590 lines
14 KiB
Text
590 lines
14 KiB
Text
### Commission Artifact ###
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commission_artifact_decision = {
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picture = {
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trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } }
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reference = "gfx/interface/illustrations/decisions/tgp_retire.dds"
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}
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picture = {
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trigger = { government_has_flag = government_is_nomadic }
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reference = "gfx/interface/illustrations/event_scenes/mpo_hunt_steppe.dds"
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}
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_smith.dds"
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}
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cooldown = { days = standard_commission_artifact_cooldown_time }
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sort_order = 100
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is_shown = {
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is_landed_or_landless_administrative = yes
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highest_held_title_tier >= tier_county
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exists = capital_province
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}
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is_valid_showing_failures_only = {
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# Only valid for characters with an antiquarian.
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employs_court_position = antiquarian_court_position
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trigger_if = {
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limit = {
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government_has_flag = government_is_nomadic
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}
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custom_tooltip = {
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text = commission_artifact_decision.nomad_requirements
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NOR = {
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has_character_modifier = mpo_artifact_material_modifier
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culture ?= {
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has_cultural_parameter = nomadic_metal_artifact_unlock
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}
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}
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}
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}
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}
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minimum_cost = {
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# Matches the cost defined in 00_inspirations.txt
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gold = {
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value = basic_fund_inspiration_cost
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if = {
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limit = { # Estate discount bonus
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domicile ?= { has_domicile_parameter = estate_reduce_commission_artifact_cost }
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}
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multiply = estate_reduce_commission_artifact_cost_value
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}
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else_if = {
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limit = {
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scope:commission_weapon ?= yes
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domicile ?= { has_domicile_parameter = cheaper_commission_weapon_artifact_parameter_1 }
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}
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multiply = estate_reduce_commission_artifact_cost_value
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}
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else_if = {
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limit = {
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scope:commission_armor ?= yes
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domicile ?= { has_domicile_parameter = cheaper_commission_armor_artifact_parameter_1 }
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}
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multiply = estate_reduce_commission_artifact_cost_value
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}
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else_if = {
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limit = {
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scope:commission_furniture ?= yes
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domicile ?= { has_domicile_parameter = cheaper_commission_furniture_artifact_parameter_1 }
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}
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multiply = estate_reduce_commission_artifact_cost_value
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}
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if = {
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limit = {
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confederation ?= { has_cohesion_level_parameter = any_member_commission_and_inspiration_reduced }
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}
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multiply = {
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value = 0.9
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desc = CB_COHESION_PARAMETER_DISCOUNT
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}
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}
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if = {
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limit = {
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has_character_modifier = mpo_artifact_material_modifier
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}
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multiply = 0
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}
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}
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}
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widget = {
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gui = "decision_view_widget_commission_artifact"
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controller = decision_option_list_controller
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decision_to_second_step_button = "COMMISSION_ARTIFACT_DECISION_NEXT_STEP_BUTTON"
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# Commission a Kris
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item = {
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value = commission_kris
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current_description = {
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desc = commission_artifact_decision_option_kris_desc
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}
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localization = {
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desc = commission_artifact_decision_option_kris
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}
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icon = "gfx/interface/icons/artifact/kris.dds"
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is_shown = {
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culture = {
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has_cultural_parameter = may_commission_kris
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}
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}
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ai_chance = {
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value = 0
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if = {
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limit = {
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# Only make this choice if we don't already have an artifact of this type.
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NOT = {
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any_character_artifact = {
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has_variable = is_kris
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}
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}
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}
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add = 5000
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}
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}
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}
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# Personal Artifacts are always valid to commission
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item = {
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value = commission_weapon
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current_description = {
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desc = commission_artifact_decision_option_weapon_desc
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}
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localization = {
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desc = commission_artifact_decision_option_weapon
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}
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icon = "gfx/interface/icons/artifact/artifact_sword.dds"
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ai_chance = {
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value = 0
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if = {
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limit = {
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# Only make this choice if we don't already have an artifact of this type.
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NOT = {
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any_character_artifact = {
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artifact_slot_type = primary_armament
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}
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}
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}
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add = 100
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}
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}
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}
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item = {
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value = commission_armor
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current_description = {
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desc = commission_artifact_decision_option_armor_desc
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}
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localization = {
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desc = commission_artifact_decision_option_armor
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}
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icon = "gfx/interface/icons/artifact/artifact_armor.dds"
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ai_chance = {
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value = 0
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if = {
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limit = {
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# Only make this choice if we don't already have an artifact of this type.
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NOT = {
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any_character_artifact = {
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artifact_slot_type = armor
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}
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}
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}
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add = 100
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}
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}
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}
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item = {
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value = commission_crown
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current_description = {
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desc = commission_artifact_decision_option_crown_desc
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}
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localization = {
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desc = commission_artifact_decision_option_crown
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}
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icon = "gfx/interface/icons/artifact/artifact_crown.dds"
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ai_chance = {
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value = 0
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if = {
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limit = {
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# Only make this choice if we don't already have an artifact of this type.
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NOT = {
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any_character_artifact = {
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artifact_slot_type = helmet
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}
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}
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}
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add = 100
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}
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}
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}
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item = {
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value = commission_regalia
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current_description = {
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desc = commission_artifact_decision_option_regalia_desc
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}
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localization = {
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desc = commission_artifact_decision_option_regalia
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}
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icon = "gfx/interface/icons/artifact/artifact_regalia.dds"
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is_valid = {
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trigger_if = {
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limit = {
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government_has_flag = government_is_nomadic
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}
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custom_tooltip = {
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text = commission_artifact_decision.nomad_requirements
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NOT = {
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has_character_modifier = mpo_artifact_material_modifier
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}
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}
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}
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}
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ai_chance = {
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value = 0
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if = {
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limit = {
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# Only make this choice if we don't already have an artifact of this type.
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NOT = {
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any_character_artifact = {
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artifact_slot_type = regalia
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}
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}
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}
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add = 100
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}
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}
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}
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# Court Artifacts only appear if you have the Royal Court DLC, and are only valid if you have an active Royal Court
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item = {
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value = commission_tapestry
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is_shown = { has_dlc_feature = royal_court }
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is_valid = {
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has_royal_court = yes
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trigger_if = {
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limit = {
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government_has_flag = government_is_nomadic
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}
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custom_tooltip = {
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text = commission_artifact_decision.nomad_requirements
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NOT = {
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has_character_modifier = mpo_artifact_material_modifier
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}
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}
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}
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}
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current_description = {
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desc = commission_artifact_decision_option_tapestry_desc
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}
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localization = {
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desc = commission_artifact_decision_option_tapestry
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}
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icon = "gfx/interface/icons/artifact/artifact_tapestry.dds"
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ai_chance = {
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value = 0
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if = {
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limit = {
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has_royal_court = yes
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has_dlc_feature = court_artifacts
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# Only make this choice if we don't already have an artifact of this type.
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NOR = {
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any_character_artifact = {
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artifact_slot_type = wall_big
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}
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any_character_artifact = {
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artifact_slot_type = wall_small
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}
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}
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}
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add = 100
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}
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}
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}
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item = {
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value = commission_furniture
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is_shown = { has_dlc_feature = royal_court }
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is_valid = {
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has_royal_court = yes
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trigger_if = {
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limit = {
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government_has_flag = government_is_nomadic
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}
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custom_tooltip = {
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text = commission_artifact_decision.nomad_requirements
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NOT = {
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has_character_modifier = mpo_artifact_material_modifier
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}
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}
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}
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}
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current_description = {
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desc = commission_artifact_decision_option_furniture_desc
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}
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localization = {
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desc = commission_artifact_decision_option_furniture
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}
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icon = "gfx/interface/icons/artifact/artifact_cabinet.dds"
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ai_chance = {
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value = 0
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if = {
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limit = {
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has_royal_court = yes
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has_dlc_feature = court_artifacts
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# Only make this choice if we don't already have an artifact of this type.
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NOT = {
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any_character_artifact = {
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artifact_slot_type = sculpture
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}
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}
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}
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add = 100
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}
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}
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}
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item = {
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value = commission_book
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is_shown = { has_dlc_feature = royal_court }
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is_valid = {
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has_royal_court = yes
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trigger_if = {
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limit = {
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government_has_flag = government_is_nomadic
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}
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custom_tooltip = {
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text = commission_artifact_decision.nomad_requirements
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NOT = {
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has_character_modifier = mpo_artifact_material_modifier
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}
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}
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}
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}
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current_description = {
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desc = commission_artifact_decision_option_book_desc
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}
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localization = {
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desc = commission_artifact_decision_option_book
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}
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icon = "gfx/interface/icons/artifact/artifact_book.dds"
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ai_chance = {
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value = 0
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if = {
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limit = {
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has_royal_court = yes
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has_dlc_feature = court_artifacts
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# Only make this choice if we don't already have an artifact of this type.
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NOT = {
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any_character_artifact = {
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artifact_slot_type = book
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}
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}
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}
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add = 100
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}
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}
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}
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#Alchemy isn't included here since that inspiration is much more tied to the pursuit of knowledge initiated by the inspired person
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}
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effect = {
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if = {
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limit = {
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any_court_position_holder = {
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type = antiquarian_court_position
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}
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}
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random_court_position_holder = {
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type = antiquarian_court_position
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save_scope_as = antiquarian
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}
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}
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# Explanatory Tooltips
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custom_tooltip = commission_artifact_decision_effect
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if = {
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limit = { has_dlc_feature = royal_court }
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custom_description_no_bullet = {
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text = commission_artifact_decision_warning_effect
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}
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}
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if = {
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limit = {
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any_pool_character = {
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province = root.capital_province
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has_no_particular_noble_roots_trigger = yes
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is_available_healthy_ai_adult = yes
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NOR = {
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exists = inspiration
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has_trait = peasant_leader
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}
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}
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}
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random_pool_character = {
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province = root.capital_province
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limit = {
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has_no_particular_noble_roots_trigger = yes
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is_available_healthy_ai_adult = yes
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NOR = {
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exists = inspiration
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has_trait = peasant_leader
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}
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}
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save_scope_as = local_artisan
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hidden_effect = {
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add_character_modifier = local_artisan_modifier
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}
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}
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}
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else = {
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# Artisan Generation
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hidden_effect = {
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create_character = {
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template = local_artisan_template
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location = root.capital_province
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gender_female_chance = root_faith_dominant_gender_adjusted_female_chance
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save_scope_as = local_artisan
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}
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scope:local_artisan = {
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hidden_effect = {
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add_character_modifier = local_artisan_modifier
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}
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}
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}
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}
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hidden_effect = {
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if = {
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# Conditional exists to avoid false-positives during tooltip generation, but 'local_artisan' should always exist on execution!
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limit = { exists = scope:local_artisan }
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root = { add_courtier = scope:local_artisan }
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scope:local_artisan = {
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add_character_flag = local_artisan
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switch = {
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trigger = yes
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scope:commission_kris = {
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set_variable = {
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name = artifact_weapon_type
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value = flag:artifact_weapon_type_dagger
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}
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set_variable = is_inspiration_for_kris_dagger
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create_inspiration = weapon_inspiration
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}
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scope:commission_weapon = { create_inspiration = weapon_inspiration }
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scope:commission_armor = {
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set_variable = {
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name = force_armor
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value = flag:force_armor_true
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}
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create_inspiration = armor_inspiration
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}
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scope:commission_crown = {
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set_variable = {
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name = artifact_smith_type
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value = flag:smith_type_crown
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}
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create_inspiration = smith_inspiration
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}
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scope:commission_regalia = {
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set_variable = {
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name = artifact_smith_type
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value = flag:smith_type_regalia
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}
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create_inspiration = smith_inspiration
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}
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scope:commission_tapestry = {
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root = { trigger_event = fund_inspiration.0044 }
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}
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scope:commission_furniture = { create_inspiration = artisan_inspiration }
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scope:commission_book = { create_inspiration = book_inspiration }
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}
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if = {
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limit = { exists = inspiration }
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inspiration = { save_scope_as = this_inspiration }
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root = { sponsor_inspiration = scope:this_inspiration }
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}
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}
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}
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}
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#Mandala Creation Aspect
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if = {
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limit = {
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government_has_flag = government_is_mandala
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house = { has_house_aspiration_parameter = aspect_of_creation }
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is_house_head = yes
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}
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increment_variable_effect = {
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VAR = num_commissioned_artifacts
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VAL = 1
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}
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}
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}
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ai_check_interval_by_tier = {
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barony = 0
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county = 36
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duchy = 36
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kingdom = 36
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empire = 36
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hegemony = 36
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}
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ai_potential = {
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is_at_war = no
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ai_greed < medium_positive_ai_value
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short_term_gold > ai_war_chest_desired_gold_value
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war_chest_gold >= halved_ai_war_chest_gold_maximum
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NOT = { has_variable = conqueror }
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ai_should_focus_on_building_in_their_capital = no
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}
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ai_will_do = {
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base = 100
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modifier = {
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factor = 0
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has_royal_court = yes
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any_character_artifact = {
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artifact_slot_type = primary_armament
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}
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any_character_artifact = {
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artifact_slot_type = armor
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}
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any_character_artifact = {
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artifact_slot_type = helmet
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}
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any_character_artifact = {
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artifact_slot_type = regalia
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}
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OR = {
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any_character_artifact = {
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artifact_slot_type = wall_big
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}
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any_character_artifact = {
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artifact_slot_type = wall_small
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}
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}
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any_character_artifact = {
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artifact_slot_type = sculpture
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}
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any_character_artifact = {
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artifact_slot_type = book
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}
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}
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modifier = {
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factor = 0
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has_royal_court = no
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any_character_artifact = {
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artifact_slot_type = primary_armament
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}
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any_character_artifact = {
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artifact_slot_type = armor
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}
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any_character_artifact = {
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artifact_slot_type = helmet
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}
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any_character_artifact = {
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artifact_slot_type = regalia
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}
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}
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}
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}
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