_only = yes
}
send_option = {
flag = personal
localization = add_claim_on_artifact_interaction
}
send_option = {
flag = house
localization = add_house_claim_on_artifact_interaction
}
on_accept = {
scope:actor = {
switch = {
trigger = yes
scope:personal = { add_personal_artifact_claim = scope:target }
scope:house = {
house = { add_house_artifact_claim = scope:target }
}
}
}
}
auto_accept = yes
}
debug_destroy_artifact_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = artifact
target_type = artifact
target_filter = recipient_artifacts
is_shown = {
debug_only = yes
scope:recipient = {
any_character_artifact = { exists = this }
}
}
send_option = {
flag = destroy
localization = destroy_artifact
}
send_option = {
flag = damage
localization = damage_artifact
}
send_options_exclusive = yes
on_accept = {
switch = {
trigger = yes
scope:destroy = { destroy_artifact = scope:target }
scope:damage = {
scope:target = {
add_durability = {
value = {
value = artifact_durability
divide = 2
multiply = -1
}
}
}
}
}
}
auto_accept = yes
}
inspire_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = inspiration
is_shown = {
debug_only = yes
scope:recipient = {
NOT = { exists = inspiration }
has_completed_inspiration = no
is_ruler = no
is_playable_character = no
}
}
send_option = {
flag = weapon_inspiration
localization = debug_inspiration_weapon
}
send_option = {
flag = armor_inspiration
localization = debug_inspiration_armor
}
send_option = {
flag = book_inspiration
localization = debug_inspiration_book
}
send_option = {
flag = weaver_inspiration
localization = debug_inspiration_weaver
}
send_option = {
flag = adventure_inspiration
localization = debug_inspiration_adventure
}
send_option = {
flag = artisan_inspiration
localization = debug_inspiration_artisan
}
send_option = {
flag = smith_inspiration
localization = debug_inspiration_smith
}
send_option = {
flag = alchemy_inspiration
localization = debug_inspiration_alchemy
}
on_accept = {
scope:recipient = {
if = {
limit = {
always = scope:book_inspiration
}
create_inspiration = book_inspiration
custom_tooltip = inspire_interaction_book
}
else_if = {
limit = {
always = scope:weaver_inspiration
}
create_inspiration = weaver_inspiration
custom_tooltip = inspire_interaction_weaver
}
else_if = {
limit = {
always = scope:adventure_inspiration
}
create_inspiration = adventure_inspiration
custom_tooltip = inspire_interaction_adventure
}
else_if = {
limit = {
always = scope:artisan_inspiration
}
create_inspiration = artisan_inspiration
custom_tooltip = inspire_interaction_artisan
}
else_if = {
limit = {
always = scope:smith_inspiration
}
create_inspiration = smith_inspiration
custom_tooltip = inspire_interaction_smith
}
else_if = {
limit = {
always = scope:alchemy_inspiration
}
create_inspiration = alchemy_inspiration
custom_tooltip = inspire_interaction_alchemy
}
else_if = {
limit = {
always = scope:armor_inspiration
}
create_inspiration = armor_inspiration
custom_tooltip = inspire_interaction_armor
}
else = {
create_inspiration = weapon_inspiration
custom_tooltip = inspire_interaction_weapon
}
}
}
auto_accept = yes
}
sponsor_inspiration_debug = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
auto_accept = yes
is_shown = {
debug_only = yes
exists = scope:recipient.inspiration
}
is_valid_showing_failures_only = {
scope:actor = {
can_sponsor_inspiration = scope:recipient.inspiration
}
}
is_valid = {
scope:actor = {
can_sponsor_inspiration = scope:recipient.inspiration
}
}
on_accept = {
scope:actor = {
sponsor_inspiration = scope:recipient.inspiration
}
}
}
test_effect_localization_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
is_shown = {
debug_only = yes
scope:actor = { is_ai = no }
NOT = { scope:actor = scope:recipient }
always = no # Comment out this line to see this interaction
}
on_accept = {
# Effects are shown under the actor and recipient entries
scope:actor = { add_prestige = 50 }
scope:recipient = { add_prestige = 50 }
# Effects on the same things are collected together into their existing actor and recipient block
scope:actor = { add_piety = 50 }
scope:recipient = { add_piety = 50 }
# Effects in a self contained list are shown in the general text output and will explicitly name the involved characters, including the actor and recipient, with respect to first person pronouns if the player
scope:actor = {
random = {
chance = 30
scope:actor = {
add_gold = 200
random_courtier = { remove_short_term_gold = 50 }
}
scope:recipient = { add_piety = 200 }
}
random_list = {
50 = {
scope:actor = {
add_gold = 50
random_courtier = { add_gold = 10 }
}
scope:recipient = { add_piety = 50 }
}
50 = {
scope:actor = {
remove_short_term_gold = 50
random_courtier = { remove_short_term_gold = 10 }
}
scope:recipient = { add_piety = -50 }
}
}
# Single Skill Duel
duel = {
skill = diplomacy
target = scope:recipient
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
scope:actor = {
add_gold = 50
random_courtier = { add_gold = 10 }
}
scope:recipient = { add_piety = 50 }
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
scope:actor = {
remove_short_term_gold = 50
random_courtier = { remove_short_term_gold = 10 }
}
scope:recipient = { add_piety = -50 }
}
}
# Multi-skill duel
duel = {
skills = { prowess martial diplomacy }
target = scope:recipient
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
scope:actor = {
add_gold = 50
random_courtier = { add_gold = 10 }
}
scope:recipient = { add_piety = 50 }
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
scope:actor = {
remove_short_term_gold = 50
random_courtier = { remove_short_term_gold = 10 }
}
scope:recipient = { add_piety = -50 }
}
}
}
# Effects on non core targets get their own separate entries
scope:actor = {
every_courtier = {
add_gold = 10
}
}
# And multiple effects on the same objects are collected into their existing entries
scope:actor = {
every_courtier = {
add_piety = 10
}
}
}
auto_accept = yes
}
#Give the character a criminal trait that allows actor to imprison them
give_criminal_trait_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = prison
is_shown = {
debug_only = yes
NOT = {
scope:actor = {
has_imprisonment_reason = scope:recipient
}
}
}
on_accept = {
custom_tooltip = give_criminal_trait_interaction_tt
hidden_effect = {
scope:recipient = {
make_criminal_effect = yes
#If they're still not a criminal we have them murder someone close to you
if = {
limit = {
NOT = {
scope:actor = {
has_imprisonment_reason = scope:recipient
}
}
any_close_family_member = {
NOT = { this = scope:recipient }
}
}
random_close_family_member = {
limit = {
NOT = { this = scope:recipient }
}
save_scope_as = family
known_murder_effect = {
VICTIM = scope:family
MURDERER = scope:recipient
EXPOSER = scope:recipient
}
}
}
}
}
}
auto_accept = yes
}
generate_artifact_with_history_interaction = {
category = interaction_debug_main
desc = generate_artifact_with_history_debug_desc
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = artifact
is_shown = {
debug_only = yes
NOT = { scope:recipient = scope:actor }
}
on_accept = {
scope:actor = { trigger_event = debug.400 }
}
auto_accept = yes
}
# Have (or trigger the aftermath of) sex with the target character
debug_sex_interaction = { # Sleep With Character
icon = seducer
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
is_shown = {
debug_only = yes
NOT = { scope:recipient = scope:actor }
}
on_accept = { scope:actor = { trigger_event = debug.410 } }
auto_accept = yes
}
debug_change_every_county = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = alliance
is_shown = { debug_only = yes }
send_option = { # Set Control to Max (100)
flag = debug_change_every_county_max_control
localization = debug_change_every_county.a
}
send_option = { # Set Control to Lowest (0) (-500)
flag = debug_change_every_county_lowest_control
localization = gain_county_corruption.message.low_control
}
send_option = { # Set Opinion to Max
flag = debug_change_every_county_highest_opinion
localization = debug_change_every_county.b.a
}
send_option = { # Set Opinion to Min
flag = debug_change_every_county_lowest_opinion
localization = debug_change_every_county.b.b
}
send_option = { # Here goes anything else you may want to do in the future, just add another send_option and then an if on the accept
flag = debug_change_every_county_convert_to_fatih
localization = FAITH_CONVERSION_CONVERT
}
# send_option = { # Here goes anything else you may want to do in the future, just add another send_option and then an if on the accept
# flag = auto_formatter_complains_if_I_do_not_do_this
# localization = debug_start_era_of_crusades_interaction
# }
on_accept = { # In retrospect, this is pretty sloppy script, but it makes sense considering how old it is -h
if = { # Set Control to Max (100)
limit = { scope:debug_change_every_county_max_control = yes }
scope:recipient = { every_held_county = { change_county_control = 100 } }
}
else_if = {
limit = { scope:debug_change_every_county_lowest_control = yes }
scope:recipient = { every_held_county = { change_county_control = -500 } }
}
else_if = {
limit = { scope:debug_change_every_county_highest_opinion = yes }
scope:recipient = { every_held_county = { add_county_modifier = debug_max_popular_opinion_modifier } } # Please ignore this violation of basic scripting decency, I do it for compactness
}
else_if = {
limit = { scope:debug_change_every_county_lowest_opinion = yes }
scope:recipient = { every_held_county = { add_county_modifier = debug_min_popular_opinion_modifier } }
}
else_if = {
limit = { scope:debug_change_every_county_convert_to_fatih = yes }
scope:recipient = { every_held_county = { set_county_faith = scope:actor.faith } }
}
}
auto_accept = yes
ai_accept = {
base = 100
}
}
# Embezzle from 'em
do_a_crime_embezzle_interaction = {
category = interaction_debug_main
desc = do_a_crime_embezzle_interaction_desc
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = icon_gold
is_shown = {
debug_only = yes
NOT = { scope:recipient = scope:actor }
}
on_accept = {
scope:actor = {
# Steal a coin.
if = {
limit = { scope:steal_x1 = yes }
give_or_update_embezzler_secret_effect = {
TARGET = scope:recipient
STAKE = 1
}
scope:recipient = {
pay_short_term_gold = {
target = scope:actor
gold = 1
}
}
}
# Steal many coins.
else_if = {
limit = { scope:steal_x100 = yes }
give_or_update_embezzler_secret_effect = {
TARGET = scope:recipient
STAKE = 100
}
scope:recipient = {
pay_short_term_gold = {
target = scope:actor
gold = 100
}
}
}
# Steal the maniest coins.
else_if = {
limit = { scope:steal_x1000 = yes }
give_or_update_embezzler_secret_effect = {
TARGET = scope:recipient
STAKE = 1000
}
scope:recipient = {
pay_short_term_gold = {
target = scope:actor
gold = 1000
}
}
}
}
}
send_option = {
flag = steal_x1
localization = do_a_crime_embezzle_interaction_steal_x1
}
send_option = {
flag = steal_x100
localization = do_a_crime_embezzle_interaction_steal_x100
}
send_option = {
flag = steal_x1000
localization = do_a_crime_embezzle_interaction_steal_x1000
}
auto_accept = yes
}
add_glory_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = icon_combat
interface_priority = -1
is_shown = {
debug_only = yes
}
send_option = {
flag = high_glory
localization = add_glory_debug_high_tt
}
send_option = {
flag = low_glory
localization = add_glory_debug_low_tt
}
send_option = {
flag = delete_glory
localization = add_glory_debug_delete_tt
}
on_accept = {
scope:recipient = {
hidden_effect = {
if = {
limit = {
scope:high_glory = yes
scope:recipient = {
is_acclaimed = yes
}
}
scope:recipient = {
accolade = {
add_glory = 2500
}
}
}
else_if = {
limit = {
scope:low_glory = yes
scope:recipient = {
is_acclaimed = yes
}
}
scope:recipient = {
accolade = {
add_glory = 250
}
}
}
else_if = {
limit = {
scope:delete_glory = yes
scope:recipient = {
is_acclaimed = yes
}
}
scope:recipient = {
accolade = {
add_glory = -5000
}
}
}
}
}
}
auto_accept = yes
}
debug_progress_all_active_schemes_interaction = {
category = interaction_debug_admin
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = debug_secret
is_shown = { debug_only = yes }
is_valid_showing_failures_only = {
scope:actor = {
any_scheme = { count >= 1 }
}
}
on_accept = { scope:recipient = { every_scheme = { add_scheme_progress = 100 } } }
auto_accept = yes
2025-04-11 14:29:56 -04:00
common_interaction = yes
2025-02-19 22:32:34 +00:00
}
debug_travel_to_ruler_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = travel_mixed
is_shown = {
debug_only = yes
NOT = { scope:recipient = scope:actor }
}
on_accept = {
scope:actor = {
random_courtier_or_guest = {
limit = {
is_available = yes
}
save_scope_as = companion1
}
random_courtier_or_guest = {
limit = {
NOT = {
this = scope:companion1
}
is_available = yes
}
save_scope_as = companion2
}
random_courtier_or_guest = {
limit = {
NOR = {
this = scope:companion1
this = scope:companion2
}
is_available = yes
}
save_scope_as = companion3
}
start_travel_plan = {
destination = scope:recipient.capital_province
companion = scope:companion1
companion = scope:companion2
companion = scope:companion3
on_arrival_event = travel_completion_event.1000
on_arrival_destinations = all_but_last
return_trip = no # One way
}
}
}
auto_accept = yes
}
debug_add_truce_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = icon_retreat
is_shown = {
debug_only = yes
NOT = { scope:recipient = scope:actor }
}
send_option = {
flag = one_way_receive
localization = truce_one_way_receive
}
send_option = {
flag = one_way_give
localization = truce_one_way_give
}
send_option = {
flag = two_way
localization = truce_two_way
}
on_accept = {
scope:actor = {
switch = {
trigger = yes
scope:one_way_receive = {
scope:recipient = {
add_truce_one_way = {
character = scope:actor
years = 5
name = TRUCE_DEBUG
}
}
}
scope:one_way_give = {
add_truce_one_way = {
character = scope:recipient
years = 5
name = TRUCE_DEBUG
}
}
scope:two_way = {
add_truce_both_ways = {
character = scope:recipient
years = 5
name = TRUCE_DEBUG
}
}
}
}
}
auto_accept = yes
}
spawn_epidemic_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = plague
interface_priority = -1
is_shown = {
debug_only = yes
}
send_option = {
is_valid = {
scope:consumption = no
scope:smallpox = no
scope:ergotism = no
scope:bubonic_plague = no
scope:typhus = no
scope:dysentery = no
}
flag = measles
localization = spawn_epidemic_interaction_measles
}
send_option = {
is_valid = {
scope:measles = no
scope:smallpox = no
scope:ergotism = no
scope:bubonic_plague = no
scope:typhus = no
scope:dysentery = no
}
flag = consumption
localization = epidemic_consumption
}
send_option = {
is_valid = {
scope:measles = no
scope:consumption = no
scope:ergotism = no
scope:bubonic_plague = no
scope:typhus = no
scope:dysentery = no
}
flag = smallpox
localization = spawn_epidemic_interaction_smallpox
}
send_option = {
is_valid = {
scope:measles = no
scope:consumption = no
scope:smallpox = no
scope:bubonic_plague = no
scope:typhus = no
scope:dysentery = no
}
flag = ergotism
localization = spawn_epidemic_interaction_ergotism
}
send_option = {
is_valid = {
scope:measles = no
scope:consumption = no
scope:smallpox = no
scope:ergotism = no
scope:typhus = no
scope:dysentery = no
}
flag = bubonic_plague
localization = spawn_epidemic_interaction_bubonic_plague
}
send_option = {
is_valid = {
scope:measles = no
scope:consumption = no
scope:smallpox = no
scope:ergotism = no
scope:bubonic_plague = no
scope:dysentery = no
}
flag = typhus
localization = spawn_epidemic_interaction_typhus
}
send_option = {
is_valid = {
scope:measles = no
scope:consumption = no
scope:smallpox = no
scope:ergotism = no
scope:bubonic_plague = no
scope:typhus = no
}
flag = dysentery
localization = spawn_epidemic_interaction_dysentery
}
send_option = {
is_valid = {
scope:major = no
scope:apocalyptic = no
}
flag = minor
localization = spawn_minor_epidemic_interaction
}
send_option = {
is_valid = {
scope:minor = no
scope:apocalyptic = no
}
flag = major
localization = spawn_major_epidemic_interaction
}
send_option = {
is_valid = {
scope:minor = no
scope:major = no
}
flag = apocalyptic
localization = spawn_apocalyptic_epidemic_interaction
}
send_options_exclusive = no
can_send = {
calc_true_if = {
amount >= 1
scope:measles = yes
scope:consumption = yes
scope:smallpox = yes
scope:ergotism = yes
scope:bubonic_plague = yes
scope:typhus = yes
scope:dysentery = yes
}
calc_true_if = {
amount >= 1
scope:minor = yes
scope:major = yes
scope:apocalyptic = yes
}
}
on_accept = {
scope:recipient.capital_province = {
hidden_effect = {
switch = {
trigger = yes
scope:minor = {
switch = {
trigger = yes
scope:measles = { create_epidemic_outbreak = { type = measles intensity = minor } }
scope:consumption = { create_epidemic_outbreak = { type = consumption intensity = minor } }
scope:smallpox = { create_epidemic_outbreak = { type = smallpox intensity = minor } }
scope:dysentery = { create_epidemic_outbreak = { type = dysentery intensity = minor } }
scope:bubonic_plague = { create_epidemic_outbreak = { type = bubonic_plague intensity = minor } }
scope:ergotism = { create_epidemic_outbreak = { type = ergotism intensity = minor } }
scope:typhus = { create_epidemic_outbreak = { type = typhus intensity = minor } }
}
}
scope:major = {
switch = {
trigger = yes
scope:measles = { create_epidemic_outbreak = { type = measles intensity = major } }
scope:consumption = { create_epidemic_outbreak = { type = consumption intensity = major } }
scope:smallpox = { create_epidemic_outbreak = { type = smallpox intensity = major } }
scope:dysentery = { create_epidemic_outbreak = { type = dysentery intensity = major } }
scope:bubonic_plague = { create_epidemic_outbreak = { type = bubonic_plague intensity = major } }
scope:ergotism = { create_epidemic_outbreak = { type = ergotism intensity = major } }
scope:typhus = { create_epidemic_outbreak = { type = typhus intensity = major } }
}
}
scope:apocalyptic = {
switch = {
trigger = yes
scope:measles = { create_epidemic_outbreak = { type = measles intensity = apocalyptic } }
scope:consumption = { create_epidemic_outbreak = { type = consumption intensity = apocalyptic } }
scope:smallpox = { create_epidemic_outbreak = { type = smallpox intensity = apocalyptic } }
scope:dysentery = { create_epidemic_outbreak = { type = dysentery intensity = apocalyptic } }
scope:bubonic_plague = { create_epidemic_outbreak = { type = bubonic_plague intensity = apocalyptic } }
scope:ergotism = { create_epidemic_outbreak = { type = ergotism intensity = apocalyptic } }
scope:typhus = { create_epidemic_outbreak = { type = typhus intensity = apocalyptic } }
}
}
}
}
}
}
auto_accept = yes
}
spawn_legend_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = legend
interface_priority = -1
is_shown = {
debug_only = yes
}
send_option = {
flag = heroic
localization = spawn_legend_interaction_heroic
}
send_option = {
flag = holy
localization = spawn_legend_interaction_holy
}
send_option = {
flag = legitimizing
localization = spawn_legend_interaction_legitimizing
}
on_accept = {
scope:recipient = {
hidden_effect = {
if = {
limit = {
scope:heroic = yes
}
scope:recipient = {
create_legend = {
type = heroic
quality = famed
chronicle = ancestral_glory
properties = {
ancestor = scope:recipient
title = scope:recipient.primary_title
}
}
}
}
else_if = {
limit = {
scope:holy = yes
}
scope:recipient = {
create_legend = {
type = holy
quality = famed
chronicle = ancestral_glory
properties = {
ancestor = scope:recipient
title = scope:recipient.primary_title
}
}
}
}
else_if = {
limit = {
scope:legitimizing = yes
}
scope:recipient = {
create_legend = {
type = legitimizing
quality = famed
chronicle = ancestral_glory
properties = {
ancestor = scope:recipient
title = scope:recipient.primary_title
}
}
}
}
}
}
}
auto_accept = yes
}
debug_buff_schemes = {
category = interaction_debug_admin
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = scheme_assassination
send_options_exclusive = no
interface_priority = -1
is_shown = { debug_only = yes }
auto_accept = yes
# Clear my opportunities.
send_option = { flag = debug_buff_schemes_zero_opportunity }
# Give me an opportunity.
send_option = { flag = debug_buff_schemes_one_opportunity }
# Give me max opportunities.
send_option = { flag = debug_buff_schemes_many_opportunity }
# Give me an agent slot that gives base success chance.
send_option = { flag = debug_buff_schemes_give_agent_success_chance_base }
# Give me an agent slot that gives success chance growth.
send_option = { flag = debug_buff_schemes_give_agent_success_chance_growth }
# Give me an agent slot that gives max success chance.
send_option = { flag = debug_buff_schemes_give_agent_success_chance_max }
# Give me an agent slot that gives speed.
send_option = { flag = debug_buff_schemes_give_agent_speed }
# Give me an agent slot that gives secrecy.
send_option = { flag = debug_buff_schemes_give_agent_secrecy }
# Set scheme progress to 1.
send_option = { flag = debug_buff_schemes_progress_one }
# Set scheme progress to half.
send_option = { flag = debug_buff_schemes_progress_half }
# Reset scheme progress.
send_option = { flag = debug_buff_schemes_progress_reset }
on_accept = {
custom_tooltip = debug_buff_schemes.tt.application_warning
scope:recipient = {
every_scheme = {
if = {
limit = { always = scope:debug_buff_schemes_zero_opportunity }
change_opportunities = {
value = scheme_agent_charges
multiply = -1
}
}
if = {
limit = { always = scope:debug_buff_schemes_one_opportunity }
change_opportunities = 2
}
if = {
limit = { always = scope:debug_buff_schemes_many_opportunity }
change_opportunities = opportunity_cap_value
}
if = {
limit = { always = scope:debug_buff_schemes_give_agent_success_chance_base }
add_agent_slot = agent_wraith
}
if = {
limit = { always = scope:debug_buff_schemes_give_agent_success_chance_growth }
add_agent_slot = agent_changeling
}
if = {
limit = { always = scope:debug_buff_schemes_give_agent_success_chance_max }
add_agent_slot = agent_mage
}
if = {
limit = { always = scope:debug_buff_schemes_give_agent_speed }
add_agent_slot = agent_werewolf
}
if = {
limit = { always = scope:debug_buff_schemes_give_agent_secrecy }
add_agent_slot = agent_vampire
}
if = {
limit = { always = scope:debug_buff_schemes_progress_one }
custom_tooltip = {
text = debug_buff_schemes_progress_one
add_scheme_progress = {
value = scheme_phase_duration
subtract = scheme_progress
add = -1
}
}
}
if = {
limit = { always = scope:debug_buff_schemes_progress_half }
custom_tooltip = {
text = debug_buff_schemes_progress_half
add_scheme_progress = {
value = scheme_progress
multiply = -1
}
add_scheme_progress = {
value = scheme_phase_duration
multiply = 0.5
}
}
}
if = {
limit = { always = scope:debug_buff_schemes_progress_reset }
custom_tooltip = {
text = debug_buff_schemes_progress_reset
add_scheme_progress = {
value = scheme_progress
multiply = -1
}
}
}
}
}
}
}
debug_clear_agents_from_schemes = {
category = interaction_debug_admin
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = independence
send_options_exclusive = no
