diff --git a/common/coat_of_arms/dynamic_definitions/NEOW_numenorian_coa.txt b/common/coat_of_arms/dynamic_definitions/NEOW_numenorian_coa.txt deleted file mode 100644 index e62f096c..00000000 --- a/common/coat_of_arms/dynamic_definitions/NEOW_numenorian_coa.txt +++ /dev/null @@ -1,21 +0,0 @@ -e_france = { - item = { - trigger = { - holder = { - faith = faith:romanticist - } - } - coat_of_arms = k_gondor - } -} - -# e_france = { - # item = { - # trigger = { - # holder = { - # faith = faith:romanticist - # } - # } - # coat_of_arms = e_numenor - # } -# } \ No newline at end of file diff --git a/common/on_action/religion_on_actions.txt b/common/on_action/religion_on_actions.txt new file mode 100644 index 00000000..bf006cc4 --- /dev/null +++ b/common/on_action/religion_on_actions.txt @@ -0,0 +1,1036 @@ +#On actions related to religion + +# Code on-action: character creates a faith +# Root is the creator +# scope:old_faith is the faith they used to have +on_faith_created = { + effect = { + remove_character_modifier = religious_reformer_modifier + # If you have a legend maybe we change it? + if = { + limit = { + has_legend_chapter_trigger = { CHAPTER = opening } + promoted_legend ?= { + exists = legend_property:faith + exists = legend_property:religion + } + NOT = { + promoted_legend ?= { + has_legend_chapter = { + name = opening + localization_key = legend_chapter_opening_new_faith + } + } + } + } + send_interface_toast = { + title = legend_chapter_change_toast + left_icon = root + promoted_legend = { + set_legend_chapter = { + name = opening + localization_key = legend_chapter_opening_new_faith + } + } + } + } + else_if = { + limit = { + has_legend_chapter_trigger = { CHAPTER = opening } + } + random = { + chance = 75 + send_interface_toast = { + title = legend_chapter_change_toast + left_icon = root + promoted_legend = { + set_legend_chapter = { + name = opening + localization_key = legend_chapter_opening_new_faith_generic + } + } + } + } + } + scope:old_faith = { + if = { + limit = { has_doctrine_parameter = unreformed } + set_variable = { name = has_been_reformed } + root = { + if = { + limit = { + government_allows = state_faith + liege = this + primary_title.state_faith = scope:old_faith + } + primary_title = { set_state_faith = faith } + } + if = { + limit = { + NOT = { has_character_flag = reformer_legend } + has_dlc_feature = legends + NOT = { has_game_rule = historical_legends_only } + } + add_character_flag = reformer_legend + create_legend_seed = { + type = holy + quality = famed + chronicle = new_faith_legend + properties = { + reformer = root + faith = root.faith + religion = root.religion + reason = flag:pagan_reformation + } + } + } + } + every_faith_character = { + limit = { + has_character_flag = forced_conversion_on_reform + } + set_character_faith = root.faith + every_vassal_or_below = { + limit = { faith = scope:old_faith } + random = { + chance = 75 + set_character_faith = root.faith + } + } + every_sub_realm_county = { + limit = { faith = scope:old_faith } + random = { + chance = 75 + set_county_faith = root.faith + } + } + } + } + else = { + root = { + if = { + limit = { + NOT = { has_character_flag = reformer_legend } + has_dlc_feature = legends + NOT = { has_game_rule = historical_legends_only } + } + add_character_flag = reformer_legend + create_legend_seed = { + type = holy + quality = famed + chronicle = new_faith_legend + properties = { + reformer = root + faith = root.faith + religion = root.religion + reason = flag:new_faith + } + } + } + } + } + + root = { play_music_cue = "mx_cue_faith_conversion" } + } + set_variable = { + name = has_created_a_faith + } + check_for_equal_doctrine_effect = yes + # Set up diff-faith HoFs. + faith = { + # If we have a diff-faith HoF, we want to account for that. + ## Islamic use-case: we want same-Mohammad's Succession faiths to keep following their appropriate caliphs. + if = { + limit = { + # Are we in the correct religion? + religion = religion:islam_religion + # Faiths with no HoF or a spiritual head aren't relevant for these calculations. + has_doctrine = doctrine_temporal_head + } + # Grab a scope for tooltip loc, since they complain about root. + root = { save_scope_as = reformer } + # Sunni path. + if = { + limit = { has_doctrine = muhammad_succession_sunni_doctrine } + root = { trigger_event = head_of_faith.0001 } + } + # Shia path. + else_if = { + limit = { has_doctrine = muhammad_succession_shia_doctrine } + root = { trigger_event = head_of_faith.0011 } + } + # Muhakkima path. + else_if = { + limit = { has_doctrine = muhammad_succession_muhakkima_doctrine } + root = { trigger_event = head_of_faith.0021 } + } + # Zandaqa path. + else_if = { + limit = { has_doctrine = muhammad_succession_zandaqa_doctrine } + root = { trigger_event = head_of_faith.0031 } + } + } + ## Faiths with the Rite tenet get to keep their old HoF. + else_if = { + limit = { + # Assuming they exist. + exists = scope:old_faith.religious_head + # & have the appropriate doctrine parameter. + has_doctrine_parameter = maintains_head_of_faith_on_creation + } + set_religious_head_title = scope:old_faith.religious_head_title + # Christian faiths also get to keep ecumenism. + if = { + limit = { + scope:old_faith = { has_doctrine = special_doctrine_ecumenical_christian } + } + add_doctrine = special_doctrine_ecumenical_christian + } + } + ## Otherwise, everyone else should lose their HoF, so we don't need to do anything. + } + # Achievements. + root = { + add_achievement_flag_effect = { FLAG = achievement_its_not_a_cult_flag } + } + if = { + limit = { + scope:old_faith = { + religion_tag = west_african_religion + has_doctrine_parameter = unreformed + } + } + add_achievement_global_variable_effect = { + VARIABLE = achievement_mother_of_us_all_siguic + VALUE = yes + } + } + if = { + limit = { + scope:old_faith = { + religion_tag = west_african_orisha_religion + has_doctrine_parameter = unreformed + } + } + add_achievement_global_variable_effect = { + VARIABLE = achievement_mother_of_us_all_orisha + VALUE = yes + } + } + if = { + limit = { + scope:old_faith = { + religion_tag = west_african_bori_religion + has_doctrine_parameter = unreformed + } + } + add_achievement_global_variable_effect = { + VARIABLE = achievement_mother_of_us_all_bori + VALUE = yes + } + } + if = { + limit = { + scope:old_faith = { + religion_tag = west_african_roog_religion + has_doctrine_parameter = unreformed + } + } + add_achievement_global_variable_effect = { + VARIABLE = achievement_mother_of_us_all_roog_sene + VALUE = yes + } + } + if = { + limit = { + scope:old_faith = { + religion_tag = akom_religion + has_doctrine_parameter = unreformed + } + } + add_achievement_global_variable_effect = { + VARIABLE = achievement_mother_of_us_all_akom + VALUE = yes + } + } + if = { + limit = { + scope:old_faith = { + religion_tag = kushitism_religion + has_doctrine_parameter = unreformed + } + } + add_achievement_global_variable_effect = { + VARIABLE = achievement_mother_of_us_all_kushitism + VALUE = yes + } + } + if = { + limit = { + scope:old_faith = { + religion_tag = waaqism_religion + has_doctrine_parameter = unreformed + } + } + add_achievement_global_variable_effect = { + VARIABLE = achievement_mother_of_us_all_waaqism + VALUE = yes + } + } + if = { + limit = { + scope:old_faith = { + religion_tag = north_african_religion + has_doctrine_parameter = unreformed + } + } + add_achievement_global_variable_effect = { + VARIABLE = achievement_mother_of_us_all_achamanism + VALUE = yes + } + } + } + + events = { + faith_conversion.0001 # Convert capital county + faith_conversion.0003 # Convert close family + faith_creation.0001 # Temporal rel head setup + faith_creation.0002 # Spiritual rel head setup + faith_creation.0003 # Faith flags + faith_creation.1000 # Notification event + } +} + +# Code on-action: character converts faith. Only fired when using the convert window, or the script effect that uses the same logic +# Root is the converted character +# scope:old_faith is the faith they used to have +# scope:actor is the character instigating the conversion +on_faith_conversion = { + events = { + faith_conversion.0001 # Convert capital county + faith_conversion.0003 # Convert close family + faith_conversion.1002 # Player-only narrative-notification event + faith_conversion.1101 # Notify vassals of conversion + } + + effect = { + + ################ N3OW Dynamic Titles ################## + + if = { + limit = { + has_title = title:e_france + faith = faith:carolingian + } + title:e_france = { + set_title_name_dynamic = Carolingia + set_title_color = { 255 216 0 } + } + } + + ###################################################### + + # EP3 - State Faith + if = { + limit = { + OR = { + government_allows = state_faith + top_liege = { government_allows = state_faith } + } + } + # Character uses decision to Adopt State Faith + if = { + limit = { has_character_flag = adopted_state_faith } + top_liege = { + if = { + limit = { + has_opinion_modifier = { + target = root + modifier = converted_to_state_faith_opinion + } + } + remove_opinion = { + target = root + modifier = converted_to_state_faith_opinion + } + } + every_vassal = { + custom = every_governor_of_state_faith + limit = { + has_opinion_modifier = { + target = root + modifier = converted_to_state_faith_opinion + } + } + remove_opinion = { + target = root + modifier = converted_to_state_faith_opinion + } + } + } + } + + # Character is converted to state faith and gains influence + if = { + limit = { + faith = top_liege.primary_title.state_faith + government_allows = administrative + } + change_influence = minor_influence_gain + hidden_effect = { + faith = { save_scope_as = old_faith } + top_liege.faith = { save_scope_as = new_faith } + create_character_memory = { type = adopted_state_faith_memory } + scope:new_memory = { + set_variable = { + name = old_faith + value = scope:old_faith + } + set_variable = { + name = new_faith + value = scope:new_faith + } + set_variable = { + name = title + value = root.top_liege.primary_title + } + } + } + } + } + } +} + +# Code on-action: character changes faith. Not called when a character gets a faith on birth, creation, and similar +# Root is the character +# scope:old_faith is the faith they used to have +on_character_faith_change = { + effect = { + check_for_equal_doctrine_effect = yes + every_held_title = { + update_dynamic_coa = yes + } + + # Struggles + ## Struggle Catalysts + ### Heir changes culture while under age + if = { + limit = { + catalyst_very_important_child_change_culture_or_faith_preliminary_trigger = yes + } + random_parent = { + limit = { + any_character_struggle = { + involvement = involved + } + } + every_character_struggle = { + involvement = involved + activate_struggle_catalyst = { + catalyst = catalyst_very_important_child_change_culture_or_faith + character = root + } + } + } + } + ## Struggle Effects + ### persian_struggle: switching faith to anything that isn't an orthodox Sunni creed'll flip you to detractor. + if = { + limit = { + # Gotta be in the appropriate struggle. + any_character_struggle = { this = struggle:persian_struggle } + # Filter out pre-existing detractors. + NOT = { has_trait = fp3_struggle_detractor } + # Now, check the new faith. + exists = title:d_sunni.holder + OR = { + NOT = { exists = faith.religious_head } + NOT = { faith.religious_head = title:d_sunni.holder } + } + } + send_interface_toast = { + type = event_toast_effect_neutral + title = persian_struggle.tt.converted_away_from_sunni_orthodoxy + left_icon = root + hidden_effect = { remove_trait = fp3_struggle_supporter } + add_trait_force_tooltip = fp3_struggle_detractor + } + } + + # Local conversion + if = { + limit = { + exists = root.capital_province + root.capital_province.faith = root.faith + any_character_struggle = { + involvement = involved + phase_has_catalyst = catalyst_convert_local_culture_faith + is_faith_involved_in_struggle = root.faith + } + } + every_character_struggle = { + involvement = involved + activate_struggle_catalyst = { + catalyst = catalyst_convert_local_culture_faith + character = root + } + } + } + else_if = { # Forced conversion + limit = { + any_character_struggle = { + involvement = involved + is_faith_involved_in_struggle = root.faith + phase_has_catalyst = catalyst_forced_conversion + } + } + every_character_struggle = { + involvement = involved + activate_struggle_catalyst = { + catalyst = catalyst_forced_conversion + character = root + } + } + } + else_if = { + limit = { + has_trait = fp3_struggle_supporter + any_character_struggle = { + involvement = involved + is_faith_involved_in_struggle = root.faith + phase_has_catalyst = catalyst_supporter_forced_conversion + } + } + every_character_struggle = { + involvement = involved + activate_struggle_catalyst = { + catalyst = catalyst_supporter_forced_conversion + character = root + } + log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_supporter_forced_conversion } + } + } + else_if = { + limit = { + has_trait = fp3_struggle_detractor + any_character_struggle = { + involvement = involved + is_faith_involved_in_struggle = root.faith + phase_has_catalyst = catalyst_detractor_forced_conversion + } + } + every_character_struggle = { + involvement = involved + activate_struggle_catalyst = { + catalyst = catalyst_detractor_forced_conversion + character = root + } + log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_detractor_forced_conversion } + } + } + + + # Achievements + if = { + limit = { is_ai = no } + + if = { # FP2 - Basque In My Glory + limit = { faith = faith:basque_pagan } + add_achievement_global_variable_effect = { + VARIABLE = fp2_basque_in_my_glory_achievement_unlocked + VALUE = yes + } + } + } + + # Hostage story cycle + if = { + limit = { + is_hostage = yes + is_adult = no + # Did they just change to their captor's culture + faith = warden.faith + } + save_scope_as = hostage + warden = { + trigger_event = bp2_yearly.8050 + } + } + + if = { + limit = { + has_variable = japan_1010_discount + var:japan_1010_discount = faith + } + remove_variable = japan_1010_discount + } + + if = { + limit = { + has_character_flag = tgp_japan_1040_discount + faith.religion = religion:shintoism_religion + } + remove_character_flag = tgp_japan_1040_discount + } + + #Lose Mandala if you change to a monotheist faith + mandala_no_longer_polytheist_effect = yes + } + events = { + faith_conversion.0002 # Remove obsolete modifiers + faith_conversion.0004 # Convert Theocracies + faith_conversion.0005 # Update marriage opinions + great_holy_war.0025 # Replace Recipient for ongoing GHW + great_holy_war.0029 # Beneficiary converted, remove and replace. + great_holy_war.0059 # Clear Crusader traits on conversion. + great_holy_war.0084 # Replace fallback ghw recipient + great_holy_war.0085 # Remove pledged vassals upon conversion of their liege. + war_event.3100 # Handles invalidation of religious wars + } +} + +# Code on-action: once a month for each faith +# Root is the faith +on_faith_monthly = { + on_actions = { + faith_holy_order_land_acquisition_pulse + delay = { days = { 5 10 }} + faith_heresy_events_pulse + delay = { days = { 15 20 }} + faith_fervor_events_pulse + } + events = { + hajj.0010 #Someone changed their capital to Mecca without having the Hajjaj trait + great_holy_war.0010 #Great Holy Wars are unlocked for a Faith. + great_holy_war.0001 + great_holy_war.0022 #Pope harasses players for not pledging support to Crusade yet. + great_holy_war.0030 #Monthly cleanup for Beneficiaries becoming unfit for various reasons. + } + effect = { + # Religious migrants created by the County Conversion council task move somewhere safe + random = { + chance = 4 # Roughly once every 2 years + save_scope_as = target_faith + if = { + limit = { + exists = var:converted_development + var:converted_development >= 1 + NOT = { + has_doctrine_parameter = unreformed + } + } + # Save all suitable rulers + random = { + chance = var:converted_development + save_scope_as = faith_target + every_independent_ruler = { + limit = { + is_landed = yes + NOT = { government_has_flag = government_is_herder } + # A very large area - enough for a province in north-western india to reach all of Borneo + "this.capital_province.squared_distance(root.var:associated_county.title_province)" <= squared_distance_mega + any_sub_realm_county = { + faith = prev.faith + } + trigger_if = { + limit = { + has_variable_list = faiths_converted_in_counties + } + NOT = { + is_target_in_variable_list = { + name = faiths_converted_in_counties + target = scope:target_faith + } + } + } + } + add_to_list = migration_targets + every_vassal = { + limit = { + is_landed = yes + highest_held_title_tier >= tier_duchy + any_sub_realm_county = { + faith = prev.faith + } + trigger_if = { + limit = { + has_variable_list = faiths_converted_in_counties + } + NOT = { + is_target_in_variable_list = { + name = faiths_converted_in_counties + target = scope:target_faith + } + } + } + } + add_to_list = migration_targets + } + } + every_player = { + limit = { + is_landed = yes + NOT = { government_has_flag = government_is_herder } + NOT = { is_in_list = migration_targets } + # A vary large area - enough for a province in north-western india to reach all of Borneo + "this.capital_province.squared_distance(root.var:associated_county.title_province)" <= squared_distance_mega + any_sub_realm_county = { + faith = prev.faith + } + trigger_if = { + limit = { + has_variable_list = faiths_converted_in_counties + } + NOT = { + is_target_in_variable_list = { + name = faiths_converted_in_counties + target = scope:target_faith + } + } + } + } + add_to_list = migration_targets + } + # If the faith is still large, they only want to move to same-faith rulers + if = { + limit = { + num_county_followers >= 40 + } + random_in_list = { + list = migration_targets + limit = { + faith = root + any_sub_realm_county = { + faith = root + } + # Do NOT go within the same realm as you were converted from + top_liege != scope:target_faith.var:associated_county.holder.top_liege + } + weight = { + base = 1 + modifier = { + add = 3 + is_ai = no + } + modifier = { + add = 3 + government_has_flag = government_is_mandala + } + modifier = { + add = 10 + highest_held_title_tier >= tier_kingdom + } + modifier = { + add = root.var:converted_development + NOT = { government_has_flag = government_is_nomadic } + any_sub_realm_county = { + count >= { + value = root.var:converted_development + divide = 2 + } + faith = root + } + } + modifier = { + add = 0.1 + government_has_flag = government_is_nomadic + } + modifier = { + add = 0.1 + highest_held_title_tier <= tier_county + } + } + save_scope_as = ruler_target + save_scope_as = seeking_same_faith_counties + trigger_event = global_religion.1000 + } + } + # Smaller faiths can go wherever + else = { + random_in_list = { + list = migration_targets + limit = { + NOR = { + top_liege = scope:target_faith.var:associated_county.holder.top_liege # Do NOT go within the same realm as you were converted from + faith = { has_doctrine = doctrine_pluralism_fundamentalist } + culture = { has_cultural_tradition = tradition_zealous_people } + } + OR = { + faith = { + faith_hostility_level = { + target = root + value <= faith_astray_level + } + } + faith = { has_doctrine = tenet_adaptive } + faith = { has_doctrine_parameter = unreformed } + faith = { has_doctrine = doctrine_pluralism_pluralistic } + culture = { has_cultural_tradition = tradition_religion_blending } + culture = { has_cultural_parameter = less_likely_to_force_conversion } + has_trait = nomadic_philosophy + AND = { + is_ai = no + has_perk = open_minded_perk + } + } + any_held_title = { + tier = tier_county + faith = prev.faith + trigger_if = { + limit = { + has_variable_list = faiths_converted_in_the_county + } + NOT = { + is_target_in_variable_list = { + name = faiths_converted_in_the_county + target = scope:target_faith + } + } + } + trigger_if = { + limit = { + holder = { + is_ai = yes + } + } + holder = { + is_ai = yes + } + } + } + } + weight = { + base = 1 + modifier = { + add = 3 + is_ai = no + } + modifier = { + add = 3 + government_has_flag = government_is_mandala + } + modifier = { + add = 10 + highest_held_title_tier >= tier_kingdom + } + modifier = { + add = root.var:converted_development + NOT = { government_has_flag = government_is_nomadic } + any_sub_realm_county = { + count >= { + value = root.var:converted_development + divide = 2 + } + faith = prev.faith + } + } + modifier = { + add = 0.1 + government_has_flag = government_is_nomadic + } + modifier = { + add = 0.1 + highest_held_title_tier <= tier_county + } + } + save_scope_as = ruler_target + save_scope_as = seeking_any_counties + trigger_event = global_religion.1000 + } + } + } + } + } + } +} + +faith_holy_order_land_acquisition_pulse = { + trigger = { + any_faith_holy_order = { + always = yes + } + } + + random_events = { + chance_to_happen = 17 # ~1 every six months + chance_of_no_event = { + value = 100 + every_faith_holy_order = { + subtract = 5 + } + every_ruler = { + limit = { + holy_order_1000_request_target_trigger = yes + } + subtract = 5 + } + if = { + limit = { + NOT = { + any_faith_holy_order = { + num_leased_titles < holy_order_barony_number_soft_threshold + } + } + } + add = 80 + } + min = 30 + } + 100 = 0 + 500 = holy_order.1000 + } +} + +faith_heresy_events_pulse = { + trigger = { + fervor <= 40 + NOR = { + has_doctrine_parameter = unreformed + has_variable = current_heresy + } + } + + random_events = { + chance_to_happen = 25 + chance_of_no_event = { + if = { + limit = { fervor > 30 } + value = 90 + } + else_if = { + limit = { fervor > 20 } + value = 70 + } + else_if = { + limit = { fervor > 10 } + value = 40 + } + } + 100 = heresy.0001 + 100 = heresy.0005 + } +} + +faith_fervor_events_pulse = { + trigger = { + NOR = { + has_doctrine_parameter = unreformed + has_variable = recent_fervor_event + } + } + + random_events = { + chance_to_happen = 6 # ~53% chance of occurring within a given year. 90% chance within 3 years, 99.8% chance within 5. + 100 = fervor.1001 + 100 = fervor.2001 + } +} + +pagan_conversion_pulse = { + trigger = { #Is the character ready to convert? + is_ai = yes + OR = { + top_liege = this + AND = { # Steppe people convert a bit more often & freely + capital_province ?= { geographical_region = world_steppe } + primary_title.tier >= tier_duchy + } + } + government_has_flag = government_is_tribal + OR = { + has_realm_law = tribal_authority_2 + has_realm_law = tribal_authority_3 + } + faith = { has_doctrine_parameter = unreformed } + prestige_level >= 1 #lower than the regular requirement to make sure some rulers can convert + trigger_if = { # Lighten the dev requirements progressively + limit = { + OR = { + current_date <= 950.1.1 + AND = { + capital_province ?= { geographical_region = world_steppe } + primary_title.tier >= tier_duchy + } + } + } + capital_province.county = { + development_level >= 7 #lower than the regular requirement to make sure some rulers can convert + } + } + trigger_else_if = { + limit = { + current_date <= 1000.1.1 + } + capital_province.county = { + development_level >= 6 #lower than the regular requirement to make sure some rulers can convert + } + } + trigger_else = { + capital_province.county = { + development_level >= 5 #lower than the regular requirement to make sure some rulers can convert + } + } + + culture = { + calc_true_if = { + amount >= 7 + has_innovation = innovation_motte + has_innovation = innovation_catapult + has_innovation = innovation_barracks + has_innovation = innovation_mustering_grounds + has_innovation = innovation_bannus + has_innovation = innovation_quilted_armor + has_innovation = innovation_gavelkind + has_innovation = innovation_crop_rotation + has_innovation = innovation_city_planning + has_innovation = innovation_casus_belli + has_innovation = innovation_plenary_assemblies + has_innovation = innovation_ledger + has_innovation = innovation_development_01 + has_innovation = innovation_currency_01 + } + } + } + + events = { + global_religion.0001 #Pagan reformed by neighbor, spouse, soulmate, friend, or geographic location + } +} + +# Code on-action: when a great holy war no longer has a valid target, and there was no one left in the target kingdom to replace them. The target scopes will still point to the last target at this point +# If a new target is not picked in script, the GHW will be invalidated +# Root is the great holy war +on_potential_great_holy_war_invalidation = { + events = { + great_holy_war.0004 + } +} + +# Code on-action: when on_potential_great_holy_war_invalidation did not find a new target, and the GHW is about to be destroyed. no way out at this point +# Root is the great holy war +on_great_holy_war_invalidation = { + events = { + great_holy_war.0055 #Send notifications to players. + } +} + +# Code on-action: when the GHW's war launch countdown hits zero. If a war is not started at this point, the GHW will invalidate, bypassing on_potential_great_holy_war_invalidation but not on_great_holy_war_invalidation +# Root is the great holy war +on_great_holy_war_countdown_end = { + trigger = { #Only launch the holy war if attacker strength is above one third of defender. + ghw_attackers_strength >= third_of_defenders_strength + } + events = { + great_holy_war.0005 + } +} + +# Code on-action: when a character in a GHW is replaced. This can only happen when the war has begun, and a participant dies; if they get replaced in the war by someone of the right faith, then this will get called. Can be used to validate their benficiary, for instance +# Root is character being replaced +# scope:great_holy_war is the GHW +# scope:replacement is the replacement character +on_great_holy_war_participant_replaced = { + events = { + great_holy_war.0027 #Refresh Beneficiary for AI. + } +}