433 lines
8.9 KiB
Text
433 lines
8.9 KiB
Text
#Effects used in the random Yearly 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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yearly_0001_set_random_weighted_skill_effect = {
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set_variable = {
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name = yearly_0001_skill
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value = flag:diplomacy
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}
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random_list = {
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20 = {
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#Must be better at the skill we pick than our liege.
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trigger = {
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$MENTEE$.diplomacy < $MENTOR$.diplomacy
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}
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$MENTEE$ = {
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set_variable = {
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name = yearly_0001_skill
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value = flag:diplomacy
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}
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}
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}
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20 = {
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#Must be better at the skill we pick than our liege.
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trigger = {
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$MENTEE$.martial < $MENTOR$.martial
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}
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$MENTEE$ = {
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set_variable = {
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name = yearly_0001_skill
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value = flag:martial
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}
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}
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}
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20 = {
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#Must be better at the skill we pick than our liege.
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trigger = {
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$MENTEE$.stewardship < $MENTOR$.stewardship
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}
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$MENTEE$ = {
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set_variable = {
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name = yearly_0001_skill
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value = flag:stewardship
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}
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}
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}
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20 = {
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#Must be better at the skill we pick than our liege.
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trigger = {
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$MENTEE$.intrigue < $MENTOR$.intrigue
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}
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$MENTEE$ = {
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set_variable = {
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name = yearly_0001_skill
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value = flag:intrigue
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}
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}
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}
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20 = {
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#
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trigger = {
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$MENTEE$.learning < $MENTOR$.learning
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}
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$MENTEE$ = {
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set_variable = {
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name = yearly_0001_skill
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value = flag:learning
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}
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}
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}
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}
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}
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yearly_0001_improve_skill_effect = {
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$MENTOR$ = {
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save_scope_as = effect_mentor
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}
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$MENTEE$ = {
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save_scope_as = effect_mentee
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}
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#First we need to determine how much our mentor can teach us.
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#This is based on the skill difference between the two of us.
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if = {
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limit = {
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var:yearly_0001_skill = flag:diplomacy
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}
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random_list = {
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#Permanently increase Diplomacy by 2 points
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33 = {
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desc = yearly.0001.a.success
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#Lower chance of getting this result as Diplomacy increases.
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yearly_0001_success_modifier = {
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SKILL = diplomacy
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}
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#Apply the skill increase
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send_interface_toast = {
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title = yearly.0001.a.success
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left_icon = $MENTEE$
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right_icon = $MENTOR$
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add_diplomacy_skill = 2
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}
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}
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#Temporarily increase Diplomacy by 3 points
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66 = {
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desc = yearly.0001.a.failure
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send_interface_toast = {
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title = yearly.0001.a.failure
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left_icon = $MENTEE$
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right_icon = $MENTOR$
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add_character_modifier = {
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modifier = yearly_0001_improved_diplomacy
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years = 5
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}
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}
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}
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}
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}
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else_if = {
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limit = {
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var:yearly_0001_skill = flag:martial
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}
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random_list = {
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#Permanently increase Martial by 2 points
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33 = {
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desc = yearly.0001.a.success
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#Lower chance of getting this result as Martial increases.
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yearly_0001_success_modifier = {
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SKILL = martial
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}
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#Apply the skill increase
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send_interface_toast = {
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title = yearly.0001.a.success
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left_icon = $MENTEE$
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right_icon = $MENTOR$
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add_martial_skill = 2
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}
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}
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#Temporarily increase Martial by 3 points
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66 = {
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desc = yearly.0001.a.failure
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send_interface_toast = {
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title = yearly.0001.a.failure
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left_icon = $MENTEE$
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right_icon = $MENTOR$
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add_character_modifier = {
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modifier = yearly_0001_improved_martial
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years = 5
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}
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}
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}
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}
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}
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else_if = {
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limit = {
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var:yearly_0001_skill = flag:stewardship
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}
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random_list = {
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#Permanently increase Stewardship by 2 points
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33 = {
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desc = yearly.0001.a.success
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#Lower chance of getting this result as Stewardship increases.
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yearly_0001_success_modifier = {
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SKILL = stewardship
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}
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#Apply the skill increase
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send_interface_toast = {
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title = yearly.0001.a.success
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left_icon = $MENTEE$
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right_icon = $MENTOR$
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add_stewardship_skill = 2
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}
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}
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#Temporarily increase Stewardship by 3 points
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66 = {
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desc = yearly.0001.a.failure
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send_interface_toast = {
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title = yearly.0001.a.failure
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left_icon = $MENTEE$
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right_icon = $MENTOR$
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add_character_modifier = {
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modifier = yearly_0001_improved_stewardship
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years = 5
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}
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}
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}
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}
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}
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else_if = {
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limit = {
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var:yearly_0001_skill = flag:intrigue
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}
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random_list = {
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#Permanently increase Intrigue by 2 points
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33 = {
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desc = yearly.0001.a.success
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#Lower chance of getting this result as Intrigue increases.
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yearly_0001_success_modifier = {
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SKILL = intrigue
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}
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#Apply the skill increase
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send_interface_toast = {
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title = yearly.0001.a.success
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left_icon = $MENTEE$
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right_icon = $MENTOR$
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add_intrigue_skill = 2
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}
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}
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#Temporarily increase Intrigue by 3 points
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66 = {
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desc = yearly.0001.a.failure
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send_interface_toast = {
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title = yearly.0001.a.failure
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left_icon = $MENTEE$
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right_icon = $MENTOR$
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add_character_modifier = {
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modifier = yearly_0001_improved_intrigue
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years = 5
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}
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}
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}
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}
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}
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else_if = {
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limit = {
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var:yearly_0001_skill = flag:learning
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}
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random_list = {
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#Permanently increase Learning by 2 points
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33 = {
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desc = yearly.0001.a.success
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#Lower chance of getting this result as Learning increases.
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yearly_0001_success_modifier = {
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SKILL = learning
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}
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#Apply the skill increase
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send_interface_toast = {
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title = yearly.0001.a.success
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left_icon = $MENTEE$
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right_icon = $MENTOR$
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add_learning_skill = 2
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}
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}
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#Temporarily increase Learning by 3 points
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66 = {
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desc = yearly.0001.a.failure
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send_interface_toast = {
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title = yearly.0001.a.failure
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left_icon = $MENTEE$
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right_icon = $MENTOR$
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add_character_modifier = {
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modifier = yearly_0001_improved_learning
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years = 5
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}
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}
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}
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}
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}
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}
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#Tried to come up with a better way to do this other than making a duplicate function for it, but failed.
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#Localization makes it nigh impossible to make a scripted effect which can handle all possible use cases effectively.
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yearly_0001_improve_vassal_skill_effect = {
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#First we need to determine how much our mentor can teach us.
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#This is based on the skill difference between the two of us.
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if = {
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limit = {
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var:yearly_0001_skill = flag:diplomacy
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}
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random_list = {
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#Permanently increase Diplomacy by 2 points
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33 = {
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desc = yearly.0001.b.success
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#Lower chance of getting this result as Diplomacy increases.
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yearly_0001_success_modifier = {
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SKILL = diplomacy
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}
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add_diplomacy_skill = 2
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}
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#Temporarily increase Diplomacy by 3 points
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66 = {
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desc = yearly.0001.b.failure
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add_character_modifier = {
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modifier = yearly_0001_improved_diplomacy
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years = 5
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}
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}
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}
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}
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else_if = {
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limit = {
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var:yearly_0001_skill = flag:martial
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}
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random_list = {
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#Permanently increase Martial by 2 points
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33 = {
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desc = yearly.0001.b.success
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#Lower chance of getting this result as Martial increases.
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yearly_0001_success_modifier = {
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SKILL = martial
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}
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add_martial_skill = 2
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}
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#Temporarily increase Martial by 3 points
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66 = {
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desc = yearly.0001.b.failure
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add_character_modifier = {
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modifier = yearly_0001_improved_martial
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years = 5
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}
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}
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}
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}
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else_if = {
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limit = {
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var:yearly_0001_skill = flag:stewardship
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}
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random_list = {
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#Permanently increase Stewardship by 2 points
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33 = {
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desc = yearly.0001.b.success
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#Lower chance of getting this result as Stewardship increases.
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yearly_0001_success_modifier = {
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SKILL = stewardship
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}
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add_stewardship_skill = 2
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}
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#Temporarily increase Stewardship by 3 points
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66 = {
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desc = yearly.0001.b.failure
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add_character_modifier = {
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modifier = yearly_0001_improved_stewardship
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years = 5
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}
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}
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}
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}
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else_if = {
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limit = {
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var:yearly_0001_skill = flag:intrigue
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}
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random_list = {
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#Permanently increase Intrigue by 2 points
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33 = {
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desc = yearly.0001.b.success
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#Lower chance of getting this result as Intrigue increases.
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yearly_0001_success_modifier = {
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SKILL = intrigue
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}
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add_intrigue_skill = 2
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}
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#Temporarily increase Intrigue by 3 points
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66 = {
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desc = yearly.0001.b.failure
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add_character_modifier = {
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modifier = yearly_0001_improved_intrigue
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years = 5
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}
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}
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}
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}
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else_if = {
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limit = {
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var:yearly_0001_skill = flag:learning
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}
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random_list = {
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#Permanently increase Learning by 2 points
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33 = {
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desc = yearly.0001.b.success
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#Lower chance of getting this result as Learning increases.
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yearly_0001_success_modifier = {
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SKILL = learning
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}
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add_learning_skill = 2
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}
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#Temporarily increase Learning by 3 points
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66 = {
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desc = yearly.0001.b.failure
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add_character_modifier = {
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modifier = yearly_0001_improved_learning
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years = 5
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}
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}
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}
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}
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}
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