interface_priority = -1
is_shown = { debug_only = yes }
auto_accept = yes
send_option = { flag = debug_clear_agents_from_schemes_slot_1 }
send_option = { flag = debug_clear_agents_from_schemes_slot_2 }
send_option = { flag = debug_clear_agents_from_schemes_slot_3 }
send_option = { flag = debug_clear_agents_from_schemes_slot_4 }
send_option = { flag = debug_clear_agents_from_schemes_slot_5 }
send_option = { flag = debug_clear_agents_from_schemes_slot_excess }
send_option = { flag = debug_clear_agents_from_schemes_slot_all_but_first }
send_option = { flag = debug_clear_agents_from_schemes_slot_all }
on_accept = {
custom_tooltip = debug_buff_schemes.tt.application_warning
scope:recipient = {
every_scheme = {
ordered_scheme_agent_slot = {
order_by = { value = 0 }
max = 5
if = {
limit = {
NOT = { exists = scope:slot_1 }
}
save_scope_as = slot_1
}
else_if = {
limit = {
NOR = {
this = scope:slot_1
exists = scope:slot_2
}
}
save_scope_as = slot_2
}
else_if = {
limit = {
NOR = {
this = scope:slot_1
this = scope:slot_2
exists = scope:slot_3
}
}
save_scope_as = slot_3
}
else_if = {
limit = {
NOR = {
this = scope:slot_1
this = scope:slot_2
this = scope:slot_3
exists = scope:slot_4
}
}
save_scope_as = slot_4
}
else_if = {
limit = {
NOR = {
this = scope:slot_1
this = scope:slot_2
this = scope:slot_3
this = scope:slot_4
exists = scope:slot_5
}
}
save_scope_as = slot_5
}
}
if = {
limit = { always = scope:debug_clear_agents_from_schemes_slot_1 }
remove_agent_slot = scope:slot_1
}
if = {
limit = { always = scope:debug_clear_agents_from_schemes_slot_2 }
remove_agent_slot = scope:slot_2
}
if = {
limit = { always = scope:debug_clear_agents_from_schemes_slot_3 }
remove_agent_slot = scope:slot_3
}
if = {
limit = { always = scope:debug_clear_agents_from_schemes_slot_4 }
remove_agent_slot = scope:slot_4
}
if = {
limit = { always = scope:debug_clear_agents_from_schemes_slot_5 }
remove_agent_slot = scope:slot_5
}
if = {
limit = { always = scope:debug_clear_agents_from_schemes_slot_excess }
every_scheme_agent_slot = {
limit = {
NOR = {
this = scope:slot_1
this = scope:slot_2
this = scope:slot_3
this = scope:slot_4
this = scope:slot_5
}
}
save_scope_as = slot_temp
prev = { remove_agent_slot = scope:slot_temp }
}
}
if = {
limit = { always = scope:debug_clear_agents_from_schemes_slot_all_but_first }
every_scheme_agent_slot = {
limit = {
NOT = { this = scope:slot_1 }
}
save_scope_as = slot_temp
prev = { remove_agent_slot = scope:slot_temp }
}
}
if = {
limit = { always = scope:debug_clear_agents_from_schemes_slot_all }
every_scheme_agent_slot = {
save_scope_as = slot_temp
prev = { remove_agent_slot = scope:slot_temp }
}
}
}
}
}
}
debug_make_laamp = {
category = interaction_debug_admin
desc = debug_make_laamp_desc
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = request_invasion_sponsorship_interaction
interface_priority = -1
is_shown = { debug_only = yes }
auto_accept = yes
on_accept = {
scope:recipient = {
if = {
limit = { is_ruler = yes }
depose = yes
}
create_landless_adventurer_title_effect = {
REASON = flag:voluntary
FLAVOR_CHAR = scope:recipient
}
}
}
}
debug_add_to_contact_list_interaction = {
category = interaction_debug_admin
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = icon_contract_modification_single
is_shown = {
debug_only = yes
NOT = { scope:recipient = scope:actor }
scope:actor = {
is_landless_adventurer = yes
}
}
is_valid_showing_failures_only = {
#not already on the list
scope:recipient = { NOT = { is_contact_of = scope:actor } }
}
on_accept = {
scope:actor = {
add_contact = scope:recipient
}
}
auto_accept = yes
}
debug_alliance_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = icon_ally
is_shown = {
debug_only = yes
NOR = {
scope:recipient = scope:actor
scope:recipient = { is_allied_to = scope:actor }
scope:recipient = { is_at_war_with = scope:actor }
}
}
on_accept = {
scope:actor = {
create_alliance = {
target = scope:recipient
allied_through_owner = scope:actor
allied_through_target = scope:recipient
}
}
scope:recipient = { # This opinion modifier controls the interaction, and is removed when breaking the alliance in any way (though on_actions)
add_opinion = {
modifier = perk_negotiated_alliance_opinion
target = scope:actor
}
}
}
auto_accept = yes
}
create_task_contract_interaction = {
category = interaction_debug_admin
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = icon_contract_modification_single
interface_priority = -1
is_shown = {
debug_only = yes
}
send_option = { flag = create_task_contract_interaction_option_1 }
send_option = { flag = create_task_contract_interaction_option_2 }
send_option = { flag = create_task_contract_interaction_option_3 }
send_option = { flag = create_task_contract_interaction_option_4 }
send_option = { flag = create_task_contract_interaction_option_5 }
is_valid_showing_failures_only = {
valid_laamp_basic_trigger = {
EMPLOYER = scope:recipient
LAAMP = scope:actor
}
}
on_accept = {
scope:actor = {
# Now fire the contract.
switch = {
trigger = yes
scope:create_task_contract_interaction_option_1 = {
create_task_contract = {
# Comment/de-comment as appropriate for what you want to fire.
#contract_type = laamp_base_0001
#contract_type = laamp_base_1001
#task_contract_type = laamp_base_2001
#task_contract_type = laamp_base_3001
#task_contract_type = laamp_base_4001
#task_contract_type = laamp_base_6001
task_contract_type = laamp_base_4100
task_contract_tier = 0
location = scope:recipient.location
task_contract_employer = scope:recipient
}
}
scope:create_task_contract_interaction_option_2 = {
create_task_contract = {
# Comment/de-comment as appropriate for what you want to fire.
#task_contract_type = laamp_base_0011
#task_contract_type = laamp_base_1011
task_contract_type = laamp_base_2011
#task_contract_type = laamp_base_3011
task_contract_type = laamp_base_4011
#task_contract_type = laamp_base_6011
task_contract_tier = 0
location = scope:recipient.location
task_contract_employer = scope:recipient
}
}
scope:create_task_contract_interaction_option_3 = {
create_task_contract = {
# Comment/de-comment as appropriate for what you want to fire.
#task_contract_type = laamp_base_0021
#task_contract_type = laamp_base_1021
#task_contract_type = laamp_base_2001
#task_contract_type = laamp_base_3021
task_contract_type = laamp_base_4021
#task_contract_type = laamp_base_6021
task_contract_tier = 0
location = scope:recipient.location
task_contract_employer = scope:recipient
}
}
scope:create_task_contract_interaction_option_4 = {
create_task_contract = {
# Comment/de-comment as appropriate for what you want to fire.
#task_contract_type = laamp_base_0031
#task_contract_type = laamp_base_1031
#task_contract_type = laamp_base_2031
#task_contract_type = laamp_base_3031
#task_contract_type = laamp_base_4031
task_contract_type = laamp_base_5031
#task_contract_type = laamp_base_6031
task_contract_tier = 0
location = scope:recipient.location
task_contract_employer = scope:recipient
}
}
scope:create_task_contract_interaction_option_5 = {
create_task_contract = {
# Comment/de-comment as appropriate for what you want to fire.
#task_contract_type = laamp_base_0041
#task_contract_type = laamp_base_1041
task_contract_type = laamp_base_2041
#task_contract_type = laamp_base_3041
#task_contract_type = laamp_base_4041
task_contract_tier = 0
location = scope:recipient.location
task_contract_employer = scope:recipient
}
}
}
}
}
auto_accept = yes
}
# Debug move domicile, choose between moving just the domicile, moving the domicile and the owner, and if you want to use the travel system to do it (last option is only for laamps).
debug_move_domicile_interaction = {
category = interaction_debug_admin
use_diplomatic_range = no
ignores_pending_interaction_block = yes
common_interaction = yes
icon = travel_mixed
interface_priority = -1
is_shown = {
debug_only = yes
scope:actor = {
has_domicile = yes
}
}
auto_accept = yes
send_option = {
starts_enabled = { always = yes }
flag = move_domicile_option
}
send_option = {
is_shown = {
scope:actor = {
is_landless_adventurer = yes
}
}
flag = move_with_travel_option
}
send_options_exclusive = no
on_accept = {
scope:recipient.capital_province = {
save_scope_as = relocation_destination
}
scope:actor = {
if = {
limit = {
scope:move_domicile_option = yes
}
if = {
limit = {
scope:move_with_travel_option = yes
}
start_travel_plan = {
destination = scope:relocation_destination
on_start_on_action = on_travel_relocation_start
on_arrival_on_action = on_travel_relocation_end
on_arrival_destinations = last
return_trip = no # One way
travel_with_domicile = yes
}
}
else = {
domicile = {
move_domicile = scope:relocation_destination
}
populate_location_with_contracts_effect = {
AREA_CHAR = scope:actor
AMOUNT = 5
}
}
}
else = {
if = {
limit = {
scope:move_with_travel_option = yes
}
start_travel_plan = {
destination = scope:relocation_destination
on_start_on_action = on_travel_relocation_start
on_arrival_on_action = on_travel_relocation_end
on_arrival_destinations = last
return_trip = no # One way
travel_with_domicile = yes
}
}
else = {
domicile = {
move_domicile = scope:relocation_destination
}
populate_location_with_contracts_effect = {
AREA_CHAR = scope:actor
AMOUNT = 5
}
}
}
}
}
}
debug_populate_contracts = {
category = interaction_debug_admin
use_diplomatic_range = no
ignores_pending_interaction_block = yes
common_interaction = no
icon = icon_scheme_learn_language
interface_priority = -1
is_shown = {
debug_only = yes
}
auto_accept = yes
on_accept = {
scope:actor = {
populate_location_with_contracts_effect = {
AREA_CHAR = scope:recipient
AMOUNT = 5
}
}
}
}
give_infinite_schemes_of_type_interaction = {
category = interaction_debug_admin
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = icon_adultery
interface_priority = -1
is_shown = {
debug_only = yes
}
send_option = { flag = give_infinite_schemes_of_type_all }
send_option = { flag = give_infinite_schemes_of_type_hostile }
send_option = { flag = give_infinite_schemes_of_type_contract }
send_option = { flag = give_infinite_schemes_of_type_personal }
send_option = { flag = give_infinite_schemes_of_type_clear_modifiers }
on_accept = {
scope:actor = {
custom_tooltip = give_infinite_schemes_of_type_interaction.tt
