a few changes
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6 changed files with 1071 additions and 13 deletions
825
common/on_action/army_on_actions.txt
Normal file
825
common/on_action/army_on_actions.txt
Normal file
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# On actions for army events, triggered automatically by the game
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# called for armies every 30 days; exact date dependent on army ID
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# root is the owner of the army
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# scope:army is the army
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on_army_monthly = {
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events = {
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}
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effect = {
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scope:army ?= {
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if = {
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limit = {
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exists = army_commander
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NOT = { has_variable = commander_death_events_pulse_cooldown }
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}
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set_variable = {
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name = commander_death_events_pulse_cooldown
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value = yes
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days = 365
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}
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army_commander = {
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trigger_event = { on_action = commander_death_events_pulse }
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}
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}
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}
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ROOT = {
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if = {
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limit = {
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ROOT = { is_at_war = yes }
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NOT = {
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has_character_modifier = armies_raised_modifier
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}
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}
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add_character_modifier = {
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modifier = armies_raised_modifier
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years = 5
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}
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}
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else_if = {
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limit = {
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ROOT = { NOT = { is_at_war = yes } }
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has_character_modifier = armies_raised_modifier
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}
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remove_character_modifier = armies_raised_modifier
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}
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else = {
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}
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}
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}
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}
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# called when a county is (fully) occupied. Does not fire on reoccupation by province owner
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# root is the occupant
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# scope:county is the county title
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# scope:barony is the barony title that got occupied
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# scope:previous_controller is the previous controller of the county
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# scope:war is the war causing the previous controller and the occupant to be hostile
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on_county_occupied = {
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effect = {
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scope:county = {
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if = {
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limit = {
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holder = {
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NOT = { has_perk = enduring_hardships_perk }
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}
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}
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change_county_control = county_control_loss_value
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random_list = {
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25 = {
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change_development_progress_with_overflow = -10
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}
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25 = {
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change_development_progress_with_overflow = -15
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}
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25 = {
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change_development_progress_with_overflow = -20
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}
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25 = {
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change_development_progress_with_overflow = -25
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}
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}
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}
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if = { #used by hold_court.6000
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limit = {
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holder.top_liege = {
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is_ai = no
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}
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}
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scope:barony.holder = {
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add_character_flag = {
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flag = recently_occupied_flag
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days = 720
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}
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}
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}
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}
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# Mongol Devastation
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if = {
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limit = {
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# Check that it's relevant so we don't fire it *all* the time
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OR = {
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AND = {
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exists = global_var:mongol_empire_has_spawned
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NOT = { exists = global_var:mongol_story_has_ended }
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any_owned_story = {
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type = story_mongol_invasion
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}
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}
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any_owned_story = {
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type = story_greatest_of_khans
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}
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}
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NOT = { exists = scope:county.var:looted_by_mongols }
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}
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# Each County should only be devastated once
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scope:county = {
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set_variable = {
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name = looted_by_mongols
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value = yes
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years = 25
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}
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}
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# Send a message (and gold!) to the Mongol Emperor
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send_interface_message = {
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type = event_war_good
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title = mongols_sieged_county.t
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left_icon = scope:previous_controller
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right_icon = scope:county
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#Herd from nomad counties if nomadic
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if = {
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limit = {
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scope:county = {
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any_county_province = {
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OR = {
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has_holding_type = nomad_holding
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has_holding_type = herder_holding
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}
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}
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}
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government_has_flag = government_is_nomadic
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}
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domicile = {
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change_herd = miniscule_herd_gain
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}
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}
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else = {
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if = {
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limit = {
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scope:county.development_level >= 1
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}
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add_gold = {
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add = scope:county.development_level
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multiply = 5
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}
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}
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}
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if = {
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limit = {
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dread < 150
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}
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add_dread = 2
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}
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show_as_tooltip = {
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scope:county = {
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mongols_devastate_county_effect = yes
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}
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}
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}
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save_scope_as = mongol_emperor
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# Send a message to the County's owner
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scope:county.holder = {
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send_interface_message = {
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type = event_war_bad
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title = mongols_sieged_county.t
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left_icon = scope:mongol_emperor
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right_icon = scope:county
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scope:county = {
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mongols_devastate_county_effect = yes
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}
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}
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}
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}
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# Admin house power bonus for getting influence
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if = {
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limit = {
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house ?= {
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OR = {
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has_house_power_parameter = occupations_give_bonuses_1
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has_house_power_parameter = occupations_give_bonuses_2
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has_house_power_parameter = occupations_give_bonuses_3
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}
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}
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}
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send_interface_message = {
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type = msg_siege_effect
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title = tactical_besiegers_house_power
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left_icon = root
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right_icon = scope:barony
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if = {
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limit = {
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house = { has_house_power_parameter = occupations_give_bonuses_3 }
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}
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add_gold = occupations_give_bonuses_3_value
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change_influence = occupations_give_bonuses_3_value
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}
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else_if = {
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limit = {
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house = { has_house_power_parameter = occupations_give_bonuses_2 }
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}
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add_gold = occupations_give_bonuses_2_value
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change_influence = occupations_give_bonuses_2_value
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}
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else = {
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add_gold = occupations_give_bonuses_1_value
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change_influence = occupations_give_bonuses_1_value
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}
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}
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}
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}
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}
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# called when a siege completes. Does *not* fire on reoccupation by province order
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# root is the occupant
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# scope:barony is the barony title that got occupied
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# scope:county is the county title for the barony
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# scope:previous_controller is the previous controller of the county
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# scope:war is the war causing the previous controller and the occupant to be hostile
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# occupied_baronies is a list of all baronies that the siege caused the occupier to control (I.E., can include baronies with no fort level)
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on_siege_completion = {
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events = {
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siege.0101 # Notify holders/lieges that the county was lost to siege
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siege.0001 # Capture/kill prisoners
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siege.0031 # Chance to steal an artifact
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faction_demand.1010 #Reinforce populist rebels
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faction_demand.1110 #Reinforce peasant rebels
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siege.1001 #Someone I care about was immured here...
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intrigue_scheming.1804 # I had genuine/fake info about the defenses. Follows up intrigue_scheming.1801 so this won't actually trigger after every siege
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}
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effect = {
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save_scope_as = occupant
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scope:barony = {
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if = {
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limit = { title_province = holder.capital_province }
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holder = {
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random = {
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chance = 50
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trigger_event = fp3_decision.0002 #FP3 Event to possibly lose your royal fire
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}
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}
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}
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}
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# If you have the Sacred Destruction tenet get piety/destroy development
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if = {
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limit = {
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faith = { has_doctrine_parameter = successful_sieges_give_piety }
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}
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send_interface_toast = {
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title = successful_sieges_give_piety_toast
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left_icon = root
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add_piety = minor_piety_gain
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scope:barony.county = { change_development_progress_with_overflow = -2 }
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}
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}
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# We change your legend to reflect this siege
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if = {
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limit = {
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has_legend_chapter_trigger = { CHAPTER = extra_deed }
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scope:barony.county.development_level >= good_development_level
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NOT = {
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promoted_legend ?= {
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has_legend_chapter = {
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name = extra_deed
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localization_key = legend_chapter_extra_deed_recent_siege
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}
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}
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}
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}
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random = {
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chance = 25
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send_interface_toast = {
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title = legend_chapter_change_toast
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left_icon = root
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promoted_legend = {
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set_legend_chapter = {
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name = extra_deed
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localization_key = legend_chapter_extra_deed_recent_siege
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}
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}
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}
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}
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}
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# Commander trait leveling
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scope:barony.title_province = {
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every_army_in_location = {
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army_commander ?= {
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if = {
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limit = {
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has_trait = military_engineer
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is_commanding_army = yes
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location.barony = scope:barony
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}
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add_trait_xp = {
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trait = military_engineer
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value = {
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value = location.fort_level
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divide = 2
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min = 1
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add = {
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value = martial
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divide = 20
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}
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}
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}
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}
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}
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army_commander ?= {
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if = {
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limit = {
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has_trait = reaver
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is_commanding_army = yes
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location.barony = scope:barony
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}
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add_trait_xp = {
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trait = reaver
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value = {
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value = 0.2
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add = {
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value = martial
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divide = 20
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}
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}
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}
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}
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}
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army_commander ?= {
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if = {
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limit = {
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has_trait = peasant_leader
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is_commanding_army = yes
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}
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add_trait_xp = {
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trait = peasant_leader
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value = {
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value = 0.1
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add = {
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value = martial
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divide = 20
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}
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}
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}
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}
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}
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}
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}
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#Mandalas be looting other Mandala's capital
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if = {
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limit = {
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has_realm_law_flag = piety_for_sieging_capital_temple_complexes
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scope:previous_controller = { has_same_government = root }
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scope:barony.title_province = { has_building_with_flag = mandala_capital_building }
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}
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send_interface_message = {
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type = msg_siege_piety
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if = {
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limit = {
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scope:barony.title_province = { has_building_with_flag = final_tier_mandala_capital_building }
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}
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add_piety = monumental_piety_gain
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}
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else_if = {
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limit = {
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scope:barony.title_province = { has_building_with_flag = fourth_tier_mandala_capital_building }
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}
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add_piety = massive_piety_gain
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}
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else_if = {
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limit = {
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scope:barony.title_province = { has_building_with_flag = third_tier_mandala_capital_building }
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}
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add_piety = major_piety_gain
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}
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else_if = {
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limit = {
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scope:barony.title_province = { has_building_with_flag = second_tier_mandala_capital_building }
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}
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add_piety = medium_piety_gain
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}
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else = { add_piety = minor_piety_gain }
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scope:county = {
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if = {
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limit = { has_county_modifier = mandala_capital_sacked_modifier }
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hidden_effect = { remove_county_modifier = mandala_capital_sacked_modifier }
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}
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if = {
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limit = { has_county_modifier = mandala_capital_restored_modifier }
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hidden_effect = { remove_county_modifier = mandala_capital_restored_modifier }
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}
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add_county_modifier = {
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modifier = mandala_capital_sacked_modifier
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years = 10
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}
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}
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}
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}
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}
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}
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# Called when a siege loots a holding
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# root is sieging character
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# scope:barony is the barony title that got looted
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# scope:county is the county title for the barony
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# scope:previous_controller is the previous controller
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on_siege_looting = {
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events = {
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}
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effect = {
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scope:barony.title_province ?= {
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# Adventurer Siege replenish
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every_army_in_location = {
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limit = {
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OR = {
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AND = {
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root = { is_landless_adventurer = yes }
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army_owner = root
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}
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army_owner = {
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is_landless_adventurer = yes
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is_at_war = yes
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any_war_ally = { this = root }
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}
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}
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}
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every_army_maa_regiment = {
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limit = {
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maa_current_troops_count < maa_max_troops_count
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}
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change_maa_troops_count = adventurer_siege_replenish_amount
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}
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}
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# Strict Organization
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every_army_in_location = {
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limit = {
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OR = {
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AND = {
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root = {
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is_landless_adventurer = yes
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has_perk = strict_organization_perk
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}
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army_owner = root
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}
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army_owner = {
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is_landless_adventurer = yes
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has_perk = strict_organization_perk
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is_at_war = yes
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any_war_ally = { this = root }
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}
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}
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}
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army_owner = {
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domicile ?= { change_provisions = adventurer_siege_provisions_amount }
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}
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}
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add_province_modifier = {
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modifier = recently_looted_modifier
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years = 5
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}
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}
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#Gain some gold on top of the siege loot from the Master of Spoils Camp Officer
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if = {
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limit = {
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employs_court_position = master_of_spoils_camp_officer
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}
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add_gold = {
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value = court_position:master_of_spoils_camp_officer.aptitude:master_of_spoils_camp_officer
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add = 1
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multiply = 5
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}
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}
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tgp_treasury_raided_effect = yes
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}
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}
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# called for armies whenever they enter a province
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# root is the owner of the army
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# scope:army is the army
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on_army_enter_province = {
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events = {
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great_holy_war.0060 # Give Crusaders their trait upon reaching the holy land.
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ep3_emperor_yearly.3010 # Byzantine emperor sends fireships to defend the strait of Marmara
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game_rule.1021 # Figure out whether we should fire a conclusion event during the Conquest.
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}
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random_events = {
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chance_of_no_event = 97
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100 = bp2_yearly.4030 # Winter province event
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1 = epidemic_events.1120 # Corpse catapult event
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}
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effect = {
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# Commander trait leveling
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scope:army.army_commander ?= {
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if = {
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limit = {
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has_trait = logistician
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}
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add_trait_xp = {
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trait = logistician
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value = {
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value = 0.2
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add = {
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value = martial
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divide = 20
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}
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}
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}
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}
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if = {
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limit = {
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has_trait = organizer
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}
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add_trait_xp = {
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trait = organizer
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value = {
|
||||
value = 0.2
|
||||
add = {
|
||||
value = martial
|
||||
divide = 20
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Called when a raid action starts
|
||||
# root is the raid army
|
||||
# scope:raider is the person owning the raid army
|
||||
# scope:barony is the barony title that got raided
|
||||
# scope:county is the county title for the barony
|
||||
on_raid_action_start = {
|
||||
events = {
|
||||
fp1_trade_events.0001 # A fearsome target causes scope:raider to reconsider their intent.
|
||||
}
|
||||
effect = { # The target isn't too keen on the raider...
|
||||
scope:barony.holder = {
|
||||
if = {
|
||||
limit = {
|
||||
has_opinion_modifier = {
|
||||
target = scope:raider
|
||||
modifier = raided_me_opinion
|
||||
}
|
||||
}
|
||||
remove_opinion = { # We reapply it so that the counter is reset
|
||||
target = scope:raider
|
||||
modifier = raided_me_opinion
|
||||
}
|
||||
}
|
||||
add_opinion = {
|
||||
target = scope:raider
|
||||
modifier = raided_me_opinion
|
||||
}
|
||||
every_liege_or_above = {
|
||||
if = {
|
||||
limit = {
|
||||
has_opinion_modifier = {
|
||||
target = scope:raider
|
||||
modifier = raided_me_opinion
|
||||
}
|
||||
}
|
||||
remove_opinion = { # We reapply it so that the counter is reset
|
||||
target = scope:raider
|
||||
modifier = raided_me_opinion
|
||||
}
|
||||
}
|
||||
add_opinion = {
|
||||
target = scope:raider
|
||||
modifier = raided_me_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
random_events = {
|
||||
100 = fp1_yearly.0692 # FP1 - setup event for one of your knights converting to a reformed faith.
|
||||
}
|
||||
}
|
||||
|
||||
# Called when a raid action finishes
|
||||
# root is the raid army
|
||||
# scope:raider is the person owning the raid army
|
||||
# scope:barony is the barony title that got raided
|
||||
# scope:county is the county title for the barony
|
||||
on_raid_action_completion = {
|
||||
events = {
|
||||
raiding.0001 # An independent liege personally raids a county capital.
|
||||
raiding.0021 # Adjust raider completion tally.
|
||||
raiding.0022 # Chance to fire viking/raider acquisition event
|
||||
raiding.0013 # Chance to kidnap prisoners
|
||||
raiding.0014 # Chance to steal an artifact
|
||||
bp2_yearly.8031 # Steal a doll
|
||||
raiding.0031 # Hereward adds XP
|
||||
raiding.0040 # Raid Intent Effects
|
||||
}
|
||||
effect = {
|
||||
scope:raider = {
|
||||
send_interface_message = {
|
||||
type = msg_raid_completed
|
||||
left_icon = scope:county.holder
|
||||
right_icon = scope:barony
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:county = {
|
||||
any_county_province = { has_special_building = yes }
|
||||
}
|
||||
NOT = { has_character_flag = raider_legend }
|
||||
has_dlc_feature = legends
|
||||
NOT = { has_game_rule = historical_legends_only }
|
||||
}
|
||||
random = {
|
||||
chance = legend_seed_chance_low
|
||||
add_character_flag = raider_legend
|
||||
create_legend_seed = {
|
||||
type = heroic
|
||||
quality = famed
|
||||
chronicle = legendary_battle
|
||||
properties = {
|
||||
winner = scope:raider
|
||||
loser = scope:county.holder
|
||||
location = scope:barony.title_province
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
house ?= {
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:county.holder.house
|
||||
}
|
||||
change_house_relation_effect = {
|
||||
HOUSE = scope:county.holder.house
|
||||
VALUE = house_relation_damage_minor_value
|
||||
REASON = raid
|
||||
CHAR = scope:raider
|
||||
TARGET_CHAR = scope:county.holder
|
||||
TITLE = scope:dummy_gender
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:barony.title_province = {
|
||||
add_province_modifier = {
|
||||
modifier = recently_looted_modifier
|
||||
years = 5
|
||||
}
|
||||
county = {
|
||||
if = {
|
||||
limit = {
|
||||
holder = {
|
||||
NOT = { has_perk = enduring_hardships_perk }
|
||||
}
|
||||
}
|
||||
change_county_control = raid_county_control_loss_value
|
||||
random_list = {
|
||||
25 = {
|
||||
change_development_progress_with_overflow = -2
|
||||
}
|
||||
25 = {
|
||||
change_development_progress_with_overflow = -3
|
||||
}
|
||||
25 = {
|
||||
change_development_progress_with_overflow = -4
|
||||
}
|
||||
25 = {
|
||||
change_development_progress_with_overflow = -5
|
||||
}
|
||||
}
|
||||
}
|
||||
# Silk Road
|
||||
tgp_silk_road_raid_effect = yes
|
||||
}
|
||||
}
|
||||
scope:county.holder = { add_to_list = raid_targets }
|
||||
scope:county.holder.liege ?= { add_to_list = raid_targets }
|
||||
scope:county.holder.liege.liege ?= { add_to_list = raid_targets }
|
||||
scope:county.holder.liege.liege.liege ?= { add_to_list = raid_targets }
|
||||
every_in_list = {
|
||||
list = raid_targets
|
||||
send_interface_message = {
|
||||
type = msg_raid_lost
|
||||
left_icon = scope:raider
|
||||
right_icon = scope:barony
|
||||
}
|
||||
}
|
||||
|
||||
## Struggles
|
||||
if = {
|
||||
limit = {
|
||||
scope:raider = {
|
||||
any_character_struggle = {
|
||||
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
|
||||
CATALYST = catalyst_raided_involved
|
||||
CHAR = scope:county.holder
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:county.holder = { # Theoretical edge case where X is from one struggle, Y from another one and they trigger catalysts. But unlikely to be an issue.
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
phase_has_catalyst = catalyst_raided_involved
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:raider = {
|
||||
every_character_struggle = {
|
||||
limit = {
|
||||
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
|
||||
CATALYST = catalyst_raided_involved
|
||||
CHAR = scope:county.holder
|
||||
}
|
||||
}
|
||||
activate_struggle_catalyst = {
|
||||
catalyst = catalyst_raided_involved
|
||||
character = scope:raider
|
||||
}
|
||||
log_debug_variable_for_persian_struggle_effect = { VAR = concession_catalyst_raided_involved }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Commander trait leveling
|
||||
root.army_commander ?= {
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = reaver
|
||||
is_commanding_army = yes
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = reaver
|
||||
value = {
|
||||
value = 0.5
|
||||
add = {
|
||||
value = martial
|
||||
divide = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tgp_treasury_raided_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Called every 7 days during a raid action (except if the raid is stalled due to combat). First call might be anywhere from 1 to 7 days after the raid action begins
|
||||
# root is the raid army
|
||||
# scope:raider is the person owning the raid army
|
||||
# scope:barony is the barony title that got raided
|
||||
# scope:county is the county title for the barony
|
||||
on_raid_action_weekly = {
|
||||
}
|
||||
|
||||
# Called when a raider returns to their own territory and deposits loot
|
||||
# Use root.raid_loot to see how much was deposited
|
||||
# root is the raid army
|
||||
# scope:raider is the person owning the raid army
|
||||
# scope:raid_loot is the loot that you gained from the raid
|
||||
on_raid_loot_delivered = {
|
||||
effect = {
|
||||
# If the ruler led their own army, flag that for events.
|
||||
if = {
|
||||
limit = { army_commander = scope:raider }
|
||||
scope:raider = {
|
||||
add_character_flag = {
|
||||
flag = has_recently_performed_raid
|
||||
years = 3
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
events = {
|
||||
|
||||
}
|
||||
random_events = {
|
||||
chance_to_happen = 25
|
||||
200 = 0
|
||||
|
||||
100 = fp1_yearly.0622 # FP1 - setup event for a child demanding some of your loot.
|
||||
100 = fp1_yearly.0632 # FP1 - setup event for noticing a cynical knight refuse to sacrifice.
|
||||
}
|
||||
}
|
||||
|
||||
# Called when a raid army is defeated in battle and gets its loot (if any) stolen
|
||||
# Use root.raid_loot to see how they're carrying
|
||||
# root is the raid army
|
||||
# scope:raider is the person owning the raid army
|
||||
# scope:receiver is the person getting the raid loot
|
||||
on_defeat_raid_army = {
|
||||
events = {
|
||||
raiding.0012 # Defending army take raider loot notifications.
|
||||
}
|
||||
}
|
||||
|
||||
# Called when a raid intent is invalidated
|
||||
on_raid_intent_invalidated = {
|
||||
effect = {
|
||||
scope:raider = {
|
||||
send_interface_message = {
|
||||
type = msg_raid_intent_invalidated
|
||||
left_icon = scope:raider
|
||||
localization_values = {
|
||||
raiding_army = root
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue