N3OW/events/lifestyles/warfare_lifestyle/learn_commander_trait_events.txt
2026-01-06 14:25:21 +01:00

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#Events for learning Commander Traits from a character
# by Petter Vilberg
namespace = learn_commander_trait
#AI event for granting characters random commander traits
learn_commander_trait.0001 = {
hidden = yes
trigger = {
NOT = { has_character_flag = being_taught_commander_trait }
number_of_commander_traits < 3
is_available_adult = yes
}
weight_multiplier = {
base = 1
compare_modifier = {
factor = martial
multiplier = 0.1
max = 2
}
modifier = {
add = 1
culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
}
modifier = {
factor = 0.25
number_of_commander_traits > 0
}
modifier = {
factor = 0.25
number_of_commander_traits > 1
}
}
immediate = {
give_random_commander_trait_effect = yes
}
}
#Choose whether to become aggressive_attacker, unyielding_defender or flexible_leader
learn_commander_trait.0002 = {
type = character_event
title = learn_commander_trait.0002.t
desc = learn_commander_trait.0002.desc
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
trigger = {
NOT = { has_character_flag = being_taught_commander_trait }
number_of_commander_traits < 3
}
weight_multiplier = {
base = 1
compare_modifier = {
factor = martial
multiplier = 0.1
max = 2
}
modifier = {
add = 1
culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
}
modifier = {
factor = 0.3
number_of_commander_traits > 0
}
modifier = {
factor = 0.3
number_of_commander_traits > 1
}
}
option = {
name = learn_commander_trait.0002.a
trigger = { NOT = { has_trait = aggressive_attacker } }
add_trait = aggressive_attacker
stress_impact = {
calm = minor_stress_impact_gain
lazy = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
patient = minor_stress_impact_gain
craven = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 0.25
ai_energy = 0.5
ai_boldness = 1
ai_vengefulness = 0.2
ai_compassion = -0.5
}
}
}
option = {
name = learn_commander_trait.0002.b
trigger = { NOT = { has_trait = unyielding_defender } }
add_trait = unyielding_defender
stress_impact = {
arrogant = minor_stress_impact_gain
fickle = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
impatient = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = -0.25
ai_boldness = -0.2
ai_rationality = 0.2
ai_honor = 0.2
}
}
}
option = {
name = learn_commander_trait.0002.c
trigger = { NOT = { has_trait = flexible_leader } }
add_trait = flexible_leader
stress_impact = {
stubborn = medium_stress_impact_gain
content = minor_stress_impact_gain
impatient = minor_stress_impact_gain
wrathful = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_boldness = 0.5
ai_vengefulness = -0.5
}
}
}
}
#Choose whether to become a Logistician, a Military Engineer, or forder
learn_commander_trait.0003 = {
type = character_event
title = learn_commander_trait.0003.t
desc = learn_commander_trait.0003.desc
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
trigger = {
NOT = { has_character_flag = being_taught_commander_trait }
number_of_commander_traits < 3
}
weight_multiplier = {
base = 1
compare_modifier = {
factor = martial
multiplier = 0.1
max = 2
}
modifier = {
add = 1
culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
}
modifier = {
factor = 0.3
number_of_commander_traits > 0
}
modifier = {
factor = 0.3
number_of_commander_traits > 1
}
}
option = {
name = learn_commander_trait.0003.a
trigger = { NOT = { has_trait = logistician } }
add_trait = logistician
stress_impact = {
impatient = minor_stress_impact_gain
greedy = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
lazy = minor_stress_impact_gain
eccentric = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_energy = 0.25
ai_greed = -0.5
}
}
}
option = {
name = learn_commander_trait.0003.b
trigger = { NOT = { has_trait = military_engineer } }
add_trait = military_engineer
stress_impact = {
impatient = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -0.25
ai_greed = 0.5
ai_boldness = -0.25
}
}
}
option = {
name = learn_commander_trait.0003.c
trigger = { NOT = { has_trait = forder } }
add_trait = forder
stress_impact = {
eccentric = minor_stress_impact_loss
patient = minor_stress_impact_gain
content = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 0.5
ai_energy = 0.5
ai_rationality = -0.25
}
}
}
}
#Choose whether to become Reckless or a Reaver
learn_commander_trait.0004 = {
type = character_event
title = learn_commander_trait.0004.t
desc = learn_commander_trait.0004.desc
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
trigger = {
NOT = { has_character_flag = being_taught_commander_trait }
number_of_commander_traits < 3
OR = {
NOT = { has_trait = reckless }
NOT = { has_trait = reaver }
}
}
weight_multiplier = {
base = 1
compare_modifier = {
factor = martial
multiplier = 0.1
max = 2
}
modifier = {
add = 1
culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
}
modifier = {
factor = 0.3
number_of_commander_traits > 0
}
modifier = {
factor = 0.3
number_of_commander_traits > 1
}
}
option = { #Reckless
name = learn_commander_trait.0004.b
trigger = { NOT = { has_trait = reckless } }
add_trait = reckless
stress_impact = {
eccentric = minor_stress_impact_loss
calm = minor_stress_impact_gain
paranoid = medium_stress_impact_gain
diligent = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -0.5
ai_zeal = 0.5
ai_boldness = 1
ai_vengefulness = 0.5
}
}
}
option = { #Reaver
name = learn_commander_trait.0004.c
trigger = { NOT = { has_trait = reaver } }
add_trait = reaver
stress_impact = {
generous = medium_stress_impact_gain
forgiving = minor_stress_impact_gain
eccentric = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_honor = -0.25
ai_boldness = 0.5
ai_energy = 0.5
}
}
}
}
#Become a Holy Warrior
learn_commander_trait.0006 = {
type = character_event
title = learn_commander_trait.0006.t
desc = learn_commander_trait.0006.desc
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
trigger = {
NOT = { has_character_flag = being_taught_commander_trait }
NOT = { has_trait = holy_warrior }
number_of_commander_traits < 3
NOT = { has_trait = cynical }
piety > 0
}
weight_multiplier = {
base = 1
modifier = {
factor = 5
has_trait = zealous
}
modifier = {
add = 1
culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
}
modifier = {
factor = 0.3
number_of_commander_traits > 0
}
modifier = {
factor = 0.3
number_of_commander_traits > 1
}
}
option = {
name = learn_commander_trait.0006.a
add_trait = holy_warrior
}
}
#Become a Desert Warrior
learn_commander_trait.0007 = {
type = character_event
title = learn_commander_trait.0007.t
desc = learn_commander_trait.0007.desc
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
trigger = {
NOT = { has_character_flag = being_taught_commander_trait }
NOT = { has_trait = desert_warrior }
number_of_commander_traits < 3
any_directly_owned_province = {
terrain = desert
}
}
weight_multiplier = {
base = 1
modifier = {
add = 1
capital_province = {
terrain = desert
}
}
modifier = {
add = 1
culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
}
modifier = {
factor = 1.5
any_directly_owned_province = {
count > 3
terrain = desert
}
}
modifier = {
factor = 0.3
number_of_commander_traits > 0
}
modifier = {
factor = 0.3
number_of_commander_traits > 1
}
}
option = {
name = learn_commander_trait.0007.a
add_trait = desert_warrior
}
}
#Become a Jungle Stalker
learn_commander_trait.0008 = {
type = character_event
title = learn_commander_trait.0008.t
desc = learn_commander_trait.0008.desc
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
trigger = {
NOT = { has_character_flag = being_taught_commander_trait }
NOT = { has_trait = jungle_stalker }
number_of_commander_traits < 3
any_directly_owned_province = {
terrain = jungle
}
}
weight_multiplier = {
base = 1
modifier = {
add = 1
capital_province = {
terrain = jungle
}
}
modifier = {
add = 1
culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
}
modifier = {
factor = 1.5
any_directly_owned_province = {
count > 3
terrain = jungle
}
}
modifier = {
factor = 0.3
number_of_commander_traits > 0
}
modifier = {
factor = 0.3
number_of_commander_traits > 1
}
}
option = {
name = learn_commander_trait.0008.a
add_trait = jungle_stalker
}
}
#Become a Winter Soldier
learn_commander_trait.0009 = {
type = character_event
title = learn_commander_trait.0009.t
desc = learn_commander_trait.0009.desc
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
trigger = {
NOT = { has_character_flag = being_taught_commander_trait }
NOT = { has_trait = winter_soldier }
number_of_commander_traits < 3
any_directly_owned_province = {
OR = {
terrain = taiga
geographical_region = world_tibet
geographical_region = world_europe_north
geographical_region = world_europe_east
geographical_region = world_steppe
}
}
}
weight_multiplier = {
base = 1
modifier = {
add = 1
capital_province = {
terrain = taiga
}
}
modifier = {
add = 1
culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
}
modifier = {
factor = 1.5
any_directly_owned_province = {
count > 3
terrain = taiga
}
}
modifier = {
factor = 0.3
number_of_commander_traits > 0
}
modifier = {
factor = 0.3
number_of_commander_traits > 1
}
}
option = {
name = learn_commander_trait.0009.a
add_trait = winter_soldier
}
}
##################
# Commander Trait Teaching/Learning Chain
# 1000-1999
# by Petter Vilberg
##################
#NOTE: All last two digits (xx03, xx21, etc.) should refer to the same trait.
learn_commander_trait.1000 = {
type = character_event
hidden = yes
trigger = {
NOT = { has_character_flag = being_taught_commander_trait }
number_of_commander_traits < commander_trait_limit
#Check for a suitable teacher
OR = {
any_vassal = {
is_available_adult = yes
opinion = {
target = root
value > 10
}
#has_trait = education_martial
root = {
character_has_commander_trait_scope_does_not = prev
}
}
any_courtier = {
is_available_adult = yes
opinion = {
target = root
value > 10
}
#has_trait = education_martial
root = {
character_has_commander_trait_scope_does_not = prev
}
}
}
}
weight_multiplier = {
base = 1
modifier = {
add = 1
culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
}
modifier = {
factor = 0.5
number_of_commander_traits > 0
}
modifier = {
factor = 0.5
number_of_commander_traits > 1
}
}
immediate = {
#Find an AI Vassal or Commander who has a CT you don't
random_vassal = {
limit = {
is_available_adult = yes
opinion = {
target = root
value > 10
}
root = {
character_has_commander_trait_scope_does_not = prev
}
}
weight = {
base = 1
modifier = {
add = 4
has_trait = education_martial
}
}
save_scope_as = teacher
}
if = {
limit = {
NOT = { exists = scope:teacher }
}
random_courtier = {
limit = {
is_available_adult = yes
opinion = {
target = root
value > 10
}
#has_trait = education_martial
root = {
character_has_commander_trait_scope_does_not = prev
}
}
save_scope_as = teacher
}
}
if = {
limit = { root = { is_ai = no } }
scope:teacher = { #Make sure they have a quirk to refer to.
assign_quirk_effect = yes
}
}
add_character_flag = {
flag = being_taught_commander_trait
days = 1825
}
randomize_commander_trait_to_be_taught_effect = yes
if = {
limit = {
has_variable = commander_trait_being_taught
}
trigger_event = {
on_action = learn_commander_trait_offer
}
}
}
}
##############
#TRAIT CHAINS
##############
#Logistician
##############
#Training offer
learn_commander_trait.1101 = {
type = character_event
title = learn_commander_trait.01.t
desc = {
desc = learn_commander_trait.11.opening
desc = learn_commander_trait.1101.desc
}
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:logistician
is_imprisoned = no
}
weight_multiplier = {
base = 1
}
option = { #Please teach me
name = learn_commander_trait.11.a
commander_trait_teaching_setup_effect = yes
custom_tooltip = learn_commander_trait.11.martial_tt
}
option = { #No, I already know enough
name = learn_commander_trait.11.b
remove_variable = commander_trait_being_taught
remove_character_flag = being_taught_commander_trait
custom_tooltip = learn_commander_trait.11.b.tt
}
}
#Final Test
learn_commander_trait.1201 = {
type = character_event
title = learn_commander_trait.01.t
desc = learn_commander_trait.1201.desc
theme = war
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:logistician
}
option = {
name = learn_commander_trait.12.a
learn_commander_trait_final_test_duel_effect = yes
}
option = { #Back out
name = learn_commander_trait.12.b
stress_impact = {
base = minor_stress_gain
}
giving_up_on_commander_trait_training_effect = yes
}
}
#Success
learn_commander_trait.1301 = {
type = character_event
title = learn_commander_trait.01.t
desc = learn_commander_trait.1301.desc
theme = war
left_portrait = {
character = root
animation = celebrate_wooden_sword
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
var:commander_trait_being_taught = flag:logistician
}
option = {
name = learn_commander_trait.13.a
learn_commander_trait_success_effect = yes
}
after = {
if = {
limit = {
exists = var:commander_trait_being_taught
}
remove_variable = commander_trait_being_taught
}
if = {
limit = {
has_character_flag = being_taught_commander_trait
}
remove_character_flag = being_taught_commander_trait
}
}
}
#Failure
learn_commander_trait.1401 = {
type = character_event
title = learn_commander_trait.01.t
desc = learn_commander_trait.1401.desc
theme = war
left_portrait = {
character = root
animation = shame
}
right_portrait = {
character = scope:teacher
animation = stressed_teacher
}
trigger = {
var:commander_trait_being_taught = flag:logistician
}
immediate = {
}
option = { #I will try again!
name = learn_commander_trait.14.a
custom_tooltip = learn_commander_trait.14.a.tt
trigger_event = {
on_action = learn_commander_trait_test
days = { 50 600 }
}
}
option = { #I give up
name = learn_commander_trait.14.b
custom_tooltip = learn_commander_trait.14.b.tt
giving_up_on_commander_trait_training_effect = yes
}
}
#Military Engineer
##################
#Training offer
learn_commander_trait.1102 = {
type = character_event
title = learn_commander_trait.02.t
desc = {
desc = learn_commander_trait.11.opening
desc = learn_commander_trait.1102.desc
}
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:military_engineer
}
weight_multiplier = {
base = 1
}
option = { #Please teach me
name = learn_commander_trait.11.a
commander_trait_teaching_setup_effect = yes
custom_tooltip = learn_commander_trait.11.martial_tt
}
option = { #No, I already know enough
name = learn_commander_trait.11.b
remove_variable = commander_trait_being_taught
remove_character_flag = being_taught_commander_trait
custom_tooltip = learn_commander_trait.11.b.tt
}
}
#Final test
learn_commander_trait.1202 = {
type = character_event
title = learn_commander_trait.02.t
desc = learn_commander_trait.1202.desc
theme = war
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:military_engineer
}
option = {
name = learn_commander_trait.12.a
learn_commander_trait_final_test_duel_effect = yes
}
option = { #Back out
name = learn_commander_trait.12.b
stress_impact = {
base = minor_stress_gain
}
giving_up_on_commander_trait_training_effect = yes
}
}
#Success
learn_commander_trait.1302 = {
type = character_event
title = learn_commander_trait.02.t
desc = learn_commander_trait.1302.desc
theme = war
left_portrait = {
character = root
animation = celebrate_wooden_sword
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
var:commander_trait_being_taught = flag:military_engineer
}
option = {
name = learn_commander_trait.13.a
learn_commander_trait_success_effect = yes
}
after = {
if = {
limit = {
exists = var:commander_trait_being_taught
}
remove_variable = commander_trait_being_taught
}
if = {
limit = {
has_character_flag = being_taught_commander_trait
}
remove_character_flag = being_taught_commander_trait
}
}
}
#Failure
learn_commander_trait.1402 = {
type = character_event
title = learn_commander_trait.02.t
desc = learn_commander_trait.1402.desc
theme = war
left_portrait = {
character = root
animation = shame
}
right_portrait = {
character = scope:teacher
animation = stressed_teacher
}
trigger = {
var:commander_trait_being_taught = flag:military_engineer
}
immediate = {
}
option = {
name = learn_commander_trait.14.a
custom_tooltip = learn_commander_trait.14.a.tt
trigger_event = {
on_action = learn_commander_trait_test
days = { 50 600 }
}
}
option = {
name = learn_commander_trait.14.b
custom_tooltip = learn_commander_trait.14.b.tt
giving_up_on_commander_trait_training_effect = yes
}
}
#aggressive_attacker
##################
#Training offer
learn_commander_trait.1103 = {
type = character_event
title = learn_commander_trait.03.t
desc = {
desc = learn_commander_trait.11.opening
desc = learn_commander_trait.11.desc
}
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:aggressive_attacker
}
weight_multiplier = {
base = 1
}
option = { #Please teach me
name = learn_commander_trait.11.a
commander_trait_teaching_setup_effect = yes
custom_tooltip = learn_commander_trait.11.martial_tt
}
option = { #No, I already know enough
name = learn_commander_trait.11.b
remove_variable = commander_trait_being_taught
remove_character_flag = being_taught_commander_trait
custom_tooltip = learn_commander_trait.11.b.tt
}
}
#Final test
learn_commander_trait.1203 = {
type = character_event
title = learn_commander_trait.03.t
desc = learn_commander_trait.12.desc
theme = war
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:aggressive_attacker
}
option = {
name = learn_commander_trait.12.a
learn_commander_trait_final_test_duel_effect = yes
}
option = { #Back out
name = learn_commander_trait.12.b
stress_impact = {
base = minor_stress_gain
}
giving_up_on_commander_trait_training_effect = yes
}
}
#Success
learn_commander_trait.1303 = {
type = character_event
title = learn_commander_trait.03.t
desc = learn_commander_trait.13.desc
theme = war
left_portrait = {
character = root
animation = celebrate_wooden_sword
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
var:commander_trait_being_taught = flag:aggressive_attacker
}
option = {
name = learn_commander_trait.13.a
learn_commander_trait_success_effect = yes
}
after = {
if = {
limit = {
exists = var:commander_trait_being_taught
}
remove_variable = commander_trait_being_taught
}
if = {
limit = {
has_character_flag = being_taught_commander_trait
}
remove_character_flag = being_taught_commander_trait
}
}
}
#Failure
learn_commander_trait.1403 = {
type = character_event
title = learn_commander_trait.03.t
desc = learn_commander_trait.14.desc
theme = war
left_portrait = {
character = root
animation = shame
}
right_portrait = {
character = scope:teacher
animation = stressed_teacher
}
trigger = {
var:commander_trait_being_taught = flag:aggressive_attacker
}
immediate = {
}
option = {
name = learn_commander_trait.14.a
custom_tooltip = learn_commander_trait.14.a.tt
trigger_event = {
on_action = learn_commander_trait_test
days = { 50 600 }
}
}
option = {
name = learn_commander_trait.14.b
custom_tooltip = learn_commander_trait.14.b.tt
giving_up_on_commander_trait_training_effect = yes
}
}
#unyielding_defender
##################
#Training offer
learn_commander_trait.1104 = {
type = character_event
title = learn_commander_trait.04.t
desc = {
desc = learn_commander_trait.11.opening
desc = learn_commander_trait.11.desc
}
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:unyielding_defender
}
weight_multiplier = {
base = 1
}
option = { #Please teach me
name = learn_commander_trait.11.a
commander_trait_teaching_setup_effect = yes
custom_tooltip = learn_commander_trait.11.martial_tt
}
option = { #No, I already know enough
name = learn_commander_trait.11.b
remove_variable = commander_trait_being_taught
remove_character_flag = being_taught_commander_trait
custom_tooltip = learn_commander_trait.11.b.tt
}
}
#Final test
learn_commander_trait.1204 = {
type = character_event
title = learn_commander_trait.04.t
desc = learn_commander_trait.12.desc
theme = war
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:unyielding_defender
}
option = {
name = learn_commander_trait.12.a
learn_commander_trait_final_test_duel_effect = yes
}
option = { #Back out
name = learn_commander_trait.12.b
stress_impact = {
base = minor_stress_gain
}
giving_up_on_commander_trait_training_effect = yes
}
}
#Success
learn_commander_trait.1304 = {
type = character_event
title = learn_commander_trait.04.t
desc = learn_commander_trait.13.desc
theme = war
left_portrait = {
character = root
animation = celebrate_wooden_sword
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
var:commander_trait_being_taught = flag:unyielding_defender
}
option = {
name = learn_commander_trait.13.a
learn_commander_trait_success_effect = yes
}
after = {
if = {
limit = {
exists = var:commander_trait_being_taught
}
remove_variable = commander_trait_being_taught
}
if = {
limit = {
has_character_flag = being_taught_commander_trait
}
remove_character_flag = being_taught_commander_trait
}
}
}
#Failure
learn_commander_trait.1404 = {
type = character_event
title = learn_commander_trait.04.t
desc = learn_commander_trait.14.desc
theme = war
left_portrait = {
character = root
animation = shame
}
right_portrait = {
character = scope:teacher
animation = stressed_teacher
}
trigger = {
var:commander_trait_being_taught = flag:unyielding_defender
}
immediate = {
}
option = {
name = learn_commander_trait.14.a
custom_tooltip = learn_commander_trait.14.a.tt
trigger_event = {
on_action = learn_commander_trait_test
days = { 50 600 }
}
}
option = {
name = learn_commander_trait.14.b
custom_tooltip = learn_commander_trait.14.b.tt
giving_up_on_commander_trait_training_effect = yes
}
}
#forder
##################
#Training offer
learn_commander_trait.1105 = {
type = character_event
title = learn_commander_trait.05.t
desc = {
desc = learn_commander_trait.11.opening
desc = learn_commander_trait.11.desc
}
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:forder
}
weight_multiplier = {
base = 1
}
option = { #Please teach me
name = learn_commander_trait.11.a
commander_trait_teaching_setup_effect = yes
custom_tooltip = learn_commander_trait.11.martial_tt
}
option = { #No, I already know enough
name = learn_commander_trait.11.b
remove_variable = commander_trait_being_taught
remove_character_flag = being_taught_commander_trait
custom_tooltip = learn_commander_trait.11.b.tt
}
}
#Final test
learn_commander_trait.1205 = {
type = character_event
title = learn_commander_trait.05.t
desc = learn_commander_trait.12.desc
theme = war
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:forder
}
option = {
name = learn_commander_trait.12.a
learn_commander_trait_final_test_duel_effect = yes
}
option = { #Back out
name = learn_commander_trait.12.b
stress_impact = {
base = minor_stress_gain
}
giving_up_on_commander_trait_training_effect = yes
}
}
#Success
learn_commander_trait.1305 = {
type = character_event
title = learn_commander_trait.05.t
desc = learn_commander_trait.13.desc
theme = war
left_portrait = {
character = root
animation = celebrate_wooden_sword
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
var:commander_trait_being_taught = flag:forder
}
option = {
name = learn_commander_trait.13.a
learn_commander_trait_success_effect = yes
}
after = {
if = {
limit = {
exists = var:commander_trait_being_taught
}
remove_variable = commander_trait_being_taught
}
if = {
limit = {
has_character_flag = being_taught_commander_trait
}
remove_character_flag = being_taught_commander_trait
}
}
}
#Failure
learn_commander_trait.1405 = {
type = character_event
title = learn_commander_trait.05.t
desc = learn_commander_trait.14.desc
theme = war
left_portrait = {
character = root
animation = shame
}
right_portrait = {
character = scope:teacher
animation = stressed_teacher
}
trigger = {
var:commander_trait_being_taught = flag:forder
}
immediate = {
}
option = {
name = learn_commander_trait.14.a
custom_tooltip = learn_commander_trait.14.a.tt
trigger_event = {
on_action = learn_commander_trait_test
days = { 50 600 }
}
}
option = {
name = learn_commander_trait.14.b
custom_tooltip = learn_commander_trait.14.b.tt
giving_up_on_commander_trait_training_effect = yes
}
}
#flexible_leader
##################
#Training offer
learn_commander_trait.1106 = {
type = character_event
title = learn_commander_trait.06.t
desc = {
desc = learn_commander_trait.11.opening
desc = learn_commander_trait.11.desc
}
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:flexible_leader
}
weight_multiplier = {
base = 1
}
option = { #Please teach me
name = learn_commander_trait.11.a
commander_trait_teaching_setup_effect = yes
custom_tooltip = learn_commander_trait.11.martial_tt
}
option = { #No, I already know enough
name = learn_commander_trait.11.b
remove_variable = commander_trait_being_taught
remove_character_flag = being_taught_commander_trait
custom_tooltip = learn_commander_trait.11.b.tt
}
}
#Final test
learn_commander_trait.1206 = {
type = character_event
title = learn_commander_trait.06.t
desc = learn_commander_trait.12.desc
theme = war
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:flexible_leader
}
option = {
name = learn_commander_trait.12.a
learn_commander_trait_final_test_duel_effect = yes
}
option = { #Back out
name = learn_commander_trait.12.b
stress_impact = {
base = minor_stress_gain
}
giving_up_on_commander_trait_training_effect = yes
}
}
#Success
learn_commander_trait.1306 = {
type = character_event
title = learn_commander_trait.06.t
desc = learn_commander_trait.13.desc
theme = war
left_portrait = {
character = root
animation = celebrate_wooden_sword
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
var:commander_trait_being_taught = flag:flexible_leader
}
option = {
name = learn_commander_trait.13.a
learn_commander_trait_success_effect = yes
}
after = {
if = {
limit = {
exists = var:commander_trait_being_taught
}
remove_variable = commander_trait_being_taught
}
if = {
limit = {
has_character_flag = being_taught_commander_trait
}
remove_character_flag = being_taught_commander_trait
}
}
}
#Failure
learn_commander_trait.1406 = {
type = character_event
title = learn_commander_trait.06.t
desc = learn_commander_trait.14.desc
theme = war
left_portrait = {
character = root
animation = shame
}
right_portrait = {
character = scope:teacher
animation = stressed_teacher
}
trigger = {
var:commander_trait_being_taught = flag:flexible_leader
}
immediate = {
}
option = {
name = learn_commander_trait.14.a
custom_tooltip = learn_commander_trait.14.a.tt
trigger_event = {
on_action = learn_commander_trait_test
days = { 50 600 }
} }
option = {
name = learn_commander_trait.14.b
custom_tooltip = learn_commander_trait.14.b.tt
giving_up_on_commander_trait_training_effect = yes
}
}
#desert_warrior
##################
#Training offer
learn_commander_trait.1107 = {
type = character_event
title = learn_commander_trait.07.t
desc = {
desc = learn_commander_trait.11.opening
desc = learn_commander_trait.11.desc
}
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:desert_warrior
}
weight_multiplier = {
base = 1
}
option = { #Please teach me
name = learn_commander_trait.11.a
commander_trait_teaching_setup_effect = yes
custom_tooltip = learn_commander_trait.11.martial_tt
}
option = { #No, I already know enough
name = learn_commander_trait.11.b
remove_variable = commander_trait_being_taught
remove_character_flag = being_taught_commander_trait
custom_tooltip = learn_commander_trait.11.b.tt
}
}
#Final test
learn_commander_trait.1207 = {
type = character_event
title = learn_commander_trait.07.t
desc = learn_commander_trait.12.desc
theme = war
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:desert_warrior
}
option = {
name = learn_commander_trait.12.a
learn_commander_trait_final_test_duel_effect = yes
}
option = { #Back out
name = learn_commander_trait.12.b
stress_impact = {
base = minor_stress_gain
}
giving_up_on_commander_trait_training_effect = yes
}
}
#Success
learn_commander_trait.1307 = {
type = character_event
title = learn_commander_trait.07.t
desc = learn_commander_trait.13.desc
theme = war
left_portrait = {
character = root
animation = celebrate_wooden_sword
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
var:commander_trait_being_taught = flag:desert_warrior
}
option = {
name = learn_commander_trait.13.a
learn_commander_trait_success_effect = yes
}
after = {
if = {
limit = {
exists = var:commander_trait_being_taught
}
remove_variable = commander_trait_being_taught
}
if = {
limit = {
has_character_flag = being_taught_commander_trait
}
remove_character_flag = being_taught_commander_trait
}
}
}
#Failure
learn_commander_trait.1407 = {
type = character_event
title = learn_commander_trait.07.t
desc = learn_commander_trait.14.desc
theme = war
left_portrait = {
character = root
animation = shame
}
right_portrait = {
character = scope:teacher
animation = stressed_teacher
}
trigger = {
var:commander_trait_being_taught = flag:desert_warrior
}
immediate = {
}
option = {
name = learn_commander_trait.14.a
custom_tooltip = learn_commander_trait.14.a.tt
trigger_event = {
on_action = learn_commander_trait_test
days = { 50 600 }
}
}
option = {
name = learn_commander_trait.14.b
custom_tooltip = learn_commander_trait.14.b.tt
giving_up_on_commander_trait_training_effect = yes
}
}
#jungle_stalker
##################
#Training offer
learn_commander_trait.1108 = {
type = character_event
title = learn_commander_trait.08.t
desc = {
desc = learn_commander_trait.11.opening
desc = learn_commander_trait.11.desc
}
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:jungle_stalker
}
weight_multiplier = {
base = 1
}
option = { #Please teach me
name = learn_commander_trait.11.a
commander_trait_teaching_setup_effect = yes
custom_tooltip = learn_commander_trait.11.martial_tt
}
option = { #No, I already know enough
name = learn_commander_trait.11.b
remove_variable = commander_trait_being_taught
remove_character_flag = being_taught_commander_trait
custom_tooltip = learn_commander_trait.11.b.tt
}
}
#Final test
learn_commander_trait.1208 = {
type = character_event
title = learn_commander_trait.08.t
desc = learn_commander_trait.12.desc
theme = war
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:jungle_stalker
}
option = {
name = learn_commander_trait.12.a
learn_commander_trait_final_test_duel_effect = yes
}
option = { #Back out
name = learn_commander_trait.12.b
stress_impact = {
base = minor_stress_gain
}
giving_up_on_commander_trait_training_effect = yes
}
}
#Success
learn_commander_trait.1308 = {
type = character_event
title = learn_commander_trait.08.t
desc = learn_commander_trait.13.desc
theme = war
left_portrait = {
character = root
animation = celebrate_wooden_sword
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
var:commander_trait_being_taught = flag:jungle_stalker
}
option = {
name = learn_commander_trait.13.a
learn_commander_trait_success_effect = yes
}
after = {
if = {
limit = {
exists = var:commander_trait_being_taught
}
remove_variable = commander_trait_being_taught
}
if = {
limit = {
has_character_flag = being_taught_commander_trait
}
remove_character_flag = being_taught_commander_trait
}
}
}
#Failure
learn_commander_trait.1408 = {
type = character_event
title = learn_commander_trait.08.t
desc = learn_commander_trait.14.desc
theme = war
left_portrait = {
character = root
animation = shame
}
right_portrait = {
character = scope:teacher
animation = stressed_teacher
}
trigger = {
var:commander_trait_being_taught = flag:jungle_stalker
}
immediate = {
}
option = {
name = learn_commander_trait.14.a
custom_tooltip = learn_commander_trait.14.a.tt
trigger_event = {
on_action = learn_commander_trait_test
days = { 50 600 }
}
}
option = {
name = learn_commander_trait.14.b
custom_tooltip = learn_commander_trait.14.b.tt
giving_up_on_commander_trait_training_effect = yes
}
}
#winter_soldier
##################
#Training offer
learn_commander_trait.1109 = {
type = character_event
title = learn_commander_trait.09.t
desc = {
desc = learn_commander_trait.11.opening
desc = learn_commander_trait.11.desc
}
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:winter_soldier
}
weight_multiplier = {
base = 1
}
option = { #Please teach me
name = learn_commander_trait.11.a
commander_trait_teaching_setup_effect = yes
custom_tooltip = learn_commander_trait.11.martial_tt
}
option = { #No, I already know enough
name = learn_commander_trait.11.b
remove_variable = commander_trait_being_taught
remove_character_flag = being_taught_commander_trait
custom_tooltip = learn_commander_trait.11.b.tt
}
}
#Final test
learn_commander_trait.1209 = {
type = character_event
title = learn_commander_trait.09.t
desc = learn_commander_trait.12.desc
theme = war
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:winter_soldier
}
option = {
name = learn_commander_trait.12.a
learn_commander_trait_final_test_duel_effect = yes
}
option = { #Back out
name = learn_commander_trait.12.b
stress_impact = {
base = minor_stress_gain
}
giving_up_on_commander_trait_training_effect = yes
}
}
#Success
learn_commander_trait.1309 = {
type = character_event
title = learn_commander_trait.09.t
desc = learn_commander_trait.13.desc
theme = war
left_portrait = {
character = root
animation = celebrate_wooden_sword
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
var:commander_trait_being_taught = flag:winter_soldier
}
option = {
name = learn_commander_trait.13.a
learn_commander_trait_success_effect = yes
}
after = {
if = {
limit = {
exists = var:commander_trait_being_taught
}
remove_variable = commander_trait_being_taught
}
if = {
limit = {
has_character_flag = being_taught_commander_trait
}
remove_character_flag = being_taught_commander_trait
}
}
}
#Failure
learn_commander_trait.1409 = {
type = character_event
title = learn_commander_trait.09.t
desc = learn_commander_trait.14.desc
theme = war
left_portrait = {
character = root
animation = shame
}
right_portrait = {
character = scope:teacher
animation = stressed_teacher
}
trigger = {
var:commander_trait_being_taught = flag:winter_soldier
}
immediate = {
}
option = {
name = learn_commander_trait.14.a
custom_tooltip = learn_commander_trait.14.a.tt
trigger_event = {
on_action = learn_commander_trait_test
days = { 50 600 }
}
}
option = {
name = learn_commander_trait.14.b
custom_tooltip = learn_commander_trait.14.b.tt
giving_up_on_commander_trait_training_effect = yes
}
}
#reaver
##################
#Training offer
learn_commander_trait.1110 = {
type = character_event
title = learn_commander_trait.10.t
desc = {
desc = learn_commander_trait.11.opening
desc = learn_commander_trait.11.desc
}
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:reaver
}
weight_multiplier = {
base = 1
}
option = { #Please teach me
name = learn_commander_trait.11.a
commander_trait_teaching_setup_effect = yes
custom_tooltip = learn_commander_trait.11.martial_tt
}
option = { #No, I already know enough
name = learn_commander_trait.11.b
remove_variable = commander_trait_being_taught
remove_character_flag = being_taught_commander_trait
custom_tooltip = learn_commander_trait.11.b.tt
}
}
#Final test
learn_commander_trait.1210 = {
type = character_event
title = learn_commander_trait.10.t
desc = learn_commander_trait.12.desc
theme = war
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:reaver
}
option = {
name = learn_commander_trait.12.a
learn_commander_trait_final_test_duel_effect = yes
}
option = { #Back out
name = learn_commander_trait.12.b
stress_impact = {
base = minor_stress_gain
}
giving_up_on_commander_trait_training_effect = yes
}
}
#Success
learn_commander_trait.1310 = {
type = character_event
title = learn_commander_trait.10.t
desc = learn_commander_trait.13.desc
theme = war
left_portrait = {
character = root
animation = celebrate_wooden_sword
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
var:commander_trait_being_taught = flag:reaver
}
option = {
name = learn_commander_trait.13.a
learn_commander_trait_success_effect = yes
}
after = {
if = {
limit = {
exists = var:commander_trait_being_taught
}
remove_variable = commander_trait_being_taught
}
if = {
limit = {
has_character_flag = being_taught_commander_trait
}
remove_character_flag = being_taught_commander_trait
}
}
}
#Failure
learn_commander_trait.1410 = {
type = character_event
title = learn_commander_trait.10.t
desc = learn_commander_trait.14.desc
theme = war
left_portrait = {
character = root
animation = shame
}
right_portrait = {
character = scope:teacher
animation = stressed_teacher
}
trigger = {
var:commander_trait_being_taught = flag:reaver
}
immediate = {
}
option = {
name = learn_commander_trait.14.a
custom_tooltip = learn_commander_trait.14.a.tt
trigger_event = {
on_action = learn_commander_trait_test
days = { 50 600 }
}
}
option = {
name = learn_commander_trait.14.b
custom_tooltip = learn_commander_trait.14.b.tt
giving_up_on_commander_trait_training_effect = yes
}
}
#reckless
##################
#Training offer
learn_commander_trait.1112 = {
type = character_event
title = learn_commander_trait.12.t
desc = {
desc = learn_commander_trait.11.opening
desc = learn_commander_trait.11.desc
}
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:reckless
}
weight_multiplier = {
base = 1
}
option = { #Please teach me
name = learn_commander_trait.11.a
commander_trait_teaching_setup_effect = yes
custom_tooltip = learn_commander_trait.11.martial_tt
}
option = { #No, I already know enough
name = learn_commander_trait.11.b
remove_variable = commander_trait_being_taught
remove_character_flag = being_taught_commander_trait
custom_tooltip = learn_commander_trait.11.b.tt
}
}
#Final test
learn_commander_trait.1212 = {
type = character_event
title = learn_commander_trait.12.t
desc = learn_commander_trait.12.desc
theme = war
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:reckless
}
option = {
name = learn_commander_trait.12.a
learn_commander_trait_final_test_duel_effect = yes
}
option = { #Back out
name = learn_commander_trait.12.b
stress_impact = {
base = minor_stress_gain
}
giving_up_on_commander_trait_training_effect = yes
}
}
#Success
learn_commander_trait.1312 = {
type = character_event
title = learn_commander_trait.12.t
desc = learn_commander_trait.13.desc
theme = war
left_portrait = {
character = root
animation = celebrate_wooden_sword
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
var:commander_trait_being_taught = flag:reckless
}
option = {
name = learn_commander_trait.13.a
learn_commander_trait_success_effect = yes
}
after = {
if = {
limit = {
exists = var:commander_trait_being_taught
}
remove_variable = commander_trait_being_taught
}
if = {
limit = {
has_character_flag = being_taught_commander_trait
}
remove_character_flag = being_taught_commander_trait
}
}
}
#Failure
learn_commander_trait.1412 = {
type = character_event
title = learn_commander_trait.12.t
desc = learn_commander_trait.14.desc
theme = war
left_portrait = {
character = root
animation = shame
}
right_portrait = {
character = scope:teacher
animation = stressed_teacher
}
trigger = {
var:commander_trait_being_taught = flag:reckless
}
immediate = {
}
option = {
name = learn_commander_trait.14.a
custom_tooltip = learn_commander_trait.14.a.tt
trigger_event = {
on_action = learn_commander_trait_test
days = { 50 600 }
} }
option = {
name = learn_commander_trait.14.b
custom_tooltip = learn_commander_trait.14.b.tt
giving_up_on_commander_trait_training_effect = yes
}
}
#holy_warrior
##################
#Training offer
learn_commander_trait.1113 = {
type = character_event
title = learn_commander_trait.13.t
desc = {
desc = learn_commander_trait.11.opening
desc = learn_commander_trait.11.desc
}
theme = war
left_portrait = {
character = root
animation = inspect_weapon
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:holy_warrior
}
weight_multiplier = {
base = 1
}
option = { #Please teach me
name = learn_commander_trait.11.a
commander_trait_teaching_setup_effect = yes
custom_tooltip = learn_commander_trait.11.martial_tt
}
option = { #No, I already know enough
name = learn_commander_trait.11.b
remove_variable = commander_trait_being_taught
remove_character_flag = being_taught_commander_trait
custom_tooltip = learn_commander_trait.11.b.tt
}
}
#Final test
learn_commander_trait.1213 = {
type = character_event
title = learn_commander_trait.13.t
desc = learn_commander_trait.12.desc
theme = war
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
has_variable = commander_trait_being_taught
var:commander_trait_being_taught = flag:holy_warrior
}
option = {
name = learn_commander_trait.12.a
learn_commander_trait_final_test_duel_effect = yes
}
option = { #Back out
name = learn_commander_trait.12.b
stress_impact = {
base = minor_stress_gain
}
giving_up_on_commander_trait_training_effect = yes
}
}
#Success
learn_commander_trait.1313 = {
type = character_event
title = learn_commander_trait.13.t
desc = learn_commander_trait.13.desc
theme = war
left_portrait = {
character = root
animation = celebrate_wooden_sword
}
right_portrait = {
character = scope:teacher
animation = happy_teacher
}
trigger = {
var:commander_trait_being_taught = flag:holy_warrior
}
option = {
name = learn_commander_trait.13.a
learn_commander_trait_success_effect = yes
}
after = {
if = {
limit = {
exists = var:commander_trait_being_taught
}
remove_variable = commander_trait_being_taught
}
if = {
limit = {
has_character_flag = being_taught_commander_trait
}
remove_character_flag = being_taught_commander_trait
}
}
}
#Failure
learn_commander_trait.1413 = {
type = character_event
title = learn_commander_trait.13.t
desc = learn_commander_trait.14.desc
theme = war
left_portrait = {
character = root
animation = shame
}
right_portrait = {
character = scope:teacher
animation = stressed_teacher
}
trigger = {
var:commander_trait_being_taught = flag:holy_warrior
}
immediate = {
}
option = {
name = learn_commander_trait.14.a
custom_tooltip = learn_commander_trait.14.a.tt
trigger_event = {
on_action = learn_commander_trait_test
days = { 50 600 }
}
}
option = {
name = learn_commander_trait.14.b
custom_tooltip = learn_commander_trait.14.b.tt
giving_up_on_commander_trait_training_effect = yes
}
}
######
# The Teacher has died or been imprisoned
#####
#Final Test
learn_commander_trait.1291 = {
type = character_event
title = learn_commander_trait.91.t
desc = learn_commander_trait.1291.desc
theme = war
left_portrait = {
character = root
animation = sadness
}
right_portrait = {
character = scope:teacher
animation = dead
}
trigger = {
scope:teacher = {
OR = {
is_alive = no
is_imprisoned = yes
}
}
}
option = {
name = learn_commander_trait.1291.a
learn_commander_trait_final_test_duel_effect = yes
}
option = { #No, there's no point
name = learn_commander_trait.1291.b
custom_tooltip = learn_commander_trait.giving_up_tt
if = {
limit = {
NOT = {
exists = scope:long_term_mentor
}
scope:teacher = { is_alive = yes }
has_relation_mentor = scope:teacher
}
remove_relation_mentor = scope:teacher
}
remove_character_flag = being_taught_commander_trait
remove_variable = commander_trait_being_taught
}
}
#Success
learn_commander_trait.1391 = {
type = character_event
title = learn_commander_trait.91.t
desc = learn_commander_trait.1391.desc
theme = war
left_portrait = {
character = root
animation = wedding_happy_cry
}
right_portrait = {
character = scope:teacher
animation = dead
}
trigger = {
scope:teacher = {
OR = {
is_alive = no
is_imprisoned = yes
}
}
}
option = {
name = learn_commander_trait.1391.a
learn_commander_trait_success_effect = yes
}
after = {
if = {
limit = {
exists = var:commander_trait_being_taught
}
remove_variable = commander_trait_being_taught
}
if = {
limit = {
has_character_flag = being_taught_commander_trait
}
remove_character_flag = being_taught_commander_trait
}
}
}
#Failure
learn_commander_trait.1491 = {
type = character_event
title = learn_commander_trait.91.t
desc = learn_commander_trait.1491.desc
theme = war
left_portrait = {
character = root
animation = shame
}
right_portrait = {
character = scope:teacher
animation = dead
}
trigger = {
scope:teacher = {
OR = {
is_alive = no
is_imprisoned = yes
}
}
}
option = {
name = learn_commander_trait.1491.a
remove_variable = commander_trait_being_taught
remove_character_flag = being_taught_commander_trait
if = {
limit = {
scope:teacher = {
is_alive = yes
}
has_relation_mentor = scope:teacher
NOT = {
exists = scope:long_term_mentor
}
}
remove_relation_mentor = scope:teacher
}
stress_impact = {
arrogant = minor_stress_impact_gain
}
}
}