#Debugging events namespace = debug debug.1 = { # Max Portraits in Event Window type = character_event title = LOREM_IPSUM_TITLE desc = LOREM_IPSUM_DESCRIPTION theme = realm orphan = yes content_source = "dlc_006" override_background = { reference = temple } left_portrait = { character = root animation = dancing # camera = camera_event_kneeling } right_portrait = { character = scope:portrait_2 animation = throne_room_kneel_1 # camera = camera_event_standing_with_horse_right } center_portrait = { character = scope:portrait_3 animation = loss_1 } lower_right_portrait = scope:portrait_4 lower_center_portrait = scope:portrait_5 lower_left_portrait = scope:portrait_6 immediate = { random_ruler = { save_scope_as = portrait_1 } random_ruler = { save_scope_as = portrait_2 } random_ruler = { save_scope_as = portrait_3 } random_ruler = { save_scope_as = portrait_4 } random_ruler = { save_scope_as = portrait_5 } random_ruler = { save_scope_as = portrait_6 } } option = { name = LOREM_IPSUM_TITLE } } debug.111 = { # Two Portraits + three Artifacts in Event Window type = character_event title = LOREM_IPSUM_TITLE desc = LOREM_IPSUM_DESCRIPTION theme = realm orphan = yes left_portrait = { character = root animation = idle } right_portrait = { character = scope:portrait_1 animation = idle } artifact = { target = scope:portrait_2 position = lower_right_portrait } artifact = { target = scope:portrait_3 position = lower_center_portrait } artifact = { target = scope:portrait_4 position = lower_left_portrait } immediate = { random_ruler = { save_scope_as = portrait_1 } random_artifact = { save_scope_as = portrait_2 } random_artifact = { save_scope_as = portrait_3 } random_artifact = { save_scope_as = portrait_4 } } option = { name = LOREM_IPSUM_TITLE } } debug.0002 = { type = character_event title = debug.0002.t desc = debug.0002.desc theme = default left_portrait = scope:recipient immediate = { if = { limit = { is_female = yes } save_scope_as = mother scope:recipient = { save_scope_as = father } } else = { save_scope_as = father scope:recipient = { save_scope_as = mother } } } #Normal pregnancy option = { name = debug.0002.a scope:mother = { make_pregnant = { father = scope:father } } } #One please option = { name = debug.0002.b scope:mother = { make_pregnant = { father = scope:father number_of_children = 1 } } } #Two please option = { name = debug.0002.c scope:mother = { make_pregnant = { father = scope:father number_of_children = 2 } } } #Three please option = { name = debug.0002.d scope:mother = { make_pregnant = { father = scope:father number_of_children = 3 } } } #Go crazy option = { name = debug.0002.e scope:mother = { make_pregnant = { father = scope:father number_of_children = 10 } } } } ## globally upgrade some holdings for marketing videos and screenshots debug.0008 = { type = character_event hidden = yes theme = default orphan = yes immediate = { every_duchy = { if = { limit = { is_titular = no } title_capital_county = { every_county_province = { if = { limit = { is_county_capital = yes NOT = { has_building = curtain_walls_02 } } add_building = curtain_walls_02 } if = { limit = { has_holding_type = castle_holding NOT = { has_building = castle_02 } } add_building = castle_02 } else_if = { limit = { has_holding_type = church_holding NOT = { has_building = temple_02 } } add_building = temple_03 } else_if = { limit = { has_holding_type = city_holding NOT = { has_building = city_02 } } add_building = city_03 } } } } } every_kingdom = { if = { limit = { is_titular = no } title_capital_county = { every_county_province = { if = { limit = { is_county_capital = yes NOT = { has_building = curtain_walls_03 } } add_building = curtain_walls_03 } if = { limit = { has_holding_type = castle_holding NOT = { has_building = castle_03 } } add_building = castle_03 } else_if = { limit = { has_holding_type = church_holding NOT = { has_building = temple_03 } } add_building = temple_03 } else_if = { limit = { has_holding_type = city_holding NOT = { has_building = city_03 } } add_building = city_03 } } } } } every_empire = { if = { limit = { is_titular = no } title_capital_county = { every_county_province = { if = { limit = { is_county_capital = yes NOT = { has_building = curtain_walls_08 } } add_building = curtain_walls_08 } if = { limit = { has_holding_type = castle_holding NOT = { has_building = castle_04 } } add_building = castle_04 } else_if = { limit = { has_holding_type = church_holding NOT = { has_building = temple_04 } } add_building = temple_04 } else_if = { limit = { has_holding_type = city_holding NOT = { has_building = city_04 } } add_building = city_04 } } } } } } } ###################### # HEALTH DATA EVENTS # ###################### # Set variable to collect data on birth scripted_effect test_2_set_character_disease_data_variable_effect = { set_variable = { name = disease_data_character_$DISEASE$_amount value = 0 } } # For likelihood of happening, set target values, change the weights of the diseases, et voila # Calculate for deadliness: seed the world with disease and check how likely people are to die debug.0010 = { #test.2 hidden = yes trigger = { activate_disease_data_tracking_trigger = yes } immediate = { set_variable = { name = disease_data_activate_tracking value = yes } test_2_set_character_disease_data_variable_effect = { DISEASE = ill } test_2_set_character_disease_data_variable_effect = { DISEASE = pneumonic } test_2_set_character_disease_data_variable_effect = { DISEASE = gout_ridden } test_2_set_character_disease_data_variable_effect = { DISEASE = leper } test_2_set_character_disease_data_variable_effect = { DISEASE = typhus } test_2_set_character_disease_data_variable_effect = { DISEASE = consumption } test_2_set_character_disease_data_variable_effect = { DISEASE = cancer } test_2_set_character_disease_data_variable_effect = { DISEASE = lovers_pox } test_2_set_character_disease_data_variable_effect = { DISEASE = great_pox } test_2_set_character_disease_data_variable_effect = { DISEASE = smallpox } test_2_set_character_disease_data_variable_effect = { DISEASE = bubonic_plague } test_2_set_character_disease_data_variable_effect = { DISEASE = measles } test_2_set_character_disease_data_variable_effect = { DISEASE = dysentery } test_2_set_character_disease_data_variable_effect = { DISEASE = ergotism } } } scripted_effect test_3_create_disease_variables_effect = { set_global_variable = { name = disease_data_global_$DISEASE$_amount value = 0 } set_global_variable = { name = disease_data_global_premature_death_$DISEASE$_amount value = 0 } } scripted_effect test_3_count_diseases_effect = { change_global_variable = { name = disease_data_global_$DISEASE$_amount add = var:disease_data_character_$DISEASE$_amount } } scripted_effect test_3_count_premature_disease_deaths_effect = { if = { limit = { death_reason = death_$DISEASE$ } change_global_variable = { name = disease_data_global_premature_death_amount add = 1 } change_global_variable = { name = disease_data_global_premature_death_$DISEASE$_amount add = 1 } } } # Collect data on death debug.0011 = { #test.3 hidden = yes orphan = yes trigger = { activate_disease_data_tracking_trigger = yes has_variable = disease_data_activate_tracking } immediate = { if = { limit = { NOT = { exists = global_var:disease_data_global_character_amount } } # All counters set_global_variable = { name = disease_data_global_character_amount value = 0 } set_global_variable = { name = disease_data_global_common_disease_amount value = 0 } set_global_variable = { name = disease_data_global_serious_disease_amount value = 0 } set_global_variable = { name = disease_data_global_premature_death_amount value = 0 } # Disease counters test_3_create_disease_variables_effect = { DISEASE = ill } test_3_create_disease_variables_effect = { DISEASE = pneumonic } test_3_create_disease_variables_effect = { DISEASE = gout_ridden } test_3_create_disease_variables_effect = { DISEASE = leper } test_3_create_disease_variables_effect = { DISEASE = typhus } test_3_create_disease_variables_effect = { DISEASE = consumption } test_3_create_disease_variables_effect = { DISEASE = cancer } test_3_create_disease_variables_effect = { DISEASE = lovers_pox } test_3_create_disease_variables_effect = { DISEASE = great_pox } test_3_create_disease_variables_effect = { DISEASE = smallpox } test_3_create_disease_variables_effect = { DISEASE = bubonic_plague } test_3_create_disease_variables_effect = { DISEASE = measles } test_3_create_disease_variables_effect = { DISEASE = dysentery } test_3_create_disease_variables_effect = { DISEASE = ergotism } } change_global_variable = { name = disease_data_global_character_amount add = 1 } # Add to disease counters test_3_count_diseases_effect = { DISEASE = ill } test_3_count_diseases_effect = { DISEASE = pneumonic } test_3_count_diseases_effect = { DISEASE = gout_ridden } test_3_count_diseases_effect = { DISEASE = leper } test_3_count_diseases_effect = { DISEASE = typhus } test_3_count_diseases_effect = { DISEASE = consumption } test_3_count_diseases_effect = { DISEASE = cancer } test_3_count_diseases_effect = { DISEASE = lovers_pox } test_3_count_diseases_effect = { DISEASE = great_pox } test_3_count_diseases_effect = { DISEASE = smallpox } test_3_count_diseases_effect = { DISEASE = bubonic_plague } test_3_count_diseases_effect = { DISEASE = measles } test_3_count_diseases_effect = { DISEASE = dysentery } test_3_count_diseases_effect = { DISEASE = ergotism } # Had a "common" disease? if = { limit = { OR = { var:disease_data_character_ill_amount >= 1 var:disease_data_character_lovers_pox_amount >= 1 } } change_global_variable = { name = disease_data_global_common_disease_amount add = 1 } } # Had a "serious" disease? if = { limit = { OR = { var:disease_data_character_gout_ridden_amount >= 1 var:disease_data_character_pneumonic_amount >= 1 var:disease_data_character_leper_amount >= 1 var:disease_data_character_typhus_amount >= 1 var:disease_data_character_consumption_amount >= 1 var:disease_data_character_cancer_amount >= 1 var:disease_data_character_great_pox_amount >= 1 var:disease_data_character_smallpox_amount >= 1 var:disease_data_character_bubonic_plague_amount >= 1 var:disease_data_character_measles_amount >= 1 var:disease_data_character_dysentery_amount >= 1 var:disease_data_character_ergotism_amount >= 1 } } change_global_variable = { name = disease_data_global_serious_disease_amount add = 1 } } # Premature death data if = { limit = { age < 60 } save_scope_as = dead random_independent_ruler = { trigger_event = { # Death reason isn't set yet, so we send an event to someone else to check id = debug.0013 days = 2 } } } } } # Display the current data scripted_effect test_4_disease_data_calc_effect = { set_variable = { name = disease_data_calc_$DISEASE$_percentage value = { value = global_var:disease_data_global_$DISEASE$_amount divide = global_var:disease_data_global_character_amount multiply = 100 } } set_variable = { name = disease_data_calc_$DISEASE$_premature_death_chance value = { value = global_var:disease_data_global_premature_death_$DISEASE$_amount divide = global_var:disease_data_global_$DISEASE$_amount multiply = 100 } } } debug.0012 = { # test.4 type = character_event title = test.4.title desc = test.4.desc theme = medicine orphan = yes override_background = { reference = temple_generic } immediate = { ### COPY DATA ### #Total character amount set_variable = { name = local_copy_disease_data_global_character_amount value = global_var:disease_data_global_character_amount } #Total early death amount set_variable = { name = local_copy_disease_data_global_premature_death_amount value = global_var:disease_data_global_premature_death_amount } ### ADDITIONAL DATA ### #Percentage of early disease deaths set_variable = { name = disease_data_calc_premature_disease_death_percentage value = { value = global_var:disease_data_global_premature_death_amount divide = global_var:disease_data_global_character_amount multiply = 100 } } #Percentage common disease contraction set_variable = { name = disease_data_calc_common_disease_percentage value = { value = global_var:disease_data_global_common_disease_amount divide = global_var:disease_data_global_character_amount multiply = 100 } } #Percentage serious disease contraction set_variable = { name = disease_data_calc_serious_disease_percentage value = { value = global_var:disease_data_global_serious_disease_amount divide = global_var:disease_data_global_character_amount multiply = 100 } } #Disease chances test_4_disease_data_calc_effect = { DISEASE = ill } test_4_disease_data_calc_effect = { DISEASE = pneumonic } test_4_disease_data_calc_effect = { DISEASE = gout_ridden } test_4_disease_data_calc_effect = { DISEASE = leper } test_4_disease_data_calc_effect = { DISEASE = typhus } test_4_disease_data_calc_effect = { DISEASE = consumption } test_4_disease_data_calc_effect = { DISEASE = cancer } test_4_disease_data_calc_effect = { DISEASE = lovers_pox } test_4_disease_data_calc_effect = { DISEASE = great_pox } test_4_disease_data_calc_effect = { DISEASE = smallpox } test_4_disease_data_calc_effect = { DISEASE = bubonic_plague } test_4_disease_data_calc_effect = { DISEASE = measles } test_4_disease_data_calc_effect = { DISEASE = dysentery } test_4_disease_data_calc_effect = { DISEASE = ergotism } save_scope_value_as = { name = a_value value = var:disease_data_calc_common_disease_percentage } } option = { if = { # To block error messages.... limit = { OR = { exists = var:local_copy_disease_data_global_character_amount exists = var:local_copy_disease_data_global_premature_death_amount exists = var:disease_data_calc_premature_disease_death_percentage exists = var:disease_data_calc_common_disease_percentage exists = var:disease_data_calc_serious_disease_percentage exists = var:disease_data_calc_ill_percentage exists = var:disease_data_calc_ill_premature_death_chance exists = var:disease_data_calc_pneumonic_percentage exists = var:disease_data_calc_pneumonic_premature_death_chance exists = var:disease_data_calc_gout_ridden_percentage exists = var:disease_data_calc_gout_ridden_premature_death_chance exists = var:disease_data_calc_leper_percentage exists = var:disease_data_calc_leper_premature_death_chance exists = var:disease_data_calc_typhus_percentage exists = var:disease_data_calc_typhus_premature_death_chance exists = var:disease_data_calc_consumption_percentage exists = var:disease_data_calc_consumption_premature_death_chance exists = var:disease_data_calc_cancer_percentage exists = var:disease_data_calc_cancer_premature_death_chance exists = var:disease_data_calc_lovers_pox_percentage exists = var:disease_data_calc_lovers_pox_premature_death_chance exists = var:disease_data_calc_great_pox_percentage exists = var:disease_data_calc_great_pox_premature_death_chance exists = var:disease_data_calc_smallpox_percentage exists = var:disease_data_calc_smallpox_premature_death_chance exists = var:disease_data_calc_bubonic_plague_percentage exists = var:disease_data_calc_bubonic_plague_premature_death_chance exists = var:disease_data_calc_measles_percentage exists = var:disease_data_calc_measles_premature_death_chance exists = var:disease_data_calc_dysentery_percentage exists = var:disease_data_calc_dysentery_premature_death_chance exists = var:disease_data_calc_ergotism_percentage exists = var:disease_data_calc_ergotism_premature_death_chance } } } debug_log = test.4.desc } } debug.0013 = { # test.5 hidden = yes immediate = { scope:dead = { test_3_count_premature_disease_deaths_effect = { DISEASE = ill } test_3_count_premature_disease_deaths_effect = { DISEASE = pneumonic } test_3_count_premature_disease_deaths_effect = { DISEASE = gout_ridden } test_3_count_premature_disease_deaths_effect = { DISEASE = leper } test_3_count_premature_disease_deaths_effect = { DISEASE = typhus } test_3_count_premature_disease_deaths_effect = { DISEASE = consumption } test_3_count_premature_disease_deaths_effect = { DISEASE = cancer } #test_3_count_premature_disease_deaths_effect = { DISEASE = lovers_pox } you can't die from lover's pox test_3_count_premature_disease_deaths_effect = { DISEASE = great_pox } test_3_count_premature_disease_deaths_effect = { DISEASE = smallpox } test_3_count_premature_disease_deaths_effect = { DISEASE = bubonic_plague } test_3_count_premature_disease_deaths_effect = { DISEASE = measles } test_3_count_premature_disease_deaths_effect = { DISEASE = dysentery } test_3_count_premature_disease_deaths_effect = { DISEASE = ergotism } } } } debug.0020 = { type = character_event title = debug_test_event_progress_title desc = debug_test_event_progress_desc theme = default orphan = yes widget = { gui = "event_window_widget_event_chain_progress" container = "custom_widgets_container" controller = event_chain_progress } immediate = { save_scope_value_as = { # 4 events in this event chain name = event_chain_length value = 4 } save_scope_value_as = { # Of which we are on the 2nd event name = event_chain_progress value = 2 } } option = { } } debug.0299 = { hidden = yes orphan = yes immediate = { save_scope_as = owner create_artifact = { name = debug_test_event_progress_title description = debug_test_event_progress_title visuals = mace type = regalia_simple quality = 0 wealth = 0 modifier = artifact_placeholder_modifier save_scope_as = newly_created_artifact } create_artifact = { name = debug_test_event_progress_title description = debug_test_event_progress_title visuals = sword type = regalia_simple quality = 20 wealth = 20 modifier = artifact_placeholder_modifier save_scope_as = newly_created_artifact } create_artifact = { name = debug_test_event_progress_title description = debug_test_event_progress_title visuals = dagger type = regalia_simple quality = 40 wealth = 40 modifier = artifact_placeholder_modifier save_scope_as = newly_created_artifact } create_artifact = { name = debug_test_event_progress_title description = debug_test_event_progress_title visuals = axe type = regalia_simple quality = 60 wealth = 60 modifier = artifact_placeholder_modifier save_scope_as = newly_created_artifact } create_artifact = { name = debug_test_event_progress_title description = debug_test_event_progress_title visuals = hammer type = regalia_simple quality = 80 wealth = 80 modifier = artifact_placeholder_modifier save_scope_as = newly_created_artifact } create_artifact = { name = debug_test_event_progress_title description = debug_test_event_progress_title visuals = spear type = regalia_simple quality = 100 wealth = 100 modifier = artifact_placeholder_modifier save_scope_as = newly_created_artifact } } } debug.0300 = { hidden = yes orphan = yes immediate = { save_scope_as = owner random_character_artifact = { trigger_event = { id = artifact.1000 days = 0 } } } } debug.0301 = { type = character_event title = test_artifact_name desc = artifact_sword_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_weapon_effect = { OWNER = root CREATOR = root SET_WEAPON_TYPE = flag:artifact_weapon_type_sword } } option = { name = debug_test_artifact_cloth_option } } debug.302 = { type = character_event title = test_artifact_name desc = artifact_dagger_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_weapon_effect = { OWNER = root CREATOR = root SET_WEAPON_TYPE = flag:artifact_weapon_type_dagger } } option = { name = debug_test_artifact_cloth_option } } debug.303 = { type = character_event title = test_artifact_name desc = artifact_axe_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_weapon_effect = { OWNER = root CREATOR = root SET_WEAPON_TYPE = flag:artifact_weapon_type_axe } } option = { name = debug_test_artifact_cloth_option } } debug.304 = { type = character_event title = test_artifact_name desc = artifact_hammer_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_weapon_effect = { OWNER = root CREATOR = root SET_WEAPON_TYPE = flag:artifact_weapon_type_hammer } } option = { name = debug_test_artifact_cloth_option } } debug.305 = { type = character_event title = test_artifact_name desc = artifact_spear_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_weapon_effect = { OWNER = root CREATOR = root SET_WEAPON_TYPE = flag:artifact_weapon_type_spear } } option = { name = debug_test_artifact_cloth_option } } debug.306 = { type = character_event title = test_artifact_name desc = artifact_mace_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_weapon_effect = { OWNER = root CREATOR = root SET_WEAPON_TYPE = flag:artifact_weapon_type_mace } } option = { name = debug_test_artifact_cloth_option } } debug.307 = { type = character_event title = test_artifact_name desc = artifact_brooch_description theme = stewardship_wealth_focus orphan = yes immediate = { save_scope_as = owner create_artifact_brooch_effect = { OWNER = root SMITH = root } } option = { name = debug_test_artifact_cloth_option } } debug.310 = { type = character_event title = artifact_armor_name desc = artifact_armor_description theme = stewardship_wealth_focus override_background = { reference = wilderness } left_portrait = root orphan = yes immediate = { create_artifact_armor_effect = { OWNER = root CREATOR = root SET_ARMOR_TYPE = flag:no #Decided in the effect based on the variable saved on the inspiration owner } } option = { name = debug_test_artifact_cloth_option } } debug.311 = { type = character_event title = artifact_armor_name desc = artifact_armor_description theme = stewardship_wealth_focus override_background = { reference = wilderness } left_portrait = root orphan = yes immediate = { create_artifact_armor_effect = { OWNER = root CREATOR = root SET_ARMOR_TYPE = flag:armor_type_lamellar } } option = { name = debug_test_artifact_cloth_option } } debug.312 = { type = character_event title = test_artifact_name desc = artifact_regalia_description theme = stewardship_wealth_focus override_background = { reference = throne_room } #left_portrait = root orphan = yes immediate = { random_dummy_gender_effect = yes create_artifact_regalia_effect = { OWNER = root SMITH = scope:dummy_gender } } option = { name = debug_test_artifact_cloth_option } } debug.313 = { type = character_event title = test_artifact_name desc = artifact_chest_description theme = stewardship_wealth_focus orphan = yes immediate = { save_scope_as = owner title:c_kandy = { title_province = { add_to_list = artifact_material_sources } } create_artifact_chest_effect = { OWNER = root CARPENTER = root } } option = { name = debug_test_artifact_cloth_option } } debug.314 = { type = character_event title = test_artifact_name desc = artifact_cabinet_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_cabinet_effect = { OWNER = root CARPENTER = root } } option = { name = debug_test_artifact_cloth_option } } debug.315 = { type = character_event title = test_artifact_name desc = artifact_throne_description theme = stewardship_wealth_focus orphan = yes immediate = { save_scope_as = owner create_artifact_throne_effect = { OWNER = root MAKER = root } } option = { name = debug_test_artifact_cloth_option } } debug.316 = { type = character_event title = artifact_wall_tapestry_name desc = artifact_wall_tapestry_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_tapestry_effect = { OWNER = root WEAVER = root } } option = { name = debug_test_artifact_cloth_option } } debug.317 = { type = character_event title = test_artifact_name desc = artifact_crown_description theme = stewardship_wealth_focus orphan = yes immediate = { random_dummy_gender_effect = yes create_artifact_crown_effect = { OWNER = root SMITH = root } } option = { name = debug_test_artifact_cloth_option } } debug.318 = { type = character_event title = artifact_wall_tapestry_name desc = artifact_wall_tapestry_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_tapestry_effect = { OWNER = root WEAVER = root } } option = { name = debug_test_artifact_cloth_option } } debug.319 = { type = character_event title = artifact_box_small_name desc = artifact_box_small_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_box_small_effect = { OWNER = root CARPENTER = root } } option = { name = debug_test_artifact_cloth_option } } debug.320 = { type = character_event title = artifact_box_medium_name desc = artifact_box_medium_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_box_medium_effect = { OWNER = root CARPENTER = root } } option = { name = debug_test_artifact_cloth_option } } debug.321 = { type = character_event title = artifact_goblet_name desc = artifact_goblet_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_goblet_effect = { OWNER = root SMITH = root } } option = { name = debug_test_artifact_cloth_option } } debug.322 = { type = character_event title = debug.322.title desc = debug.322.desc theme = stewardship_wealth_focus orphan = yes immediate = { set_variable = { name = book_artifact_topic value = flag:martial_troop_compositions days = 1 } set_variable = { name = book_artifact_topic value = flag:martial_military_strategies days = 1 } set_variable = { name = book_artifact_topic value = flag:martial_ancient_military_campaigns days = 1 } set_variable = { name = book_artifact_topic value = flag:military days = 1 } set_variable = { name = book_artifact_topic value = flag:duels days = 1 } set_variable = { name = book_artifact_topic value = flag:diplomacy_court_politics days = 1 } set_variable = { name = book_artifact_topic value = flag:diplomacy_court_alliances days = 1 } set_variable = { name = book_artifact_topic value = flag:cicero days = 1 } set_variable = { name = book_artifact_topic value = flag:diplomacy_art_of_feasting days = 1 } set_variable = { name = book_artifact_topic value = flag:hitopadesa days = 1 } set_variable = { name = book_artifact_topic value = flag:kalila days = 1 } set_variable = { name = book_artifact_topic value = flag:edda days = 1 } set_variable = { name = book_artifact_topic value = flag:orkneyinga days = 1 } set_variable = { name = book_artifact_topic value = flag:jokes days = 1 } set_variable = { name = book_artifact_topic value = flag:learning_theological_treaties days = 1 } set_variable = { name = book_artifact_topic value = flag:learning_metaphysical_conundrums days = 1 } set_variable = { name = book_artifact_topic value = flag:aristotle days = 1 } set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_anatomy days = 1 } set_variable = { name = book_artifact_topic value = flag:learning_tome_collections days = 1 } set_variable = { name = book_artifact_topic value = flag:prayers days = 1 } set_variable = { name = book_artifact_topic value = flag:hours days = 1 } set_variable = { name = book_artifact_topic value = flag:iliad days = 1 } set_variable = { name = book_artifact_topic value = flag:mahabharata days = 1 } set_variable = { name = book_artifact_topic value = flag:mufaddaliyat days = 1 } set_variable = { name = book_artifact_topic value = flag:stewardship_trade_routes days = 1 } set_variable = { name = book_artifact_topic value = flag:stewardship_lawmaking days = 1 } set_variable = { name = book_artifact_topic value = flag:stewardship_best_practices_tax_collectors days = 1 } set_variable = { name = book_artifact_topic value = flag:digest days = 1 } set_variable = { name = book_artifact_topic value = flag:architect days = 1 } set_variable = { name = book_artifact_topic value = flag:speculum days = 1 } set_variable = { name = book_artifact_topic value = flag:admin days = 1 } set_variable = { name = book_artifact_topic value = flag:intrigue_poisons days = 1 } set_variable = { name = book_artifact_topic value = flag:seduction days = 1 } set_variable = { name = book_artifact_topic value = flag:intrigue_the_art_of_love days = 1 } set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_medicine days = 1 } set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_herbs days = 1 } set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_science days = 1 } set_variable = { name = book_artifact_topic value = flag:galen days = 1 } set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_witch days = 1 } set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_witch_bible days = 1 } set_variable = { name = book_artifact_topic value = flag:worship_horned_god days = 1 } set_variable = { name = book_artifact_topic value = flag:love_sorcery days = 1 } set_variable = { name = book_artifact_topic value = flag:curse_sorcery days = 1 } set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_cannibal days = 1 } set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_lunatic days = 1 } set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_mystic days = 1 } set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_hunter days = 1 } set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_nature days = 1 } set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_falconry days = 1 } set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_dogs days = 1 } set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_childhood days = 1 } set_variable = { name = book_artifact_topic value = flag:science days = 1 } save_scope_as = honorary_guest save_scope_as = honorary_guest_regular } option = { name = debug_test_artifact_cloth_option } } debug.323 = { type = character_event title = artifact_animal_hide_big_name desc = artifact_animal_hide_big_description theme = stewardship_wealth_focus orphan = yes artifact = { target = scope:newly_created_artifact position = lower_left_portrait } trigger = { any_realm_province = { OR = { terrain = forest terrain = steppe terrain = jungle terrain = taiga terrain = oasis } } } immediate = { save_scope_value_as = { name = animal_hide_size value = flag:big } create_artifact_animal_hide_effect = { OWNER = root HUNTER = root LEGENDARY = no ANIMAL = flag:none } random_realm_province = { limit = { OR = { terrain = forest terrain = steppe terrain = jungle terrain = taiga terrain = oasis } } save_scope_as = location } } option = { name = debug_test_artifact_cloth_option } } debug.324 = { type = character_event title = artifact_animal_hide_medium_name desc = artifact_animal_hide_medium_description theme = stewardship_wealth_focus orphan = yes artifact = { target = scope:newly_created_artifact position = lower_left_portrait } immediate = { save_scope_value_as = { name = animal_hide_size value = flag:medium } create_artifact_animal_hide_effect = { OWNER = root HUNTER = root LEGENDARY = no ANIMAL = flag:none } random_realm_province = { save_scope_as = location } } option = { name = debug_test_artifact_cloth_option } } debug.325 = { type = character_event title = artifact_small_hide_name desc = artifact_small_hide_description theme = stewardship_wealth_focus orphan = yes artifact = { target = scope:newly_created_artifact position = lower_left_portrait } immediate = { save_scope_value_as = { name = animal_hide_size value = flag:small } create_artifact_animal_hide_effect = { OWNER = root HUNTER = root LEGENDARY = no ANIMAL = flag:none } random_realm_province = { save_scope_as = location } } option = { name = debug_test_artifact_cloth_option } } debug.326 = { type = character_event title = artifact_wall_banner_name desc = artifact_wall_banner_description theme = stewardship_wealth_focus orphan = yes artifact = { target = scope:newly_created_artifact position = lower_left_portrait } trigger = { exists = var:epic_battle_location exists = var:epic_loser } immediate = { create_artifact_wall_banner_effect = { OWNER = root CREATOR = root TARGET = root.primary_title } } option = { name = debug_test_artifact_cloth_option } } debug.327 = { type = character_event title = artifact_wall_shield_name desc = artifact_wall_shield_description theme = stewardship_wealth_focus orphan = yes artifact = { target = scope:newly_created_artifact position = lower_left_portrait } immediate = { create_artifact_wall_shield_effect = { OWNER = root TARGET = root.house CREATOR = root } } option = { name = debug_test_artifact_cloth_option } } debug.328 = { type = character_event title = artifact_wall_skull_name desc = artifact_wall_shield_description theme = stewardship_wealth_focus orphan = yes artifact = { target = scope:newly_created_artifact position = lower_left_portrait } immediate = { create_artifact_wall_skull_effect = { OWNER = root HUNTER = root LEGENDARY = no ANIMAL = flag:none } } option = { name = debug_test_artifact_cloth_option } } debug.329 = { type = character_event title = artifact_wall_narwhal_horn_name desc = artifact_wall_narwhal_horn theme = stewardship_wealth_focus orphan = yes artifact = { target = scope:newly_created_artifact position = lower_left_portrait } immediate = { create_artifact_wall_narwhal_horn_effect = { OWNER = root HUNTER = root } } option = { name = debug_test_artifact_cloth_option } } #debug.330 = { # type = character_event # title = artifact_wall_rhino_horn_name # desc = artifact_wall_rhino_horn # theme = stewardship_wealth_focus # orphan = yes # # immediate = { # create_artifact_wall_rhino_horn_effect = { OWNER = root } # } # # option = { # name = debug_test_artifact_cloth_option # } #} debug.331 = { type = character_event title = artifact_sculpture_name desc = artifact_sculpture_description theme = stewardship_wealth_focus orphan = yes artifact = { target = scope:newly_created_artifact position = lower_left_portrait } immediate = { create_artifact_sculpture_effect = { OWNER = root SCULPTER = root } } option = { name = debug_test_artifact_cloth_option } } debug.332 = { type = character_event title = artifact_pedestal_rock_name desc = artifact_pedestal_rock_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_pedestal_rock_effect = { OWNER = root } } option = { name = debug_test_artifact_cloth_option } } debug.333 = { type = character_event title = artifact_pedestal_pouch_name desc = artifact_pedestal_pouch_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_pedestal_pouch_effect = { OWNER = root } } option = { name = debug_test_artifact_cloth_option } } debug.334 = { type = character_event title = artifact_pedestal_scroll_name desc = artifact_pedestal_scroll_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_pedestal_scroll_effect = { OWNER = root WRITER = root } } option = { name = debug_test_artifact_cloth_option } } debug.335 = { type = character_event title = artifact_pedestal_crucifix_name desc = artifact_pedestal_crucifix_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_pedestal_crucifix_effect = { OWNER = root } } option = { name = debug_test_artifact_cloth_option } } debug.336 = { type = character_event title = artifact_pedestal_cross_name desc = artifact_pedestal_cross_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_pedestal_cross_effect = { OWNER = root } } option = { name = debug_test_artifact_cloth_option } } debug.337 = { type = character_event title = artifact_pedestal_human_skull_name desc = artifact_pedestal_human_skull_description theme = stewardship_wealth_focus orphan = yes trigger = { scope:owner = { any_killed_character = { } } } immediate = { create_artifact_pedestal_human_skull_effect = { OWNER = root DESKULLED = root CREATOR = root } } option = { name = debug_test_artifact_cloth_option } } debug.338 = { type = character_event title = artifact_pedestal_massive_diamond_name desc = artifact_pedestal_massive_diamond theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_pedestal_diamond_effect = { OWNER = root } } option = { name = debug_test_artifact_cloth_option } } debug.339 = { type = character_event title = artifact_pedestal_gold_nugget_name desc = artifact_pedestal_gold_nugget theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_pedestal_gold_effect = { OWNER = root } } option = { name = debug_test_artifact_cloth_option } } #debug.340 = { # type = character_event # title = artifact_pedestal_mosque_lamp_name # desc = artifact_pedestal_mosque_lamp # theme = stewardship_wealth_focus # orphan = yes # # immediate = { # create_artifact_pedestal_lamp_effect = { OWNER = root } # } # # option = { # name = debug_test_artifact_cloth_option # } #} debug.342 = { type = character_event title = artifact_book_title desc = artifact_book_description theme = stewardship_wealth_focus orphan = yes immediate = { random_dummy_gender_effect = yes save_scope_as = author create_artifact_book_effect = { OWNER = root CREATOR = scope:dummy_gender SET_SUBJECT = flag:no SET_TOPIC = flag:no } } option = { name = debug_test_artifact_cloth_option } } debug.343 = { type = character_event title = artifact_pedestal_reliquary_christian_name desc = artifact_pedestal_reliquary_christian_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_pedestal_reliquary_christian_effect = { OWNER = root } } option = { name = debug_test_artifact_cloth_option } } debug.344 = { type = character_event title = artifact_pedestal_reliquary_islam_name desc = artifact_pedestal_reliquary_islam_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_pedestal_reliquary_islam_effect = { OWNER = root } } option = { name = debug_test_artifact_cloth_option } } debug.345 = { type = character_event title = artifact_pedestal_reliquary_buddhism_name desc = artifact_pedestal_reliquary_buddhism_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_pedestal_reliquary_buddhism_effect = { OWNER = root } } option = { name = debug_test_artifact_cloth_option } } debug.346 = { type = character_event title = artifact_pedestal_reliquary_judaism_name desc = artifact_pedestal_reliquary_judaism_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_pedestal_reliquary_judaism_effect = { OWNER = root } } option = { name = debug_test_artifact_cloth_option } } debug.347 = { type = character_event title = artifact_sculpture_religious_name desc = artifact_sculpture_religious_description theme = stewardship_wealth_focus orphan = yes trigger = { faith = { NOR = { has_doctrine = tenet_aniconism religion = religion:judaism_religion OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } religion = religion:islam_religion } } } immediate = { create_artifact_sculpture_religious_effect = { OWNER = root } } option = { name = debug_test_artifact_cloth_option } } debug.348 = { type = character_event title = artifact_sculpture_religious_christian_name desc = artifact_sculpture_religious_christian_description theme = stewardship_wealth_focus orphan = yes trigger = { faith = { NOT = { has_doctrine = tenet_aniconism } OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } } immediate = { create_artifact_sculpture_religious_christian_effect = { OWNER = root } } option = { name = debug_test_artifact_cloth_option } } debug.349 = { type = character_event title = artifact_pedestal_reliquary_christian_name desc = artifact_pedestal_reliquary_christian_description theme = stewardship_wealth_focus orphan = yes immediate = { create_artifact_pedestal_christian_relic_effect_hist = { OWNER = root } create_artifact_pedestal_islamic_relic_effect_hist = { OWNER = root } create_artifact_pedestal_buddhism_relic_effect_hist = { OWNER = root } } option = { name = debug_test_artifact_cloth_option } } # Set relationship debug.350 = { type = character_event title = set_relationship_debug_name desc = set_relationship_debug_desc theme = default left_portrait = scope:recipient option = { name = set_relationship_debug_friend_add trigger = { scope:actor = { can_set_relation_friend_trigger = { CHARACTER = scope:recipient } } } scope:actor = { set_relation_friend = { reason = test_friend_desc target = scope:recipient } } } option = { name = set_relationship_debug_friend_remove trigger = { scope:actor = { any_relation = { type = friend this = scope:recipient } } NOT = { scope:actor = { any_relation = { type = best_friend this = scope:recipient } } } } scope:actor = { remove_relation_friend = scope:recipient } } option = { name = set_relationship_debug_best_friend_add trigger = { scope:actor = { can_set_relation_best_friend_trigger = { CHARACTER = scope:recipient } } } scope:actor = { set_relation_best_friend = scope:recipient } } option = { name = set_relationship_debug_best_friend_remove trigger = { scope:actor = { any_relation = { type = best_friend this = scope:recipient } } } scope:actor = { remove_relation_best_friend = scope:recipient } } option = { name = set_relationship_debug_lover_add trigger = { scope:actor = { can_set_relation_lover_trigger = { CHARACTER = scope:recipient } } } scope:actor = { set_relation_lover = { reason = test_lover_desc target = scope:recipient } } } option = { name = set_relationship_debug_lover_remove trigger = { scope:actor = { any_relation = { type = lover this = scope:recipient } } NOT = { scope:actor = { any_relation = { type = soulmate this = scope:recipient } } } } scope:actor = { remove_relation_lover = scope:recipient } } option = { name = set_relationship_debug_soulmate_add trigger = { scope:actor = { can_set_relation_soulmate_trigger = { CHARACTER = scope:recipient } } } scope:actor = { set_relation_soulmate = { reason = test_soulmate_desc copy_reason = lover target = scope:recipient } } } option = { name = set_relationship_debug_soulmate_remove trigger = { scope:actor = { any_relation = { type = soulmate this = scope:recipient } } } scope:actor = { remove_relation_soulmate = scope:recipient } } option = { name = set_relationship_debug_childhood_bully_add trigger = { scope:actor = { can_set_relation_bully_trigger = { CHARACTER = scope:recipient } } } scope:actor = { set_relation_bully = scope:recipient } } option = { name = set_relationship_debug_childhood_bully_remove trigger = { scope:actor = { any_relation = { type = bully this = scope:recipient } } } scope:actor = { remove_relation_bully = scope:recipient } } option = { name = set_relationship_debug_childhood_victim_add trigger = { scope:actor = { can_set_relation_victim_trigger = { CHARACTER = scope:recipient } } } scope:actor = { set_relation_victim = scope:recipient } } option = { name = set_relationship_debug_childhood_victim_remove trigger = { scope:actor = { any_relation = { type = victim this = scope:recipient } } } scope:actor = { remove_relation_victim = scope:recipient } } option = { name = set_relationship_debug_rival_add trigger = { scope:actor = { can_set_relation_rival_trigger = { CHARACTER = scope:recipient } } } scope:actor = { set_relation_rival = { target = scope:recipient reason = rival_debug } } } option = { name = set_relationship_debug_rival_remove trigger = { scope:actor = { any_relation = { type = rival this = scope:recipient } } NOT = { scope:actor = { any_relation = { type = nemesis this = scope:recipient } } } } scope:actor = { remove_relation_rival = scope:recipient } } option = { name = set_relationship_debug_nemesis_add trigger = { scope:actor = { can_set_relation_nemesis_trigger = { CHARACTER = scope:recipient } } } scope:actor = { set_relation_nemesis = { target = scope:recipient reason = nemesis_debug } } } option = { name = set_relationship_debug_nemesis_remove trigger = { scope:actor = { any_relation = { type = nemesis this = scope:recipient } } } scope:actor = { remove_relation_nemesis = scope:recipient } } option = { name = set_relationship_debug_nevermind } } debug.360 = { type = character_event title = enter_text_save_in_death_title desc = enter_text_save_in_death_desc theme = default left_portrait = root orphan = yes widget = { gui = "event_window_widget_enter_text" container = "dynamic_birth_name" controller = { type = text data = { key = test_saved_text default = cat_name_mite } } setup_scope = { root = { save_scope_as = text_target } } } option = { name = enter_text_save_in_death_opt store_localized_text_in_death = test_saved_text add_to_global_variable_list = { name = test_saved_text_character target = root } remove_variable = test_saved_text death = natural } } debug.361 = { type = character_event title = enter_text_save_in_death_title desc = enter_text_save_in_death_retreive_desc theme = default left_portrait = scope:text_character orphan = yes immediate = { random_in_global_list = { variable = test_saved_text_character save_scope_as = text_character } } option = { name = enter_text_save_in_death_retreive_opt } option = { name = enter_text_save_in_death_clear_opt every_in_global_list = { variable = test_saved_text_character remove_localized_text = test_saved_text } } } debug.380 = { type = character_event hidden = yes theme = default orphan = yes immediate = { capital_province = { set_variable = { name = random_building_variable value = 0 days = 365 } } } } debug.400 = { type = character_event title = generate_artifact_with_history_debug_name desc = generate_artifact_with_history_debug_desc theme = default left_portrait = root right_portrait = scope:recipient option = { name = generate_artifact_with_history_debug_given generate_trinket_effect = { TRINKET_RECEIVER = root TRINKET_GIVER = scope:recipient GRAB_ALL_TRINKETS = yes HISTORY_TYPE = given } } option = { name = generate_artifact_with_history_debug_discovered generate_trinket_effect = { TRINKET_RECEIVER = root TRINKET_GIVER = scope:recipient GRAB_ALL_TRINKETS = yes HISTORY_TYPE = discovered } } option = { name = generate_artifact_with_history_debug_stolen_unknown generate_trinket_effect = { TRINKET_RECEIVER = root TRINKET_GIVER = scope:recipient GRAB_ALL_TRINKETS = yes HISTORY_TYPE = stolen_unknown } } option = { name = generate_artifact_with_history_debug_stolen generate_trinket_effect = { TRINKET_RECEIVER = root TRINKET_GIVER = scope:recipient GRAB_ALL_TRINKETS = yes HISTORY_TYPE = stolen } } option = { name = generate_artifact_with_history_debug_created_unknown generate_trinket_effect = { TRINKET_RECEIVER = root TRINKET_GIVER = scope:recipient GRAB_ALL_TRINKETS = yes HISTORY_TYPE = created_unknown } } option = { name = generate_artifact_with_history_debug_created generate_trinket_effect = { TRINKET_RECEIVER = root TRINKET_GIVER = scope:recipient GRAB_ALL_TRINKETS = yes HISTORY_TYPE = created } } option = { name = generate_artifact_with_history_debug_inherited_unknown generate_trinket_effect = { TRINKET_RECEIVER = root TRINKET_GIVER = scope:recipient GRAB_ALL_TRINKETS = yes HISTORY_TYPE = inherited_unknown } } option = { name = generate_artifact_with_history_debug_inherited generate_trinket_effect = { TRINKET_RECEIVER = root TRINKET_GIVER = scope:recipient GRAB_ALL_TRINKETS = yes HISTORY_TYPE = inherited } } option = { name = generate_artifact_with_history_debug_reforged generate_trinket_effect = { TRINKET_RECEIVER = root TRINKET_GIVER = scope:recipient GRAB_ALL_TRINKETS = yes HISTORY_TYPE = reforged } } option = { name = generate_artifact_with_history_debug_conquest generate_trinket_effect = { TRINKET_RECEIVER = root TRINKET_GIVER = scope:recipient GRAB_ALL_TRINKETS = yes HISTORY_TYPE = conquest } } option = { name = generate_artifact_with_history_debug_taken_in_siege generate_trinket_effect = { TRINKET_RECEIVER = root TRINKET_GIVER = scope:recipient GRAB_ALL_TRINKETS = yes HISTORY_TYPE = taken_in_siege } } } # Have Sex With Character (only usable via interaction) debug.410 = { hidden = yes immediate = { send_interface_message = { type = sway_good_message title = debug_sex_interaction left_icon = scope:recipient right_icon = ROOT # References root instead of scope:actor to verify that root is defined had_sex_with_effect = { CHARACTER = scope:recipient PREGNANCY_CHANCE = pregnancy_chance } } } } # Convert all of iberia to mozarab & conquer caucasian iberia debug.411 = { # For usage debugging achievements. Should be a generic command rather than a predefined event. orphan = yes hidden = yes immediate = { debug_log = "Iberia Converted to Mozarab!" every_county_in_region = { region = world_europe_west_iberia set_county_faith = faith:mozarabic_church } debug_log = "Woosh! Caucasian Iberia is now yours!" every_county_in_region = { region = dlc_fp2_caucasian_iberia create_title_and_vassal_change = { type = conquest save_scope_as = change } change_title_holder_include_vassals = { holder = root change = scope:change } resolve_title_and_vassal_change = scope:change change_county_control = 100 # (Not actually necessary, apparently) } } } debug.412 = { # Spawn the CHESS-A-THRON 3000, a perfect creature designed to beat you up at the game of chess orphan = yes hidden = yes immediate = { create_character = { age = { 20 32 } location = root.capital_province gender_female_chance = root_faith_dominant_gender_female_chance culture = root.culture faith = root.faith random_traits = yes martial = 100 learning = 100 intrigue = 100 dynasty = none after_creation = { add_gold = { minor_gold_value medium_gold_value } add_prestige = { minor_prestige_gain medium_prestige_gain } add_piety = { minor_piety_gain medium_piety_gain } } save_scope_as = generated_actor } send_interface_toast = { type = event_toast_effect_good title = b_chessy left_icon = scope:generated_actor add_courtier = scope:generated_actor } } } # Cycle through duel animations (hardcoded) - but easy to read and expand upon :) debug.415 = { # You could have a system that checks the scripted animations themselves, but this was made only to test the animations themselves type = character_event title = { desc = TITLE_ANIMATION desc = CONSTRUCT_BUILDINGS_DETAILS } desc = building_type_nalanda_university_desc theme = mental_break left_portrait = { character = root ### DUEL ANIMATIONS # Axe triggered_animation = { # Aggressive animation trigger = { scope:animation_cycle = 0 scope:animation_view_celebrations = 0 } animation = aggressive_axe } triggered_animation = { # Celebration animation (Originally designed with an elegant, concatenating design, then I realized the engine did not support it.) trigger = { scope:animation_cycle = 0 scope:animation_view_celebrations = 1 } animation = celebrate_axe } # Mace triggered_animation = { # Aggressive animation trigger = { scope:animation_cycle = 1 scope:animation_view_celebrations = 0 } animation = aggressive_mace } triggered_animation = { # Celebration animation trigger = { scope:animation_cycle = 1 scope:animation_view_celebrations = 1 } animation = celebrate_mace } # Sword triggered_animation = { # Aggressive animation trigger = { scope:animation_cycle = 2 scope:animation_view_celebrations = 0 } animation = aggressive_sword } triggered_animation = { # Celebration animation trigger = { scope:animation_cycle = 2 scope:animation_view_celebrations = 1 } animation = celebrate_sword } # Dagger triggered_animation = { # Aggressive animation trigger = { scope:animation_cycle = 3 scope:animation_view_celebrations = 0 } animation = aggressive_dagger } triggered_animation = { # Celebration animation trigger = { scope:animation_cycle = 3 scope:animation_view_celebrations = 1 } animation = celebrate_dagger } # Spear triggered_animation = { # Aggressive animation trigger = { scope:animation_cycle = 4 scope:animation_view_celebrations = 0 } animation = aggressive_spear } triggered_animation = { # Celebration animation trigger = { scope:animation_cycle = 4 scope:animation_view_celebrations = 1 } animation = celebrate_spear } # Hammer triggered_animation = { # Aggressive animation trigger = { scope:animation_cycle = 5 scope:animation_view_celebrations = 0 } animation = aggressive_hammer } triggered_animation = { # Celebration animation trigger = { scope:animation_cycle = 5 scope:animation_view_celebrations = 1 } animation = celebrate_hammer } # Fallback animation = aggressive_sword } artifact = { target = root.var:signature_weapon_scope position = lower_left_portrait trigger = { exists = root.var:signature_weapon_scope } } immediate = { # Create variables used for tracking where in the cycle you are if = { limit = { exists = scope:animation_cycle } if = { limit = { scope:animation_cycle_action = 1 } save_scope_value_as = { name = animation_cycle value = { value = scope:animation_cycle add = 1 } } } if = { limit = { scope:animation_cycle_action = 0 } save_scope_value_as = { name = animation_cycle value = { value = scope:animation_cycle subtract = 1 } } } } else = { save_scope_value_as = { name = animation_cycle value = 0 } save_scope_value_as = { name = animation_view_celebrations value = 0 } } # Wrapping support if = { limit = { scope:animation_cycle < 0 } # Go from the back to the top save_scope_value_as = { name = animation_cycle value = 5 # Replace this with the highest number in the animation set } } if = { limit = { scope:animation_cycle > 5 } # Replace this with the highest number in the animation set save_scope_value_as = { name = animation_cycle value = 0 } } } option = { # Forward (next anim) name = dynn_Daflos_motto save_scope_value_as = { name = animation_cycle_action value = 1 } trigger_event = debug.415 } option = { # Backwards (prev anim) name = default_retreat save_scope_value_as = { name = animation_cycle_action value = 0 } trigger_event = debug.415 } option = { # Switch to celebration animations name = lover.3215.t trigger = { scope:animation_view_celebrations = 0 } save_scope_value_as = { name = animation_view_celebrations value = 1 } save_scope_value_as = { name = animation_cycle_action value = 2 # Used to keep still } trigger_event = debug.415 } option = { # Switch back from celebration animations name = hold_court.8110.t trigger = { scope:animation_view_celebrations = 1 } save_scope_value_as = { name = animation_view_celebrations value = 0 } save_scope_value_as = { name = animation_cycle_action value = 2 } trigger_event = debug.415 } option = { name = EXIT_TO_DESKTOP } # Exit debug event } # Debug set up conditions for childhood_education.0004 debug.418 = { hidden = yes immediate = { debug_log = "Running autotest for childhood_education.0004" if = { limit = { any_relation = { type = ward has_any_focus = no } } add_piety = 50000 # Acts as a warning that maintenance events did not run } if = { limit = { # Then, this second time, we give it a new focus to force childhood_education.0004 to trigger any_relation = { type = ward has_focus = education_martial } } random_relation = { # Change focus type = ward set_focus = education_diplomacy } # (this is the part where the event auto-triggers itself) (or should. All reqs are met but it seems the hook fails) } else = { random_relation = { type = ward set_focus = education_martial # Change focus (gives first focus), then call event again } trigger_event = debug.418 # Apparently the fact that this event calls itself makes it no longer an orphan, which I find very amusing } } } # Family Feud debug.501 = { # Have another house murder my close family type = character_event hidden = yes orphan = yes immediate = { faith = { random_faith_playable_ruler = { limit = { in_diplomatic_range = root house != root.house } save_scope_as = killer_scope } } random_close_family_member = { limit = { is_close_family_of = root this != root } death = { death_reason = death_duel killer = scope:killer_scope } } } } debug.502 = { # Have another house kill me type = character_event hidden = yes orphan = yes immediate = { faith = { random_faith_playable_ruler = { limit = { house_feud_valid_feud_target_trigger = yes } save_scope_as = killer_scope } } death = { death_reason = death_duel killer = scope:killer_scope } } } debug.503 = { # Have my house kill a feud target member type = character_event hidden = yes orphan = yes trigger = { house = { any_house_member = { is_adult = yes is_house_head = no NOT = { this = root } can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } any_house_relation = { has_house_relation_level = feud any_relation_house = { NOT = { this = root.house } any_house_member = { is_adult = yes is_house_head = no can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this.house.house_head } } } } } } immediate = { house = { random_house_member = { limit = { is_adult = yes is_house_head = no NOT = { this = root } can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } save_scope_as = murderer_scope } random_house_relation = { limit = { has_house_relation_level = feud any_relation_house = { NOT = { this = root.house } any_house_member = { is_adult = yes is_house_head = no can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this.house.house_head } save_temporary_scope_as = victim_temp } } } } } scope:victim_temp = { death = { death_reason = death_duel killer = scope:murderer_scope } } } } debug.504 = { # Have my house killed by a feud target member type = character_event hidden = yes orphan = yes trigger = { house = { any_house_member = { is_adult = yes this != root can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } any_house_relation = { has_house_relation_level = feud any_relation_house = { NOT = { this = root.house } any_house_member = { is_adult = yes is_house_head = no can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this.house.house_head } } } } } } immediate = { house = { random_house_member = { limit = { is_adult = yes this != root can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } save_scope_as = victim_scope } random_house_relation = { limit = { has_house_relation_level = feud any_relation_house = { NOT = { this = root.house } any_house_member = { is_adult = yes is_house_head = no can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this.house.house_head } save_temporary_scope_as = murderer_temp } } } } } scope:victim_scope = { death = { death_reason = death_duel killer = scope:murderer_temp } } } } debug.510 = { # Placeholder debug event - Used to mark the location of placeholders type = character_event title = { # My favourite movie of the original triology desc = d_star_company_adj desc = game_concept_wars desc = KEY_KP_MINUS desc = cat_revenge_modifier } desc = { desc = childhood.7400_mother_dead desc = double_line_break desc = RELIGION_LOC_PLACEHOLDER desc = double_line_break desc = RELIGION_LOC_PLACEHOLDER desc = double_line_break desc = RELIGION_LOC_PLACEHOLDER desc = double_line_break desc = RELIGION_LOC_PLACEHOLDER } #orphan = yes theme = mental_break left_portrait = root right_portrait = character:33922 option = { name = debug_generic_option } # Dear debug console, quiet please. option = { name = debug_generic_option trigger = { always = no } trigger_event = debug.510 } } debug.511 = { # Set secret faith for Character type = character_event theme = default orphan = yes title = LOREM_IPSUM_TITLE desc = LOREM_IPSUM_DESCRIPTION option = { name = debug.511.a trigger = { NOT = { exists = root.secret_faith } } root = { set_character_secret_faith = faith:rabbinism } } option = { name = debug.511.b trigger = { exists = root.secret_faith } root = { remove_character_secret_faith = yes } } } debug.512 = { type = character_event theme = default orphan = yes title = LOREM_IPSUM_TITLE desc = LOREM_IPSUM_DESCRIPTION option = { name = debug.512.a } } debug.513 = { title = debug_main desc = debug_main theme = ep2_video_test orphan = yes option = { name = debug_main } } debug.605 = { type = character_event title = debug_main desc = debug_main theme = default orphan = yes left_portrait = root option = { name = debug_main stress_impact = { base = 30 } } option = { name = debug_main trigger = { dread > 20 } } option = { name = debug_main trigger = { has_trait = diligent } } option = { name = debug_main trigger = { martial > 10 } } option = { name = debug_main stress_impact = { base = 30 } trigger = { dread > 20 has_trait = diligent has_trait = brave martial > 10 stewardship > 10 } } } #steam rich presence test - update this event with your new rich presence text to see it in the desc debug.700 = { type = character_event title = steam_rich_presence_debug_t desc = steam_rich_presence_debug_desc theme = realm orphan = yes immediate = { random_ruler = { limit = { has_trait = sayyid NOR = { has_trait = fp3_struggle_detractor has_trait = fp3_struggle_supporter } } save_scope_as = sayyid } random_ruler = { limit = { has_trait = fp3_struggle_detractor NOT = { has_trait = fp3_struggle_supporter } } save_scope_as = fp3_struggle_detractor } random_ruler = { limit = { has_trait = fp3_struggle_supporter NOT = { has_trait = fp3_struggle_detractor } } save_scope_as = fp3_struggle_supporter } random_ruler = { limit = { has_character_modifier = fp3_struggle_caliph_super_suspicious_modifier } save_scope_as = sus_caliph } random_ruler = { limit = { any_character_struggle = { #involvement = involved is_struggle_type = persian_struggle } } save_scope_as = persian_struggle } random_ruler = { limit = { any_character_struggle = { #involvement = involved is_struggle_type = iberian_struggle } } save_scope_as = iberian_struggle } } option = {} } debug.9595 = { type = character_event title = LOREM_IPSUM_TITLE desc = PROGRESS_TO_VICTORY_DEBUG theme = realm orphan = yes lower_right_portrait = scope:bottom lower_left_portrait = scope:top immediate = { involved_activity = { save_scope_as = activity } scope:activity = { ordered_attending_character = { limit = { trigger_if = { limit = { activity_tournament_race_contest_trigger = no } activity_is_valid_tournament_contestant = yes } exists = var:contest_aptitude } order_by = var:contest_aptitude save_scope_as = top } ordered_attending_character = { limit = { trigger_if = { limit = { activity_tournament_race_contest_trigger = no } activity_is_valid_tournament_contestant = yes } exists = var:contest_aptitude } order_by = { value = 0 subtract = var:contest_aptitude } save_scope_as = bottom } } } option = { name = LOREM_IPSUM_TITLE } } debug.9600 = { # Event for testing Tax Collector script support type = character_event title = LOREM_IPSUM_TITLE desc = LOREM_IPSUM_DESCRIPTION theme = realm orphan = yes lower_left_portrait = scope:tax_collector lower_right_portrait = scope:tax_collector_vassal immediate = { random_tax_collector = { save_scope_as = tax_collector } scope:tax_collector = { random_tax_collector_vassal = { save_scope_as = tax_collector_vassal } } } option = { name = aptitude_terrible trigger = { scope:tax_collector = { tax_collector_aptitude = { target = clan_tax_slot value = 1 } } } fire_tax_collector = scope:tax_collector } option = { name = aptitude_poor trigger = { scope:tax_collector = { tax_collector_aptitude = { target = clan_tax_slot value = 2 } } } fire_tax_collector = scope:tax_collector } option = { name = aptitude_average trigger = { scope:tax_collector = { tax_collector_aptitude = { target = clan_tax_slot value = 3 } } } fire_tax_collector = scope:tax_collector } option = { name = aptitude_good trigger = { scope:tax_collector = { tax_collector_aptitude = { target = clan_tax_slot value = 4 } } } fire_tax_collector = scope:tax_collector } option = { name = aptitude_excellent trigger = { scope:tax_collector = { tax_collector_aptitude = { target = clan_tax_slot value = 5 } } } fire_tax_collector = scope:tax_collector } } # Test for maximum usage of everything in activities. debug.9601 = { type = activity_event title = debug_9601.t desc = debug_9601.desc theme = feast_activity left_portrait = { character = root animation = hunting_falcon } center_portrait = { character = root animation = hunting_falcon } right_portrait = { character = root animation = hunting_falcon } lower_left_portrait = root lower_center_portrait = root lower_right_portrait = root orphan = yes trigger = { always = no } # Ayyy. option = { name = debug_9601.a } # Yo. option = { name = debug_9601.b } # I'm eventing here. option = { name = debug_9601.c } # Come on. option = { name = debug_9601.d } } debug.9610 = { # Spawn a super tax collector hidden = yes orphan = yes immediate = { create_character = { name = "Super Tax Collector" age = { 20 32 } location = root.capital_province gender_female_chance = root_faith_dominant_gender_female_chance culture = root.culture faith = root.faith random_traits = yes trait = blind stewardship = 100 dynasty = none after_creation = { add_character_flag = is_guaranteed_excellent_tax_collector } save_scope_as = generated_actor } send_interface_message = { type = event_stewardship_good title = governance_1053_corrupt_tax_collectors_modifier right_icon = scope:generated_actor add_courtier = scope:generated_actor } } } debug.9611 = { # Spawn a assassin hidden = yes orphan = yes immediate = { create_character = { name = "Super Assassin" age = { 20 32 } location = root.capital_province gender_female_chance = root_faith_dominant_gender_female_chance culture = root.culture faith = root.faith random_traits = yes intrigue = 100 prowess = 100 trait = schemer trait = education_intrigue_4 dynasty = none save_scope_as = generated_actor } send_interface_message = { type = event_stewardship_good title = { desc = d_assassin desc = motto_greed } right_icon = scope:generated_actor add_courtier = scope:generated_actor } } } debug.9620 = { # Hunt Artifacts type = character_event title = LOREM_IPSUM_TITLE desc = LOREM_IPSUM_DESCRIPTION theme = realm orphan = yes left_portrait = { character = root animation = happiness } right_portrait = { character = scope:hunter scripted_animation = bow_drawn } artifact = { target = scope:trinket position = lower_right_portrait } artifact = { target = scope:skull position = lower_center_portrait } artifact = { target = scope:hide position = lower_left_portrait } immediate = { random_courtier = { save_scope_as = hunter } hidden_effect = { random_list = { 1 = { hunt_activity_standard_game_effect = { PROVINCE = root.capital_province HUNTER = root } } 1 = { hunt_activity_dangerous_game_effect = { PROVINCE = root.capital_province } } } } hunt_activity_standard_game_effect = { PROVINCE = root.capital_province HUNTER = root } create_artifact_animal_hide_effect = { OWNER = root HUNTER = scope:hunter LEGENDARY = no ANIMAL = root.var:animal_type } scope:newly_created_artifact ?= { save_scope_as = hide } if = { limit = { can_animal_produce_skull_trigger = { VARIABLE = root.var:animal_type } } create_artifact_wall_skull_effect = { OWNER = root HUNTER = scope:hunter LEGENDARY = no ANIMAL = root.var:animal_type } scope:newly_created_artifact ?= { save_scope_as = skull } } create_artifact_animal_trinket_effect = { OWNER = root HUNTER = scope:hunter LEGENDARY = no ANIMAL = root.var:animal_type } scope:newly_created_artifact ?= { save_scope_as = trinket } } option = { name = LOREM_IPSUM_TITLE } after = { remove_variable = animal_type } } debug.9621 = { # Legendary Artifacts type = character_event title = LOREM_IPSUM_TITLE desc = LOREM_IPSUM_DESCRIPTION theme = realm orphan = yes left_portrait = { character = root animation = happiness } right_portrait = { character = scope:hunter scripted_animation = bow_drawn } artifact = { target = scope:trinket position = lower_right_portrait } artifact = { target = scope:skull position = lower_center_portrait } artifact = { target = scope:hide position = lower_left_portrait } immediate = { random_courtier = { save_scope_as = hunter } hidden_effect = { random_list = { 1 = { hunt_activity_standard_game_effect = { PROVINCE = root.capital_province HUNTER = root } } 1 = { hunt_activity_dangerous_game_effect = { PROVINCE = root.capital_province } } } } hunt_activity_standard_game_effect = { PROVINCE = root.capital_province HUNTER = root } create_artifact_animal_hide_effect = { OWNER = root HUNTER = scope:hunter LEGENDARY = yes ANIMAL = root.var:animal_type } scope:newly_created_artifact ?= { save_scope_as = hide } if = { limit = { can_animal_produce_skull_trigger = { VARIABLE = root.var:animal_type } } create_artifact_wall_skull_effect = { OWNER = root HUNTER = scope:hunter LEGENDARY = yes ANIMAL = root.var:animal_type } scope:newly_created_artifact ?= { save_scope_as = skull } } create_artifact_animal_trinket_effect = { OWNER = root HUNTER = scope:hunter LEGENDARY = yes ANIMAL = root.var:animal_type } scope:newly_created_artifact ?= { save_scope_as = trinket } } option = { name = LOREM_IPSUM_TITLE } after = { remove_variable = animal_type } } # playground for great projects debug.9622 = { type = character_event title = LOREM_IPSUM_TITLE desc = LOREM_IPSUM_DESCRIPTION theme = realm orphan = yes immediate = { random_realm_province = { plan_great_project = { founder = root great_project_type = great_wall save_scope_as = new_project } } } option = { name = debug_generic_option trigger = { scope:new_project = { great_project_construction_phase_is = planned great_project_type = great_wall } } # if planning new part of great wall add funds out of thin air # create great project in random province scope:new_project = { great_project_founder = { add_gold = 2000 } } } option = { name = debug_generic_option trigger = { scope:new_project = {not = { any_contribution = { contribution_id = logistics scope:new_project.great_project_founder = { can_fund_project_contribution = prev } } } } } scope:new_project = { great_project_founder = { add_prestige = 2000 } } } option = { name = debug_generic_option trigger = { scope:new_project = { any_contribution = { contribution_is_required = yes root = { # prev = the selected contribution can_fund_project_contribution = prev } } } } scope:new_project = { random_contribution = { limit = { contribution_is_required = yes } root = { # prev = the selected contribution fund_great_project_contribution = { contribution = prev } } } } } }