unfucking the mod
This commit is contained in:
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cbe3fbcda2
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1167 changed files with 26982 additions and 13 deletions
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namespace = martial_authority
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##################################################
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#Martial Authority Lifestyle events
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# 5000 - You visit some baronies or go partying.
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# 8000 - Your child joins a tourney
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##################################################
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##################################################
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# Touring the Backwaters
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# by Ewan Cowhig Croft
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# 5000
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##################################################
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scripted_trigger martial_authority_5000_minor_barons = {
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is_available = yes
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highest_held_title_tier = tier_barony
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is_powerful_vassal = no
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}
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scripted_trigger martial_authority_5000_powerful_vassal = {
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is_available = yes
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is_at_war = no
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NOT = { has_relation_rival = root }
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}
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#You visit some baronies or go partying with an important vassal.
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#by Ewan Cowhig Croft
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martial_authority.5000 = {
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type = character_event
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title = martial_authority.5000.t
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desc = {
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first_valid = {
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triggered_desc = {
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trigger = {
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OR = {
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faith = { religion_tag = christianity_religion }
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faith = { religion_tag = dualism_religion }
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faith = { religion_tag = islam_religion }
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faith = { religion_tag = hellenism_religion }
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faith = { religion_tag = judaism_religion }
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faith = { religion_tag = zoroastrianism_religion }
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faith = { religion_tag = zunism_religion }
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faith = { religion_tag = hinduism_religion }
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}
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}
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desc = martial_authority.5000.authoritative_religion.desc
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}
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desc = martial_authority.5000.relaxed_religion.desc
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}
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}
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theme = martial_authority_focus
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left_portrait = {
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character = root
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animation = stress
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}
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right_portrait = {
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character = scope:party_vassal
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animation = beg
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}
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lower_left_portrait = scope:baron_1
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lower_center_portrait = scope:baron_2
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lower_right_portrait = scope:baron_3
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trigger = {
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is_at_war = no
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NOT = { has_character_flag = had_event_martial_control_5000 }
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any_vassal = {
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martial_authority_5000_minor_barons = yes
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save_temporary_scope_as = tmp_baron_1
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}
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any_vassal = {
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martial_authority_5000_minor_barons = yes
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primary_title.county != scope:tmp_baron_1.primary_title.county
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save_temporary_scope_as = tmp_baron_2
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}
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any_vassal = {
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martial_authority_5000_minor_barons = yes
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NOR = {
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primary_title.county = scope:tmp_baron_1.primary_title.county
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primary_title.county = scope:tmp_baron_2.primary_title.county
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}
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}
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any_powerful_vassal = { martial_authority_5000_powerful_vassal = yes }
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}
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weight_multiplier = {
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base = 1
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upweight_for_focus_modifier = { FOCUS = martial_authority_focus }
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downweight_for_focus_modifier = { FOCUS = martial_chivalry_focus }
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downweight_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_event_martial_control_5000
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days = 1825
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}
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every_vassal = {
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limit = {martial_authority_5000_minor_barons = yes }
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add_to_list = baron_initial_list
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}
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random_in_list = {
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list = baron_initial_list
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limit = { primary_title.county.county_control < full_county_control }
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alternative_limit = { always = yes }
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weight = {
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base = 1
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modifier = {
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add = {
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value = 120
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subtract = primary_title.county.county_control
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}
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}
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}
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save_scope_as = baron_1
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scope:baron_1 = {
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primary_title.county = { save_scope_as = baron_1_lands }
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}
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add_to_list = baron_final_list
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}
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random_in_list = {
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list = baron_initial_list
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limit = {
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NOR = {
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this = scope:baron_1
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primary_title.county = scope:baron_1.primary_title.county
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}
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primary_title.county.county_control < full_county_control
