Bugs fixing
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117 changed files with 59950 additions and 11056 deletions
998
common/decisions/06_ce1_decisions.txt
Normal file
998
common/decisions/06_ce1_decisions.txt
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#commission_legend_artifact_decision
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#clear_ground_for_legendary_building
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#isolate_capital_decision
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#isolate_family_decision
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### Commission Legend Artifact ###
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commission_legend_artifact_decision = {
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_smith.dds"
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}
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cooldown = { days = standard_commission_artifact_cooldown_time }
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sort_order = 100
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decision_group_type = major
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is_shown = {
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is_landed = yes
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highest_held_title_tier >= tier_county
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exists = capital_province
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has_dlc_feature = legends
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custom_tooltip = {
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text = commission_legend_artifact_decision_var_tt
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has_variable = finished_legend_var
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}
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}
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is_valid_showing_failures_only = {
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# Only valid for characters with an antiquaria OR chronicler
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custom_tooltip = {
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text = commision_legend_artifact_decision_court_positions_tt
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OR = {
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employs_court_position = antiquarian_court_position
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employs_court_position = chronicler_court_position
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}
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}
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custom_tooltip = {
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text = commision_legend_artifact_decision_disappearing_tt
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any_realm_province = {
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any_province_legend = {
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has_variable = my_legend_var
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}
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}
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}
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}
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cost = {
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gold = {
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if = {
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limit = {
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has_variable = finished_mythical_legend_var
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}
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value = 800
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}
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else_if = {
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limit = {
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has_variable = finished_illustrious_legend_var
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}
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value = 600
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}
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else = {
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value = 400
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}
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if = {
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limit = { # Estate discount bonus
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domicile ?= { has_domicile_parameter = estate_reduce_commission_artifact_cost }
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}
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multiply = estate_reduce_commission_artifact_cost_value
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}
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}
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}
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effect = {
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if = {
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limit = {
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any_court_position_holder = {
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type = chronicler_court_position
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}
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}
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random_court_position_holder = {
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type = chronicler_court_position
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save_scope_as = chronicler
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}
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}
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if = {
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limit = {
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any_court_position_holder = {
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type = antiquarian_court_position
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}
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}
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random_court_position_holder = {
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type = antiquarian_court_position
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save_scope_as = chronicler
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}
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}
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# Explanatory Tooltip
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custom_tooltip = commission_legend_artifact_decision_effect
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hidden_effect = {
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trigger_event = ce1_decision_events.0001
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}
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}
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ai_check_interval_by_tier = {
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barony = 0
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county = 0
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duchy = 0
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kingdom = 36
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empire = 36
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hegemony = 36
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}
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ai_potential = {
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is_at_war = no
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ai_greed < medium_positive_ai_value
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short_term_gold > ai_war_chest_desired_gold_value
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war_chest_gold >= halved_ai_war_chest_gold_maximum
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}
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ai_will_do = {
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base = 100 #AI should always create the book
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}
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}
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clear_ground_for_legendary_building = {
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_legend.dds"
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}
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decision_group_type = major
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sort_order = 100
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is_shown = {
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exists = var:legendary_reward_location
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has_dlc_feature = legends
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is_landed = yes
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}
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is_valid_showing_failures_only = {
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custom_tooltip = {
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text = clear_ground_for_legendary_building_no_barony_tt
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any_held_title = {
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title_tier = barony
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title_province = { has_special_building_slot = no }
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is_capital_barony = yes
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holder = root
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is_leased_out = no
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}
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}
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}
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widget = {
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gui = "decision_view_widget_option_list_generic"
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controller = decision_option_list_controller
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decision_to_second_step_button = "CHOOSE_LEGENDARY_BUILDING"
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show_from_start = yes
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item = { # Shrine
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value = clear_ground_legendary_shrine
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is_valid = {
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custom_tooltip = { # The legend you finished is valid for a legendary shrine
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text = clear_ground_legendary_shrine_tt
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has_character_flag = legendary_shrine_flag
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}
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}
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current_description = clear_ground_legendary_shrine_desc
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localization = clear_ground_legendary_shrine
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icon = "gfx/interface/icons/building_types/icon_building_legendary_shrine.dds"
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flat = yes
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ai_chance = { value = 10 }
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}
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item = { # Statue
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value = clear_ground_legendary_statue
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is_valid = {
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custom_tooltip = { # The legend you finished is valid for a legendary statue
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text = clear_ground_legendary_statue_tt
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has_character_flag = legendary_statue_flag
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}
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}
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current_description = clear_ground_legendary_statue_desc
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localization = clear_ground_legendary_statue
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icon = "gfx/interface/icons/building_types/icon_building_legendary_statue.dds"
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flat = yes
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ai_chance = { value = 10 }
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}
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item = { # Palace
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value = clear_ground_legendary_palace
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is_valid = {
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custom_tooltip = { # The legend you finished is valid for a legendary palace
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text = clear_ground_legendary_palace_tt
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has_character_flag = legendary_palace_flag
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}
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}
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current_description = clear_ground_legendary_palace_desc
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localization = clear_ground_legendary_palace
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icon = "gfx/interface/icons/building_types/icon_building_legendary_palace.dds"
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flat = yes
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ai_chance = { value = 10 }
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}
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item = { # Watchtower
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value = clear_ground_legendary_watchtower
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is_valid = {
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custom_tooltip = { # The legend you finished is valid for a legendary watchtower
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text = clear_ground_legendary_watchtower_tt
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has_character_flag = legendary_watchtower_flag
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}
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}
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current_description = clear_ground_legendary_watchtower_desc
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localization = clear_ground_legendary_watchtower
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icon = "gfx/interface/icons/building_types/icon_building_legendary_watchtower.dds"
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flat = yes
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ai_chance = { value = 10 }
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}
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item = { # Hunting lodge
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value = clear_ground_legendary_hunting_lodge
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is_valid = {
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custom_tooltip = { # The legend you finished is valid for a legendary hunting_lodge
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text = clear_ground_legendary_hunting_lodge_tt
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has_character_flag = legendary_hunting_lodge_flag
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}
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}
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current_description = clear_ground_legendary_hunting_lodge_desc
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localization = clear_ground_legendary_hunting_lodge
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icon = "gfx/interface/icons/building_types/icon_building_legendary_hunting_grounds.dds"
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flat = yes
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ai_chance = { value = 10 }
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}
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}
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effect = {
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custom_tooltip = clear_ground_for_legendary_building_custom_tt
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switch = {
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trigger = yes
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scope:clear_ground_legendary_shrine = {
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set_variable = {
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name = clear_ground
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value = flag:legendary_shrine
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}
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}
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scope:clear_ground_legendary_palace = {
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set_variable = {
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name = clear_ground
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value = flag:legendary_palace
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}
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}
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scope:clear_ground_legendary_statue = {
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set_variable = {
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name = clear_ground
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value = flag:legendary_statue
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}
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}
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scope:clear_ground_legendary_watchtower = {
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set_variable = {
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name = clear_ground
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value = flag:legendary_watchtower
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}
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}
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scope:clear_ground_legendary_hunting_lodge = {
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set_variable = {
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name = clear_ground
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value = flag:legendary_hunting_lodge
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}
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}
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}
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open_view_data = {
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view = decision_detail
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data = decision:pick_legendary_barony_decision
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player = root
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}
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}
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ai_check_interval_by_tier = {
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barony = 0
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county = 0
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duchy = 0
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kingdom = 36
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empire = 36
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hegemony = 36
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}
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ai_potential = {
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is_at_war = no
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ai_greed < medium_positive_ai_value
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short_term_gold > ai_war_chest_desired_gold_value
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war_chest_gold >= halved_ai_war_chest_gold_maximum
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}
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ai_will_do = {
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base = 100 #AI should always reap rewards
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}
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}
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### $clear_ground_for_legendary_building$ ###
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pick_legendary_barony_decision = {
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_legend.dds"
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}
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decision_group_type = major
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ai_goal = yes
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is_invisible = yes
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widget = {
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controller = create_holy_order
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barony_valid = {
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trigger_if = {
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limit = { exists = this }
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title_province = { has_special_building_slot = no }
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is_capital_barony = yes
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holder = scope:ruler
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is_leased_out = no
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}
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}
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}
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is_valid_showing_failures_only = { # Error suppressing
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has_variable = clear_ground
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}
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cost = {
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}
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effect = {
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send_interface_toast = {
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type = event_toast_effect_good
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title = clear_ground_for_legendary_building.toast
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switch = {
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trigger = root.var:clear_ground
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flag:legendary_shrine = {
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scope:barony.title_province ?= {
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add_special_building_slot = legendary_shrine
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}
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}
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flag:legendary_palace = {
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scope:barony.title_province ?= {
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add_special_building_slot = legendary_palace
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}
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}
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flag:legendary_statue = {
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scope:barony.title_province ?= {
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add_special_building_slot = legendary_statue
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}
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}
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flag:legendary_watchtower = {
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scope:barony.title_province ?= {
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add_special_building_slot = legendary_watchtower
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}
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}
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flag:legendary_hunting_lodge = {
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scope:barony.title_province ?= {
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add_special_building_slot = legendary_hunting_lodge
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}
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}
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}
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}
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hidden_effect = {
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remove_variable = clear_ground
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# Shift the legend protagonist to the province
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if = {
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limit = {
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exists = var:legendary_figure
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}
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scope:barony.title_province ?= {
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set_variable = {
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name = legendary_figure
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value = root.var:legendary_figure
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}
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}
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remove_variable = legendary_figure
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}
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# Cleanup
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if = {
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limit = {
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has_character_flag = legendary_shrine_flag
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}
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remove_character_flag = legendary_shrine_flag
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}
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if = {
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limit = {
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has_character_flag = legendary_statue_flag
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}
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remove_character_flag = legendary_statue_flag
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}
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if = {
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limit = {
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has_character_flag = legendary_palace_flag
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}
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remove_character_flag = legendary_palace_flag
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}
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if = {
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limit = {
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has_character_flag = legendary_watchtower_flag
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}
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remove_character_flag = legendary_watchtower_flag
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}
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if = {
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limit = {
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has_character_flag = legendary_hunting_lodge_flag
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}
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remove_character_flag = legendary_hunting_lodge_flag
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}
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if = {
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limit = {
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exists = var:legendary_reward_location
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}
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remove_variable = legendary_reward_location
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}
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}
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}
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ai_potential = {
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is_playable_character = yes
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}
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ai_will_do = {
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base = 200
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}
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}
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### Isolate Capital ###
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isolate_capital_decision = {
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_black_plague.dds"
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}
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decision_group_type = major
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sort_order = 100
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title = {
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first_valid = {
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triggered_desc = {
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trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
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desc = unisolate_capital_decision
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}
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desc = isolate_capital_decision
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}
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}
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desc = {
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first_valid = {
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triggered_desc = {
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trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
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desc = unisolate_capital_decision_desc
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}
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desc = isolate_capital_decision_desc
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}
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}
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confirm_text = {
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first_valid = {
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triggered_desc = {
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trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
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desc = unisolate_family_decision_confirm
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}
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desc = isolate_capital_decision_confirm
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}
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}
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is_shown = {
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is_landed = yes
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exists = capital_county
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highest_held_title_tier >= tier_county
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trigger_if = {
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limit = {
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is_ai = yes
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}
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OR = {
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any_held_title = {
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title_tier = county
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has_province_with_epidemic = { intensity = any }
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}
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capital_county = {
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any_neighboring_county = {
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any_county_province_epidemic = {
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count >= 1
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}
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}
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}
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capital_county = { has_county_modifier = isolate_capital_decision_modifier }
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}
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}
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trigger_else = {
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OR = {
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realm_has_any_epidemic = {
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SIZE = 1
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INTENSITY = minor
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}
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capital_county = {
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any_neighboring_county = {
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any_county_province_epidemic = {
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count >= 1
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}
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}
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}
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capital_county = { has_county_modifier = isolate_capital_decision_modifier }
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}
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}
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}
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widget = {
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gui = "decision_view_widget_option_list_generic"
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controller = decision_option_list_controller
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decision_to_second_step_button = "SELECT_ACTION"
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show_from_start = yes
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item = { # Isolate your capital
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value = isolate_capital_decision
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is_valid = {
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capital_county ?= { NOT = { has_county_modifier = isolate_capital_decision_modifier } }
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custom_tooltip = {
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text = isolate_capital_decision_tt
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any_sub_realm_county = {
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has_province_with_epidemic = { intensity = any }
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}
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}
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}
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current_description = isolate_capital_decision_desc
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localization = isolate_capital_decision
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icon = "gfx/interface/icons/message_feed/plague.dds"
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ai_chance = {
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value = 100
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}
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}
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item = { # End isolation of your capital
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value = unisolate_capital_decision
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is_valid = {
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custom_tooltip = {
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text = unisolate_capital_decision_tt
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exists = capital_county
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capital_county ?= { has_county_modifier = isolate_capital_decision_modifier }
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}
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}
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current_description = unisolate_capital_decision_desc
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localization = unisolate_capital_decision
|
||||
icon = "gfx/interface/icons/court_position_types/cave_hermit_court_position.dds"
|
||||
ai_chance = {
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cooldown = { days = 365 }
|
||||
|
||||
effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:isolate_capital_decision = yes
|
||||
}
|
||||
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss }
|
||||
capital_county = {
|
||||
add_county_modifier = {
|
||||
modifier = isolate_capital_decision_modifier
|
||||
years = 15
|
||||
}
|
||||
}
|
||||
add_character_flag = {
|
||||
flag = ai_capital_isolation_cooldown
|
||||
years = 1
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:unisolate_capital_decision = yes
|
||||
}
|
||||
capital_county = {
|
||||
remove_county_modifier = isolate_capital_decision_modifier
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_check_interval_by_tier = {
|
||||
barony = 0
|
||||
county = 6
|
||||
duchy = 6
|
||||
kingdom = 6
|
||||
empire = 6
|
||||
hegemony = 6
|
||||
}
|
||||
|
||||
ai_potential = {
|
||||
NOT = { has_character_flag = ai_capital_isolation_cooldown }
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
base = 0
|
||||
modifier = {
|
||||
add = 100
|
||||
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
|
||||
}
|
||||
modifier = {
|
||||
add = 100
|
||||
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
|
||||
has_trait = paranoid
|
||||
}
|
||||
modifier = {
|
||||
add = -50
|
||||
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
|
||||
has_trait = brave
|
||||
}
|
||||
modifier = {
|
||||
add = -50
|
||||
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
|
||||
has_trait = greedy
|
||||
}
|
||||
modifier = {
|
||||
add = -50
|
||||
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
|
||||
ai_rationality <= -50
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
|
||||
any_held_title = {
|
||||
title_tier = county
|
||||
has_province_with_epidemic = { intensity = any }
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
|
||||
any_held_title = {
|
||||
title_tier = county
|
||||
has_province_with_epidemic = { intensity >= major }
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = ai_rationality
|
||||
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
|
||||
ai_rationality > 0
|
||||
any_held_title = {
|
||||
title_tier = county
|
||||
has_province_with_epidemic = { intensity = any }
|
||||
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = 100
|
||||
capital_county = { has_county_modifier = isolate_capital_decision_modifier }
|
||||
NOT = {
|
||||
any_held_title = {
|
||||
title_tier = county
|
||||
has_province_with_epidemic = { intensity = any }
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
### Enter Seclusion ###
|
||||
isolate_family_decision = {
|
||||
picture = {
|
||||
trigger = {
|
||||
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
|
||||
}
|
||||
reference = "gfx/interface/illustrations/decisions/disaster.dds"
|
||||
}
|
||||
picture = {
|
||||
reference = "gfx/interface/illustrations/decisions/decision_black_plague.dds"
|
||||
}
|
||||
decision_group_type = major
|
||||
sort_order = 100
|
||||
|
||||
title = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
has_character_modifier = isolating_modifier
|
||||
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
|
||||
}
|
||||
desc = unisolate_family_disaster_decision
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { has_character_modifier = isolating_modifier }
|
||||
desc = unisolate_family_decision
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
|
||||
}
|
||||
desc = isolate_family_disaster_decision
|
||||
}
|
||||
desc = isolate_family_decision
|
||||
}
|
||||
}
|
||||
|
||||
desc = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
has_character_modifier = isolating_modifier
|
||||
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
|
||||
}
|
||||
desc = unisolate_family_disaster_decision_desc
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { has_character_modifier = isolating_modifier }
|
||||
desc = unisolate_family_decision_desc
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
|
||||
}
|
||||
desc = isolate_family_disaster_decision_desc
|
||||
}
|
||||
desc = isolate_family_decision_desc
|
||||
}
|
||||
}
|
||||
|
||||
confirm_text = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
has_character_modifier = isolating_modifier
|
||||
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
|
||||
}
|
||||
desc = unisolate_family_disaster_decision_confirm
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
has_character_modifier = isolating_modifier
|
||||
}
|
||||
desc = unisolate_family_decision_confirm
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
|
||||
}
|
||||
desc = isolate_family_disaster_decision_confirm
|
||||
}
|
||||
desc = isolate_family_decision_confirm
|
||||
}
|
||||
}
|
||||
|
||||
is_shown = {
|
||||
OR = {
|
||||
is_landed = yes
|
||||
any_held_title = { is_noble_family_title = yes } # Still exclude adventurers
|
||||
}
|
||||
OR = {
|
||||
has_character_modifier = isolating_modifier
|
||||
OR = {
|
||||
capital_county ?= { # Includes landless noble families
|
||||
OR = {
|
||||
# Own capital
|
||||
has_province_with_epidemic = { intensity = any }
|
||||
# Neighborng own capital
|
||||
any_neighboring_county = {
|
||||
has_province_with_epidemic = { intensity = any }
|
||||
}
|
||||
}
|
||||
}
|
||||
# Somewhere in realm
|
||||
any_sub_realm_county = {
|
||||
has_province_with_epidemic = { intensity = any }
|
||||
}
|
||||
}
|
||||
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
ai_potential = {
|
||||
NOT = { has_character_flag = ai_unisolate_cooldown }
|
||||
OR = {
|
||||
has_character_modifier = isolating_modifier
|
||||
capital_county ?= {
|
||||
OR = {
|
||||
# Own capital
|
||||
has_province_with_epidemic = { intensity = any }
|
||||
# Neighboring own capital
|
||||
any_neighboring_county = {
|
||||
has_province_with_epidemic = { intensity = any }
|
||||
}
|
||||
}
|
||||
}
|
||||
# Somewhere in domain
|
||||
any_held_title = {
|
||||
title_tier = county
|
||||
has_province_with_epidemic = { intensity = any }
|
||||
}
|
||||
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
widget = {
|
||||
gui = "decision_view_widget_option_list_generic"
|
||||
controller = decision_option_list_controller
|
||||
decision_to_second_step_button = "SELECT_ACTION"
|
||||
show_from_start = yes
|
||||
item = { # Isolate your family from disasters
|
||||
value = isolate_family_disaster_decision
|
||||
is_shown = {
|
||||
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
|
||||
}
|
||||
is_valid = {
|
||||
NOT = { has_character_modifier = isolating_modifier }
|
||||
OR = {
|
||||
is_landed = yes
|
||||
any_held_title = { is_noble_family_title = yes } # Still exclude adventurers
|
||||
}
|
||||
trigger_if = {
|
||||
limit = { exists = current_travel_plan }
|
||||
is_available_travelling_adult = yes
|
||||
}
|
||||
trigger_else = {
|
||||
custom_tooltip = {
|
||||
text = you_are_at_your_capital_tt
|
||||
exists = root.capital_province
|
||||
location = root.capital_province
|
||||
}
|
||||
trigger_if = {
|
||||
limit = {
|
||||
involved_activity.activity_location ?= capital_province
|
||||
}
|
||||
is_physically_able = yes
|
||||
}
|
||||
trigger_else = {
|
||||
is_available = yes
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = ai_unisolate_cooldown_tt
|
||||
NOT = { has_variable = isolating_cooldown_var }
|
||||
}
|
||||
}
|
||||
current_description = isolate_family_disaster_decision_desc
|
||||
localization = isolate_family_disaster_decision
|
||||
icon = "gfx/interface/icons/situation_types/natural_disaster_earthquake.dds"
|
||||
ai_chance = {
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
item = { # Isolate your family from epidemics
|
||||
value = isolate_family_decision
|
||||
is_shown = {
|
||||
OR = {
|
||||
capital_county ?= {
|
||||
OR = {
|
||||
# Own capital
|
||||
has_province_with_epidemic = { intensity = any }
|
||||
# Neighboring own capital
|
||||
any_neighboring_county = {
|
||||
has_province_with_epidemic = { intensity = any }
|
||||
}
|
||||
}
|
||||
}
|
||||
# Somewhere in realm
|
||||
any_sub_realm_county = {
|
||||
has_province_with_epidemic = { intensity = any }
|
||||
}
|
||||
}
|
||||
}
|
||||
is_valid = {
|
||||
NOT = { has_character_modifier = isolating_modifier }
|
||||
OR = {
|
||||
is_landed = yes
|
||||
any_held_title = { is_noble_family_title = yes } # Still exclude adventurers
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = you_are_at_your_capital_tt
|
||||
exists = root.capital_province
|
||||
location = root.capital_province
|
||||
}
|
||||
is_available = yes
|
||||
custom_tooltip = {
|
||||
text = ai_unisolate_cooldown_tt
|
||||
NOT = { has_variable = isolating_cooldown_var }
|
||||
}
|
||||
}
|
||||
current_description = isolate_family_decision_desc
|
||||
localization = isolate_family_decision
|
||||
icon = "gfx/interface/icons/message_feed/plague.dds"
|
||||
ai_chance = {
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
item = { # Unisolate your family from disasters
|
||||
value = unisolate_family_decision
|
||||
is_valid = {
|
||||
has_character_modifier = isolating_modifier
|
||||
}
|
||||
current_description = unisolate_family_disaster_decision_desc
|
||||
localization = unisolate_family_disaster_decision
|
||||
icon = "gfx/interface/icons/court_position_types/cave_hermit_court_position.dds"
|
||||
ai_chance = {
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:isolate_family_disaster_decision = yes
|
||||
}
|
||||
show_as_tooltip = {
|
||||
isolate_family_decision_effect = yes
|
||||
if = {
|
||||
limit = { capital_province ?= location }
|
||||
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss }
|
||||
}
|
||||
add_prestige = major_prestige_loss
|
||||
}
|
||||
hidden_effect = {
|
||||
set_variable = isolated_due_to_disaster
|
||||
trigger_event = natural_disaster.0110
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:isolate_family_decision = yes
|
||||
}
|
||||
show_as_tooltip = {
|
||||
isolate_family_decision_effect = yes
|
||||
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss }
|
||||
add_prestige = major_prestige_loss
|
||||
}
|
||||
hidden_effect = {
|
||||
trigger_event = epidemic_events.0100
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:unisolate_family_decision = yes
|
||||
has_variable = isolated_due_to_disaster
|
||||
}
|
||||
show_as_tooltip = { unisolate_family_decision_effect = yes }
|
||||
hidden_effect = {
|
||||
remove_variable = isolated_due_to_disaster
|
||||
trigger_event = natural_disaster.0111
|
||||
}
|
||||
}
|
||||
else = {
|
||||
show_as_tooltip = { unisolate_family_decision_effect = yes }
|
||||
hidden_effect = {
|
||||
trigger_event = epidemic_events.0101
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_check_interval_by_tier = {
|
||||
barony = 0
|
||||
county = 6
|
||||
duchy = 6
|
||||
kingdom = 6
|
||||
empire = 6
|
||||
hegemony = 6
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
base = 0
|
||||
modifier = {
|
||||
add = 100
|
||||
NOT = { has_character_modifier = isolating_modifier }
|
||||
has_trait = paranoid
|
||||
}
|
||||
modifier = {
|
||||
add = -50
|
||||
NOT = { has_character_modifier = isolating_modifier }
|
||||
has_trait = brave
|
||||
}
|
||||
modifier = {
|
||||
add = -50
|
||||
NOT = { has_character_modifier = isolating_modifier }
|
||||
ai_rationality <= -50
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
NOT = { has_character_modifier = isolating_modifier }
|
||||
any_held_title = {
|
||||
title_tier = county
|
||||
has_province_with_epidemic = { intensity = any }
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
NOT = { has_character_modifier = isolating_modifier }
|
||||
any_held_title = {
|
||||
title_tier = county
|
||||
has_province_with_epidemic = { intensity >= major }
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = ai_rationality
|
||||
NOT = { has_character_modifier = isolating_modifier }
|
||||
ai_rationality > 0
|
||||
any_held_title = {
|
||||
title_tier = county
|
||||
has_province_with_epidemic = { intensity = any }
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = 100
|
||||
has_character_modifier = isolating_modifier
|
||||
NOR = {
|
||||
has_character_flag = ai_unisolate_cooldown # We keep you isolating for 1y
|
||||
capital_province = { # For barons to not exit too early
|
||||
any_province_epidemic = { }
|
||||
}
|
||||
any_held_title = {
|
||||
title_tier = county
|
||||
has_province_with_epidemic = { intensity = any }
|
||||
}
|
||||
|
||||
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue