N3OW/events/accolade_events.txt

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