N3OW/common/decisions/test_decision.txt
2026-05-24 05:01:46 -04:00

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### Wild Goose Chase ###
wild_goose_chase_decision = {
decision_group_type = debug
picture = {
reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
}
is_shown = {
debug_only = yes
}
is_valid_showing_failures_only = {
is_available_adult_or_is_commanding = yes
}
effect = {
custom_tooltip = wild_goose_chase_decision_effect_tooltip
remove_short_term_gold = 13
add_stress = 20
gain_trait_or_experience_effect = { TRAIT = confucian_education AMOUNT = 5 }
if = {
limit = { has_trait = confucian_education }
add_trait_xp = {
trait = confucian_education
value = 5
}
}
else = {
add_trait = confucian_education
}
if = {
limit = { has_trait = pilgrim }
add_trait_xp = {
trait = pilgrim
value = 5
}
}
else = {
add_trait = pilgrim
}
}
ai_check_interval = 0
}
# Have our own house become the leading house of the confederation
### Become the Leading House ###
become_leading_house_of_the_confederation_decision = {
decision_group_type = debug
picture = {
reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
}
is_shown = {
debug_only = yes
exists = confederation
confederation.leading_house != root.house
}
effect = {
confederation = {
tgp_set_house_bloc_leading_house_effect = { LEADER = root.house }
}
}
ai_check_interval = 0
}
# Rid our beloved of any bossy 'leading house'
### Do away with Leading House ###
clear_our_confederations_leading_house_decision = {
decision_group_type = debug
picture = {
reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
}
is_shown = {
debug_only = yes
confederation ?= {
has_leading_house = yes
}
}
effect = {
confederation = {
clear_leading_house = yes
}
}
ai_check_interval = 0
}
# Change the cohesion for the confederation/bloc that the acting character is in.
### Adjust confederation/bloc cohesion ###
adjust_confederation_cohesion_decision = {
decision_group_type = debug
picture = {
reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
}
is_shown = {
always = no # use debug_change_bloc_cohesion
debug_only = yes
confederation ?= {
has_cohesion = yes
}
}
effect = {
confederation = {
change_cohesion = 17
#set_cohesion = 0
#set_cohesion = 50
#set_cohesion = 100
#change_cohesion = 30
#change_cohesion = -30
#^ uncomment to test different variants
}
}
ai_check_interval = 0
}
# Change all relations of the acting characters house by one whole step.
### Change all House Relations ###
change_all_house_relations_decision = {
decision_group_type = debug
is_shown = {
debug_only = yes
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "change_all_house_relations_decision_confirm"
show_from_start = yes
# Increase a by full step
item = {
value = improve_house_relation_by_full_step
is_valid = { always = yes }
localization = improve_house_relation_by_full_step
icon = "gfx/interface/icons/message_feed/activity.dds"
ai_chance = { value = 0 }
}
# Increase a by two thirds third of a step
item = {
value = improve_house_relation_by_two_thirds_of_a_step
is_valid = { always = yes }
localization = improve_house_relation_by_two_thirds_of_a_step
icon = "gfx/interface/icons/message_feed/activity.dds"
ai_chance = { value = 0 }
}
# Deteriorate a by two thirds third of a step
item = {
value = deteriorate_house_relation_by_two_thirds_of_a_step
is_valid = { always = yes }
localization = deteriorate_house_relation_by_two_thirds_of_a_step
icon = "gfx/interface/icons/message_feed/activity.dds"
ai_chance = { value = 0 }
}
# Deteriorate a by full step
item = {
value = deteriorate_house_relation_by_full_step
is_valid = { always = yes }
localization = deteriorate_house_relation_by_full_step
icon = "gfx/interface/icons/message_feed/activity.dds"
ai_chance = { value = 0 }
}
}
effect = {
house = {
every_house_relation = {
# Increase a by full step
if = {
limit = { scope:improve_house_relation_by_full_step = yes }
change_house_relation_level = {
steps = 1
description = house_relation_changed_by_debug_decision
}
}
# Increase a by two thirds of a step
else_if = {
limit = { scope:improve_house_relation_by_two_thirds_of_a_step = yes }
change_house_relation_level = {
steps = 0.67
description = house_relation_changed_by_debug_decision
}
}
# Decrease a by two thirds of a step
else_if = {
limit = { scope:deteriorate_house_relation_by_two_thirds_of_a_step = yes }
change_house_relation_level = {
steps = -0.67
description = house_relation_changed_by_debug_decision
}
}
# Decrease a by full step
else_if = {
limit = { scope:deteriorate_house_relation_by_full_step = yes }
change_house_relation_level = {
steps = -1
description = house_relation_changed_by_debug_decision
}
}
}
}
}
ai_check_interval = 0
}
### Add Concubines ###
chinese_concubines_decision = {
decision_group_type = debug
picture = {
reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
}
is_shown = {
debug_only = yes
allowed_concubines = yes
}
is_valid_showing_failures_only = {
has_title = title:h_china
}
effect = {
custom_tooltip = {
text = give_me_concubines.tt
#Since this is a debug decision we don't think too hard about performance
while = {
limit = {
allowed_more_concubines = yes
}
random_vassal = {
limit = {
any_courtier_or_guest = {
is_adult = yes
is_concubine = no
is_married = no
trigger_if = {
limit = { root = { is_female = no } }
is_female = yes
}
trigger_else = {
is_female = no
}
}
}
random_courtier_or_guest = {
limit = {
is_adult = yes
is_concubine = no
is_married = no
trigger_if = {
limit = { root = { is_female = no } }
is_female = yes
}
trigger_else = {
is_female = no
}
}
root = { make_concubine = prev }
}
}
}
}
}
ai_check_interval = 0
}
# Add a random geographical region to a random situation sub-region of 'The Great Steppe'.
### Add to Steppe ###
add_to_steppe_decision = {
decision_group_type = debug
is_shown = {
debug_only = yes
}
is_valid_showing_failures_only = {
always = yes
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
}
effect = {
situation:the_great_steppe = {
random_situation_sub_region = {
save_scope_as = the_sub_region
}
}
random_geographical_region = {
save_scope_as =the_geo_region
}
scope:the_sub_region = {
add_geographical_region = scope:the_geo_region
}
debug_log_scopes = yes
}
ai_check_interval = 0
}
# Remove a random geographical region from 'The Great Steppe' to see that things are updated properly.
### Remove from Steppe ###
remove_from_steppe_decision = {
decision_group_type = debug
is_shown = {
debug_only = yes
}
is_valid_showing_failures_only = {
always = yes
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
}
effect = {
situation:the_great_steppe = {
random_situation_sub_region = {
save_scope_as = the_sub_region
}
}
scope:the_sub_region = {
random_situation_sub_region_geographical_region = {
save_scope_as = the_geo_region
}
}
scope:the_sub_region = {
remove_geographical_region = scope:the_geo_region
}
debug_log_scopes = yes
}
ai_check_interval = 0
}