Fixes
This commit is contained in:
parent
72b0ebb938
commit
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58 changed files with 24636 additions and 24387 deletions
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@ -31,412 +31,412 @@
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## 3011 - 3020 Order of the Hatchet by Veronica Pazos
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## 3021 - 3030 The Wrath of Heaven by Veronica Pazos
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###################################################################################
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# Setting AI Intent
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fp2_struggle.0003 = {
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hidden = yes
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scope = none
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scope = struggle
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trigger = { # Should not need this, but, redundancy check!
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exists = struggle:iberian_struggle
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struggle:iberian_struggle = { any_involved_ruler = { } } # For when the conflict is ongoing but nobody is left to fight it
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}
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immediate = {
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# prepare needed variables; they will be destroyed at the end of the immediate
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set_variable = {
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name = agents_for_escalation
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value = 0
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}
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set_variable = {
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name = agents_for_deescalation
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value = 0
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}
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# Go through the characters to distribute them between the potential transitions
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struggle:iberian_struggle = {
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every_involved_ruler = {
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limit = { is_alive = yes }
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#######################
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# Play cue track
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######################
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if = {
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limit = { is_ai = no }
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play_music_cue = "mx_Struggle_Opening"
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}
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#######################
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# Check existing flags
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######################
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if = {
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limit = { has_character_flag = agenda_towards_escalation }
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root = {
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change_variable = {
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name = agents_for_escalation
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add = 1
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}
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}
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}
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else_if = {
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limit = { has_character_flag = agenda_towards_deescalation }
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root = {
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change_variable = {
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name = agents_for_deescalation
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add = 1
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}
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}
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}
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else = { # Set a flag
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#############################
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# Current Phase: Opportunity
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#############################
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if = {
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limit = { root = { is_struggle_phase = struggle_iberia_phase_opportunity } }
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random_list = {
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# Working towards Hostility
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# It should be for characters looking for direct conflicts and domination, with the will and ability to expand their realms
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = hostility
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INTENT = escalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = escalation
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}
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}
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# Working towards Conciliation
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = conciliation
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INTENT = deescalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = deescalation
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}
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}
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}
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}
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#############################
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# Current Phase: Hostility
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#############################
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if = {
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limit = { root = { is_struggle_phase = struggle_iberia_phase_hostility } }
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random_list = {
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# Working towards Hostility: it means that the character wants to stay in
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = hostility
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INTENT = escalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = escalation
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}
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}
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# Working towards Compromise
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = compromise
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INTENT = deescalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = deescalation
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}
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}
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}
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}
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#############################
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# Current Phase: Compromise
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#############################
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if = {
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limit = { root = { is_struggle_phase = struggle_iberia_phase_compromise } }
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random_list = {
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# Working towards Opportunity
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = opportunity
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INTENT = escalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = escalation
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}
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}
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# Working towards Compromise: they want to stay in the same phase
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = compromise
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INTENT = deescalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = deescalation
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}
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}
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}
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}
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#############################
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# Current Phase: Conciliation
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#############################
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if = {
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limit = { root = { is_struggle_phase = struggle_iberia_phase_conciliation } }
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random_list = {
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# Working towards Compromise
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = compromise
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INTENT = escalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = escalation
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}
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}
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# Working towards Conciliation: they want to stay in the same phase
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = conciliation
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INTENT = deescalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = deescalation
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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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# Clean variables
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remove_variable = agents_for_escalation
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remove_variable = agents_for_deescalation
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}
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}
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# Set AI Intent on join
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fp2_struggle.004 = {
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hidden = yes
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scope = none
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immediate = {
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set_variable = {
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name = agents_for_escalation
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value = 0
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}
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set_variable = {
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name = agents_for_deescalation
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value = 0
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}
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############################
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# Update the variables
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############################
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every_character_struggle = {
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every_involved_ruler = {
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limit = { is_alive = yes }
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if = {
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limit = { has_character_flag = agenda_towards_escalation }
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root = {
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change_variable = {
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name = agents_for_escalation
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add = 1
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}
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}
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}
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else_if = {
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limit = { has_character_flag = agenda_towards_deescalation }
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root = {
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change_variable = {
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name = agents_for_deescalation
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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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}
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if = {
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limit = {
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NOR = {
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has_character_flag = agenda_towards_escalation
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has_character_flag = agenda_towards_deescalation
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}
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}
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#############################
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# Current Phase: Opportunity
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#############################
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if = {
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limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_opportunity } }
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random_list = {
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# Working towards Hostility
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# It should be for characters looking for direct conflicts and domination, with the will and ability to expand their realms
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = hostility
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INTENT = escalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = escalation
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}
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}
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# Working towards Conciliation
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = conciliation
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INTENT = deescalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = deescalation
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}
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}
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}
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}
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#############################
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# Current Phase: Hostility
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#############################
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if = {
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limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_hostility } }
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random_list = {
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# Working towards Hostility: it means that the character wants to stay in
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = hostility
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INTENT = escalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = escalation
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}
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}
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# Working towards Compromise
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = compromise
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INTENT = deescalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = deescalation
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}
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}
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}
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}
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#############################
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# Current Phase: Compromise
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#############################
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if = {
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limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_compromise } }
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random_list = {
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# Working towards Opportunity
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = opportunity
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INTENT = escalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = escalation
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}
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}
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# Working towards Compromise: they want to stay in the same phase
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = compromise
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INTENT = deescalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = deescalation
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}
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}
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}
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}
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#############################
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# Current Phase: Conciliation
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#############################
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if = {
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limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_conciliation } }
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random_list = {
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# Working towards Compromise
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = compromise
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INTENT = escalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = escalation
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}
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}
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# Working towards Conciliation: they want to stay in the same phase
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100 = {
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# Odds modifiers
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fp2_struggle_set_ai_agenda_common_modifiers = {
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PHASE = conciliation
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INTENT = deescalation
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}
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# Apply effects
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fp2_struggle_apply_ai_agenda_effect = {
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INTENT = deescalation
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}
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}
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}
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}
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}
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# Clean variables
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remove_variable = agents_for_escalation
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remove_variable = agents_for_deescalation
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}
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}
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#
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## Setting AI Intent
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#fp2_struggle.0003 = {
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# hidden = yes
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# scope = none
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# scope = struggle
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#
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# trigger = { # Should not need this, but, redundancy check!
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# exists = struggle:iberian_struggle
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# struggle:iberian_struggle = { any_involved_ruler = { } } # For when the conflict is ongoing but nobody is left to fight it
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# }
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#
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# immediate = {
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# # prepare needed variables; they will be destroyed at the end of the immediate
|
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# set_variable = {
|
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# name = agents_for_escalation
|
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# value = 0
|
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# }
|
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# set_variable = {
|
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# name = agents_for_deescalation
|
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# value = 0
|
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# }
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#
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# # Go through the characters to distribute them between the potential transitions
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# struggle:iberian_struggle = {
|
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# every_involved_ruler = {
|
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# limit = { is_alive = yes }
|
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# #######################
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# # Play cue track
|
||||
# ######################
|
||||
# if = {
|
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# limit = { is_ai = no }
|
||||
# play_music_cue = "mx_Struggle_Opening"
|
||||
# }
|
||||
#
|
||||
# #######################
|
||||
# # Check existing flags
|
||||
# ######################
|
||||
# if = {
|
||||
# limit = { has_character_flag = agenda_towards_escalation }
|
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# root = {
|
||||
# change_variable = {
|
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# name = agents_for_escalation
|
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# add = 1
|
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# }
|
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# }
|
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# }
|
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# else_if = {
|
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# limit = { has_character_flag = agenda_towards_deescalation }
|
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# root = {
|
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# change_variable = {
|
||||
# name = agents_for_deescalation
|
||||
# add = 1
|
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# }
|
||||
# }
|
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# }
|
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# else = { # Set a flag
|
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# #############################
|
||||
# # 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
|
||||
# }
|
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# }
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# }
|
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# }
|
||||
#
|
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# #############################
|
||||
# # 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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue