548 lines
16 KiB
Text
548 lines
16 KiB
Text
#Effects used in Stewardship 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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# Mediation Event Effects:
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# stewardship_duty_special_2000_sc_mediation_saved_scopes_effect - Takes scopes saved as story cycle variables and re-saves them as accessible scopes.
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# stewardship_duty_special_2000_sc_mediation_increase_s1_event_count_effect - Increments the counter of how many state 1 events have fired (for tracking event completion progress)
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# stewardship_duty_special_2000_sc_mediation_increase_s2_event_count_effect - Increments the counter of how many stage 2 events have fired (for tracking event completion preogress)
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# stewardship_duty_special_2000_sc_mediation_get_random_quarreler_effect - Randomly picks one of the two quarrelers and saves their scope for localization usage.
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#
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# Map Painting Effects:
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# stewardship_duty_special_1201_map_painting_journey_continuation_effect - Advances the event chain onto the next step.
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# stewardship_duty_special_1201_conclude_map_painting_effect - Concludes the event chain.
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#
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# Road Building Effects:
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# stewardship_domain_special_1301_increase_road_progress_effect - Advances the event chain onto the next step.
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# stewardship_domain_special_1301_increase_road_quality_effect - Improves the final outcome of the event chain when it completes.
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# stewardship_domain_special_1301_decrease_road_quality_effect - Worsens the final outcome of the event chain when it completes.
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# stewardship_domain_special_1301_automatic_progress_effect - Used to automatically progress the road's construction over time, without the need to fire repetitive events.
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# stewardship_domain_special_1301_road_building_event_effect - Fires a random event in the event chain.
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#
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# Paton Effects:
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# stewardship_duty_1062_get_client_effect - If a valid $FLAG$ courtier exists in the pool, save their scope so we don't need to create a new one.
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# stewardship_duty_1062_create_philosopher_effect - Creates a courtier with the philosopher $FLAG$ and appropriate skills.
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# stewardship_duty_1062_create_gardener_effect - Creates a courtier with the gardener $FLAG$ and appropriate skills.
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# stewardship_duty_1062_create_poet_effect - Creates a courtier with the poet $FLAG$ and appropriate skills.
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# stewardship_duty_1064_extend_patronage_term_effect - Extends the patronage contract for 5 years.
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# stewardship_duty_1064_remove_patrons_buff_effect - Cleans up residual effects from the patronage contract if it ends early.
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#
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# Domesday Book Effects:
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# stewardship_domain_special_1500_apply_domesday_effects - Braching script structure to apply all correct effects at the conclusion of the event chain.
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# stewardship_domain_special_1500_apply_domesday_effects_2 - Script sub-structure called within the above effect, but with differing parameters based on what happened during the event chain.
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# stewardship_domain_special_1500_apply_domesday_effects_3 - Script sub-structure called within the above effect, but with differing parameters based on what happened during the event chain.
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# stewardship_domain_special_1500_increase_quality_effect - Improves the final outcome of the event chain when it completes.
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# stewardship_domain_special_1500_decrease_quality_effect - Worstens the final outcome of the event chain when it completes.
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# stewardship_domain_special_1500_domesday_cleanup - Removes all tracking variables & flags for the event chain once it has concluded.
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# sell_titles_grant_sufficient_gold_effect - gives the character sufficient gold to pay root
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stewardship_duty_special_2000_sc_mediation_saved_scopes_effect = {
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scope:story = {
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var:vassal_1 = {
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save_scope_as = vassal_1
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}
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var:vassal_2 = {
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save_scope_as = vassal_2
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}
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}
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}
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stewardship_duty_special_2000_sc_mediation_increase_s1_event_count_effect = {
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scope:story = {
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change_variable = {
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name = num_of_stage_1_events
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add = 1
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}
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}
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}
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stewardship_duty_special_2000_sc_mediation_increase_s2_event_count_effect = {
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scope:story = {
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change_variable = {
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name = num_of_stage_2_events
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add = 1
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}
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}
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}
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stewardship_duty_special_2000_sc_mediation_get_random_quarreler_effect = {
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scope:story = {
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var:vassal_1 = {
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add_to_temporary_list = quarrelers
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}
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var:vassal_2 = {
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add_to_temporary_list = quarrelers
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}
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}
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random_in_list = {
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list = quarrelers
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save_scope_as = quarreler
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}
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}
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#Effects used in Lifestyle Focus events
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# stewardship_duty.1200
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stewardship_duty_special_1201_map_painting_journey_continuation_effect = {
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hidden_effect = {
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random_list = {
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70 = {
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trigger_event = {
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on_action = map_painting_event_selection
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days = { 5 15 }
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}
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}
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30 = {
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modifier = {
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add = 30
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exists = scope:had_1203
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}
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modifier = {
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add = 30
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exists = scope:had_1204
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}
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modifier = {
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add = 30
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exists = scope:had_1205
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}
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modifier = {
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add = 30
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exists = scope:had_1206
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}
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modifier = {
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add = 30
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exists = scope:had_1207
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}
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modifier = {
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add = 30
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exists = scope:had_1208
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}
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trigger_event = {
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on_action = map_painting_outcome
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days = { 5 15 }
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}
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}
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}
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}
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custom_tooltip = stewardship_duty_special.1201.continue_tooltip
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}
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#Used to clear flags and variables from the map painting rank up chain (intrigue_scheming_rare.1201)
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stewardship_duty_special_1201_conclude_map_painting_effect = {
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hidden_effect = {
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remove_character_flag = is_in_stewardship_domain_special_event
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}
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}
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#Scripted effects for the road building event chain:
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stewardship_domain_special_1301_increase_road_progress_effect = {
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set_variable = {
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name = governance_road_progress
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value = scope:road_progress
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}
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change_variable = {
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name = governance_road_progress
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add = 1
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}
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save_scope_value_as = {
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name = road_progress
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value = var:governance_road_progress
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}
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}
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#Decrease road progress
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#Increase road quality
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stewardship_domain_special_1301_increase_road_quality_effect = {
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set_variable = {
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name = governance_road_quality
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value = scope:road_quality
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}
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change_variable = {
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name = governance_road_quality
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add = 1
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}
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save_scope_value_as = {
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name = road_quality
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value = var:governance_road_quality
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}
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}
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#Decrease road quality
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stewardship_domain_special_1301_decrease_road_quality_effect = {
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set_variable = {
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name = governance_road_quality
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value = scope:road_quality
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}
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change_variable = {
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name = governance_road_quality
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add = -1
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}
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save_scope_value_as = {
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name = road_quality
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value = var:governance_road_quality
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}
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}
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stewardship_domain_special_1301_automatic_progress_effect = {
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hidden_effect = {
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random_list = {
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10 = { }
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10 = {
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stewardship_domain_special_1301_increase_road_progress_effect = yes
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}
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10 = {
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stewardship_domain_special_1301_increase_road_progress_effect = yes
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stewardship_domain_special_1301_increase_road_quality_effect = yes
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}
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1 = {
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stewardship_domain_special_1301_increase_road_progress_effect = yes
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stewardship_domain_special_1301_increase_road_quality_effect = yes
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scope:project_leader = {
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add_stewardship_skill = 1
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}
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}
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}
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}
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}
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stewardship_domain_special_1301_road_building_event_effect = {
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hidden_effect = {
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trigger_event = {
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on_action = stewardship_road_building_chain
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days = { 30 60 }
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}
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}
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}
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#####################
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# Patronage Effects #
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#####################
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stewardship_duty_1062_get_client_effect = {
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#If a suitable candidate was generated earlier, select them as an option.
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if = {
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limit = {
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any_pool_character = {
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province = root.capital_province
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has_character_flag = $FLAG$
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faith = root.faith
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culture = { has_same_culture_heritage = root.culture }
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age < 45
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NOT = { has_character_flag = stewardship_duty_1062_already_being_considered }
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}
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}
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random_pool_character = {
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province = root.capital_province
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limit = {
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has_character_flag = $FLAG$
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faith = root.faith
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culture = { has_same_culture_heritage = root.culture }
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age < 45
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NOT = { has_character_flag = stewardship_duty_1062_already_being_considered }
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}
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add_character_flag = {
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flag = stewardship_duty_1062_already_being_considered
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days = 10
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}
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save_scope_as = $CLIENT_SCOPE$
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}
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}
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}
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stewardship_duty_1062_create_philosopher_effect = {
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#Create a character with high learning to be our philosopher.
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random_dummy_gender_scholar_effect = yes
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create_character = {
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location = root.capital_province
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age = { 25 35 }
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gender = scope:dummy_scholar_gender
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trait = education_learning_2
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trait = shrewd
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faith = root.faith
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culture = root.culture
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learning = { 10 12 }
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save_scope_as = $CLIENT_SCOPE$
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}
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scope:$CLIENT_SCOPE$ = {
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add_character_flag = governance_1062_philosopher_flag
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add_character_flag = {
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flag = stewardship_duty_1062_already_being_considered
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days = 10
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}
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}
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}
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stewardship_duty_1062_create_gardener_effect = {
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#Create a character with decent stewardship and intelligence to be our gardener.
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random_dummy_gender_servant_effect = yes
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create_character = {
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location = root.capital_province
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age = { 25 35 }
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gender = scope:dummy_servant_gender
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trait = education_stewardship_1
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trait = diligent
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trait = patient
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faith = root.faith
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culture = root.culture
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learning = { 8 10 }
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stewardship = { 8 10 }
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save_scope_as = $CLIENT_SCOPE$
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}
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scope:$CLIENT_SCOPE$ = {
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add_character_flag = governance_1062_gardener_flag
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add_character_flag = {
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flag = stewardship_duty_1062_already_being_considered
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days = 10
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}
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}
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}
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stewardship_duty_1062_create_poet_effect = {
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#Create a character with high Diplomacy to be our poet.
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random_dummy_gender_scholar_effect = yes
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create_character = {
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location = root.capital_province
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age = { 25 35 }
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gender = scope:dummy_scholar_gender
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trait = education_diplomacy_2
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trait = gregarious
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trait = zealous
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trait = lifestyle_poet
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faith = root.faith
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culture = root.culture
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diplomacy = { 10 12 }
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save_scope_as = $CLIENT_SCOPE$
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}
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scope:$CLIENT_SCOPE$ = {
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add_character_flag = governance_1062_poet_flag
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add_character_flag = {
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flag = stewardship_duty_1062_already_being_considered
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days = 10
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}
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}
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}
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stewardship_duty_1064_extend_patronage_term_effect = {
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if = {
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limit = {
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$CLIENT$ = {
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has_character_flag = governance_1062_gardener_flag
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}
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}
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add_character_modifier = {
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modifier = governance_1062_immaculate_gardens_modifier
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years = 5
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}
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}
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else_if = {
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limit = {
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$CLIENT$ = {
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has_character_flag = governance_1062_poet_flag
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}
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}
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add_character_modifier = {
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modifier = governance_1062_religious_tapestries_modifier
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years = 5
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}
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}
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else_if = {
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limit = {
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$CLIENT$ = {
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has_character_flag = governance_1062_philosopher_flag
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}
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}
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add_character_modifier = {
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modifier = governance_1062_natural_philosopher_modifier
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years = 5
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}
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}
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}
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stewardship_duty_1064_remove_patrons_buff_effect = {
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if = {
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limit = {
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$CLIENT$ = {
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var:stewardship_duty_1062_employer = {
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has_character_modifier = governance_1062_immaculate_gardens_modifier
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}
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}
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}
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$CLIENT$ = {
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var:stewardship_duty_1062_employer = {
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remove_character_modifier = governance_1062_immaculate_gardens_modifier
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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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$CLIENT$ = {
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var:stewardship_duty_1062_employer = {
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has_character_modifier = governance_1062_religious_tapestries_modifier
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}
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}
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}
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$CLIENT$ = {
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var:stewardship_duty_1062_employer = {
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remove_character_modifier = governance_1062_religious_tapestries_modifier
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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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$CLIENT$ = {
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var:stewardship_duty_1062_employer = {
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has_character_modifier = governance_1062_natural_philosopher_modifier
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}
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}
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}
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$CLIENT$ = {
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var:stewardship_duty_1062_employer = {
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remove_character_modifier = governance_1062_natural_philosopher_modifier
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}
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}
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}
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#Removes the reference to our employer now that we're no longer working for them.
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$CLIENT$ = {
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remove_variable = stewardship_duty_1062_employer
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}
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}
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#########################
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# Domesday Book Effects #
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#########################
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#The following series of effects are used to calculate the ultimate impact of the domesday event chain on all of your provinces.
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#These are divided up into 3 sequential effects which will each check one possible factor to determine what that's factor's impact
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#on the final outcome will be, before the effect fires off the next effect in the sequence.
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#Determine which custom county localisation we should use, based on whether or not any counties have been excluded.
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stewardship_domain_special_1500_apply_domesday_effects = {
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#If any counties have been excluded at all, specify that they will not receive the bonus.
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if = {
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limit = {
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any_in_list = {
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list = excluded_counties
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exists = this
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}
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}
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stewardship_domain_special_1500_apply_domesday_effects_2 = {
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CUSTOM_TEXT = stewardship_domain_special.1590.every_nonexcluded_county
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}
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}
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#If no counties have been excluded from the survey, specify that all counties will receive the bonus.
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else = {
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stewardship_domain_special_1500_apply_domesday_effects_2 = {
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CUSTOM_TEXT = stewardship_domain_special.1590.every_county
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}
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}
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}
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#Determine which modifier we will apply to our counties, based on the total quality score accumulated during the event chain.
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stewardship_domain_special_1500_apply_domesday_effects_2 = {
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#All non-excluded counties receive the excellent quality modifier.
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if = {
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limit = {
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var:stewardship_domain_special_1500_domesday_quality >= stewardship_domain_special_1500_domesday_excellent_quality
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}
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stewardship_domain_special_1500_apply_domesday_effects_3 = {
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CUSTOM_TEXT = $CUSTOM_TEXT$
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DOMESDAY_ASSESSMENT = stewardship_domain_special_1500_excellent_quality_assessment
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INCREASE_CONTROL = 20
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}
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}
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#All non-excluded counties receive the high quality modifier.
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else_if = {
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limit = {
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var:stewardship_domain_special_1500_domesday_quality >= stewardship_domain_special_1500_domesday_high_quality
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}
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stewardship_domain_special_1500_apply_domesday_effects_3 = {
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CUSTOM_TEXT = $CUSTOM_TEXT$
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DOMESDAY_ASSESSMENT = stewardship_domain_special_1500_high_quality_assessment
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INCREASE_CONTROL = 15
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}
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}
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#All non-excluded-counties receive the mediocre quality modifier.
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else = {
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stewardship_domain_special_1500_apply_domesday_effects_3 = {
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CUSTOM_TEXT = $CUSTOM_TEXT$
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DOMESDAY_ASSESSMENT = stewardship_domain_special_1500_mediocre_quality_assessment
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INCREASE_CONTROL = 10
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}
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}
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#If the quality level of the survey is poor, no counties will receive any modifier.
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}
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#Determine whether to use the distributed records effect or the no records effect, based on which option the player picked during the final event.
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stewardship_domain_special_1500_apply_domesday_effects_3 = {
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every_in_list = {
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list = non_excluded_counties
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custom = $CUSTOM_TEXT$
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#Apply only the survey modifier to eligible counties.
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change_county_control = $INCREASE_CONTROL$
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add_county_modifier = {
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modifier = $DOMESDAY_ASSESSMENT$
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days = 1825
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}
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}
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}
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#These following two effects increase or decrease the variable which keeps track of the survey's quality.
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#Taking a penalty to the quality level hurts more than gaining a bonus, so the player needs to be judicious
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#when determining if what they gain from accepting a penalty is worth the trade-off.
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|
|
|
#Increase domesday quality
|
|
stewardship_domain_special_1500_increase_quality_effect = {
|
|
change_variable = {
|
|
name = stewardship_domain_special_1500_domesday_quality
|
|
add = 1
|
|
}
|
|
custom_tooltip = stewardship_domain_special.1500.quality_increase.tt
|
|
}
|
|
|
|
|
|
#Decrease domesday quality
|
|
stewardship_domain_special_1500_decrease_quality_effect = {
|
|
change_variable = {
|
|
name = stewardship_domain_special_1500_domesday_quality
|
|
add = -2
|
|
}
|
|
custom_tooltip = stewardship_domain_special.1500.quality_decrease.tt
|
|
}
|
|
|
|
#This effect is used at the end of the Domesday event chain to clean up any remaining variables/flags.
|
|
stewardship_domain_special_1500_domesday_cleanup = {
|
|
remove_character_flag = is_in_stewardship_domain_special_event
|
|
remove_variable = stewardship_domain_special_1500_domesday_is_active
|
|
remove_variable = stewardship_domain_special_1500_domesday_assessors_protected
|
|
remove_variable = stewardship_domain_special_1500_remaining_random_events
|
|
remove_variable = stewardship_domain_special_1500_domesday_quality
|
|
remove_variable = stewardship_domain_special_1500_last_random_event
|
|
remove_variable = stewardship_domain_special_1500_domesday_is_active
|
|
}
|
|
|
|
|
|
sell_titles_grant_sufficient_gold_effect = {
|
|
hidden_effect = {
|
|
if = {
|
|
limit = {
|
|
short_term_gold < $AMOUNT$
|
|
}
|
|
add_gold = $AMOUNT$
|
|
}
|
|
}
|
|
}
|