#Events for learning Commander Traits from a character # by Petter Vilberg namespace = learn_commander_trait #AI event for granting characters random commander traits learn_commander_trait.0001 = { hidden = yes trigger = { NOT = { has_character_flag = being_taught_commander_trait } number_of_commander_traits < 3 is_available_adult = yes } weight_multiplier = { base = 1 compare_modifier = { factor = martial multiplier = 0.1 max = 2 } modifier = { add = 1 culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits } } modifier = { factor = 0.25 number_of_commander_traits > 0 } modifier = { factor = 0.25 number_of_commander_traits > 1 } } immediate = { give_random_commander_trait_effect = yes } } #Choose whether to become aggressive_attacker, unyielding_defender or flexible_leader learn_commander_trait.0002 = { type = character_event title = learn_commander_trait.0002.t desc = learn_commander_trait.0002.desc theme = war left_portrait = { character = root animation = inspect_weapon } trigger = { NOT = { has_character_flag = being_taught_commander_trait } number_of_commander_traits < 3 } weight_multiplier = { base = 1 compare_modifier = { factor = martial multiplier = 0.1 max = 2 } modifier = { add = 1 culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits } } modifier = { factor = 0.3 number_of_commander_traits > 0 } modifier = { factor = 0.3 number_of_commander_traits > 1 } } option = { name = learn_commander_trait.0002.a trigger = { NOT = { has_trait = aggressive_attacker } } add_trait = aggressive_attacker stress_impact = { calm = minor_stress_impact_gain lazy = minor_stress_impact_gain forgiving = minor_stress_impact_gain patient = minor_stress_impact_gain craven = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 0.25 ai_energy = 0.5 ai_boldness = 1 ai_vengefulness = 0.2 ai_compassion = -0.5 } } } option = { name = learn_commander_trait.0002.b trigger = { NOT = { has_trait = unyielding_defender } } add_trait = unyielding_defender stress_impact = { arrogant = minor_stress_impact_gain fickle = minor_stress_impact_gain ambitious = minor_stress_impact_gain impatient = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -0.25 ai_boldness = -0.2 ai_rationality = 0.2 ai_honor = 0.2 } } } option = { name = learn_commander_trait.0002.c trigger = { NOT = { has_trait = flexible_leader } } add_trait = flexible_leader stress_impact = { stubborn = medium_stress_impact_gain content = minor_stress_impact_gain impatient = minor_stress_impact_gain wrathful = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 ai_boldness = 0.5 ai_vengefulness = -0.5 } } } } #Choose whether to become a Logistician, a Military Engineer, or forder learn_commander_trait.0003 = { type = character_event title = learn_commander_trait.0003.t desc = learn_commander_trait.0003.desc theme = war left_portrait = { character = root animation = inspect_weapon } trigger = { NOT = { has_character_flag = being_taught_commander_trait } number_of_commander_traits < 3 } weight_multiplier = { base = 1 compare_modifier = { factor = martial multiplier = 0.1 max = 2 } modifier = { add = 1 culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits } } modifier = { factor = 0.3 number_of_commander_traits > 0 } modifier = { factor = 0.3 number_of_commander_traits > 1 } } option = { name = learn_commander_trait.0003.a trigger = { NOT = { has_trait = logistician } } add_trait = logistician stress_impact = { impatient = minor_stress_impact_gain greedy = minor_stress_impact_gain arrogant = minor_stress_impact_gain stubborn = minor_stress_impact_gain lazy = minor_stress_impact_gain eccentric = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 ai_energy = 0.25 ai_greed = -0.5 } } } option = { name = learn_commander_trait.0003.b trigger = { NOT = { has_trait = military_engineer } } add_trait = military_engineer stress_impact = { impatient = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -0.25 ai_greed = 0.5 ai_boldness = -0.25 } } } option = { name = learn_commander_trait.0003.c trigger = { NOT = { has_trait = forder } } add_trait = forder stress_impact = { eccentric = minor_stress_impact_loss patient = minor_stress_impact_gain content = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 ai_energy = 0.5 ai_rationality = -0.25 } } } } #Choose whether to become Reckless or a Reaver learn_commander_trait.0004 = { type = character_event title = learn_commander_trait.0004.t desc = learn_commander_trait.0004.desc theme = war left_portrait = { character = root animation = inspect_weapon } trigger = { NOT = { has_character_flag = being_taught_commander_trait } number_of_commander_traits < 3 OR = { NOT = { has_trait = reckless } NOT = { has_trait = reaver } } } weight_multiplier = { base = 1 compare_modifier = { factor = martial multiplier = 0.1 max = 2 } modifier = { add = 1 culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits } } modifier = { factor = 0.3 number_of_commander_traits > 0 } modifier = { factor = 0.3 number_of_commander_traits > 1 } } option = { #Reckless name = learn_commander_trait.0004.b trigger = { NOT = { has_trait = reckless } } add_trait = reckless stress_impact = { eccentric = minor_stress_impact_loss calm = minor_stress_impact_gain paranoid = medium_stress_impact_gain diligent = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = -0.5 ai_zeal = 0.5 ai_boldness = 1 ai_vengefulness = 0.5 } } } option = { #Reaver name = learn_commander_trait.0004.c trigger = { NOT = { has_trait = reaver } } add_trait = reaver stress_impact = { generous = medium_stress_impact_gain forgiving = minor_stress_impact_gain eccentric = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = -1 ai_honor = -0.25 ai_boldness = 0.5 ai_energy = 0.5 } } } } #Become a Holy Warrior learn_commander_trait.0006 = { type = character_event title = learn_commander_trait.0006.t desc = learn_commander_trait.0006.desc theme = war left_portrait = { character = root animation = inspect_weapon } trigger = { NOT = { has_character_flag = being_taught_commander_trait } NOT = { has_trait = holy_warrior } number_of_commander_traits < 3 NOT = { has_trait = cynical } piety > 0 } weight_multiplier = { base = 1 modifier = { factor = 5 has_trait = zealous } modifier = { add = 1 culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits } } modifier = { factor = 0.3 number_of_commander_traits > 0 } modifier = { factor = 0.3 number_of_commander_traits > 1 } } option = { name = learn_commander_trait.0006.a add_trait = holy_warrior } } #Become a Desert Warrior learn_commander_trait.0007 = { type = character_event title = learn_commander_trait.0007.t desc = learn_commander_trait.0007.desc theme = war left_portrait = { character = root animation = inspect_weapon } trigger = { NOT = { has_character_flag = being_taught_commander_trait } NOT = { has_trait = desert_warrior } number_of_commander_traits < 3 any_directly_owned_province = { terrain = desert } } weight_multiplier = { base = 1 modifier = { add = 1 capital_province = { terrain = desert } } modifier = { add = 1 culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits } } modifier = { factor = 1.5 any_directly_owned_province = { count > 3 terrain = desert } } modifier = { factor = 0.3 number_of_commander_traits > 0 } modifier = { factor = 0.3 number_of_commander_traits > 1 } } option = { name = learn_commander_trait.0007.a add_trait = desert_warrior } } #Become a Jungle Stalker learn_commander_trait.0008 = { type = character_event title = learn_commander_trait.0008.t desc = learn_commander_trait.0008.desc theme = war left_portrait = { character = root animation = inspect_weapon } trigger = { NOT = { has_character_flag = being_taught_commander_trait } NOT = { has_trait = jungle_stalker } number_of_commander_traits < 3 any_directly_owned_province = { terrain = jungle } } weight_multiplier = { base = 1 modifier = { add = 1 capital_province = { terrain = jungle } } modifier = { add = 1 culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits } } modifier = { factor = 1.5 any_directly_owned_province = { count > 3 terrain = jungle } } modifier = { factor = 0.3 number_of_commander_traits > 0 } modifier = { factor = 0.3 number_of_commander_traits > 1 } } option = { name = learn_commander_trait.0008.a add_trait = jungle_stalker } } #Become a Winter Soldier learn_commander_trait.0009 = { type = character_event title = learn_commander_trait.0009.t desc = learn_commander_trait.0009.desc theme = war left_portrait = { character = root animation = inspect_weapon } trigger = { NOT = { has_character_flag = being_taught_commander_trait } NOT = { has_trait = winter_soldier } number_of_commander_traits < 3 any_directly_owned_province = { OR = { terrain = taiga geographical_region = world_tibet geographical_region = world_europe_north geographical_region = world_europe_east geographical_region = world_steppe } } } weight_multiplier = { base = 1 modifier = { add = 1 capital_province = { terrain = taiga } } modifier = { add = 1 culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits } } modifier = { factor = 1.5 any_directly_owned_province = { count > 3 terrain = taiga } } modifier = { factor = 0.3 number_of_commander_traits > 0 } modifier = { factor = 0.3 number_of_commander_traits > 1 } } option = { name = learn_commander_trait.0009.a add_trait = winter_soldier } } ################## # Commander Trait Teaching/Learning Chain # 1000-1999 # by Petter Vilberg ################## #NOTE: All last two digits (xx03, xx21, etc.) should refer to the same trait. learn_commander_trait.1000 = { type = character_event hidden = yes trigger = { NOT = { has_character_flag = being_taught_commander_trait } number_of_commander_traits < commander_trait_limit #Check for a suitable teacher OR = { any_vassal = { is_available_adult = yes opinion = { target = root value > 10 } #has_trait = education_martial root = { character_has_commander_trait_scope_does_not = prev } } any_courtier = { is_available_adult = yes opinion = { target = root value > 10 } #has_trait = education_martial root = { character_has_commander_trait_scope_does_not = prev } } } } weight_multiplier = { base = 1 modifier = { add = 1 culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits } } modifier = { factor = 0.5 number_of_commander_traits > 0 } modifier = { factor = 0.5 number_of_commander_traits > 1 } } immediate = { #Find an AI Vassal or Commander who has a CT you don't random_vassal = { limit = { is_available_adult = yes opinion = { target = root value > 10 } root = { character_has_commander_trait_scope_does_not = prev } } weight = { base = 1 modifier = { add = 4 has_trait = education_martial } } save_scope_as = teacher } if = { limit = { NOT = { exists = scope:teacher } } random_courtier = { limit = { is_available_adult = yes opinion = { target = root value > 10 } #has_trait = education_martial root = { character_has_commander_trait_scope_does_not = prev } } save_scope_as = teacher } } if = { limit = { root = { is_ai = no } } scope:teacher = { #Make sure they have a quirk to refer to. assign_quirk_effect = yes } } add_character_flag = { flag = being_taught_commander_trait days = 1825 } randomize_commander_trait_to_be_taught_effect = yes if = { limit = { has_variable = commander_trait_being_taught } trigger_event = { on_action = learn_commander_trait_offer } } } } ############## #TRAIT CHAINS ############## #Logistician ############## #Training offer learn_commander_trait.1101 = { type = character_event title = learn_commander_trait.01.t desc = { desc = learn_commander_trait.11.opening desc = learn_commander_trait.1101.desc } theme = war left_portrait = { character = root animation = inspect_weapon } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:logistician is_imprisoned = no } weight_multiplier = { base = 1 } option = { #Please teach me name = learn_commander_trait.11.a commander_trait_teaching_setup_effect = yes custom_tooltip = learn_commander_trait.11.martial_tt } option = { #No, I already know enough name = learn_commander_trait.11.b remove_variable = commander_trait_being_taught remove_character_flag = being_taught_commander_trait custom_tooltip = learn_commander_trait.11.b.tt } } #Final Test learn_commander_trait.1201 = { type = character_event title = learn_commander_trait.01.t desc = learn_commander_trait.1201.desc theme = war left_portrait = { character = root animation = stress } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:logistician } option = { name = learn_commander_trait.12.a learn_commander_trait_final_test_duel_effect = yes } option = { #Back out name = learn_commander_trait.12.b stress_impact = { base = minor_stress_gain } giving_up_on_commander_trait_training_effect = yes } } #Success learn_commander_trait.1301 = { type = character_event title = learn_commander_trait.01.t desc = learn_commander_trait.1301.desc theme = war left_portrait = { character = root animation = celebrate_wooden_sword } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { var:commander_trait_being_taught = flag:logistician } option = { name = learn_commander_trait.13.a learn_commander_trait_success_effect = yes } after = { if = { limit = { exists = var:commander_trait_being_taught } remove_variable = commander_trait_being_taught } if = { limit = { has_character_flag = being_taught_commander_trait } remove_character_flag = being_taught_commander_trait } } } #Failure learn_commander_trait.1401 = { type = character_event title = learn_commander_trait.01.t desc = learn_commander_trait.1401.desc theme = war left_portrait = { character = root animation = shame } right_portrait = { character = scope:teacher animation = stressed_teacher } trigger = { var:commander_trait_being_taught = flag:logistician } immediate = { } option = { #I will try again! name = learn_commander_trait.14.a custom_tooltip = learn_commander_trait.14.a.tt trigger_event = { on_action = learn_commander_trait_test days = { 50 600 } } } option = { #I give up name = learn_commander_trait.14.b custom_tooltip = learn_commander_trait.14.b.tt giving_up_on_commander_trait_training_effect = yes } } #Military Engineer ################## #Training offer learn_commander_trait.1102 = { type = character_event title = learn_commander_trait.02.t desc = { desc = learn_commander_trait.11.opening desc = learn_commander_trait.1102.desc } theme = war left_portrait = { character = root animation = inspect_weapon } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:military_engineer } weight_multiplier = { base = 1 } option = { #Please teach me name = learn_commander_trait.11.a commander_trait_teaching_setup_effect = yes custom_tooltip = learn_commander_trait.11.martial_tt } option = { #No, I already know enough name = learn_commander_trait.11.b remove_variable = commander_trait_being_taught remove_character_flag = being_taught_commander_trait custom_tooltip = learn_commander_trait.11.b.tt } } #Final test learn_commander_trait.1202 = { type = character_event title = learn_commander_trait.02.t desc = learn_commander_trait.1202.desc theme = war left_portrait = { character = root animation = stress } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:military_engineer } option = { name = learn_commander_trait.12.a learn_commander_trait_final_test_duel_effect = yes } option = { #Back out name = learn_commander_trait.12.b stress_impact = { base = minor_stress_gain } giving_up_on_commander_trait_training_effect = yes } } #Success learn_commander_trait.1302 = { type = character_event title = learn_commander_trait.02.t desc = learn_commander_trait.1302.desc theme = war left_portrait = { character = root animation = celebrate_wooden_sword } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { var:commander_trait_being_taught = flag:military_engineer } option = { name = learn_commander_trait.13.a learn_commander_trait_success_effect = yes } after = { if = { limit = { exists = var:commander_trait_being_taught } remove_variable = commander_trait_being_taught } if = { limit = { has_character_flag = being_taught_commander_trait } remove_character_flag = being_taught_commander_trait } } } #Failure learn_commander_trait.1402 = { type = character_event title = learn_commander_trait.02.t desc = learn_commander_trait.1402.desc theme = war left_portrait = { character = root animation = shame } right_portrait = { character = scope:teacher animation = stressed_teacher } trigger = { var:commander_trait_being_taught = flag:military_engineer } immediate = { } option = { name = learn_commander_trait.14.a custom_tooltip = learn_commander_trait.14.a.tt trigger_event = { on_action = learn_commander_trait_test days = { 50 600 } } } option = { name = learn_commander_trait.14.b custom_tooltip = learn_commander_trait.14.b.tt giving_up_on_commander_trait_training_effect = yes } } #aggressive_attacker ################## #Training offer learn_commander_trait.1103 = { type = character_event title = learn_commander_trait.03.t desc = { desc = learn_commander_trait.11.opening desc = learn_commander_trait.11.desc } theme = war left_portrait = { character = root animation = inspect_weapon } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:aggressive_attacker } weight_multiplier = { base = 1 } option = { #Please teach me name = learn_commander_trait.11.a commander_trait_teaching_setup_effect = yes custom_tooltip = learn_commander_trait.11.martial_tt } option = { #No, I already know enough name = learn_commander_trait.11.b remove_variable = commander_trait_being_taught remove_character_flag = being_taught_commander_trait custom_tooltip = learn_commander_trait.11.b.tt } } #Final test learn_commander_trait.1203 = { type = character_event title = learn_commander_trait.03.t desc = learn_commander_trait.12.desc theme = war left_portrait = { character = root animation = stress } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:aggressive_attacker } option = { name = learn_commander_trait.12.a learn_commander_trait_final_test_duel_effect = yes } option = { #Back out name = learn_commander_trait.12.b stress_impact = { base = minor_stress_gain } giving_up_on_commander_trait_training_effect = yes } } #Success learn_commander_trait.1303 = { type = character_event title = learn_commander_trait.03.t desc = learn_commander_trait.13.desc theme = war left_portrait = { character = root animation = celebrate_wooden_sword } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { var:commander_trait_being_taught = flag:aggressive_attacker } option = { name = learn_commander_trait.13.a learn_commander_trait_success_effect = yes } after = { if = { limit = { exists = var:commander_trait_being_taught } remove_variable = commander_trait_being_taught } if = { limit = { has_character_flag = being_taught_commander_trait } remove_character_flag = being_taught_commander_trait } } } #Failure learn_commander_trait.1403 = { type = character_event title = learn_commander_trait.03.t desc = learn_commander_trait.14.desc theme = war left_portrait = { character = root animation = shame } right_portrait = { character = scope:teacher animation = stressed_teacher } trigger = { var:commander_trait_being_taught = flag:aggressive_attacker } immediate = { } option = { name = learn_commander_trait.14.a custom_tooltip = learn_commander_trait.14.a.tt trigger_event = { on_action = learn_commander_trait_test days = { 50 600 } } } option = { name = learn_commander_trait.14.b custom_tooltip = learn_commander_trait.14.b.tt giving_up_on_commander_trait_training_effect = yes } } #unyielding_defender ################## #Training offer learn_commander_trait.1104 = { type = character_event title = learn_commander_trait.04.t desc = { desc = learn_commander_trait.11.opening desc = learn_commander_trait.11.desc } theme = war left_portrait = { character = root animation = inspect_weapon } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:unyielding_defender } weight_multiplier = { base = 1 } option = { #Please teach me name = learn_commander_trait.11.a commander_trait_teaching_setup_effect = yes custom_tooltip = learn_commander_trait.11.martial_tt } option = { #No, I already know enough name = learn_commander_trait.11.b remove_variable = commander_trait_being_taught remove_character_flag = being_taught_commander_trait custom_tooltip = learn_commander_trait.11.b.tt } } #Final test learn_commander_trait.1204 = { type = character_event title = learn_commander_trait.04.t desc = learn_commander_trait.12.desc theme = war left_portrait = { character = root animation = stress } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:unyielding_defender } option = { name = learn_commander_trait.12.a learn_commander_trait_final_test_duel_effect = yes } option = { #Back out name = learn_commander_trait.12.b stress_impact = { base = minor_stress_gain } giving_up_on_commander_trait_training_effect = yes } } #Success learn_commander_trait.1304 = { type = character_event title = learn_commander_trait.04.t desc = learn_commander_trait.13.desc theme = war left_portrait = { character = root animation = celebrate_wooden_sword } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { var:commander_trait_being_taught = flag:unyielding_defender } option = { name = learn_commander_trait.13.a learn_commander_trait_success_effect = yes } after = { if = { limit = { exists = var:commander_trait_being_taught } remove_variable = commander_trait_being_taught } if = { limit = { has_character_flag = being_taught_commander_trait } remove_character_flag = being_taught_commander_trait } } } #Failure learn_commander_trait.1404 = { type = character_event title = learn_commander_trait.04.t desc = learn_commander_trait.14.desc theme = war left_portrait = { character = root animation = shame } right_portrait = { character = scope:teacher animation = stressed_teacher } trigger = { var:commander_trait_being_taught = flag:unyielding_defender } immediate = { } option = { name = learn_commander_trait.14.a custom_tooltip = learn_commander_trait.14.a.tt trigger_event = { on_action = learn_commander_trait_test days = { 50 600 } } } option = { name = learn_commander_trait.14.b custom_tooltip = learn_commander_trait.14.b.tt giving_up_on_commander_trait_training_effect = yes } } #forder ################## #Training offer learn_commander_trait.1105 = { type = character_event title = learn_commander_trait.05.t desc = { desc = learn_commander_trait.11.opening desc = learn_commander_trait.11.desc } theme = war left_portrait = { character = root animation = inspect_weapon } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:forder } weight_multiplier = { base = 1 } option = { #Please teach me name = learn_commander_trait.11.a commander_trait_teaching_setup_effect = yes custom_tooltip = learn_commander_trait.11.martial_tt } option = { #No, I already know enough name = learn_commander_trait.11.b remove_variable = commander_trait_being_taught remove_character_flag = being_taught_commander_trait custom_tooltip = learn_commander_trait.11.b.tt } } #Final test learn_commander_trait.1205 = { type = character_event title = learn_commander_trait.05.t desc = learn_commander_trait.12.desc theme = war left_portrait = { character = root animation = stress } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:forder } option = { name = learn_commander_trait.12.a learn_commander_trait_final_test_duel_effect = yes } option = { #Back out name = learn_commander_trait.12.b stress_impact = { base = minor_stress_gain } giving_up_on_commander_trait_training_effect = yes } } #Success learn_commander_trait.1305 = { type = character_event title = learn_commander_trait.05.t desc = learn_commander_trait.13.desc theme = war left_portrait = { character = root animation = celebrate_wooden_sword } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { var:commander_trait_being_taught = flag:forder } option = { name = learn_commander_trait.13.a learn_commander_trait_success_effect = yes } after = { if = { limit = { exists = var:commander_trait_being_taught } remove_variable = commander_trait_being_taught } if = { limit = { has_character_flag = being_taught_commander_trait } remove_character_flag = being_taught_commander_trait } } } #Failure learn_commander_trait.1405 = { type = character_event title = learn_commander_trait.05.t desc = learn_commander_trait.14.desc theme = war left_portrait = { character = root animation = shame } right_portrait = { character = scope:teacher animation = stressed_teacher } trigger = { var:commander_trait_being_taught = flag:forder } immediate = { } option = { name = learn_commander_trait.14.a custom_tooltip = learn_commander_trait.14.a.tt trigger_event = { on_action = learn_commander_trait_test days = { 50 600 } } } option = { name = learn_commander_trait.14.b custom_tooltip = learn_commander_trait.14.b.tt giving_up_on_commander_trait_training_effect = yes } } #flexible_leader ################## #Training offer learn_commander_trait.1106 = { type = character_event title = learn_commander_trait.06.t desc = { desc = learn_commander_trait.11.opening desc = learn_commander_trait.11.desc } theme = war left_portrait = { character = root animation = inspect_weapon } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:flexible_leader } weight_multiplier = { base = 1 } option = { #Please teach me name = learn_commander_trait.11.a commander_trait_teaching_setup_effect = yes custom_tooltip = learn_commander_trait.11.martial_tt } option = { #No, I already know enough name = learn_commander_trait.11.b remove_variable = commander_trait_being_taught remove_character_flag = being_taught_commander_trait custom_tooltip = learn_commander_trait.11.b.tt } } #Final test learn_commander_trait.1206 = { type = character_event title = learn_commander_trait.06.t desc = learn_commander_trait.12.desc theme = war left_portrait = { character = root animation = stress } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:flexible_leader } option = { name = learn_commander_trait.12.a learn_commander_trait_final_test_duel_effect = yes } option = { #Back out name = learn_commander_trait.12.b stress_impact = { base = minor_stress_gain } giving_up_on_commander_trait_training_effect = yes } } #Success learn_commander_trait.1306 = { type = character_event title = learn_commander_trait.06.t desc = learn_commander_trait.13.desc theme = war left_portrait = { character = root animation = celebrate_wooden_sword } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { var:commander_trait_being_taught = flag:flexible_leader } option = { name = learn_commander_trait.13.a learn_commander_trait_success_effect = yes } after = { if = { limit = { exists = var:commander_trait_being_taught } remove_variable = commander_trait_being_taught } if = { limit = { has_character_flag = being_taught_commander_trait } remove_character_flag = being_taught_commander_trait } } } #Failure learn_commander_trait.1406 = { type = character_event title = learn_commander_trait.06.t desc = learn_commander_trait.14.desc theme = war left_portrait = { character = root animation = shame } right_portrait = { character = scope:teacher animation = stressed_teacher } trigger = { var:commander_trait_being_taught = flag:flexible_leader } immediate = { } option = { name = learn_commander_trait.14.a custom_tooltip = learn_commander_trait.14.a.tt trigger_event = { on_action = learn_commander_trait_test days = { 50 600 } } } option = { name = learn_commander_trait.14.b custom_tooltip = learn_commander_trait.14.b.tt giving_up_on_commander_trait_training_effect = yes } } #desert_warrior ################## #Training offer learn_commander_trait.1107 = { type = character_event title = learn_commander_trait.07.t desc = { desc = learn_commander_trait.11.opening desc = learn_commander_trait.11.desc } theme = war left_portrait = { character = root animation = inspect_weapon } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:desert_warrior } weight_multiplier = { base = 1 } option = { #Please teach me name = learn_commander_trait.11.a commander_trait_teaching_setup_effect = yes custom_tooltip = learn_commander_trait.11.martial_tt } option = { #No, I already know enough name = learn_commander_trait.11.b remove_variable = commander_trait_being_taught remove_character_flag = being_taught_commander_trait custom_tooltip = learn_commander_trait.11.b.tt } } #Final test learn_commander_trait.1207 = { type = character_event title = learn_commander_trait.07.t desc = learn_commander_trait.12.desc theme = war left_portrait = { character = root animation = stress } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:desert_warrior } option = { name = learn_commander_trait.12.a learn_commander_trait_final_test_duel_effect = yes } option = { #Back out name = learn_commander_trait.12.b stress_impact = { base = minor_stress_gain } giving_up_on_commander_trait_training_effect = yes } } #Success learn_commander_trait.1307 = { type = character_event title = learn_commander_trait.07.t desc = learn_commander_trait.13.desc theme = war left_portrait = { character = root animation = celebrate_wooden_sword } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { var:commander_trait_being_taught = flag:desert_warrior } option = { name = learn_commander_trait.13.a learn_commander_trait_success_effect = yes } after = { if = { limit = { exists = var:commander_trait_being_taught } remove_variable = commander_trait_being_taught } if = { limit = { has_character_flag = being_taught_commander_trait } remove_character_flag = being_taught_commander_trait } } } #Failure learn_commander_trait.1407 = { type = character_event title = learn_commander_trait.07.t desc = learn_commander_trait.14.desc theme = war left_portrait = { character = root animation = shame } right_portrait = { character = scope:teacher animation = stressed_teacher } trigger = { var:commander_trait_being_taught = flag:desert_warrior } immediate = { } option = { name = learn_commander_trait.14.a custom_tooltip = learn_commander_trait.14.a.tt trigger_event = { on_action = learn_commander_trait_test days = { 50 600 } } } option = { name = learn_commander_trait.14.b custom_tooltip = learn_commander_trait.14.b.tt giving_up_on_commander_trait_training_effect = yes } } #jungle_stalker ################## #Training offer learn_commander_trait.1108 = { type = character_event title = learn_commander_trait.08.t desc = { desc = learn_commander_trait.11.opening desc = learn_commander_trait.11.desc } theme = war left_portrait = { character = root animation = inspect_weapon } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:jungle_stalker } weight_multiplier = { base = 1 } option = { #Please teach me name = learn_commander_trait.11.a commander_trait_teaching_setup_effect = yes custom_tooltip = learn_commander_trait.11.martial_tt } option = { #No, I already know enough name = learn_commander_trait.11.b remove_variable = commander_trait_being_taught remove_character_flag = being_taught_commander_trait custom_tooltip = learn_commander_trait.11.b.tt } } #Final test learn_commander_trait.1208 = { type = character_event title = learn_commander_trait.08.t desc = learn_commander_trait.12.desc theme = war left_portrait = { character = root animation = stress } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:jungle_stalker } option = { name = learn_commander_trait.12.a learn_commander_trait_final_test_duel_effect = yes } option = { #Back out name = learn_commander_trait.12.b stress_impact = { base = minor_stress_gain } giving_up_on_commander_trait_training_effect = yes } } #Success learn_commander_trait.1308 = { type = character_event title = learn_commander_trait.08.t desc = learn_commander_trait.13.desc theme = war left_portrait = { character = root animation = celebrate_wooden_sword } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { var:commander_trait_being_taught = flag:jungle_stalker } option = { name = learn_commander_trait.13.a learn_commander_trait_success_effect = yes } after = { if = { limit = { exists = var:commander_trait_being_taught } remove_variable = commander_trait_being_taught } if = { limit = { has_character_flag = being_taught_commander_trait } remove_character_flag = being_taught_commander_trait } } } #Failure learn_commander_trait.1408 = { type = character_event title = learn_commander_trait.08.t desc = learn_commander_trait.14.desc theme = war left_portrait = { character = root animation = shame } right_portrait = { character = scope:teacher animation = stressed_teacher } trigger = { var:commander_trait_being_taught = flag:jungle_stalker } immediate = { } option = { name = learn_commander_trait.14.a custom_tooltip = learn_commander_trait.14.a.tt trigger_event = { on_action = learn_commander_trait_test days = { 50 600 } } } option = { name = learn_commander_trait.14.b custom_tooltip = learn_commander_trait.14.b.tt giving_up_on_commander_trait_training_effect = yes } } #winter_soldier ################## #Training offer learn_commander_trait.1109 = { type = character_event title = learn_commander_trait.09.t desc = { desc = learn_commander_trait.11.opening desc = learn_commander_trait.11.desc } theme = war left_portrait = { character = root animation = inspect_weapon } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:winter_soldier } weight_multiplier = { base = 1 } option = { #Please teach me name = learn_commander_trait.11.a commander_trait_teaching_setup_effect = yes custom_tooltip = learn_commander_trait.11.martial_tt } option = { #No, I already know enough name = learn_commander_trait.11.b remove_variable = commander_trait_being_taught remove_character_flag = being_taught_commander_trait custom_tooltip = learn_commander_trait.11.b.tt } } #Final test learn_commander_trait.1209 = { type = character_event title = learn_commander_trait.09.t desc = learn_commander_trait.12.desc theme = war left_portrait = { character = root animation = stress } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:winter_soldier } option = { name = learn_commander_trait.12.a learn_commander_trait_final_test_duel_effect = yes } option = { #Back out name = learn_commander_trait.12.b stress_impact = { base = minor_stress_gain } giving_up_on_commander_trait_training_effect = yes } } #Success learn_commander_trait.1309 = { type = character_event title = learn_commander_trait.09.t desc = learn_commander_trait.13.desc theme = war left_portrait = { character = root animation = celebrate_wooden_sword } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { var:commander_trait_being_taught = flag:winter_soldier } option = { name = learn_commander_trait.13.a learn_commander_trait_success_effect = yes } after = { if = { limit = { exists = var:commander_trait_being_taught } remove_variable = commander_trait_being_taught } if = { limit = { has_character_flag = being_taught_commander_trait } remove_character_flag = being_taught_commander_trait } } } #Failure learn_commander_trait.1409 = { type = character_event title = learn_commander_trait.09.t desc = learn_commander_trait.14.desc theme = war left_portrait = { character = root animation = shame } right_portrait = { character = scope:teacher animation = stressed_teacher } trigger = { var:commander_trait_being_taught = flag:winter_soldier } immediate = { } option = { name = learn_commander_trait.14.a custom_tooltip = learn_commander_trait.14.a.tt trigger_event = { on_action = learn_commander_trait_test days = { 50 600 } } } option = { name = learn_commander_trait.14.b custom_tooltip = learn_commander_trait.14.b.tt giving_up_on_commander_trait_training_effect = yes } } #reaver ################## #Training offer learn_commander_trait.1110 = { type = character_event title = learn_commander_trait.10.t desc = { desc = learn_commander_trait.11.opening desc = learn_commander_trait.11.desc } theme = war left_portrait = { character = root animation = inspect_weapon } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:reaver } weight_multiplier = { base = 1 } option = { #Please teach me name = learn_commander_trait.11.a commander_trait_teaching_setup_effect = yes custom_tooltip = learn_commander_trait.11.martial_tt } option = { #No, I already know enough name = learn_commander_trait.11.b remove_variable = commander_trait_being_taught remove_character_flag = being_taught_commander_trait custom_tooltip = learn_commander_trait.11.b.tt } } #Final test learn_commander_trait.1210 = { type = character_event title = learn_commander_trait.10.t desc = learn_commander_trait.12.desc theme = war left_portrait = { character = root animation = stress } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:reaver } option = { name = learn_commander_trait.12.a learn_commander_trait_final_test_duel_effect = yes } option = { #Back out name = learn_commander_trait.12.b stress_impact = { base = minor_stress_gain } giving_up_on_commander_trait_training_effect = yes } } #Success learn_commander_trait.1310 = { type = character_event title = learn_commander_trait.10.t desc = learn_commander_trait.13.desc theme = war left_portrait = { character = root animation = celebrate_wooden_sword } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { var:commander_trait_being_taught = flag:reaver } option = { name = learn_commander_trait.13.a learn_commander_trait_success_effect = yes } after = { if = { limit = { exists = var:commander_trait_being_taught } remove_variable = commander_trait_being_taught } if = { limit = { has_character_flag = being_taught_commander_trait } remove_character_flag = being_taught_commander_trait } } } #Failure learn_commander_trait.1410 = { type = character_event title = learn_commander_trait.10.t desc = learn_commander_trait.14.desc theme = war left_portrait = { character = root animation = shame } right_portrait = { character = scope:teacher animation = stressed_teacher } trigger = { var:commander_trait_being_taught = flag:reaver } immediate = { } option = { name = learn_commander_trait.14.a custom_tooltip = learn_commander_trait.14.a.tt trigger_event = { on_action = learn_commander_trait_test days = { 50 600 } } } option = { name = learn_commander_trait.14.b custom_tooltip = learn_commander_trait.14.b.tt giving_up_on_commander_trait_training_effect = yes } } #reckless ################## #Training offer learn_commander_trait.1112 = { type = character_event title = learn_commander_trait.12.t desc = { desc = learn_commander_trait.11.opening desc = learn_commander_trait.11.desc } theme = war left_portrait = { character = root animation = inspect_weapon } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:reckless } weight_multiplier = { base = 1 } option = { #Please teach me name = learn_commander_trait.11.a commander_trait_teaching_setup_effect = yes custom_tooltip = learn_commander_trait.11.martial_tt } option = { #No, I already know enough name = learn_commander_trait.11.b remove_variable = commander_trait_being_taught remove_character_flag = being_taught_commander_trait custom_tooltip = learn_commander_trait.11.b.tt } } #Final test learn_commander_trait.1212 = { type = character_event title = learn_commander_trait.12.t desc = learn_commander_trait.12.desc theme = war left_portrait = { character = root animation = stress } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:reckless } option = { name = learn_commander_trait.12.a learn_commander_trait_final_test_duel_effect = yes } option = { #Back out name = learn_commander_trait.12.b stress_impact = { base = minor_stress_gain } giving_up_on_commander_trait_training_effect = yes } } #Success learn_commander_trait.1312 = { type = character_event title = learn_commander_trait.12.t desc = learn_commander_trait.13.desc theme = war left_portrait = { character = root animation = celebrate_wooden_sword } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { var:commander_trait_being_taught = flag:reckless } option = { name = learn_commander_trait.13.a learn_commander_trait_success_effect = yes } after = { if = { limit = { exists = var:commander_trait_being_taught } remove_variable = commander_trait_being_taught } if = { limit = { has_character_flag = being_taught_commander_trait } remove_character_flag = being_taught_commander_trait } } } #Failure learn_commander_trait.1412 = { type = character_event title = learn_commander_trait.12.t desc = learn_commander_trait.14.desc theme = war left_portrait = { character = root animation = shame } right_portrait = { character = scope:teacher animation = stressed_teacher } trigger = { var:commander_trait_being_taught = flag:reckless } immediate = { } option = { name = learn_commander_trait.14.a custom_tooltip = learn_commander_trait.14.a.tt trigger_event = { on_action = learn_commander_trait_test days = { 50 600 } } } option = { name = learn_commander_trait.14.b custom_tooltip = learn_commander_trait.14.b.tt giving_up_on_commander_trait_training_effect = yes } } #holy_warrior ################## #Training offer learn_commander_trait.1113 = { type = character_event title = learn_commander_trait.13.t desc = { desc = learn_commander_trait.11.opening desc = learn_commander_trait.11.desc } theme = war left_portrait = { character = root animation = inspect_weapon } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:holy_warrior } weight_multiplier = { base = 1 } option = { #Please teach me name = learn_commander_trait.11.a commander_trait_teaching_setup_effect = yes custom_tooltip = learn_commander_trait.11.martial_tt } option = { #No, I already know enough name = learn_commander_trait.11.b remove_variable = commander_trait_being_taught remove_character_flag = being_taught_commander_trait custom_tooltip = learn_commander_trait.11.b.tt } } #Final test learn_commander_trait.1213 = { type = character_event title = learn_commander_trait.13.t desc = learn_commander_trait.12.desc theme = war left_portrait = { character = root animation = stress } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { has_variable = commander_trait_being_taught var:commander_trait_being_taught = flag:holy_warrior } option = { name = learn_commander_trait.12.a learn_commander_trait_final_test_duel_effect = yes } option = { #Back out name = learn_commander_trait.12.b stress_impact = { base = minor_stress_gain } giving_up_on_commander_trait_training_effect = yes } } #Success learn_commander_trait.1313 = { type = character_event title = learn_commander_trait.13.t desc = learn_commander_trait.13.desc theme = war left_portrait = { character = root animation = celebrate_wooden_sword } right_portrait = { character = scope:teacher animation = happy_teacher } trigger = { var:commander_trait_being_taught = flag:holy_warrior } option = { name = learn_commander_trait.13.a learn_commander_trait_success_effect = yes } after = { if = { limit = { exists = var:commander_trait_being_taught } remove_variable = commander_trait_being_taught } if = { limit = { has_character_flag = being_taught_commander_trait } remove_character_flag = being_taught_commander_trait } } } #Failure learn_commander_trait.1413 = { type = character_event title = learn_commander_trait.13.t desc = learn_commander_trait.14.desc theme = war left_portrait = { character = root animation = shame } right_portrait = { character = scope:teacher animation = stressed_teacher } trigger = { var:commander_trait_being_taught = flag:holy_warrior } immediate = { } option = { name = learn_commander_trait.14.a custom_tooltip = learn_commander_trait.14.a.tt trigger_event = { on_action = learn_commander_trait_test days = { 50 600 } } } option = { name = learn_commander_trait.14.b custom_tooltip = learn_commander_trait.14.b.tt giving_up_on_commander_trait_training_effect = yes } } ###### # The Teacher has died or been imprisoned ##### #Final Test learn_commander_trait.1291 = { type = character_event title = learn_commander_trait.91.t desc = learn_commander_trait.1291.desc theme = war left_portrait = { character = root animation = sadness } right_portrait = { character = scope:teacher animation = dead } trigger = { scope:teacher = { OR = { is_alive = no is_imprisoned = yes } } } option = { name = learn_commander_trait.1291.a learn_commander_trait_final_test_duel_effect = yes } option = { #No, there's no point name = learn_commander_trait.1291.b custom_tooltip = learn_commander_trait.giving_up_tt if = { limit = { NOT = { exists = scope:long_term_mentor } scope:teacher = { is_alive = yes } has_relation_mentor = scope:teacher } remove_relation_mentor = scope:teacher } remove_character_flag = being_taught_commander_trait remove_variable = commander_trait_being_taught } } #Success learn_commander_trait.1391 = { type = character_event title = learn_commander_trait.91.t desc = learn_commander_trait.1391.desc theme = war left_portrait = { character = root animation = wedding_happy_cry } right_portrait = { character = scope:teacher animation = dead } trigger = { scope:teacher = { OR = { is_alive = no is_imprisoned = yes } } } option = { name = learn_commander_trait.1391.a learn_commander_trait_success_effect = yes } after = { if = { limit = { exists = var:commander_trait_being_taught } remove_variable = commander_trait_being_taught } if = { limit = { has_character_flag = being_taught_commander_trait } remove_character_flag = being_taught_commander_trait } } } #Failure learn_commander_trait.1491 = { type = character_event title = learn_commander_trait.91.t desc = learn_commander_trait.1491.desc theme = war left_portrait = { character = root animation = shame } right_portrait = { character = scope:teacher animation = dead } trigger = { scope:teacher = { OR = { is_alive = no is_imprisoned = yes } } } option = { name = learn_commander_trait.1491.a remove_variable = commander_trait_being_taught remove_character_flag = being_taught_commander_trait if = { limit = { scope:teacher = { is_alive = yes } has_relation_mentor = scope:teacher NOT = { exists = scope:long_term_mentor } } remove_relation_mentor = scope:teacher } stress_impact = { arrogant = minor_stress_impact_gain } } }