unfucking the mod
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1167 changed files with 26982 additions and 13 deletions
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#These events serve as an alternate way of gaining commander traits, by learning about historical battles.
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namespace = historical_commander_trait
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##################################################
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# Hannibal Bacar
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# by Sean Hughes
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# 0001
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##################################################
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historical_commander_trait.0001 = {
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type = character_event
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title = historical_commander_trait.0001.t
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desc = historical_commander_trait.0001.desc
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theme = war
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left_portrait = {
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character = root
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animation = reading
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}
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trigger = {
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NOR = {
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has_character_flag = being_taught_commander_trait
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has_character_flag = had_historical_commander_trait_event_0001
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culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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number_of_commander_traits < 3
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}
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weight_multiplier = {
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base = 1
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compare_modifier = {
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factor = martial
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multiplier = 0.1
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max = 2
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}
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modifier = {
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factor = 0.3
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number_of_commander_traits > 0
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}
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modifier = {
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factor = 0.3
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number_of_commander_traits > 1
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}
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upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
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}
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immediate = {
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add_character_flag = {
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flag = had_historical_commander_trait_event_0001
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}
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}
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option = {
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name = historical_commander_trait.0001.a
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trigger = { NOT = { has_trait = aggressive_attacker } }
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add_trait = aggressive_attacker
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stress_impact = {
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compassionate = minor_stress_impact_gain
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calm = minor_stress_impact_gain
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lazy = minor_stress_impact_gain
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patient = minor_stress_impact_gain
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craven = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_zeal = 0.25
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ai_energy = 0.5
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ai_boldness = 1
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ai_vengefulness = 0.2
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ai_compassion = -0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0001.b
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trigger = { NOT = { has_trait = logistician } }
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add_trait = logistician
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stress_impact = {
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impatient = minor_stress_impact_gain
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compassionate = minor_stress_impact_gain
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forgiving = minor_stress_impact_gain
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stubborn = minor_stress_impact_gain
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lazy = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_rationality = 1
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ai_energy = 0.25
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ai_greed = -0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0001.c
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trigger = { NOT = { has_trait = flexible_leader } }
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add_trait = flexible_leader
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stress_impact = {
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impatient = minor_stress_impact_gain
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arrogant = minor_stress_impact_gain
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stubborn = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_rationality = 1
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ai_energy = 0.25
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ai_greed = -0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0001.d
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name = {
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trigger = {
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has_trait = compassionate
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has_trait = forgiving
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}
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text = historical_commander_trait.0001.d.good
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}
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custom_tooltip = historical_commander_trait.reject.tt
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add_martial_lifestyle_xp = minor_lifestyle_xp
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_compassion = 1
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ai_boldness = -0.5
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ai_honor = -0.5
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ai_vengefulness = -0.5
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}
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}
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}
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}
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##################################################
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# Julius Caesar
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# by Sean Hughes
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# 0002
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##################################################
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historical_commander_trait.0002 = {
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type = character_event
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title = historical_commander_trait.0002.t
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desc = historical_commander_trait.0002.desc
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theme = war
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left_portrait = {
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character = root
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animation = reading
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}
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trigger = {
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NOR = {
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has_character_flag = being_taught_commander_trait
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has_character_flag = had_historical_commander_trait_event_0002
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culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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number_of_commander_traits < 3