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}
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alternative_limit = {
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this != scope:baron_1
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}
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weight = {
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base = 1
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modifier = {
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add = {
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value = 120
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subtract = primary_title.county.county_control
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}
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}
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}
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save_scope_as = baron_2
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scope:baron_2 = {
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primary_title.county = { save_scope_as = baron_2_lands }
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}
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add_to_list = baron_final_list
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}
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random_in_list = {
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list = baron_initial_list
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limit = {
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NOR = {
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this = scope:baron_1
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primary_title.county = scope:baron_1.primary_title.county
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this = scope:baron_2
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primary_title.county = scope:baron_2.primary_title.county
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}
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primary_title.county.county_control < full_county_control
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}
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alternative_limit = {
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NOR = {
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this = scope:baron_1
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this = scope:baron_2
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}
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}
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weight = {
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base = 1
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modifier = {
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add = {
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value = 120
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subtract = primary_title.county.county_control
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}
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}
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}
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save_scope_as = baron_3
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scope:baron_3 = {
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primary_title.county = { save_scope_as = baron_3_lands }
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}
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add_to_list = baron_final_list
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}
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random_powerful_vassal = {
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limit = {
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martial_authority_5000_powerful_vassal = yes
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has_relation_potential_friend = root
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NOR = {
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this = scope:baron_1
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this = scope:baron_2
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this = scope:baron_3
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}
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}
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alternative_limit = {
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martial_authority_5000_powerful_vassal = yes
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NOR = {
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this = scope:baron_1
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this = scope:baron_2
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this = scope:baron_3
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}
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}
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save_scope_as = party_vassal
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}
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}
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option = {
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name = martial_authority.5000.a
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every_in_list = {
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list = baron_final_list
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custom = martial_authority.5000.a.characters_baron_final_list
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add_opinion = {
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modifier = pleased_opinion
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opinion = 30
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target = root
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}
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}
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#Effects separated for purely aesthetic reasons.
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every_in_list = {
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list = baron_final_list
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custom = martial_authority.5000.a.land_baron_final_list
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primary_title.county = {
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change_county_control = 30
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add_county_modifier = {
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modifier = authority_central_control_modifier
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years = 15
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}
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}
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}
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stress_impact = { lazy = medium_stress_impact_gain }
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ai_chance = {
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base = 100
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ai_energy_target_modifier = { VALUE = 100 }
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ai_honor_target_modifier = { VALUE = 50 }
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}
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}
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option = {
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name = martial_authority.5000.b
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progress_towards_friend_effect = {
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CHARACTER = scope:party_vassal
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OPINION = 0
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REASON = friend_attended_party
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}
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scope:party_vassal = {
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add_opinion = {
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modifier = pleased_opinion
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opinion = 20
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target = root
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}
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}
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every_in_list = {
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list = baron_final_list
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custom = martial_authority.5000.a.characters_baron_final_list
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add_opinion = {
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modifier = insult_opinion
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opinion = -30
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target = root
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}
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}
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stress_impact = {
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shy = medium_stress_impact_gain
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temperate = 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_energy_target_modifier = { VALUE = -100 }
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ai_honor_target_modifier = { VALUE = -50 }
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}
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}
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}
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##################################################
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# Child Tourney
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# by Isabella Welch
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# 8000
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##################################################
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martial_authority.8000 = {
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type = character_event
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title = martial_authority.8000.t
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desc = martial_authority.8000.desc
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theme = martial_authority_focus
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left_portrait = {
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character = root
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animation = dismissal
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}
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right_portrait = {
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character = player_heir
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animation = personality_bold
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}
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override_background = {
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reference = army_camp
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}
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trigger = {
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NOR = {
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has_character_flag = had_event_martial_authority_8000
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has_dlc_feature = tours_and_tournaments
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}
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exists = player_heir
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root = { is_parent_of = player_heir }
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player_heir = {
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age > 4
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age < 13
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NOR = {
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has_trait = humble
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has_trait = shy
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has_trait = craven
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has_trait = compassionate
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has_trait = disfigured
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has_trait = one_legged
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has_trait = incapable
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AND = {
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has_trait = brave
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has_trait = arrogant
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has_trait = wrathful
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}
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}
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is_ai = yes
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number_of_personality_traits < personality_trait_limit
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}
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any_knight = {
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count > 2
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is_ai = yes
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}
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exists = cp:councillor_marshal
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cp:councillor_marshal = {
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is_ai = yes
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is_available = yes
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}
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}
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weight_multiplier = {
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base = 1
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}
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immediate = {
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root = {
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add_character_flag = had_event_martial_authority_8000
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}
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cp:councillor_marshal = {
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save_scope_as = marshal
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}
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player_heir = {
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save_scope_as = fighting_child
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}
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}
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option = { #Order your warriors to pull their punches
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name = martial_authority.8000.a
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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 = 2
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}
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}
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random_list = {
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60 = {
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scope:fighting_child = {
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random_list = {
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10 = {
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trigger = { NOT = { has_trait = brave} }
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root = {
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send_interface_toast = {
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left_icon = scope:fighting_child
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title = martial_authority_child_trait_gain
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scope:fighting_child = { add_trait = brave }
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}
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}
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#hidden_effect = {
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# root = {
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# send_interface_toast = {
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# left_icon = scope:fighting_child
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# title = martial_authority_child_t#rait_gain#
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# show_as_t#ooltip = { scope:#fighting_#child = { add_tra#it = #brave } }#
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# }#
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# }
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#}
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#add_trait = brave
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}
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10 = {
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trigger = { NOT = { has_trait = arrogant } }
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root = {
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send_interface_toast = {
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left_icon = scope:fighting_child
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title = martial_authority_child_trait_gain
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scope:fighting_child = { add_trait = arrogant }
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}
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}
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}
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10 = {
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trigger = { NOT = { has_trait = wrathful } }
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root = {
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send_interface_toast = {
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left_icon = scope:fighting_child
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title = martial_authority_child_trait_gain
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scope:fighting_child = { add_trait = wrathful }
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}
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}
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}
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}
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}
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}
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40 = {
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desc = martial_authority.8000.tt
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custom_tooltip = martial_authority.8000.a.tt
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trigger_event = {
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id = martial_authority.8100
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days = { 3 4 }
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}
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}
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}
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}
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option = {
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name = martial_authority.8000.b
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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 = -2
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ai_boldness = 2
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}
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}
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random_list = {
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10 = {
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desc = martial_authority.8000.tt
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modifier = {
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factor = 2
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scope:fighting_child = {
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has_trait = brave
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}
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}
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scope:fighting_child = {
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add_martial_skill = 2
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}
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trigger_event = {
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id = martial_authority.8100
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days = { 3 4 }
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}
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}
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30 = {
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desc = martial_authority.8000.tt.failure
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modifier = {
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factor = 2
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scope:fighting_child = {
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OR = {
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has_trait = clubfooted
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has_trait = hunchbacked
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has_trait = dwarf
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has_trait = incapable
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has_trait = blind
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has_trait = one_eyed
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has_trait = disfigured
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}
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}
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}
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scope:fighting_child = {
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custom_tooltip = martial_authority.8000_injury
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hidden_effect = {
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random_list = {
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10 = {
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trigger = { NOT = { has_trait = one_eyed } }
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add_trait = one_eyed
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hidden_effect = {
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root = {
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send_interface_toast = {
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left_icon = scope:fighting_child
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title = martial_authority_one_eyed_child_title
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custom_tooltip = martial_authority_one_eyed_child
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}
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}
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}
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}
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10 = {
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trigger = { NOT = { has_trait = disfigured } }
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add_trait = disfigured
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hidden_effect = {
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root = {
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send_interface_toast = {
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left_icon = scope:fighting_child
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title = martial_authority_disfigured_child_title
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custom_tooltip = martial_authority_disfigured_child
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||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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}
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30 = {
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desc = martial_authority.8000.tt.failure
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custom_tooltip = martial_authority_unremarkable_child
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hidden_effect = {
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||||
send_interface_toast = {
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left_icon = scope:fighting_child
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||||
title = martial_authority_unremarkable_child_title
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||||
custom_tooltip = martial_authority_unremarkable_child
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||||
}
|
||||
}
|
||||
}
|
||||
}
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}
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option = {
|
||||
name = martial_authority.8000.c
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||||
trigger = {
|
||||
scope:fighting_child = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } }
|
||||
}
|
||||
scope:fighting_child = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -15
|
||||
modifier = neglected_opinion
|
||||
}
|
||||
}
|
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ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = martial_authority.8000.d
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||||
trigger = {
|
||||
scope:fighting_child = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
|
||||
}
|
||||
scope:fighting_child = {
|
||||
add_opinion = {
|
||||
target = root
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||||
opinion = -15
|
||||
modifier = neglected_opinion
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
martial_authority.8100 = { # Your heir kills one of your knights
|
||||
type = character_event
|
||||
title = martial_authority.8000.t
|
||||
desc = martial_authority.8100.desc
|
||||
theme = martial_authority_focus
|
||||
left_portrait = {
|
||||
character = scope:marshal
|
||||
animation = worry
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:fighting_child
|
||||
animation = happiness
|
||||
}
|
||||
lower_left_portrait = {
|
||||
character = scope:murdered_knight
|
||||
}
|
||||
override_background = {
|
||||
reference = army_camp
|
||||
}
|
||||
trigger = {
|
||||
any_knight = {
|
||||
is_available = yes
|
||||
is_ai = yes
|
||||
this != scope:marshal
|
||||
}
|
||||
scope:marshal = { is_available = yes }
|
||||
scope:fighting_child = { is_available = yes }
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
}
|
||||
|
||||
immediate = {
|
||||
random_knight = {
|
||||
limit = {
|
||||
is_available = yes
|
||||
is_ai = yes
|
||||
this != scope:marshal
|
||||
}
|
||||
weight = {
|
||||
base = 1
|
||||
modifier = {
|
||||
add = 8
|
||||
prowess <15
|
||||
}
|
||||
modifier = {
|
||||
add = 20
|
||||
prowess <10
|
||||
}
|
||||
}
|
||||
save_scope_as = murdered_knight
|
||||
}
|
||||
player_heir = {
|
||||
add_trait = lifestyle_blademaster
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
has_trait = wrathful
|
||||
has_trait = sadistic
|
||||
}
|
||||
}
|
||||
add_stress = major_stress_gain
|
||||
}
|
||||
}
|
||||
scope:murdered_knight = {
|
||||
death = {
|
||||
killer = scope:fighting_child
|
||||
death_reason = death_duel
|
||||
}
|
||||
}
|
||||
every_knight = {
|
||||
custom = custom.every_knight
|
||||
add_opinion = {
|
||||
target = scope:fighting_child
|
||||
opinion = -40
|
||||
modifier = hate_opinion
|
||||
}
|
||||
}
|
||||
scope:marshal = {
|
||||
add_opinion = {
|
||||
target = scope:fighting_child
|
||||
opinion = -40
|
||||
modifier = hate_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { #Good work!
|
||||
name = martial_authority.8100.a
|
||||
add_dread = medium_dread_gain
|
||||
scope:fighting_child = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = 30
|
||||
modifier = supportive_parent
|
||||
}
|
||||
}
|
||||
scope:marshal = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -10
|
||||
modifier = insult_opinion
|
||||
}
|
||||
}
|
||||
every_knight = {
|
||||
custom = custom.every_knight
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -20
|
||||
modifier = insult_opinion
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { #Good god!
|
||||
name = martial_authority.8100.c
|
||||
add_dread = medium_dread_loss
|
||||
scope:marshal = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = 5
|
||||
modifier = respect_opinion
|
||||
}
|
||||
}
|
||||
every_knight = {
|
||||
custom = custom.every_knight
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = 5
|
||||
modifier = respect_opinion
|
||||
}
|
||||
}
|
||||
scope:fighting_child = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -15
|
||||
modifier = insult_opinion
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_compassion = 3
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue