idk why I dont have a cursor
This commit is contained in:
parent
701d55c01f
commit
cda3acdcea
349 changed files with 78627 additions and 7804 deletions
281
common/scripted_triggers/00_game_rule_triggers.txt
Normal file
281
common/scripted_triggers/00_game_rule_triggers.txt
Normal file
|
|
@ -0,0 +1,281 @@
|
|||
hungarian_migration_valid_ai_mogyer_ruler_trigger = {
|
||||
culture = culture:mogyer
|
||||
is_ai = yes
|
||||
government_has_flag = government_is_tribal
|
||||
is_at_war = no
|
||||
highest_held_title_tier <= tier_kingdom
|
||||
OR = {
|
||||
is_independent_ruler = yes
|
||||
NOT = {
|
||||
liege = { culture = culture:mogyer }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
hungarian_migration_valid_pannonian_target_trigger = {
|
||||
NOR = {
|
||||
culture = culture:mogyer
|
||||
any_liege_or_above = { culture = culture:mogyer }
|
||||
}
|
||||
is_ai = yes
|
||||
any_realm_county = {
|
||||
count >= $COUNT$
|
||||
title_province = { geographical_region = custom_hungary }
|
||||
}
|
||||
}
|
||||
|
||||
exclave_independence_trigger = {
|
||||
is_independent_ruler = yes
|
||||
NOT = { has_title = title:k_papal_state }
|
||||
exists = root.capital_province
|
||||
any_sub_realm_title = {
|
||||
tier = tier_county
|
||||
NOT = {
|
||||
is_connected_to = {
|
||||
target = root.capital_province.county
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_if = {
|
||||
limit = {
|
||||
exists = primary_heir
|
||||
}
|
||||
primary_heir = {
|
||||
NOR = {
|
||||
is_independent_ruler = yes # Disallow this when the heir is independent, lest we risk breaking up realms that should be connected
|
||||
is_ai = no # Players always inherit everything
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Sometimes we disable these events for specific characters.
|
||||
harm_game_rule_enablement_trigger = {
|
||||
# Disable entirely if harm_safe.
|
||||
trigger_if = {
|
||||
limit = { has_game_rule = harm_safe }
|
||||
always = no
|
||||
}
|
||||
# harm_target_player_only
|
||||
trigger_else_if = {
|
||||
limit = { has_game_rule = harm_target_player_only }
|
||||
is_ai = no
|
||||
}
|
||||
# harm_target_ai_only
|
||||
trigger_else_if = {
|
||||
limit = { has_game_rule = harm_target_ai_only }
|
||||
is_ai = yes
|
||||
}
|
||||
# harm_target_all
|
||||
trigger_else = { always = yes }
|
||||
# Never just kill the player if it'd utterly game-over them.
|
||||
trigger_if = {
|
||||
limit = { is_ai = no }
|
||||
# Either because they have no heir.
|
||||
exists = player_heir
|
||||
# Or because they have an heir they can't survive with.
|
||||
player_heir.dynasty ?= dynasty
|
||||
}
|
||||
# Immortals do not receive harm events, as they would be inevitably killed by them over a long enough period of time.
|
||||
NOT = { has_trait = immortal }
|
||||
}
|
||||
|
||||
# Who do we care about when recording variable logs for harm events?
|
||||
harm_game_rule_valid_for_logging_trigger = {
|
||||
OR = {
|
||||
AND = {
|
||||
highest_held_title_tier >= tier_duchy
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_theocracy
|
||||
}
|
||||
}
|
||||
any_close_family_member = {
|
||||
highest_held_title_tier >= tier_duchy
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_theocracy
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = {
|
||||
trigger_if = {
|
||||
limit = { has_game_rule = title_creation_imperial_power_projection_targeting_ai_only }
|
||||
is_ai = yes
|
||||
}
|
||||
trigger_else_if = {
|
||||
limit = { has_game_rule = title_creation_imperial_power_projection_targeting_player_only }
|
||||
is_ai = no
|
||||
}
|
||||
trigger_else = { always = yes }
|
||||
}
|
||||
|
||||
rule_title_creation_imperial_power_projection_title_creation_trigger = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_game_rule = title_creation_imperial_power_projection_any_power_advantage
|
||||
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
|
||||
highest_held_title_tier <= tier_kingdom
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_advantage
|
||||
any_neighboring_top_liege_realm_owner = {
|
||||
count = all
|
||||
trigger_if = {
|
||||
limit = { highest_held_title_tier >= tier_empire }
|
||||
save_temporary_scope_as = char_temp
|
||||
OR = {
|
||||
any_close_family_member = { is_spouse_of = root }
|
||||
root = { has_strong_hook = scope:char_temp }
|
||||
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
|
||||
}
|
||||
}
|
||||
trigger_else = { always = yes }
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else_if = {
|
||||
limit = {
|
||||
has_game_rule = title_creation_imperial_power_projection_hard_power_only
|
||||
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
|
||||
highest_held_title_tier <= tier_kingdom
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only
|
||||
any_neighboring_top_liege_realm_owner = {
|
||||
count = all
|
||||
trigger_if = {
|
||||
limit = { highest_held_title_tier >= tier_empire }
|
||||
save_temporary_scope_as = char_temp
|
||||
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
|
||||
}
|
||||
trigger_else = { always = yes }
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else_if = {
|
||||
limit = {
|
||||
has_game_rule = title_creation_imperial_power_projection_soft_power_only
|
||||
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
|
||||
highest_held_title_tier <= tier_kingdom
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.soft_power_only
|
||||
any_neighboring_top_liege_realm_owner = {
|
||||
count = all
|
||||
trigger_if = {
|
||||
limit = { highest_held_title_tier >= tier_empire }
|
||||
save_temporary_scope_as = char_temp
|
||||
OR = {
|
||||
any_close_family_member = { is_spouse_of = root }
|
||||
root = { has_strong_hook = scope:char_temp }
|
||||
}
|
||||
}
|
||||
trigger_else = { always = yes }
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else_if = {
|
||||
limit = {
|
||||
has_game_rule = title_creation_imperial_power_projection_hard_power_only_strict
|
||||
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
|
||||
highest_held_title_tier <= tier_kingdom
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only_strict.neighbours
|
||||
any_neighboring_top_liege_realm_owner = {
|
||||
count = all
|
||||
trigger_if = {
|
||||
limit = { highest_held_title_tier >= tier_empire }
|
||||
save_temporary_scope_as = char_temp
|
||||
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
|
||||
}
|
||||
trigger_else = { always = yes }
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only_strict.de_jure_sharers
|
||||
any_sub_realm_county = {
|
||||
count = all
|
||||
empire = {
|
||||
OR = {
|
||||
is_title_created = no
|
||||
holder = {
|
||||
save_temporary_scope_as = char_temp
|
||||
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else_if = {
|
||||
limit = {
|
||||
has_game_rule = title_creation_imperial_power_projection_any_power_strict
|
||||
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
|
||||
highest_held_title_tier <= tier_kingdom
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_strict.neighbours
|
||||
any_neighboring_top_liege_realm_owner = {
|
||||
count = all
|
||||
trigger_if = {
|
||||
limit = { highest_held_title_tier >= tier_empire }
|
||||
save_temporary_scope_as = char_temp
|
||||
OR = {
|
||||
any_close_family_member = { is_spouse_of = root }
|
||||
root = { has_strong_hook = scope:char_temp }
|
||||
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
|
||||
}
|
||||
}
|
||||
trigger_else = { always = yes }
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_strict.de_jure_sharers
|
||||
any_sub_realm_county = {
|
||||
count = all
|
||||
empire = {
|
||||
OR = {
|
||||
is_title_created = no
|
||||
holder = {
|
||||
save_temporary_scope_as = char_temp
|
||||
OR = {
|
||||
any_close_family_member = { is_spouse_of = root }
|
||||
root = { has_strong_hook = scope:char_temp }
|
||||
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else = { always = yes }
|
||||
}
|
||||
|
||||
game_rule_rig_norman_conquest_for_hereward_trigger = {
|
||||
OR = {
|
||||
has_game_rule = historicity_norman_conquest_determined_william
|
||||
# We also rig it for William if we have a player Hereward and no other input.
|
||||
AND = {
|
||||
has_game_rule = historicity_norman_conquest_default_random
|
||||
character:90028 ?= { is_ai = no }
|
||||
NOT = {
|
||||
any_player = {
|
||||
NOT = { this = character:90028 }
|
||||
any_character_war = {
|
||||
OR = {
|
||||
using_cb = norman_conquest_cb
|
||||
using_cb = norwegian_invasion_cb
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue