orthodogs are pagan idolaters now
This commit is contained in:
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996823e13b
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9 changed files with 5323 additions and 12 deletions
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@ -871,6 +871,14 @@ temple_01 = {
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}
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county.holder = { add_prestige = massive_prestige_gain }
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}
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if = {
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limit = {
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county.holder.faith = {
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has_doctrine_parameter = neow_piety_from_temple_construction
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}
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}
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county.holder = { add_piety = massive_piety_gain }
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}
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#Holy Legend Seed drop
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if = {
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4567
common/character_interactions/00_artifact_interactions.txt
Normal file
4567
common/character_interactions/00_artifact_interactions.txt
Normal file
File diff suppressed because it is too large
Load diff
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@ -568,16 +568,8 @@ doctrine_core_tenets = {
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tenet_divine_progress
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tenet_five_points
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tenet_theomonarchy
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tenet_militant_vows
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tenet_militant_vows
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tenet_iconodulism
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}
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}
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@ -87,6 +87,59 @@
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# }
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# }
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# }
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tenet_iconodulism = {
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icon = core_tenet_iconodulism
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piety_cost = {
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if = {
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limit = {
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OR = {
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religion_tag = eastern_orthodox_religion
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religion_tag = catholic_religion
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}
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}
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value = faith_tenet_cost_low
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}
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else_if = {
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OR = {
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religion_tag = protestant_religion
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religion_tag = judaism_religion
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religion_tag = islam_religion
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}
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value = faith_tenet_cost_high
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}
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else = {
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value = faith_tenet_cost_mid
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}
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# Multiplier for keeping same tenet
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if = {
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limit = { has_doctrine = tenet_iconodulism }
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multiply = faith_unchanged_doctrine_cost_mult
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}
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}
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can_pick = {
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custom_description = {
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text = incompatible_tenet_aniconism_trigger
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NOT = { doctrine:tenet_aniconism = { is_in_list = selected_doctrines } }
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}
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}
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character_modifier = {
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church_holding_build_speed = 0.2
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church_holding_build_gold_cost = 0.2
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church_holding_holding_build_speed = 0.2
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church_holding_holding_build_gold_cost = 0.2
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}
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parameters = {
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destroying_artifacts_costs_piety = yes
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# reforging_artifacts_is_pious = yes ## need to figure out the code for this
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neow_piety_from_temple_construction = yes
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building_temples_gives_development = yes # remove when i figure out number 2
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}
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}
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@ -1501,6 +1554,10 @@
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text = incompatible_doctrine_mummification_trigger
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NOT = { doctrine:doctrine_funeral_mummification = { is_in_list = selected_doctrines } }
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}
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custom_description = {
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text = incompatible_tenet_iconodulism_trigger
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NOT = { doctrine:tenet_iconodulism = { is_in_list = selected_doctrines } }
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}
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}
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character_modifier = {
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@ -258,9 +258,9 @@
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doctrine = special_doctrine_independent_catholic
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#Tenets
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doctrine = tenet_catholic_communion
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doctrine = tenet_catholic_communion
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doctrine = tenet_bhakti
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doctrine = tenet_monasticism
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doctrine = tenet_iconodulism
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holy_order_names = {
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{ name = "holy_order_brotherhood_of_the_holy_sepulchre" }
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672
common/scripted_effects/00_ep1_artifact_effects.txt
Normal file
672
common/scripted_effects/00_ep1_artifact_effects.txt
Normal file
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@ -0,0 +1,672 @@
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steal_artifact_in_siege_effect = {
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if = {
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limit = { NOT = { has_variable = artifact_prevent_transfer } }
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# Save scopes for localization
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$LOCATION$ = { save_scope_as = SAISE_location }
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$ATTACKER$ = { save_scope_as = SAISE_attacker }
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$DEFENDER$ = { save_scope_as = SAISE_defender }
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$ARTIFACT$ = { save_scope_as = this_artifact }
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scope:this_artifact = {
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# Suppress generic notifications, as we will send custom ones
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set_variable = {
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name = suppress_artifact_notifications
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value = yes
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days = 1
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}
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if = {
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limit = {
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NOT = { has_variable = stolen_artifact }
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}
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set_variable = {
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name = stolen_artifact
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value = 1
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}
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}
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else = {
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change_variable = {
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name = stolen_artifact
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add = 1
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}
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}
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# Transfer the artifact to its new owner
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if = {
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limit = {
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has_variable = ai_to_ai_destroy_in_sieges
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scope:SAISE_attacker = {
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is_ai = yes
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}
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scope:SAISE_defender = {
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is_ai = yes
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}
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}
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destroy_artifact = this
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}
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else = {
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set_owner = {
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target = scope:SAISE_attacker
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history = {
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location = scope:SAISE_location
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actor = scope:SAISE_defender
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recipient = scope:SAISE_attacker
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type = taken_in_siege
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}
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}
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scope:SAISE_defender = { add_personal_artifact_claim = scope:this_artifact }
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if = {
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limit = {
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scope:SAISE_attacker = {
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has_ep3_dlc_trigger = yes
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is_roman_emperor_trigger = yes
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culture = { has_cultural_parameter = holds_triumphs }
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}
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}
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scope:SAISE_attacker = {
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set_variable = {
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name = byz_valid_for_trophy
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value = scope:this_artifact
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years = 9
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}
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}
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}
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# Send notifications to the relevant parties
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scope:SAISE_defender = {
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send_interface_toast = {
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type = msg_artifact_lost
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title = artifact_lost_toast
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left_icon = scope:this_artifact
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right_icon = scope:SAISE_attacker
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if = {
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limit = { $IS_RAID$ = yes }
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custom_tooltip = artifact_lost_in_raid
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}
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else = {
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custom_tooltip = artifact_lost_in_siege
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}
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}
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}
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scope:SAISE_attacker = {
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send_interface_toast = {
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type = msg_artifact_gained
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right_icon = scope:this_artifact
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}
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if = {
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limit = {
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NOT = { any_claimed_artifact = { this = scope:this_artifact } }
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}
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scope:this_artifact = {
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set_variable = {
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name = last_person_to_steal
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value = scope:SAISE_attacker
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}
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}
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}
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}
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}
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}
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}
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}
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steal_artifact_in_event_effect = {
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if = {
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limit = { exists = $VICTIM$.capital_province }
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set_local_variable = {
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name = location
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value = $VICTIM$.capital_province
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}
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}
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else_if = {
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limit = { exists = $VICTIM$.location }
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set_local_variable = {
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name = location
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value = $VICTIM$.location
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}
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}
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$ARTIFACT$ = {
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save_scope_as = artifact_to_steal
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hidden_effect = {
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if = {
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limit = {
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exists = local_var:location
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}
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set_owner = {
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target = $THIEF$
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history = {
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type = stolen
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actor = $VICTIM$ #stolen from
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recipient = $THIEF$ #stealer
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location = local_var:location
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}
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}
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}
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else = { #If no location exists it is "conquered"
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set_owner = {
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target = $THIEF$
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history = {
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type = conquest
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actor = $THIEF$ #stealer
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recipient = $VICTIM$ #stolen from
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}
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}
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}
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if = {
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limit = {
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NOT = { has_variable = stolen_artifact }
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}
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set_variable = {
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name = stolen_artifact
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value = 1
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}
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}
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else = {
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change_variable = {
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name = stolen_artifact
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add = 1
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}
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}
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}
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}
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$VICTIM$ = {
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add_personal_artifact_claim = scope:artifact_to_steal
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}
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}
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damage_artifact_in_battle_effect = {
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# Save scopes for localization
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$OWNER$ = {
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save_scope_as = DAIBE_owner
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}
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$OPPONENT$ = { save_scope_as = DAIBE_opponent }
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$LOCATION$ = { save_scope_as = DAIBE_location }
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$ARTIFACT$ = {
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save_scope_as = DAIBE_artifact
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# Suppress generic notifications, as we will send custom ones
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set_variable = {
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name = suppress_artifact_notifications
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value = yes
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days = 1
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}
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set_variable = {
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name = DAIBE_damage
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value = $DURABILITY_LOSS$
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days = 1
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}
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# Damage the artifact by the specified amount
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add_durability = {
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value = 0
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subtract = var:DAIBE_damage
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}
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}
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# Transformed into an if / else as I found the following note somewhere else:
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# NOTE: We must not run ANY script after we destroy an artifact, or we will cause errors
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if = {
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# If the artifact has no durability left, destroy it now.
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limit = { scope:DAIBE_artifact.artifact_durability <= 0 }
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destroy_artifact = scope:DAIBE_artifact
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}
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# Send notifications to the relevant party IF the artifact was not destroyed
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else = {
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$OWNER$ = {
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# Send the toast
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send_interface_toast = {
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title = artifact_damaged_toast
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left_icon = scope:DAIBE_artifact
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right_icon = scope:DAIBE_opponent
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if = {
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limit = {
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$IS_DUEL$ = yes
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}
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custom_tooltip = artifact_damaged_in_duel
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}
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else = {
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custom_tooltip = artifact_damaged_in_siege
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}
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}
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}
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}
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}
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flag_as_trash_artifact = {
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set_variable = {
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name = ai_to_ai_destroy_in_sieges
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value = yes
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}
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}
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flag_as_unwanted_artifact = {
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set_variable = {
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name = unwanted_artifact
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value = yes
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}
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}
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flag_as_cursed_artifact = {
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set_variable = {
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name = cursed_artifact
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value = yes
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}
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}
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#For use with trinket looks / call this effect (set_up_trinket_adjective_effect = yes) in the line before creating the trinket
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#Use this in the trinket's name/description in the loc-file [ROOT.Char.Custom('TrinketLookAdjective')] /and/ [ROOT.Char.Custom('TrinketLookAdverbFollowup')]
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#Remember to clear the var:trinket_adjective_followup in your after = { ... }
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set_up_trinket_adjective_effect = {
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random_list = {
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50 = {
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set_variable = {
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name = trinket_adjective_followup
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value = flag:adorned
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}
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}
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50 = {
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set_variable = {
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name = trinket_adjective_followup
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value = flag:decorated
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}
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}
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50 = {
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set_variable = {
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name = trinket_adjective_followup
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value = flag:embellished
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}
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}
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50 = {
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set_variable = {
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name = trinket_adjective_followup
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value = flag:ornamented
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}
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}
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}
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}
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# Grant claims on familial banners
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grant_banner_house_claim_effect = {
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save_scope_as = familial_banner
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hidden_effect = {
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if = { # Dynasty banner not owned or claimed by all child house's already
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limit = {
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exists = var:banner_dynasty
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var:banner_dynasty = {
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any_dynasty_member = {
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this = house.house_head
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house = { artifact_house_not_owns_or_claims_trigger = yes } # House not owns or claims already
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}
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}
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}
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var:banner_dynasty = {
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every_dynasty_member = {
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limit = {
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this = house.house_head
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house = { artifact_house_not_owns_or_claims_trigger = yes } # House not owns or claims already
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}
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house = { add_house_artifact_claim = scope:familial_banner }
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}
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}
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}
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else_if = { # House banner not owned or claimed by creating house already
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limit = {
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exists = var:banner_house
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var:banner_house = { artifact_house_not_owns_or_claims_trigger = yes } # House not owns or claims already
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}
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var:banner_house = { add_house_artifact_claim = scope:familial_banner }
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}
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}
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}
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#Determine what type of artifact a court artifact is, for defacement
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determine_artifact_damage_type_effect = {
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$ARTIFACT$ = { save_scope_as = artifact_to_determine }
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scope:artifact_to_determine = {
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random_list = {
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10 = {
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trigger = {
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OR = {
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artifact_type = chest
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artifact_type = box
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artifact_type = cabinet
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artifact_type = pedestal
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artifact_type = tapestry
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artifact_type = animal_hide
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artifact_type = animal_hide_big
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artifact_type = wall_big
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artifact_type = wall_shield
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artifact_type = throne
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artifact_type = throne_special
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artifact_type = book
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}
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}
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set_variable = artifact_burned
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}
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10 = {
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trigger = {
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OR = {
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artifact_type = sculpture
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artifact_type = box
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artifact_type = goblet
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artifact_type = pedestal
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artifact_type = book
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artifact_type = elixir
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artifact_type = panacea
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artifact_type = philosophers_stone
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}
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}
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set_variable = artifact_knocked_over
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}
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10 = {
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trigger = {
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OR = {
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artifact_type = sculpture
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artifact_type = chest
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artifact_type = box
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artifact_type = cabinet
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artifact_type = goblet
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artifact_type = pedestal
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artifact_type = tapestry #cloth
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artifact_type = animal_skull
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artifact_type = animal_hide
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artifact_type = animal_hide_big
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artifact_type = wall_big #shields, banners
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artifact_type = wall_small #animal trophy
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artifact_type = wall_shield
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artifact_type = wall_shield_special #kite shields
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artifact_type = throne
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artifact_type = throne_special
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artifact_type = book
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artifact_type = elixir
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artifact_type = panacea
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artifact_type = philosophers_stone #box
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}
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}
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set_variable = artifact_smeared_food
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}
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10 = {
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||||
trigger = {
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||||
OR = {
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||||
artifact_type = chest
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||||
artifact_type = box
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||||
artifact_type = cabinet
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||||
artifact_type = pedestal
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artifact_type = tapestry
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artifact_type = animal_hide
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artifact_type = animal_hide_big
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artifact_type = wall_big
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artifact_type = wall_small
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artifact_type = throne
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||||
artifact_type = throne_special
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artifact_type = book
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||||
}
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}
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set_variable = artifact_spilled_drink
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}
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||||
10 = {
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||||
trigger = {
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||||
OR = {
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||||
artifact_type = tapestry
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||||
artifact_type = animal_hide
|
||||
artifact_type = animal_hide_big
|
||||
artifact_type = book
|
||||
}
|
||||
}
|
||||
set_variable = artifact_tear
|
||||
}
|
||||
10 = {
|
||||
trigger = {
|
||||
OR = {
|
||||
artifact_type = tapestry
|
||||
artifact_type = animal_skull
|
||||
artifact_type = animal_hide
|
||||
artifact_type = animal_hide_big
|
||||
artifact_type = wall_big
|
||||
artifact_type = wall_small
|
||||
artifact_type = wall_shield
|
||||
artifact_type = wall_shield_special
|
||||
}
|
||||
}
|
||||
set_variable = artifact_tear_down
|
||||
}
|
||||
10 = {
|
||||
trigger = {
|
||||
OR = {
|
||||
artifact_type = chest
|
||||
artifact_type = box
|
||||
artifact_type = pedestal
|
||||
artifact_type = tapestry
|
||||
artifact_type = animal_hide
|
||||
artifact_type = animal_hide_big
|
||||
artifact_type = wall_big
|
||||
artifact_type = wall_small
|
||||
artifact_type = wall_shield
|
||||
artifact_type = wall_shield_special
|
||||
artifact_type = throne
|
||||
artifact_type = throne_special
|
||||
artifact_type = book
|
||||
}
|
||||
}
|
||||
set_variable = artifact_threw_up
|
||||
}
|
||||
10 = {
|
||||
trigger = {
|
||||
OR = {
|
||||
artifact_type = sculpture
|
||||
artifact_type = chest
|
||||
artifact_type = box
|
||||
artifact_type = cabinet
|
||||
artifact_type = goblet
|
||||
artifact_type = pedestal
|
||||
artifact_type = tapestry #cloth
|
||||
artifact_type = animal_skull
|
||||
artifact_type = animal_hide
|
||||
artifact_type = animal_hide_big
|
||||
artifact_type = wall_big #shields, banners
|
||||
artifact_type = wall_small #animal trophy
|
||||
artifact_type = wall_shield
|
||||
artifact_type = wall_shield_special #kite shields
|
||||
artifact_type = throne
|
||||
artifact_type = throne_special
|
||||
artifact_type = book
|
||||
artifact_type = elixir
|
||||
artifact_type = panacea
|
||||
artifact_type = philosophers_stone #box
|
||||
}
|
||||
}
|
||||
set_variable = artifact_unspeakable
|
||||
}
|
||||
10 = {
|
||||
trigger = {
|
||||
NOR = {
|
||||
artifact_type = sculpture
|
||||
artifact_type = chest
|
||||
artifact_type = box
|
||||
artifact_type = cabinet
|
||||
artifact_type = goblet
|
||||
artifact_type = pedestal
|
||||
artifact_type = tapestry #cloth
|
||||
artifact_type = animal_skull
|
||||
artifact_type = animal_hide
|
||||
artifact_type = animal_hide_big
|
||||
artifact_type = wall_big #shields, banners
|
||||
artifact_type = wall_small #animal trophy
|
||||
artifact_type = wall_shield
|
||||
artifact_type = wall_shield_special #kite shields
|
||||
artifact_type = throne
|
||||
artifact_type = throne_special
|
||||
artifact_type = book
|
||||
artifact_type = elixir
|
||||
artifact_type = panacea
|
||||
artifact_type = philosophers_stone #box
|
||||
}
|
||||
}
|
||||
set_variable = artifact_damage_fallback
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Destroy Artifact effect
|
||||
# DESTROYER = Character destroying the artifact
|
||||
# ARTIFACT = The artifact to destroy
|
||||
destroy_artifact_aniconist_effect = {
|
||||
$ARTIFACT$ = {
|
||||
save_temporary_scope_as = artifact
|
||||
}
|
||||
|
||||
$DESTROYER$ = {
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
$DESTROYER$.faith = { has_doctrine_parameter = destroying_artifacts_is_pious }
|
||||
$PIETY_BY_DEFAULT$ = yes
|
||||
}
|
||||
}
|
||||
give_destroyed_artifact_piety = yes
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
$DESTROYER$.faith = { has_doctrine_parameter = destroying_artifacts_costs_piety }
|
||||
$PIETY_BY_DEFAULT$ = yes
|
||||
}
|
||||
}
|
||||
add_piety = medium_piety_loss
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
$GIVE_GOLD$ = yes
|
||||
}
|
||||
add_gold = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:artifact = { rarity = illustrious }
|
||||
}
|
||||
add = {
|
||||
value = 25
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:artifact = { rarity = famed }
|
||||
}
|
||||
add = {
|
||||
value = 15
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:artifact = { rarity = masterwork }
|
||||
}
|
||||
add = {
|
||||
value = 8
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add = {
|
||||
value = 4
|
||||
}
|
||||
}
|
||||
|
||||
# Boost the value up to something meaningful
|
||||
multiply = {
|
||||
value = 10
|
||||
}
|
||||
|
||||
# multiply by durability percentage
|
||||
multiply = {
|
||||
add = scope:artifact.artifact_durability
|
||||
divide = scope:artifact.artifact_max_durability
|
||||
divide = 2
|
||||
add = 0.5
|
||||
}
|
||||
|
||||
#Nerf it to bits for LAAMPs
|
||||
if = {
|
||||
limit = {
|
||||
$DESTROYER$ = { has_government = landless_adventurer_government }
|
||||
}
|
||||
multiply = {
|
||||
value = 0.1
|
||||
round = yes
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:artifact.var:ai_to_ai_destroy_in_sieges # Trash artifact
|
||||
}
|
||||
max = {
|
||||
value = $DESTROYER$.tiny_gold_value
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
destroy_owned_artifact = scope:artifact
|
||||
}
|
||||
}
|
||||
|
||||
give_destroyed_artifact_piety = {
|
||||
add_piety = {
|
||||
# Base value
|
||||
value = 5
|
||||
# Add the artifact's quality
|
||||
if = {
|
||||
limit = { exists = scope:artifact.var:quality }
|
||||
add = scope:artifact.var:quality
|
||||
}
|
||||
# If none can be found, add its wealth
|
||||
else_if = {
|
||||
limit = { exists = scope:artifact.var:wealth }
|
||||
add = scope:artifact.var:wealth
|
||||
}
|
||||
# Artifact has no quality or wealth (typical for court artifacts), add something based on rarity
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:artifact = { rarity = illustrious }
|
||||
}
|
||||
add = {
|
||||
value = 20
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:artifact = { rarity = famed }
|
||||
}
|
||||
add = {
|
||||
value = 12
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:artifact = { rarity = masterwork }
|
||||
}
|
||||
add = {
|
||||
value = 8
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add = {
|
||||
value = 4
|
||||
}
|
||||
}
|
||||
# Boost the value up to something meaningful
|
||||
multiply = 20
|
||||
# Relics are way cooler to burn, double the final value
|
||||
if = {
|
||||
limit = {
|
||||
scope:artifact = { exists = var:relic }
|
||||
}
|
||||
multiply = {
|
||||
value = 2
|
||||
desc = aniconist_destroying_relic
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
BIN
gfx/interface/icons/faith_doctrines/core_tenet_iconodulism.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/faith_doctrines/core_tenet_iconodulism.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/icons/faith_doctrines/core_tenet_pilgrimage_mandatory.tga
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/faith_doctrines/core_tenet_pilgrimage_mandatory.tga
(Stored with Git LFS)
Normal file
Binary file not shown.
|
|
@ -152,6 +152,15 @@
|
|||
tenet_chivalric_ideals_desc:0 "It is the duty of each one of us to strive to be the best version of ourselves. We must choose to be knights, lovers, and protectors of the weak."
|
||||
|
||||
doctrine_parameter_neow_better_spouses:0 "[skills|E] from [spouse|E] [councillor_tasks|E]: #P +25%#!"
|
||||
|
||||
tenet_iconodulism_name:0 "Sacred Icons"
|
||||
tenet_iconodulism_desc:0 "Icons depicting religious figures should be treated with honour and veneration. Those who destroy them will surely be viewed with contempt in the eyes of the Lord."
|
||||
|
||||
doctrine_parameter_neow_piety_from_temple_construction:0 "[piety|E] from constructing [temple|E] [holdings|E]: [piety_i]#P +750#!"
|
||||
doctrine_parameter_destroying_artifacts_costs_piety:0 "[rulers|E] of this [faith|E] must spend [piety|E] to destroy [artifacts|E]"
|
||||
doctrine_parameter_reforging_artifacts_is_pious:0 "[rulers|E] of this [faith|E] can [reforge|E] or [repair|E] [artifacts|E] to earn [piety|E]"
|
||||
INCOMPATIBLE_TENET_ANICONISM_TRIGGER:1 "Incompatible with the [core_tenet|E] [GetFaithDoctrine('tenet_aniconism').GetName( GetPlayer.GetFaith )]"
|
||||
INCOMPATIBLE_TENET_ICONODULISM_TRIGGER:1 "Incompatible with the [core_tenet|E] [GetFaithDoctrine('tenet_iconodulism').GetName( GetPlayer.GetFaith )]"
|
||||
|
||||
tenet_sanctity_of_nature_romanticist_name:0 "Scions of Atlantis"
|
||||
tenet_sanctity_of_nature_romanticist_desc:0 "We must reforge mankind into the ideal vision of Atlantis - an idyllic, equal society in harmony with nature. History has proven that war and greed are not sustainable ways of life."
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue