N3OW/N3OW/common/scripted_effects/00_yearly_event_effects.txt
2025-10-30 12:41:45 +00:00

433 lines
8.9 KiB
Text

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