### Cultural weapons ### one_handed_axe = { portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = axe } } animations_props = artifact_axe_equipped_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Norse trigger = { culture = { has_clothing_gfx = northern_clothing_gfx } } animations_props = artisan_axe_northern_pagan_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = artisan_axe_steppe_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # MENA trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = iberian_christian_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx } } } animations_props = artisan_axe_mena_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Mediterranean trigger = { culture = { has_clothing_gfx = byzantine_clothing_gfx } } animations_props = artisan_axe_mediterranean_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # African trigger = { culture = { has_clothing_gfx = african_clothing_gfx } } animations_props = artisan_axe_african_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Indian trigger = { OR = { culture = { has_clothing_gfx = indian_clothing_gfx } culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = artisan_axe_indian_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Chinese trigger = { OR = { culture = { has_clothing_gfx = chinese_clothing_gfx } culture = { has_unit_gfx = japanese_unit_gfx } } } animations_props = tgp_chinese_axe_01 animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Western / any animations_props = artisan_axe_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } } one_handed_mace = { portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = mace } } animations_props = artifact_mace_equipped_prop animations = AI_vengeful_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Norse trigger = { culture = { has_clothing_gfx = northern_clothing_gfx } } animations_props = ep2_northern_mace_prop animations = AI_vengeful_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = artisan_mace_steppe_prop animations = AI_vengeful_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # MENA trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = iberian_christian_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx } } } animations_props = artisan_mace_mena_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Mediterranean trigger = { culture = { has_clothing_gfx = byzantine_clothing_gfx } } animations_props = artisan_mace_byzantine_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # African trigger = { culture = { has_clothing_gfx = african_clothing_gfx } } animations_props = artisan_mace_african_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Indian trigger = { OR = { culture = { has_clothing_gfx = indian_clothing_gfx } culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = artisan_mace_indian_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Western / any animations_props = artisan_mace_western_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } } one_handed_mace_no_additives = { portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = mace } } animations_props = artifact_mace_equipped_prop animations = AI_vengeful_decal animations = female_prop_fix_additive } portrait_modifier = { # Norse trigger = { culture = { has_clothing_gfx = northern_clothing_gfx } } animations_props = ep2_northern_mace_prop animations = AI_vengeful_decal animations = female_prop_fix_additive } portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = artisan_mace_steppe_prop animations = AI_vengeful_decal animations = female_prop_fix_additive } portrait_modifier = { # MENA trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = iberian_christian_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx } } } animations_props = artisan_mace_mena_prop animations = council_marshal_decal animations = female_prop_fix_additive } portrait_modifier = { # Mediterranean trigger = { culture = { has_clothing_gfx = byzantine_clothing_gfx } } animations_props = artisan_mace_byzantine_prop animations = council_marshal_decal animations = female_prop_fix_additive } portrait_modifier = { # African trigger = { culture = { has_clothing_gfx = african_clothing_gfx } } animations_props = artisan_mace_african_prop animations = council_marshal_decal animations = female_prop_fix_additive } portrait_modifier = { # Indian trigger = { OR = { culture = { has_clothing_gfx = indian_clothing_gfx } culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = artisan_mace_indian_prop animations = council_marshal_decal animations = female_prop_fix_additive } portrait_modifier = { # Western / any animations_props = artisan_mace_western_prop animations = council_marshal_decal animations = female_prop_fix_additive } } one_handed_sword = { portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = sword } } animations_props = artifact_sword_equipped_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Hunting trigger = { involved_activity ?= { has_activity_type = activity_hunt } } animations_props = ep2_hunting_sword_right_attachment animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # CCP5 trigger = { AND = { has_dlc_feature = high_medieval_warfare_attire OR = { portrait_commoner_armor_trigger = { CULTURE_INPUT = french } portrait_commoner_armor_trigger = { CULTURE_INPUT = norman } portrait_commoner_armor_trigger = { CULTURE_INPUT = breton } } portrait_era3_trigger = yes } } animations_props = marshal_ccp5_french_prop animations = council_marshal_decal animations = cloak_additive } portrait_modifier = { # POL trigger = { AND = { has_dlc_feature = west_slavic_attire culture = { has_clothing_gfx = west_slavic_clothing_gfx } } } animations_props = marshal_pol_prop animations = council_marshal_decal animations = cloak_additive } portrait_modifier = { # Berber trigger = { culture = { has_clothing_gfx = afr_berber_clothing_gfx } } animations_props = marshal_afr_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Norse trigger = { culture = { has_clothing_gfx = northern_clothing_gfx } } animations_props = marshal_fp1_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Iberian Christian trigger = { culture = { has_clothing_gfx = iberian_christian_clothing_gfx } } animations_props = marshal_fp2_christian_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Iberian Muslim trigger = { culture = { has_clothing_gfx = iberian_muslim_clothing_gfx } } animations_props = marshal_fp2_muslim_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = artisan_sword_steppe_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Mediterranean trigger = { culture = { has_clothing_gfx = byzantine_clothing_gfx } } animations_props = artisan_sword_byzantine_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Indian trigger = { OR = { culture = { has_clothing_gfx = indian_clothing_gfx } culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = artisan_sword_indian_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Chinese trigger = { culture = { has_clothing_gfx = chinese_clothing_gfx } } animations_props = tgp_chinese_sword_01 animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Japanese trigger = { culture = { has_unit_gfx = japanese_unit_gfx } } animations_props = tgp_japanese_sword_01 animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # African / MENA trigger = { culture = { OR = { has_clothing_gfx = african_clothing_gfx has_clothing_gfx = mena_clothing_gfx } } } animations_props = artisan_sword_mena_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Longsword trigger = { culture = { has_unit_gfx = western_unit_gfx has_cultural_era_or_later = culture_era_late_medieval } OR = { AND = { involved_activity ?= { has_activity_type = activity_tournament has_current_phase = tournament_phase_duel } is_in_guest_subset = { name = qualified } } is_landed = yes is_knight = yes } sword_unique_gfx_trigger = no } animations_props = ep2_western_long_sword_right_attachment animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Western animations_props = marshal_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } } one_handed_dagger = { portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = dagger } } animations_props = artifact_dagger_equipped_prop animations = AI_vengeful_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Hunt trigger = { NOT = { any_equipped_character_artifact = { artifact_type = dagger } } involved_activity ?= { has_activity_type = activity_hunt } location = { geographical_region = world_europe } } animations_props = ep2_hunting_knife_right_attachment animations = AI_vengeful_decal } portrait_modifier = { # Berber trigger = { culture = { has_clothing_gfx = afr_berber_clothing_gfx } } animations_props = spymaster_afr_prop animations = AI_vengeful_decal } portrait_modifier = { # Norse trigger = { culture = { has_clothing_gfx = northern_clothing_gfx } } animations_props = spymaster_fp1_prop animations = AI_vengeful_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Iberian trigger = { culture = { OR = { has_clothing_gfx = iberian_christian_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx } } } animations_props = spymaster_fp2_prop animations = AI_vengeful_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # MENA trigger = { culture = { has_clothing_gfx = mena_clothing_gfx } } animations_props = spymaster_mena_prop animations = AI_vengeful_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Chinese trigger = { culture = { has_clothing_gfx = chinese_clothing_gfx } } animations_props = tgp_chinese_dagger_01 animations = AI_vengeful_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Japanese trigger = { culture = { has_unit_gfx = japanese_unit_gfx } } animations_props = tgp_japanese_dagger_01 animations = AI_vengeful_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Indian trigger = { culture = { OR = { has_clothing_gfx = african_clothing_gfx has_clothing_gfx = indian_clothing_gfx has_clothing_gfx = mongol_clothing_gfx has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = spymaster_indian_prop animations = AI_vengeful_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Late Western (Rondel) trigger = { culture = { has_innovation = innovation_plate_armor } dagger_unique_gfx_trigger = no } animations_props = rondel_dagger_prop animations = AI_vengeful_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Western / any animations_props = spymaster_prop animations = AI_vengeful_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } } two_handed_spear = { portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = spear } } animations_props = artifact_spear_equipped_prop animations = AI_vengeful_decal } portrait_modifier = { # Hunting trigger = { NOT = { any_equipped_character_artifact = { artifact_type = spear } } involved_activity ?= { has_activity_type = activity_hunt } spear_unique_gfx_trigger = no } animations_props = ep2_boar_spear_right_attachment animations = AI_vengeful_decal } portrait_modifier = { # Indian trigger = { OR = { culture = { has_clothing_gfx = indian_clothing_gfx } culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = artisan_indian_spear_prop_right_hand animations = AI_vengeful_decal } portrait_modifier = { # MENA trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = mongol_clothing_gfx has_clothing_gfx = iberian_christian_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx } } } animations_props = artisan_mena_spear_prop_right_hand animations = AI_vengeful_decal } portrait_modifier = { # African trigger = { culture = { has_clothing_gfx = african_clothing_gfx } } animations_props = artisan_african_spear_prop_right_hand animations = AI_vengeful_decal } portrait_modifier = { # Chinese trigger = { culture = { OR = { has_clothing_gfx = chinese_clothing_gfx has_unit_gfx = japanese_unit_gfx } } } animations_props = tgp_chinese_polearm_01_right animations = AI_vengeful_decal } portrait_modifier = { # Western / any animations_props = artisan_spear_prop_right_hand animations = AI_vengeful_decal } } two_handed_hammer = { portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = hammer } } animations_props = artifact_hammer_equipped_prop animations = AI_vengeful_decal } portrait_modifier = { # MENA trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = mongol_clothing_gfx has_clothing_gfx = iberian_christian_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx } } } animations_props = artisan_hammer_mena_prop animations = AI_vengeful_decal } portrait_modifier = { # Western / any animations_props = artisan_hammer_prop animations = AI_vengeful_decal } } lefthanded_one_handed_sword = { portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = sword } } animations_props = artifact_sword_equipped_prop_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # CCP5 trigger = { AND = { has_dlc_feature = high_medieval_warfare_attire OR = { portrait_commoner_armor_trigger = { CULTURE_INPUT = french } portrait_commoner_armor_trigger = { CULTURE_INPUT = norman } portrait_commoner_armor_trigger = { CULTURE_INPUT = breton } } portrait_era3_trigger = yes } } animations_props = marshal_ccp5_french_prop_left animations = council_marshal_decal animations = cloak_additive } portrait_modifier = { # POL trigger = { AND = { has_dlc_feature = west_slavic_attire culture = { has_clothing_gfx = west_slavic_clothing_gfx } } } animations_props = marshal_pol_prop_left animations = council_marshal_decal animations = cloak_additive } portrait_modifier = { # Berber trigger = { culture = { has_clothing_gfx = afr_berber_clothing_gfx } } animations_props = marshal_afr_prop_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Norse trigger = { culture = { has_clothing_gfx = northern_clothing_gfx } } animations_props = marshal_fp1_prop_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Iberian Christian trigger = { culture = { has_clothing_gfx = iberian_christian_clothing_gfx } } animations_props = marshal_fp2_christian_prop_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Iberian Muslim trigger = { culture = { has_clothing_gfx = iberian_muslim_clothing_gfx } } animations_props = marshal_fp2_muslim_prop_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = artisan_sword_steppe_prop_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Mediterranean trigger = { culture = { has_clothing_gfx = byzantine_clothing_gfx } } animations_props = artisan_sword_byzantine_prop_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Indian trigger = { OR = { culture = { has_clothing_gfx = indian_clothing_gfx } culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = artisan_sword_indian_prop_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Chinese trigger = { culture = { has_clothing_gfx = chinese_clothing_gfx } } animations_props = tgp_chinese_sword_01_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Japanese trigger = { culture = { has_unit_gfx = japanese_unit_gfx } } animations_props = tgp_japanese_sword_01_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # African / MENA trigger = { culture = { OR = { has_clothing_gfx = african_clothing_gfx has_clothing_gfx = mena_clothing_gfx } } } animations_props = artisan_sword_mena_prop_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Western animations_props = marshal_prop_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } } horse_sword_shield = { portrait_modifier = { # MENA shield with artifact sword trigger = { any_equipped_character_artifact = { artifact_type = sword } culture = { OR = { has_clothing_gfx = african_clothing_gfx has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx has_clothing_gfx = afr_berber_clothing_gfx } } } animations_props = ep2_horse_01_cgallop animations_props = artifact_sword_equipped_prop animations_props = ep1_mena_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # SEA shield with artifact sword trigger = { any_equipped_character_artifact = { artifact_type = sword } culture = { has_unit_gfx = southeast_asian_unit_gfx } } animations_props = ep2_horse_01_cgallop animations_props = artifact_sword_equipped_prop animations_props = tgp_sea_shield_01 animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Indian shield with artifact sword trigger = { any_equipped_character_artifact = { artifact_type = sword } culture = { has_clothing_gfx = indian_clothing_gfx } } animations_props = ep2_horse_01_cgallop animations_props = artifact_sword_equipped_prop animations_props = ep1_indian_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Chinese shield with artifact sword trigger = { any_equipped_character_artifact = { artifact_type = sword } has_clothing_gfx = chinese_clothing_gfx } animations_props = ep2_horse_01_cgallop animations_props = artifact_sword_equipped_prop animations_props = tgp_chinese_shield_01 animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Japanese shield with artifact sword trigger = { any_equipped_character_artifact = { artifact_type = sword } has_unit_gfx = japanese_unit_gfx } animations_props = ep2_horse_01_cgallop animations_props = artifact_sword_equipped_prop animations_props = tgp_japanese_shield_01 animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Mediterranean shield with artifact sword trigger = { any_equipped_character_artifact = { artifact_type = sword } culture = { has_clothing_gfx = byzantine_clothing_gfx } } animations_props = ep2_horse_01_cgallop animations_props = artifact_sword_equipped_prop animations_props = ep1_mediterranean_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Jousting shield with artifact sword trigger = { any_equipped_character_artifact = { artifact_type = sword } culture = { has_clothing_gfx = iberian_christian_clothing_gfx } } animations_props = ep2_horse_01_cgallop animations_props = artifact_sword_equipped_prop animations_props = ep2_western_jousting_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = sword } } animations_props = ep2_horse_01_cgallop animations_props = artifact_sword_equipped_prop animations_props = ep1_western_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Hunting trigger = { NOT = { any_equipped_character_artifact = { artifact_type = sword } } involved_activity ?= { has_activity_type = activity_hunt } sword_unique_gfx_trigger = no } animations_props = ep2_horse_01_cgallop animations_props = ep2_hunting_sword_right_attachment animations_props = ep2_western_jousting_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # POL trigger = { has_dlc_feature = west_slavic_attire culture = { has_clothing_gfx = west_slavic_clothing_gfx } } animations_props = ep2_horse_01_cgallop animations_props = marshal_pol_prop animations_props = ep1_western_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # AFR trigger = { AND = { has_dlc_feature = north_african_attire OR = { culture = culture:butr culture = culture:baranis culture = culture:zaghawa culture = culture:maghrebi } } } animations_props = ep2_horse_01_cgallop animations_props = marshal_afr_prop animations_props = ep1_mena_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # FP1 trigger = { has_dlc_feature = the_northern_lords culture = culture:norse } animations_props = ep2_horse_01_cgallop animations_props = marshal_fp1_prop animations_props = ep1_western_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Berber trigger = { culture = { has_clothing_gfx = afr_berber_clothing_gfx } } animations_props = ep2_horse_01_cgallop animations_props = marshal_afr_prop animations_props = ep1_mena_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Northern trigger = { culture = { has_clothing_gfx = northern_clothing_gfx } } animations_props = ep2_horse_01_cgallop animations_props = marshal_fp1_prop animations_props = ep1_western_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Iberian Christian trigger = { culture = { has_clothing_gfx = iberian_christian_clothing_gfx } } animations_props = ep2_horse_01_cgallop animations_props = marshal_fp2_christian_prop animations_props = ep2_western_jousting_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Iberian Muslim trigger = { culture = { has_clothing_gfx = iberian_muslim_clothing_gfx } } animations_props = ep2_horse_01_cgallop animations_props = marshal_fp2_muslim_prop animations_props = ep1_mena_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = ep2_horse_01_cgallop animations_props = artisan_sword_steppe_prop animations_props = ep1_mena_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Mediterranean trigger = { culture = { has_clothing_gfx = byzantine_clothing_gfx } } animations_props = ep2_horse_01_cgallop animations_props = artisan_sword_byzantine_prop animations_props = ep1_mediterranean_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # SEA trigger = { culture = { has_unit_gfx = southeast_asian_unit_gfx } } animations_props = ep2_horse_01_cgallop animations_props = artisan_sword_indian_prop animations_props = tgp_sea_shield_01 animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Indian trigger = { culture = { has_clothing_gfx = indian_clothing_gfx } } animations_props = ep2_horse_01_cgallop animations_props = artisan_sword_indian_prop animations_props = ep1_indian_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Chinese trigger = { culture = { has_clothing_gfx = chinese_clothing_gfx } } animations_props = ep2_horse_01_cgallop animations_props = tgp_chinese_sword_01 animations_props = tgp_chinese_shield_01 animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Japanese trigger = { culture = { has_unit_gfx = japanese_unit_gfx } } animations_props = ep2_horse_01_cgallop animations_props = tgp_japanese_sword_01 animations_props = tgp_japanese_shield_01 animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # African / MENA trigger = { culture = { OR = { has_clothing_gfx = african_clothing_gfx has_clothing_gfx = mena_clothing_gfx } } } animations_props = ep2_horse_01_cgallop animations_props = artisan_sword_mena_prop animations_props = ep1_mena_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Western / any animations_props = ep2_horse_01_cgallop animations_props = marshal_prop animations_props = ep1_western_shield animations = council_marshal_decal animations = no_cloak animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } } long_swords = { portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = sword } } animations_props = artifact_sword_equipped_prop animations = council_marshal_decal animations = female_prop_fix_additive } portrait_modifier = { # Tachi Japan trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } animations_props = tgp_japanese_sword_01 animations = council_marshal_decal animations = female_prop_fix_additive } portrait_modifier = { # Longsword animations_props = ep2_western_long_sword_right_attachment animations = council_marshal_decal animations = female_prop_fix_additive } } ### Council ### council_spymaster = { portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = dagger } } animations_props = artifact_dagger_equipped_prop animations = AI_vengeful_decal animations = female_prop_fix_additive } portrait_modifier = { # Berber trigger = { culture = { has_clothing_gfx = afr_berber_clothing_gfx } } animations_props = spymaster_afr_prop animations = AI_vengeful_decal } portrait_modifier = { # Norse trigger = { culture = { has_clothing_gfx = northern_clothing_gfx } } animations_props = spymaster_fp1_prop animations = AI_vengeful_decal animations = female_prop_fix_additive } portrait_modifier = { # Iberian trigger = { culture = { OR = { has_clothing_gfx = iberian_christian_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx } } } animations_props = spymaster_fp2_prop animations = AI_vengeful_decal animations = female_prop_fix_additive } portrait_modifier = { # MENA trigger = { culture = { has_clothing_gfx = mena_clothing_gfx } } animations_props = spymaster_mena_prop animations = AI_vengeful_decal animations = female_prop_fix_additive } portrait_modifier = { # Chinese trigger = { culture = { has_clothing_gfx = chinese_clothing_gfx } } animations_props = tgp_chinese_dagger_01 animations = AI_vengeful_decal animations = female_prop_fix_additive } portrait_modifier = { # Japanese trigger = { culture = { has_unit_gfx = japanese_unit_gfx } } animations_props = tgp_japanese_dagger_01 animations = AI_vengeful_decal animations = female_prop_fix_additive } portrait_modifier = { # Indian trigger = { culture = { OR = { has_clothing_gfx = african_clothing_gfx has_clothing_gfx = indian_clothing_gfx has_clothing_gfx = mongol_clothing_gfx has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = spymaster_indian_prop animations = AI_vengeful_decal animations = female_prop_fix_additive } portrait_modifier = { # Western / any animations_props = spymaster_prop animations = AI_vengeful_decal animations = female_prop_fix_additive } } council_marshal = { portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = sword } } animations_props = artifact_sword_equipped_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Hunting trigger = { involved_activity ?= { has_activity_type = activity_hunt } } animations_props = ep2_hunting_sword_right_attachment animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # CCP5 trigger = { AND = { has_dlc_feature = high_medieval_warfare_attire OR = { portrait_commoner_armor_trigger = { CULTURE_INPUT = french } portrait_commoner_armor_trigger = { CULTURE_INPUT = norman } portrait_commoner_armor_trigger = { CULTURE_INPUT = breton } } portrait_era3_trigger = yes } } animations_props = marshal_ccp5_french_prop animations = council_marshal_decal animations = cloak_additive } portrait_modifier = { # POL trigger = { AND = { has_dlc_feature = west_slavic_attire culture = { has_clothing_gfx = west_slavic_clothing_gfx } } } animations_props = marshal_pol_prop animations = council_marshal_decal animations = cloak_additive } portrait_modifier = { # Berber trigger = { culture = { has_clothing_gfx = afr_berber_clothing_gfx } } animations_props = marshal_afr_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Norse trigger = { culture = { has_clothing_gfx = northern_clothing_gfx } } animations_props = marshal_fp1_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Iberian Christian trigger = { culture = { has_clothing_gfx = iberian_christian_clothing_gfx } } animations_props = marshal_fp2_christian_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Iberian Muslim trigger = { culture = { has_clothing_gfx = iberian_muslim_clothing_gfx } } animations_props = marshal_fp2_muslim_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = artisan_sword_steppe_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Mediterranean trigger = { culture = { has_clothing_gfx = byzantine_clothing_gfx } } animations_props = artisan_sword_byzantine_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Indian trigger = { OR = { culture = { has_clothing_gfx = indian_clothing_gfx } culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = artisan_sword_indian_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Chinese trigger = { culture = { has_clothing_gfx = chinese_clothing_gfx } } animations_props = tgp_chinese_sword_01 animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Japanese trigger = { culture = { has_unit_gfx = japanese_unit_gfx } } animations_props = tgp_japanese_sword_01 animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # African / MENA trigger = { culture = { OR = { has_clothing_gfx = african_clothing_gfx has_clothing_gfx = mena_clothing_gfx } } } animations_props = artisan_sword_mena_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Longsword trigger = { culture = { has_unit_gfx = western_unit_gfx has_cultural_era_or_later = culture_era_late_medieval } OR = { AND = { involved_activity ?= { has_activity_type = activity_tournament has_current_phase = tournament_phase_duel } is_in_guest_subset = { name = qualified } } is_landed = yes is_knight = yes } } animations_props = ep2_western_long_sword_right_attachment animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Western animations_props = marshal_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } } council_steward = { portrait_modifier = { # FP2 trigger = { static_group_filter = { group = alternative_purse match = 0.5 } } animations_props = steward_fp2_prop animations = council_steward_decal } portrait_modifier = { # Equipped animations_props = steward_prop animations = council_steward_decal } } council_chancellor = { portrait_modifier = { # FP1 trigger = { has_dlc_feature = the_northern_lords culture = { has_unit_gfx = norse_unit_gfx } } animations_props = chancellor_fp1_prop animations = council_chancellor_decal } portrait_modifier = { # FP2 trigger = { culture = { NOR = { has_unit_gfx = western_unit_gfx has_unit_gfx = norse_unit_gfx has_unit_gfx = northern_unit_gfx } } } animations_props = chancellor_fp2_prop animations = council_chancellor_decal } portrait_modifier = { # Equipped animations_props = chancellor_prop animations = council_chancellor_decal } } council_marshal_shield = { portrait_modifier = { # MENA shield with artifact sword trigger = { any_equipped_character_artifact = { artifact_type = sword } culture = { OR = { has_clothing_gfx = african_clothing_gfx has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx has_clothing_gfx = afr_berber_clothing_gfx } } } animations_props = artifact_sword_equipped_prop animations_props = ep1_mena_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Indian shield with artifact sword trigger = { any_equipped_character_artifact = { artifact_type = sword } culture = { has_clothing_gfx = indian_clothing_gfx } } animations_props = artifact_sword_equipped_prop animations_props = ep1_indian_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Mediterranean shield with artifact sword trigger = { any_equipped_character_artifact = { artifact_type = sword } culture = { has_clothing_gfx = byzantine_clothing_gfx } } animations_props = artifact_sword_equipped_prop animations_props = ep1_mediterranean_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Jousting shield with artifact sword trigger = { any_equipped_character_artifact = { artifact_type = sword } culture = { has_clothing_gfx = iberian_christian_clothing_gfx } } animations_props = artifact_sword_equipped_prop animations_props = ep2_western_jousting_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Chinese shield with artifact sword trigger = { any_equipped_character_artifact = { artifact_type = sword } culture = { has_clothing_gfx = chinese_clothing_gfx } } animations_props = artifact_sword_equipped_prop animations_props = tgp_chinese_shield_01 animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Japanese shield with artifact sword trigger = { any_equipped_character_artifact = { artifact_type = sword } culture = { has_clothing_gfx = chinese_clothing_gfx } } animations_props = artifact_sword_equipped_prop animations_props = tgp_japanese_shield_01 animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = sword } } animations_props = artifact_sword_equipped_prop animations_props = ep1_western_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Hunting trigger = { involved_activity ?= { has_activity_type = activity_hunt } } animations_props = ep2_hunting_sword_right_attachment animations_props = ep2_western_jousting_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # SEA trigger = { culture = { has_unit_gfx = southeast_asian_unit_gfx } } animations_props = artisan_sword_indian_prop animations_props = tgp_sea_shield_01 animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # CCP5 trigger = { AND = { has_dlc_feature = high_medieval_warfare_attire OR = { portrait_commoner_armor_trigger = { CULTURE_INPUT = french } portrait_commoner_armor_trigger = { CULTURE_INPUT = norman } portrait_commoner_armor_trigger = { CULTURE_INPUT = breton } } portrait_era3_trigger = yes } } animations_props = marshal_ccp5_french_prop animations = council_marshal_decal animations = cloak_additive } portrait_modifier = { # POL trigger = { has_dlc_feature = west_slavic_attire culture = { has_clothing_gfx = west_slavic_clothing_gfx } } animations_props = marshal_pol_prop animations_props = ep1_western_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # AFR trigger = { AND = { has_dlc_feature = north_african_attire OR = { culture = culture:butr culture = culture:baranis culture = culture:zaghawa culture = culture:maghrebi } } } animations_props = marshal_afr_prop animations_props = ep1_mena_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # FP1 trigger = { has_dlc_feature = the_northern_lords culture = culture:norse } animations_props = marshal_fp1_prop animations_props = ep1_western_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # FP2 Christian trigger = { has_dlc_feature = the_fate_of_iberia OR = { culture = { has_unit_gfx = iberian_christian_unit_gfx } AND = { any_character_struggle = { is_struggle_type = iberian_struggle } religion = religion:christianity_religion } } } animations_props = marshal_fp2_christian_prop animations_props = ep2_western_jousting_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # FP2 Muslim trigger = { has_dlc_feature = the_fate_of_iberia OR = { culture = { has_unit_gfx = iberian_muslim_unit_gfx } AND = { any_character_struggle = { is_struggle_type = iberian_struggle } religion = religion:islam_religion } } } animations_props = marshal_fp2_muslim_prop animations_props = ep1_mena_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # POL trigger = { culture = { has_clothing_gfx = west_slavic_clothing_gfx } } animations_props = marshal_pol_prop animations_props = ep1_western_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Berber trigger = { culture = { has_clothing_gfx = afr_berber_clothing_gfx } } animations_props = marshal_afr_prop animations_props = ep1_mena_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Norse trigger = { culture = { has_clothing_gfx = northern_clothing_gfx } } animations_props = marshal_fp1_prop animations_props = ep1_western_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Iberian Christian trigger = { culture = { has_clothing_gfx = iberian_christian_clothing_gfx } } animations_props = marshal_fp2_christian_prop animations_props = ep2_western_jousting_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Iberian Muslim trigger = { culture = { has_clothing_gfx = iberian_muslim_clothing_gfx } } animations_props = marshal_fp2_muslim_prop animations_props = ep1_mena_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = artisan_sword_steppe_prop animations_props = ep1_mena_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Mediterranean trigger = { culture = { has_clothing_gfx = byzantine_clothing_gfx } } animations_props = artisan_sword_byzantine_prop animations_props = ep1_mediterranean_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Indian trigger = { culture = { has_clothing_gfx = indian_clothing_gfx } } animations_props = artisan_sword_indian_prop animations_props = ep1_indian_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Chinese trigger = { culture = { has_clothing_gfx = chinese_clothing_gfx } } animations_props = tgp_chinese_sword_01 animations_props = tgp_chinese_shield_01 animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Japanese trigger = { culture = { has_unit_gfx = japanese_unit_gfx } } animations_props = tgp_japanese_sword_01 animations_props = tgp_japanese_shield_01 animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # African / MENA trigger = { culture = { OR = { has_clothing_gfx = african_clothing_gfx has_clothing_gfx = mena_clothing_gfx } } } animations_props = artisan_sword_mena_prop animations_props = ep1_mena_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Western animations_props = marshal_prop animations_props = ep1_western_shield animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } } ### Throne room passive ### throneRoom_one_handed_passive_1 = { portrait_modifier = { # Hunting trigger = { NOT = { any_equipped_character_artifact = { artifact_type = sword } } involved_activity ?= { has_activity_type = activity_hunt } } animations_props = ep2_hunting_sword_right_attachment animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = sword } } animations_props = artifact_sword_equipped_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Norse trigger = { culture = { has_clothing_gfx = northern_clothing_gfx } } animations_props = marshal_fp1_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # CCP5 trigger = { AND = { has_dlc_feature = high_medieval_warfare_attire OR = { portrait_commoner_armor_trigger = { CULTURE_INPUT = french } portrait_commoner_armor_trigger = { CULTURE_INPUT = norman } portrait_commoner_armor_trigger = { CULTURE_INPUT = breton } } portrait_era3_trigger = yes } } animations_props = marshal_ccp5_french_prop animations = council_marshal_decal animations = cloak_additive } portrait_modifier = { # POL trigger = { culture = { has_clothing_gfx = west_slavic_clothing_gfx } } animations_props = marshal_pol_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Berber trigger = { culture = { has_clothing_gfx = afr_berber_clothing_gfx } } animations_props = marshal_afr_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Iberian Christian trigger = { culture = { has_clothing_gfx = iberian_christian_clothing_gfx } } animations_props = marshal_fp2_christian_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Iberian Muslim trigger = { culture = { has_clothing_gfx = iberian_muslim_clothing_gfx } } animations_props = marshal_fp2_muslim_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = artisan_sword_steppe_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Mediterranean trigger = { culture = { has_clothing_gfx = byzantine_clothing_gfx } } animations_props = artisan_sword_byzantine_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Indian trigger = { OR = { culture = { has_clothing_gfx = indian_clothing_gfx } culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = artisan_sword_indian_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Chinese trigger = { culture = { has_clothing_gfx = chinese_clothing_gfx } } animations_props = tgp_chinese_sword_01 animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Japanese trigger = { culture = { has_unit_gfx = japanese_unit_gfx } } animations_props = tgp_japanese_sword_01 animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # MENA trigger = { culture = { OR = { has_clothing_gfx = african_clothing_gfx has_clothing_gfx = mena_clothing_gfx } } } animations_props = artisan_sword_mena_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Longsword trigger = { NOT = { any_equipped_character_artifact = { artifact_type = sword } } culture = { has_unit_gfx = western_unit_gfx has_cultural_era_or_later = culture_era_late_medieval } OR = { AND = { involved_activity ?= { has_activity_type = activity_tournament has_current_phase = tournament_phase_duel } is_in_guest_subset = { name = qualified } } is_landed = yes is_knight = yes } } animations_props = ep2_western_long_sword_right_attachment animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Western / any animations_props = marshal_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } } throneRoom_one_handed_passive_2 = { portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = axe } } animations_props = artifact_axe_equipped_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Norse trigger = { culture = { has_clothing_gfx = northern_clothing_gfx } } animations_props = artisan_axe_northern_pagan_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = artisan_axe_steppe_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # MENA trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = iberian_christian_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx } } } animations_props = artisan_axe_mena_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Mediterranean trigger = { culture = { has_clothing_gfx = byzantine_clothing_gfx } } animations_props = artisan_axe_mediterranean_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # African trigger = { culture = { has_clothing_gfx = african_clothing_gfx } } animations_props = artisan_axe_african_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Indian trigger = { OR = { culture = { has_clothing_gfx = indian_clothing_gfx } culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = artisan_axe_indian_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Chinese trigger = { OR = { culture = { has_clothing_gfx = chinese_clothing_gfx } culture = { has_unit_gfx = japanese_unit_gfx } } } animations_props = tgp_chinese_axe_01 animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Western / any animations_props = artisan_axe_prop animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } } throneRoom_two_handed_passive_1 = { portrait_modifier = { # Hunting trigger = { NOT = { any_equipped_character_artifact = { artifact_type = spear } } involved_activity ?= { has_activity_type = activity_hunt } } animations_props = ep2_boar_spear_left_attachment animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = spear } } animations_props = artifact_spear_equipped_prop_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Indian trigger = { OR = { culture = { has_clothing_gfx = indian_clothing_gfx } culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = artisan_indian_spear_prop_left_hand animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # MENA / Steppe trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = mongol_clothing_gfx has_clothing_gfx = iberian_christian_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx } } } animations_props = artisan_mena_spear_prop_left_hand animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # African trigger = { culture = { has_clothing_gfx = african_clothing_gfx } } animations_props = artisan_african_spear_prop_left_hand animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Chinese trigger = { culture = { OR = { has_clothing_gfx = chinese_clothing_gfx has_unit_gfx = japanese_unit_gfx } } } animations_props = tgp_chinese_polearm_01_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } portrait_modifier = { # Western / any animations_props = artisan_spear_prop_left_hand animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive } } throneRoom_two_handed_passive_shield = { portrait_modifier = { # Hunting trigger = { involved_activity ?= { has_activity_type = activity_hunt } } animations_props = ep2_boar_spear_left_attachment animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive animations_props = ep1_western_shield_right } portrait_modifier = { # SEA shield with artifact spear trigger = { any_equipped_character_artifact = { artifact_type = spear } culture = { has_unit_gfx = southeast_asian_unit_gfx } } animations_props = artifact_spear_equipped_prop_left animations_props = tgp_sea_shield_01_right animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # MENA shield with artifact spear trigger = { any_equipped_character_artifact = { artifact_type = spear } culture = { OR = { has_clothing_gfx = african_clothing_gfx has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx has_clothing_gfx = afr_berber_clothing_gfx } } } animations_props = artifact_spear_equipped_prop_left animations_props = ep1_mena_shield_right animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Indian shield with artifact spear trigger = { any_equipped_character_artifact = { artifact_type = spear } has_clothing_gfx = indian_clothing_gfx } animations_props = artifact_spear_equipped_prop_left animations_props = ep1_indian_shield_right animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Mediterranean shield with artifact spear trigger = { any_equipped_character_artifact = { artifact_type = spear } has_clothing_gfx = byzantine_clothing_gfx } animations_props = artifact_spear_equipped_prop_left animations_props = ep1_mediterranean_shield_right animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Chinese shield with artifact spear trigger = { any_equipped_character_artifact = { artifact_type = spear } has_clothing_gfx = chinese_clothing_gfx } animations_props = artifact_spear_equipped_prop_left animations_props = tgp_chinese_shield_01_right animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Japanese shield with artifact spear trigger = { any_equipped_character_artifact = { artifact_type = spear } has_unit_gfx = japanese_unit_gfx } animations_props = artifact_spear_equipped_prop_left animations_props = tgp_japanese_shield_01_right animations = council_marshal_decal animations = fat_additive animations = dwarf_additive } portrait_modifier = { # Equipped trigger = { any_equipped_character_artifact = { artifact_type = spear } } animations_props = artifact_spear_equipped_prop_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive animations_props = ep1_western_shield_right } portrait_modifier = { # Mediterranean trigger = { culture = { has_clothing_gfx = byzantine_clothing_gfx } } animations_props = artifact_spear_equipped_prop_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations_props = ep1_mediterranean_shield_right } portrait_modifier = { # SEA trigger = { culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } animations_props = artisan_indian_spear_prop_left_hand animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive animations_props = tgp_sea_shield_01_right } portrait_modifier = { # Indian trigger = { culture = { has_clothing_gfx = indian_clothing_gfx } } animations_props = artisan_indian_spear_prop_left_hand animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive animations_props = ep1_indian_shield_right } portrait_modifier = { # MENA / Steppe trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = mongol_clothing_gfx has_clothing_gfx = iberian_christian_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx } } } animations_props = artisan_mena_spear_prop_left_hand animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive animations_props = ep1_mena_shield_right } portrait_modifier = { # African trigger = { culture = { has_clothing_gfx = african_clothing_gfx } } animations_props = artisan_african_spear_prop_left_hand animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive animations_props = ep1_mena_shield_right } portrait_modifier = { # Chinese trigger = { culture = { has_clothing_gfx = chinese_clothing_gfx } } animations_props = tgp_chinese_polearm_01_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive animations_props = tgp_chinese_shield_01_right } portrait_modifier = { # Japanese trigger = { culture = { has_unit_gfx = japanese_unit_gfx } } animations_props = tgp_chinese_polearm_01_left animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive animations_props = tgp_japanese_shield_01_right } portrait_modifier = { # Western / any animations_props = artisan_spear_prop_left_hand animations = council_marshal_decal animations = fat_additive animations = dwarf_additive animations = female_prop_fix_additive animations_props = ep1_western_shield_right } } ### Shortbow ### hunting_shortbow_rest_bluntarrow = { portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = ep2_steppe_bowBlunt_01_a_left_attachment animations = council_marshal_decal } portrait_modifier = { # MENA trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx has_clothing_gfx = byzantine_clothing_gfx } } } animations_props = ep2_mediterranean_bowBlunt_01_a_left_attachment animations = council_marshal_decal } portrait_modifier = { # African trigger = { culture = { has_clothing_gfx = african_clothing_gfx } } animations_props = ep2_african_bowBlunt_01_left_attachment animations = council_marshal_decal } portrait_modifier = { # Equipped animations_props = ep2_short_bowBlunt_01_left_attachment animations = council_marshal_decal } } hunting_shortbow_rest_arrow = { portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = ep2_steppe_bow_01_a_left_attachment animations = council_marshal_decal } portrait_modifier = { # MENA trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx has_clothing_gfx = byzantine_clothing_gfx } } } animations_props = ep2_mediterranean_bow_01_a_left_attachment animations = council_marshal_decal } portrait_modifier = { # African trigger = { culture = { has_clothing_gfx = african_clothing_gfx } } animations_props = ep2_african_bow_01_left_attachment animations = council_marshal_decal } portrait_modifier = { # Equipped animations_props = ep2_short_bow_01_left_attachment animations = council_marshal_decal } } hunting_shortbow_aim_arrow = { portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = ep2_steppe_bow_01_a_drawn_left_attachment animations = council_marshal_decal } portrait_modifier = { # MENA trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx has_clothing_gfx = byzantine_clothing_gfx } } } animations_props = ep2_mediterranean_bow_01_a_drawn_left_attachment animations = council_marshal_decal } portrait_modifier = { # African trigger = { culture = { has_clothing_gfx = african_clothing_gfx } } animations_props = ep2_african_bow_01_drawn_left_attachment animations = council_marshal_decal } portrait_modifier = { # Equipped animations_props = ep2_short_bow_01_drawn_left_attachment animations = council_marshal_decal } } hunting_shortbow_aim_bluntarrow = { portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = ep2_steppe_bow_01_a_aimBlunt_left_attachment animations = council_marshal_decal } portrait_modifier = { # MENA trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx has_clothing_gfx = byzantine_clothing_gfx } } } animations_props = ep2_mediterranean_bow_01_a_aimBlunt_left_attachment animations = council_marshal_decal } portrait_modifier = { # African trigger = { culture = { has_clothing_gfx = african_clothing_gfx } } animations_props = ep2_african_bow_01_aimBlunt_left_attachment animations = council_marshal_decal } portrait_modifier = { # Equipped animations_props = ep2_short_bow_01_aimBlunt_left_attachment animations = council_marshal_decal } } ### Longbow ### hunting_longbow_rest_bluntarrow = { portrait_modifier = { # Indian trigger = { OR = { culture = { has_clothing_gfx = indian_clothing_gfx } culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = ep2_indian_bowBlunt_01_a_left_attachment animations = council_marshal_decal } portrait_modifier = { # Japan trigger = { culture = { has_clothing_gfx = japanese_clothing_gfx } } animations_props = tgp_japanese_bow_blunt_01 animations = council_marshal_decal } portrait_modifier = { # Equipped animations_props = ep2_long_bowBlunt_01_a_left_attachment animations = council_marshal_decal } } hunting_longbow_rest_arrow = { portrait_modifier = { # Indian trigger = { OR = { culture = { has_clothing_gfx = indian_clothing_gfx } culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = ep2_indian_bow_01_a_left_attachment animations = council_marshal_decal } portrait_modifier = { # Japan trigger = { culture = { has_clothing_gfx = japanese_clothing_gfx } } animations_props = tgp_japanese_bow_01 animations = council_marshal_decal } portrait_modifier = { # Equipped animations_props = ep2_long_bow_01_a_left_attachment animations = council_marshal_decal } } hunting_longbow_aim_arrow = { portrait_modifier = { # Indian trigger = { OR = { culture = { has_clothing_gfx = indian_clothing_gfx } culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = ep2_indian_bow_01_a_drawn_left_attachment animations = council_marshal_decal } portrait_modifier = { # Japan trigger = { culture = { has_clothing_gfx = japanese_clothing_gfx } } animations_props = tgp_japanese_bow_01_drawn animations = council_marshal_decal } portrait_modifier = { # Equipped animations_props = ep2_long_bow_01_a_drawn_left_attachment animations = council_marshal_decal } } hunting_longbow_aim_bluntarrow = { portrait_modifier = { # Indian trigger = { OR = { culture = { has_clothing_gfx = indian_clothing_gfx } culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = ep2_indian_bow_01_a_aimBlunt_left_attachment animations = council_marshal_decal } portrait_modifier = { # Japan trigger = { culture = { has_clothing_gfx = japanese_clothing_gfx } } animations_props = tgp_japanese_bow_01_blunt_drawn animations = council_marshal_decal } portrait_modifier = { # Equipped animations_props = ep2_long_bow_01_a_aimBlunt_left_attachment animations = council_marshal_decal } } ### Horse Archer ### horse_archer_short_bow_with_arrow = { portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = steppe_bow animations = council_marshal_decal animations = no_cloak animations = female_prop_fix_additive } portrait_modifier = { # MENA trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx has_clothing_gfx = byzantine_clothing_gfx } } } animations_props = mediterranean_bow animations = council_marshal_decal animations = no_cloak animations = female_prop_fix_additive } portrait_modifier = { # African trigger = { culture = { has_clothing_gfx = african_clothing_gfx } } animations_props = african_bow animations = council_marshal_decal animations = no_cloak animations = female_prop_fix_additive } portrait_modifier = { # Equipped animations_props = short_bow animations = council_marshal_decal animations = no_cloak animations = female_prop_fix_additive } } horse_archer_short_bow_without_arrow = { portrait_modifier = { # Steppe trigger = { culture = { has_clothing_gfx = mongol_clothing_gfx } } animations_props = steppe_bow_no_arrow animations = council_marshal_decal animations = no_cloak animations = female_prop_fix_additive } portrait_modifier = { # MENA trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx has_clothing_gfx = byzantine_clothing_gfx } } } animations_props = mediterranean_bow_no_arrow animations = council_marshal_decal animations = no_cloak animations = female_prop_fix_additive } portrait_modifier = { # African trigger = { culture = { has_clothing_gfx = african_clothing_gfx } } animations_props = african_bow_no_arrow animations = council_marshal_decal animations = no_cloak animations = female_prop_fix_additive } portrait_modifier = { # Equipped animations_props = short_bow_no_arrow animations = council_marshal_decal animations = no_cloak animations = female_prop_fix_additive } } ### Cultural Goblets ### cultural_goblets = { portrait_modifier = { # SKULL GOBLET trigger = { any_equipped_character_artifact = { artifact_type = goblet } } animations_props = skull_goblet } portrait_modifier = { # Indian trigger = { OR = { culture = { has_clothing_gfx = indian_clothing_gfx } culture = { has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = ep1_indian_goblet_basic } portrait_modifier = { # Chinese trigger = { culture = { has_clothing_gfx = chinese_clothing_gfx } } animations_props = tgp_chinese_goblet_01 } portrait_modifier = { # Japanese trigger = { culture = { has_unit_gfx = japanese_unit_gfx } } animations_props = tgp_japanese_cup } portrait_modifier = { # Mediterranean trigger = { OR = { culture = { has_clothing_gfx = iberian_christian_clothing_gfx } culture = { has_clothing_gfx = byzantine_clothing_gfx } } } animations_props = ep1_mediterranean_goblet_basic } portrait_modifier = { # MENA trigger = { OR = { culture = { has_clothing_gfx = mena_clothing_gfx } culture = { has_clothing_gfx = iberian_muslim_clothing_gfx } culture = { has_clothing_gfx = african_clothing_gfx } } } animations_props = ep1_mena_goblet_basic } portrait_modifier = { # Western trigger = { culture = { has_clothing_gfx = western_clothing_gfx } } animations_props = ep1_western_goblet_basic } portrait_modifier = { # Equipped animations_props = goblet } } ### Coronation Crowns ### coronation_crowns = { #More specific ones portrait_modifier = { # HRE trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { primary_title = title:e_hre } } trigger_else = { primary_title = title:e_hre } } animations_props = male_headgear_secular_western_imperial animations = female_prop_fix_additive } portrait_modifier = { # Iranian trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { OR = { culture = { has_clothing_gfx = iranian_clothing_gfx } culture = { has_clothing_gfx = turkic_clothing_gfx } } } } trigger_else = { OR = { culture = { has_clothing_gfx = iranian_clothing_gfx } culture = { has_clothing_gfx = turkic_clothing_gfx } } } } animations_props = m_headgear_sec_fp3_iranian_imp animations = female_prop_fix_additive } portrait_modifier = { # Italian trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { OR = { primary_title = title:k_italy primary_title = title:e_italy } } } trigger_else = { OR = { primary_title = title:k_italy primary_title = title:e_italy } } } animations_props = male_headgear_secular_ep1_crown_of_lombardy animations = female_prop_fix_additive } # Female only portrait_modifier = { # Western Female Early trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { is_female = yes culture = { has_clothing_gfx = western_clothing_gfx NOT = {has_cultural_era_or_later = culture_era_high_medieval } } } } trigger_else = { is_female = yes culture = { has_clothing_gfx = western_clothing_gfx NOT = {has_cultural_era_or_later = culture_era_high_medieval } } } } animations_props = f_headgear_sec_sp2_western_imperial animations = female_prop_fix_additive } portrait_modifier = { # Rus Female trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { is_female = yes culture = { has_clothing_gfx = east_slavic_clothing_gfx } } } trigger_else = { is_female = yes culture = { has_clothing_gfx = east_slavic_clothing_gfx } } } animations_props = f_headgear_sp4_rus_roy animations = female_prop_fix_additive } portrait_modifier = { # Byz Female trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { is_female = yes culture = { has_clothing_gfx = byzantine_clothing_gfx } } } trigger_else = { is_female = yes culture = { has_clothing_gfx = byzantine_clothing_gfx } } } animations_props = f_headgear_sec_ep3_byzantine_era1_roy animations = female_prop_fix_additive } portrait_modifier = { # Mena Female trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { is_female = yes culture = { has_clothing_gfx = mena_clothing_gfx } } } trigger_else = { is_female = yes culture = { has_clothing_gfx = mena_clothing_gfx } } } animations_props = f_headgear_sp4_mena_roy animations = female_prop_fix_additive } portrait_modifier = { # High Western Female trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { is_female = yes culture = { has_cultural_era_or_later = culture_era_high_medieval has_clothing_gfx = western_clothing_gfx } } } trigger_else = { is_female = yes culture = { has_cultural_era_or_later = culture_era_high_medieval has_clothing_gfx = western_clothing_gfx } } } animations_props = f_headgear_sp4_western_roy animations = female_prop_fix_additive } # Male only portrait_modifier = { # Rus Male trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { is_female = no culture = { has_clothing_gfx = east_slavic_clothing_gfx } } } trigger_else = { is_female = no culture = { has_clothing_gfx = east_slavic_clothing_gfx } } } animations_props = m_headgear_sp4_rus_roy animations = female_prop_fix_additive } portrait_modifier = { # Early Western trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { culture = { has_clothing_gfx = western_clothing_gfx NOT = { has_cultural_era_or_later = culture_era_high_medieval } } } } trigger_else = { culture = { has_clothing_gfx = western_clothing_gfx NOT = { has_cultural_era_or_later = culture_era_high_medieval } } } } animations_props = m_headgear_sec_ep2_western_era1_roy animations = female_prop_fix_additive } portrait_modifier = { # Mena Male trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { is_female = no culture = { has_clothing_gfx = mena_clothing_gfx } } } trigger_else = { is_female = no culture = { has_clothing_gfx = mena_clothing_gfx } } } animations_props = male_headgear_secular_mena_royalty animations = female_prop_fix_additive } # All portrait_modifier = { # Iberian King trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { culture = { has_clothing_gfx = iberian_christian_clothing_gfx } } } trigger_else = { culture = { has_clothing_gfx = iberian_christian_clothing_gfx } } } animations_props = male_headgear_secular_fp2_iberian_christian_royalty animations = female_prop_fix_additive } portrait_modifier = { # Byzantine King Tier trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { highest_held_title_tier = tier_kingdom culture = { has_clothing_gfx = byzantine_clothing_gfx } } } trigger_else = { highest_held_title_tier = tier_kingdom culture = { has_clothing_gfx = byzantine_clothing_gfx } } } animations_props = male_headgear_secular_byzantine_royalty animations = female_prop_fix_additive } portrait_modifier = { # Byzantine trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { culture = { has_clothing_gfx = byzantine_clothing_gfx } } } trigger_else = { culture = { has_clothing_gfx = byzantine_clothing_gfx } } } animations_props = male_headgear_secular_byzantine_imperial animations = female_prop_fix_additive } portrait_modifier = { # Northern trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { culture = { has_clothing_gfx = northern_clothing_gfx } } } trigger_else = { culture = { has_clothing_gfx = northern_clothing_gfx } } } animations_props = male_headgear_secular_fp1_royalty animations = female_prop_fix_additive } portrait_modifier = { # Sub Saharan Imperial trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { culture = { has_clothing_gfx = african_clothing_gfx } highest_held_title_tier >= tier_empire } } trigger_else = { culture = { has_clothing_gfx = african_clothing_gfx } highest_held_title_tier >= tier_empire } } animations_props = male_headgear_secular_sub_saharan_imperial animations = female_prop_fix_additive } portrait_modifier = { # Sub Saharan trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { culture = { has_clothing_gfx = african_clothing_gfx } } } trigger_else = { culture = { has_clothing_gfx = african_clothing_gfx } } } animations_props = male_headgear_secular_sub_saharan_royalty animations = female_prop_fix_additive } portrait_modifier = { # Indian Imperial trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { culture = { has_clothing_gfx = indian_clothing_gfx } highest_held_title_tier >= tier_empire } } trigger_else = { culture = { has_clothing_gfx = indian_clothing_gfx } highest_held_title_tier >= tier_empire } } animations_props = male_headgear_secular_indian_imperial animations = female_prop_fix_additive } portrait_modifier = { # Indian trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { culture = { has_clothing_gfx = indian_clothing_gfx } } } trigger_else = { culture = { has_clothing_gfx = indian_clothing_gfx } } } animations_props = male_headgear_secular_indian_royalty animations = female_prop_fix_additive } portrait_modifier = { # Steppe Imperial trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { culture = { has_clothing_gfx = mongol_clothing_gfx } highest_held_title_tier >= tier_empire } } trigger_else = { culture = { has_clothing_gfx = mongol_clothing_gfx } highest_held_title_tier >= tier_empire } } animations_props = m_headgear_sec_mpo_mongol_imp animations = female_prop_fix_additive } portrait_modifier = { # Steppe trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { culture = { has_clothing_gfx = mongol_clothing_gfx } } } trigger_else = { culture = { has_clothing_gfx = mongol_clothing_gfx } } } animations_props = male_headgear_secular_steppe_royalty animations = female_prop_fix_additive } portrait_modifier = { # Western Imperial trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { highest_held_title_tier >= tier_empire culture = { has_clothing_gfx = western_clothing_gfx NOT = { has_cultural_era_or_later = culture_era_high_medieval } } } } trigger_else = { highest_held_title_tier >= tier_empire culture = { has_clothing_gfx = western_clothing_gfx NOT = { has_cultural_era_or_later = culture_era_high_medieval } } } } animations_props = m_headgear_sec_ep2_western_era1_imp animations = female_prop_fix_additive } portrait_modifier = { # Western King trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { highest_held_title_tier = tier_kingdom culture = { has_clothing_gfx = western_clothing_gfx has_cultural_era_or_later = culture_era_high_medieval } } } trigger_else = { highest_held_title_tier = tier_kingdom culture = { has_clothing_gfx = western_clothing_gfx has_cultural_era_or_later = culture_era_high_medieval } } } animations_props = male_headgear_secular_western_royalty animations = female_prop_fix_additive } portrait_modifier = { # Western trigger = { trigger_if = { limit = { exists = involved_activity } involved_activity.activity_host = { culture = { has_clothing_gfx = western_clothing_gfx } } } trigger_else = { culture = { has_clothing_gfx = western_clothing_gfx } } } ##This headgear is misnamed and is generic western imperial animations_props = male_headgear_secular_dde_hre_imperial animations = female_prop_fix_additive } portrait_modifier = { # Any animations_props = male_headgear_secular_steppe_royalty animations = female_prop_fix_additive } } ### Hu ### #hu = { # portrait_modifier = { # trigger = { # top_liege = this # government_has_flag = government_has_merit # } # animations = female_prop_fix_additive # animations_props = tgp_gui_01_a # } # portrait_modifier = { # trigger = { # merit_level < 5 # } # animations = female_prop_fix_additive # animations_props = tgp_hu_01_a # } # portrait_modifier = { # trigger = { # merit_level >= 5 # } # animations = female_prop_fix_additive # animations_props = tgp_hu_01_b # } #} ### Cultural Books ### open_book = { portrait_modifier = { # Chinese trigger = { culture = { OR = { has_clothing_gfx = chinese_clothing_gfx has_unit_gfx = japanese_unit_gfx } } } animations_props = tgp_chinese_book_left } portrait_modifier = { # Western animations_props = bp2_reading_book_prop } } open_book_w_writing_tool_left = { portrait_modifier = { # Chinese trigger = { culture = { OR = { has_clothing_gfx = chinese_clothing_gfx has_unit_gfx = japanese_unit_gfx } } } animations_props = open_book_left_writing_chinese } portrait_modifier = { # Western animations_props = open_book_left_writing } } open_book_w_writing_tool_right = { portrait_modifier = { # Chinese trigger = { culture = { OR = { has_clothing_gfx = chinese_clothing_gfx has_unit_gfx = japanese_unit_gfx } } } animations_props = open_book_right_writing_chinese } portrait_modifier = { # Western animations_props = open_book_right_writing } } paged_book = { portrait_modifier = { # Chinese trigger = { culture = { OR = { has_clothing_gfx = chinese_clothing_gfx has_unit_gfx = japanese_unit_gfx } } } animations_props = tgp_paged_chinese_book animations = female_prop_fix_additive } portrait_modifier = { # Western animations_props = fp4_paged_book_prop animations = female_prop_fix_additive } } closed_book = { portrait_modifier = { # MENA trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = mongol_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx } } } animations_props = ep1_mena_book animations = female_prop_fix_additive } portrait_modifier = { # India trigger = { culture = { OR = { has_clothing_gfx = indian_clothing_gfx has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = ep1_indian_book animations = female_prop_fix_additive } portrait_modifier = { # Mediterranean trigger = { culture = { OR = { has_clothing_gfx = iberian_christian_clothing_gfx has_clothing_gfx = byzantine_clothing_gfx } } } animations_props = ep1_mediterranean_book animations = female_prop_fix_additive } portrait_modifier = { # China trigger = { culture = { OR = { has_clothing_gfx = chinese_clothing_gfx has_unit_gfx = japanese_unit_gfx } } } animations_props = tgp_chinese_book animations = female_prop_fix_additive } portrait_modifier = { # Everything else - not great bc big cross animations_props = ep1_western_book animations = female_prop_fix_additive } } closed_book_w_writing_tool = { portrait_modifier = { # MENA trigger = { culture = { OR = { has_clothing_gfx = mena_clothing_gfx has_clothing_gfx = mongol_clothing_gfx has_clothing_gfx = iberian_muslim_clothing_gfx } } } animations_props = ep1_mena_book_writing animations = female_prop_fix_additive } portrait_modifier = { # Indian trigger = { culture = { OR = { has_clothing_gfx = indian_clothing_gfx has_clothing_gfx = southeast_asian_clothing_gfx } } } animations_props = ep1_indian_book_writing animations = female_prop_fix_additive } portrait_modifier = { # Mediterranean trigger = { culture = { OR = { has_clothing_gfx = iberian_christian_clothing_gfx has_clothing_gfx = byzantine_clothing_gfx } } } animations_props = ep1_mediterranean_book_writing animations = female_prop_fix_additive } portrait_modifier = { # Chinese trigger = { culture = { OR = { has_clothing_gfx = chinese_clothing_gfx has_unit_gfx = japanese_unit_gfx } } } animations_props = tgp_chinese_book_writing animations = female_prop_fix_additive } portrait_modifier = { # Western animations_props = ep1_western_book_writing animations = female_prop_fix_additive } }