So this was the goal, this was the result, and I'll follow up with the "problem"
I was looking to accomplish this: From the console, create an event that will take a lowborn and assign them a "random" dynasty.
Code:
character_event = {
id = creep.6
desc = "New Dynasty"
picture = "GFX_evt_hunt"
is_triggered_only = yes
option = {
name = "ACCEPT"
random_list = {
20 = {dynasty = 90000}
20 = {dynasty = 90001}
20 = {dynasty = 90002}
20 = {dynasty = 90003}
20 = {dynasty = 90004}
}
}
}
So this code worked...i brought up the console, "event creep.6 <char-id>" and the event fires...hit the button, Lowborn is now a member of one 5 pre-determined possible dynasties.
The problem, however, is it doesn't create this person as the "root" of the dynasty. Therefore, if I trigger this event twice, and two people who randomly get assigned to the "Lowe" dynasty are effectively related, which wasn't my intention. Additionally, their children (and other legitimate relatives) don't show up in the dynasty tree properly.
I'm not sure if anyone has run into this issue besides me, as I'm guessing that this is something isn't all that common a request...but could anyone offer an explanation or a piece of code that I might be missing that could "fix" the issue?
Step two, changing the event to assign a specific name if a specific trait exists. IF statements don't seem to be as straight forward as I'm used to within the coding. I don't want the AI to fire this at all, so I'm almost afaid to add triggers.
ie:
if ______ then dynasty = ______
else random_list
step 3, if it can be done, tournament of lowborns to determine who gets the last name AND the barony.
anyone have any input they could offer?
sidebar, I've perused the tournament_events.txt and it seems unnecessarily complex....maybe i'm missing something, or maybe someone who's tweaked one could simplify it.