N3OW_Western_eastern_europe/events/test_events/debug.txt
2026-01-06 14:25:21 +01:00

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#Debugging events
namespace = debug
debug.1 = { # Max Portraits in Event Window
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
orphan = yes
content_source = "dlc_006"
override_background = {
reference = temple
}
left_portrait = {
character = root
animation = dancing
# camera = camera_event_kneeling
}
right_portrait = {
character = scope:portrait_2
animation = throne_room_kneel_1
# camera = camera_event_standing_with_horse_right
}
center_portrait = {
character = scope:portrait_3
animation = loss_1
}
lower_right_portrait = scope:portrait_4
lower_center_portrait = scope:portrait_5
lower_left_portrait = scope:portrait_6
immediate = {
random_ruler = { save_scope_as = portrait_1 }
random_ruler = { save_scope_as = portrait_2 }
random_ruler = { save_scope_as = portrait_3 }
random_ruler = { save_scope_as = portrait_4 }
random_ruler = { save_scope_as = portrait_5 }
random_ruler = { save_scope_as = portrait_6 }
}
option = { name = LOREM_IPSUM_TITLE }
}
debug.111 = { # Two Portraits + three Artifacts in Event Window
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
orphan = yes
left_portrait = {
character = root
animation = idle
}
right_portrait = {
character = scope:portrait_1
animation = idle
}
artifact = {
target = scope:portrait_2
position = lower_right_portrait
}
artifact = {
target = scope:portrait_3
position = lower_center_portrait
}
artifact = {
target = scope:portrait_4
position = lower_left_portrait
}
immediate = {
random_ruler = {
save_scope_as = portrait_1
}
random_artifact = {
save_scope_as = portrait_2
}
random_artifact = {
save_scope_as = portrait_3
}
random_artifact = {
save_scope_as = portrait_4
}
}
option = {
name = LOREM_IPSUM_TITLE
}
}
debug.0002 = {
type = character_event
title = debug.0002.t
desc = debug.0002.desc
theme = default
left_portrait = scope:recipient
immediate = {
if = {
limit = { is_female = yes }
save_scope_as = mother
scope:recipient = { save_scope_as = father }
}
else = {
save_scope_as = father
scope:recipient = { save_scope_as = mother }
}
}
#Normal pregnancy
option = {
name = debug.0002.a
scope:mother = {
make_pregnant = {
father = scope:father
}
}
}
#One please
option = {
name = debug.0002.b
scope:mother = {
make_pregnant = {
father = scope:father
number_of_children = 1
}
}
}
#Two please
option = {
name = debug.0002.c
scope:mother = {
make_pregnant = {
father = scope:father
number_of_children = 2
}
}
}
#Three please
option = {
name = debug.0002.d
scope:mother = {
make_pregnant = {
father = scope:father
number_of_children = 3
}
}
}
#Go crazy
option = {
name = debug.0002.e
scope:mother = {
make_pregnant = {
father = scope:father
number_of_children = 10
}
}
}
}
## globally upgrade some holdings for marketing videos and screenshots
debug.0008 = {
type = character_event
hidden = yes
theme = default
orphan = yes
immediate = {
every_duchy = {
if = {
limit = { is_titular = no }
title_capital_county = {
every_county_province = {
if = {
limit = {
is_county_capital = yes
NOT = { has_building = curtain_walls_02 }
}
add_building = curtain_walls_02
}
if = {
limit = {
has_holding_type = castle_holding
NOT = { has_building = castle_02 }
}
add_building = castle_02
}
else_if = {
limit = {
has_holding_type = church_holding
NOT = { has_building = temple_02 }
}
add_building = temple_03
}
else_if = {
limit = {
has_holding_type = city_holding
NOT = { has_building = city_02 }
}
add_building = city_03
}
}
}
}
}
every_kingdom = {
if = {
limit = { is_titular = no }
title_capital_county = {
every_county_province = {
if = {
limit = {
is_county_capital = yes
NOT = { has_building = curtain_walls_03 }
}
add_building = curtain_walls_03
}
if = {
limit = {
has_holding_type = castle_holding
NOT = { has_building = castle_03 }
}
add_building = castle_03
}
else_if = {
limit = {
has_holding_type = church_holding
NOT = { has_building = temple_03 }
}
add_building = temple_03
}
else_if = {
limit = {
has_holding_type = city_holding
NOT = { has_building = city_03 }
}
add_building = city_03
}
}
}
}
}
every_empire = {
if = {
limit = { is_titular = no }
title_capital_county = {
every_county_province = {
if = {
limit = {
is_county_capital = yes
NOT = { has_building = curtain_walls_08 }
}
add_building = curtain_walls_08
}
if = {
limit = {
has_holding_type = castle_holding
NOT = { has_building = castle_04 }
}
add_building = castle_04
}
else_if = {
limit = {
has_holding_type = church_holding
NOT = { has_building = temple_04 }
}
add_building = temple_04
}
else_if = {
limit = {
has_holding_type = city_holding
NOT = { has_building = city_04 }
}
add_building = city_04
}
}
}
}
}
}
}
######################
# HEALTH DATA EVENTS #
######################
# Set variable to collect data on birth
scripted_effect test_2_set_character_disease_data_variable_effect = {
set_variable = {
name = disease_data_character_$DISEASE$_amount
value = 0
}
}
# For likelihood of happening, set target values, change the weights of the diseases, et voila
# Calculate for deadliness: seed the world with disease and check how likely people are to die
debug.0010 = { #test.2
hidden = yes
trigger = { activate_disease_data_tracking_trigger = yes }
immediate = {
set_variable = {
name = disease_data_activate_tracking
value = yes
}
test_2_set_character_disease_data_variable_effect = { DISEASE = ill }
test_2_set_character_disease_data_variable_effect = { DISEASE = pneumonic }
test_2_set_character_disease_data_variable_effect = { DISEASE = gout_ridden }
test_2_set_character_disease_data_variable_effect = { DISEASE = leper }
test_2_set_character_disease_data_variable_effect = { DISEASE = typhus }
test_2_set_character_disease_data_variable_effect = { DISEASE = consumption }
test_2_set_character_disease_data_variable_effect = { DISEASE = cancer }
test_2_set_character_disease_data_variable_effect = { DISEASE = lovers_pox }
test_2_set_character_disease_data_variable_effect = { DISEASE = great_pox }
test_2_set_character_disease_data_variable_effect = { DISEASE = smallpox }
test_2_set_character_disease_data_variable_effect = { DISEASE = bubonic_plague }
test_2_set_character_disease_data_variable_effect = { DISEASE = measles }
test_2_set_character_disease_data_variable_effect = { DISEASE = dysentery }
test_2_set_character_disease_data_variable_effect = { DISEASE = ergotism }
}
}
scripted_effect test_3_create_disease_variables_effect = {
set_global_variable = {
name = disease_data_global_$DISEASE$_amount
value = 0
}
set_global_variable = {
name = disease_data_global_premature_death_$DISEASE$_amount
value = 0
}
}
scripted_effect test_3_count_diseases_effect = {
change_global_variable = {
name = disease_data_global_$DISEASE$_amount
add = var:disease_data_character_$DISEASE$_amount
}
}
scripted_effect test_3_count_premature_disease_deaths_effect = {
if = {
limit = { death_reason = death_$DISEASE$ }
change_global_variable = {
name = disease_data_global_premature_death_amount
add = 1
}
change_global_variable = {
name = disease_data_global_premature_death_$DISEASE$_amount
add = 1
}
}
}
# Collect data on death
debug.0011 = { #test.3
hidden = yes
orphan = yes
trigger = {
activate_disease_data_tracking_trigger = yes
has_variable = disease_data_activate_tracking
}
immediate = {
if = {
limit = { NOT = { exists = global_var:disease_data_global_character_amount } }
# All counters
set_global_variable = {
name = disease_data_global_character_amount
value = 0
}
set_global_variable = {
name = disease_data_global_common_disease_amount
value = 0
}
set_global_variable = {
name = disease_data_global_serious_disease_amount
value = 0
}
set_global_variable = {
name = disease_data_global_premature_death_amount
value = 0
}
# Disease counters
test_3_create_disease_variables_effect = { DISEASE = ill }
test_3_create_disease_variables_effect = { DISEASE = pneumonic }
test_3_create_disease_variables_effect = { DISEASE = gout_ridden }
test_3_create_disease_variables_effect = { DISEASE = leper }
test_3_create_disease_variables_effect = { DISEASE = typhus }
test_3_create_disease_variables_effect = { DISEASE = consumption }
test_3_create_disease_variables_effect = { DISEASE = cancer }
test_3_create_disease_variables_effect = { DISEASE = lovers_pox }
test_3_create_disease_variables_effect = { DISEASE = great_pox }
test_3_create_disease_variables_effect = { DISEASE = smallpox }
test_3_create_disease_variables_effect = { DISEASE = bubonic_plague }
test_3_create_disease_variables_effect = { DISEASE = measles }
test_3_create_disease_variables_effect = { DISEASE = dysentery }
test_3_create_disease_variables_effect = { DISEASE = ergotism }
}
change_global_variable = {
name = disease_data_global_character_amount
add = 1
}
# Add to disease counters
test_3_count_diseases_effect = { DISEASE = ill }
test_3_count_diseases_effect = { DISEASE = pneumonic }
test_3_count_diseases_effect = { DISEASE = gout_ridden }
test_3_count_diseases_effect = { DISEASE = leper }
test_3_count_diseases_effect = { DISEASE = typhus }
test_3_count_diseases_effect = { DISEASE = consumption }
test_3_count_diseases_effect = { DISEASE = cancer }
test_3_count_diseases_effect = { DISEASE = lovers_pox }
test_3_count_diseases_effect = { DISEASE = great_pox }
test_3_count_diseases_effect = { DISEASE = smallpox }
test_3_count_diseases_effect = { DISEASE = bubonic_plague }
test_3_count_diseases_effect = { DISEASE = measles }
test_3_count_diseases_effect = { DISEASE = dysentery }
test_3_count_diseases_effect = { DISEASE = ergotism }
# Had a "common" disease?
if = {
limit = {
OR = {
var:disease_data_character_ill_amount >= 1
var:disease_data_character_lovers_pox_amount >= 1
}
}
change_global_variable = {
name = disease_data_global_common_disease_amount
add = 1
}
}
# Had a "serious" disease?
if = {
limit = {
OR = {
var:disease_data_character_gout_ridden_amount >= 1
var:disease_data_character_pneumonic_amount >= 1
var:disease_data_character_leper_amount >= 1
var:disease_data_character_typhus_amount >= 1
var:disease_data_character_consumption_amount >= 1
var:disease_data_character_cancer_amount >= 1
var:disease_data_character_great_pox_amount >= 1
var:disease_data_character_smallpox_amount >= 1
var:disease_data_character_bubonic_plague_amount >= 1
var:disease_data_character_measles_amount >= 1
var:disease_data_character_dysentery_amount >= 1
var:disease_data_character_ergotism_amount >= 1
}
}
change_global_variable = {
name = disease_data_global_serious_disease_amount
add = 1
}
}
# Premature death data
if = {
limit = { age < 60 }
save_scope_as = dead
random_independent_ruler = {
trigger_event = { # Death reason isn't set yet, so we send an event to someone else to check
id = debug.0013
days = 2
}
}
}
}
}
# Display the current data
scripted_effect test_4_disease_data_calc_effect = {
set_variable = {
name = disease_data_calc_$DISEASE$_percentage
value = {
value = global_var:disease_data_global_$DISEASE$_amount
divide = global_var:disease_data_global_character_amount
multiply = 100
}
}
set_variable = {
name = disease_data_calc_$DISEASE$_premature_death_chance
value = {
value = global_var:disease_data_global_premature_death_$DISEASE$_amount
divide = global_var:disease_data_global_$DISEASE$_amount
multiply = 100
}
}
}
debug.0012 = { # test.4
type = character_event
title = test.4.title
desc = test.4.desc
theme = medicine
orphan = yes
override_background = {
reference = temple_generic
}
immediate = {
### COPY DATA ###
#Total character amount
set_variable = {
name = local_copy_disease_data_global_character_amount
value = global_var:disease_data_global_character_amount
}
#Total early death amount
set_variable = {
name = local_copy_disease_data_global_premature_death_amount
value = global_var:disease_data_global_premature_death_amount
}
### ADDITIONAL DATA ###
#Percentage of early disease deaths
set_variable = {
name = disease_data_calc_premature_disease_death_percentage
value = {
value = global_var:disease_data_global_premature_death_amount
divide = global_var:disease_data_global_character_amount
multiply = 100
}
}
#Percentage common disease contraction
set_variable = {
name = disease_data_calc_common_disease_percentage
value = {
value = global_var:disease_data_global_common_disease_amount
divide = global_var:disease_data_global_character_amount
multiply = 100
}
}
#Percentage serious disease contraction
set_variable = {
name = disease_data_calc_serious_disease_percentage
value = {
value = global_var:disease_data_global_serious_disease_amount
divide = global_var:disease_data_global_character_amount
multiply = 100
}
}
#Disease chances
test_4_disease_data_calc_effect = { DISEASE = ill }
test_4_disease_data_calc_effect = { DISEASE = pneumonic }
test_4_disease_data_calc_effect = { DISEASE = gout_ridden }
test_4_disease_data_calc_effect = { DISEASE = leper }
test_4_disease_data_calc_effect = { DISEASE = typhus }
test_4_disease_data_calc_effect = { DISEASE = consumption }
test_4_disease_data_calc_effect = { DISEASE = cancer }
test_4_disease_data_calc_effect = { DISEASE = lovers_pox }
test_4_disease_data_calc_effect = { DISEASE = great_pox }
test_4_disease_data_calc_effect = { DISEASE = smallpox }
test_4_disease_data_calc_effect = { DISEASE = bubonic_plague }
test_4_disease_data_calc_effect = { DISEASE = measles }
test_4_disease_data_calc_effect = { DISEASE = dysentery }
test_4_disease_data_calc_effect = { DISEASE = ergotism }
save_scope_value_as = {
name = a_value
value = var:disease_data_calc_common_disease_percentage
}
}
option = {
if = { # To block error messages....
limit = {
OR = {
exists = var:local_copy_disease_data_global_character_amount
exists = var:local_copy_disease_data_global_premature_death_amount
exists = var:disease_data_calc_premature_disease_death_percentage
exists = var:disease_data_calc_common_disease_percentage
exists = var:disease_data_calc_serious_disease_percentage
exists = var:disease_data_calc_ill_percentage
exists = var:disease_data_calc_ill_premature_death_chance
exists = var:disease_data_calc_pneumonic_percentage
exists = var:disease_data_calc_pneumonic_premature_death_chance
exists = var:disease_data_calc_gout_ridden_percentage
exists = var:disease_data_calc_gout_ridden_premature_death_chance
exists = var:disease_data_calc_leper_percentage
exists = var:disease_data_calc_leper_premature_death_chance
exists = var:disease_data_calc_typhus_percentage
exists = var:disease_data_calc_typhus_premature_death_chance
exists = var:disease_data_calc_consumption_percentage
exists = var:disease_data_calc_consumption_premature_death_chance
exists = var:disease_data_calc_cancer_percentage
exists = var:disease_data_calc_cancer_premature_death_chance
exists = var:disease_data_calc_lovers_pox_percentage
exists = var:disease_data_calc_lovers_pox_premature_death_chance
exists = var:disease_data_calc_great_pox_percentage
exists = var:disease_data_calc_great_pox_premature_death_chance
exists = var:disease_data_calc_smallpox_percentage
exists = var:disease_data_calc_smallpox_premature_death_chance
exists = var:disease_data_calc_bubonic_plague_percentage
exists = var:disease_data_calc_bubonic_plague_premature_death_chance
exists = var:disease_data_calc_measles_percentage
exists = var:disease_data_calc_measles_premature_death_chance
exists = var:disease_data_calc_dysentery_percentage
exists = var:disease_data_calc_dysentery_premature_death_chance
exists = var:disease_data_calc_ergotism_percentage
exists = var:disease_data_calc_ergotism_premature_death_chance
}
}
}
debug_log = test.4.desc
}
}
debug.0013 = { # test.5
hidden = yes
immediate = {
scope:dead = {
test_3_count_premature_disease_deaths_effect = { DISEASE = ill }
test_3_count_premature_disease_deaths_effect = { DISEASE = pneumonic }
test_3_count_premature_disease_deaths_effect = { DISEASE = gout_ridden }
test_3_count_premature_disease_deaths_effect = { DISEASE = leper }
test_3_count_premature_disease_deaths_effect = { DISEASE = typhus }
test_3_count_premature_disease_deaths_effect = { DISEASE = consumption }
test_3_count_premature_disease_deaths_effect = { DISEASE = cancer }
#test_3_count_premature_disease_deaths_effect = { DISEASE = lovers_pox } you can't die from lover's pox
test_3_count_premature_disease_deaths_effect = { DISEASE = great_pox }
test_3_count_premature_disease_deaths_effect = { DISEASE = smallpox }
test_3_count_premature_disease_deaths_effect = { DISEASE = bubonic_plague }
test_3_count_premature_disease_deaths_effect = { DISEASE = measles }
test_3_count_premature_disease_deaths_effect = { DISEASE = dysentery }
test_3_count_premature_disease_deaths_effect = { DISEASE = ergotism }
}
}
}
debug.0020 = {
type = character_event
title = debug_test_event_progress_title
desc = debug_test_event_progress_desc
theme = default
orphan = yes
widget = {
gui = "event_window_widget_event_chain_progress"
container = "custom_widgets_container"
controller = event_chain_progress
}
immediate = {
save_scope_value_as = { # 4 events in this event chain
name = event_chain_length
value = 4
}
save_scope_value_as = { # Of which we are on the 2nd event
name = event_chain_progress
value = 2
}
}
option = {
}
}
debug.0299 = {
hidden = yes
orphan = yes
immediate = {
