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Heidesommer 2026-05-26 08:04:35 -04:00
parent 72b0ebb938
commit 29b8e19ef6
58 changed files with 24636 additions and 24387 deletions

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@ -31,412 +31,412 @@
## 3011 - 3020 Order of the Hatchet by Veronica Pazos
## 3021 - 3030 The Wrath of Heaven by Veronica Pazos
###################################################################################
# Setting AI Intent
fp2_struggle.0003 = {
hidden = yes
scope = none
scope = struggle
trigger = { # Should not need this, but, redundancy check!
exists = struggle:iberian_struggle
struggle:iberian_struggle = { any_involved_ruler = { } } # For when the conflict is ongoing but nobody is left to fight it
}
immediate = {
# prepare needed variables; they will be destroyed at the end of the immediate
set_variable = {
name = agents_for_escalation
value = 0
}
set_variable = {
name = agents_for_deescalation
value = 0
}
# Go through the characters to distribute them between the potential transitions
struggle:iberian_struggle = {
every_involved_ruler = {
limit = { is_alive = yes }
#######################
# Play cue track
######################
if = {
limit = { is_ai = no }
play_music_cue = "mx_Struggle_Opening"
}
#######################
# Check existing flags
######################
if = {
limit = { has_character_flag = agenda_towards_escalation }
root = {
change_variable = {
name = agents_for_escalation
add = 1
}
}
}
else_if = {
limit = { has_character_flag = agenda_towards_deescalation }
root = {
change_variable = {
name = agents_for_deescalation
add = 1
}
}
}
else = { # Set a flag
#############################
# Current Phase: Opportunity
#############################
if = {
limit = { root = { is_struggle_phase = struggle_iberia_phase_opportunity } }
random_list = {
# Working towards Hostility
# It should be for characters looking for direct conflicts and domination, with the will and ability to expand their realms
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = hostility
INTENT = escalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = escalation
}
}
# Working towards Conciliation
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = conciliation
INTENT = deescalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = deescalation
}
}
}
}
#############################
# Current Phase: Hostility
#############################
if = {
limit = { root = { is_struggle_phase = struggle_iberia_phase_hostility } }
random_list = {
# Working towards Hostility: it means that the character wants to stay in
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = hostility
INTENT = escalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = escalation
}
}
# Working towards Compromise
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = compromise
INTENT = deescalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = deescalation
}
}
}
}
#############################
# Current Phase: Compromise
#############################
if = {
limit = { root = { is_struggle_phase = struggle_iberia_phase_compromise } }
random_list = {
# Working towards Opportunity
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = opportunity
INTENT = escalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = escalation
}
}
# Working towards Compromise: they want to stay in the same phase
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = compromise
INTENT = deescalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = deescalation
}
}
}
}
#############################
# Current Phase: Conciliation
#############################
if = {
limit = { root = { is_struggle_phase = struggle_iberia_phase_conciliation } }
random_list = {
# Working towards Compromise
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = compromise
INTENT = escalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = escalation
}
}
# Working towards Conciliation: they want to stay in the same phase
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = conciliation
INTENT = deescalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = deescalation
}
}
}
}
}
}
}
# Clean variables
remove_variable = agents_for_escalation
remove_variable = agents_for_deescalation
}
}
# Set AI Intent on join
fp2_struggle.004 = {
hidden = yes
scope = none
immediate = {
set_variable = {
name = agents_for_escalation
value = 0
}
set_variable = {
name = agents_for_deescalation
value = 0
}
############################
# Update the variables
############################
every_character_struggle = {
every_involved_ruler = {
limit = { is_alive = yes }
if = {
limit = { has_character_flag = agenda_towards_escalation }
root = {
change_variable = {
name = agents_for_escalation
add = 1
}
}
}
else_if = {
limit = { has_character_flag = agenda_towards_deescalation }
root = {
change_variable = {
name = agents_for_deescalation
add = 1
}
}
}
}
}
if = {
limit = {
NOR = {
has_character_flag = agenda_towards_escalation
has_character_flag = agenda_towards_deescalation
}
}
#############################
# Current Phase: Opportunity
#############################
if = {
limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_opportunity } }
random_list = {
# Working towards Hostility
# It should be for characters looking for direct conflicts and domination, with the will and ability to expand their realms
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = hostility
INTENT = escalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = escalation
}
}
# Working towards Conciliation
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = conciliation
INTENT = deescalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = deescalation
}
}
}
}
#############################
# Current Phase: Hostility
#############################
if = {
limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_hostility } }
random_list = {
# Working towards Hostility: it means that the character wants to stay in
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = hostility
INTENT = escalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = escalation
}
}
# Working towards Compromise
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = compromise
INTENT = deescalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = deescalation
}
}
}
}
#############################
# Current Phase: Compromise
#############################
if = {
limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_compromise } }
random_list = {
# Working towards Opportunity
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = opportunity
INTENT = escalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = escalation
}
}
# Working towards Compromise: they want to stay in the same phase
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = compromise
INTENT = deescalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = deescalation
}
}
}
}
#############################
# Current Phase: Conciliation
#############################
if = {
limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_conciliation } }
random_list = {
# Working towards Compromise
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = compromise
INTENT = escalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = escalation
}
}
# Working towards Conciliation: they want to stay in the same phase
100 = {
# Odds modifiers
fp2_struggle_set_ai_agenda_common_modifiers = {
PHASE = conciliation
INTENT = deescalation
}
# Apply effects
fp2_struggle_apply_ai_agenda_effect = {
INTENT = deescalation
}
}
}
}
}
# Clean variables
remove_variable = agents_for_escalation
remove_variable = agents_for_deescalation
}
}
#
## Setting AI Intent
#fp2_struggle.0003 = {
# hidden = yes
# scope = none
# scope = struggle
#
# trigger = { # Should not need this, but, redundancy check!
# exists = struggle:iberian_struggle
# struggle:iberian_struggle = { any_involved_ruler = { } } # For when the conflict is ongoing but nobody is left to fight it
# }
#
# immediate = {
# # prepare needed variables; they will be destroyed at the end of the immediate
# set_variable = {
# name = agents_for_escalation
# value = 0
# }
# set_variable = {
# name = agents_for_deescalation
# value = 0
# }
#
# # Go through the characters to distribute them between the potential transitions
# struggle:iberian_struggle = {
# every_involved_ruler = {
# limit = { is_alive = yes }
# #######################
# # Play cue track
# ######################
# if = {
# limit = { is_ai = no }
# play_music_cue = "mx_Struggle_Opening"
# }
#
# #######################
# # Check existing flags
# ######################
# if = {
# limit = { has_character_flag = agenda_towards_escalation }
# root = {
# change_variable = {
# name = agents_for_escalation
# add = 1
# }
# }
# }
# else_if = {
# limit = { has_character_flag = agenda_towards_deescalation }
# root = {
# change_variable = {
# name = agents_for_deescalation
# add = 1
# }
# }
# }
# else = { # Set a flag
# #############################
# # Current Phase: Opportunity
# #############################
# if = {
# limit = { root = { is_struggle_phase = struggle_iberia_phase_opportunity } }
# random_list = {
# # Working towards Hostility
# # It should be for characters looking for direct conflicts and domination, with the will and ability to expand their realms
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = hostility
# INTENT = escalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = escalation
# }
# }
# # Working towards Conciliation
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = conciliation
# INTENT = deescalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = deescalation
# }
# }
# }
# }
#
# #############################
# # Current Phase: Hostility
# #############################
# if = {
# limit = { root = { is_struggle_phase = struggle_iberia_phase_hostility } }
# random_list = {
# # Working towards Hostility: it means that the character wants to stay in
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = hostility
# INTENT = escalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = escalation
# }
# }
# # Working towards Compromise
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = compromise
# INTENT = deescalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = deescalation
# }
# }
# }
# }
#
# #############################
# # Current Phase: Compromise
# #############################
# if = {
# limit = { root = { is_struggle_phase = struggle_iberia_phase_compromise } }
# random_list = {
#
# # Working towards Opportunity
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = opportunity
# INTENT = escalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = escalation
# }
# }
# # Working towards Compromise: they want to stay in the same phase
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = compromise
# INTENT = deescalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = deescalation
# }
# }
# }
# }
#
# #############################
# # Current Phase: Conciliation
# #############################
# if = {
# limit = { root = { is_struggle_phase = struggle_iberia_phase_conciliation } }
# random_list = {
# # Working towards Compromise
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = compromise
# INTENT = escalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = escalation
# }
# }
# # Working towards Conciliation: they want to stay in the same phase
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = conciliation
# INTENT = deescalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = deescalation
# }
# }
# }
# }
# }
# }
# }
#
# # Clean variables
# remove_variable = agents_for_escalation
# remove_variable = agents_for_deescalation
# }
#}
#
## Set AI Intent on join
#fp2_struggle.004 = {
# hidden = yes
# scope = none
#
# immediate = {
# set_variable = {
# name = agents_for_escalation
# value = 0
# }
# set_variable = {
# name = agents_for_deescalation
# value = 0
# }
#
# ############################
# # Update the variables
# ############################
# every_character_struggle = {
# every_involved_ruler = {
# limit = { is_alive = yes }
# if = {
# limit = { has_character_flag = agenda_towards_escalation }
# root = {
# change_variable = {
# name = agents_for_escalation
# add = 1
# }
# }
# }
# else_if = {
# limit = { has_character_flag = agenda_towards_deescalation }
# root = {
# change_variable = {
# name = agents_for_deescalation
# add = 1
# }
# }
# }
# }
# }
#
# if = {
# limit = {
# NOR = {
# has_character_flag = agenda_towards_escalation
# has_character_flag = agenda_towards_deescalation
# }
# }
#
# #############################
# # Current Phase: Opportunity
# #############################
# if = {
# limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_opportunity } }
# random_list = {
# # Working towards Hostility
# # It should be for characters looking for direct conflicts and domination, with the will and ability to expand their realms
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = hostility
# INTENT = escalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = escalation
# }
# }
# # Working towards Conciliation
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = conciliation
# INTENT = deescalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = deescalation
# }
# }
# }
# }
#
# #############################
# # Current Phase: Hostility
# #############################
# if = {
# limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_hostility } }
# random_list = {
# # Working towards Hostility: it means that the character wants to stay in
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = hostility
# INTENT = escalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = escalation
# }
# }
# # Working towards Compromise
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = compromise
# INTENT = deescalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = deescalation
# }
# }
# }
# }
#
# #############################
# # Current Phase: Compromise
# #############################
# if = {
# limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_compromise } }
# random_list = {
#
# # Working towards Opportunity
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = opportunity
# INTENT = escalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = escalation
# }
# }
# # Working towards Compromise: they want to stay in the same phase
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = compromise
# INTENT = deescalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = deescalation
# }
# }
# }
# }
#
# #############################
# # Current Phase: Conciliation
# #############################
# if = {
# limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_conciliation } }
# random_list = {
# # Working towards Compromise
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = compromise
# INTENT = escalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = escalation
# }
# }
# # Working towards Conciliation: they want to stay in the same phase
# 100 = {
# # Odds modifiers
# fp2_struggle_set_ai_agenda_common_modifiers = {
# PHASE = conciliation
# INTENT = deescalation
# }
#
# # Apply effects
# fp2_struggle_apply_ai_agenda_effect = {
# INTENT = deescalation
# }
# }
# }
# }
# }
#
# # Clean variables
# remove_variable = agents_for_escalation
# remove_variable = agents_for_deescalation
# }
#}
###################################
# Iberian Struggle Intro Events