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}
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weight_multiplier = {
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base = 1
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compare_modifier = {
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factor = martial
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multiplier = 0.1
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max = 2
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}
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modifier = {
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factor = 0.3
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number_of_commander_traits > 0
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}
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modifier = {
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factor = 0.3
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number_of_commander_traits > 1
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}
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upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
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}
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immediate = {
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add_character_flag = {
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flag = had_historical_commander_trait_event_0002
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}
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}
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option = {
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name = historical_commander_trait.0002.a
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trigger = { NOT = { has_trait = military_engineer } }
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add_trait = military_engineer
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stress_impact = {
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eccentric = minor_stress_impact_gain
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lazy = minor_stress_impact_gain
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patient = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_energy = 0.5
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ai_boldness = -0.5
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ai_vengefulness = -0.5
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ai_rationality = 0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0002.b
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trigger = { NOT = { has_trait = unyielding_defender } }
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add_trait = unyielding_defender
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stress_impact = {
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impatient = minor_stress_impact_gain
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wrathful = minor_stress_impact_gain
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arrogant = minor_stress_impact_gain
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brave = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_vengefulness = -1
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ai_energy = -0.5
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ai_greed = -0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0002.c
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trigger = { NOT = { has_trait = reckless } }
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add_trait = reckless
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stress_impact = {
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eccentric = minor_stress_impact_loss
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diligent = minor_stress_impact_gain
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patient = minor_stress_impact_gain
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stubborn = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_rationality = -1
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ai_boldness = 0.5
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ai_greed = 0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0002.d
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custom_tooltip = historical_commander_trait.reject.tt
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add_martial_lifestyle_xp = minor_lifestyle_xp
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_boldness = 1
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ai_vengefulness = 1
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}
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}
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}
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}
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##################################################
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# Alexander the Great
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# by Sean Hughes
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# 0003
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##################################################
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historical_commander_trait.0003 = {
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type = character_event
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title = historical_commander_trait.0003.t
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desc = historical_commander_trait.0003.desc
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theme = war
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left_portrait = {
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character = root
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animation = reading
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}
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trigger = {
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NOR = {
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has_character_flag = being_taught_commander_trait
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has_character_flag = had_historical_commander_trait_event_0003
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culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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number_of_commander_traits < 3
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}
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weight_multiplier = {
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base = 1
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compare_modifier = {
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factor = martial
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multiplier = 0.1
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max = 2
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}
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modifier = {
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factor = 0.3
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number_of_commander_traits > 0
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}
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modifier = {
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factor = 0.3
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number_of_commander_traits > 1
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}
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upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
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}
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immediate = {
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add_character_flag = {
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flag = had_historical_commander_trait_event_0003
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}
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}
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option = {
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name = historical_commander_trait.0003.a
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trigger = { NOT = { has_trait = forder } }
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add_trait = forder
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stress_impact = {
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lazy = minor_stress_impact_gain
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patient = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_energy = 0.5
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ai_boldness = 1
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ai_vengefulness = 0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0003.b
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trigger = { NOT = { has_trait = military_engineer } }
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add_trait = military_engineer
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stress_impact = {
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lazy = minor_stress_impact_gain
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wrathful = minor_stress_impact_gain
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stubborn = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_rationality = 1
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ai_energy = 0.25
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ai_greed = -0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0003.c
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trigger = { NOT = { has_trait = reaver } }
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add_trait = reaver
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stress_impact = {
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generous = minor_stress_impact_gain
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compassionate = minor_stress_impact_gain
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forgiving = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_compassion = -1
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ai_energy = 0.5
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ai_greed = 2
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}
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}
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}
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option = {
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name = historical_commander_trait.0003.d
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custom_tooltip = historical_commander_trait.reject.tt
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add_martial_lifestyle_xp = minor_lifestyle_xp
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_energy = -0.5
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ai_boldness = 0.5
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ai_vengefulness = 0.5
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}
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}
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}
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}
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##################################################
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# Constantine
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# by Sean Hughes
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# 0004
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##################################################
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historical_commander_trait.0004 = {
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type = character_event
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title = historical_commander_trait.0004.t
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desc = historical_commander_trait.0004.desc
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theme = war
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left_portrait = {
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character = root
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animation = reading
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}
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trigger = {
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NOR = {
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has_character_flag = being_taught_commander_trait
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has_character_flag = had_historical_commander_trait_event_0004
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}
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number_of_commander_traits < 3
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OR = {
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faith = faith:catholic
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faith = faith:orthodox
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}
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}
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weight_multiplier = {
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base = 1
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compare_modifier = {
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factor = martial
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multiplier = 0.1
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max = 2
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}
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modifier = {
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factor = 0.3
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number_of_commander_traits > 0
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}
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modifier = {
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factor = 0.3
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number_of_commander_traits > 1
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}
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upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
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}
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immediate = {
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add_character_flag = {
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flag = had_historical_commander_trait_event_0004
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}
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}
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option = {
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name = historical_commander_trait.0004.a
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trigger = { NOT = { has_trait = holy_warrior } }
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add_trait = holy_warrior
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stress_impact = {
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cynical = minor_stress_impact_gain
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craven = minor_stress_impact_gain
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lazy = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
|
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ai_zeal = 2
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ai_honor = 1
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ai_boldness = 0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0004.b
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trigger = { NOT = { has_trait = forder } }
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add_trait = forder
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stress_impact = {
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patient = minor_stress_impact_gain
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lazy = minor_stress_impact_gain
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}
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ai_chance = {
|
||||
base = 100
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||||
ai_value_modifier = {
|
||||
ai_boldness = 2
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||||
ai_energy = 0.5
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ai_greed = 0.5
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||||
}
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}
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}
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option = {
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name = historical_commander_trait.0004.c
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trigger = { NOT = { has_trait = flexible_leader } }
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add_trait = flexible_leader
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stress_impact = {
|
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impatient = minor_stress_impact_gain
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stubborn = medium_stress_impact_gain
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||||
}
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||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 2
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||||
ai_energy = 0.5
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||||
ai_boldness = -0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0004.d
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custom_tooltip = historical_commander_trait.reject.tt
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add_martial_lifestyle_xp = minor_lifestyle_xp
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ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_zeal = -0.5
|
||||
ai_boldness = -0.5
|
||||
ai_honor = -0.5
|
||||
ai_vengefulness = 0.5
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||||
}
|
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}
|
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}
|
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}
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##################################################
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# Khalid ibn al-Walid
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# by Sean Hughes
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# 0004
