N3OW/common/character_interactions/00_house_head_interactions.txt
2025-02-19 22:32:34 +00:00

1092 lines
22 KiB
Text

#Interactions relating to the head of the house
call_house_member_to_war_interaction = {
category = interaction_category_diplomacy
icon = alliance
interface_priority = 60
desc = call_house_member_to_war_interaction_desc
interface = call_ally
special_interaction = call_ally_interaction
popup_on_receive = yes
pause_on_receive = yes
notification_text = CALL_HOUSE_MEMBER_NOTIFICATION
is_shown = {
NOT = { scope:recipient = scope:actor }
scope:actor = {
OR = {
is_house_head = yes
AND = {
exists = dynasty
# DLC checking
has_fp2_dlc_trigger = yes
# Standard check
dynasty = { has_dynasty_perk = fp2_coterie_legacy_3 }
}
}
religion = scope:recipient.religion
house = scope:recipient.house
any_character_war = {
is_war_leader = scope:actor
}
}
scope:recipient = {
is_playable_character = yes
}
scope:recipient = {
NOT = {
target_is_liege_or_above = scope:actor
}
}
}
has_valid_target = {
exists = scope:target
}
has_valid_target_showing_failures_only = {
scope:target = {
is_war_leader = scope:actor
}
joiner_not_already_in_another_war_with_any_target_war_participants_trigger = {
WARRIOR = scope:actor
JOINER = scope:recipient
}
}
is_valid_showing_failures_only = {
custom_description = {
text = "is_already_in_all_wars"
scope:actor = {
any_character_war = {
NOR = {
is_participant = scope:recipient
was_called = scope:recipient
}
OR = {
primary_attacker = scope:actor
primary_defender = scope:actor
}
}
}
}
}
can_be_picked = {
can_join_war_liege_vassal_check_trigger = { WARRIOR = scope:actor JOINER = scope:recipient }
}
on_auto_accept = {
scope:recipient = {
trigger_event = call_ally.0001
}
}
on_accept = {
call_house_member_to_war_interaction_effect = yes
save_scope_value_as = {
name = call_house_member_to_war_interaction
value = yes
}
if = {
limit = {
exists = scope:target
}
scope:actor = {
trigger_event = call_ally.0100
}
}
scope:actor = {
if = {
limit = { NOT = { is_house_head = yes } }
add_prestige = medium_prestige_loss
}
}
# If the Dynasty has the Unity Legacy perk, the recipient is rewarded with some Prestige
if = {
limit = { scope:actor.dynasty = { has_dynasty_perk = fp2_coterie_legacy_3 } }
scope:recipient = { add_prestige = medium_prestige_gain }
}
}
on_decline = {
#The war could theoretically end on the day the decline is sent
if = {
limit = {
exists = scope:target
}
scope:target = {
if = {
limit = {
is_attacker = scope:actor
}
scope:actor = {
add_opinion = {
modifier = rejected_call_to_offensive_war
target = scope:recipient
}
}
}
else = {
scope:actor = {
add_opinion = {
modifier = rejected_call_to_defensive_war
target = scope:recipient
}
}
}
scope:actor = {
trigger_event = call_ally.0101
}
}
# If we're a clan this interaction affects unity
refuse_call_to_arms_add_clan_unity_effect = yes
}
}
ai_accept = {
base = 20
modifier = { # Refuse call to conflicts of little benefit
add = -1000
desc = WONT_FIGHT_MEANINGLESS_REASON
trigger_if = {
limit = { exists = scope:target }
scope:target = { using_cb = fp2_border_raid }
scope:recipient = { # Unless they like going on raids
NOR = {
has_trait = viking
has_trait = reaver
}
}
}
trigger_else = { always = no }
}
modifier = { # Refuse call against Heir
add = -1000
exists = scope:recipient.player_heir
trigger_if = {
limit = { scope:target.casus_belli.primary_defender = scope:actor }
scope:target.casus_belli.primary_attacker = scope:recipient.player_heir
}
trigger_else = {
scope:target.casus_belli.primary_defender = scope:recipient.player_heir
}
desc = WONT_FIGHT_HEIR_REASON
}
modifier = { # Refuse call against Spouse
add = -1000
scope:recipient = {
trigger_if = {
limit = { scope:target.casus_belli.primary_defender = scope:actor }
any_spouse = {
this = scope:target.casus_belli.primary_attacker
}
}
trigger_else = {
any_spouse = {
this = scope:target.casus_belli.primary_defender
}
}
}
desc = WONT_FIGHT_SPOUSE_REASON
}
opinion_modifier = { # Opinion Factor
who = scope:recipient
opinion_target = scope:actor
multiplier = 1.0
desc = AI_OPINION_REASON
}
# Honor factor
ai_value_modifier = {
ai_honor = 1
min = 0
}
modifier = { # Tends to join defensive wars
add = 50
scope:target.casus_belli.primary_defender = scope:actor
desc = DEFENSIVE_WAR_REASON
}
compare_modifier = { # Likes fighting infidels
trigger = {
scope:recipient.faith = scope:actor.faith
OR = {
AND = {
scope:target.casus_belli.primary_attacker = {
this = scope:actor
faith = {
faith_hostility_level = {
target = scope:target.casus_belli.primary_defender.faith
value >= religious_cb_enabled_hostility_level
}
}
}
}
AND = {
scope:target.casus_belli.primary_defender = {
this = scope:actor
faith = {
faith_hostility_level = {
target = scope:target.casus_belli.primary_defender.faith
value >= religious_cb_enabled_hostility_level
}
}
}
}
}
}
target = scope:recipient
value = ai_zeal
desc = "ZEAL_AGAINST_INFIDELS"
min = 0
multiplier = 0.5
}
modifier = { # Reluctant to attack another ally
add = -50
scope:target.casus_belli.primary_attacker = scope:actor
scope:recipient = {
is_allied_to = scope:target.casus_belli.primary_defender
}
desc = ATTACK_ON_ALLY_REASON
}
modifier = { # Reluctant to defend against another ally
add = -25
scope:target.casus_belli.primary_defender = scope:actor
scope:recipient = {
is_allied_to = scope:target.casus_belli.primary_attacker
}
desc = WAR_WITH_ALLY_REASON
}
modifier = { # Reluctant to join wars against religious brethren.
add = -50
NOT = { scope:recipient.faith = scope:actor.faith }
scope:target.casus_belli.primary_attacker = scope:actor
scope:target.casus_belli.primary_defender.faith = scope:recipient.faith
scope:target.casus_belli.war = {
OR = {
using_cb = minor_religious_war
using_cb = religious_war
using_cb = major_religious_war
using_cb = undirected_great_holy_war
using_cb = directed_great_holy_war
}
}
desc = WONT_ATTACK_RELIGIOUS_BRETHREN_REASON
}
modifier = { # Happy to gain Prestige thanks to the Unity perk
add = 50
dynasty = { has_dynasty_perk = fp2_coterie_legacy_3 }
desc = "UNITY_PERK_BONUS"
}
fp3_struggle_resist_allied_wars_modifier = yes
}
auto_accept = {
custom_description = {
text = "spending_hook"
subject = scope:actor
object = scope:recipient
scope:hook = yes
}
}
send_option = {
is_valid = {
scope:actor = {
has_usable_hook = scope:recipient
}
}
flag = hook
localization = SCHEME_HOOK
}
should_use_extra_icon = {
scope:actor = { has_usable_hook = scope:recipient }
}
extra_icon = "gfx/interface/icons/character_interactions/hook_icon.dds"
send_options_exclusive = no
}
#Head legitimizes child or actor requests from head to legitimize
legitimize_bastard_interaction = {
category = interaction_category_diplomacy
special_interaction = legitimize_bastard
icon = legitimized_bastard
greeting = positive
notification_text = ASK_TO_legitimize_bastard_interaction
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:actor.house.house_head = scope:actor }
desc = legitimize_bastard_interaction_desc_house_head
}
desc = legitimize_bastard_interaction_desc_not_house_head
}
}
is_shown = {
scope:actor.house.house_head.faith = {
has_doctrine_parameter = bastards_legitimize
}
scope:actor.faith = {
has_doctrine_parameter = bastards_legitimize
}
scope:secondary_recipient = {
faith = {
has_doctrine_parameter = bastards_legitimize
}
has_trait = bastard
OR = {
father = scope:actor
mother = scope:actor
scope:actor.house.house_head = scope:actor
}
OR = {
house = scope:actor.house
AND = {
OR = {
father.house = scope:actor.house
mother.house = scope:actor.house
}
has_dynasty = no
}
}
}
scope:actor = {
is_lowborn = no
is_concubine = no
}
scope:recipient = { is_busy_in_events_localised = yes }
}
is_valid_showing_failures_only = {
}
cost = {
prestige = {
value = bastard_legitimization_prestige_cost
}
}
ai_accept = {
base = -50
modifier = {
trigger = {
NOT = { scope:actor = scope:actor.house.house_head }
}
add = {
value = scope:actor.prestige_level
multiply = 20
}
desc = PRESTIGOUS_IN_OUR_HOUSE
}
modifier = {
trigger = {
always = scope:hook
}
add = 100
desc = SCHEME_WEAK_HOOK_USED
}
opinion_modifier = {
trigger = {
NOT = { scope:actor = scope:actor.house.house_head }
}
who = scope:recipient
opinion_target = scope:actor
multiplier = 1
}
opinion_modifier = {
trigger = {
NOT = { scope:actor = scope:actor.house.house_head }
}
who = scope:recipient
opinion_target = scope:secondary_recipient
multiplier = 0.25
}
modifier = {
add = intimidated_reason_value
scope:recipient = {
target_is_liege_or_above = scope:actor
has_dread_level_towards = {
target = scope:actor
level = 1
}
}
desc = INTIMIDATED_REASON
}
modifier = {
add = cowed_reason_value
scope:recipient = {
target_is_liege_or_above = scope:actor
has_dread_level_towards = {
target = scope:actor
level = 2
}
}
desc = COWED_REASON
}
modifier = {
add = intimidated_external_reason_value
scope:recipient = {
NOT = { target_is_liege_or_above = scope:actor }
has_dread_level_towards = {
target = scope:actor
level = 1
}
}
desc = INTIMIDATED_REASON
}
modifier = {
add = cowed_external_reason_value
scope:recipient = {
NOT = { target_is_liege_or_above = scope:actor }
has_dread_level_towards = {
target = scope:actor
level = 2
}
}
desc = COWED_REASON
}
# Unity modifiers
evaluate_action_decreasing_house_unity = {
VALUE = 100
}
}
auto_accept = {
OR = {
scope:actor = scope:actor.house.house_head
AND = {
always = scope:hook
scope:actor = { has_strong_hook = scope:recipient }
}
}
}
on_accept = {
scope:actor = {
stress_impact = {
arrogant = minor_stress_impact_gain
}
legitimize_bastard_interaction_opinions_effect = {
BASTARD = scope:secondary_recipient
HOUSE_HEAD = scope:actor.house.house_head
LEGITIMIZER = scope:actor
}
if = {
limit = { always = scope:hook }
scope:actor = {
use_hook = scope:recipient
}
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = miniscule_unity_loss
DESC = clan_unity_bastardry.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
on_decline = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = legitimize_bastard_interaction_decline_notification
left_icon = scope:actor.house.house_head
right_icon = scope:secondary_recipient
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = miniscule_unity_gain
DESC = clan_unity_bastardry_refusal.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
send_option = {
is_shown = {
NOT = { scope:actor = scope:recipient }
}
is_valid = {
scope:actor = {
has_usable_hook = scope:recipient
}
}
flag = hook
localization = SCHEME_HOOK
}
should_use_extra_icon = {
scope:actor = { has_usable_hook = scope:recipient }
}
extra_icon = "gfx/interface/icons/character_interactions/hook_icon.dds"
send_options_exclusive = no
}
accuse_of_decandence_interaction = {
icon = antagonistic
category = interaction_category_clan
interface_priority = 60
common_interaction = yes
cooldown = { years = 3 }
desc = accuse_of_decandence_interaction_desc
is_shown = {
scope:actor = { government_has_flag = government_is_clan }
NOT = { scope:recipient = scope:actor }
scope:actor.house.house_head ?= scope:actor
scope:recipient.house ?= scope:actor.house
scope:recipient = {
NOT = {
has_trait = decadent
}
}
}
is_valid_showing_failures_only = {
scope:recipient = { is_adult = yes }
scope:recipient = { NOT = { has_strong_hook = scope:actor } }
custom_tooltip = {
text = cannot_take_overt_hostile_actions_against_diarch.tt
NOT = { scope:recipient ?= scope:actor.diarch }
}
}
on_auto_accept = {
scope:recipient = {
trigger_event = char_interaction.0041
}
}
on_accept = {
scope:actor = {
stress_impact = {
forgiving = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
}
send_interface_toast = {
type = event_toast_effect_neutral
title = accuse_of_decandence_interaction_notification
left_icon = scope:actor
right_icon = scope:recipient
scope:recipient = {
add_stress = major_stress_gain
if = {
limit = {
has_trait = extolled
}
remove_trait = extolled
}
else = {
add_trait = decadent
}
add_opinion = {
modifier = accused_of_decadence_opinion
target = scope:actor
}
}
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = major_unity_loss
DESC = clan_unity_decadence.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
cost = {
piety = {
value = {
add = minor_piety_value
if = {
limit = {
scope:recipient = {
num_virtuous_traits > 0
}
}
add = {
value = minor_piety_value
multiply = scope:recipient.num_virtuous_traits
}
}
if = {
limit = {
scope:recipient = {
num_sinful_traits > 0
}
}
add = {
value = minor_piety_value
multiply = 0.5
multiply = scope:recipient.num_sinful_traits
min = 10
}
}
}
}
}
auto_accept = yes
ai_potential = {
is_at_war = no
government_has_flag = government_is_clan
house.house_head ?= this
is_adult = yes
NOT = {
has_trait = forgiving
}
}
ai_targets = {
ai_recipients = dynasty
max = 30
}
ai_targets = {
ai_recipients = vassals
}
ai_frequency = 36
ai_will_do = {
base = 0
modifier = {
add = 100
scope:recipient = {
OR = {
has_relation_rival = scope:actor
has_relation_nemesis = scope:actor
}
}
}
modifier = {
add = 50
scope:actor = {
ai_wants_low_unity = yes
NOT = { house ?= { has_house_unity_stage = antagonistic } }
}
scope:recipient = {
num_sinful_traits >= 1
}
}
modifier = {
add = 100
scope:actor = {
ai_wants_low_unity = yes
NOT = { house ?= { has_house_unity_stage = antagonistic } }
}
scope:recipient = {
num_sinful_traits >= 2
}
}
modifier = {
add = 20
scope:actor = {
ai_wants_low_unity = yes
NOT = { house ?= { has_house_unity_stage = antagonistic } }
}
scope:recipient = {
number_of_opposing_personality_traits = {
target = scope:actor
value >= 1
}
}
}
modifier = {
add = 100
scope:actor = {
ai_wants_low_unity = yes
NOT = { house ?= { has_house_unity_stage = antagonistic } }
}
scope:recipient = {
number_of_opposing_personality_traits = {
target = scope:actor
value >= 2
}
}
}
modifier = {
add = 50
scope:actor = {
ai_wants_low_unity = yes
NOT = { house ?= { has_house_unity_stage = antagonistic } }
}
OR = {
AND = {
scope:recipient = {
has_trait = incestuous
}
NOT = { is_incestuous_trigger = yes }
trait_is_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient }
}
AND = {
scope:recipient = {
has_trait = kinslayer
}
NOT = { has_trait = kinslayer }
}
AND = {
scope:recipient = {
has_trait = adulterer
}
NOR = {
has_trait = adulterer
has_trait = fornicator
}
trait_is_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient }
}
AND = {
scope:recipient = {
has_trait = fornicator
}
NOR = {
has_trait = adulterer
has_trait = fornicator
}
trait_is_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient }
}
AND = {
scope:recipient = {
has_trait = deviant
}
NOT = {
is_deviant_trigger = yes
}
trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient }
}
AND = {
scope:recipient = {
has_trait = witch
}
NOT = {
is_witch_trigger = yes
}
trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient }
}
AND = {
scope:recipient = {
has_trait = sodomite
}
NOR = {
has_trait = sodomite
any_secret = {
secret_type = secret_homosexual
}
}
trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient }
}
AND = {
scope:recipient = {
has_trait = cannibal
}
NOT = {
is_cannibal_trigger = yes
}
trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient }
}
}
}
modifier = {
factor = 0.25
scope:recipient = {
is_powerful_vassal_of = scope:actor
}
}
modifier = {
factor = 0
scope:recipient = {
OR = {
has_relation_friend = scope:actor
has_relation_best_friend = scope:actor
}
}
}
modifier = {
factor = 0
scope:recipient = {
is_primary_heir_of = scope:actor
}
}
}
}
extoll_virtuousness_interaction = {
icon = unity_harmonious
category = interaction_category_clan
interface_priority = 60
common_interaction = yes
cooldown = { years = 3 }
desc = extoll_virtuousness_interaction_desc
is_shown = {
scope:actor = { government_has_flag = government_is_clan }
NOT = { scope:recipient = scope:actor }
scope:actor.house.house_head ?= scope:actor
scope:recipient.house ?= scope:actor.house
scope:recipient = {
NOT = {
has_trait = extolled
}
}
}
is_valid_showing_failures_only = {
scope:recipient = { is_adult = yes }
}
on_auto_accept = {
scope:recipient = {
trigger_event = char_interaction.0042
}
}
on_accept = {
scope:actor = {
stress_impact = {
sadistic = minor_stress_impact_gain
callous = minor_stress_impact_gain
}
send_interface_toast = {
type = event_toast_effect_neutral
title = extoll_interaction_notification
left_icon = scope:actor
right_icon = scope:recipient
scope:recipient = {
if = {
limit = {
has_trait = decadent
}
remove_trait = decadent
}
else = {
add_trait = extolled
}
add_opinion = {
modifier = extolled_virtue_opinion
target = scope:actor
}
}
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = major_unity_gain
DESC = clan_unity_extolled.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
cost = {
piety = {
value = {
add = medium_piety_value
if = {
limit = {
scope:recipient = {
num_sinful_traits > 0
}
}
add = {
value = medium_piety_value
multiply = scope:recipient.num_sinful_traits
}
}
if = {
limit = {
scope:recipient = {
num_virtuous_traits > 0
}
}
add = {
value = medium_piety_value
multiply = 0.5
multiply = scope:recipient.num_virtuous_traits
min = 10
}
}
}
}
}
auto_accept = yes
ai_potential = {
is_at_war = no
government_has_flag = government_is_clan
house.house_head ?= this
is_adult = yes
NOT = {
has_trait = paranoid
}
}
ai_targets = {
ai_recipients = dynasty
max = 30
}
ai_targets = {
ai_recipients = vassals
}
ai_frequency = 36
ai_will_do = {
base = 0
modifier = {
add = 100
scope:actor = {
NOT = { ai_wants_low_unity = yes }
}
scope:recipient = {
OR = {
has_relation_friend = scope:actor
has_relation_best_friend = scope:actor
is_primary_heir_of = scope:actor
}
}
}
modifier = {
add = 50
scope:actor = {
ai_wants_high_unity = yes
NOT = { house ?= { has_house_unity_stage = harmonious } }
}
scope:recipient = {
num_virtuous_traits >= 1
}
}
modifier = {
add = 100
scope:actor = {
ai_wants_high_unity = yes
NOT = { house ?= { has_house_unity_stage = harmonious } }
}
scope:recipient = {
num_virtuous_traits >= 2
}
}
modifier = {
add = 20
scope:actor = {
ai_wants_high_unity = yes
NOT = { house ?= { has_house_unity_stage = harmonious } }
}
scope:recipient = {
number_of_personality_traits_in_common = {
target = scope:actor
value >= 1
}
}
}
modifier = {
add = 100
scope:actor = {
ai_wants_high_unity = yes
NOT = { house ?= { has_house_unity_stage = harmonious } }
}
scope:recipient = {
number_of_personality_traits_in_common = {
target = scope:actor
value >= 2
}
}
}
modifier = {
factor = 1.5
scope:recipient = {
is_vassal_of = scope:actor
}
}
modifier = {
factor = 0
scope:recipient = {
OR = {
has_relation_rival = scope:actor
has_relation_nemesis = scope:actor
}
}
}
}
}