vg-mod-ck3/master/common/character_interactions/join_all_the_wars_retweak.txt

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join_war_interaction = {
category = interaction_category_diplomacy
interface = interfere_in_war
special_interaction = interfere_in_war_interaction
popup_on_receive = yes
desc = join_war_interaction_desc
icon = change_allegiance
greeting = positive
notification_text = join_war_interaction_notification
is_shown = {
scope:recipient = {
is_at_war = yes
NOR = {
this = scope:actor
is_at_war_with = scope:actor
}
}
}
is_valid_showing_failures_only = {
# recipient is not in (any) war against your liege(s)
trigger_if = {
limit = { exists = scope:actor.liege }
custom_description = {
text = join_war_interaction_recipient_warring_with_my_liege
subject = scope:recipient
scope:actor = {
NOT = {
any_liege_or_above = {
is_at_war_with = scope:recipient
}
}
}
}
}
# recipient is ally or defending against a holy war
trigger_if = {
limit = {
scope:actor = {
NOT = { target_is_liege_or_above = scope:recipient }
}
}
trigger_if = {
limit = {
scope:recipient = {
any_character_war = {
OR = {
#Must be either the same faith as the character being holy warred...
scope:recipient.faith = scope:actor.faith
#... Or, same religion, *and* you couldn't holy war them yourself.
AND = {
scope:recipient.faith.religion = scope:actor.faith.religion
scope:actor.faith = {
faith_hostility_level = {
target = scope:recipient.faith
value < religious_cb_enabled_hostility_level
}
}
}
}
any_war_defender = { this = scope:recipient }
}
}
}
# Deliberately blank; we've passed the trigger and making a desc out of this doesn't make sense
}
}
# recipient is liege
trigger_else = {
custom_description = {
text = join_war_interaction_recipient_not_liege
subject = scope:recipient
scope:actor = {
target_is_liege_or_above = scope:recipient
}
}
}
}
can_be_picked = {
exists = scope:target
scope:target = {
# recipient is war leader
is_war_leader = scope:recipient
# If not holy war, special exception for liege trying to put down his vassal's peasant revolt.
trigger_if = {
limit = {
is_religious_war = no
scope:actor = { target_is_vassal_or_below = scope:recipient }
primary_defender = scope:recipient
primary_attacker = {
is_leading_faction_type = peasant_faction
}
}
always = yes
}
# making the default behavior explicit if no other trigger_(else_)ifs are valid
trigger_else = {
always = yes
}
}
joiner_not_already_in_another_war_with_any_target_war_participants_trigger = {
WARRIOR = scope:recipient
JOINER = scope:actor
}
}
on_accept = {
scope:target = {
hidden_effect = {
set_called_to = scope:actor
}
if = {
limit = {
is_attacker = scope:recipient
}
add_attacker = scope:actor
}
else = {
add_defender = scope:actor
}
}
scope:actor = {
stress_impact = {
craven = medium_stress_impact_gain
shy = minor_stress_impact_gain
}
}
scope:recipient = {
if = {
limit = {
is_ai = yes
}
progress_towards_friend_effect = {
CHARACTER = scope:actor
OPINION = no
}
}
else = {
hidden_effect = { #To nudge friendship
if = {
limit = {
NOR = {
has_relation_friend = scope:actor
has_relation_potential_friend = scope:actor
}
}
set_relation_potential_friend = scope:actor
}
}
}
}
}
on_decline = {
scope:actor = {
trigger_event = char_interaction.0236
}
}
auto_accept = yes
ai_accept = {
base = 100 # everyone wants help
}
ai_will_do = {
base = -1000 # only players can join all the wars
}
}