if = {
limit = { scope:give_infinite_schemes_of_type_all = yes }
add_character_modifier = infinite_hostile_schemes_modifier
add_character_modifier = infinite_contract_schemes_modifier
add_character_modifier = infinite_personal_schemes_modifier
}
if = {
limit = { scope:give_infinite_schemes_of_type_hostile = yes }
add_character_modifier = infinite_hostile_schemes_modifier
}
if = {
limit = { scope:give_infinite_schemes_of_type_contract = yes }
add_character_modifier = infinite_contract_schemes_modifier
}
if = {
limit = { scope:give_infinite_schemes_of_type_personal = yes }
add_character_modifier = infinite_personal_schemes_modifier
}
if = {
limit = { scope:give_infinite_schemes_of_type_clear_modifiers = yes }
remove_character_modifier = infinite_hostile_schemes_modifier
remove_character_modifier = infinite_contract_schemes_modifier
remove_character_modifier = infinite_personal_schemes_modifier
}
}
}
auto_accept = yes
}
antagonise_court = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = icon_hostile
is_shown = {
debug_only = yes
}
send_option = {
flag = vassals_only
localization = antagonise_court_vassals_only
}
send_option = {
flag = courtiers_and_guests
localization = antagonise_court_courtiers_and_guests
}
send_option = {
flag = present_family
localization = antagonise_court_present_family
}
send_option = {
flag = antagonise_all
localization = antagonise_court_antagonise_all
}
on_accept = {
scope:recipient = {
switch = {
trigger = yes
scope:vassals_only = {
every_vassal = {
add_opinion = {
target = scope:recipient
modifier = hate_opinion
opinion = -250
}
}
}
scope:courtiers_and_guests = {
every_courtier_or_guest = {
add_opinion = {
target = scope:recipient
modifier = hate_opinion
opinion = -250
}
}
}
scope:present_family = {
every_close_or_extended_family_member = {
add_opinion = {
target = scope:recipient
modifier = hate_opinion
opinion = -250
}
}
}
scope:antagonise_all = {
every_vassal = {
limit = {
NOT = {
is_close_or_extended_family_of = scope:recipient
}
}
add_opinion = {
target = scope:recipient
modifier = hate_opinion
opinion = -250
}
}
every_courtier_or_guest = {
limit = {
NOT = {
is_close_or_extended_family_of = scope:recipient
}
}
add_opinion = {
target = scope:recipient
modifier = hate_opinion
opinion = -250
}
}
every_close_or_extended_family_member = {
add_opinion = {
target = scope:recipient
modifier = hate_opinion
opinion = -250
}
}
}
}
}
}
auto_accept = yes
}
spawn_courtier_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = guest
interface_priority = -1
is_shown = {
debug_only = yes
scope:recipient = { is_ruler = yes }
}
send_option = {
flag = diplomacy
localization = diplomacy
}
send_option = {
flag = martial
localization = martial
}
send_option = {
flag = stewardship
localization = stewardship
}
send_option = {
flag = intrigue
localization = intrigue
}
send_option = {
flag = learning
localization = learning
}
send_option = {
flag = prowess
localization = prowess
}
on_accept = {
switch = {
trigger = yes
scope:diplomacy = {
create_character = {
template = pool_repopulate_diplomacy
gender_female_chance = 50
culture = scope:recipient.culture
faith = scope:recipient.faith
location = scope:recipient.location
dynasty = none
save_scope_as = new_courtier
}
}
scope:martial = {
create_character = {
template = pool_repopulate_martial
gender_female_chance = recipient_soldier_female_chance
culture = scope:recipient.culture
faith = scope:recipient.faith
location = scope:recipient.location
dynasty = none
save_scope_as = new_courtier
}
}
scope:stewardship = {
create_character = {
template = pool_repopulate_stewardship
gender_female_chance = 50
culture = scope:recipient.culture
faith = scope:recipient.faith
location = scope:recipient.location
dynasty = none
save_scope_as = new_courtier
}
}
scope:intrigue = {
create_character = {
template = pool_repopulate_intrigue
gender_female_chance = 50
culture = scope:recipient.culture
faith = scope:recipient.faith
location = scope:recipient.location
dynasty = none
save_scope_as = new_courtier
}
}
scope:learning = {
create_character = {
template = pool_repopulate_learning
gender_female_chance = 50
culture = scope:recipient.culture
faith = scope:recipient.faith
location = scope:recipient.location
dynasty = none
save_scope_as = new_courtier
}
}
scope:prowess = {
create_character = {
template = pool_repopulate_prowess
gender_female_chance = recipient_soldier_female_chance
culture = scope:recipient.culture
faith = scope:recipient.faith
location = scope:recipient.location
dynasty = none
save_scope_as = new_courtier
}
}
}
scope:recipient = { custom_tooltip = spawn_courtier_interaction_tt }
if = {
limit = { exists = scope:new_courtier }
scope:recipient = {
hidden_effect = {
send_interface_toast = {
title = spawn_courtier_interaction_tt
left_icon = scope:new_courtier
right_icon = scope:actor
add_courtier = scope:new_courtier
hidden_effect = {
scope:new_courtier = { return_to_court = yes }
}
}
}
}
}
}
auto_accept = yes
}
destroy_title_interaction = {
category = interaction_debug_main
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = antagonistic
is_shown = {
debug_only = yes
}
send_option = { # Destroys just the top title of the realm
is_valid = {
scope:recipient = {
primary_title.tier >= tier_duchy
}
}
flag = top_title
localization = debug_top_title_interaction
}
send_option = { # Destroys all the titles except county titles in the realm
flag = all_title
localization = debug_all_title_interaction
}
on_accept = {
switch = {
trigger = yes
scope:top_title = {
scope:recipient = {
scope:recipient = { destroy_title = primary_title }
}
}
scope:all_title = {
scope:recipient = {
every_sub_realm_title = {
limit = {
tier >= tier_duchy
}
scope:recipient = { destroy_title = prev }
}
}
}
}
}
auto_accept = yes
}