unfucking the mod
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1167 changed files with 26982 additions and 13 deletions
703
events/court_maintenance_events.txt
Normal file
703
events/court_maintenance_events.txt
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#Court Maintenance events of various persuasions
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namespace = court_maintenance
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#Children should acquire personality trait events
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court_maintenance.0003 = {
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hidden = yes
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trigger = {
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OR = {
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is_adult = no
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any_courtier_or_guest = {
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is_adult = no
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}
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any_prisoner = {
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is_adult = no
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}
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}
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}
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immediate = {
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if = {
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limit = {
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is_adult = no
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OR = {
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age = 9
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age = 11
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age = 13
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age >= 14 #Backup in case something has gone wrong
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}
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number_of_personality_traits < childhood_personality_trait_gain_limit
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}
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if = {
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limit = {
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age = 9
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has_variable = reincarnation_of
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can_become_reincarnation_trigger = yes
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}
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trigger_event = child_personality.9900
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}
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else = {
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trigger_event = {
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on_action = child_personality_gain
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days = { 1 360 }
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}
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}
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}
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every_courtier_or_guest = {
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limit = {
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is_adult = no
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OR = {
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age = 9
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age = 11
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age = 13
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age >= 14 #Backup in case something has gone wrong
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}
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number_of_personality_traits < childhood_personality_trait_gain_limit
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}
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trigger_event = {
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on_action = child_personality_gain
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days = { 1 360 }
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}
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}
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#Small random chance to acquire a fourth personality trait
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every_courtier_or_guest = {
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limit = {
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is_adult = no
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number_of_personality_traits = childhood_personality_trait_gain_limit
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number_of_personality_traits < personality_trait_limit
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}
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random = {
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chance = childhood_fourth_personality_trait_chance
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trigger_event = {
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on_action = child_personality_gain
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days = { 1 360 }
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}
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}
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}
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every_prisoner = {
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limit = {
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is_adult = no
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OR = {
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age = 9
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age = 11
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age = 13
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age >= 14 #Backup in case something has gone wrong
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}
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number_of_personality_traits < childhood_personality_trait_gain_limit
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}
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trigger_event = {
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on_action = child_personality_gain
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days = { 1 360 }
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}
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}
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#Small random chance to acquire a fourth personality trait
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every_prisoner = {
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limit = {
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is_adult = no
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number_of_personality_traits = childhood_personality_trait_gain_limit
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number_of_personality_traits < personality_trait_limit
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}
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random = {
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chance = childhood_fourth_personality_trait_chance
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trigger_event = {
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on_action = child_personality_gain
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days = { 1 360 }
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}
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}
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}
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}
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}
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court_maintenance.0005 = {
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hidden = yes
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trigger = {
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scope:new_employer = {
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government_has_flag = government_is_holy_order
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}
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}
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immediate = {
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add_trait = order_member
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}
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}
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#Absent from your court
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court_maintenance.0010 = {
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theme = crown
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override_background = { reference = council_chamber }
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type = character_event
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title = court_maintenance.0010.t
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left_portrait = {
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character = scope:messenger
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animation = worry
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}
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cooldown = { years = 5 }
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trigger = {
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always = no # Disabled for now
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has_royal_court = yes
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has_dlc_feature = royal_court
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is_ai = no
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is_available_adult = yes
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is_at_war = no
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}
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desc = {
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desc = court_maintenance.0010.desc
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first_valid = {
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triggered_desc = {
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trigger = {
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exists = scope:great_cgv_court
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}
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desc = court_maintenance.0010.desc.seeking_gainful_employment
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}
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desc = court_maintenance.0010.desc.general_ending
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}
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}
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immediate = {
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ordered_independent_ruler = {
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order_by = court_grandeur_current
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limit = {
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faith.religion = root.faith.religion
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in_diplomatic_range = root
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this != root
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}
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alternative_limit = {
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this != root
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in_diplomatic_range = root
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}
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alternative_limit = {
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this != root
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}
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save_scope_as = great_cgv_court
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}
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random_courtier = {
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limit = {
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has_any_court_position = yes
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}
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alternative_limit = {
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is_available_adult = yes
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}
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save_scope_as = messenger
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}
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}
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option = {
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name = court_maintenance.0010.a
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#Open Royal Court
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custom_tooltip = court_maintenance.0010.a.tooltip
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open_view_data = {
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view = royal_court
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player = root
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}
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}
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option = {
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name = {
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text = court_maintenance.0010.b.paranoid
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trigger = { has_trait = paranoid }
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}
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name = {
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text = court_maintenance.0010.b.depressed
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trigger = { has_trait = depressed }
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}
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name = {
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text = court_maintenance.0010.b.brave
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trigger = { has_trait = brave }
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}
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name = {
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text = court_maintenance.0010.b
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trigger = { always = yes }
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}
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change_current_court_grandeur = miniscule_court_grandeur_loss
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if = {
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limit = { exists = scope:great_cgv_court }
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custom_tooltip = court_maintenance.0010.b.tooltip
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}
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hidden_effect = {
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if = {
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limit = { exists = scope:great_cgv_court }
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random_courtier = {
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limit = {
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has_any_court_position = no
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is_physically_able_ai_adult = yes
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is_councillor = no
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NOT = { is_vassal_of = root }
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NOT = { is_close_family_of = ROOT }
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}
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set_employer = scope:great_cgv_court
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return_to_court = yes
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}
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}
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}
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}
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}
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#Gained a Royal Court
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court_maintenance.0011 = {
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theme = new_royal_court
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type = character_event
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title = {
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first_valid = {
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triggered_desc = {
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trigger = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler
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desc = court_maintenance.0011.t.regent
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}
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desc = court_maintenance.0011.t
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}
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}
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window = visit_settlement_window
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desc = {
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first_valid = {
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triggered_desc = {
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trigger = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler
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desc = court_maintenance.0011.desc.regent
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}
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triggered_desc = {
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trigger = { coronation_trigger = yes }
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desc = court_maintenance.0011.desc.ach
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}
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desc = court_maintenance.0011.desc
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}
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}
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left_portrait = {
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character = root
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animation = war_over_win
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}
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right_portrait = {
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character = scope:messenger
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animation = ecstasy
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}
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artifact = { # To display the dynasty banner in the event-window
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target = scope:dynasty_banner
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position = lower_center_portrait
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}
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artifact = { # To display the house banner in the event-window
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target = scope:house_banner
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position = lower_right_portrait
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}
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trigger = {
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is_ai = no
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is_landed = yes
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has_dlc_feature = royal_court
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# To avoid farming and duplication
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OR = {
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# No owned house banner
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NOT = {
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any_character_artifact = {
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has_variable = banner_house
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var:banner_house = root.house
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}
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}
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AND = {
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# Is Dynasty Head
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OR = {
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this = dynasty.dynast # Dynasty Head
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any_parent = { # Parent landless
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employer = prev
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dynasty = prev.dynasty
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this = dynasty.dynast
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}
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}
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# Dynasty banner does not exist
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NOT = {
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any_character_artifact = {
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has_variable = banner_dynasty
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var:banner_dynasty = root.dynasty
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}
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}
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}
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}
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}
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immediate = {
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tgp_save_realm_ceremonial_liege_effect = yes
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if = {
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limit = {
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coronation_trigger = yes
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NOT = { has_game_rule = coronation_laws_off }
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}
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coronation_reset_realm_law_effect = yes #we need to reset the crown laws immediately, not wait for the next tick
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set_variable = coronation_discount
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custom_tooltip = court_maintenance.0011.coronation_discount
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# Coronations law
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show_as_tooltip = {
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add_realm_law = uncrowned
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}
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# Artifact for Coronations setup
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create_proper_coronation_artifact_setup = yes
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}
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if = {
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limit = {
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exists = cp:councillor_chancellor
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}
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cp:councillor_chancellor = { save_scope_as = messenger }
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}
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else_if = {
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limit = {
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any_councillor = {
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is_kurultai_trigger = yes
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}
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}
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random_councillor = {
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limit = {
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is_kurultai_trigger = yes
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}
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save_scope_as = messenger
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}
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}
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else = {
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random_vassal = { save_scope_as = messenger }
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}
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#House banner
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if = {
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limit = {
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tgp_is_ceremonial_regent_trigger = no
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NOT = {
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any_character_artifact = {
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has_variable = banner_house
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var:banner_house = root.house
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}
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}
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}
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set_variable = banner_from_house
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create_artifact_wall_banner_effect = {
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OWNER = root
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CREATOR = scope:messenger
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TARGET = root.house
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}
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if = { # For artifact portraits
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limit = { exists = scope:newly_created_artifact }
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scope:newly_created_artifact = { save_scope_as = house_banner }
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}
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}
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#Dynasty banner
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if = {
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limit = {
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tgp_is_ceremonial_regent_trigger = no
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OR = {
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this = dynasty.dynast # Dynasty Head
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any_parent = { # Parent landless
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employer = root
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dynasty = root.dynasty
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this = dynasty.dynast
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}
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}
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NOT = {
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any_character_artifact = {
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has_variable = banner_dynasty
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var:banner_dynasty = root.dynasty
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}
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}
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}
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set_variable = banner_from_dynasty
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create_artifact_wall_banner_effect = {
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OWNER = root
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CREATOR = scope:messenger
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TARGET = root.dynasty
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}
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if = { # For artifact portraits
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limit = { exists = scope:newly_created_artifact }
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scope:newly_created_artifact = { save_scope_as = dynasty_banner }
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}
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}
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#Both
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if = {
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limit = {
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exists = scope:house_banner
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exists = scope:dynasty_banner
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}
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custom_tooltip = court_maintenance.0011.banner_tooltip
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}
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#House
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else_if = {
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limit = { exists = scope:house_banner }
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custom_tooltip = court_maintenance.0011.banner_house_tooltip
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}
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#Dynasty
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else = { custom_tooltip = court_maintenance.0011.banner_dynasty_tooltip }
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# Add extra legitimacy, for the first time they gain the Kingdom title
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add_legitimacy_effect = { LEGITIMACY = major_legitimacy_gain }
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}
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option = {
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name = court_maintenance.0011.coronation
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custom_tooltip = court_maintenance.0011.coronation.tooltip
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trigger = {
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coronation_trigger = yes
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NOR = {
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has_character_flag = had_coronation_prompt
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has_game_rule = coronation_laws_off
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tgp_is_ceremonial_regent_trigger = yes
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}
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}
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if = { #ai should always go straight for it if they can
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limit = { is_ai = yes can_host_activity = activity_coronation }
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ai_attempt_to_host_activity = activity_coronation
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}
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else_if = { #if you already have a crown, a window opened for you sire
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limit = { coronation_has_proper_artifact_trigger = yes is_ai = no }
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open_view_data = {
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view = activity_list_detail_host_window
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data = activity_type:activity_coronation
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player = root
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}
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}
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else = { #Else we start creating a crown
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create_proper_coronation_artifact_creation = yes
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}
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custom_tooltip = court_maintenance.0011.b.tooltip
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ai_chance = { #AI should always start hosting coronations
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base = 100
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}
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}
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option = {
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name = {
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text = court_maintenance.0011.a
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trigger = { tgp_is_ceremonial_regent_trigger = no } # Not 'actual' ruler
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}
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name = {
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text = court_maintenance.0011.a.regent
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trigger = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler
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}
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#Open Royal Court
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custom_tooltip = court_maintenance.0011.a.tooltip
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if = {
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limit = {
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coronation_trigger = yes
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tgp_is_ceremonial_regent_trigger = no # Not 'actual' ruler
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NOR = {
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has_character_flag = had_coronation_prompt
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has_game_rule = coronation_laws_off
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government_has_flag = government_is_mandala
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}
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}
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custom_tooltip = court_maintenance.0011.b.tooltip.ach
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}
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open_view_data = {
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view = royal_court
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player = root
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}
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}
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option = {
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name = court_maintenance.0011.b
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custom_tooltip = court_maintenance.0011.b.tooltip
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if = {
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limit = {
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coronation_trigger = yes
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tgp_is_ceremonial_regent_trigger = no # Not 'actual' ruler
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NOR = {
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has_character_flag = had_coronation_prompt
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has_game_rule = coronation_laws_off
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government_has_flag = government_is_mandala
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}
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}
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custom_tooltip = court_maintenance.0011.b.tooltip.ach
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}
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}
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after = {
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add_character_flag = had_coronation_prompt
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if = {
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limit = {
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has_tgp_dlc_trigger = yes
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government_allows = merit
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NOT = { has_government = celestial_government } #Created from cycle
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}
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create_artifact_dynastic_imperial_seal_effect = {
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OWNER = root
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SMITH = root
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}
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}
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}
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}
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#Dynasty Banner improves
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scripted_trigger dynasty_banner_improve_rarity_trigger = {
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trigger_if = {
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limit = { root.dynasty.dynasty_prestige_level = max_dynasty_prestige_level }
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NOT = { rarity = illustrious }
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}
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trigger_else_if = {
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limit = { root.dynasty.dynasty_prestige_level >= high_dynasty_prestige_level }
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NOR = {
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rarity = famed
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rarity = illustrious
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}
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}
|
||||
trigger_else = {
|
||||
root.dynasty.dynasty_prestige_level >= medium_dynasty_prestige_level
|
||||
NOR = {
|
||||
rarity = masterwork
|
||||
rarity = famed
|
||||
rarity = illustrious
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scripted_effect dynasty_banner_improve_rarity_effect = {
|
||||
if = {
|
||||
limit = { scope:target.dynasty_prestige_level = max_dynasty_prestige_level }
|
||||
set_artifact_rarity = illustrious
|
||||
}
|
||||
else_if = {
|
||||
limit = { scope:target.dynasty_prestige_level >= high_dynasty_prestige_level }
|
||||
set_artifact_rarity = famed
|
||||
}
|
||||
else = { set_artifact_rarity = masterwork }
|
||||
hidden_effect = {
|
||||
set_artifact_description = artifact_wall_banner_dynasty_description
|
||||
clear_artifact_modifiers = yes
|
||||
add_scaled_artifact_modifier_grandeur_small_effect = yes
|
||||
add_scaled_artifact_modifier_dynasty_prestige_effect = yes
|
||||
add_scaled_artifact_modifier_prestige_effect = yes
|
||||
add_scaled_artifact_modifier_rulership_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
court_maintenance.0012 = {
|
||||
theme = new_royal_court
|
||||
type = character_event
|
||||
title = court_maintenance.0012.t
|
||||
desc = {
|
||||
desc = court_maintenance.0012.desc
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = { scope:target.dynasty_prestige_level = max_dynasty_prestige_level }
|
||||
desc = court_maintenance.0012.desc_illustrious
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:target.dynasty_prestige_level >= high_dynasty_prestige_level }
|
||||
desc = court_maintenance.0012.desc_masterwork
|
||||
}
|
||||
desc = court_maintenance.0012.desc_famed
|
||||
}
|
||||
}
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = personality_honorable
|
||||
}
|
||||
artifact = { # To display the artifact in the event-window
|
||||
target = scope:banner_scope
|
||||
position = lower_right_portrait
|
||||
}
|
||||
|
||||
trigger = {
|
||||
any_character_artifact = {
|
||||
trigger_if = { # To stop errors
|
||||
limit = { exists = var:banner_dynasty } # is a dynasty banner
|
||||
var:banner_dynasty = root.dynasty # of my dynasty
|
||||
dynasty_banner_improve_rarity_trigger = yes # and should be a higher level
|
||||
}
|
||||
trigger_else = { always = no }
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
dynasty = { save_scope_as = target } # for banner desc
|
||||
# save relevant banners (all just in case)
|
||||
every_character_artifact = {
|
||||
limit = {
|
||||
has_variable = banner_dynasty
|
||||
var:banner_dynasty = root.dynasty
|
||||
dynasty_banner_improve_rarity_trigger = yes
|
||||
}
|
||||
add_to_list = dynasty_banner_list
|
||||
}
|
||||
random_in_list = {
|
||||
list = dynasty_banner_list
|
||||
limit = { is_equipped = yes }
|
||||
alternative_limit = { always = yes }
|
||||
save_scope_as = banner_scope
|
||||
save_scope_as = newly_created_artifact
|
||||
}
|
||||
every_in_list = {
|
||||
list = dynasty_banner_list
|
||||
dynasty_banner_improve_rarity_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = court_maintenance.0012.a
|
||||
}
|
||||
}
|
||||
|
||||
court_maintenance.0013 = {
|
||||
theme = new_royal_court
|
||||
type = character_event
|
||||
title = court_maintenance.0013.t
|
||||
desc = {
|
||||
desc = court_maintenance.0013.desc
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
exists = scope:banner_scope.var:banner_commissioner
|
||||
scope:banner_scope.var:banner_commissioner != root
|
||||
}
|
||||
desc = court_maintenance.0013.desc_creator
|
||||
}
|
||||
desc = court_maintenance.0013.desc_fallback
|
||||
}
|
||||
}
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = personality_honorable
|
||||
}
|
||||
artifact = { # To display the artifact in the event-window
|
||||
target = scope:banner_scope
|
||||
position = lower_right_portrait
|
||||
}
|
||||
|
||||
trigger = {
|
||||
any_character_artifact = { # Has more than one dynasty banner of own dynasty
|
||||
count > 1
|
||||
trigger_if = { # To stop errors
|
||||
limit = { exists = var:banner_dynasty }
|
||||
var:banner_dynasty = root.dynasty
|
||||
}
|
||||
trigger_else = { always = no }
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
every_character_artifact = { # Fetch all dynasty banners
|
||||
limit = {
|
||||
has_variable = banner_dynasty
|
||||
var:banner_dynasty = root.dynasty
|
||||
}
|
||||
add_to_list = dynasty_banner_list
|
||||
}
|
||||
ordered_in_list = { # Save oldest dynasty banner
|
||||
list = dynasty_banner_list
|
||||
order_by = artifact_age
|
||||
save_scope_as = banner_scope
|
||||
}
|
||||
every_in_list = { # Destroy all but oldest dynasty banner
|
||||
list = dynasty_banner_list
|
||||
limit = {
|
||||
this != scope:banner_scope
|
||||
}
|
||||
destroy_artifact = this
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = court_maintenance.0013.a
|
||||
custom_tooltip = court_maintenance.0013.tt
|
||||
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue