689 lines
20 KiB
Text
689 lines
20 KiB
Text
#Effects used in Lifestyle Focus events
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#####################################################################
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# EFFECT LIST
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#####################################################################
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# !!! Remember to add all new effects with a short description here !!!
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#
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#####################
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# COMPLIMENT SYSTEM #
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#####################
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#This system evaluates whether a character would accept a certain type of compliment (types listed below) from another character. It will set a compliment_outcome varaible with a flag value of either good, neutral or bad which can be used to trigger follow up events.
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#randomize_available_compliment_effect - as there are more compliment types than option buttons, you can use this effect to randomize a number of flags to trigger options (12 types of compliments).
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#randomize_good_available_compliment_effect - this one will do its best to pick a good compliment option, recommended to use this one for at least one of the randomized options so that the player has at least one option which is likely to be successful. Defaults to randomize_available_compliment_effect if nothing good can be found.
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#randomize_available_ai_value_compliment_effect - as the one above, but only uses the ai value compliments (8 types), the "light" version.
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#clear_available_compliments_effect - clears all available compliment flags.
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#evaluate_compliment_effect - evaluates the outcome of the compliment with a random_list and sets a compliment_outcome variable.
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#evaluate_compliment_with_type_variable_effect - the same as the one above but also saves a variable containing the type of comliment used.
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#COMPLIMENT TYPES
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#compassionate (ai value)
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#bold (ai value)
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#honorable (ai value)
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#rational (ai value)
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#zealous (ai value)
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#energetic (ai value)
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#forgiving (ai value)
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#beautiful
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#strong
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#extroverted
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#dominant
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#If you don't want to specify the available compliments, you can use this to get a selection relative to your root.diplomacy skill and your target's preferences.
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#Run the effect as many times as the amount of compliment options you need.
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#More diplomatically skilled characters has a higher chance to receive options which have a high likelihood of success.
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#If you want to block a certain compliment, you can add that flag yourself before randomizing and then removing it afterwards.
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#Use in scope of compliment giver.
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#Needs arguments COMPLIMENT_RECEIVER
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randomize_available_compliment_effect = {
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random_list = {
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1 = {
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trigger = { NOT = { has_character_flag = available_compliment_compassionate } }
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modifier = {
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factor = 3
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root.diplomacy >= decent_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_compassion >= low_positive_compassion }
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}
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modifier = {
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factor = 2
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root.diplomacy < medium_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_compassion < 0 }
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}
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add_character_flag = available_compliment_compassionate
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}
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1 = {
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trigger = { NOT = { has_character_flag = available_compliment_bold } }
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modifier = {
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factor = 3
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root.diplomacy >= decent_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_boldness >= low_positive_boldness }
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}
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modifier = {
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factor = 2
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root.diplomacy < medium_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_boldness < 0 }
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}
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add_character_flag = available_compliment_bold
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}
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1 = {
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trigger = { NOT = { has_character_flag = available_compliment_honorable } }
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modifier = {
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factor = 3
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root.diplomacy >= decent_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_honor >= low_positive_honor }
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}
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modifier = {
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factor = 2
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root.diplomacy < medium_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_honor < 0 }
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}
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add_character_flag = available_compliment_honorable
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}
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1 = {
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trigger = { NOT = { has_character_flag = available_compliment_greedy } }
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modifier = {
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factor = 3
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root.diplomacy >= decent_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_greed >= low_positive_greed }
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}
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modifier = {
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factor = 2
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root.diplomacy < medium_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_greed < 0 }
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}
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add_character_flag = available_compliment_greedy
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}
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1 = {
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trigger = { NOT = { has_character_flag = available_compliment_rational } }
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modifier = {
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factor = 3
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root.diplomacy >= decent_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_rationality >= low_positive_rationality }
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}
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modifier = {
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factor = 2
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root.diplomacy < medium_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_rationality < 0 }
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}
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add_character_flag = available_compliment_rational
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}
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1 = {
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trigger = { NOT = { has_character_flag = available_compliment_zealous } }
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modifier = {
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factor = 3
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root.diplomacy >= decent_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_zeal >= low_positive_zeal }
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}
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modifier = {
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factor = 2
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root.diplomacy < medium_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_zeal < 0 }
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}
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add_character_flag = available_compliment_zealous
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}
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1 = {
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trigger = { NOT = { has_character_flag = available_compliment_energetic } }
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modifier = {
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factor = 3
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root.diplomacy >= decent_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_energy >= low_positive_energy }
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}
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modifier = {
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factor = 2
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root.diplomacy < medium_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_energy < 0 }
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}
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add_character_flag = available_compliment_energetic
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}
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1 = {
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trigger = { NOT = { has_character_flag = available_compliment_forgiving } }
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modifier = {
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factor = 3
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root.diplomacy >= decent_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_vengefulness <= low_negative_vengefulness }
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}
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modifier = {
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factor = 2
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root.diplomacy < medium_skill_rating
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$COMPLIMENT_RECEIVER$ = { ai_vengefulness > 0 }
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}
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add_character_flag = available_compliment_forgiving
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}
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1 = {
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trigger = { NOT = { has_character_flag = available_compliment_beautiful } }
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modifier = {
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factor = 3
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root.diplomacy >= decent_skill_rating
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$COMPLIMENT_RECEIVER$ = { attraction >= 10 }
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}
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modifier = {
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factor = 2
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root.diplomacy < medium_skill_rating
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$COMPLIMENT_RECEIVER$ = { attraction < -10 }
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}
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add_character_flag = available_compliment_beautiful
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}
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1 = {
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trigger = { NOT = { has_character_flag = available_compliment_strong } }
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modifier = {
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factor = 3
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root.diplomacy >= decent_skill_rating
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$COMPLIMENT_RECEIVER$ = {
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OR = {
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has_trait = strong
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has_trait = physique_good_1
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has_trait = physique_good_2
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has_trait = physique_good_3
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}
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}
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}
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modifier = {
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factor = 2
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root.diplomacy < medium_skill_rating
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$COMPLIMENT_RECEIVER$ = {
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OR = {
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has_trait = weak
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has_trait = physique_bad_1
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has_trait = physique_bad_2
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has_trait = physique_bad_3
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}
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}
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}
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add_character_flag = available_compliment_strong
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}
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1 = {
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trigger = { NOT = { has_character_flag = available_compliment_extroverted } }
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modifier = {
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factor = 3
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root.diplomacy >= decent_skill_rating
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$COMPLIMENT_RECEIVER$ = { has_personality_extroverted_trigger = yes }
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}
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modifier = {
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factor = 2
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root.diplomacy < medium_skill_rating
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$COMPLIMENT_RECEIVER$ = { has_personality_introverted_trigger = yes }
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}
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add_character_flag = available_compliment_extroverted
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}
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1 = {
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trigger = { NOT = { has_character_flag = available_compliment_dominant } }
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modifier = {
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factor = 3
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root.diplomacy >= decent_skill_rating
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$COMPLIMENT_RECEIVER$ = { has_personality_dominant_trigger = yes }
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}
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modifier = {
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factor = 2
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root.diplomacy < medium_skill_rating
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$COMPLIMENT_RECEIVER$ = { has_personality_submissive_trigger = yes }
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}
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add_character_flag = available_compliment_dominant
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}
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}
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}
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#Randomizes an available compliment which is likely to work, needs argument COMPLIMENT_RECEIVER.
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randomize_good_available_compliment_effect = {
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random_list = {
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100 = {
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trigger = {
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$COMPLIMENT_RECEIVER$ = { ai_compassion >= low_positive_compassion }
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NOT = { has_character_flag = available_compliment_compassionate }
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}
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add_character_flag = available_compliment_compassionate
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}
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100 = {
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trigger = {
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$COMPLIMENT_RECEIVER$ = { ai_boldness >= low_positive_boldness }
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NOT = { has_character_flag = available_compliment_bold }
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}
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add_character_flag = available_compliment_bold
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}
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100 = {
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trigger = {
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$COMPLIMENT_RECEIVER$ = { ai_honor >= low_positive_honor }
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NOT = { has_character_flag = available_compliment_honorable }
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}
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add_character_flag = available_compliment_honorable
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}
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100 = {
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trigger = {
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$COMPLIMENT_RECEIVER$ = { ai_greed >= low_positive_greed }
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NOT = { has_character_flag = available_compliment_greedy }
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}
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add_character_flag = available_compliment_greedy
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}
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100 = {
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trigger = {
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$COMPLIMENT_RECEIVER$ = { ai_rationality >= low_positive_rationality }
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NOT = { has_character_flag = available_compliment_rational }
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}
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add_character_flag = available_compliment_rational
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}
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100 = {
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trigger = {
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$COMPLIMENT_RECEIVER$ = { ai_zeal >= low_positive_zeal }
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NOT = { has_character_flag = available_compliment_zealous }
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}
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add_character_flag = available_compliment_zealous
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}
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100 = {
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trigger = {
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$COMPLIMENT_RECEIVER$ = { ai_energy >= low_positive_energy }
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NOT = { has_character_flag = available_compliment_energetic }
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}
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add_character_flag = available_compliment_energetic
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}
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100 = {
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trigger = {
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$COMPLIMENT_RECEIVER$ = { ai_vengefulness <= low_negative_vengefulness }
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NOT = { has_character_flag = available_compliment_forgiving }
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}
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add_character_flag = available_compliment_forgiving
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}
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100 = {
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trigger = {
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$COMPLIMENT_RECEIVER$ = { attraction >= 10 }
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NOT = { has_character_flag = available_compliment_beautiful }
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}
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add_character_flag = available_compliment_beautiful
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}
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100 = {
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trigger = {
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$COMPLIMENT_RECEIVER$ = {
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OR = {
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has_trait = strong
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has_trait = physique_good
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}
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}
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NOT = { has_character_flag = available_compliment_strong }
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}
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add_character_flag = available_compliment_strong
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}
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100 = {
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trigger = {
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$COMPLIMENT_RECEIVER$ = { has_personality_extroverted_trigger = yes }
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NOT = { has_character_flag = available_compliment_extroverted }
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}
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add_character_flag = available_compliment_extroverted
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}
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100 = {
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trigger = {
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$COMPLIMENT_RECEIVER$ = { has_personality_dominant_trigger = yes }
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NOT = { has_character_flag = available_compliment_dominant }
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}
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add_character_flag = available_compliment_dominant
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}
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1 = { #Fallback
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randomize_available_compliment_effect = { COMPLIMENT_RECEIVER = $COMPLIMENT_RECEIVER$ }
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}
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}
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}
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#Same as randomize_available_compliment_effect but it only uses the 8 ai value compliments. Required argument COMPLIMENT_RECEIVER (not tested)
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randomize_available_ai_value_compliment_effect = {
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add_character_flag = available_compliment_beautiful
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add_character_flag = available_compliment_strong
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add_character_flag = available_compliment_extroverted
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add_character_flag = available_compliment_dominant
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randomize_available_compliment_effect = { COMPLIMENT_RECEIVER = $COMPLIMENT_RECEIVER$ }
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remove_character_flag = available_compliment_beautiful
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remove_character_flag = available_compliment_strong
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remove_character_flag = available_compliment_extroverted
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remove_character_flag = available_compliment_dominant
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}
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#Clears all the compliment flags after the event
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clear_available_compliments_effect = {
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remove_character_flag = available_compliment_compassionate
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remove_character_flag = available_compliment_bold
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remove_character_flag = available_compliment_honorable
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remove_character_flag = available_compliment_greedy
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remove_character_flag = available_compliment_rational
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remove_character_flag = available_compliment_zealous
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remove_character_flag = available_compliment_energetic
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remove_character_flag = available_compliment_forgiving
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remove_character_flag = available_compliment_beautiful
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remove_character_flag = available_compliment_strong
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remove_character_flag = available_compliment_extroverted
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remove_character_flag = available_compliment_dominant
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}
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#EVALUATION
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#Use in scope of compliment receiver.
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#2 types, regular evaluate_compliment_effect and evaluate_compliment_with_type_variable_effect which saves the variable containing the type (evaluated_compliment_type)
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#Needs arguments COMPLIMENT_TYPE (see compliment type list above) and COMPLIMENT_GIVER (the name of the scope).
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evaluate_compliment_effect = {
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save_scope_value_as = {
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name = evaluated_compliment_type
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value = flag:$COMPLIMENT_TYPE$
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}
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if = {
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limit = { exists = scope:evaluated_compliment_type } #Because there are error messages otherwise
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random_list = {
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# BAD OUTCOME
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0 = { # Base chance of 0, since we don't ever want to randomly penalize the player due to bad luck even if they picked the right compliment.
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modifier = {
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add = 100 #Incorrect type of compliment significantly increases chances of being insulted.
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OR = {
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AND = {
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scope:evaluated_compliment_type = flag:compassionate
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ai_compassion < 0
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}
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AND = {
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scope:evaluated_compliment_type = flag:bold
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ai_boldness < 0
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}
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AND = {
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scope:evaluated_compliment_type = flag:honorable
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ai_honor < 0
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}
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AND = {
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scope:evaluated_compliment_type = flag:greedy
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ai_greed < 0
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}
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AND = {
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scope:evaluated_compliment_type = flag:rational
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ai_rationality < 0
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}
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AND = {
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scope:evaluated_compliment_type = flag:zealous
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ai_zeal < 0
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}
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AND = {
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scope:evaluated_compliment_type = flag:energetic
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ai_energy < 0
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}
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AND = {
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scope:evaluated_compliment_type = flag:forgiving
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ai_vengefulness > 0
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}
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AND = {
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scope:evaluated_compliment_type = flag:beautiful
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attraction < -10
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}
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AND = {
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scope:evaluated_compliment_type = flag:strong
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OR = {
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has_trait = weak
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has_trait = physique_bad_1
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has_trait = physique_bad_2
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has_trait = physique_bad_3
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}
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}
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AND = {
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scope:evaluated_compliment_type = flag:extroverted
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has_personality_introverted_trigger = yes
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}
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AND = {
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scope:evaluated_compliment_type = flag:dominant
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has_personality_submissive_trigger = yes
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}
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}
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}
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modifier = { #Humble people struggle with compliments
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factor = 1.5
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has_trait = humble
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}
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save_scope_value_as = {
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name = compliment_outcome
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value = flag:bad
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}
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}
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60 = { #NEUTRAL OUTCOME
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modifier = {
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factor = 1.3
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has_trait = arrogant
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}
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modifier = {
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factor = 1.3
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has_trait = humble
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}
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save_scope_value_as = {
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name = compliment_outcome
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value = flag:neutral
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}
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}
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25 = { #GOOD OUTCOME
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modifier = { #Great compliment (not step-based)
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factor = 8
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OR = {
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AND = {
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scope:evaluated_compliment_type = flag:extroverted
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has_personality_extroverted_trigger = yes
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}
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AND = {
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scope:evaluated_compliment_type = flag:dominant
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has_personality_dominant_trigger = yes
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}
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}
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}
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modifier = { #Great compliment (step-based)
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factor = 2 #Adds up to 8 with the two modifiers below
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OR = {
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AND = {
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scope:evaluated_compliment_type = flag:compassionate
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ai_compassion >= high_positive_compassion
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}
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AND = {
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scope:evaluated_compliment_type = flag:bold
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ai_boldness >= high_positive_boldness
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}
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AND = {
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scope:evaluated_compliment_type = flag:honorable
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ai_honor >= high_positive_honor
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}
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AND = {
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scope:evaluated_compliment_type = flag:greedy
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ai_greed >= high_positive_greed
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}
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AND = {
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scope:evaluated_compliment_type = flag:rational
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ai_rationality >= high_positive_rationality
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}
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AND = {
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scope:evaluated_compliment_type = flag:zealous
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ai_zeal >= high_positive_zeal
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:energetic
|
|
ai_energy >= high_positive_energy
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:forgiving
|
|
ai_vengefulness <= high_negative_vengefulness
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:beautiful
|
|
attraction >= 30
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:strong
|
|
has_trait = physique_good_3
|
|
}
|
|
}
|
|
}
|
|
modifier = { #Good compliment (step-based)
|
|
factor = 2 #Adds up to 4 with the modifier below
|
|
OR = {
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:compassionate
|
|
ai_compassion >= medium_positive_compassion
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:bold
|
|
ai_boldness >= medium_positive_boldness
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:honorable
|
|
ai_honor >= medium_positive_honor
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:greedy
|
|
ai_greed >= medium_positive_greed
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:rational
|
|
ai_rationality >= medium_positive_rationality
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:zealous
|
|
ai_zeal >= medium_positive_zeal
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:energetic
|
|
ai_energy >= medium_positive_energy
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:forgiving
|
|
ai_vengefulness <= medium_negative_vengefulness
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:beautiful
|
|
attraction >= 20
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:strong
|
|
OR = {
|
|
has_trait = physique_good_2
|
|
has_trait = physique_good_3
|
|
has_trait = strong
|
|
}
|
|
}
|
|
}
|
|
}
|
|
modifier = { #Good compliment (step-based)
|
|
factor = 4
|
|
OR = {
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:compassionate
|
|
ai_compassion >= low_positive_compassion
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:bold
|
|
ai_boldness >= low_positive_boldness
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:honorable
|
|
ai_honor >= low_positive_honor
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:greedy
|
|
ai_greed >= low_positive_greed
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:rational
|
|
ai_rationality >= low_positive_rationality
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:zealous
|
|
ai_zeal >= low_positive_zeal
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:energetic
|
|
ai_energy >= low_positive_energy
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:forgiving
|
|
ai_vengefulness <= low_negative_vengefulness
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:beautiful
|
|
attraction >= 10
|
|
}
|
|
AND = {
|
|
scope:evaluated_compliment_type = flag:strong
|
|
OR = {
|
|
has_trait = physique_good_1
|
|
has_trait = physique_good_2
|
|
has_trait = physique_good_3
|
|
has_trait = strong
|
|
}
|
|
}
|
|
}
|
|
}
|
|
modifier = { #Arrogant people like compliments
|
|
factor = 1.5
|
|
has_trait = arrogant
|
|
}
|
|
modifier = { #Diplomacy affects success chance
|
|
factor = {
|
|
value = $COMPLIMENT_GIVER$.diplomacy
|
|
subtract = diplomacy
|
|
multiply = 0.05 #I.e. 0.5 if 10 skill difference
|
|
add = 1 #To bring it to something like 1.5
|
|
}
|
|
}
|
|
|
|
save_scope_value_as = {
|
|
name = compliment_outcome
|
|
value = flag:good
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
compliment_to_love_letter_effect = {
|
|
if = {
|
|
limit = { exists = scope:compliment_outcome }
|
|
|
|
if = {
|
|
limit = { scope:compliment_outcome = flag:good }
|
|
set_variable = {
|
|
name = love_letter_quality
|
|
value = 4
|
|
days = 150
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = { scope:compliment_outcome = flag:neutral }
|
|
set_variable = {
|
|
name = love_letter_quality
|
|
value = 2
|
|
days = 150
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = { scope:compliment_outcome = flag:bad }
|
|
set_variable = {
|
|
name = love_letter_quality
|
|
value = 1
|
|
days = 150
|
|
}
|
|
}
|
|
|
|
set_variable = {
|
|
name = love_letter_compliment_type
|
|
value = scope:evaluated_compliment_type
|
|
}
|
|
}
|
|
}
|
|
|
|
compliment_to_love_letter_cleanup_effect = {
|
|
if = {
|
|
limit = { has_variable = love_letter_quality }
|
|
remove_variable = love_letter_quality
|
|
}
|
|
if = {
|
|
limit = { has_variable = love_letter_quality }
|
|
remove_variable = love_letter_compliment_type
|
|
}
|
|
}
|
|
|
|
|
|
|