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25 changed files with 80404 additions and 2 deletions
2696
common/character_interactions/00_character_interactions.txt
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2696
common/character_interactions/00_character_interactions.txt
Normal file
File diff suppressed because it is too large
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388
common/character_interactions/00_culture_interactions.txt
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388
common/character_interactions/00_culture_interactions.txt
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# Interaction used to convert people when you hybridize or diverge culture
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# Note that it will only be applied to vassals of the parent culture(s)
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# Acceptance is checked *before* culture conversion happens so that it'll be correct in the UI
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# This has the culture traits available in the traits list:
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# modifier = {
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# add = 10
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# desc = TEST
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# culture_pillar:ethos_bellicose = { is_in_list = traits }
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# }
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request_culture_conversion_interaction = {
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category = interaction_category_religion
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special_interaction = request_culture_conversion_interaction
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popup_on_receive = yes
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desc = ask_for_conversion_interaction_desc
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hidden = yes
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is_shown = {
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scope:actor.culture != scope:recipient.culture
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scope:recipient.liege = scope:actor
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NOT = { scope:recipient = { government_has_flag = government_is_landless_minority } }
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}
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is_valid_showing_failures_only = {
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}
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ai_accept = {
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base = -10
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opinion_modifier = {
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opinion_target = scope:actor
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who = scope:recipient
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multiplier = 1
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}
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modifier = {
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desc = ASK_FOR_CONVERSION_SAME_CULTURE_PRESTIGE_LEVEL
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add = {
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value = 10
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multiply = scope:actor.prestige_level
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}
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scope:actor.prestige_level > 0
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scope:recipient.culture = scope:actor.culture
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}
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modifier = {
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desc = ASK_FOR_CONVERSION_RECIPIENT_DIPLOMACY
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add = {
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value = scope:actor.diplomacy
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subtract = scope:recipient.diplomacy
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multiply = 5
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}
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}
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modifier = {
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desc = ASK_FOR_CONVERSION_RECIPIENT_IS_CYNICAL
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add = 30
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scope:recipient = {
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has_trait = cynical
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}
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}
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modifier = {
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desc = ASK_FOR_CONVERSION_RECIPIENT_IS_STUBBORN
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add = -30
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scope:recipient = {
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has_trait = stubborn
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}
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}
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modifier = {
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add = intimidated_external_reason_value
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scope:recipient = {
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has_dread_level_towards = {
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target = scope:actor
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level = 1
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}
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}
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desc = INTIMIDATED_REASON
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}
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modifier = {
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add = cowed_external_reason_value
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scope:recipient = {
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has_dread_level_towards = {
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target = scope:actor
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level = 2
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}
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}
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desc = COWED_REASON
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}
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# Unity modifiers
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evaluate_action_increasing_house_unity = {
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VALUE = 100
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}
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}
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ai_min_reply_days = 1
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ai_max_reply_days = 5
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on_accept = {
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new_culture_created_vassal_conversion_effect = {
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CONVERTEE = scope:recipient
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CONVERTER = scope:actor
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CULTURE = scope:actor.culture
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}
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}
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}
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ai_cultural_hybridization_interaction = {
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hidden = yes
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auto_accept = yes
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ai_potential = {
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has_dlc_feature = hybridize_culture
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OR = {
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top_liege = this
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highest_held_title_tier >= tier_kingdom
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}
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sub_realm_size >= 4
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is_physically_able_adult = yes
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is_at_war = no
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NOT = {
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has_game_rule = none_hybrid_culture_ai_frequency
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}
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}
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is_shown = {
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scope:actor = {
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is_ai = yes
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}
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}
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has_valid_target = {
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exists = scope:target
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}
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ai_set_target = {
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scope:actor = {
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if = {
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limit = {
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any_sub_realm_county = {
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culture != scope:actor.culture
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culture = {
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cultural_acceptance = { target = scope:actor.culture value >= hybridization_ai_threshold_value }
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scope:actor = {
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can_hybridize = prev
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}
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}
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}
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}
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every_sub_realm_county = {
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limit = {
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culture != scope:actor.culture
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culture = {
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cultural_acceptance = { target = scope:actor.culture value >= hybridization_ai_threshold_value }
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scope:actor = {
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can_hybridize = prev
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}
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}
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}
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culture = {
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add_to_list = culture_list
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}
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}
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ordered_in_list = {
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list = culture_list
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limit = { culture_realm_size >= 3 }
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order_by = culture_realm_size
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save_scope_as = target
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}
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}
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}
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}
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on_accept = {
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# Global cooldowns for the lower frequency game rule settings
