228 lines
6.2 KiB
Text
228 lines
6.2 KiB
Text
##########################
|
|
# UNITY EFFECTS
|
|
##########################
|
|
|
|
# This is a general effect to make you able to impact House Unity.
|
|
# The following scopes are needed:
|
|
# CHARACTER - The character doing the "action" that changes unity (usually scope:actor or ROOT)
|
|
# TARGET - The character being targeted by the "action"
|
|
# VALUE - How much unity should change (there are scripted values for these)
|
|
# DESC - A description of what CHARACTER did
|
|
#add_clan_unity_interaction_effect = {
|
|
# if = {
|
|
# limit = { # Check if unity is relevant
|
|
# $CHARACTER$ = { government_has_flag = government_is_clan }
|
|
# $TARGET$ = { government_has_flag = government_is_clan }
|
|
# exists = $CHARACTER$.house
|
|
# exists = $TARGET$.house
|
|
# $CHARACTER$.house = $TARGET$.house
|
|
# }
|
|
#
|
|
# # Save scopes for localisation
|
|
# $CHARACTER$ = { save_scope_as = unity_character }
|
|
# $TARGET$ = { save_scope_as = unity_target }
|
|
#
|
|
# $CHARACTER$.house = {
|
|
# save_scope_as = character_house
|
|
#
|
|
# add_unity_value = {
|
|
# value = {
|
|
# value = $VALUE$
|
|
# if = { # House heads have a larger impact on unity
|
|
# limit = { house_head = $CHARACTER$ }
|
|
# multiply = unity_house_head_multiplier_value
|
|
# }
|
|
# }
|
|
# character = $CHARACTER$
|
|
# desc = $DESC$
|
|
# }
|
|
# }
|
|
# }
|
|
#}
|
|
|
|
# Used in the following events:
|
|
# vassal_interaction.0002
|
|
# vassal_interaction.0003
|
|
# vassal_interaction.0004
|
|
stop_attacker_vassal_war_add_clan_unity_effect = {
|
|
# If we are clan, we want to affect unity, but only during certain situations...
|
|
if = {
|
|
limit = { # If we are asking a non-house member to stop attacking a house member, gain unity
|
|
exists = scope:actor.house
|
|
exists = scope:recipient.house
|
|
scope:recipient.house != scope:actor.house
|
|
}
|
|
add_clan_unity_interaction_effect = {
|
|
CHARACTER = scope:actor
|
|
TARGET = scope:defender
|
|
VALUE = medium_unity_gain
|
|
DESC = clan_unity_aided_in_war.desc
|
|
REVERSE_NON_HOUSE_TARGET = no
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = { # If we are asking a house member to stop attacking a non-house member, lose unity
|
|
exists = scope:actor.house
|
|
exists = scope:defender.house
|
|
scope:defender.house != scope:actor.house
|
|
}
|
|
add_clan_unity_interaction_effect = {
|
|
CHARACTER = scope:actor
|
|
TARGET = scope:recipient
|
|
VALUE = medium_unity_loss
|
|
DESC = clan_unity_stopped_vassal_war.desc
|
|
REVERSE_NON_HOUSE_TARGET = no
|
|
}
|
|
}
|
|
}
|
|
|
|
# Used in the following events:
|
|
# vassal_interaction.0012
|
|
# vassal_interaction.0013
|
|
# vassal_interaction.0014
|
|
stop_defender_vassal_war_add_clan_unity_effect = {
|
|
# If we are clan, we want to affect unity, but only during certain situations...
|
|
if = {
|
|
limit = { # If recipient is a house member and the attacker is not, lose unity
|
|
exists = scope:actor.house
|
|
exists = scope:attacker.house
|
|
scope:attacker.house != scope:actor.house
|
|
}
|
|
add_clan_unity_interaction_effect = {
|
|
CHARACTER = scope:actor
|
|
TARGET = scope:recipient
|
|
VALUE = medium_unity_loss
|
|
DESC = clan_unity_stop_defender_vassal_war.desc
|
|
REVERSE_NON_HOUSE_TARGET = no
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = { # If recipient is a non-house member and the attacker is, gain unity
|
|
exists = scope:actor.house
|
|
exists = scope:recipient.house
|
|
scope:recipient.house != scope:actor.house
|
|
}
|
|
add_clan_unity_interaction_effect = {
|
|
CHARACTER = scope:actor
|
|
TARGET = scope:attacker
|
|
VALUE = medium_unity_gain
|
|
DESC = clan_unity_aided_in_war.desc
|
|
REVERSE_NON_HOUSE_TARGET = no
|
|
}
|
|
}
|
|
}
|
|
|
|
refuse_call_to_arms_add_clan_unity_effect = {
|
|
add_clan_unity_interaction_effect = {
|
|
CHARACTER = scope:actor
|
|
TARGET = scope:recipient
|
|
VALUE = medium_unity_loss
|
|
DESC = clan_unity_call_to_war_decline.desc
|
|
REVERSE_NON_HOUSE_TARGET = no
|
|
}
|
|
}
|
|
|
|
accept_faith_conversion_add_clan_unity_effect = {
|
|
# If we are clan, we want to affect unity when converting another house member to our faith...
|
|
if = { # But you only gain unity if you are converting a member TO the house's primary faith
|
|
limit = {
|
|
exists = scope:actor.house
|
|
scope:actor.house = {
|
|
any_house_member = {
|
|
percent >= 0.6
|
|
faith = scope:actor.faith
|
|
}
|
|
}
|
|
}
|
|
add_clan_unity_interaction_effect = {
|
|
CHARACTER = scope:actor
|
|
TARGET = scope:recipient
|
|
VALUE = minor_unity_gain
|
|
DESC = clan_unity_conversion_accepted.desc
|
|
REVERSE_NON_HOUSE_TARGET = no
|
|
}
|
|
}
|
|
else_if = { # If you are converting them AWAY from the primary faith, lose unity
|
|
limit = {
|
|
exists = scope:actor.house
|
|
scope:actor.house = {
|
|
any_house_member = {
|
|
percent >= 0.6
|
|
faith = scope:recipient.faith
|
|
}
|
|
}
|
|
}
|
|
add_clan_unity_interaction_effect = {
|
|
CHARACTER = scope:actor
|
|
TARGET = scope:recipient
|
|
VALUE = medium_unity_loss
|
|
DESC = clan_unity_conversion_accepted.desc
|
|
REVERSE_NON_HOUSE_TARGET = no
|
|
}
|
|
}
|
|
}
|
|
|
|
refuse_faith_conversion_add_clan_unity_effect = {
|
|
# If we are clan, we want to affect unity when we fail to convert another house member to our faith...
|
|
if = { # If target declines to convert TO the house's primary faith, lose unity
|
|
limit = {
|
|
exists = scope:actor.house
|
|
scope:actor.house = {
|
|
any_house_member = {
|
|
percent >= 0.6
|
|
faith = scope:actor.faith
|
|
}
|
|
}
|
|
}
|
|
add_clan_unity_interaction_effect = {
|
|
CHARACTER = scope:actor
|
|
TARGET = scope:recipient
|
|
VALUE = medium_unity_loss
|
|
DESC = clan_unity_conversion_declined.desc
|
|
REVERSE_NON_HOUSE_TARGET = no
|
|
}
|
|
}
|
|
else_if = { # If target declines to convert while BEING of the primary faith, gain unity
|
|
limit = {
|
|
exists = scope:actor.house
|
|
scope:actor.house = {
|
|
any_house_member = {
|
|
percent >= 0.6
|
|
faith = scope:recipient.faith
|
|
}
|
|
}
|
|
}
|
|
add_clan_unity_interaction_effect = {
|
|
CHARACTER = scope:actor
|
|
TARGET = scope:recipient
|
|
VALUE = minor_unity_gain
|
|
DESC = clan_unity_conversion_declined.desc
|
|
REVERSE_NON_HOUSE_TARGET = no
|
|
}
|
|
}
|
|
}
|
|
|
|
notify_players_about_unity_change_effect = {
|
|
# Notify human players if they are not involved!
|
|
$CHARACTER$.house = {
|
|
every_house_member = {
|
|
limit = {
|
|
is_ai = no
|
|
NOT = { this = $CHARACTER$ }
|
|
NOT = { this = $TARGET$ }
|
|
}
|
|
$CHARACTER$ = { save_scope_as = actor }
|
|
|
|
send_interface_message = {
|
|
type = event_generic_neutral_text
|
|
title = unity_changed_title
|
|
desc = {
|
|
desc = unity_changed_desc
|
|
desc = $DESC$
|
|
}
|
|
left_icon = $CHARACTER$
|
|
right_icon = $TARGET$
|
|
}
|
|
}
|
|
}
|
|
}
|