so much event updating

This commit is contained in:
trashmasteruni 2026-04-25 13:36:44 +02:00
parent c4b6d9bdeb
commit 811167944e
135 changed files with 4885 additions and 297691 deletions

View file

@ -3440,3 +3440,682 @@ debug.9622 = {
}
}
}
# event hotkeys
debug.1000 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
orphan = yes
option = {
name = "debug_option_1"
}
option = {
name = "debug_option_2"
reason = scholar
}
option = {
name = "debug_option_3"
add_stress = -10
}
option = {
name = "debug_option_4"
add_internal_flag = dangerous
reason = scholar
}
option = {
name = "debug_option_5"
}
}
# max 9 options will have shortcuts
debug.1001 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
orphan = yes
option = {
name = "debug_option_1"
send_interface_message = {
title = "debug_option_1"
}
}
option = {
name = "debug_option_2"
send_interface_message = {
title = "debug_option_2"
}
add_internal_flag = dangerous
}
option = {
name = "debug_option_3"
send_interface_message = {
title = "debug_option_3"
}
}
option = {
name = "debug_option_4"
send_interface_message = {
title = "debug_option_4"
}
}
option = {
name = "debug_option_5"
send_interface_message = {
title = "debug_option_5"
}
}
option = {
name = "debug_option_6"
send_interface_message = {
title = "debug_option_6"
}
}
option = {
name = "debug_option_7"
send_interface_message = {
title = "debug_option_7"
}
}
option = {
name = "debug_option_8"
send_interface_message = {
title = "debug_option_8"
}
}
option = {
name = "debug_option_9"
send_interface_message = {
title = "debug_option_9"
}
}
}
# verify that shortcuts select the right button
debug.1002 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
orphan = yes
option = {
name = "debug_option_1"
send_interface_message = {
title = "debug_option_1"
}
}
option = {
name = "debug_option_2"
send_interface_message = {
title = "debug_option_2"
}
}
option = {
name = "debug_option_3"
send_interface_message = {
title = "debug_option_3"
}
}
option = {
name = "debug_option_4"
send_interface_message = {
title = "debug_option_4"
}
}
option = {
name = "debug_option_5"
send_interface_message = {
title = "debug_option_5"
}
}
}
# big event
debug.1003 = {
type = character_event
title = LOREM_IPSUM_TITLE
window = big_event_window
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
orphan = yes
option = {
name = "debug_option_1"
}
option = {
name = "debug_option_2"
reason = scholar
}
option = {
name = "debug_option_3"
add_stress = -10
}
option = {
name = "debug_option_4"
add_internal_flag = dangerous
reason = scholar
}
option = {
name = "debug_option_5"
}
}
debug.1004 = {
type = letter_event
opening = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
sender = root
orphan = yes
option = {
name = "debug_option_1"
}
}
debug.1005 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
orphan = yes
option = {
name = "debug_option_1"
}
}
debug.1006 = {
type = character_event
window = fullscreen_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = legend
orphan = yes
option = {
name = "debug_option_1"
}
}
### for nameplates testing
# two rulers
debug.1100 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
left_portrait = scope:portrait_1
right_portrait = scope:portrait_2
immediate = {
random_ruler = { save_scope_as = portrait_1 }
random_ruler = { save_scope_as = portrait_2 }
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# one ruler
debug.1101 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
left_portrait = scope:portrait_1
immediate = {
random_ruler = { save_scope_as = portrait_1 }
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# you and another ruler
debug.1102 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
left_portrait = root
right_portrait = scope:portrait_2
immediate = {
random_ruler = { save_scope_as = portrait_2 }
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# you and a random
debug.1103 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
left_portrait = root
right_portrait = scope:portrait_2
immediate = {
random_living_character = {
limit = {
is_ruler = no
}
save_scope_as = portrait_2
}
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# you, another ruler, and middle artifact
debug.1104 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
left_portrait = scope:portrait_1
right_portrait = scope:portrait_2
artifact = {
target = scope:portrait_3
position = lower_center_portrait
}
immediate = {
random_ruler = { save_scope_as = portrait_1 }
random_ruler = { save_scope_as = portrait_2 }
random_artifact = {
save_scope_as = portrait_3
}
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# two vassals
debug.1105 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
left_portrait = scope:portrait_1
right_portrait = scope:portrait_2
immediate = {
random_vassal = { save_scope_as = portrait_1 }
random_vassal = { save_scope_as = portrait_2 }
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# ruler and center
debug.1106 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
left_portrait = scope:portrait_1
lower_center_portrait = scope:portrait_2
immediate = {
random_ruler = { save_scope_as = portrait_1 }
random_ruler = { save_scope_as = portrait_2 }
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# one ruler
debug.1107 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
right_portrait = scope:portrait_1
immediate = {
random_ruler = { save_scope_as = portrait_1 }
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# fire all previous
debug.1109 = {
hidden = yes
orphan = yes
immediate = {
trigger_event = debug.1100
trigger_event = debug.1101
trigger_event = debug.1102
trigger_event = debug.1103
trigger_event = debug.1104
trigger_event = debug.1105
trigger_event = debug.1106
trigger_event = debug.1107
}
}
###
# two randoms
debug.1110 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
left_portrait = scope:portrait_1
right_portrait = scope:portrait_2
immediate = {
random_living_character = {
limit = {
is_ruler = no
}
save_scope_as = portrait_1
}
random_living_character = {
limit = {
this != scope:portrait_1
is_ruler = no
}
save_scope_as = portrait_2
}
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# one random
debug.1111 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
left_portrait = scope:portrait_1
immediate = {
random_living_character = {
limit = {
is_ruler = no
}
save_scope_as = portrait_1
}
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# two randoms and a middle portrait
debug.1112 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
left_portrait = scope:portrait_1
right_portrait = scope:portrait_2
lower_center_portrait = scope:portrait_3
immediate = {
random_living_character = {
limit = {
is_ruler = no
}
save_scope_as = portrait_1
}
random_living_character = {
limit = {
this != scope:portrait_1
is_ruler = no
}
save_scope_as = portrait_2
}
random_living_character = {
limit = {
this != scope:portrait_1
this != scope:portrait_2
is_ruler = no
}
save_scope_as = portrait_3
}
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# two house members with an artifact
debug.1113 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
left_portrait = scope:portrait_1
right_portrait = scope:portrait_2
artifact = {
target = scope:portrait_3
position = lower_center_portrait
}
immediate = {
random_living_character = {
limit = {
house = root.house
is_ruler = no
}
save_scope_as = portrait_1
}
random_living_character = {
limit = {
this != scope:portrait_1
house = root.house
is_ruler = no
}
save_scope_as = portrait_2
}
random_artifact = {
save_scope_as = portrait_3
}
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# one right random
debug.1114 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
right_portrait = scope:portrait_1
immediate = {
random_living_character = {
limit = {
is_ruler = no
}
save_scope_as = portrait_1
}
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# one random and a center portrait
debug.1115 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
left_portrait = scope:portrait_1
lower_left_portrait = scope:portrait_2
immediate = {
random_living_character = {
limit = {
is_ruler = no
}
save_scope_as = portrait_1
}
random_living_character = {
limit = {
this != scope:portrait_1
is_ruler = no
}
save_scope_as = portrait_2
}
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# one random and a center artifact
debug.1116 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
left_portrait = scope:portrait_1
artifact = {
target = scope:portrait_2
position = lower_center_portrait
}
immediate = {
random_living_character = {
limit = {
is_ruler = no
}
save_scope_as = portrait_1
}
random_artifact = {
save_scope_as = portrait_2
}
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# ruler and random
debug.1117 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
left_portrait = scope:portrait_1
right_portrait = scope:portrait_2
immediate = {
random_ruler = {
limit = {
this != root
}
save_scope_as = portrait_1
}
random_living_character = {
limit = {
this != scope:portrait_1
house = root.house
is_ruler = no
}
save_scope_as = portrait_2
}
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# characters with hidden info
debug.1118 = {
type = character_event
title = yearly.7051.t
desc = yearly.7051.desc
theme = mental_health
override_background = { reference = battlefield }
override_effect_2d = { reference = fog }
left_portrait = {
character = scope:portrait_1
hide_info = yes
}
right_portrait = {
character = scope:portrait_2
hide_info = yes
}
lower_left_portrait = {
character = scope:portrait_3
hide_info = yes
}
lower_center_portrait = {
character = scope:portrait_4
hide_info = yes
}
lower_right_portrait = {
character = scope:portrait_5
hide_info = yes
}
immediate = {
random_living_character = {
save_scope_as = portrait_1
}
random_living_character = {
save_scope_as = portrait_2
}
random_living_character = {
save_scope_as = portrait_3
}
random_living_character = {
save_scope_as = portrait_4
}
random_living_character = {
save_scope_as = portrait_5
}
}
option = { name = "LOREM_IPSUM_TITLE" }
}
# fire all previous
debug.1119 = {
hidden = yes
orphan = yes
immediate = {
trigger_event = debug.1110
trigger_event = debug.1111
trigger_event = debug.1112
trigger_event = debug.1113
trigger_event = debug.1114
trigger_event = debug.1115
trigger_event = debug.1116
trigger_event = debug.1117
trigger_event = debug.1118
}
}

View file

@ -1,104 +0,0 @@
# Insult another character... in rhyme!
namespace = insult_poetry
#Base event structure
insult_poetry.0001 = {
type = character_event
title = insult_poetry.0001.t
orphan = yes
desc = {
triggered_desc = {
trigger = {
scope:actor != scope:recipient
}
desc = insult_poetry.0001.from_other
}
random_valid = {
triggered_desc = {
trigger = { scope:rhyme_group = flag:a }
desc = insult_poetry_line_1_a_01
}
triggered_desc = {
trigger = { scope:rhyme_group = flag:a }
desc = insult_poetry_line_1_a_02
}
triggered_desc = {
trigger = { scope:rhyme_group = flag:b }
desc = insult_poetry_line_1_b_01
}
triggered_desc = {
trigger = { scope:rhyme_group = flag:b }
desc = insult_poetry_line_1_b_02
}
triggered_desc = {
trigger = { scope:rhyme_group = flag:c }
desc = insult_poetry_line_1_c_01
}
triggered_desc = {
trigger = { scope:rhyme_group = flag:c }
desc = insult_poetry_line_1_c_02
}
}
random_valid = {
triggered_desc = {
trigger = { scope:rhyme_group = flag:a }
desc = insult_poetry_line_2_a_01
}
triggered_desc = {
trigger = { scope:rhyme_group = flag:a }
desc = insult_poetry_line_2_a_02
}
triggered_desc = {
trigger = { scope:rhyme_group = flag:b }
desc = insult_poetry_line_2_b_01
}
triggered_desc = {
trigger = { scope:rhyme_group = flag:b }
desc = insult_poetry_line_2_b_02
}
triggered_desc = {
trigger = { scope:rhyme_group = flag:c }
desc = insult_poetry_line_2_c_01
}
triggered_desc = {
trigger = { scope:rhyme_group = flag:c }
desc = insult_poetry_line_2_c_02
}
}
}
theme = learning
left_portrait = {
character = scope:actor
animation = schadenfreude
}
immediate = {
random_list = {
1 = {
save_scope_value_as = {
name = rhyme_group
value = flag:a
}
}
1 = {
save_scope_value_as = {
name = rhyme_group
value = flag:b
}
}
1 = {
save_scope_value_as = {
name = rhyme_group
value = flag:c
}
}
}
}
option = {
name = insult_poetry.0001.a
}
}

View file

@ -1,317 +0,0 @@
# Can we generate sensible poems?
# Probably not, let's try.
namespace = poetry
poetry.0001 = {
type = character_event
orphan = yes
desc = {
# First line
random_valid = {
triggered_desc = {
trigger = {
ROOT = {
var:text_set_first_and_second_lines = flag:set_one
}
}
desc = first_line_text_set_1_A
}
triggered_desc = {
trigger = {
ROOT = {
var:text_set_first_and_second_lines = flag:set_one
}
}
desc = first_line_text_set_1_B
}
triggered_desc = {
trigger = {
ROOT = {
var:text_set_first_and_second_lines = flag:set_two
}
}
desc = first_line_text_set_2_A
}
triggered_desc = {
trigger = {
ROOT = {
var:text_set_first_and_second_lines = flag:set_two
}
}
desc = first_line_text_set_2_B
}
}
desc = poetry_line_break
# Second line
random_valid = {
triggered_desc = {
trigger = {
ROOT = {
var:text_set_first_and_second_lines = flag:set_one
}
}
desc = second_line_text_set_1_A
}
triggered_desc = {
trigger = {
ROOT = {
var:text_set_first_and_second_lines = flag:set_one
}
}
desc = second_line_text_set_1_B
}
triggered_desc = {
trigger = {
ROOT = {
var:text_set_first_and_second_lines = flag:set_two
}
}
desc = second_line_text_set_2_A
}
triggered_desc = {
trigger = {
ROOT = {
var:text_set_first_and_second_lines = flag:set_two
}
}
desc = second_line_text_set_2_B
}
}
desc = poetry_line_break
# Third line
random_valid = {
triggered_desc = {
trigger = {
ROOT = {
var:text_set_third_and_fourth_lines = flag:set_one
}
}
desc = third_line_text_set_1_A
}
triggered_desc = {
trigger = {
ROOT = {
var:text_set_third_and_fourth_lines = flag:set_one
}
}
desc = third_line_text_set_1_B
}
triggered_desc = {
trigger = {
ROOT = {
var:text_set_third_and_fourth_lines = flag:set_two
}
}
desc = third_line_text_set_2_A
}
triggered_desc = {
trigger = {
ROOT = {
var:text_set_third_and_fourth_lines = flag:set_two
}
}
desc = third_line_text_set_2_B
}
}
desc = poetry_line_break
# Fourth line
random_valid = {
triggered_desc = {
trigger = {
ROOT = {
var:text_set_third_and_fourth_lines = flag:set_one
}
}
desc = fourth_line_text_set_1_A
}
triggered_desc = {
trigger = {
ROOT = {
var:text_set_third_and_fourth_lines = flag:set_one
}
}
desc = fourth_line_text_set_1_B
}
triggered_desc = {
trigger = {
ROOT = {
var:text_set_third_and_fourth_lines = flag:set_two
}
}
desc = fourth_line_text_set_2_A
}
triggered_desc = {
trigger = {
ROOT = {
var:text_set_third_and_fourth_lines = flag:set_two
}
}
desc = fourth_line_text_set_2_B
}
}
}
left_portrait = root
theme = learning
immediate = {
# Roll for first and second line:
random_list = {
25 = {
root = {
set_variable = {
name = text_set_first_and_second_lines
value = flag:set_one
}
}
}
25 = {
root = {
set_variable = {
name = text_set_first_and_second_lines
value = flag:set_two
}
}
}
}
# Roll for third and fourth lines:
random_list = {
25 = {
root = {
set_variable = {
name = text_set_third_and_fourth_lines
value = flag:set_one
}
}
}
25 = {
root = {
set_variable = {
name = text_set_third_and_fourth_lines
value = flag:set_two
}
}
}
}
}
option = {
name = OK_BUTTON
}
}
poetry.0002 = {
type = character_event
title = poetry.0002.t
orphan = yes
desc = {
random_valid = {
desc = 0002.blank_verse_line_1_A
desc = 0002.blank_verse_line_1_B
desc = 0002.blank_verse_line_1_C
desc = 0002.blank_verse_line_1_D
}
desc = poetry_line_break
random_valid = {
desc = 0002.blank_verse_line_2_A
desc = 0002.blank_verse_line_2_B
desc = 0002.blank_verse_line_2_C
desc = 0002.blank_verse_line_2_D
}
desc = poetry_line_break
random_valid = {
desc = 0002.blank_verse_line_3_A
desc = 0002.blank_verse_line_3_B
desc = 0002.blank_verse_line_3_C
desc = 0002.blank_verse_line_3_D
}
desc = poetry_line_break
random_valid = {
desc = 0002.blank_verse_line_4_A
desc = 0002.blank_verse_line_4_B
desc = 0002.blank_verse_line_4_C
desc = 0002.blank_verse_line_4_D
}
}
theme = learning
option = {
name = OK_BUTTON
}
}
# Blank verse with themed words
# Okay, so this should result in 4 lines, where each line is a relevant theme word.
# Theme word type (specific_noun_one, abstract_noun_one, etc.) is set by which custom('') text is asked for in loc.
# This means that if you want a single line to have the potential to get two different word types, you have to create a new "sub" random_valid choosing between two loc strings with identical text, but which asks for a different custom('') text.
# Poem responsibly.
poetry.0003 = {
type = character_event
title = poetry.0003.t
orphan = yes
desc = {
triggered_desc = {
trigger = { scope:recipient != scope:actor }
desc = {
desc = 0003.poetry_from
desc = poetry_line_break
desc = poetry_line_break
}
}
random_valid = {
desc = 0003.line_1_A
desc = 0003.line_1_B
#desc = 0003.line_1_C
#desc = 0003.line_1_D
}
desc = poetry_line_break
random_valid = {
desc = 0003.line_2_A
desc = 0003.line_2_B
#desc = 0003.line_2_C
#desc = 0003.line_2_D
}
desc = poetry_line_break
random_valid = {
desc = 0003.line_3_A
desc = 0003.line_3_B
#desc = 0003.line_3_C
#desc = 0003.line_3_D
}
desc = poetry_line_break
random_valid = {
desc = 0003.line_4_A
desc = 0003.line_4_B
#desc = 0003.line_4_C
#desc = 0003.line_4_D
}
}
theme = learning
immediate = {
random_list = {
25 = {
set_variable = {
name = poetry_theme
value = flag:nobility
}
}
25 = {
set_variable = {
name = poetry_theme
value = flag:romance
}
}
}
}
option = {
name = OK_BUTTON
}
}