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750
common/character_interactions/00_trait_interactions.txt
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750
common/character_interactions/00_trait_interactions.txt
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#FORGIVING INTERACTION
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abandon_hook_interaction = {
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interface_priority = 120
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common_interaction = yes
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category = interaction_category_friendly
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icon = forgiving
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desc = abandon_hook_interaction_desc
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is_shown = {
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OR = {
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scope:actor = {
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has_trait = forgiving
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}
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#Struggle
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scope:actor = {
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any_character_struggle = {
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involvement = involved
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has_struggle_phase_parameter = unlocks_abandon_hook_for_all
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is_secondary_character_involvement_involved_trigger = {
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CHAR = scope:recipient
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}
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}
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}
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}
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}
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is_valid_showing_failures_only = {
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scope:recipient = { is_busy_in_events_localised = yes }
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scope:actor = {
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has_usable_hook = scope:recipient
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}
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custom_description = {
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scope:actor = {
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NOT = {
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has_hook_of_type = {
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target = scope:recipient
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type = house_head_hook
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}
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}
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}
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text = need_non_house_head_hook
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}
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custom_description = {
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scope:actor = {
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NOT = {
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has_hook_of_type = {
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target = scope:recipient
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type = ritual_best_friend_hook
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}
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}
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}
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text = need_non_best_friend_hook
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}
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}
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on_accept = {
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scope:actor = {
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send_interface_toast = {
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type = event_toast_effect_neutral
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title = msg_abandon_hook_interaction_title
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left_icon = scope:actor
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right_icon = scope:recipient
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use_hook = scope:recipient
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if = {
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limit = {
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has_strong_hook = scope:recipient
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}
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stress_impact = {
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forgiving = major_stress_impact_loss
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}
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}
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else = {
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stress_impact = {
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forgiving = medium_stress_impact_loss
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}
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}
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scope:recipient = {
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add_opinion = {
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target = scope:actor
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modifier = forgiven_opinion
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}
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}
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}
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}
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# If we're a clan this interaction affects unity
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add_clan_unity_interaction_effect = {
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CHARACTER = scope:actor
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TARGET = scope:recipient
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VALUE = minor_unity_gain
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DESC = clan_unity_abandon_hook.desc
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REVERSE_NON_HOUSE_TARGET = no
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}
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hidden_effect = {
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# Struggle Catalysts
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scope:actor = {
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if = {
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limit = {
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fp3_struggle_involves_one_supporter_and_one_detractor = {
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FIRST = scope:actor
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SECOND = scope:recipient
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}
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any_character_struggle = {
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involvement = involved
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phase_has_catalyst = catalyst_abandon_hook_on_supporter_detractor
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}
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}
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every_character_struggle = {
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involvement = involved
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activate_struggle_catalyst = {
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catalyst = catalyst_abandon_hook_on_supporter_detractor
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character = scope:actor
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}
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log_debug_variable_for_persian_struggle_effect = { VAR = concession_catalyst_abandon_hook_on_supporter_detractor }
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}
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}
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}
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}
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}
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ai_frequency = 60
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ai_targets = {
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ai_recipients = guests
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ai_recipients = courtiers
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max = 10
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}
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ai_targets = {
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ai_recipients = liege
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}
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ai_targets = {
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ai_recipients = vassals
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max = 10
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}
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ai_target_quick_trigger = {
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adult = yes
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}
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ai_potential = {
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stress_level >= 1
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}
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ai_will_do = {
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base = 100
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}
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auto_accept = yes
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}
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#ARBITRARY INTERACTION
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dismiss_strong_hook_interaction = {
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interface_priority = 120
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common_interaction = yes
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category = interaction_category_hostile
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icon = arbitrary
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cost = {
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prestige = monumental_prestige_value
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}
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desc = dismiss_strong_hook_interaction_desc
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is_shown = {
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scope:actor = {
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has_trait = arbitrary
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}
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scope:recipient = {