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if = {
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limit = {
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has_game_rule = less_common_hybrid_culture_ai_frequency
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}
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set_global_variable = { name = has_ai_hybrid_event_cooldown value = yes days = 3650 }
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}
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scope:actor = {
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create_hybrid_culture_with_side_effects = scope:target
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}
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}
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ai_targets = {
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ai_recipients = self
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}
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ai_frequency_by_tier = {
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barony = 0
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county = 120
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duchy = 60
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kingdom = 60
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empire = 60
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hegemony = 60
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}
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ai_will_do = {
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base = 100
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# Unity modifiers
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evaluate_action_increasing_house_unity = {
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VALUE = 100
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}
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modifier = {
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factor = 0.2
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has_game_rule = less_common_hybrid_culture_ai_frequency
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}
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modifier = {
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factor = 0
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exists = global_var:has_ai_hybrid_event_cooldown
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}
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modifier = {
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factor = 0
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culture = {
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has_cultural_parameter = harder_to_hybridize
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}
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}
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modifier = { # The AI should only want to hybridize if they're the second ruler of their culture for their primary title
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factor = 0
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OR = {
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NOT = {
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exists = primary_title.previous_holder
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}
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AND = {
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exists = primary_title.previous_holder
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primary_title.previous_holder.culture != scope:actor.culture
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}
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}
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}
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modifier = { # The AI doesn't want to hybridize if their culture is more than X% bigger than the targeted culture within the same realm (unless it's in the capital, and the capital is the De Jure capital of the primary title)
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factor = 0
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scope:actor.culture.culture_realm_size > scope:target.culture_realm_size_larger_30_percent
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NAND = {
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scope:actor.primary_title.title_capital_county = scope:actor.capital_county
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scope:actor.capital_county.culture = scope:target
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}
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}
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modifier = { # Do not hybridize if 30% or more of your vassals of the relevant culture/s dislike you
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factor = 0
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scope:actor = {
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any_vassal = {
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percent >= 0.3
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OR = {
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culture = scope:actor.culture
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culture = scope:target
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}
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highest_held_title_tier >= tier_county
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opinion = {
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target = scope:actor
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value <= 0
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}
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}
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}
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}
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modifier = { # The AI does not want to create multiple hybrids from the same cultures
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factor = 0
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any_in_global_list = {
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variable = hybrid_cultures
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any_parent_culture = { this = scope:target }
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any_parent_culture = { this = scope:actor.culture }
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}
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}
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# Loose requirements
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modifier = { # The AI does not want to create a hybrid with a hybrid culture that has the same roots
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factor = 0
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has_game_rule = very_relaxed_hybrid_culture_ai_restrictions
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scope:target = { is_hybrid_culture = yes }
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scope:actor.culture = {
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is_hybrid_culture = yes
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any_parent_culture = {
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save_temporary_scope_as = parent_culture_check
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scope:target = {
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any_parent_culture = {
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this = scope:parent_culture_check
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}
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}
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}
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}
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}
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modifier = { # The AI does not want to create a hybrid with a hybrid culture (unless a historical hybrid)
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factor = 0
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has_game_rule = relaxed_hybrid_culture_ai_restrictions
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scope:target = {
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is_hybrid_culture = yes
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culture_is_not_historical_hybrid_trigger = yes
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}
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scope:actor.culture = {
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is_hybrid_culture = yes
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culture_is_not_historical_hybrid_trigger = yes
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}
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}
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modifier = { # The AI does not want to create a hybrid with a hybrid culture or if the target is a hybrid (unless a historical hybrid)
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factor = 0
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has_game_rule = default_hybrid_culture_ai_restrictions
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OR = {
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scope:target = {
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is_hybrid_culture = yes
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culture_is_not_historical_hybrid_trigger = yes
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}
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scope:actor.culture = {
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is_hybrid_culture = yes
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culture_is_not_historical_hybrid_trigger = yes
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}
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}
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}
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modifier = { # The AI does not want to create a hybrid with a hybrid culture that their culture is a parent of, or share heritage of
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factor = 0
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scope:target = {
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is_hybrid_culture = yes
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any_parent_culture = {
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OR = {
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this = scope:actor.culture
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has_same_culture_heritage = scope:actor.culture
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}
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}
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}
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}
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modifier = { # The AI does not want to create a hybrid if their culture is a hybrid of the target culture, or share heritage of
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factor = 0
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scope:actor.culture = {
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is_hybrid_culture = yes
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any_parent_culture = {
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OR = {
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this = scope:target
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has_same_culture_heritage = scope:target
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}
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}
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}
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}
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modifier = { # Avoid hybridizing if your realm is of a significant size and elective, we don't want the HRE Emperor to hybdridize in ugly ways...
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factor = 0
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primary_title = {
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has_order_of_succession = election
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tier >= tier_kingdom
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}
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realm_size >= 50
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any_vassal = {
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highest_held_title_tier >= tier_county
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culture != scope:actor.culture
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}
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}
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modifier = { # Theocrats such as the Pope shouldn't hybridize; they have an influx of different cultures, it's just weird
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factor = 0
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government_has_flag = government_is_theocracy
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}
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modifier = { # Block for Scots and Gaelic specifically
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factor = 0
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scope:actor.culture = {
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OR = {
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this = culture:scottish
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this = culture:gaelic
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}
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}
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scope:target = {
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OR = {
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this = culture:scottish
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this = culture:gaelic
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}
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}
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}
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# Note: As we're checking if we can hybridize with a culture *right now*, a suboptimal culture might be checked. A buffer of 10 acceptance is used by the AI to alleviate this.
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}
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}
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5531
common/character_interactions/00_marriage_interactions.txt
Normal file
5531
common/character_interactions/00_marriage_interactions.txt
Normal file
File diff suppressed because it is too large
Load diff
7703
common/character_interactions/00_religious_interactions.txt
Normal file
7703
common/character_interactions/00_religious_interactions.txt
Normal file
File diff suppressed because it is too large
Load diff
492
common/character_interactions/02_ep1_interactions.txt
Normal file
492
common/character_interactions/02_ep1_interactions.txt
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# Character Interactions for EP1
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##################
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# Fund someone's inspiration
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# by Linnéa Thimrén
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##################
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fund_inspiration_interaction = {
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icon = inspiration
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interface_priority = 30
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common_interaction = yes
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category = interaction_category_vassal
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desc = fund_inspiration_interaction_desc
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is_shown = {
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scope:recipient = {
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is_ruler = no
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inspiration ?= {
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NOT = {
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exists = inspiration_sponsor
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}
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}
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}
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scope:actor = {
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any_courtier_or_guest = {
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this = scope:recipient
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}
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}
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}
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is_highlighted = {
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always = yes
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}
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is_valid_showing_failures_only = {
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scope:recipient = {
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is_physically_able = yes
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is_ruler = no
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trigger_if = {
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limit = {
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NOT = { is_courtier_of = scope:actor }
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}
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can_recruit_character_to_court_trigger = {
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RECRUITER = scope:actor
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RECRUITEE = scope:recipient
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}
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}
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}
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scope:actor = {
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can_sponsor_inspiration = scope:recipient.inspiration
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gold >= scope:recipient.inspiration.base_inspiration_gold_cost
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}
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}
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on_accept = {
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fund_inspiration_effect = yes
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if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = weapon_inspiration } }
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custom_description_no_bullet = { text = weapon_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = armor_inspiration } }
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custom_description_no_bullet = { text = armor_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = book_inspiration } }
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custom_description_no_bullet = { text = book_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = weaver_inspiration } }
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custom_description_no_bullet = { text = weaver_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = adventure_inspiration } }
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custom_description_no_bullet = { text = adventure_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = artisan_inspiration } }
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custom_description_no_bullet = { text = artisan_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = smith_inspiration } }
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custom_description_no_bullet = { text = smith_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = alchemy_inspiration } }
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custom_description_no_bullet = { text = alchemy_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = bow_inspiration } }
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custom_description_no_bullet = { text = bow_inspiration_cost_tt }
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}
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# Add a flag on AI to have an extra cooldown of 3 years
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if = {
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limit = {
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scope:actor = {
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is_ai = yes
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NOT = {
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gold >= 1000
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}
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OR = {
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short_term_gold < ai_inspiration_desired_gold_value
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ai_greed >= 50
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}
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}
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}
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scope:actor = {
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add_character_flag = {
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flag = recently_fund_inspiration
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years = 3
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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 = miniscule_unity_gain
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DESC = clan_unity_inspo.desc
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REVERSE_NON_HOUSE_TARGET = no
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}
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#Mandala Creation Aspect
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scope:actor = {
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if = {
|
||||
limit = { government_has_flag = government_is_mandala }
|
||||
increment_variable_effect = {
|
||||
VAR = num_commissioned_artifacts
|
||||
VAL = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto_accept = {
|
||||
custom_description = {
|
||||
text = auto_accept_interaction_ai
|
||||
object = scope:recipient
|
||||
scope:recipient = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_frequency_by_tier = {
|
||||
barony = 0
|
||||
county = 0
|
||||
duchy = 0
|
||||
kingdom = 10
|
||||
empire = 10
|
||||
hegemony = 10
|
||||
}
|
||||
|
||||
ai_targets = {
|
||||
ai_recipients = guests
|
||||
ai_recipients = courtiers
|
||||
}
|
||||
|
||||
ai_target_quick_trigger = {
|
||||
adult = yes
|
||||
}
|
||||
|
||||
ai_potential = {
|
||||
is_at_war = no
|
||||
OR = {
|
||||
has_royal_court = yes
|
||||
OR = { government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_minority }
|
||||
}
|
||||
gold > ai_inspiration_desired_gold_value
|
||||
NOT = { has_character_flag = recently_fund_inspiration }
|
||||
NOT = { has_variable = conqueror }
|
||||
ai_should_focus_on_building_in_their_capital = no
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
base = 100
|
||||
|
||||
modifier = { # Not as likely to fund inspirations if they already have some going (max three for very prestigious courts)
|
||||
add = {
|
||||
if = {
|
||||
limit = {
|
||||
highest_held_title_tier >= tier_empire
|
||||
any_sponsored_inspiration = {
|
||||
count >= 3
|
||||
}
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
any_sponsored_inspiration = {
|
||||
count >= 2
|
||||
}
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Do not pointlessly fund inspirations you do not need
|
||||
modifier = { # Weapons
|
||||
factor = 0
|
||||
scope:recipient.inspiration = {
|
||||
has_inspiration_type = weapon_inspiration
|
||||
}
|
||||
OR = {
|
||||
any_character_artifact = { # Has a fantastic item already
|
||||
artifact_slot_type = primary_armament
|
||||
rarity = illustrious
|
||||
}
|
||||
AND = { # Have a lot of artifacts already, and the inspired person isn't even very good
|
||||
scope:recipient = {
|
||||
weapon_inspiration_average_skill_value < 15
|
||||
}
|
||||
any_character_artifact = {
|
||||
count >= 2
|
||||
artifact_slot_type = primary_armament
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
modifier = { # Armor
|
||||
factor = 0
|
||||
scope:recipient.inspiration = {
|
||||
has_inspiration_type = armor_inspiration
|
||||
}
|
||||
OR = {
|
||||
any_character_artifact = { # Has a fantastic item already
|
||||
artifact_slot_type = armor
|
||||
rarity = illustrious
|
||||
}
|
||||
AND = { # Have a lot of artifacts already, and the inspired person isn't even very good
|
||||
scope:recipient = {
|
||||
armor_inspiration_average_skill_value < 15
|
||||
}
|
||||
any_character_artifact = {
|
||||
count >= 2
|
||||
artifact_slot_type = armor
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
modifier = { # Warlike AI's only sponsor if they've been at peace for a long time
|
||||
factor = 0
|
||||
ai_has_warlike_personality = yes
|
||||
days_of_continuous_peace < 1825 # 5 years
|
||||
}
|
||||
modifier = { # Cautious AI's only sponsor if they feel safe enough
|
||||
factor = 0
|
||||
ai_has_cautious_personality = yes
|
||||
war_chest_gold < cautious_ai_minimum_war_chest_gold
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
##################
|
||||
# Indebt Guest
|
||||
# by Ewan Cowhig Croft
|
||||
##################
|
||||
|
||||
indebt_guest_interaction = {
|
||||
icon = icon_hostile
|
||||
interface_priority = 120
|
||||
common_interaction = yes
|
||||
ai_max_reply_days = 0
|
||||
cooldown = { years = 5 }
|
||||
|
||||
category = interaction_category_hostile
|
||||
ai_maybe = yes
|
||||
|
||||
desc = indebt_guest_interaction_desc
|
||||
|
||||
greeting = negative
|
||||
pre_answer_maybe_key = ANSWER_MIGHT_SUCCEED
|
||||
pre_answer_no_key = ANSWER_CANT_SUCCEED
|
||||
pre_answer_yes_key = ANSWER_WILL_SUCCEED
|
||||
pre_answer_maybe_breakdown_key = ANSWER_SUM_CHANCE
|
||||
|
||||
ai_potential = {
|
||||
# Repeat some is_shown triggers for performance gains.
|
||||
indebt_guest_interaction_basic_checks_trigger = { ACTOR = this }
|
||||
}
|
||||
|
||||
is_shown = {
|
||||
scope:actor != scope:recipient
|
||||
# Repeat some ai_potential triggers for performance gains.
|
||||
indebt_guest_interaction_basic_checks_trigger = { ACTOR = scope:actor }
|
||||
# Scope:recipient must be a guest.
|
||||
scope:recipient = { is_pool_guest_of = scope:actor }
|
||||
}
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
scope:actor = { is_imprisoned = no }
|
||||
scope:actor = { is_commanding_army = no }
|
||||
# Scope:actor can't have a hook of any kind on scope:recipient already.
|
||||
NOT = {
|
||||
scope:actor = { has_hook = scope:recipient }
|
||||
}
|
||||
# Scope:actor must be able to afford the cost of the decision going wrong.
|
||||
scope:actor.court_grandeur_current >= indebt_guest_interaction_lost_test_grandeur_cost_value
|
||||
}
|
||||
|
||||
can_send = {
|
||||
scope:actor = {
|
||||
custom_description = {
|
||||
text = "character_interactions_hostile_actions_disabled_delay"
|
||||
NOT = { has_character_flag = flag_hostile_actions_disabled_delay }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_send = {
|
||||
scope:actor = {
|
||||
add_character_flag = {
|
||||
flag = flag_hostile_actions_disabled_delay
|
||||
days = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_accept = {
|
||||
scope:actor = {
|
||||
# On accept, you gain a hook & lose some opinion.
|
||||
## Which we only show as a tooltip for now, since it's applied in the event.
|
||||
show_as_tooltip = { indebt_guest_interaction_accepted_effect = yes }
|
||||
# Pop the event.
|
||||
trigger_event = ep1_character_interaction.0001
|
||||
# Reminder that you'll have a chance to direct where they go.
|
||||
custom_tooltip = indebt_guest_interaction.tt.direct_indebted_guest
|
||||
}
|
||||
|
||||
# If we're a clan this interaction affects unity
|
||||
add_clan_unity_interaction_effect = {
|
||||
CHARACTER = scope:actor
|
||||
TARGET = scope:recipient
|
||||
VALUE = miniscule_unity_loss
|
||||
DESC = clan_unity_indebt_guest.desc
|
||||
REVERSE_NON_HOUSE_TARGET = no
|
||||
}
|
||||
}
|
||||
|
||||
on_decline = {
|
||||
# Send a toast.
|
||||
scope:actor = {
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = indebt_guest_interaction.tt.failure
|
||||
left_icon = scope:recipient
|
||||
# On decline, scope:recipient leaves your court...
|
||||
scope:recipient = { select_and_move_to_pool_effect = yes }
|
||||
# ... and you lose a bit of extra grandeur for your audacity.
|
||||
change_current_court_grandeur = indebt_guest_interaction_lost_test_grandeur_cost_value
|
||||
}
|
||||
}
|
||||
|
||||
# If we're a clan this interaction affects unity
|
||||
add_clan_unity_interaction_effect = {
|
||||
CHARACTER = scope:actor
|
||||
TARGET = scope:recipient
|
||||
VALUE = miniscule_unity_loss
|
||||
DESC = clan_unity_indebt_guest_failure.desc
|
||||
REVERSE_NON_HOUSE_TARGET = no
|
||||
}
|
||||
}
|
||||
|
||||
auto_accept = no
|
||||
|
||||
ai_accept = {
|
||||
base = 50
|
||||
|
||||
# Standard intrigue duel.
|
||||
modifier = {
|
||||
add = {
|
||||
value = scope:actor.intrigue
|
||||
multiply = 2
|
||||
}
|
||||
desc = INDEBT_GUEST_INTRIGUE_ACTOR
|
||||
}
|
||||
modifier = {
|
||||
add = {
|
||||
value = scope:recipient.intrigue
|
||||
multiply = -1
|
||||
}
|
||||
desc = INDEBT_GUEST_INTRIGUE_RECIPIENT
|
||||
}
|
||||
# Weight it a bit more in your favour for every point of excess CGV you have.
|
||||
modifier = {
|
||||
add = scope:actor.current_cgv_above_expected_exact_value
|
||||
desc = INDEBT_GUEST_CURRENT_CGV_ABOVE_EXPECTED
|
||||
scope:actor.current_cgv_above_expected_exact_value >= 1
|
||||
}
|
||||
# Some traits may also affect the chances for scope:actor...
|
||||
modifier = {
|
||||
add = 10
|
||||
scope:actor = { has_trait = schemer }
|
||||
}
|
||||
modifier = {
|
||||
add = 10
|
||||
scope:actor = { has_trait = education_intrigue }
|
||||
}
|
||||
modifier = {
|
||||
add = 5
|
||||
scope:actor = { has_trait = deceitful }
|
||||
}
|
||||
modifier = {
|
||||
add = 5
|
||||
scope:actor = { has_trait = vengeful }
|
||||
}
|
||||
modifier = {
|
||||
add = -10
|
||||
scope:actor = { has_trait = honest }
|
||||
}
|
||||
modifier = {
|
||||
add = -5
|
||||
scope:actor = { has_trait = forgiving }
|
||||
}
|
||||
# ... or else for scope:recipient.
|
||||
modifier = {
|
||||
add = -10
|
||||
scope:recipient = { has_trait = schemer }
|
||||
}
|
||||
modifier = {
|
||||
add = -5
|
||||
scope:recipient = { has_trait = education_intrigue }
|
||||
}
|
||||
modifier = {
|
||||
add = -5
|
||||
scope:recipient = { has_trait = deceitful }
|
||||
}
|
||||
modifier = {
|
||||
add = 10
|
||||
scope:recipient = { has_trait = honest }
|
||||
}
|
||||
}
|
||||
|
||||
# AI
|
||||
ai_targets = {
|
||||
ai_recipients = guests
|
||||
chance = 0.5
|
||||
}
|
||||
ai_frequency_by_tier = {
|
||||
barony = 0
|
||||
county = 0
|
||||
duchy = 0
|
||||
kingdom = 10
|
||||
empire = 10
|
||||
hegemony = 10
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
base = -100
|
||||
|
||||
# This is a silly way for the AI to spend its CGV, so we keep 'em off it most of the time.
|
||||
# Unless they've got a scheme on the go at their nemesis' court...
|
||||
modifier = {
|
||||
add = 100
|
||||
scope:actor = {
|
||||
any_relation = { type = nemesis }
|
||||
any_scheme = {
|
||||
count >= 1
|
||||
scheme_target_character = {
|
||||
any_relation = {
|
||||
type = nemesis
|
||||
count >= 1
|
||||
this = scope:actor
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# ... *and* they're likely to win due to having higher intrigue, but without scope:recipient being too terrible.
|
||||
modifier = {
|
||||
add = 25
|
||||
indebt_guest_interaction_get_intrigue_difference_value >= indebt_guest_interaction_likely_success_control_value
|
||||
scope:recipient = { intrigue >= high_skill_rating }
|
||||
}
|
||||
modifier = {
|
||||
add = 25
|
||||
indebt_guest_interaction_get_intrigue_difference_value >= indebt_guest_interaction_likely_success_control_value
|
||||
scope:recipient = { intrigue >= very_high_skill_rating }
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
indebt_guest_interaction_get_intrigue_difference_value >= indebt_guest_interaction_likely_success_control_value
|
||||
scope:recipient = { intrigue >= extremely_high_skill_rating }
|
||||
}
|
||||
}
|
||||
}
|
||||
5491
common/character_interactions/03_fp2_interactions.txt
Normal file
5491
common/character_interactions/03_fp2_interactions.txt
Normal file
File diff suppressed because it is too large
Load diff
7965
common/character_interactions/06_ep3_laamp_interactions.txt
Normal file
7965
common/character_interactions/06_ep3_laamp_interactions.txt
Normal file
File diff suppressed because it is too large
Load diff
11274
common/character_interactions/09_mpo_interactions.txt
Normal file
11274
common/character_interactions/09_mpo_interactions.txt
Normal file
File diff suppressed because it is too large
Load diff
Loading…
Add table
Add a link
Reference in a new issue