save_scope_as = owner
create_artifact = {
name = debug_test_event_progress_title
description = debug_test_event_progress_title
visuals = mace
type = regalia_simple
quality = 0
wealth = 0
modifier = artifact_placeholder_modifier
save_scope_as = newly_created_artifact
}
create_artifact = {
name = debug_test_event_progress_title
description = debug_test_event_progress_title
visuals = sword
type = regalia_simple
quality = 20
wealth = 20
modifier = artifact_placeholder_modifier
save_scope_as = newly_created_artifact
}
create_artifact = {
name = debug_test_event_progress_title
description = debug_test_event_progress_title
visuals = dagger
type = regalia_simple
quality = 40
wealth = 40
modifier = artifact_placeholder_modifier
save_scope_as = newly_created_artifact
}
create_artifact = {
name = debug_test_event_progress_title
description = debug_test_event_progress_title
visuals = axe
type = regalia_simple
quality = 60
wealth = 60
modifier = artifact_placeholder_modifier
save_scope_as = newly_created_artifact
}
create_artifact = {
name = debug_test_event_progress_title
description = debug_test_event_progress_title
visuals = hammer
type = regalia_simple
quality = 80
wealth = 80
modifier = artifact_placeholder_modifier
save_scope_as = newly_created_artifact
}
create_artifact = {
name = debug_test_event_progress_title
description = debug_test_event_progress_title
visuals = spear
type = regalia_simple
quality = 100
wealth = 100
modifier = artifact_placeholder_modifier
save_scope_as = newly_created_artifact
}
}
}
debug.0300 = {
hidden = yes
orphan = yes
immediate = {
save_scope_as = owner
random_character_artifact = {
trigger_event = {
id = artifact.1000
days = 0
}
}
}
}
debug.0301 = {
type = character_event
title = test_artifact_name
desc = artifact_sword_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_weapon_effect = {
OWNER = root
CREATOR = root
SET_WEAPON_TYPE = flag:artifact_weapon_type_sword
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.302 = {
type = character_event
title = test_artifact_name
desc = artifact_dagger_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_weapon_effect = {
OWNER = root
CREATOR = root
SET_WEAPON_TYPE = flag:artifact_weapon_type_dagger
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.303 = {
type = character_event
title = test_artifact_name
desc = artifact_axe_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_weapon_effect = {
OWNER = root
CREATOR = root
SET_WEAPON_TYPE = flag:artifact_weapon_type_axe
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.304 = {
type = character_event
title = test_artifact_name
desc = artifact_hammer_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_weapon_effect = {
OWNER = root
CREATOR = root
SET_WEAPON_TYPE = flag:artifact_weapon_type_hammer
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.305 = {
type = character_event
title = test_artifact_name
desc = artifact_spear_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_weapon_effect = {
OWNER = root
CREATOR = root
SET_WEAPON_TYPE = flag:artifact_weapon_type_spear
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.306 = {
type = character_event
title = test_artifact_name
desc = artifact_mace_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_weapon_effect = {
OWNER = root
CREATOR = root
SET_WEAPON_TYPE = flag:artifact_weapon_type_mace
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.307 = {
type = character_event
title = test_artifact_name
desc = artifact_brooch_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
save_scope_as = owner
create_artifact_brooch_effect = {
OWNER = root
SMITH = root
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.310 = {
type = character_event
title = artifact_armor_name
desc = artifact_armor_description
theme = stewardship_wealth_focus
override_background = {
reference = wilderness
}
left_portrait = root
orphan = yes
immediate = {
create_artifact_armor_effect = {
OWNER = root
CREATOR = root
SET_ARMOR_TYPE = flag:no #Decided in the effect based on the variable saved on the inspiration owner
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.311 = {
type = character_event
title = artifact_armor_name
desc = artifact_armor_description
theme = stewardship_wealth_focus
override_background = {
reference = wilderness
}
left_portrait = root
orphan = yes
immediate = {
create_artifact_armor_effect = {
OWNER = root
CREATOR = root
SET_ARMOR_TYPE = flag:armor_type_lamellar
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.312 = {
type = character_event
title = test_artifact_name
desc = artifact_regalia_description
theme = stewardship_wealth_focus
override_background = {
reference = throne_room
}
#left_portrait = root
orphan = yes
immediate = {
random_dummy_gender_effect = yes
create_artifact_regalia_effect = {
OWNER = root
SMITH = scope:dummy_gender
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.313 = {
type = character_event
title = test_artifact_name
desc = artifact_chest_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
save_scope_as = owner
title:c_kandy = { title_province = { add_to_list = artifact_material_sources } }
create_artifact_chest_effect = {
OWNER = root
CARPENTER = root
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.314 = {
type = character_event
title = test_artifact_name
desc = artifact_cabinet_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_cabinet_effect = {
OWNER = root
CARPENTER = root
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.315 = {
type = character_event
title = test_artifact_name
desc = artifact_throne_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
save_scope_as = owner
create_artifact_throne_effect = {
OWNER = root
MAKER = root
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.316 = {
type = character_event
title = artifact_wall_tapestry_name
desc = artifact_wall_tapestry_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_tapestry_effect = {
OWNER = root
WEAVER = root
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.317 = {
type = character_event
title = test_artifact_name
desc = artifact_crown_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
random_dummy_gender_effect = yes
create_artifact_crown_effect = {
OWNER = root
SMITH = root
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.318 = {
type = character_event
title = artifact_wall_tapestry_name
desc = artifact_wall_tapestry_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_tapestry_effect = {
OWNER = root
WEAVER = root
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.319 = {
type = character_event
title = artifact_box_small_name
desc = artifact_box_small_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_box_small_effect = {
OWNER = root
CARPENTER = root
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.320 = {
type = character_event
title = artifact_box_medium_name
desc = artifact_box_medium_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_box_medium_effect = {
OWNER = root
CARPENTER = root
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.321 = {
type = character_event
title = artifact_goblet_name
desc = artifact_goblet_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_goblet_effect = {
OWNER = root
SMITH = root
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.322 = {
type = character_event
title = debug.322.title
desc = debug.322.desc
theme = stewardship_wealth_focus
orphan = yes
immediate = {
set_variable = { name = book_artifact_topic value = flag:martial_troop_compositions days = 1 }
set_variable = { name = book_artifact_topic value = flag:martial_military_strategies days = 1 }
set_variable = { name = book_artifact_topic value = flag:martial_ancient_military_campaigns days = 1 }
set_variable = { name = book_artifact_topic value = flag:military days = 1 }
set_variable = { name = book_artifact_topic value = flag:duels days = 1 }
set_variable = { name = book_artifact_topic value = flag:diplomacy_court_politics days = 1 }
set_variable = { name = book_artifact_topic value = flag:diplomacy_court_alliances days = 1 }
set_variable = { name = book_artifact_topic value = flag:cicero days = 1 }
set_variable = { name = book_artifact_topic value = flag:diplomacy_art_of_feasting days = 1 }
set_variable = { name = book_artifact_topic value = flag:hitopadesa days = 1 }
set_variable = { name = book_artifact_topic value = flag:kalila days = 1 }
set_variable = { name = book_artifact_topic value = flag:edda days = 1 }
set_variable = { name = book_artifact_topic value = flag:orkneyinga days = 1 }
set_variable = { name = book_artifact_topic value = flag:jokes days = 1 }
set_variable = { name = book_artifact_topic value = flag:learning_theological_treaties days = 1 }
set_variable = { name = book_artifact_topic value = flag:learning_metaphysical_conundrums days = 1 }
set_variable = { name = book_artifact_topic value = flag:aristotle days = 1 }
set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_anatomy days = 1 }
set_variable = { name = book_artifact_topic value = flag:learning_tome_collections days = 1 }
set_variable = { name = book_artifact_topic value = flag:prayers days = 1 }
set_variable = { name = book_artifact_topic value = flag:hours days = 1 }
set_variable = { name = book_artifact_topic value = flag:iliad days = 1 }
set_variable = { name = book_artifact_topic value = flag:mahabharata days = 1 }
set_variable = { name = book_artifact_topic value = flag:mufaddaliyat days = 1 }
set_variable = { name = book_artifact_topic value = flag:stewardship_trade_routes days = 1 }
set_variable = { name = book_artifact_topic value = flag:stewardship_lawmaking days = 1 }
set_variable = { name = book_artifact_topic value = flag:stewardship_best_practices_tax_collectors days = 1 }
set_variable = { name = book_artifact_topic value = flag:digest days = 1 }
set_variable = { name = book_artifact_topic value = flag:architect days = 1 }
set_variable = { name = book_artifact_topic value = flag:speculum days = 1 }
set_variable = { name = book_artifact_topic value = flag:admin days = 1 }
set_variable = { name = book_artifact_topic value = flag:intrigue_poisons days = 1 }
set_variable = { name = book_artifact_topic value = flag:seduction days = 1 }
set_variable = { name = book_artifact_topic value = flag:intrigue_the_art_of_love days = 1 }
set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_medicine days = 1 }
set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_herbs days = 1 }
set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_science days = 1 }
set_variable = { name = book_artifact_topic value = flag:galen days = 1 }
set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_witch days = 1 }
set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_witch_bible days = 1 }
set_variable = { name = book_artifact_topic value = flag:worship_horned_god days = 1 }
set_variable = { name = book_artifact_topic value = flag:love_sorcery days = 1 }
set_variable = { name = book_artifact_topic value = flag:curse_sorcery days = 1 }
set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_cannibal days = 1 }
set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_lunatic days = 1 }
set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_mystic days = 1 }
set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_hunter days = 1 }
set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_nature days = 1 }
set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_falconry days = 1 }
set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_dogs days = 1 }
set_variable = { name = book_artifact_topic value = flag:artifact_book_topic_childhood days = 1 }
set_variable = { name = book_artifact_topic value = flag:science days = 1 }
save_scope_as = honorary_guest
save_scope_as = honorary_guest_regular
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.323 = {
type = character_event
title = artifact_animal_hide_big_name
desc = artifact_animal_hide_big_description
theme = stewardship_wealth_focus
orphan = yes
artifact = {
target = scope:newly_created_artifact
position = lower_left_portrait
}
trigger = {
any_realm_province = {
OR = {
terrain = forest
terrain = steppe
terrain = jungle
terrain = taiga
terrain = oasis
}
}
}
immediate = {
save_scope_value_as = {
name = animal_hide_size
value = flag:big
}
create_artifact_animal_hide_effect = {
OWNER = root
HUNTER = root
LEGENDARY = no
ANIMAL = flag:none
}
random_realm_province = {
limit = {
OR = {
terrain = forest
terrain = steppe
terrain = jungle
terrain = taiga
terrain = oasis
}
}
save_scope_as = location
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.324 = {
type = character_event
title = artifact_animal_hide_medium_name
desc = artifact_animal_hide_medium_description
theme = stewardship_wealth_focus
orphan = yes
artifact = {
target = scope:newly_created_artifact
position = lower_left_portrait
}
immediate = {
save_scope_value_as = {
name = animal_hide_size
value = flag:medium
}
create_artifact_animal_hide_effect = {
OWNER = root
HUNTER = root
LEGENDARY = no
ANIMAL = flag:none
}
random_realm_province = {
save_scope_as = location
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.325 = {
type = character_event
title = artifact_small_hide_name
desc = artifact_small_hide_description
theme = stewardship_wealth_focus
orphan = yes
artifact = {
target = scope:newly_created_artifact
position = lower_left_portrait
}
immediate = {
save_scope_value_as = {
name = animal_hide_size
value = flag:small
}
create_artifact_animal_hide_effect = {
OWNER = root
HUNTER = root
LEGENDARY = no
ANIMAL = flag:none
}
random_realm_province = {
save_scope_as = location
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.326 = {
type = character_event
title = artifact_wall_banner_name
desc = artifact_wall_banner_description
theme = stewardship_wealth_focus
orphan = yes
artifact = {
target = scope:newly_created_artifact
position = lower_left_portrait
}
trigger = {
exists = var:epic_battle_location
exists = var:epic_loser
}
immediate = {
create_artifact_wall_banner_effect = { OWNER = root CREATOR = root TARGET = root.primary_title }
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.327 = {
type = character_event
title = artifact_wall_shield_name
desc = artifact_wall_shield_description
theme = stewardship_wealth_focus
orphan = yes
artifact = {
target = scope:newly_created_artifact
position = lower_left_portrait
}
immediate = {
create_artifact_wall_shield_effect = {
OWNER = root
TARGET = root.house
CREATOR = root
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.328 = {
type = character_event
title = artifact_wall_skull_name
desc = artifact_wall_shield_description
theme = stewardship_wealth_focus
orphan = yes
artifact = {
target = scope:newly_created_artifact
position = lower_left_portrait
}
immediate = {
create_artifact_wall_skull_effect = {
OWNER = root
HUNTER = root
LEGENDARY = no
ANIMAL = flag:none
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.329 = {
type = character_event
title = artifact_wall_narwhal_horn_name
desc = artifact_wall_narwhal_horn
theme = stewardship_wealth_focus
orphan = yes
artifact = {
target = scope:newly_created_artifact
position = lower_left_portrait
}
immediate = {
create_artifact_wall_narwhal_horn_effect = {
OWNER = root
HUNTER = root
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
#debug.330 = {
# type = character_event
# title = artifact_wall_rhino_horn_name
# desc = artifact_wall_rhino_horn
# theme = stewardship_wealth_focus
# orphan = yes
#
# immediate = {
# create_artifact_wall_rhino_horn_effect = { OWNER = root }
# }
#
# option = {
# name = debug_test_artifact_cloth_option
# }
#}
debug.331 = {
type = character_event
title = artifact_sculpture_name
desc = artifact_sculpture_description
theme = stewardship_wealth_focus
orphan = yes
artifact = {
target = scope:newly_created_artifact
position = lower_left_portrait
}
immediate = {
create_artifact_sculpture_effect = {
OWNER = root
SCULPTER = root
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.332 = {
type = character_event
title = artifact_pedestal_rock_name
desc = artifact_pedestal_rock_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_pedestal_rock_effect = { OWNER = root }
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.333 = {
type = character_event
title = artifact_pedestal_pouch_name
desc = artifact_pedestal_pouch_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_pedestal_pouch_effect = { OWNER = root }
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.334 = {
type = character_event
title = artifact_pedestal_scroll_name
desc = artifact_pedestal_scroll_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_pedestal_scroll_effect = {
OWNER = root
WRITER = root
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.335 = {
type = character_event
title = artifact_pedestal_crucifix_name
desc = artifact_pedestal_crucifix_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_pedestal_crucifix_effect = { OWNER = root }
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.336 = {
type = character_event
title = artifact_pedestal_cross_name
desc = artifact_pedestal_cross_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_pedestal_cross_effect = { OWNER = root }
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.337 = {
type = character_event
title = artifact_pedestal_human_skull_name
desc = artifact_pedestal_human_skull_description
theme = stewardship_wealth_focus
orphan = yes
trigger = {
scope:owner = {
any_killed_character = { }
}
}
immediate = {
create_artifact_pedestal_human_skull_effect = { OWNER = root DESKULLED = root CREATOR = root }
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.338 = {
type = character_event
title = artifact_pedestal_massive_diamond_name
desc = artifact_pedestal_massive_diamond
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_pedestal_diamond_effect = { OWNER = root }
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.339 = {
type = character_event
title = artifact_pedestal_gold_nugget_name
desc = artifact_pedestal_gold_nugget
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_pedestal_gold_effect = { OWNER = root }
}
option = {
name = debug_test_artifact_cloth_option
}
}
#debug.340 = {
# type = character_event
# title = artifact_pedestal_mosque_lamp_name
# desc = artifact_pedestal_mosque_lamp
# theme = stewardship_wealth_focus
# orphan = yes
#
# immediate = {
# create_artifact_pedestal_lamp_effect = { OWNER = root }
# }
#
# option = {
# name = debug_test_artifact_cloth_option
# }
#}
debug.342 = {
type = character_event
title = artifact_book_title
desc = artifact_book_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
random_dummy_gender_effect = yes
save_scope_as = author
create_artifact_book_effect = {
OWNER = root
CREATOR = scope:dummy_gender
SET_SUBJECT = flag:no
SET_TOPIC = flag:no
}
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.343 = {
type = character_event
title = artifact_pedestal_reliquary_christian_name
desc = artifact_pedestal_reliquary_christian_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_pedestal_reliquary_christian_effect = { OWNER = root }
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.344 = {
type = character_event
title = artifact_pedestal_reliquary_islam_name
desc = artifact_pedestal_reliquary_islam_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_pedestal_reliquary_islam_effect = { OWNER = root }
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.345 = {
type = character_event
title = artifact_pedestal_reliquary_buddhism_name
desc = artifact_pedestal_reliquary_buddhism_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_pedestal_reliquary_buddhism_effect = { OWNER = root }
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.346 = {
type = character_event
title = artifact_pedestal_reliquary_judaism_name
desc = artifact_pedestal_reliquary_judaism_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_pedestal_reliquary_judaism_effect = { OWNER = root }
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.347 = {
type = character_event
title = artifact_sculpture_religious_name
desc = artifact_sculpture_religious_description
theme = stewardship_wealth_focus
orphan = yes
trigger = {
faith = {
NOR = {
has_doctrine = tenet_aniconism
religion = religion:judaism_religion
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
religion = religion:islam_religion
}
}
}
immediate = {
create_artifact_sculpture_religious_effect = { OWNER = root }
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.348 = {
type = character_event
title = artifact_sculpture_religious_christian_name
desc = artifact_sculpture_religious_christian_description
theme = stewardship_wealth_focus
orphan = yes
trigger = {
faith = {
NOT = {
has_doctrine = tenet_aniconism
}
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
}
immediate = {
create_artifact_sculpture_religious_christian_effect = { OWNER = root }
}
option = {
name = debug_test_artifact_cloth_option
}
}
debug.349 = {
type = character_event
title = artifact_pedestal_reliquary_christian_name
desc = artifact_pedestal_reliquary_christian_description
theme = stewardship_wealth_focus
orphan = yes
immediate = {
create_artifact_pedestal_christian_relic_effect_hist = { OWNER = root }
create_artifact_pedestal_islamic_relic_effect_hist = { OWNER = root }
create_artifact_pedestal_buddhism_relic_effect_hist = { OWNER = root }
}
option = {
name = debug_test_artifact_cloth_option
}
}
# Set relationship
debug.350 = {
type = character_event
title = set_relationship_debug_name
desc = set_relationship_debug_desc
theme = default
left_portrait = scope:recipient
option = {
name = set_relationship_debug_friend_add
trigger = {
scope:actor = {
can_set_relation_friend_trigger = { CHARACTER = scope:recipient }
}
}
scope:actor = {
set_relation_friend = { reason = test_friend_desc target = scope:recipient }
}
}
option = {
name = set_relationship_debug_friend_remove
trigger = {
scope:actor = {
any_relation = {
type = friend
this = scope:recipient
}
}
NOT = {
scope:actor = {
any_relation = {
type = best_friend
this = scope:recipient
}
}
}
}
scope:actor = {
remove_relation_friend = scope:recipient
}
}
option = {
name = set_relationship_debug_best_friend_add
trigger = {
scope:actor = {
can_set_relation_best_friend_trigger = { CHARACTER = scope:recipient }
}
}
scope:actor = {
set_relation_best_friend = scope:recipient
}
}
option = {
name = set_relationship_debug_best_friend_remove
trigger = {
scope:actor = {
any_relation = {
type = best_friend
this = scope:recipient
}
}
}
scope:actor = {
remove_relation_best_friend = scope:recipient
}
}
option = {
name = set_relationship_debug_lover_add
trigger = {
scope:actor = {
can_set_relation_lover_trigger = { CHARACTER = scope:recipient }
}
}
scope:actor = {
set_relation_lover = { reason = test_lover_desc target = scope:recipient }
}
}
option = {
name = set_relationship_debug_lover_remove
trigger = {
scope:actor = {
any_relation = {
type = lover
this = scope:recipient
}
}
NOT = {
scope:actor = {
any_relation = {
type = soulmate
this = scope:recipient
}
}
}
}
scope:actor = {
remove_relation_lover = scope:recipient
}
}
option = {
name = set_relationship_debug_soulmate_add
trigger = {
scope:actor = {
can_set_relation_soulmate_trigger = { CHARACTER = scope:recipient }
}
}
scope:actor = {
set_relation_soulmate = { reason = test_soulmate_desc copy_reason = lover target = scope:recipient }
}
}
option = {
name = set_relationship_debug_soulmate_remove
trigger = {
scope:actor = {
any_relation = {
type = soulmate
this = scope:recipient
}
}
}
scope:actor = {
remove_relation_soulmate = scope:recipient
}
}
option = {
name = set_relationship_debug_childhood_bully_add
trigger = {
scope:actor = {
can_set_relation_bully_trigger = { CHARACTER = scope:recipient }
}
}
scope:actor = {
set_relation_bully = scope:recipient
}
}
option = {
name = set_relationship_debug_childhood_bully_remove
trigger = {
scope:actor = {
any_relation = {
type = bully
this = scope:recipient
}
}
}
scope:actor = {
remove_relation_bully = scope:recipient
}
}
option = {
name = set_relationship_debug_childhood_victim_add
trigger = {
scope:actor = {
can_set_relation_victim_trigger = { CHARACTER = scope:recipient }
}
}
scope:actor = {
set_relation_victim = scope:recipient
}
}
option = {
name = set_relationship_debug_childhood_victim_remove
trigger = {
scope:actor = {
any_relation = {
type = victim
this = scope:recipient
}
}
}
scope:actor = {
remove_relation_victim = scope:recipient
}
}
option = {
name = set_relationship_debug_rival_add
trigger = {
scope:actor = {
can_set_relation_rival_trigger = { CHARACTER = scope:recipient }
}
}
scope:actor = {
set_relation_rival = {
target = scope:recipient
reason = rival_debug
}
}
}
option = {
name = set_relationship_debug_rival_remove
trigger = {
scope:actor = {
any_relation = {
type = rival
this = scope:recipient
}
}
NOT = {
scope:actor = {
any_relation = {
type = nemesis
this = scope:recipient
}
}
}
}
scope:actor = {
remove_relation_rival = scope:recipient
}
}
option = {
name = set_relationship_debug_nemesis_add
trigger = {
scope:actor = {
can_set_relation_nemesis_trigger = { CHARACTER = scope:recipient }
}
}
scope:actor = {
set_relation_nemesis = {
target = scope:recipient
reason = nemesis_debug
}
}
}
option = {
name = set_relationship_debug_nemesis_remove
trigger = {
scope:actor = {
any_relation = {
type = nemesis
this = scope:recipient
}
}
}
scope:actor = {
remove_relation_nemesis = scope:recipient
}
}
option = {
name = set_relationship_debug_nevermind
}
}
debug.360 = {
type = character_event
title = enter_text_save_in_death_title
desc = enter_text_save_in_death_desc
theme = default
left_portrait = root
orphan = yes
widget = {
gui = "event_window_widget_enter_text"
container = "dynamic_birth_name"
controller = {
type = text
data = {
key = test_saved_text
default = cat_name_mite
}
}
setup_scope = {
root = { save_scope_as = text_target }
}
}
option = {
name = enter_text_save_in_death_opt
store_localized_text_in_death = test_saved_text
add_to_global_variable_list = {
name = test_saved_text_character
target = root
}
remove_variable = test_saved_text
death = natural
}
}
debug.361 = {
type = character_event
title = enter_text_save_in_death_title
desc = enter_text_save_in_death_retreive_desc
theme = default
left_portrait = scope:text_character
orphan = yes
immediate = {
random_in_global_list = {
variable = test_saved_text_character
save_scope_as = text_character
}
}
option = {
name = enter_text_save_in_death_retreive_opt
}
option = {
name = enter_text_save_in_death_clear_opt
every_in_global_list = {
variable = test_saved_text_character
remove_localized_text = test_saved_text
}
}
}
debug.380 = {
type = character_event
hidden = yes
theme = default
orphan = yes
immediate = {
capital_province = {
set_variable = {
name = random_building_variable
value = 0
days = 365
}
}
}
}
debug.400 = {
type = character_event
title = generate_artifact_with_history_debug_name
desc = generate_artifact_with_history_debug_desc
theme = default
left_portrait = root
right_portrait = scope:recipient
option = {
name = generate_artifact_with_history_debug_given
generate_trinket_effect = {
TRINKET_RECEIVER = root
TRINKET_GIVER = scope:recipient
GRAB_ALL_TRINKETS = yes
HISTORY_TYPE = given
}
}
option = {
name = generate_artifact_with_history_debug_discovered
generate_trinket_effect = {
TRINKET_RECEIVER = root
TRINKET_GIVER = scope:recipient
GRAB_ALL_TRINKETS = yes
HISTORY_TYPE = discovered
}
}
option = {
name = generate_artifact_with_history_debug_stolen_unknown
generate_trinket_effect = {
TRINKET_RECEIVER = root
TRINKET_GIVER = scope:recipient
GRAB_ALL_TRINKETS = yes
HISTORY_TYPE = stolen_unknown
}
}
option = {
name = generate_artifact_with_history_debug_stolen
generate_trinket_effect = {
TRINKET_RECEIVER = root
TRINKET_GIVER = scope:recipient
GRAB_ALL_TRINKETS = yes
HISTORY_TYPE = stolen
}
}
option = {
name = generate_artifact_with_history_debug_created_unknown
generate_trinket_effect = {
TRINKET_RECEIVER = root
TRINKET_GIVER = scope:recipient
GRAB_ALL_TRINKETS = yes
HISTORY_TYPE = created_unknown
}
}
option = {
name = generate_artifact_with_history_debug_created
generate_trinket_effect = {
TRINKET_RECEIVER = root
TRINKET_GIVER = scope:recipient
GRAB_ALL_TRINKETS = yes
HISTORY_TYPE = created
}
}
option = {
name = generate_artifact_with_history_debug_inherited_unknown
generate_trinket_effect = {
TRINKET_RECEIVER = root
TRINKET_GIVER = scope:recipient
GRAB_ALL_TRINKETS = yes
HISTORY_TYPE = inherited_unknown
}
}
option = {
name = generate_artifact_with_history_debug_inherited
generate_trinket_effect = {
TRINKET_RECEIVER = root
TRINKET_GIVER = scope:recipient
GRAB_ALL_TRINKETS = yes
HISTORY_TYPE = inherited
}
}
option = {
name = generate_artifact_with_history_debug_reforged
generate_trinket_effect = {
TRINKET_RECEIVER = root
TRINKET_GIVER = scope:recipient
GRAB_ALL_TRINKETS = yes
HISTORY_TYPE = reforged
}
}
option = {
name = generate_artifact_with_history_debug_conquest
generate_trinket_effect = {
TRINKET_RECEIVER = root
TRINKET_GIVER = scope:recipient
GRAB_ALL_TRINKETS = yes
HISTORY_TYPE = conquest
}
}
option = {
name = generate_artifact_with_history_debug_taken_in_siege
generate_trinket_effect = {
TRINKET_RECEIVER = root
TRINKET_GIVER = scope:recipient
GRAB_ALL_TRINKETS = yes
HISTORY_TYPE = taken_in_siege
}
}
}
# Have Sex With Character (only usable via interaction)
debug.410 = {
hidden = yes
immediate = {
send_interface_message = {
type = sway_good_message
title = debug_sex_interaction
left_icon = scope:recipient
right_icon = ROOT # References root instead of scope:actor to verify that root is defined
had_sex_with_effect = {
CHARACTER = scope:recipient
PREGNANCY_CHANCE = pregnancy_chance
}
}
}
}
# Convert all of iberia to mozarab & conquer caucasian iberia
debug.411 = { # For usage debugging achievements. Should be a generic command rather than a predefined event.
orphan = yes
hidden = yes
immediate = {
debug_log = "Iberia Converted to Mozarab!"
every_county_in_region = {
region = world_europe_west_iberia
set_county_faith = faith:mozarabic_church
}
debug_log = "Woosh! Caucasian Iberia is now yours!"
every_county_in_region = {
region = dlc_fp2_caucasian_iberia
create_title_and_vassal_change = {
type = conquest
save_scope_as = change
}
change_title_holder_include_vassals = {
holder = root
change = scope:change
}
resolve_title_and_vassal_change = scope:change
change_county_control = 100 # (Not actually necessary, apparently)
}
}
}
debug.412 = { # Spawn the CHESS-A-THRON 3000, a perfect creature designed to beat you up at the game of chess
orphan = yes
hidden = yes
immediate = {
create_character = {
age = { 20 32 }
location = root.capital_province
gender_female_chance = root_faith_dominant_gender_female_chance
culture = root.culture
faith = root.faith
random_traits = yes
martial = 100
learning = 100
intrigue = 100
dynasty = none
after_creation = {
add_gold = { minor_gold_value medium_gold_value }
add_prestige = { minor_prestige_gain medium_prestige_gain }
add_piety = { minor_piety_gain medium_piety_gain }
}
save_scope_as = generated_actor
}
send_interface_toast = {
type = event_toast_effect_good
title = b_chessy
left_icon = scope:generated_actor
add_courtier = scope:generated_actor
}
}
}
# Cycle through duel animations (hardcoded) - but easy to read and expand upon :)
debug.415 = { # You could have a system that checks the scripted animations themselves, but this was made only to test the animations themselves
type = character_event
title = {
desc = TITLE_ANIMATION
desc = CONSTRUCT_BUILDINGS_DETAILS
}
desc = building_type_nalanda_university_desc
theme = mental_break
left_portrait = {
character = root
### DUEL ANIMATIONS
# Axe
triggered_animation = { # Aggressive animation
trigger = { scope:animation_cycle = 0 scope:animation_view_celebrations = 0 }
animation = aggressive_axe
}
triggered_animation = { # Celebration animation (Originally designed with an elegant, concatenating design, then I realized the engine did not support it.)
trigger = { scope:animation_cycle = 0 scope:animation_view_celebrations = 1 }
animation = celebrate_axe
}
# Mace
triggered_animation = { # Aggressive animation
trigger = { scope:animation_cycle = 1 scope:animation_view_celebrations = 0 }
animation = aggressive_mace
}
triggered_animation = { # Celebration animation
trigger = { scope:animation_cycle = 1 scope:animation_view_celebrations = 1 }
animation = celebrate_mace
}
# Sword
triggered_animation = { # Aggressive animation
trigger = { scope:animation_cycle = 2 scope:animation_view_celebrations = 0 }
animation = aggressive_sword
}
triggered_animation = { # Celebration animation
trigger = { scope:animation_cycle = 2 scope:animation_view_celebrations = 1 }
animation = celebrate_sword
}
# Dagger
triggered_animation = { # Aggressive animation
trigger = { scope:animation_cycle = 3 scope:animation_view_celebrations = 0 }
animation = aggressive_dagger
}
triggered_animation = { # Celebration animation
trigger = { scope:animation_cycle = 3 scope:animation_view_celebrations = 1 }
animation = celebrate_dagger
}
# Spear
triggered_animation = { # Aggressive animation
trigger = { scope:animation_cycle = 4 scope:animation_view_celebrations = 0 }
animation = aggressive_spear
}
triggered_animation = { # Celebration animation
trigger = { scope:animation_cycle = 4 scope:animation_view_celebrations = 1 }
animation = celebrate_spear
}
# Hammer
triggered_animation = { # Aggressive animation
trigger = { scope:animation_cycle = 5 scope:animation_view_celebrations = 0 }
animation = aggressive_hammer
}
triggered_animation = { # Celebration animation
trigger = { scope:animation_cycle = 5 scope:animation_view_celebrations = 1 }
animation = celebrate_hammer
}
# Fallback
animation = aggressive_sword
}
artifact = {
target = root.var:signature_weapon_scope
position = lower_left_portrait
trigger = { exists = root.var:signature_weapon_scope }
}
immediate = {
# Create variables used for tracking where in the cycle you are
if = {
limit = { exists = scope:animation_cycle }
if = {
limit = { scope:animation_cycle_action = 1 }
save_scope_value_as = {
name = animation_cycle
value = {
value = scope:animation_cycle
add = 1
}
}
}
if = {
limit = { scope:animation_cycle_action = 0 }
save_scope_value_as = {
name = animation_cycle
value = {
value = scope:animation_cycle
subtract = 1
}
}
}
}
else = {
save_scope_value_as = {
name = animation_cycle
value = 0
}
save_scope_value_as = {
name = animation_view_celebrations
value = 0
}
}
# Wrapping support
if = {
limit = { scope:animation_cycle < 0 } # Go from the back to the top
save_scope_value_as = {
name = animation_cycle
value = 5 # Replace this with the highest number in the animation set
}
}
if = {
limit = { scope:animation_cycle > 5 } # Replace this with the highest number in the animation set
save_scope_value_as = {
name = animation_cycle
value = 0
}
}
}
option = { # Forward (next anim)
name = dynn_Daflos_motto
save_scope_value_as = {
name = animation_cycle_action
value = 1
}
trigger_event = debug.415
}
option = { # Backwards (prev anim)
name = default_retreat
save_scope_value_as = {
name = animation_cycle_action
value = 0
}
trigger_event = debug.415
}
option = { # Switch to celebration animations
name = lover.3215.t
trigger = { scope:animation_view_celebrations = 0 }
save_scope_value_as = {
name = animation_view_celebrations
value = 1
}
save_scope_value_as = {
name = animation_cycle_action
value = 2 # Used to keep still
}
trigger_event = debug.415
}
option = { # Switch back from celebration animations
name = hold_court.8110.t
trigger = { scope:animation_view_celebrations = 1 }
save_scope_value_as = {
name = animation_view_celebrations
value = 0
}
save_scope_value_as = {
name = animation_cycle_action
value = 2
}
trigger_event = debug.415
}
option = { name = EXIT_TO_DESKTOP } # Exit debug event
}
# Debug set up conditions for childhood_education.0004
debug.418 = {
hidden = yes
immediate = {
debug_log = "Running autotest for childhood_education.0004"
if = {
limit = {
any_relation = {
type = ward
has_any_focus = no
}
}
add_piety = 50000 # Acts as a warning that maintenance events did not run
}
if = {
limit = { # Then, this second time, we give it a new focus to force childhood_education.0004 to trigger
any_relation = {
type = ward
has_focus = education_martial
}
}
random_relation = { # Change focus
type = ward
set_focus = education_diplomacy
}
# (this is the part where the event auto-triggers itself) (or should. All reqs are met but it seems the hook fails)
}
else = {
random_relation = {
type = ward
set_focus = education_martial # Change focus (gives first focus), then call event again
}
trigger_event = debug.418 # Apparently the fact that this event calls itself makes it no longer an orphan, which I find very amusing
}
}
}
# Family Feud
debug.501 = { # Have another house murder my close family
type = character_event
hidden = yes
orphan = yes
immediate = {
faith = {
random_faith_playable_ruler = {
limit = {
in_diplomatic_range = root
house != root.house
}
save_scope_as = killer_scope
}
}
random_close_family_member = {
limit = {
is_close_family_of = root
this != root
}
death = {
death_reason = death_duel
killer = scope:killer_scope
}
}
}
}
debug.502 = { # Have another house kill me
type = character_event
hidden = yes
orphan = yes
immediate = {
faith = {
random_faith_playable_ruler = {
limit = {
house_feud_valid_feud_target_trigger = yes
}
save_scope_as = killer_scope
}
}
death = {
death_reason = death_duel
killer = scope:killer_scope
}
}
}
debug.503 = { # Have my house kill a feud target member
type = character_event
hidden = yes
orphan = yes
trigger = {
house = {
any_house_member = {
is_adult = yes
is_house_head = no
NOT = { this = root }
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
}
any_house_relation = {
has_house_relation_level = feud
any_relation_house = {
NOT = { this = root.house }
any_house_member = {
is_adult = yes
is_house_head = no
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this.house.house_head }
}
}
}
}
}
immediate = {
house = {
random_house_member = {
limit = {
is_adult = yes
is_house_head = no
NOT = { this = root }
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
}
save_scope_as = murderer_scope
}
random_house_relation = {
limit = {
has_house_relation_level = feud
any_relation_house = {
NOT = { this = root.house }
any_house_member = {
is_adult = yes
is_house_head = no
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this.house.house_head }
save_temporary_scope_as = victim_temp
}
}
}
}
}
scope:victim_temp = {
death = {
death_reason = death_duel
killer = scope:murderer_scope
}
}
}
}
debug.504 = { # Have my house killed by a feud target member
type = character_event
hidden = yes
orphan = yes
trigger = {
house = {
any_house_member = {
is_adult = yes
this != root
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
}
any_house_relation = {
has_house_relation_level = feud
any_relation_house = {
NOT = { this = root.house }
any_house_member = {
is_adult = yes
is_house_head = no
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this.house.house_head }
}
}
}
}
}
immediate = {
house = {
random_house_member = {
limit = {
is_adult = yes
this != root
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
}
save_scope_as = victim_scope
}
random_house_relation = {
limit = {
has_house_relation_level = feud
any_relation_house = {
NOT = { this = root.house }
any_house_member = {
is_adult = yes
is_house_head = no
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this.house.house_head }
save_temporary_scope_as = murderer_temp
}
}
}
}
}
scope:victim_scope = {
death = {
death_reason = death_duel
killer = scope:murderer_temp
}
}
}
}
debug.510 = { # Placeholder debug event - Used to mark the location of placeholders
type = character_event
title = { # My favourite movie of the original triology
desc = d_star_company_adj
desc = game_concept_wars
desc = KEY_KP_MINUS
desc = cat_revenge_modifier
}
desc = {
desc = childhood.7400_mother_dead
desc = double_line_break
desc = RELIGION_LOC_PLACEHOLDER
desc = double_line_break
desc = RELIGION_LOC_PLACEHOLDER
desc = double_line_break
desc = RELIGION_LOC_PLACEHOLDER
desc = double_line_break
desc = RELIGION_LOC_PLACEHOLDER
}
#orphan = yes
theme = mental_break
left_portrait = root
right_portrait = character:33922
option = { name = debug_generic_option } # Dear debug console, quiet please.
option = { name = debug_generic_option trigger = { always = no } trigger_event = debug.510 }
}
debug.511 = { # Set secret faith for Character
type = character_event
theme = default
orphan = yes
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
option = {
name = debug.511.a
trigger = {
NOT = { exists = root.secret_faith }
}
root = {
set_character_secret_faith = faith:rabbinism
}
}
option = {
name = debug.511.b
trigger = {
exists = root.secret_faith
}
root = {
remove_character_secret_faith = yes
}
}
}
debug.512 = {
type = character_event
theme = default
orphan = yes
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
option = {
name = debug.512.a
}
}
debug.513 = {
title = debug_main
desc = debug_main
theme = ep2_video_test
orphan = yes
option = {
name = debug_main
}
}
debug.605 = {
type = character_event
title = debug_main
desc = debug_main
theme = default
orphan = yes
left_portrait = root
option = {
name = debug_main
stress_impact = {
base = 30
}
}
option = {
name = debug_main
trigger = {
dread > 20
}
}
option = {
name = debug_main
trigger = {
has_trait = diligent
}
}
option = {
name = debug_main
trigger = {
martial > 10
}
}
option = {
name = debug_main
stress_impact = {
base = 30
}
trigger = {
dread > 20
has_trait = diligent
has_trait = brave
martial > 10
stewardship > 10
}
}
}
#steam rich presence test - update this event with your new rich presence text to see it in the desc
debug.700 = {
type = character_event
title = steam_rich_presence_debug_t
desc = steam_rich_presence_debug_desc
theme = realm
orphan = yes
immediate = {
random_ruler = {
limit = {
has_trait = sayyid
NOR = {
has_trait = fp3_struggle_detractor
has_trait = fp3_struggle_supporter
}
}
save_scope_as = sayyid
}
random_ruler = {
limit = {
has_trait = fp3_struggle_detractor
NOT = { has_trait = fp3_struggle_supporter }
}
save_scope_as = fp3_struggle_detractor
}
random_ruler = {
limit = {
has_trait = fp3_struggle_supporter
NOT = { has_trait = fp3_struggle_detractor }
}
save_scope_as = fp3_struggle_supporter
}
random_ruler = {
limit = {
has_character_modifier = fp3_struggle_caliph_super_suspicious_modifier
}
save_scope_as = sus_caliph
}
random_ruler = {
limit = {
any_character_struggle = {
#involvement = involved
is_struggle_type = persian_struggle
}
}
save_scope_as = persian_struggle
}
random_ruler = {
limit = {
any_character_struggle = {
#involvement = involved
is_struggle_type = iberian_struggle
}
}
save_scope_as = iberian_struggle
}
}
option = {}
}
debug.9595 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = PROGRESS_TO_VICTORY_DEBUG
theme = realm
orphan = yes
lower_right_portrait = scope:bottom
lower_left_portrait = scope:top
immediate = {
involved_activity = { save_scope_as = activity }
scope:activity = {
ordered_attending_character = {
limit = {
trigger_if = {
limit = { activity_tournament_race_contest_trigger = no }
activity_is_valid_tournament_contestant = yes
}
exists = var:contest_aptitude
}
order_by = var:contest_aptitude
save_scope_as = top
}
ordered_attending_character = {
limit = {
trigger_if = {
limit = { activity_tournament_race_contest_trigger = no }
activity_is_valid_tournament_contestant = yes
}
exists = var:contest_aptitude
}
order_by = {
value = 0
subtract = var:contest_aptitude
}
save_scope_as = bottom
}
}
}
option = {
name = LOREM_IPSUM_TITLE
}
}
debug.9600 = { # Event for testing Tax Collector script support
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
orphan = yes
lower_left_portrait = scope:tax_collector
lower_right_portrait = scope:tax_collector_vassal
immediate = {
random_tax_collector = { save_scope_as = tax_collector }
scope:tax_collector = {
random_tax_collector_vassal = { save_scope_as = tax_collector_vassal }
}
}
option = {
name = aptitude_terrible
trigger = {
scope:tax_collector = {
tax_collector_aptitude = {
target = clan_tax_slot
value = 1
}
}
}
fire_tax_collector = scope:tax_collector
}
option = {
name = aptitude_poor
trigger = {
scope:tax_collector = {
tax_collector_aptitude = {
target = clan_tax_slot
value = 2
}
}
}
fire_tax_collector = scope:tax_collector
}
option = {
name = aptitude_average
trigger = {
scope:tax_collector = {
tax_collector_aptitude = {
target = clan_tax_slot
value = 3
}
}
}
fire_tax_collector = scope:tax_collector
}
option = {
name = aptitude_good
trigger = {
scope:tax_collector = {
tax_collector_aptitude = {
target = clan_tax_slot
value = 4
}
}
}
fire_tax_collector = scope:tax_collector
}
option = {
name = aptitude_excellent
trigger = {
scope:tax_collector = {
tax_collector_aptitude = {
target = clan_tax_slot
value = 5
}
}
}
fire_tax_collector = scope:tax_collector
}
}
# Test for maximum usage of everything in activities.
debug.9601 = {
type = activity_event
title = debug_9601.t
desc = debug_9601.desc
theme = feast_activity
left_portrait = {
character = root
animation = hunting_falcon
}
center_portrait = {
character = root
animation = hunting_falcon
}
right_portrait = {
character = root
animation = hunting_falcon
}
lower_left_portrait = root
lower_center_portrait = root
lower_right_portrait = root
orphan = yes
trigger = { always = no }
# Ayyy.
option = { name = debug_9601.a }
# Yo.
option = { name = debug_9601.b }
# I'm eventing here.
option = { name = debug_9601.c }
# Come on.
option = { name = debug_9601.d }
}
debug.9610 = { # Spawn a super tax collector
hidden = yes
orphan = yes
immediate = {
create_character = {
name = "Super Tax Collector"
age = { 20 32 }
location = root.capital_province
gender_female_chance = root_faith_dominant_gender_female_chance
culture = root.culture
faith = root.faith
random_traits = yes
trait = blind
stewardship = 100
dynasty = none
after_creation = { add_character_flag = is_guaranteed_excellent_tax_collector }
save_scope_as = generated_actor
}
send_interface_message = {
type = event_stewardship_good
title = governance_1053_corrupt_tax_collectors_modifier
right_icon = scope:generated_actor
add_courtier = scope:generated_actor
}
}
}
debug.9611 = { # Spawn a assassin
hidden = yes
orphan = yes
immediate = {
create_character = {
name = "Super Assassin"
age = { 20 32 }
location = root.capital_province
gender_female_chance = root_faith_dominant_gender_female_chance
culture = root.culture
faith = root.faith
random_traits = yes
intrigue = 100
prowess = 100
trait = schemer
trait = education_intrigue_4
dynasty = none
save_scope_as = generated_actor
}
send_interface_message = {
type = event_stewardship_good
title = {
desc = d_assassin
desc = motto_greed
}
right_icon = scope:generated_actor
add_courtier = scope:generated_actor
}
}
}
debug.9620 = { # Hunt Artifacts
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
orphan = yes
left_portrait = {
character = root
animation = happiness
}
right_portrait = {
character = scope:hunter
scripted_animation = bow_drawn
}
artifact = {
target = scope:trinket
position = lower_right_portrait
}
artifact = {
target = scope:skull
position = lower_center_portrait
}
artifact = {
target = scope:hide
position = lower_left_portrait
}
immediate = {
random_courtier = { save_scope_as = hunter }
hidden_effect = {
random_list = {
1 = {
hunt_activity_standard_game_effect = { PROVINCE = root.capital_province HUNTER = root }
}
1 = {
hunt_activity_dangerous_game_effect = { PROVINCE = root.capital_province }
}
}
}
hunt_activity_standard_game_effect = { PROVINCE = root.capital_province HUNTER = root }
create_artifact_animal_hide_effect = {
OWNER = root
HUNTER = scope:hunter
LEGENDARY = no
ANIMAL = root.var:animal_type
}
scope:newly_created_artifact ?= { save_scope_as = hide }
if = {
limit = {
can_animal_produce_skull_trigger = { VARIABLE = root.var:animal_type }
}
create_artifact_wall_skull_effect = {
OWNER = root
HUNTER = scope:hunter
LEGENDARY = no
ANIMAL = root.var:animal_type
}
scope:newly_created_artifact ?= { save_scope_as = skull }
}
create_artifact_animal_trinket_effect = {
OWNER = root
HUNTER = scope:hunter
LEGENDARY = no
ANIMAL = root.var:animal_type
}
scope:newly_created_artifact ?= { save_scope_as = trinket }
}
option = {
name = LOREM_IPSUM_TITLE
}
after = { remove_variable = animal_type }
}
debug.9621 = { # Legendary Artifacts
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
orphan = yes
left_portrait = {
character = root
animation = happiness
}
right_portrait = {
character = scope:hunter
scripted_animation = bow_drawn
}
artifact = {
target = scope:trinket
position = lower_right_portrait
}
artifact = {
target = scope:skull
position = lower_center_portrait
}
artifact = {
target = scope:hide
position = lower_left_portrait
}
immediate = {
random_courtier = { save_scope_as = hunter }
hidden_effect = {
random_list = {
1 = {
hunt_activity_standard_game_effect = { PROVINCE = root.capital_province HUNTER = root }
}
1 = {
hunt_activity_dangerous_game_effect = { PROVINCE = root.capital_province }
}
}
}
hunt_activity_standard_game_effect = { PROVINCE = root.capital_province HUNTER = root }
create_artifact_animal_hide_effect = {
OWNER = root
HUNTER = scope:hunter
LEGENDARY = yes
ANIMAL = root.var:animal_type
}
scope:newly_created_artifact ?= { save_scope_as = hide }
if = {
limit = {
can_animal_produce_skull_trigger = { VARIABLE = root.var:animal_type }
}
create_artifact_wall_skull_effect = {
OWNER = root
HUNTER = scope:hunter
LEGENDARY = yes
ANIMAL = root.var:animal_type
}
scope:newly_created_artifact ?= { save_scope_as = skull }
}
create_artifact_animal_trinket_effect = {
OWNER = root
HUNTER = scope:hunter
LEGENDARY = yes
ANIMAL = root.var:animal_type
}
scope:newly_created_artifact ?= { save_scope_as = trinket }
}
option = {
name = LOREM_IPSUM_TITLE
}
after = { remove_variable = animal_type }
}
# playground for great projects
debug.9622 = {
type = character_event
title = LOREM_IPSUM_TITLE
desc = LOREM_IPSUM_DESCRIPTION
theme = realm
orphan = yes
immediate = {
random_realm_province = {
plan_great_project = {
founder = root
great_project_type = great_wall
save_scope_as = new_project
}
}
}
option = {
name = debug_generic_option
trigger = {
scope:new_project = {
great_project_construction_phase_is = planned
great_project_type = great_wall
}
}
# if planning new part of great wall add funds out of thin air
# create great project in random province
scope:new_project = {
great_project_founder = {
add_gold = 2000
}
}
}
option = {
name = debug_generic_option
trigger = {
scope:new_project = {not = {
any_contribution = {
contribution_id = logistics
scope:new_project.great_project_founder = {
can_fund_project_contribution = prev
}
}
} }
}
scope:new_project = {
great_project_founder = {
add_prestige = 2000
}
}
}
option = {
name = debug_generic_option
trigger = {
scope:new_project = {
any_contribution = {
contribution_is_required = yes
root = {
# prev = the selected contribution
can_fund_project_contribution = prev
}
}
}
}
scope:new_project = {
random_contribution = {
limit = { contribution_is_required = yes }
root = {
# prev = the selected contribution
fund_great_project_contribution = {
contribution = prev
}
}
}
}
}
}