N3OW/gfx/portraits/portrait_animations/animations.modifierpack
2026-04-24 15:49:15 +02:00

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