#Effects used in the random Yearly Events ##################################################################### # EFFECT LIST ##################################################################### # !!! Remember to add all new effects with a short description here !!! # yearly_0001_set_random_weighted_skill_effect = { set_variable = { name = yearly_0001_skill value = flag:diplomacy } random_list = { 20 = { #Must be better at the skill we pick than our liege. trigger = { $MENTEE$.diplomacy < $MENTOR$.diplomacy } $MENTEE$ = { set_variable = { name = yearly_0001_skill value = flag:diplomacy } } } 20 = { #Must be better at the skill we pick than our liege. trigger = { $MENTEE$.martial < $MENTOR$.martial } $MENTEE$ = { set_variable = { name = yearly_0001_skill value = flag:martial } } } 20 = { #Must be better at the skill we pick than our liege. trigger = { $MENTEE$.stewardship < $MENTOR$.stewardship } $MENTEE$ = { set_variable = { name = yearly_0001_skill value = flag:stewardship } } } 20 = { #Must be better at the skill we pick than our liege. trigger = { $MENTEE$.intrigue < $MENTOR$.intrigue } $MENTEE$ = { set_variable = { name = yearly_0001_skill value = flag:intrigue } } } 20 = { # trigger = { $MENTEE$.learning < $MENTOR$.learning } $MENTEE$ = { set_variable = { name = yearly_0001_skill value = flag:learning } } } } } yearly_0001_improve_skill_effect = { $MENTOR$ = { save_scope_as = effect_mentor } $MENTEE$ = { save_scope_as = effect_mentee } #First we need to determine how much our mentor can teach us. #This is based on the skill difference between the two of us. if = { limit = { var:yearly_0001_skill = flag:diplomacy } random_list = { #Permanently increase Diplomacy by 2 points 33 = { desc = yearly.0001.a.success #Lower chance of getting this result as Diplomacy increases. yearly_0001_success_modifier = { SKILL = diplomacy } #Apply the skill increase send_interface_toast = { title = yearly.0001.a.success left_icon = $MENTEE$ right_icon = $MENTOR$ add_diplomacy_skill = 2 } } #Temporarily increase Diplomacy by 3 points 66 = { desc = yearly.0001.a.failure send_interface_toast = { title = yearly.0001.a.failure left_icon = $MENTEE$ right_icon = $MENTOR$ add_character_modifier = { modifier = yearly_0001_improved_diplomacy years = 5 } } } } } else_if = { limit = { var:yearly_0001_skill = flag:martial } random_list = { #Permanently increase Martial by 2 points 33 = { desc = yearly.0001.a.success #Lower chance of getting this result as Martial increases. yearly_0001_success_modifier = { SKILL = martial } #Apply the skill increase send_interface_toast = { title = yearly.0001.a.success left_icon = $MENTEE$ right_icon = $MENTOR$ add_martial_skill = 2 } } #Temporarily increase Martial by 3 points 66 = { desc = yearly.0001.a.failure send_interface_toast = { title = yearly.0001.a.failure left_icon = $MENTEE$ right_icon = $MENTOR$ add_character_modifier = { modifier = yearly_0001_improved_martial years = 5 } } } } } else_if = { limit = { var:yearly_0001_skill = flag:stewardship } random_list = { #Permanently increase Stewardship by 2 points 33 = { desc = yearly.0001.a.success #Lower chance of getting this result as Stewardship increases. yearly_0001_success_modifier = { SKILL = stewardship } #Apply the skill increase send_interface_toast = { title = yearly.0001.a.success left_icon = $MENTEE$ right_icon = $MENTOR$ add_stewardship_skill = 2 } } #Temporarily increase Stewardship by 3 points 66 = { desc = yearly.0001.a.failure send_interface_toast = { title = yearly.0001.a.failure left_icon = $MENTEE$ right_icon = $MENTOR$ add_character_modifier = { modifier = yearly_0001_improved_stewardship years = 5 } } } } } else_if = { limit = { var:yearly_0001_skill = flag:intrigue } random_list = { #Permanently increase Intrigue by 2 points 33 = { desc = yearly.0001.a.success #Lower chance of getting this result as Intrigue increases. yearly_0001_success_modifier = { SKILL = intrigue } #Apply the skill increase send_interface_toast = { title = yearly.0001.a.success left_icon = $MENTEE$ right_icon = $MENTOR$ add_intrigue_skill = 2 } } #Temporarily increase Intrigue by 3 points 66 = { desc = yearly.0001.a.failure send_interface_toast = { title = yearly.0001.a.failure left_icon = $MENTEE$ right_icon = $MENTOR$ add_character_modifier = { modifier = yearly_0001_improved_intrigue years = 5 } } } } } else_if = { limit = { var:yearly_0001_skill = flag:learning } random_list = { #Permanently increase Learning by 2 points 33 = { desc = yearly.0001.a.success #Lower chance of getting this result as Learning increases. yearly_0001_success_modifier = { SKILL = learning } #Apply the skill increase send_interface_toast = { title = yearly.0001.a.success left_icon = $MENTEE$ right_icon = $MENTOR$ add_learning_skill = 2 } } #Temporarily increase Learning by 3 points 66 = { desc = yearly.0001.a.failure send_interface_toast = { title = yearly.0001.a.failure left_icon = $MENTEE$ right_icon = $MENTOR$ add_character_modifier = { modifier = yearly_0001_improved_learning years = 5 } } } } } } #Tried to come up with a better way to do this other than making a duplicate function for it, but failed. #Localization makes it nigh impossible to make a scripted effect which can handle all possible use cases effectively. yearly_0001_improve_vassal_skill_effect = { #First we need to determine how much our mentor can teach us. #This is based on the skill difference between the two of us. if = { limit = { var:yearly_0001_skill = flag:diplomacy } random_list = { #Permanently increase Diplomacy by 2 points 33 = { desc = yearly.0001.b.success #Lower chance of getting this result as Diplomacy increases. yearly_0001_success_modifier = { SKILL = diplomacy } add_diplomacy_skill = 2 } #Temporarily increase Diplomacy by 3 points 66 = { desc = yearly.0001.b.failure add_character_modifier = { modifier = yearly_0001_improved_diplomacy years = 5 } } } } else_if = { limit = { var:yearly_0001_skill = flag:martial } random_list = { #Permanently increase Martial by 2 points 33 = { desc = yearly.0001.b.success #Lower chance of getting this result as Martial increases. yearly_0001_success_modifier = { SKILL = martial } add_martial_skill = 2 } #Temporarily increase Martial by 3 points 66 = { desc = yearly.0001.b.failure add_character_modifier = { modifier = yearly_0001_improved_martial years = 5 } } } } else_if = { limit = { var:yearly_0001_skill = flag:stewardship } random_list = { #Permanently increase Stewardship by 2 points 33 = { desc = yearly.0001.b.success #Lower chance of getting this result as Stewardship increases. yearly_0001_success_modifier = { SKILL = stewardship } add_stewardship_skill = 2 } #Temporarily increase Stewardship by 3 points 66 = { desc = yearly.0001.b.failure add_character_modifier = { modifier = yearly_0001_improved_stewardship years = 5 } } } } else_if = { limit = { var:yearly_0001_skill = flag:intrigue } random_list = { #Permanently increase Intrigue by 2 points 33 = { desc = yearly.0001.b.success #Lower chance of getting this result as Intrigue increases. yearly_0001_success_modifier = { SKILL = intrigue } add_intrigue_skill = 2 } #Temporarily increase Intrigue by 3 points 66 = { desc = yearly.0001.b.failure add_character_modifier = { modifier = yearly_0001_improved_intrigue years = 5 } } } } else_if = { limit = { var:yearly_0001_skill = flag:learning } random_list = { #Permanently increase Learning by 2 points 33 = { desc = yearly.0001.b.success #Lower chance of getting this result as Learning increases. yearly_0001_success_modifier = { SKILL = learning } add_learning_skill = 2 } #Temporarily increase Learning by 3 points 66 = { desc = yearly.0001.b.failure add_character_modifier = { modifier = yearly_0001_improved_learning years = 5 } } } } }