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is_vassal_of = scope:actor
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has_strong_hook = scope:actor
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}
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}
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is_valid_showing_failures_only = {
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scope:actor = {
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prestige >= monumental_prestige_value
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}
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}
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on_accept = {
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scope:actor = {
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send_interface_toast = {
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type = event_toast_effect_neutral
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title = msg_dismiss_hook_interaction_title
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left_icon = scope:actor
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right_icon = scope:recipient
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scope:recipient = {
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remove_hook = { target = scope:actor }
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add_opinion = {
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target = scope:actor
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modifier = lost_strong_hook_opinion
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}
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}
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add_tyranny = 35
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}
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}
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# If we're a clan this interaction affects unity
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add_clan_unity_interaction_effect = {
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CHARACTER = scope:actor
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TARGET = scope:recipient
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VALUE = medium_unity_gain
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DESC = clan_unity_dismiss_strong_hook.desc
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REVERSE_NON_HOUSE_TARGET = no
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}
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}
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ai_frequency = 60
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ai_potential = {
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dread >= 50
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}
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ai_will_do = {
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base = 100
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}
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ai_targets = {
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ai_recipients = guests
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ai_recipients = courtiers
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max = 10
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}
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ai_targets = {
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ai_recipients = liege
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}
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ai_targets = {
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ai_recipients = vassals
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max = 10
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}
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ai_target_quick_trigger = {
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adult = yes
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}
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auto_accept = yes
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}
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dismiss_weak_hook_interaction = {
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interface_priority = 120
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common_interaction = yes
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category = interaction_category_hostile
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icon = arbitrary
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cost = {
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prestige = major_prestige_value
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}
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desc = dismiss_weak_hook_interaction_desc
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is_shown = {
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scope:actor = {
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has_trait = arbitrary
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}
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scope:recipient = {
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is_vassal_of = scope:actor
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has_usable_hook = scope:actor
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NOT = { has_strong_hook = scope:actor }
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}
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}
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is_valid_showing_failures_only = {
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scope:actor = {
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prestige >= major_prestige_value
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}
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}
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on_accept = {
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scope:actor = {
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send_interface_toast = {
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type = event_toast_effect_neutral
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title = msg_dismiss_hook_interaction_title
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left_icon = scope:actor
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right_icon = scope:recipient
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scope:recipient = {
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remove_hook = { target = scope:actor }
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add_opinion = {
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target = scope:actor
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modifier = lost_weak_hook_opinion
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}
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progress_towards_rival_effect = {
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CHARACTER = scope:actor
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REASON = rival_dismissed_weak_hook
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OPINION = default_rival_opinion
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}
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}
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add_tyranny = 15
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}
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}
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# If we're a clan this interaction affects unity
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add_clan_unity_interaction_effect = {
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CHARACTER = scope:actor
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TARGET = scope:recipient
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VALUE = minor_unity_gain
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DESC = clan_unity_dismiss_weak_hook.desc
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REVERSE_NON_HOUSE_TARGET = no
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}
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}
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ai_targets = {
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ai_recipients = guests
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ai_recipients = courtiers
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max = 10
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}
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ai_targets = {
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ai_recipients = liege
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}
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ai_targets = {
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ai_recipients = vassals
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max = 10
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}
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ai_target_quick_trigger = {
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adult = yes
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}
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ai_frequency = 60
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ai_potential = {
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dread >= 50
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}
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ai_will_do = {
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base = 100
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}
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auto_accept = yes
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}
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#WRATHFUL DUELING
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force_duel_criminals_interaction = {
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interface_priority = 30
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common_interaction = yes
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category = interaction_category_hostile
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ai_maybe = yes
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ai_max_reply_days = 0
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popup_on_receive = yes
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pause_on_receive = yes
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desc = force_duel_criminals_interaction_desc
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icon = wrathful
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greeting = negative
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notification_text = REQUEST_TRIAL_BY_COMBAT_TEXT
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is_shown = {
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#First, verify if the actor is Wrathful
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scope:actor = { has_trait = wrathful }
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#Then, look to see if this character is a criminal.
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scope:actor = {
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OR = {
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has_imprisonment_reason = scope:recipient
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has_banish_reason = scope:recipient
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has_execute_reason = scope:recipient
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}
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basic_allowed_to_imprison_character_trigger = { # And if you are allowed to imprison the target.
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CHARACTER = scope:recipient
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}
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}
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# Can't duel yourself.
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NOT = { scope:actor = scope:recipient }
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}
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is_valid_showing_failures_only = {
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# Calc some stuff that might invalidate elsewhere before the bout is sorted.
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rival_single_combat_shown_and_not_invalid_trigger = yes
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# Scope:recipient must be able to fight personally.
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scope:recipient = { can_start_single_combat_trigger = yes }
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# Scope:recipient must not be banned from single combat.
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scope:recipient = {
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custom_description = {
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text = fp1_tbc_recipient_banned_from_combat
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can_start_single_combat_banned_checks_trigger = no
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}
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}
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# Neither of the characters can be imprisoned.
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scope:actor = { is_imprisoned = no }
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scope:recipient = { is_imprisoned = no }
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}
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can_send = {
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scope:actor = {
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custom_description = {
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text = "character_interactions_hostile_actions_disabled_delay"
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NOT = { has_character_flag = flag_hostile_actions_disabled_delay }
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}
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}
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}
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cooldown_against_recipient = { years = 10 }
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on_send = {
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scope:actor = {
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add_character_flag = {
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flag = flag_hostile_actions_disabled_delay
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days = 10
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}
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}
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}
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on_accept = {
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# Set up the bout immediately.
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#Starting with the strongest punishment in case more than one reason is valid
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if = {
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limit = {
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scope:actor = { has_execute_reason = scope:recipient }
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}
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## First inform.
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scope:actor = {
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custom_tooltip = force_duel_criminals_interaction.execute_punishment.tt
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}
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## Finally, begin.
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configure_start_single_combat_effect = {
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SC_INITIATOR = scope:actor
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SC_ATTACKER = scope:actor
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SC_DEFENDER = scope:recipient
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FATALITY = no
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FIXED = no
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LOCALE = terrain_scope
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OUTPUT_EVENT = trait_specific_interactions.0155
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INVALIDATION_EVENT = fp1_tbc.0102
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}
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}
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else_if = {
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limit = {
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scope:actor = { has_banish_reason = scope:recipient }
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}
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## First inform.
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scope:actor = {
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custom_tooltip = force_duel_criminals_interaction.banish_punishment.tt
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}
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## Finally, begin.
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configure_start_single_combat_effect = {
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SC_INITIATOR = scope:actor
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SC_ATTACKER = scope:actor
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SC_DEFENDER = scope:recipient
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FATALITY = no
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FIXED = no
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LOCALE = terrain_scope
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OUTPUT_EVENT = trait_specific_interactions.0153
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INVALIDATION_EVENT = fp1_tbc.0102
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}
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}
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else_if = {
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limit = {
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scope:actor = { has_imprisonment_reason = scope:recipient }
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}
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scope:actor = {
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custom_tooltip = force_duel_criminals_interaction.imprison_punishment.tt
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}
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configure_start_single_combat_effect = {
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SC_INITIATOR = scope:actor
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SC_ATTACKER = scope:actor
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SC_DEFENDER = scope:recipient
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FATALITY = no
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FIXED = no
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LOCALE = terrain_scope
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OUTPUT_EVENT = trait_specific_interactions.0151
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INVALIDATION_EVENT = fp1_tbc.0102
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}
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}
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}
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auto_accept = yes
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# AI
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ai_potential = {
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has_trait = wrathful
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is_imprisoned = no
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can_start_single_combat_trigger = yes
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}
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ai_target_quick_trigger = {
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adult = yes
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}
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ai_targets = {
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ai_recipients = courtiers
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ai_recipients = guests
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max = 10
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}
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ai_targets = {
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ai_recipients = vassals
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max = 10
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}
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ai_targets = {
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ai_recipients = family
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max = 10
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}
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ai_frequency = 120
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ai_will_do = {
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base = -50
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# Factor for personality (excluding realism).
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modifier = {
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add = {
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value = ai_boldness
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multiply = 1
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}
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}
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modifier = { add = ai_vengefulness }
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modifier = {
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add = {
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value = ai_energy
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multiply = -0.25
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}
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}
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# Don't challenge kinslayer-counting family, unless they're your nemesis.
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modifier = {
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scope:actor = {
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murdering_character_is_kinslaying_in_faith_trigger = {
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CHARACTER = scope:recipient
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FAITH = scope:actor.faith
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}
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}
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scope:recipient = {
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NOT = { has_relation_nemesis = scope:actor }
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}
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add = -1000
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}
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# Don't challenge your spouse, unless they're your nemesis.
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modifier = {
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scope:recipient = {
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is_spouse_of = scope:actor
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NOT = { has_relation_nemesis = scope:actor }
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}
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add = -1000
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}
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# Don't challenge people hopelessly out of your league unless you're really, really not seeing things clearly.
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modifier = {
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scope:actor = {
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prowess_diff = {
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target = scope:recipient
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value <= -15
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}
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ai_rationality >= high_negative_ai_value
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}
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add = -1000
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}
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}
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}
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#IRRITABLE DUELING
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force_duel_anyone_interaction = {
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#need to have a stress level >= 1
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interface_priority = 30
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common_interaction = yes
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||||
category = interaction_category_hostile
|
||||
ai_maybe = yes
|
||||
ai_max_reply_days = 0
|
||||
popup_on_receive = yes
|
||||
pause_on_receive = yes
|
||||
desc = force_duel_anyone_interaction_desc
|
||||
icon = irritable
|
||||
|
||||
greeting = negative
|
||||
notification_text = REQUEST_TRIAL_BY_COMBAT_TEXT
|
||||
|
||||
is_shown = {
|
||||
#Just, verify if the actor is Wrathful
|
||||
scope:actor = { has_trait = irritable }
|
||||
# Can't duel yourself.
|
||||
NOT = { scope:actor = scope:recipient }
|
||||
}
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
# Need to be stressed to be able to force a Duel
|
||||
scope:actor = {
|
||||
custom_description = {
|
||||
stress_level >= 1
|
||||
text = not_enough_stress
|
||||
}
|
||||
}
|
||||
# Calc some stuff that might invalidate elsewhere before the bout is sorted.
|
||||
rival_single_combat_shown_and_not_invalid_trigger = yes
|
||||
# Scope:recipient must be able to fight personally.
|
||||
scope:recipient = { can_start_single_combat_trigger = yes }
|
||||
# Scope:recipient must not be banned from single combat.
|
||||
scope:recipient = {
|
||||
custom_description = {
|
||||
text = fp1_tbc_recipient_banned_from_combat
|
||||
can_start_single_combat_banned_checks_trigger = no
|
||||
}
|
||||
}
|
||||
# Neither of the characters can be imprisoned.
|
||||
scope:actor = { is_imprisoned = no }
|
||||
scope:recipient = { is_imprisoned = no }
|
||||
}
|
||||
|
||||
can_send = {
|
||||
scope:actor = {
|
||||
custom_description = {
|
||||
text = "character_interactions_hostile_actions_disabled_delay"
|
||||
NOT = { has_character_flag = flag_hostile_actions_disabled_delay }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cost = { prestige = medium_prestige_value }
|
||||
cooldown_against_recipient = { years = 10 }
|
||||
|
||||
on_send = {
|
||||
scope:actor = {
|
||||
add_character_flag = {
|
||||
flag = flag_hostile_actions_disabled_delay
|
||||
days = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_accept = {
|
||||
# Set up the bout immediately.
|
||||
## First inform.
|
||||
scope:actor = {
|
||||
add_tyranny = 5
|
||||
add_dread = 5
|
||||
|
||||
custom_tooltip = challenge_to_single_combat_interaction.victor_gets.tt
|
||||
custom_tooltip = challenge_to_single_combat_interaction.loser_gets.tt
|
||||
}
|
||||
## Finally, begin.
|
||||
configure_start_single_combat_effect = {
|
||||
SC_INITIATOR = scope:actor
|
||||
SC_ATTACKER = scope:actor
|
||||
SC_DEFENDER = scope:recipient
|
||||
FATALITY = no
|
||||
FIXED = no
|
||||
LOCALE = terrain_scope
|
||||
OUTPUT_EVENT = perk_interaction.0101
|
||||
INVALIDATION_EVENT = fp1_tbc.0102
|
||||
}
|
||||
|
||||
# If we're a clan this interaction affects unity
|
||||
add_clan_unity_interaction_effect = {
|
||||
CHARACTER = scope:actor
|
||||
TARGET = scope:recipient
|
||||
VALUE = medium_unity_loss
|
||||
DESC = clan_unity_released_anger.desc
|
||||
REVERSE_NON_HOUSE_TARGET = no
|
||||
}
|
||||
}
|
||||
|
||||
auto_accept = yes
|
||||
|
||||
# AI
|
||||
ai_potential = {
|
||||
has_trait = irritable
|
||||
stress_level >= 1
|
||||
is_imprisoned = no
|
||||
can_start_single_combat_trigger = yes
|
||||
}
|
||||
|
||||
ai_target_quick_trigger = {
|
||||
adult = yes
|
||||
}
|
||||
|
||||
ai_targets = {
|
||||
ai_recipients = prisoners
|
||||
ai_recipients = courtiers
|
||||
ai_recipients = guests
|
||||
max = 1
|
||||
}
|
||||
|
||||
ai_targets = {
|
||||
ai_recipients = family
|
||||
max = 10
|
||||
}
|
||||
|
||||
ai_targets = {
|
||||
ai_recipients = vassals
|
||||
max = 10
|
||||
}
|
||||
|
||||
ai_frequency = 120
|
||||
|
||||
ai_will_do = {
|
||||
base = -50
|
||||
|
||||
# Factor for personality (excluding realism).
|
||||
modifier = {
|
||||
add = {
|
||||
value = ai_boldness
|
||||
multiply = 1
|
||||
}
|
||||
}
|
||||
modifier = { add = ai_vengefulness }
|
||||
modifier = {
|
||||
add = {
|
||||
value = ai_energy
|
||||
multiply = -0.25
|
||||
}
|
||||
}
|
||||
# Don't challenge kinslayer-counting family, unless they're your nemesis.
|
||||
modifier = {
|
||||
scope:actor = {
|
||||
murdering_character_is_kinslaying_in_faith_trigger = {
|
||||
CHARACTER = scope:recipient
|
||||
FAITH = scope:actor.faith
|
||||
}
|
||||
}
|
||||
scope:recipient = {
|
||||
NOT = { has_relation_nemesis = scope:actor }
|
||||
}
|
||||
add = -1000
|
||||
}
|
||||
# Don't challenge your spouse, unless they're your nemesis.
|
||||
modifier = {
|
||||
scope:recipient = {
|
||||
is_spouse_of = scope:actor
|
||||
NOT = { has_relation_nemesis = scope:actor }
|
||||
}
|
||||
add = -1000
|
||||
}
|
||||
# Don't challenge people hopelessly out of your league unless you're really, really not seeing things clearly.
|
||||
modifier = {
|
||||
scope:actor = {
|
||||
prowess_diff = {
|
||||
target = scope:recipient
|
||||
value <= -15
|
||||
}
|
||||
ai_rationality >= high_negative_ai_value
|
||||
}
|
||||
add = -1000
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue