493 lines
10 KiB
Text
493 lines
10 KiB
Text
namespace = accolade
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#Accolade rank gain notification
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# by Jason Cantalini
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accolade.0001 = {
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hidden = yes
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trigger = {
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exists = acclaimed_knight
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has_dlc_feature = accolades
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}
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immediate = {
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scope:changing_accolade = {
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acclaimed_knight = {
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save_scope_as = acclaimed_knight
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}
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}
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if = {
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limit = {
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scope:changing_accolade = {
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accolade_rank >= 5
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}
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}
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send_interface_message = {
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type = msg_accolade_gained_rank
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title = accolade.0001.notification_high
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desc = accolade_rank_unlock_notification_tooltip_high
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left_icon = scope:acclaimed_knight
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}
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}
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else = {
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send_interface_message = {
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type = msg_accolade_gained_rank
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title = accolade.0001.notification_low
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desc = accolade_rank_unlock_notification_tooltip_low
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left_icon = scope:acclaimed_knight
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}
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}
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}
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}
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#Accolade rank loss notification
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# by Jason Cantalini
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accolade.0002 = {
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hidden = yes
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trigger = {
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has_dlc_feature = accolades
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}
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immediate = {
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if = {
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limit = {
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exists = scope:changing_accolade.acclaimed_knight
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}
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scope:changing_accolade = {
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acclaimed_knight = {
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save_scope_as = acclaimed_knight
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}
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}
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if = {
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limit = {
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scope:changing_accolade = {
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accolade_rank >= 5
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}
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}
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send_interface_message = {
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type = msg_accolade_lost_rank
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title = accolade.0002.notification_high
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left_icon = scope:acclaimed_knight
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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:acclaimed_knight = {
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is_alive = yes
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}
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}
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desc = accolade_rank_loss_notification_tooltip_high
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}
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desc = accolade_rank_loss_notification_tooltip_high_dead
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}
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}
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}
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}
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else_if = {
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limit = {
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scope:changing_accolade = {
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accolade_rank >= 1
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}
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}
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send_interface_message = {
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type = msg_accolade_lost_rank
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title = accolade.0002.notification_low
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left_icon = scope:acclaimed_knight
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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:acclaimed_knight = {
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is_alive = yes
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}
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}
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desc = accolade_rank_loss_notification_tooltip_low
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}
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desc = accolade_rank_loss_notification_tooltip_low_dead
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}
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}
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}
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}
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else = {
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send_interface_message = {
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type = msg_accolade_lost_rank
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title = accolade.0002.notification_low
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left_icon = scope:acclaimed_knight
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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:acclaimed_knight = {
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is_alive = yes
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}
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}
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desc = accolade_rank_loss_notification_tooltip_no_rank
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}
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desc = accolade_rank_loss_notification_tooltip_no_rank_dead
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}
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}
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}
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}
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}
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else_if = {
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limit = {
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NOT = { exists = scope:changing_accolade.acclaimed_knight }
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scope:changing_accolade = { accolade_rank >= 1 }
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}
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send_interface_message = {
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type = msg_accolade_lost_rank
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title = accolade.0002.notification_empty
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desc = accolade_rank_loss_notification_tooltip_empty
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}
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}
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else = {
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send_interface_message = {
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type = msg_accolade_lost_rank
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title = accolade.0002.notification_low
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desc = accolade_rank_loss_notification_tooltip_empty_no_rank
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}
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}
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}
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}
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#Create a sellsword band led by your Acclaimed Knight
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accolade.0100 = {
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type = character_event
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title = accolade.0100.t
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desc = accolade.0100.desc
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theme = war
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left_portrait = {
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character = root
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animation = frontend_left_idle
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camera = camera_event_left_to_the_left
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}
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right_portrait = {
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character = scope:recipient
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animation = sword_coup_degrace
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}
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#NAMING WIDGET
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widget = {
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gui = "event_window_widget_enter_text"
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container = "dynamic_birth_name"
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controller = {
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type = text
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data = {
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key = new_laamp_title_name
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### Accolade's Name
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default = {
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localization_key = accolade_mercenary_accolade_name
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trigger = {
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exists = scope:accolade
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root = { is_ai = no }
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}
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}
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default = {
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localization_key = accolade_mercenary_kings_men_name
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trigger = {
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root = {
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prestige_level >= 3
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}
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scope:acclaimed_knight = {
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is_male = yes
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}
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}
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}
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default = {
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localization_key = accolade_mercenary_knightly_company_name
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trigger = {
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root = {
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culture = {
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OR = {
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has_graphical_western_culture_group_trigger = yes
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has_graphical_iberian_culture_group_trigger = yes
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}
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}
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NOR = {
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government_has_flag = government_is_tribal
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government_has_flag = government_is_nomadic
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AND = {
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NOT = {
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government_has_mechanic = administrative
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}
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culture = {
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NOT = { has_cultural_era_or_later = culture_era_high_medieval }
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}
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}
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}
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}
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}
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}
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default = {
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localization_key = accolade_honor_band_name
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trigger = {
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root = {
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OR = {
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government_has_flag = government_is_tribal
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government_has_flag = government_is_nomadic
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AND = {
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NOT = {
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government_has_mechanic = administrative
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}
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culture = {
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NOT = { has_cultural_era_or_later = culture_era_high_medieval }
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}
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}
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}
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}
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}
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}
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default = {
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localization_key = accolade_rulers_swords_name
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trigger = {
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root = {
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OR = {
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government_has_flag = government_is_tribal
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AND = {
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NOT = {
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government_has_mechanic = administrative
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}
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culture = {
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NOT = { has_cultural_era_or_later = culture_era_high_medieval }
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}
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}
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}
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NOT = { government_has_flag = government_is_nomadic }
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}
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}
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}
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default = {
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localization_key = accolade_culture_riders_name
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trigger = {
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root = {
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government_has_flag = government_is_nomadic
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}
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}
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}
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default = {
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localization_key = accolade_culture_company_name
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trigger = {
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root = {
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NOR = {
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government_has_flag = government_is_tribal
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government_has_flag = government_is_nomadic
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AND = {
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NOT = {
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government_has_mechanic = administrative
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}
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culture = {
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NOT = { has_cultural_era_or_later = culture_era_high_medieval }
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}
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}
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}
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}
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}
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}
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default = {
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localization_key = accolade_free_knights_name
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#Only triggers when King X's Men doesn't
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trigger = {
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OR = {
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root = {
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prestige_level < 3
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}
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scope:acclaimed_knight = {
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is_male = no
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}
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}
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}
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}
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}
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}
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setup_scope = {
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scope:acclaimed_knight = { save_scope_as = text_target }
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}
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}
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immediate = {
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scope:acclaimed_knight = { save_scope_as = acclaimed_mercenary }
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play_music_cue = "mx_cue_combat_2"
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}
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option = {
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trigger = {
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is_ai = no
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has_dlc_feature = landless_playable
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}
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name = accolade.0100.a_special
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add_internal_flag = dangerous
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custom_tooltip = switch_to_acclaimed_mercenary_tt
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if = {
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limit = {
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NOT = {
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scope:recipient.dynasty ?= scope:actor.dynasty
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}
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}
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custom_tooltip = danger_dynasty_abandon_tt
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}
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save_scope_as = switch
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add_character_flag = {
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flag = switching_to_knight
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days = 20
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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 = accolade.0100.a
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scope:accolade_owner = {
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custom_tooltip = accolade_mercenary_gold_tt
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scope:acclaimed_knight = {
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set_variable = {
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name = acc_merc_patron
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value = scope:accolade_owner
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}
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}
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}
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}
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after = {
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clear_variable_list = realm_title_names
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scope:acclaimed_knight = {
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if = {
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limit = {
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var:new_laamp_title_name ?= flag:accolade_mercenary_accolade_name
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}
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add_character_flag = {
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flag = accolade_mercenary_accolade_name
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days = 20
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}
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}
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else_if = {
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limit = {
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var:new_laamp_title_name ?= flag:accolade_mercenary_kings_men_name
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}
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add_character_flag = {
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flag = accolade_mercenary_kings_men_name
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days = 20
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}
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}
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else_if = {
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limit = {
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var:new_laamp_title_name ?= flag:accolade_mercenary_knightly_company_name
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}
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add_character_flag = {
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flag = accolade_mercenary_knightly_company_name
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days = 20
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}
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}
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else_if = {
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limit = {
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var:new_laamp_title_name ?= flag:accolade_honor_band_name
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}
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add_character_flag = {
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flag = accolade_honor_band_name
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days = 20
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}
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}
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else_if = {
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limit = {
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var:new_laamp_title_name ?= flag:accolade_rulers_swords_name
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}
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add_character_flag = {
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flag = accolade_rulers_swords_name
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days = 20
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}
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}
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else_if = {
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limit = {
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var:new_laamp_title_name ?= flag:accolade_culture_riders_name
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}
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add_character_flag = {
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flag = accolade_culture_riders_name
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days = 20
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}
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}
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else_if = {
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limit = {
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var:new_laamp_title_name ?= flag:accolade_free_knights_name
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}
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add_character_flag = {
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flag = accolade_free_knights_name
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days = 20
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}
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}
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else_if = {
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limit = {
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var:new_laamp_title_name ?= flag:accolade_culture_company_name
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}
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add_character_flag = {
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flag = accolade_culture_company_name
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days = 20
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}
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}
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else = {
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add_character_flag = {
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flag = new_laamp_title_name_entered_text
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days = 20
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}
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}
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accolade_to_mercenary_effect = yes
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}
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}
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}
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#Sellsword band sends you gold
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accolade.0110 = {
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hidden = yes
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immediate = {
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send_interface_message = {
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type = msg_accolade_merc
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title = accolade_merc_gold.t
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left_icon = scope:accolade_merc
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desc = accolade_merc_gold.desc
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scope:accolade_merc = {
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#Send a little bit of gold
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if = {
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limit = {
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gold > 0
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}
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if = {
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limit = {
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gold >= five_times_monumental_value
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}
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pay_short_term_gold = {
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target = root
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gold = massive_gold_value
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}
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}
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else_if = {
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limit = {
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gold >= monumental_gold_value
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}
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pay_short_term_gold = {
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target = root
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gold = medium_gold_value
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}
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}
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else = {
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pay_short_term_gold = {
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target = root
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gold = minor_gold_value
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}
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}
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}
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#If you have no gold, secretly gain it and then send it
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else = {
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hidden_effect = {
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add_gold = minor_gold_value
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}
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pay_short_term_gold = {
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target = root
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gold = minor_gold_value
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}
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}
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}
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}
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}
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}
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