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##################################################
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historical_commander_trait.0005 = {
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type = character_event
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title = historical_commander_trait.0005.t
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||||
desc = historical_commander_trait.0005.desc
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||||
theme = war
|
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left_portrait = {
|
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character = root
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||||
animation = reading
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||||
}
|
||||
|
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trigger = {
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NOR = {
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has_character_flag = being_taught_commander_trait
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has_character_flag = had_historical_commander_trait_event_0005
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}
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number_of_commander_traits < 3
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faith = {
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religion_tag = islam_religion
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||||
}
|
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|
||||
}
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|
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weight_multiplier = {
|
||||
base = 1
|
||||
compare_modifier = {
|
||||
factor = martial
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||||
multiplier = 0.1
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||||
max = 2
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||||
}
|
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modifier = {
|
||||
factor = 0.3
|
||||
number_of_commander_traits > 0
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.3
|
||||
number_of_commander_traits > 1
|
||||
}
|
||||
upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
|
||||
}
|
||||
|
||||
immediate = {
|
||||
add_character_flag = {
|
||||
flag = had_historical_commander_trait_event_0005
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0005.a
|
||||
trigger = { NOT = { has_trait = holy_warrior } }
|
||||
add_trait = holy_warrior
|
||||
stress_impact = {
|
||||
cynical = minor_stress_impact_gain
|
||||
craven = minor_stress_impact_gain
|
||||
lazy = minor_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_zeal = 2
|
||||
ai_honor = 1
|
||||
ai_boldness = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0005.b
|
||||
trigger = { NOT = { has_trait = unyielding_defender } }
|
||||
add_trait = unyielding_defender
|
||||
stress_impact = {
|
||||
wrathful = medium_stress_impact_gain
|
||||
impatient = minor_stress_impact_gain
|
||||
craven = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 1
|
||||
ai_honor = 1
|
||||
ai_vengefulness = -1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0005.c
|
||||
trigger = { NOT = { has_trait = logistician } }
|
||||
add_trait = logistician
|
||||
stress_impact = {
|
||||
impatient = minor_stress_impact_gain
|
||||
stubborn = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 1.25
|
||||
ai_boldness = -0.75
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0005.d
|
||||
custom_tooltip = historical_commander_trait.reject.tt
|
||||
add_martial_lifestyle_xp = minor_lifestyle_xp
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_zeal = -0.5
|
||||
ai_boldness = -0.5
|
||||
ai_honor = -0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
##################################################
|
||||
# Bilge Khagan
|
||||
# by Naslund
|
||||
# 0006
|
||||
##################################################
|
||||
|
||||
historical_commander_trait.0006 = {
|
||||
type = character_event
|
||||
title = historical_commander_trait.0006.t
|
||||
desc = historical_commander_trait.0006.desc
|
||||
theme = war
|
||||
override_background = { reference = mpo_camp_steppe }
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = thinking
|
||||
}
|
||||
|
||||
trigger = {
|
||||
NOR = {
|
||||
has_character_flag = being_taught_commander_trait
|
||||
has_character_flag = had_historical_commander_trait_event_0006
|
||||
}
|
||||
number_of_commander_traits < 3
|
||||
has_government = nomad_government
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
compare_modifier = {
|
||||
factor = martial
|
||||
multiplier = 0.1
|
||||
max = 2
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.3
|
||||
number_of_commander_traits > 0
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.3
|
||||
number_of_commander_traits > 1
|
||||
}
|
||||
upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
|
||||
}
|
||||
|
||||
immediate = {
|
||||
add_character_flag = {
|
||||
flag = had_historical_commander_trait_event_0006
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0006.a
|
||||
trigger = { NOT = { has_trait = unyielding_defender } }
|
||||
add_trait = unyielding_defender
|
||||
stress_impact = {
|
||||
wrathful = medium_stress_impact_gain
|
||||
impatient = minor_stress_impact_gain
|
||||
craven = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 1
|
||||
ai_honor = 1
|
||||
ai_vengefulness = -1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0006.b
|
||||
trigger = { NOT = { has_trait = logistician } }
|
||||
add_trait = logistician
|
||||
stress_impact = {
|
||||
impatient = minor_stress_impact_gain
|
||||
stubborn = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 1.25
|
||||
ai_boldness = -0.75
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0006.c
|
||||
trigger = { NOT = { has_trait = flexible_leader } }
|
||||
add_trait = flexible_leader
|
||||
stress_impact = {
|
||||
impatient = minor_stress_impact_gain
|
||||
stubborn = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 2
|
||||
ai_energy = 0.5
|
||||
ai_boldness = -0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0006.d
|
||||
custom_tooltip = historical_commander_trait.reject.tt
|
||||
add_martial_lifestyle_xp = minor_lifestyle_xp
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_zeal = -0.5
|
||||
ai_boldness = -0.5
|
||||
ai_honor = -0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
##################################################
|
||||
# Sun Tzu
|
||||
# 0007
|
||||
##################################################
|
||||
|
||||
historical_commander_trait.0007 = {
|
||||
type = character_event
|
||||
title = historical_commander_trait.0007.t
|
||||
desc = historical_commander_trait.0007.desc
|
||||
theme = war
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = reading
|
||||
}
|
||||
override_background = { reference = study }
|
||||
|
||||
|
||||
trigger = {
|
||||
NOR = {
|
||||
has_character_flag = being_taught_commander_trait
|
||||
has_character_flag = had_historical_commander_trait_event_0007
|
||||
}
|
||||
culture = {
|
||||
has_graphical_east_asia_culture_group_trigger = yes
|
||||
}
|
||||
number_of_commander_traits < 3
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
compare_modifier = {
|
||||
factor = martial
|
||||
multiplier = 0.1
|
||||
max = 2
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.3
|
||||
number_of_commander_traits > 0
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.3
|
||||
number_of_commander_traits > 1
|
||||
}
|
||||
upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
|
||||
}
|
||||
|
||||
immediate = {
|
||||
add_character_flag = {
|
||||
flag = had_historical_commander_trait_event_0007
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0007.a
|
||||
trigger = { NOT = { has_trait = logistician } }
|
||||
add_trait = logistician
|
||||
stress_impact = {
|
||||
lazy = minor_stress_impact_gain
|
||||
patient = minor_stress_impact_gain
|
||||
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_energy = 0.5
|
||||
ai_boldness = 1
|
||||
ai_vengefulness = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0007.b
|
||||
trigger = { NOT = { has_trait = cautious_leader } }
|
||||
add_trait = cautious_leader
|
||||
stress_impact = {
|
||||
lazy = minor_stress_impact_gain
|
||||
wrathful = minor_stress_impact_gain
|
||||
stubborn = minor_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 1
|
||||
ai_energy = 0.25
|
||||
ai_greed = -0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0007.c
|
||||
trigger = { NOT = { has_trait = flexible_leader } }
|
||||
add_trait = flexible_leader
|
||||
stress_impact = {
|
||||
generous = minor_stress_impact_gain
|
||||
compassionate = minor_stress_impact_gain
|
||||
forgiving = minor_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_compassion = -1
|
||||
ai_energy = 0.5
|
||||
ai_greed = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0007.d
|
||||
custom_tooltip = historical_commander_trait.reject.tt
|
||||
add_martial_lifestyle_xp = minor_lifestyle_xp
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_energy = -0.5
|
||||
ai_boldness = 0.5
|
||||
ai_vengefulness = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue