2906 lines
72 KiB
Text
2906 lines
72 KiB
Text
namespace = fp3_misc_decisions
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### EVENT LIST ####################################################################
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## 0005 - 0009 Request Invasion by Hugo Cortell
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## 0010 - 0014 Demand Submission letter events
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## 0015 - 0015 Embrace Zoroastrianism faith selection event
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## 0020 - 0030 Challenge House Head Events by Hugo Cortell
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## 0031 - 0040 Favor Skilled Outsiders events by Ewan Cowhig Croft
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## 0041 - 0050 Extra Challenge House Head Events
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###################################################################################
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###################################
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# Request Invasion
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# By Hugo Cortell
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###################################
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fp3_misc_decisions.0005 = {
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hidden = yes
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immediate = {
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random_character_war = { # We need to locate the war we just created, since we can't save it on creation
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limit = {
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using_cb = fp3_turkic_invasion_cb
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primary_attacker = scope:secondary_recipient # root
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primary_defender = scope:recipient
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}
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add_attacker = scope:actor
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}
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}
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}
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fp3_misc_decisions.0006 = {
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hidden = yes
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immediate = {
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random_character_war = { # We need to locate the war we just created, since we can't save it on creation
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limit = {
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using_cb = fp3_turkic_invasion_cb
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primary_attacker = scope:secondary_recipient # root
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primary_defender = scope:recipient
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}
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save_scope_as = turkic_war
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}
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if = {
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limit = {
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has_mpo_dlc_trigger = yes
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}
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spawn_army = {
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men_at_arms = {
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type = horse_archers
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stacks = fp3_request_invasion_troop_value_bonus_troops
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}
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men_at_arms = {
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type = steppe_raiders
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stacks = fp3_request_invasion_troop_value_bonus_troops
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}
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men_at_arms = {
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type = nomadic_riders
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stacks = fp3_request_invasion_troop_value_bonus_levy_nomads
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}
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location = capital_province
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uses_supply = yes
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war = scope:turkic_war
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inheritable = no
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name = turkic_tribal_event_troops
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}
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}
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else = {
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spawn_army = {
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men_at_arms = {
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type = horse_archers
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stacks = fp3_request_invasion_troop_value_bonus_troops
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}
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men_at_arms = {
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type = light_horsemen
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stacks = fp3_request_invasion_troop_value_bonus_troops
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}
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levies = fp3_request_invasion_troop_value_bonus_levy_troops
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location = capital_province
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uses_supply = yes
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war = scope:turkic_war
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inheritable = no
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name = turkic_tribal_event_troops
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}
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}
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}
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}
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# Demand Submission Letter Events
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fp3_misc_decisions.0010 = {
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type = letter_event
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opening = fp3_misc_decisions.0010.opening
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desc = {
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desc = fp3_misc_decisions.0010.desc_intro
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# If the Persian Struggle is still ongoing, comment on that
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triggered_desc = {
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trigger = {
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exists = struggle:persian_struggle
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scope:actor ?= title:d_sunni.holder
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}
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desc = fp3_misc_decisions.0010.desc_struggle
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}
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}
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sender = scope:recipient
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immediate = {
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show_as_tooltip = {
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if = {
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limit = { scope:piety_cost_reduction ?= yes }
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add_piety = massive_piety_loss
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}
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add_hook = {
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target = scope:recipient
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type = caliphal_submission_hook
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}
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# Remove "rejected my authority" negative opinion, if valid
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if = {
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limit = {
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has_opinion_modifier = {
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modifier = fp3_rejected_my_authority_opinion
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target = scope:recipient
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}
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}
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remove_opinion = {
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modifier = fp3_rejected_my_authority_opinion
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target = scope:recipient
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}
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}
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}
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}
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option = {
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name = fp3_misc_decisions.0010.a
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}
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}
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fp3_misc_decisions.0011 = {
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type = letter_event
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opening = fp3_misc_decisions.0010.opening
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desc = fp3_misc_decisions.0011.desc
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sender = scope:recipient
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immediate = {
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show_as_tooltip = {
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scope:recipient = {
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add_piety = medium_piety_loss
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reverse_add_opinion = {
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target = scope:actor
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modifier = fp3_rejected_my_authority_opinion
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years = 30
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}
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}
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}
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}
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option = {
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name = fp3_misc_decisions.0011.a
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}
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}
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# Embrace Zoroastrianism faith selection event
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fp3_misc_decisions.0015 = {
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type = character_event
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title = fp3_misc_decisions.0015.t
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desc = fp3_misc_decisions.0015.desc
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left_portrait = {
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character = root
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animation = worry
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}
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theme = faith
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immediate = {
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# Gather what faiths we can choose to convert to (Zoroastrian faiths practiced by counties in our realm)
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every_sub_realm_county = {
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faith = {
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if = {
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limit = {
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# Don't add the same faith to a list more than once
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NOT = {
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any_in_list = {
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list = realm_zoroastrian_faiths
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this = prev
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}
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}
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religion = religion:zoroastrianism_religion
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}
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add_to_list = realm_zoroastrian_faiths
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}
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}
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}
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# Save the faiths with the most, 2nd most, and 3rd most fervor
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# These are the faiths that we will be allowed to convert to
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ordered_in_list = {
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list = realm_zoroastrian_faiths
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order_by = fervor
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position = 0
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save_scope_as = zoroastrian_faith_1
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}
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if = {
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limit = {
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list_size = {
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name = realm_zoroastrian_faiths
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value > 1
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}
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}
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ordered_in_list = {
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list = realm_zoroastrian_faiths
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order_by = fervor
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position = 1
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save_scope_as = zoroastrian_faith_2
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}
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}
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if = {
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limit = {
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list_size = {
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name = realm_zoroastrian_faiths
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value > 2
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}
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}
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ordered_in_list = {
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list = realm_zoroastrian_faiths
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order_by = fervor
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position = 2
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save_scope_as = zoroastrian_faith_3
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}
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}
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}
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option = { # Zoroastrian faith option 1 (faith with the most fervor)
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name = fp3_misc_decisions.0015.a
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make_character_crypto_religionist_effect = { CRYPTO_RELIGION = scope:zoroastrian_faith_1 }
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}
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option = { # Zoroastrian faith option 2
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name = fp3_misc_decisions.0015.b
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trigger = {
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list_size = {
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name = realm_zoroastrian_faiths
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value > 1
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}
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}
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make_character_crypto_religionist_effect = { CRYPTO_RELIGION = scope:zoroastrian_faith_2 }
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}
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option = { # Zoroastrian faith option 3
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name = fp3_misc_decisions.0015.c
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trigger = {
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list_size = {
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name = realm_zoroastrian_faiths
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value > 2
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}
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}
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make_character_crypto_religionist_effect = { CRYPTO_RELIGION = scope:zoroastrian_faith_3 }
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}
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option = { # Don't switch to any secret faith
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name = false_conversion.0020.b # "No, no, the time is not yet right."
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add_piety = miniscule_piety_gain # Refund piety
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}
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}
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###################################
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# Challenge House Head Events
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# By Hugo Cortell
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# 0020 - 0030 + 0041 - 0050
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###################################
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scripted_trigger fp3_clan_challenge_negotiate_age_health_trigger = {
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OR = {
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AND = {
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scope:recipient.health < fine_health
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scope:recipient.health < scope:actor.health
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}
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AND = {
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scope:recipient.age >= 50
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scope:recipient.age >= root.age_plus_25
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}
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OR = {
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scope:recipient.age <= scope:actor.age_minus_10
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AND = {
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scope:recipient = { is_sibling_of = scope:actor }
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scope:recipient.age < scope:actor.age
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}
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}
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}
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}
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scripted_effect fp3_clan_challenge_negotiate_success_effect = {
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save_scope_as = negotiate_success
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save_scope_value_as = {
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name = negotiate_reason
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value = flag:$REASON$
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}
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show_as_tooltip = {
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scope:actor = {
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add_prestige = medium_prestige_gain
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house = { set_house_head = root }
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}
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}
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}
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scripted_effect fp3_clan_challenge_negotiate_bargain_effect = {
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save_scope_as = negotiate_bargain
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save_scope_value_as = {
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name = negotiate_reason
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value = flag:$REASON$
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}
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custom_tooltip = fp3_misc_decisions.0027.bargain.tt
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}
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scripted_effect fp3_clan_challenge_negotiate_fail_effect = {
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save_scope_as = negotiate_fail
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save_scope_value_as = {
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name = negotiate_reason
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value = flag:$REASON$
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}
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show_as_tooltip = {
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scope:actor = { add_prestige = medium_prestige_loss }
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scope:recipient = {
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add_prestige = medium_piety_value
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add_hook_no_toast = {
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type = trial_by_combat_hook
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target = scope:actor
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}
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}
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}
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}
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fp3_misc_decisions.0020 = { # Actor Duel Outcome(s)
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type = character_event
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title = fp3_misc_decisions.0020.t
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desc = {
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first_valid = {
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triggered_desc = {
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trigger = {
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scope:sc_victor = scope:house_challenger
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scope:sc_loser = { is_alive = no }
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}
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desc = fp3_misc_decisions.0020.desc.a.lethal
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}
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triggered_desc = {
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trigger = { scope:sc_victor = scope:house_challenger }
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desc = fp3_misc_decisions.0020.desc.a
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}
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desc = fp3_misc_decisions.0020.desc.b
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}
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}
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theme = dynasty
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override_background = { reference = throne_room }
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left_portrait = {
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character = scope:house_challenger
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animation = war_over_loss
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triggered_animation = {
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trigger = { this = scope:sc_victor }
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animation = war_over_win
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}
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}
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right_portrait = {
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character = scope:house_head
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animation = war_over_loss
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triggered_animation = {
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trigger = { is_alive = no }
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animation = loss_1
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}
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triggered_animation = {
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trigger = { this = scope:sc_victor }
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animation = war_over_win
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}
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}
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immediate = {
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# Challenger lost
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if = {
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limit = { scope:sc_victor = scope:house_head }
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show_as_tooltip = { fp3_challenge_house_head_duel_challenger_loss_effect = yes } # Prestige and hooks
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}
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# Challenger won
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else = {
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show_as_tooltip = { fp3_challenge_house_head_duel_challenger_win_prestige_effect = yes } # Prestige gain
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}
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}
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# OPTIONS FOR LOSER
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option = { # Default option (goes on top, against design conventions)
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name = fp3_misc_decisions.0020.lose.a
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trigger = { scope:sc_loser = scope:house_challenger }
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}
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option = { # Slay them to take the mantle
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name = fp3_misc_decisions.0020.lose.b
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trigger = { scope:sc_loser = root }
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show_as_tooltip ={
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#Lose a ton of prestige for being so backhanded
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add_prestige = massive_prestige_loss
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add_prestige_level = -1
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}
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duel = {
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skills = { intrigue prowess }
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target = scope:house_head
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1 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 3.5
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min = -49
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}
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min = 1
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show_as_tooltip = {
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known_murder_hidden_opinion_effect = { VICTIM = scope:house_head MURDERER = scope:house_challenger EXPOSER = scope:house_challenger }
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house = { set_house_head = root }
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}
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save_scope_as = challenge_murder_success
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}
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9 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = -3.5
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min = -49
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}
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scope:house_head = {
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hidden_effect = {
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random = {
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chance = 50
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save_scope_as = challenge_wound
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}
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}
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show_as_tooltip = {
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if = {
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limit = {
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can_set_relation_rival_trigger = { CHARACTER = scope:house_challenger }
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}
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set_relation_rival = {
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target = scope:house_challenger
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reason = rival_tried_to_kill_me
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}
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}
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add_opinion = {
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target = scope:house_challenger
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modifier = attempted_murder_me_crime
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}
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imprison = {
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target = scope:house_challenger
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type = house_arrest
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}
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}
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}
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}
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}
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trigger_event = fp3_misc_decisions.0041
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stress_impact = {
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content = major_stress_impact_gain
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just = medium_stress_impact_gain
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forgiving = medium_stress_impact_gain
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honest = medium_stress_impact_gain
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}
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ai_chance = {
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base = 0
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}
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}
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option = {
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name = fp3_misc_decisions.0025.b
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trigger = {
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can_set_relation_rival_trigger = { CHARACTER = scope:recipient }
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scope:recipient = { is_alive = yes }
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}
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progress_towards_rival_effect = {
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REASON = rival_house_head_rejected_challenge
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CHARACTER = scope:recipient
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OPINION = default_rival_opinion
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}
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ai_chance = {
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base = 5
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ai_value_modifier = {
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ai_boldness = 0.25
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ai_vengefulness = 0.5
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}
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}
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}
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# OPTIONS FOR WINNER
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option = { # Default option
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name = fp3_misc_decisions.0020.win.a
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trigger = { scope:sc_victor = scope:house_challenger }
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fp3_challenge_house_head_duel_challenger_win_house_effect = yes
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ai_chance = {
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base = 25
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}
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}
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option = { # You fought well and deserve to be house head
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name = fp3_misc_decisions.0020.win.b
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trigger = {
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scope:sc_victor = scope:house_challenger
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has_trait = gallant
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scope:lethal != yes
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}
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add_prestige = massive_prestige_gain
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reverse_add_opinion = {
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target = scope:recipient
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modifier = honored_opinion
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}
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house = {
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add_clan_unity_interaction_effect = {
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CHARACTER = scope:actor
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TARGET = scope:recipient
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VALUE = miniscule_unity_gain # recover half of what was lost by challenge itself
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DESC = clan_unity_gallant_after_duel.desc
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REVERSE_NON_HOUSE_TARGET = yes
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}
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}
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stress_impact = {
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greedy = major_stress_impact_gain
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ambitious = medium_stress_impact_gain
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}
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ai_chance = {
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base = 10
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ai_value_modifier = {
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ai_honor = 0.5
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ai_compassion = 0.25
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ai_greed = -1
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}
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opinion_modifier = {
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opinion_target = scope:recipient
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multiplier = 0.25
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}
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}
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}
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}
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# Bout has ended, inform affected parties.
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fp3_misc_decisions.0021 = {
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hidden = yes
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immediate = {
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if = {
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limit = { scope:sc_victor = scope:house_challenger }
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fp3_challenge_house_head_duel_challenger_win_prestige_effect = yes
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}
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else = { fp3_challenge_house_head_duel_challenger_loss_effect = yes }
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scope:house_challenger = {
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trigger_event = {
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id = fp3_misc_decisions.0020
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days = 1
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}
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}
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scope:house_head = {
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trigger_event = {
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id = fp3_misc_decisions.0023
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days = 1
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}
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# allow challenges again
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if = {
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limit = { is_alive = yes }
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remove_character_flag = ongoing_house_head_challenge_flag
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}
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}
|
|
# If both parties are alive, and aren't good losers/don't have good reasons to forgive each other, then we mark them as potential rivals.
|
|
if = {
|
|
limit = {
|
|
scope:house_challenger = {
|
|
is_alive = yes
|
|
NOR = {
|
|
has_trait = humble
|
|
has_trait = content
|
|
has_trait = just
|
|
has_trait = forgiving
|
|
}
|
|
}
|
|
scope:house_head = {
|
|
is_alive = yes
|
|
NOR = {
|
|
has_trait = humble
|
|
has_trait = content
|
|
has_trait = just
|
|
has_trait = forgiving
|
|
}
|
|
can_set_relation_potential_rival_trigger = { CHARACTER = scope:house_challenger }
|
|
}
|
|
}
|
|
scope:house_challenger = { set_relation_potential_rival = scope:house_head }
|
|
}
|
|
}
|
|
}
|
|
|
|
fp3_misc_decisions.0022 = { # Actor Duel opening
|
|
type = character_event
|
|
window = duel_event
|
|
title = fp3_misc_decisions.0022.t
|
|
desc = {
|
|
desc = fp3_misc_decisions.0022.desc.intro
|
|
desc = fp1_tbc.0001.desc.outro
|
|
desc = fp3_misc_decisions.0022.desc.body
|
|
}
|
|
theme = dynasty
|
|
left_portrait = {
|
|
character = scope:actor
|
|
animation = throne_room_one_handed_passive_1
|
|
}
|
|
right_portrait = {
|
|
character = scope:recipient
|
|
animation = war_over_win
|
|
}
|
|
override_background = { reference = throne_room }
|
|
|
|
trigger = {
|
|
# DLC check.
|
|
has_fp3_dlc_trigger = yes
|
|
# If, for any reason, scope:recipient has died or been imprisoned, then the bout is cancelled.
|
|
scope:recipient = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
}
|
|
|
|
on_trigger_fail = {
|
|
# Inform both parties that the duel has invalidated.
|
|
scope:actor = {
|
|
send_interface_toast = {
|
|
title = fp3_misc_decisions.0022.trigger_failure.actor
|
|
left_icon = scope:recipient
|
|
}
|
|
}
|
|
scope:recipient = {
|
|
send_interface_toast = {
|
|
title = fp3_misc_decisions.0022.trigger_failure.recipient
|
|
left_icon = scope:actor
|
|
}
|
|
}
|
|
# Reset scope:actor's cooldowns against scope:recipient.
|
|
scope:actor = {
|
|
remove_interaction_cooldown = challenge_to_trial_by_combat_interaction
|
|
remove_interaction_cooldown_against = {
|
|
interaction = fp3_challenge_house_head_interaction
|
|
target = scope:recipient
|
|
}
|
|
}
|
|
scope:recipient = {
|
|
# allow challenges again
|
|
remove_character_flag = ongoing_house_head_challenge_flag
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
play_music_cue = "mx_cue_combat_stinger"
|
|
# Nab scope:champion's location for terrain.
|
|
scope:recipient = {
|
|
# And scope:champion's location name for loc.
|
|
location.barony = { save_scope_as = duel_location }
|
|
}
|
|
}
|
|
|
|
# Almost there.
|
|
option = {
|
|
name = fp3_misc_decisions.0022.a
|
|
|
|
# Inform scope:actor that the bout will begin immediately.
|
|
custom_tooltip = fp3_misc_decisions.0022.a.tt
|
|
# Configure the bout.
|
|
switch = {
|
|
trigger = scope:lethal
|
|
yes = {
|
|
configure_start_single_combat_effect = {
|
|
SC_INITIATOR = scope:actor
|
|
SC_ATTACKER = scope:actor
|
|
SC_DEFENDER = scope:recipient
|
|
FATALITY = always
|
|
FIXED = no
|
|
LOCALE = throne_room
|
|
OUTPUT_EVENT = fp3_misc_decisions.0021
|
|
INVALIDATION_EVENT = single_combat.1006
|
|
}
|
|
}
|
|
no = {
|
|
configure_start_single_combat_effect = {
|
|
SC_INITIATOR = scope:actor
|
|
SC_ATTACKER = scope:actor
|
|
SC_DEFENDER = scope:recipient
|
|
FATALITY = no
|
|
FIXED = no
|
|
LOCALE = throne_room
|
|
OUTPUT_EVENT = fp3_misc_decisions.0021
|
|
INVALIDATION_EVENT = single_combat.1006
|
|
}
|
|
}
|
|
}
|
|
# No stress for single-option events.
|
|
ai_chance = {
|
|
# AI will always choose single option.
|
|
base = 100
|
|
}
|
|
}
|
|
}
|
|
|
|
fp3_misc_decisions.0023 = { # Recipient Duel Outcome(s)
|
|
type = character_event
|
|
title = fp3_misc_decisions.0020.t
|
|
desc = {
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = {
|
|
scope:sc_loser = { is_alive = no }
|
|
scope:sc_victor = scope:house_head
|
|
}
|
|
desc = fp3_misc_decisions.0023.desc.a.lethal
|
|
}
|
|
triggered_desc = {
|
|
trigger = { scope:sc_victor = scope:house_head }
|
|
desc = fp3_misc_decisions.0023.desc.a
|
|
}
|
|
desc = fp3_misc_decisions.0023.desc.b
|
|
}
|
|
}
|
|
|
|
theme = dynasty
|
|
override_background = { reference = throne_room }
|
|
left_portrait = {
|
|
character = scope:house_head
|
|
animation = war_over_loss
|
|
|
|
triggered_animation = {
|
|
trigger = { this = scope:sc_victor }
|
|
animation = war_over_win
|
|
}
|
|
}
|
|
right_portrait = {
|
|
character = scope:house_challenger
|
|
animation = war_over_loss
|
|
|
|
triggered_animation = {
|
|
trigger = { is_alive = no }
|
|
animation = loss_1
|
|
}
|
|
triggered_animation = {
|
|
trigger = { this = scope:sc_victor }
|
|
animation = war_over_win
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
if = {
|
|
limit = { scope:sc_victor = scope:house_head }
|
|
show_as_tooltip = { fp3_challenge_house_head_duel_challenger_loss_effect = yes } # Prestige and hooks
|
|
}
|
|
else = {
|
|
show_as_tooltip = {
|
|
fp3_challenge_house_head_duel_challenger_win_prestige_effect = yes # Prestige gain
|
|
fp3_challenge_house_head_duel_challenger_win_house_effect = yes # House head change
|
|
}
|
|
}
|
|
}
|
|
|
|
# OPTIONS FOR WINNER
|
|
option = { # Default option (goes on top, against design conventions)
|
|
name = fp3_misc_decisions.0023.win.a
|
|
trigger = { scope:sc_victor = scope:house_head }
|
|
}
|
|
|
|
# OPTIONS FOR LOSER
|
|
option = { # Default option
|
|
name = fp3_misc_decisions.0023.lose.a
|
|
trigger = { scope:sc_victor = scope:house_challenger }
|
|
}
|
|
}
|
|
|
|
fp3_misc_decisions.0025 = { # Interaction declined
|
|
type = letter_event
|
|
sender = scope:recipient
|
|
opening = fp3_misc_decisions.0025.t
|
|
desc = fp3_misc_decisions.0025.desc
|
|
|
|
immediate = {
|
|
show_as_tooltip = { scope:recipient = { add_prestige = major_prestige_loss } }
|
|
}
|
|
|
|
option = {
|
|
name = fp3_misc_decisions.0025.a
|
|
ai_chance = {
|
|
base = 25
|
|
ai_value_modifier = {
|
|
ai_honor = 0.25
|
|
}
|
|
}
|
|
}
|
|
|
|
option = {
|
|
name = fp3_misc_decisions.0025.b
|
|
trigger = {
|
|
can_set_relation_rival_trigger = { CHARACTER = scope:recipient }
|
|
}
|
|
progress_towards_rival_effect = {
|
|
REASON = rival_house_head_rejected_challenge
|
|
CHARACTER = scope:recipient
|
|
OPINION = default_rival_opinion
|
|
}
|
|
ai_chance = {
|
|
base = 5
|
|
ai_value_modifier = {
|
|
ai_boldness = 0.25
|
|
ai_vengefulness = 0.5
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fp3_misc_decisions.0026 = { # Actor Diplomacy opening
|
|
type = character_event
|
|
title = fp3_misc_decisions.0022.t
|
|
desc = {
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = {
|
|
OR = {
|
|
is_governor = yes
|
|
tgp_realm_has_ceremonial_liege_trigger = yes
|
|
}
|
|
}
|
|
desc = fp3_misc_decisions.0026.desc.no_court
|
|
}
|
|
desc = fp3_misc_decisions.0026.desc
|
|
}
|
|
}
|
|
theme = dynasty
|
|
left_portrait = {
|
|
character = scope:actor
|
|
animation = worry
|
|
}
|
|
right_portrait = {
|
|
character = scope:recipient
|
|
animation = war_over_win
|
|
}
|
|
override_background = { reference = throne_room }
|
|
|
|
trigger = {
|
|
# DLC check.
|
|
has_fp3_dlc_trigger = yes
|
|
# If, for any reason, scope:recipient has died or been imprisoned, then the bout is cancelled.
|
|
scope:recipient = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
}
|
|
|
|
on_trigger_fail = {
|
|
# Inform both parties that the duel has invalidated.
|
|
scope:actor = {
|
|
send_interface_toast = {
|
|
title = fp3_misc_decisions.0022.trigger_failure.actor
|
|
left_icon = scope:recipient
|
|
}
|
|
}
|
|
scope:recipient = {
|
|
send_interface_toast = {
|
|
title = fp3_misc_decisions.0022.trigger_failure.recipient
|
|
left_icon = scope:actor
|
|
}
|
|
}
|
|
# Reset scope:actor's cooldowns against scope:recipient.
|
|
scope:actor = {
|
|
remove_interaction_cooldown = challenge_to_trial_by_combat_interaction
|
|
remove_interaction_cooldown_against = {
|
|
interaction = fp3_challenge_house_head_interaction
|
|
target = scope:recipient
|
|
}
|
|
}
|
|
scope:recipient = {
|
|
# allow challenges again
|
|
remove_character_flag = ongoing_house_head_challenge_flag
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
play_music_cue = "mx_cue_combat_stinger"
|
|
# Nab scope:champion's location for terrain.
|
|
scope:recipient = {
|
|
# And scope:champion's location name for loc.
|
|
location.barony = { save_scope_as = duel_location }
|
|
}
|
|
}
|
|
|
|
# Almost there.
|
|
option = {
|
|
name = fp3_misc_decisions.0026.a
|
|
custom_tooltip = fp3_misc_decisions.0026.a.tt
|
|
trigger_event = {
|
|
id = fp3_misc_decisions.0027
|
|
days = 1
|
|
}
|
|
# No stress for single-option events.
|
|
ai_chance = {
|
|
# AI will always choose single option.
|
|
base = 100
|
|
}
|
|
}
|
|
}
|
|
|
|
fp3_misc_decisions.0027 = { # Actor reason choice
|
|
type = character_event
|
|
title = fp3_misc_decisions.0022.t
|
|
desc = {
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = { scope:recipient.house.house_founder = scope:recipient }
|
|
desc = fp3_misc_decisions.0027.desc.founder
|
|
}
|
|
desc = fp3_misc_decisions.0027.desc
|
|
}
|
|
}
|
|
theme = dynasty
|
|
left_portrait = {
|
|
character = scope:actor
|
|
animation = admiration
|
|
}
|
|
right_portrait = {
|
|
character = scope:recipient
|
|
animation = thinking
|
|
}
|
|
override_background = { reference = throne_room }
|
|
|
|
trigger = {
|
|
# DLC check.
|
|
has_fp3_dlc_trigger = yes
|
|
# Both parties alive and well
|
|
scope:actor = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
scope:recipient = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
save_scope_value_as = {
|
|
name = recipient_skill_sum_75
|
|
value = {
|
|
value = scope:recipient.sum_of_all_skills_value
|
|
multiply = 0.75
|
|
round = yes
|
|
}
|
|
}
|
|
}
|
|
|
|
# Age/health, a rational option
|
|
option = {
|
|
name = {
|
|
trigger = {
|
|
scope:recipient.health < fine_health
|
|
scope:recipient.health < scope:actor.health
|
|
}
|
|
text = fp3_misc_decisions.0027.a.sick
|
|
}
|
|
name = {
|
|
trigger = {
|
|
scope:recipient.age >= 50
|
|
scope:recipient.age >= root.age_plus_25
|
|
}
|
|
text = fp3_misc_decisions.0027.a.old
|
|
}
|
|
name = {
|
|
trigger = {
|
|
NOR = {
|
|
scope:recipient.age > scope:actor.age
|
|
AND = {
|
|
scope:recipient.health < fine_health
|
|
scope:recipient.health < scope:actor.health
|
|
}
|
|
AND = {
|
|
scope:recipient.age >= 50
|
|
scope:recipient.age >= root.age_plus_25
|
|
}
|
|
}
|
|
}
|
|
text = fp3_misc_decisions.0027.a.young
|
|
}
|
|
trigger = {
|
|
custom_tooltip = {
|
|
text = fp3_misc_decisions.0027.a.trigger
|
|
fp3_clan_challenge_negotiate_age_health_trigger = yes
|
|
}
|
|
}
|
|
show_as_unavailable = { always = yes }
|
|
flavor = {
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = {
|
|
scope:recipient.health < fine_health
|
|
scope:recipient.health < scope:actor.health
|
|
}
|
|
desc = fp3_misc_decisions.0027.a.sick.tt
|
|
}
|
|
triggered_desc = {
|
|
trigger = { scope:recipient.age > scope:recipient.age }
|
|
desc = fp3_misc_decisions.0027.a.old.tt
|
|
}
|
|
triggered_desc = {
|
|
trigger = { scope:recipient.age < scope:actor.age }
|
|
desc = fp3_misc_decisions.0027.a.young.tt
|
|
}
|
|
}
|
|
}
|
|
duel = {
|
|
skills = { learning }
|
|
target = scope:recipient
|
|
1 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 3.5
|
|
min = -49
|
|
}
|
|
min = 2
|
|
desc = fp3_misc_decisions.0027.accept
|
|
fp3_clan_challenge_negotiate_success_effect = { REASON = age }
|
|
}
|
|
5 = {
|
|
# Personality
|
|
fp3_challenge_house_head_negotiation_bargain_modifier = yes
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 1
|
|
min = -49
|
|
}
|
|
min = 2
|
|
desc = fp3_misc_decisions.0027.bargain
|
|
fp3_clan_challenge_negotiate_bargain_effect = { REASON = age }
|
|
}
|
|
20 = {
|
|
# Personality
|
|
fp3_challenge_house_head_negotiation_reject_modifier = yes
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 1
|
|
min = -49
|
|
}
|
|
# Age
|
|
modifier = {
|
|
scope:recipient.age <= scope:actor.age_minus_10
|
|
scope:recipient = { has_trait = arrogant }
|
|
add = 10
|
|
}
|
|
# Health
|
|
modifier = {
|
|
add = {
|
|
value = scope:recipient.health
|
|
multiply = 2
|
|
}
|
|
}
|
|
min = 15
|
|
desc = fp3_misc_decisions.0027.reject
|
|
fp3_clan_challenge_negotiate_fail_effect = { REASON = age }
|
|
}
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
# Strength, might makes right
|
|
option = {
|
|
name = {
|
|
trigger = {
|
|
scope:recipient = { is_vassal_or_below_of = scope:actor }
|
|
}
|
|
text = fp3_misc_decisions.0027.b.vassal
|
|
}
|
|
name = {
|
|
trigger = { scope:recipient.highest_held_title_tier < scope:actor.highest_held_title_tier }
|
|
text = fp3_misc_decisions.0027.b.tier
|
|
}
|
|
name = {
|
|
trigger = { scope:recipient.current_military_strength < scope:actor.current_strength_seventy_five_percent_value }
|
|
text = fp3_misc_decisions.0027.b.military
|
|
}
|
|
name = {
|
|
trigger = {
|
|
NOR = {
|
|
scope:recipient = { is_vassal_or_below_of = scope:actor }
|
|
scope:recipient.highest_held_title_tier < scope:actor.highest_held_title_tier
|
|
scope:recipient.current_military_strength < scope:actor.current_strength_seventy_five_percent_value
|
|
}
|
|
}
|
|
text = fp3_misc_decisions.0027.b.dread
|
|
}
|
|
trigger = {
|
|
custom_tooltip = {
|
|
text = fp3_misc_decisions.0027.b.trigger
|
|
OR = {
|
|
scope:recipient = { is_vassal_or_below_of = scope:actor }
|
|
scope:recipient.highest_held_title_tier < scope:actor.highest_held_title_tier
|
|
scope:recipient.current_military_strength < scope:actor.current_strength_seventy_five_percent_value
|
|
scope:recipient = {
|
|
has_dread_level_towards = {
|
|
target = scope:actor
|
|
level >= 1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
show_as_unavailable = { always = yes }
|
|
flavor = {
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = {
|
|
scope:recipient = { is_vassal_or_below_of = scope:actor }
|
|
}
|
|
desc = fp3_misc_decisions.0027.b.vassal.tt
|
|
}
|
|
triggered_desc = {
|
|
trigger = { scope:recipient.highest_held_title_tier < scope:actor.highest_held_title_tier }
|
|
desc = fp3_misc_decisions.0027.b.tier.tt
|
|
}
|
|
triggered_desc = {
|
|
trigger = { scope:recipient.current_military_strength < scope:actor.current_strength_seventy_five_percent_value }
|
|
desc = fp3_misc_decisions.0027.b.military.tt
|
|
}
|
|
desc = fp3_misc_decisions.0027.b.dread.tt
|
|
}
|
|
}
|
|
duel = {
|
|
skills = { martial }
|
|
target = scope:recipient
|
|
1 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 3.5
|
|
min = -49
|
|
}
|
|
min = 2
|
|
desc = fp3_misc_decisions.0027.accept
|
|
fp3_clan_challenge_negotiate_success_effect = { REASON = strength }
|
|
}
|
|
5 = {
|
|
# Personality
|
|
fp3_challenge_house_head_negotiation_bargain_modifier = yes
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 1
|
|
min = -49
|
|
}
|
|
min = 2
|
|
desc = fp3_misc_decisions.0027.bargain
|
|
fp3_clan_challenge_negotiate_bargain_effect = { REASON = strength }
|
|
}
|
|
20 = {
|
|
fp3_challenge_house_head_negotiation_reject_modifier = yes
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = -3.5
|
|
min = -49
|
|
}
|
|
min = 15
|
|
desc = fp3_misc_decisions.0027.reject
|
|
fp3_clan_challenge_negotiate_fail_effect = { REASON = strength }
|
|
}
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
# Skill, just more qualified
|
|
option = {
|
|
name = fp3_misc_decisions.0027.c
|
|
trigger = {
|
|
custom_tooltip = {
|
|
text = fp3_misc_decisions.0027.c.trigger
|
|
scope:actor.sum_of_all_skills_value >= scope:recipient.sum_of_all_skills_value
|
|
}
|
|
}
|
|
show_as_unavailable = { always = yes }
|
|
flavor = fp3_misc_decisions.0027.c.tt
|
|
duel = {
|
|
skills = { diplomacy martial stewardship intrigue learning }
|
|
target = scope:recipient
|
|
1 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 3.5
|
|
min = -49
|
|
}
|
|
min = 2
|
|
desc = fp3_misc_decisions.0027.accept
|
|
fp3_clan_challenge_negotiate_success_effect = { REASON = strength }
|
|
}
|
|
5 = {
|
|
# Personality
|
|
fp3_challenge_house_head_negotiation_bargain_modifier = yes
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 1
|
|
min = -49
|
|
}
|
|
min = 2
|
|
desc = fp3_misc_decisions.0027.bargain
|
|
fp3_clan_challenge_negotiate_bargain_effect = { REASON = strength }
|
|
}
|
|
20 = {
|
|
fp3_challenge_house_head_negotiation_reject_modifier = yes
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = -3.5
|
|
min = -49
|
|
}
|
|
min = 15
|
|
desc = fp3_misc_decisions.0027.reject
|
|
fp3_clan_challenge_negotiate_fail_effect = { REASON = strength }
|
|
}
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
# Fallback, pure charisma
|
|
option = {
|
|
name = fp3_misc_decisions.0027.d
|
|
duel = {
|
|
skills = { diplomacy intrigue }
|
|
target = scope:recipient
|
|
1 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 3.5
|
|
min = -49
|
|
}
|
|
min = 2
|
|
desc = fp3_misc_decisions.0027.accept
|
|
fp3_clan_challenge_negotiate_success_effect = { REASON = fallback }
|
|
}
|
|
5 = {
|
|
fp3_challenge_house_head_negotiation_bargain_modifier = yes
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 1
|
|
min = -49
|
|
}
|
|
min = 2
|
|
desc = fp3_misc_decisions.0027.bargain
|
|
fp3_clan_challenge_negotiate_bargain_effect = { REASON = fallback }
|
|
}
|
|
20 = {
|
|
fp3_challenge_house_head_negotiation_reject_modifier = yes
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = -5
|
|
min = -49
|
|
}
|
|
min = 15
|
|
desc = fp3_misc_decisions.0027.reject
|
|
fp3_clan_challenge_negotiate_fail_effect = { REASON = fallback }
|
|
}
|
|
}
|
|
ai_chance = {
|
|
base = 25
|
|
}
|
|
}
|
|
|
|
after = {
|
|
scope:recipient = {
|
|
trigger_event = {
|
|
id = fp3_misc_decisions.0028
|
|
days = 1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fp3_misc_decisions.0028 = { # Recipient response
|
|
type = character_event
|
|
title = fp3_misc_decisions.0022.t
|
|
desc = {
|
|
desc = fp3_misc_decisions.0028.desc
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = { scope:recipient.house.house_head = scope:recipient }
|
|
desc = fp3_misc_decisions.0028.desc.founder
|
|
}
|
|
desc = fp3_misc_decisions.0028.desc
|
|
}
|
|
first_valid = {
|
|
# Age
|
|
triggered_desc = { # Sick
|
|
trigger = {
|
|
scope:negotiate_reason = flag:age
|
|
scope:recipient.health < fine_health
|
|
scope:recipient.health < scope:actor.health
|
|
}
|
|
desc = fp3_misc_decisions.0028.sick
|
|
}
|
|
triggered_desc = { # Old
|
|
trigger = {
|
|
scope:negotiate_reason = flag:age
|
|
scope:recipient.age > scope:recipient.age
|
|
}
|
|
desc = fp3_misc_decisions.0028.old
|
|
}
|
|
triggered_desc = { # Young
|
|
trigger = { scope:negotiate_reason = flag:age }
|
|
desc = fp3_misc_decisions.0028.young
|
|
}
|
|
# Strength
|
|
triggered_desc = {
|
|
trigger = {
|
|
scope:negotiate_reason = flag:strength
|
|
scope:recipient = { is_vassal_or_below_of = scope:actor }
|
|
}
|
|
desc = fp3_misc_decisions.0028.vassal
|
|
}
|
|
triggered_desc = {
|
|
trigger = {
|
|
scope:negotiate_reason = flag:strength
|
|
scope:recipient.highest_held_title_tier < scope:actor.highest_held_title_tier
|
|
}
|
|
desc = fp3_misc_decisions.0028.tier
|
|
}
|
|
triggered_desc = {
|
|
trigger = {
|
|
scope:negotiate_reason = flag:strength
|
|
scope:recipient.current_military_strength < scope:actor.current_strength_seventy_five_percent_value
|
|
}
|
|
desc = fp3_misc_decisions.0028.military
|
|
}
|
|
triggered_desc = {
|
|
trigger = { scope:negotiate_reason = flag:strength }
|
|
desc = fp3_misc_decisions.0028.dread
|
|
}
|
|
# Skill
|
|
triggered_desc = {
|
|
trigger = { scope:negotiate_reason = flag:skill }
|
|
desc = fp3_misc_decisions.0028.skill
|
|
}
|
|
# Fallback
|
|
triggered_desc = {
|
|
trigger = { scope:negotiate_reason = flag:fallback }
|
|
desc = fp3_misc_decisions.0028.fallback
|
|
}
|
|
}
|
|
}
|
|
theme = dynasty
|
|
left_portrait = {
|
|
character = scope:recipient
|
|
animation = thinking
|
|
}
|
|
right_portrait = {
|
|
character = scope:actor
|
|
animation = admiration
|
|
}
|
|
override_background = { reference = throne_room }
|
|
|
|
trigger = {
|
|
# DLC check.
|
|
has_fp3_dlc_trigger = yes
|
|
# Both parties alive and well
|
|
scope:actor = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
scope:recipient = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
}
|
|
|
|
# Accept
|
|
option = {
|
|
name = fp3_misc_decisions.0028.a
|
|
save_scope_as = negotiate_accept
|
|
show_as_tooltip = {
|
|
house = { set_house_head = scope:actor }
|
|
}
|
|
add_character_flag = {
|
|
flag = accepted_house_head_challenge_flag
|
|
years = 10
|
|
}
|
|
ai_chance = {
|
|
base = 0
|
|
modifier = {
|
|
exists = scope:negotiate_success
|
|
add = 100
|
|
}
|
|
modifier = {
|
|
exists = scope:negotiate_fail
|
|
factor = 0
|
|
}
|
|
}
|
|
}
|
|
|
|
# Bargain gold
|
|
option = {
|
|
name = fp3_misc_decisions.0028.c
|
|
save_scope_as = negotiate_gold
|
|
custom_tooltip = fp3_misc_decisions.0028.bargain.tt
|
|
show_as_tooltip = {
|
|
scope:actor = {
|
|
pay_short_term_gold = {
|
|
gold = scope:actor.medium_gold_value
|
|
target = scope:recipient
|
|
}
|
|
}
|
|
house = { set_house_head = scope:actor }
|
|
}
|
|
ai_chance = {
|
|
base = 0
|
|
modifier = {
|
|
exists = scope:negotiate_bargain
|
|
add = 100
|
|
}
|
|
modifier = {
|
|
exists = scope:negotiate_fail
|
|
factor = 0
|
|
}
|
|
}
|
|
}
|
|
|
|
# Bargain hook
|
|
option = {
|
|
name = fp3_misc_decisions.0028.d
|
|
save_scope_as = negotiate_hook
|
|
custom_tooltip = fp3_misc_decisions.0028.bargain.tt
|
|
show_as_tooltip = {
|
|
scope:recipient = {
|
|
add_hook_no_toast = {
|
|
target = scope:actor
|
|
type = predecessor_loyalty_hook
|
|
}
|
|
}
|
|
house = { set_house_head = scope:actor }
|
|
}
|
|
ai_chance = {
|
|
base = 0
|
|
modifier = {
|
|
exists = scope:negotiate_bargain
|
|
add = 100
|
|
}
|
|
modifier = {
|
|
exists = scope:negotiate_fail
|
|
factor = 0
|
|
}
|
|
}
|
|
}
|
|
|
|
# Reject
|
|
option = {
|
|
name = fp3_misc_decisions.0028.e
|
|
reverse_add_opinion = {
|
|
target = scope:actor
|
|
modifier = annoyed_opinion
|
|
opinion = -20
|
|
}
|
|
ai_chance = {
|
|
base = 0
|
|
modifier = {
|
|
exists = scope:negotiate_fail
|
|
add = 100
|
|
}
|
|
}
|
|
}
|
|
|
|
after = {
|
|
scope:actor = {
|
|
trigger_event = {
|
|
id = fp3_misc_decisions.0029
|
|
days = 1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fp3_misc_decisions.0029 = { # Actor response
|
|
type = character_event
|
|
title = {
|
|
desc = {
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = {
|
|
calc_true_if = {
|
|
amount >= 1
|
|
exists = scope:negotiate_gold
|
|
exists = scope:negotiate_hook
|
|
}
|
|
}
|
|
desc = fp3_misc_decisions.0022.t
|
|
}
|
|
desc = fp3_misc_decisions.0020.t
|
|
}
|
|
}
|
|
}
|
|
desc = {
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = {
|
|
OR = {
|
|
is_governor = yes
|
|
tgp_realm_has_ceremonial_liege_trigger = yes
|
|
}
|
|
}
|
|
desc = fp3_misc_decisions.0029.desc.no_court
|
|
}
|
|
desc = fp3_misc_decisions.0029.desc
|
|
}
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = { exists = scope:negotiate_accept }
|
|
desc = fp3_misc_decisions.0029.accept
|
|
}
|
|
triggered_desc = {
|
|
trigger = { exists = scope:negotiate_gold }
|
|
desc = fp3_misc_decisions.0029.gold
|
|
}
|
|
triggered_desc = {
|
|
trigger = { exists = scope:negotiate_hook }
|
|
desc = fp3_misc_decisions.0029.hook
|
|
}
|
|
desc = fp3_misc_decisions.0029.fail
|
|
}
|
|
}
|
|
theme = dynasty
|
|
left_portrait = {
|
|
character = scope:actor
|
|
animation = war_over_loss
|
|
triggered_animation = {
|
|
trigger = {
|
|
OR = {
|
|
exists = scope:negotiate_gold
|
|
exists = scope:negotiate_hook
|
|
}
|
|
}
|
|
animation = war_over_tie
|
|
}
|
|
triggered_animation = {
|
|
trigger = { exists = scope:negotiate_accept }
|
|
animation = war_over_win
|
|
}
|
|
animation = war_over_loss
|
|
}
|
|
right_portrait = {
|
|
character = scope:recipient
|
|
animation = thinking
|
|
}
|
|
override_background = { reference = throne_room }
|
|
|
|
trigger = {
|
|
# DLC check.
|
|
has_fp3_dlc_trigger = yes
|
|
# Both parties alive and well
|
|
scope:actor = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
scope:recipient = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
if = {
|
|
limit = {
|
|
calc_true_if = {
|
|
amount = 0
|
|
exists = scope:negotiate_gold
|
|
exists = scope:negotiate_hook
|
|
}
|
|
}
|
|
play_music_cue = "mx_cue_negative"
|
|
}
|
|
else_if = {
|
|
limit = { exists = scope:negotiate_accept }
|
|
play_music_cue = "mx_cue_positive_effect"
|
|
}
|
|
}
|
|
|
|
# Accepted
|
|
option = {
|
|
name = fp3_misc_decisions.0029.a
|
|
trigger = { exists = scope:negotiate_accept }
|
|
save_scope_as = negotiate_accept
|
|
set_house_head_effect = {
|
|
NEW_HEAD = scope:actor
|
|
OLD_HEAD = scope:recipient
|
|
}
|
|
}
|
|
|
|
# Accept bargain
|
|
option = {
|
|
name = fp3_misc_decisions.0029.b
|
|
trigger = {
|
|
calc_true_if = {
|
|
amount >= 1
|
|
exists = scope:negotiate_gold
|
|
exists = scope:negotiate_hook
|
|
}
|
|
}
|
|
show_as_tooltip = {
|
|
switch = {
|
|
trigger = exists
|
|
scope:negotiate_gold = {
|
|
scope:actor = {
|
|
pay_short_term_gold = {
|
|
gold = scope:recipient.medium_gold_value
|
|
target = scope:recipient
|
|
}
|
|
}
|
|
}
|
|
scope:negotiate_hook = {
|
|
scope:recipient = {
|
|
add_hook_no_toast = {
|
|
target = scope:actor
|
|
type = predecessor_loyalty_hook
|
|
}
|
|
}
|
|
}
|
|
}
|
|
house = { set_house_head = scope:actor }
|
|
}
|
|
save_scope_as = negotiate_bargain_accept
|
|
scope:recipient = { trigger_event = fp3_misc_decisions.0030 }
|
|
stress_impact = {
|
|
greedy = minor_stress_impact_gain
|
|
arrogant = minor_stress_impact_gain
|
|
content = minor_stress_impact_gain
|
|
}
|
|
}
|
|
|
|
# Reject bargain
|
|
option = {
|
|
name = fp3_misc_decisions.0029.c
|
|
trigger = {
|
|
calc_true_if = {
|
|
amount >= 1
|
|
exists = scope:negotiate_gold
|
|
exists = scope:negotiate_hook
|
|
}
|
|
}
|
|
save_scope_as = negotiate_bargain_reject
|
|
scope:recipient = { trigger_event = fp3_misc_decisions.0030 }
|
|
stress_impact = {
|
|
generous = minor_stress_impact_gain
|
|
humble = minor_stress_impact_gain
|
|
ambitious = minor_stress_impact_gain
|
|
}
|
|
}
|
|
|
|
# Reject
|
|
option = {
|
|
name = fp3_misc_decisions.0029.d
|
|
trigger = {
|
|
calc_true_if = {
|
|
amount = 0
|
|
exists = scope:negotiate_gold
|
|
exists = scope:negotiate_hook
|
|
exists = scope:negotiate_accept
|
|
}
|
|
}
|
|
stress_impact = {
|
|
arrogant = minor_stress_impact_gain
|
|
ambitious = minor_stress_impact_gain
|
|
wrathful = minor_stress_impact_gain
|
|
vengeful = minor_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 0
|
|
modifier = {
|
|
exists = scope:negotiate_fail
|
|
add = 100
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fp3_misc_decisions.0030 = { # Actor response
|
|
type = character_event
|
|
title = fp3_misc_decisions.0022.t
|
|
desc = {
|
|
desc = fp3_misc_decisions.0030.desc
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = { exists = scope:negotiate_bargain_accept }
|
|
desc = fp3_misc_decisions.0030.accept
|
|
}
|
|
desc = fp3_misc_decisions.0030.reject
|
|
}
|
|
}
|
|
theme = dynasty
|
|
left_portrait = {
|
|
character = scope:recipient
|
|
animation = war_over_win
|
|
}
|
|
right_portrait = {
|
|
character = scope:actor
|
|
animation = dismissal
|
|
}
|
|
override_background = { reference = throne_room }
|
|
|
|
trigger = {
|
|
# DLC check.
|
|
has_fp3_dlc_trigger = yes
|
|
# Both parties alive and well
|
|
scope:actor = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
scope:recipient = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
if = {
|
|
limit = { exists = scope:negotiate_bargain_accept }
|
|
switch = {
|
|
trigger = exists
|
|
scope:negotiate_gold = {
|
|
scope:actor = {
|
|
pay_short_term_gold = {
|
|
gold = scope:recipient.medium_gold_value
|
|
target = scope:recipient
|
|
}
|
|
}
|
|
}
|
|
scope:negotiate_hook = {
|
|
scope:recipient = {
|
|
add_hook_no_toast = {
|
|
target = scope:actor
|
|
type = predecessor_loyalty_hook
|
|
}
|
|
}
|
|
}
|
|
}
|
|
set_house_head_effect = {
|
|
NEW_HEAD = scope:actor
|
|
OLD_HEAD = scope:recipient
|
|
}
|
|
}
|
|
}
|
|
|
|
# Accepted
|
|
option = {
|
|
name = fp3_misc_decisions.0030.a
|
|
trigger = { exists = scope:negotiate_bargain_accept }
|
|
}
|
|
|
|
# Rejected
|
|
option = {
|
|
name = fp3_misc_decisions.0030.b
|
|
trigger = { exists = scope:negotiate_bargain_reject }
|
|
}
|
|
}
|
|
|
|
fp3_misc_decisions.0041 = { # Murder attempt outcome
|
|
type = character_event
|
|
title = fp3_misc_decisions.0020.t
|
|
desc = {
|
|
desc = fp3_misc_decisions.0041.intro
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = { exists = scope:challenge_murder_success }
|
|
desc = fp3_misc_decisions.0041.desc.success
|
|
}
|
|
desc = fp3_misc_decisions.0041.desc.failure
|
|
}
|
|
}
|
|
theme = dynasty
|
|
left_portrait = {
|
|
character = scope:house_challenger
|
|
animation = loss_1
|
|
triggered_animation = {
|
|
trigger = { exists = scope:challenge_murder_success }
|
|
animation = assassin
|
|
}
|
|
}
|
|
right_portrait = {
|
|
character = scope:house_head
|
|
animation = anger
|
|
triggered_animation = {
|
|
trigger = { exists = scope:challenge_murder_success }
|
|
animation = fear
|
|
}
|
|
}
|
|
override_background = { reference = throne_room }
|
|
|
|
trigger = {
|
|
# DLC check.
|
|
has_fp3_dlc_trigger = yes
|
|
# Both parties alive and well
|
|
scope:actor = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
scope:recipient = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
add_prestige = massive_prestige_loss
|
|
add_prestige_level = -1
|
|
if = {
|
|
limit = { exists = scope:challenge_murder_success }
|
|
set_house_head_effect = {
|
|
NEW_HEAD = scope:house_challenger
|
|
OLD_HEAD = scope:house_head
|
|
}
|
|
show_as_tooltip = {
|
|
known_murder_effect = { VICTIM = scope:house_head MURDERER = scope:house_challenger EXPOSER = scope:house_challenger }
|
|
}
|
|
scope:house_head = { trigger_event = fp3_misc_decisions.0043 }
|
|
}
|
|
else = {
|
|
scope:house_head = {
|
|
show_as_tooltip = {
|
|
if = {
|
|
limit = {
|
|
can_set_relation_rival_trigger = { CHARACTER = scope:house_challenger }
|
|
}
|
|
set_relation_rival = {
|
|
target = scope:house_challenger
|
|
reason = rival_tried_to_kill_me
|
|
}
|
|
}
|
|
}
|
|
if = {
|
|
limit = { exists = scope:challenge_wound }
|
|
show_as_tooltip = {
|
|
increase_wounds_no_death_effect = { REASON = murder }
|
|
}
|
|
}
|
|
}
|
|
show_as_tooltip = {
|
|
attempted_murder_opinion_effect = {
|
|
VICTIM = scope:house_head
|
|
MURDERER = scope:house_challenger
|
|
}
|
|
}
|
|
show_as_tooltip = {
|
|
scope:house_head = {
|
|
imprison = {
|
|
target = scope:house_challenger
|
|
type = house_arrest
|
|
}
|
|
}
|
|
}
|
|
scope:house_head = { trigger_event = fp3_misc_decisions.0042 }
|
|
}
|
|
}
|
|
|
|
# Yay
|
|
option = {
|
|
name = fp3_misc_decisions.0041.a
|
|
trigger = { exists = scope:challenge_murder_success }
|
|
}
|
|
|
|
# Curses
|
|
option = {
|
|
name = fp3_misc_decisions.0041.b
|
|
trigger = {
|
|
NOT = { exists = scope:challenge_murder_success }
|
|
}
|
|
}
|
|
}
|
|
|
|
fp3_misc_decisions.0042 = { # Failed Murder ping
|
|
type = character_event
|
|
title = fp3_misc_decisions.0020.t
|
|
desc = fp3_misc_decisions.0042.desc
|
|
theme = dynasty
|
|
left_portrait = {
|
|
character = scope:house_head
|
|
animation = anger
|
|
}
|
|
right_portrait = {
|
|
character = scope:house_challenger
|
|
animation = fear
|
|
}
|
|
override_background = { reference = throne_room }
|
|
|
|
trigger = {
|
|
# DLC check.
|
|
has_fp3_dlc_trigger = yes
|
|
# Both parties alive and well
|
|
scope:actor = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
scope:recipient = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
if = {
|
|
limit = { exists = scope:challenge_wound }
|
|
increase_wounds_no_death_effect = { REASON = murder }
|
|
}
|
|
show_as_tooltip = {
|
|
scope:house_challenger = {
|
|
add_prestige = massive_prestige_loss
|
|
add_prestige_level = -1
|
|
}
|
|
attempted_murder_opinion_effect = {
|
|
VICTIM = scope:house_head
|
|
MURDERER = scope:house_challenger
|
|
}
|
|
}
|
|
rightfully_imprison_character_effect = {
|
|
TARGET = scope:house_challenger
|
|
IMPRISONER = scope:house_head
|
|
}
|
|
}
|
|
|
|
# Yay
|
|
option = {
|
|
name = fp3_misc_decisions.0042.a
|
|
trigger = { exists = scope:challenge_murder_success }
|
|
}
|
|
}
|
|
|
|
fp3_misc_decisions.0043 = { # Succesful Murder ping
|
|
type = character_event
|
|
title = fp3_misc_decisions.0020.t
|
|
desc = fp3_misc_decisions.0043.desc
|
|
theme = dynasty
|
|
left_portrait = {
|
|
character = scope:house_head
|
|
animation = loss_1
|
|
}
|
|
right_portrait = {
|
|
character = scope:house_challenger
|
|
animation = assassin
|
|
}
|
|
override_background = { reference = throne_room }
|
|
|
|
trigger = {
|
|
# DLC check.
|
|
has_fp3_dlc_trigger = yes
|
|
# Both parties alive and well
|
|
scope:actor = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
scope:recipient = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
show_as_tooltip = {
|
|
scope:house_challenger = {
|
|
add_prestige = massive_prestige_loss
|
|
add_prestige_level = -1
|
|
}
|
|
}
|
|
known_murder_effect = { VICTIM = scope:house_head MURDERER = scope:house_challenger EXPOSER = scope:house_challenger }
|
|
}
|
|
|
|
# Curses
|
|
option = {
|
|
name = fp3_misc_decisions.0043.a
|
|
}
|
|
}
|
|
|
|
##################################################
|
|
# Favour Skilled Outsiders
|
|
# by Ewan Cowhig Croft
|
|
# 0031 - 0040
|
|
##################################################
|
|
|
|
scripted_trigger fp3_misc_decisions_0031_preferred_ethoses_trigger = {
|
|
# Eloquent Captains
|
|
trigger_if = {
|
|
limit = { scope:outsider_diplomacy_martial = yes }
|
|
# Cultures more likely to send people to this type of position.
|
|
culture = {
|
|
OR = {
|
|
has_cultural_pillar = ethos_bellicose
|
|
has_cultural_pillar = ethos_courtly
|
|
}
|
|
}
|
|
}
|
|
# Career Soldiers
|
|
trigger_if = {
|
|
limit = { scope:outsider_martial_prowess = yes }
|
|
# Cultures more likely to send people to this type of position.
|
|
culture = {
|
|
OR = {
|
|
has_cultural_pillar = ethos_bellicose
|
|
has_cultural_pillar = ethos_stoic
|
|
}
|
|
}
|
|
}
|
|
# Fringe Nobility
|
|
trigger_if = {
|
|
limit = { scope:outsider_prowess_learning = yes }
|
|
# Cultures more likely to send people to this type of position.
|
|
culture = {
|
|
OR = {
|
|
has_cultural_pillar = ethos_stoic
|
|
has_cultural_pillar = ethos_communal
|
|
}
|
|
}
|
|
}
|
|
# Dedicated Functionaries
|
|
trigger_if = {
|
|
limit = { scope:outsider_learning_intrigue = yes }
|
|
# Cultures more likely to send people to this type of position.
|
|
culture = {
|
|
OR = {
|
|
has_cultural_pillar = ethos_bureaucratic
|
|
has_cultural_pillar = ethos_spiritual
|
|
}
|
|
}
|
|
}
|
|
# Cunning Officials
|
|
trigger_if = {
|
|
limit = { scope:outsider_intrigue_stewardship = yes }
|
|
# Cultures more likely to send people to this type of position.
|
|
culture = {
|
|
OR = {
|
|
has_cultural_pillar = ethos_courtly
|
|
has_cultural_pillar = ethos_egalitarian
|
|
}
|
|
}
|
|
}
|
|
# Skilled Administrators
|
|
trigger_if = {
|
|
limit = { scope:outsider_stewardship_diplomacy = yes }
|
|
# Cultures more likely to send people to this type of position.
|
|
culture = {
|
|
OR = {
|
|
has_cultural_pillar = ethos_bureaucratic
|
|
has_cultural_pillar = ethos_spiritual
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
scripted_effect fp3_misc_decisions_0031_create_char_no_dynasty_effect = {
|
|
create_character = {
|
|
template = fp3_skilled_outsider_template
|
|
location = scope:batch_$BATCH$_county.title_province
|
|
dynasty = none
|
|
culture = scope:batch_$BATCH$_county.culture
|
|
faith = scope:batch_$BATCH$_county.faith
|
|
after_creation = {
|
|
add_to_list = batch_$BATCH$_characters_list
|
|
# Set an employer if there's a valid one available.
|
|
if = {
|
|
limit = {
|
|
scope:outsider_diplomacy_martial = yes
|
|
root.cp:councillor_chancellor ?= {
|
|
is_ruler = yes
|
|
is_ai = yes
|
|
}
|
|
}
|
|
set_employer = root.cp:councillor_chancellor
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:outsider_martial_prowess = yes
|
|
root.cp:councillor_steward ?= {
|
|
is_ruler = yes
|
|
is_ai = yes
|
|
}
|
|
}
|
|
set_employer = root.cp:councillor_steward
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:outsider_stewardship_diplomacy = yes
|
|
root.cp:councillor_marshal ?= {
|
|
is_ruler = yes
|
|
is_ai = yes
|
|
}
|
|
}
|
|
set_employer = root.cp:councillor_marshal
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:outsider_intrigue_stewardship = yes
|
|
root.cp:councillor_spymaster ?= {
|
|
is_ruler = yes
|
|
is_ai = yes
|
|
}
|
|
}
|
|
set_employer = root.cp:councillor_spymaster
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:outsider_learning_intrigue = yes
|
|
root.cp:councillor_court_chaplain ?= {
|
|
is_ruler = yes
|
|
is_ai = yes
|
|
}
|
|
}
|
|
set_employer = root.cp:councillor_court_chaplain
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
scripted_effect fp3_misc_decisions_0031_create_char_with_dynasty_effect = {
|
|
create_character = {
|
|
template = fp3_skilled_outsider_template
|
|
location = scope:batch_$BATCH$_county.title_province
|
|
culture = scope:batch_$BATCH$_county.culture
|
|
faith = scope:batch_$BATCH$_county.faith
|
|
after_creation = {
|
|
add_to_list = batch_$BATCH$_characters_list
|
|
# Set an employer if there's a valid one available.
|
|
if = {
|
|
limit = {
|
|
scope:outsider_diplomacy_martial = yes
|
|
root.cp:councillor_chancellor = {
|
|
is_ruler = yes
|
|
is_ai = yes
|
|
}
|
|
}
|
|
set_employer = root.cp:councillor_chancellor
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:outsider_martial_prowess = yes
|
|
root.cp:councillor_steward = {
|
|
is_ruler = yes
|
|
is_ai = yes
|
|
}
|
|
}
|
|
set_employer = root.cp:councillor_steward
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:outsider_stewardship_diplomacy = yes
|
|
root.cp:councillor_marshal = {
|
|
is_ruler = yes
|
|
is_ai = yes
|
|
}
|
|
}
|
|
set_employer = root.cp:councillor_marshal
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:outsider_intrigue_stewardship = yes
|
|
root.cp:councillor_spymaster = {
|
|
is_ruler = yes
|
|
is_ai = yes
|
|
}
|
|
}
|
|
set_employer = root.cp:councillor_spymaster
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:outsider_learning_intrigue = yes
|
|
root.cp:councillor_court_chaplain = {
|
|
is_ruler = yes
|
|
is_ai = yes
|
|
}
|
|
}
|
|
set_employer = root.cp:councillor_court_chaplain
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
scripted_effect fp3_misc_decisions_0031_pick_best_appropriate_char_effect = {
|
|
ordered_in_list = {
|
|
list = batch_$BATCH$_characters_list
|
|
order_by = {
|
|
if = {
|
|
limit = { scope:outsider_diplomacy_martial = yes }
|
|
add = diplomacy
|
|
}
|
|
if = {
|
|
limit = { scope:outsider_martial_prowess = yes }
|
|
add = martial
|
|
}
|
|
if = {
|
|
limit = { scope:outsider_prowess_learning = yes }
|
|
add = prowess
|
|
}
|
|
if = {
|
|
limit = { scope:outsider_learning_intrigue = yes }
|
|
add = learning
|
|
}
|
|
if = {
|
|
limit = { scope:outsider_intrigue_stewardship = yes }
|
|
add = intrigue
|
|
}
|
|
if = {
|
|
limit = { scope:outsider_stewardship_diplomacy = yes }
|
|
add = stewardship
|
|
}
|
|
}
|
|
save_scope_as = batch_$BATCH$_char1
|
|
}
|
|
}
|
|
|
|
scripted_effect fp3_misc_decisions_0031_apply_opinion_to_batch_effect = {
|
|
every_in_list = {
|
|
list = batch_$BATCH$_characters_list
|
|
custom = fp3_misc_decisions.0031.tt.all_outsiders
|
|
add_opinion = {
|
|
target = root
|
|
modifier = grateful_opinion
|
|
opinion = 80
|
|
}
|
|
# Since we're giving you a loyalty hook, we don't bother to take up option space with separate options for requesting their conversion - if you want it, you can always make 'em.
|
|
custom_tooltip = {
|
|
text = fp3_misc_decisions.0031.tt.all_outsiders.you_gain_hook
|
|
root = {
|
|
add_hook = {
|
|
type = loyalty_hook
|
|
target = prev
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Recruit skilled outsiders from the lower ranks of your administration.
|
|
fp3_misc_decisions.0031 = {
|
|
type = character_event
|
|
title = favour_skilled_outsiders_decision
|
|
desc = {
|
|
desc = fp3_misc_decisions.0031.desc.intro
|
|
# How many cultures are we drawing from?
|
|
first_valid = {
|
|
# Are we taking all our guys from the same county?
|
|
triggered_desc = {
|
|
trigger = { scope:batch_a_county = scope:batch_b_county }
|
|
desc = fp3_misc_decisions.0031.desc.cultures.single
|
|
}
|
|
# Otherwise, use the multi-county loc.
|
|
desc = fp3_misc_decisions.0031.desc.cultures.fallback
|
|
}
|
|
}
|
|
theme = realm
|
|
left_portrait = {
|
|
character = scope:batch_a_char1
|
|
animation = ecstasy
|
|
}
|
|
right_portrait = {
|
|
character = scope:batch_b_char1
|
|
animation = personality_compassionate
|
|
}
|
|
lower_left_portrait = scope:batch_a_char2
|
|
lower_center_portrait = scope:batch_a_char3
|
|
lower_right_portrait = scope:batch_b_char2
|
|
|
|
immediate = {
|
|
# Finally, as we sorted ordered rankings out in the previous event, make sure that batch B is always higher quality.
|
|
hidden_effect = {
|
|
# Does scope:batch_b_char1 need elevating?
|
|
scope:batch_b_char1 = {
|
|
if = {
|
|
limit = {
|
|
scope:outsider_diplomacy_martial = yes
|
|
diplomacy < scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char1_value
|
|
}
|
|
add_diplomacy_skill = {
|
|
value = scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char1_value
|
|
subtract = diplomacy
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:outsider_martial_prowess = yes
|
|
martial < scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char1_value
|
|
}
|
|
add_martial_skill = {
|
|
value = scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char1_value
|
|
subtract = martial
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:outsider_prowess_learning = yes
|
|
prowess < scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char1_value
|
|
}
|
|
add_prowess_skill = {
|
|
value = scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char1_value
|
|
subtract = prowess
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:outsider_learning_intrigue = yes
|
|
learning < scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char1_value
|
|
}
|
|
add_learning_skill = {
|
|
value = scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char1_value
|
|
subtract = learning
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:outsider_intrigue_stewardship = yes
|
|
intrigue < scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char1_value
|
|
}
|
|
add_intrigue_skill = {
|
|
value = scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char1_value
|
|
subtract = intrigue
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:outsider_stewardship_diplomacy = yes
|
|
stewardship < scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char1_value
|
|
}
|
|
add_stewardship_skill = {
|
|
value = scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char1_value
|
|
subtract = stewardship
|
|
}
|
|
}
|
|
}
|
|
# Does scope:batch_b_char2 need a lil boost also?
|
|
scope:batch_b_char2 = {
|
|
if = {
|
|
limit = {
|
|
scope:outsider_diplomacy_martial = yes
|
|
diplomacy < scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char2_value
|
|
}
|
|
add_diplomacy_skill = {
|
|
value = scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char2_value
|
|
subtract = diplomacy
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:outsider_martial_prowess = yes
|
|
martial < scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char2_value
|
|
}
|
|
add_martial_skill = {
|
|
value = scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char2_value
|
|
subtract = martial
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:outsider_prowess_learning = yes
|
|
prowess < scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char2_value
|
|
}
|
|
add_prowess_skill = {
|
|
value = scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char2_value
|
|
subtract = prowess
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:outsider_learning_intrigue = yes
|
|
learning < scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char2_value
|
|
}
|
|
add_learning_skill = {
|
|
value = scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char2_value
|
|
subtract = learning
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:outsider_intrigue_stewardship = yes
|
|
intrigue < scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char2_value
|
|
}
|
|
add_intrigue_skill = {
|
|
value = scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char2_value
|
|
subtract = intrigue
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:outsider_stewardship_diplomacy = yes
|
|
stewardship < scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char2_value
|
|
}
|
|
add_stewardship_skill = {
|
|
value = scope:batch_a_char1.fp3_skilled_outsider_minimum_main_skill_batch_b_char2_value
|
|
subtract = stewardship
|
|
}
|
|
}
|
|
}
|
|
# If we have a player, force a second skill recalc so that they can accurately see what they're getting.
|
|
if = {
|
|
limit = {
|
|
root = { is_ai = no }
|
|
}
|
|
scope:batch_b_char1 = { force_character_skill_recalculation = yes }
|
|
scope:batch_b_char2 = { force_character_skill_recalculation = yes }
|
|
}
|
|
}
|
|
}
|
|
|
|
# Select batch A.
|
|
option = {
|
|
name = fp3_misc_decisions.0031.a
|
|
|
|
# Gain the courtiers.
|
|
## Added individually rather than through the same effect as opinion so you can easily see exactly who you get.
|
|
add_courtier = scope:batch_a_char1
|
|
add_courtier = scope:batch_a_char2
|
|
add_courtier = scope:batch_a_char3
|
|
fp3_misc_decisions_0031_apply_opinion_to_batch_effect = { BATCH = a }
|
|
# Apply opinion maluses.
|
|
scope:batch_a_char1 = { save_scope_as = outsider_select }
|
|
favour_skilled_outsiders_decision_apply_opinions_effect = yes
|
|
|
|
# No stress gain here.
|
|
ai_chance = {
|
|
base = 1
|
|
# No AI value modifier - this is really just a pick you gut-feel as either a player or the AI.
|
|
# Though the AI is more likely to pick cultures you get on with better.
|
|
modifier = {
|
|
add = 75
|
|
culture = {
|
|
cultural_acceptance = {
|
|
target = scope:batch_a_char1.culture
|
|
value >= 75
|
|
}
|
|
}
|
|
}
|
|
modifier = {
|
|
add = 50
|
|
culture = {
|
|
cultural_acceptance = {
|
|
target = scope:batch_a_char1.culture
|
|
value >= 50
|
|
}
|
|
}
|
|
}
|
|
modifier = {
|
|
add = 25
|
|
culture = {
|
|
cultural_acceptance = {
|
|
target = scope:batch_a_char1.culture
|
|
value >= 25
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Select batch B.
|
|
option = {
|
|
name = fp3_misc_decisions.0031.b
|
|
|
|
# Gain the courtiers.
|
|
## Added individually rather than through the same effect as opinion so you can easily see exactly who you get.
|
|
add_courtier = scope:batch_b_char1
|
|
add_courtier = scope:batch_b_char2
|
|
fp3_misc_decisions_0031_apply_opinion_to_batch_effect = { BATCH = b }
|
|
# Apply opinion maluses.
|
|
scope:batch_b_char1 = { save_scope_as = outsider_select }
|
|
favour_skilled_outsiders_decision_apply_opinions_effect = yes
|
|
|
|
# No stress gain here.
|
|
ai_chance = {
|
|
base = 1
|
|
# No AI value modifier - this is really just a pick you gut-feel as either a player or the AI.
|
|
# Though the AI is more likely to pick cultures you get on with better.
|
|
modifier = {
|
|
add = 75
|
|
culture = {
|
|
cultural_acceptance = {
|
|
target = scope:batch_b_char1.culture
|
|
value >= 75
|
|
}
|
|
}
|
|
}
|
|
modifier = {
|
|
add = 50
|
|
culture = {
|
|
cultural_acceptance = {
|
|
target = scope:batch_b_char1.culture
|
|
value >= 50
|
|
}
|
|
}
|
|
}
|
|
modifier = {
|
|
add = 25
|
|
culture = {
|
|
cultural_acceptance = {
|
|
target = scope:batch_b_char1.culture
|
|
value >= 25
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Change your mind.
|
|
option = {
|
|
name = fp3_misc_decisions.0031.c
|
|
trigger = { is_ai = no }
|
|
|
|
# RIP.
|
|
## Job interviews suck.
|
|
custom_tooltip = fp3_misc_decisions.0031.c.tt
|
|
# Your prestige is refunded.
|
|
hidden_effect = { add_prestige_no_experience = scope:prestige_cost }
|
|
# We leave the decision on cooldown, though — otherwise you could just cycle through it repeatedly till you get the best conceivable recruits.
|
|
|
|
# No stress gain here.
|
|
# No ai_chance; this is for the player to change their mind. If the AI gets this far, it should roll with it.
|
|
}
|
|
|
|
after = {
|
|
# Remove the batch we didn't recruit.
|
|
hidden_effect = {
|
|
if = {
|
|
limit = {
|
|
NOT = { scope:batch_a_char1.liege ?= root }
|
|
}
|
|
every_in_list = {
|
|
list = batch_a_characters_list
|
|
silent_disappearance_effect = yes
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
NOT = { scope:batch_b_char1.liege ?= root }
|
|
}
|
|
every_in_list = {
|
|
list = batch_b_characters_list
|
|
silent_disappearance_effect = yes
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Laundering event to spawn the characters so that we can do some skill updating magic which'd otherwise error.
|
|
fp3_misc_decisions.0032 = {
|
|
hidden = yes
|
|
|
|
immediate = {
|
|
# Alright, let's generate some characters!
|
|
## First, we need to compile a list of valid cultures.
|
|
### Sort our total possible candidates.
|
|
every_sub_realm_county = {
|
|
limit = { favour_skilled_outsiders_decision_valid_county_to_generate_trigger = yes }
|
|
# So we nab every valid county.
|
|
add_to_list = sub_realm_minority_cultures_county_pre_filter_list
|
|
# And every valid _culture_: we're gonna need to use these as a limit against the above list in a sec.
|
|
culture = { add_to_list = sub_realm_minority_cultures_tally_list }
|
|
}
|
|
### Grab the tally of how many possible cultures we need for the final list.
|
|
#### This'll tell us how many times to iterate over the counties list total so that we end up with one county per valid culture instead of every county for every valid culture.
|
|
save_scope_value_as = {
|
|
name = while_count_value
|
|
value = {
|
|
every_in_list = {
|
|
list = sub_realm_minority_cultures_tally_list
|
|
add = 1
|
|
}
|
|
}
|
|
}
|
|
### Then we loop through and pick our finalists.
|
|
#### Hide the effect, because the while loop's tally will show even if nothing in it is visible to the player.
|
|
hidden_effect = {
|
|
while = {
|
|
count = scope:while_count_value
|
|
# First, nab a random culture we haven't used yet from the list of cultures to account for.
|
|
random_in_list = {
|
|
list = sub_realm_minority_cultures_tally_list
|
|
save_scope_as = current_culture
|
|
# We remove from the list so that we don't roll this culture again - effectively marking it as used.
|
|
remove_from_list = sub_realm_minority_cultures_tally_list
|
|
}
|
|
# Now, process through the complete list of counties to find the best possible fit that matches the valid culture.
|
|
ordered_in_list = {
|
|
list = sub_realm_minority_cultures_county_pre_filter_list
|
|
limit = { culture = scope:current_culture }
|
|
order_by = {
|
|
value = development_level
|
|
# Weight down for places that don't follow the same HoF.
|
|
if = {
|
|
limit = {
|
|
exists = root.faith.religious_head
|
|
faith.religious_head ?= root.faith.religious_head
|
|
}
|
|
add = {
|
|
value = development_level
|
|
multiply = -0.1
|
|
}
|
|
}
|
|
# Weight down by root's hostility.
|
|
## Righteous is perfect.
|
|
## Astray, lose a little.
|
|
if = {
|
|
limit = {
|
|
root.faith = {
|
|
faith_hostility_level = {
|
|
target = prev.faith
|
|
value = faith_astray_level
|
|
}
|
|
}
|
|
}
|
|
add = {
|
|
value = development_level
|
|
multiply = -0.1
|
|
}
|
|
}
|
|
## Hostile, lose a little more.
|
|
if = {
|
|
limit = {
|
|
root.faith = {
|
|
faith_hostility_level = {
|
|
target = prev.faith
|
|
value = faith_hostile_level
|
|
}
|
|
}
|
|
}
|
|
add = {
|
|
value = development_level
|
|
multiply = -0.25
|
|
}
|
|
}
|
|
## Evil, lose a lottle more.
|
|
if = {
|
|
limit = {
|
|
root.faith = {
|
|
faith_hostility_level = {
|
|
target = prev.faith
|
|
value = faith_evil_level
|
|
}
|
|
}
|
|
}
|
|
add = {
|
|
value = development_level
|
|
multiply = -0.4
|
|
}
|
|
}
|
|
}
|
|
add_to_list = sub_realm_minority_cultures_final_counties_list
|
|
}
|
|
}
|
|
}
|
|
### For debug purposes: here so you can de-clog the tooltip if you need it to stop displaying _every_ valid county and just show you some selected appropriate scopes.
|
|
if = {
|
|
limit = { always = no }
|
|
every_in_list = {
|
|
list = sub_realm_minority_cultures_county_pre_filter_list
|
|
remove_from_list = sub_realm_minority_cultures_county_pre_filter_list
|
|
}
|
|
}
|
|
## Sweet, now let's try to pick two from the list.
|
|
###
|
|
if = {
|
|
limit = {
|
|
list_size = {
|
|
name = sub_realm_minority_cultures_final_counties_list
|
|
value >= 2
|
|
}
|
|
}
|
|
# Try to grab a culture for batch A that matches our needs.
|
|
random_in_list = {
|
|
list = sub_realm_minority_cultures_final_counties_list
|
|
limit = { fp3_misc_decisions_0031_preferred_ethoses_trigger = yes }
|
|
alternative_limit = { always = yes }
|
|
weight = { fp3_misc_decisions_0031_preferred_cultrads_modifier = yes }
|
|
save_scope_as = batch_a_county
|
|
}
|
|
# And try to grab one for batch B that does the same whilst not being batch A.
|
|
random_in_list = {
|
|
list = sub_realm_minority_cultures_final_counties_list
|
|
limit = {
|
|
fp3_misc_decisions_0031_preferred_ethoses_trigger = yes
|
|
this != scope:batch_a_county
|
|
}
|
|
alternative_limit = {
|
|
this != scope:batch_a_county
|
|
}
|
|
weight = { fp3_misc_decisions_0031_preferred_cultrads_modifier = yes }
|
|
save_scope_as = batch_b_county
|
|
}
|
|
}
|
|
### Otherwise, we've only got one item in the list, so just grab it twice.
|
|
else = {
|
|
random_in_list = {
|
|
list = sub_realm_minority_cultures_final_counties_list
|
|
save_scope_as = batch_a_county
|
|
}
|
|
scope:batch_a_county = { save_scope_as = batch_b_county }
|
|
}
|
|
## Right, now let's generate batch A.
|
|
### Slightly different parameters if we're using the fallback option.
|
|
if = {
|
|
limit = { scope:outsider_prowess_learning = yes }
|
|
fp3_misc_decisions_0031_create_char_with_dynasty_effect = { BATCH = a }
|
|
fp3_misc_decisions_0031_create_char_with_dynasty_effect = { BATCH = a }
|
|
fp3_misc_decisions_0031_create_char_with_dynasty_effect = { BATCH = a }
|
|
}
|
|
### Otherwise, they're not nobles in any capacity, so remove their dynasties.
|
|
else = {
|
|
fp3_misc_decisions_0031_create_char_no_dynasty_effect = { BATCH = a }
|
|
fp3_misc_decisions_0031_create_char_no_dynasty_effect = { BATCH = a }
|
|
fp3_misc_decisions_0031_create_char_no_dynasty_effect = { BATCH = a }
|
|
}
|
|
## Aaaaand batch B.
|
|
### Slightly different parameters if we're using the fallback option.
|
|
if = {
|
|
limit = { scope:outsider_prowess_learning = yes }
|
|
fp3_misc_decisions_0031_create_char_with_dynasty_effect = { BATCH = b }
|
|
fp3_misc_decisions_0031_create_char_with_dynasty_effect = { BATCH = b }
|
|
}
|
|
### Otherwise, they're not nobles in any capacity, so remove their dynasties.
|
|
else = {
|
|
fp3_misc_decisions_0031_create_char_no_dynasty_effect = { BATCH = b }
|
|
fp3_misc_decisions_0031_create_char_no_dynasty_effect = { BATCH = b }
|
|
}
|
|
### Plus go over batch B & upgrade their education traits by +2.
|
|
every_in_list = {
|
|
list = batch_b_characters_list
|
|
hidden_effect = {
|
|
# Which education track are they on?
|
|
## Diplomacy
|
|
if = {
|
|
limit = { has_trait = education_diplomacy_1 }
|
|
remove_trait = education_diplomacy_1
|
|
add_trait = education_diplomacy_3
|
|
# Force a skill recalc so that we can evaluate who's in the lead later.
|
|
## Remember that only two of these'll ever be applied in total, so it's not too bad to be using them like this.
|
|
force_character_skill_recalculation = yes
|
|
}
|
|
else_if = {
|
|
limit = { has_trait = education_diplomacy_2 }
|
|
remove_trait = education_diplomacy_2
|
|
add_trait = education_diplomacy_4
|
|
# Force a skill recalc so that we can evaluate who's in the lead later.
|
|
## Remember that only two of these'll ever be applied in total, so it's not too bad to be using them like this.
|
|
force_character_skill_recalculation = yes
|
|
}
|
|
## Martial
|
|
if = {
|
|
limit = { has_trait = education_martial_1 }
|
|
remove_trait = education_martial_1
|
|
add_trait = education_martial_3
|
|
# Force a skill recalc so that we can evaluate who's in the lead later.
|
|
## Remember that only two of these'll ever be applied in total, so it's not too bad to be using them like this.
|
|
force_character_skill_recalculation = yes
|
|
}
|
|
else_if = {
|
|
limit = { has_trait = education_martial_2 }
|
|
remove_trait = education_martial_2
|
|
add_trait = education_martial_4
|
|
# Force a skill recalc so that we can evaluate who's in the lead later.
|
|
## Remember that only two of these'll ever be applied in total, so it's not too bad to be using them like this.
|
|
force_character_skill_recalculation = yes
|
|
}
|
|
## Stewardship
|
|
if = {
|
|
limit = { has_trait = education_stewardship_1 }
|
|
remove_trait = education_stewardship_1
|
|
add_trait = education_stewardship_3
|
|
# Force a skill recalc so that we can evaluate who's in the lead later.
|
|
## Remember that only two of these'll ever be applied in total, so it's not too bad to be using them like this.
|
|
force_character_skill_recalculation = yes
|
|
}
|
|
else_if = {
|
|
limit = { has_trait = education_stewardship_2 }
|
|
remove_trait = education_stewardship_2
|
|
add_trait = education_stewardship_4
|
|
# Force a skill recalc so that we can evaluate who's in the lead later.
|
|
## Remember that only two of these'll ever be applied in total, so it's not too bad to be using them like this.
|
|
force_character_skill_recalculation = yes
|
|
}
|
|
## Intrigue
|
|
if = {
|
|
limit = { has_trait = education_intrigue_1 }
|
|
remove_trait = education_intrigue_1
|
|
add_trait = education_intrigue_3
|
|
# Force a skill recalc so that we can evaluate who's in the lead later.
|
|
## Remember that only two of these'll ever be applied in total, so it's not too bad to be using them like this.
|
|
force_character_skill_recalculation = yes
|
|
}
|
|
else_if = {
|
|
limit = { has_trait = education_intrigue_2 }
|
|
remove_trait = education_intrigue_2
|
|
add_trait = education_intrigue_4
|
|
# Force a skill recalc so that we can evaluate who's in the lead later.
|
|
## Remember that only two of these'll ever be applied in total, so it's not too bad to be using them like this.
|
|
force_character_skill_recalculation = yes
|
|
}
|
|
## Learning
|
|
if = {
|
|
limit = { has_trait = education_learning_1 }
|
|
remove_trait = education_learning_1
|
|
add_trait = education_learning_3
|
|
# Force a skill recalc so that we can evaluate who's in the lead later.
|
|
## Remember that only two of these'll ever be applied in total, so it's not too bad to be using them like this.
|
|
force_character_skill_recalculation = yes
|
|
}
|
|
else_if = {
|
|
limit = { has_trait = education_learning_2 }
|
|
remove_trait = education_learning_2
|
|
add_trait = education_learning_4
|
|
# Force a skill recalc so that we can evaluate who's in the lead later.
|
|
## Remember that only two of these'll ever be applied in total, so it's not too bad to be using them like this.
|
|
force_character_skill_recalculation = yes
|
|
}
|
|
}
|
|
}
|
|
## Select our representatives.
|
|
fp3_misc_decisions_0031_pick_best_appropriate_char_effect = { BATCH = a }
|
|
fp3_misc_decisions_0031_pick_best_appropriate_char_effect = { BATCH = b }
|
|
## And fill out our fodder.
|
|
random_in_list ={
|
|
list = batch_a_characters_list
|
|
limit = {
|
|
this != scope:batch_a_char1
|
|
}
|
|
save_scope_as = batch_a_char2
|
|
# Plus we make the characters within each group get on, as they're sorta local allies.
|
|
hidden_effect = { set_relation_friend = scope:batch_a_char1 }
|
|
}
|
|
random_in_list = {
|
|
list = batch_a_characters_list
|
|
limit = {
|
|
NOR = {
|
|
this = scope:batch_a_char1
|
|
this = scope:batch_a_char2
|
|
}
|
|
}
|
|
save_scope_as = batch_a_char3
|
|
# Plus we make the characters within each group get on, as they're sorta local allies.
|
|
hidden_effect = {
|
|
set_relation_friend = scope:batch_a_char1
|
|
set_relation_friend = scope:batch_a_char2
|
|
}
|
|
}
|
|
random_in_list = {
|
|
list = batch_b_characters_list
|
|
limit = {
|
|
this != scope:batch_b_char1
|
|
}
|
|
save_scope_as = batch_b_char2
|
|
# Plus we make the characters within each group get on, as they're sorta local allies.
|
|
hidden_effect = { set_relation_best_friend = scope:batch_b_char1 }
|
|
}
|
|
# Now fire the actual event!
|
|
trigger_event = fp3_misc_decisions.0031
|
|
}
|
|
}
|
|
|
|
##################################################
|
|
# Adopt Clan Government
|
|
# by Joe Parkin
|
|
# 0051-0060
|
|
##################################################
|
|
|
|
fp3_misc_decisions.0051 = { # Adopt Clan Government through House
|
|
type = character_event
|
|
title = fp3_misc_decisions.0051.t
|
|
desc = fp3_misc_decisions.0051.desc
|
|
theme = dynasty
|
|
left_portrait = {
|
|
character = root
|
|
animation = personality_rational
|
|
}
|
|
lower_right_portrait = house.house_head
|
|
|
|
immediate = {
|
|
change_government = clan_government
|
|
# Increase unity, uses this effect since both chars are not clan when script is evaluated
|
|
house.house_head = {
|
|
apply_clan_unity_interaction_effect = {
|
|
CHARACTER = root
|
|
TARGET = root.house.house_head
|
|
DESC = clan_unity_adopt_clan.desc
|
|
VALUE = medium_unity_gain
|
|
VALUE_REVERSED = no
|
|
}
|
|
}
|
|
hidden_effect = {
|
|
house.house_head = {
|
|
send_interface_toast = {
|
|
title = fp3_become_clan_government_decision_toast
|
|
left_icon = root
|
|
right_icon = house.house_head
|
|
show_as_tooltip = {
|
|
root = {
|
|
# Change government type
|
|
change_government = clan_government
|
|
# Increase unity, uses this effect since both chars are not clan when script is evaluated
|
|
house.house_head = {
|
|
apply_clan_unity_interaction_effect = {
|
|
CHARACTER = root
|
|
TARGET = root.house.house_head
|
|
DESC = clan_unity_adopt_clan.desc
|
|
VALUE = medium_unity_gain
|
|
VALUE_REVERSED = no
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
option = {
|
|
name = fp3_misc_decisions.0051.a
|
|
}
|
|
}
|