N3OW/common/scripted_triggers/06_bp3_triggers.txt

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wayfarer_the_real_threat_trigger = {
is_councillor_of = root
is_ai = yes
opinion = {
target = root
value < 10
}
}
# Used to keep track of mines found after our time period, so they have a higher chance to spawn for the Inspection event, particularly in Norway
later_historical_gold_mine_trigger = {
OR = {
this = province:1705 # Kildonan Gold Rush, 1869
this = province:1665 # Dolgellau Gold Rush, Mid-19th century
}
}
later_historical_silver_mine_trigger = {
OR = {
this = province:248 # Kongsberg, 1623
this = province:346 # Sala, 15th century
}
}
later_historical_copper_mine_trigger = {
OR = {
this = province:241 # Røros, 1645
}
}
reminiscing_event_trigger = {
is_ai = no
has_variable = reminiscing_location
var:reminiscing_location = root.location
}
local_guild_trigger = {
OR = {
has_building_or_higher = watermills_01
has_building_or_higher = windmills_01
has_building_or_higher = common_tradeport_01
has_building_or_higher = pastures_01
has_building_or_higher = hunting_grounds_01
has_building_or_higher = orchards_01
has_building_or_higher = logging_camps_01
has_building_or_higher = quarries_01
has_building_or_higher = smiths_01
has_building_or_higher = stables_01
has_building_or_higher = guild_halls_01
has_building_or_higher = hospices_01
has_building_or_higher = workshops_01
}
}
local_guild_compare_trigger = {
switch = {
trigger = scope:local_guild_scope
1 = {
NOT = { has_building_or_higher = watermills_01 }
building_watermills_requirement_terrain = yes
}
2 = {
NOT = { has_building_or_higher = windmills_01 }
building_windmills_requirement_terrain = yes
}
3 = {
NOT = { has_building_or_higher = common_tradeport_01 }
building_common_tradeport_requirement_terrain = yes
}
4 = {
NOT = { has_building_or_higher = pastures_01 }
building_pastures_requirement_terrain = yes
}
5 = {
NOT = { has_building_or_higher = pastures_01 }
building_pastures_requirement_terrain = yes
}
6 = {
NOT = { has_building_or_higher = pastures_01 }
building_pastures_requirement_terrain = yes
}
7 = {
NOT = { has_building_or_higher = pastures_01 }
building_pastures_requirement_terrain = yes
}
8 = {
NOT = { has_building_or_higher = hunting_grounds_01 }
building_hunting_grounds_requirement_terrain = yes
}
9 = {
NOT = { has_building_or_higher = hunting_grounds_01 }
building_hunting_grounds_requirement_terrain = yes
}
10 = {
NOT = { has_building_or_higher = hunting_grounds_01 }
building_hunting_grounds_requirement_terrain = yes
}
11 = {
NOT = { has_building_or_higher = orchards_01 }
building_orchards_requirement_terrain = yes
}
12 = {
NOT = { has_building_or_higher = logging_camps_01 }
building_logging_camps_requirement_terrain = yes
}
13 = {
NOT = { has_building_or_higher = quarries_01 }
building_quarries_requirement_terrain = yes
}
14 = {
NOT = { has_building_or_higher = quarries_01 }
building_quarries_requirement_terrain = yes
}
15 = {
NOT = { has_building_or_higher = smiths_01 }
building_smiths_requirement_terrain = yes
}
16 = {
NOT = { has_building_or_higher = stables_01 }
building_stables_requirement_terrain = yes
}
17 = {
NOT = { has_building_or_higher = guild_halls_01 }
has_building_or_higher = city_01
}
18 = {
NOT = { has_building_or_higher = hospices_01 }
}
19 = {
NOT = { has_building_or_higher = hospices_01 }
}
20 = {
NOT = { has_building_or_higher = workshops_01 }
building_workshops_requirement_terrain = yes
}
}
}
landless_inspector_terrain_knowing_the_land_trigger = {
trigger_if = {
limit = {
OR = {
terrain = forest
terrain = jungle
terrain = taiga
terrain = wetlands
}
}
landless_inspector_terrain_master_trigger = { TERRAIN = woodlands }
}
trigger_if = {
limit = {
OR = {
terrain = mountains
terrain = hills
terrain = desert_mountains
}
}
landless_inspector_terrain_master_trigger = { TERRAIN = highlands }
}
trigger_if = {
limit = {
OR = {
terrain = plains
terrain = steppe
terrain = farmlands
terrain = floodplains
}
}
landless_inspector_terrain_master_trigger = { TERRAIN = lowlands }
}
trigger_if = {
limit = {
OR = {
terrain = desert
terrain = oasis
terrain = drylands
}
}
landless_inspector_terrain_master_trigger = { TERRAIN = drylands }
}
}
landless_inspector_terrain_master_trigger = {
root = {
OR = {
has_character_modifier = landless_inspector_$TERRAIN$_tier_1_modifier
has_character_modifier = landless_inspector_$TERRAIN$_tier_2_modifier
has_character_modifier = nomadic_inspector_$TERRAIN$_tier_2_modifier
has_character_modifier = landless_inspector_$TERRAIN$_tier_3_modifier
has_character_modifier = nomadic_inspector_$TERRAIN$_tier_3_modifier
}
}
}
landless_inspector_king_of_the_wilds = {
switch = {
trigger = has_character_modifier
# Woodlands
master_terrain_forest_modifier = { root.location ?= { terrain = forest } }
master_terrain_jungle_modifier = { root.location ?= { terrain = jungle } }
master_terrain_taiga_modifier = { root.location ?= { terrain = taiga } }
master_terrain_wetlands_modifier = { root.location ?= { terrain = wetlands } }
# Highlands
master_terrain_mountains_modifier = { root.location ?= { terrain = mountains } }
master_terrain_hills_modifier = { root.location ?= { terrain = hills } }
master_terrain_desert_mountains_modifier = { root.location ?= { terrain = desert_mountains } }
# Lowlands
master_terrain_plains_modifier = { root.location ?= { terrain = plains } }
master_terrain_steppe_modifier = { root.location ?= { terrain = steppe } }
master_terrain_farmlands_modifier = { root.location ?= { terrain = farmlands } }
master_terrain_floodplains_modifier = { root.location ?= { terrain = floodplains } }
# Drylands
master_terrain_drylands_modifier = { root.location ?= { terrain = drylands } }
master_terrain_desert_modifier = { root.location ?= { terrain = desert } }
master_terrain_oasis_modifier = { root.location ?= { terrain = oasis } }
}
}