Any way to reduce the chance of a ruler converting to his court physicians religion? Playing as a Norse count I just saw Sigurdr Ring convert to Catholic in August 769 which I find a little ridiculous.
I know the wiki doesn't show this usage, but but it's worth a try: use "is_looter = yes" as a condition with an army.TL;DR: Is there a way to check if an army, of which a character is commander, has looting toggled on? (the character being the ROOT)
I can't find such a condition on the wiki, only "is_looting", but I am guessing that only checks if the character is sieging (in looting mode, so basically "looting") a province. It doesn't return true when the army isn't "besieging" anything right? or am I wrong at this?
EDIT: After some testing with "is_looting" it seems like i was right, "is_looting" only seems to return true when a character is commanding an (looter toggled) army in a province that has loot above the fort protection level. This means it doesn't even return true when the loot is below fort protection level even though the army is sieging a holding in looter mode.
So my question still remains...![]()
Any way to reduce the chance of a ruler converting to his court physicians religion? Playing as a Norse count I just saw Sigurdr Ring convert to Catholic in August 769 which I find a little ridiculous.
I know the wiki doesn't show this usage, but but it's worth a try: use "is_looter = yes" as a condition with an army.
if = {
limit = { controls_religion = no }
hidden_tooltip = {
character_event = { id = RIP.4101 days = 30 random = 30 }
}
}
character_event = {
id = RIP.4101
desc = EVTDESC_RIP_4101
picture = GFX_evt_court_physician
border = GFX_event_normal_frame_religion
is_triggered_only = yes
trigger = {
event_target:missionary_physician_target = {
NOT = { religion_group = ROOT }
}
controls_religion = no
}
Yes, adding the year clause to the RIP.1404 trigger will block the event, even if it is called by another event.I'm a complete noob to modding CK2 but I found the event in rip_flavor_events.txt. It appears to be triggered from the event which brings a physician to a tribal/nomad court. I found this in RIP.4100:
Code:if = { limit = { controls_religion = no } hidden_tooltip = { character_event = { id = RIP.4101 days = 30 random = 30 } } }
If I add year = 867 to the trigger for RIP.4101 (the convert to physician's religion event) will it prevent this event from firing until after 867? Or will it still fire because it's being initiated from RIP.4100? Sorry for the simple question.
Code:character_event = { id = RIP.4101 desc = EVTDESC_RIP_4101 picture = GFX_evt_court_physician border = GFX_event_normal_frame_religion is_triggered_only = yes trigger = { event_target:missionary_physician_target = { NOT = { religion_group = ROOT } } controls_religion = no }
any_neighbouring_province = { owner { top_liege = { ROOT = { owner = { top_liege = { NOT = { character = PREVPREVPREV } } } } } } } would work I guess, there is probably a lot simpler way of doing it though lolSay I have a province in ROOT, and I want to check wether any neighbouring province belongs to a different top realm. How would I do that? It seems that same_realm don't work with provinces.
any_neighbouring_province = { owner { top_liege = { ROOT = { owner = { top_liege = { NOT = { character = PREVPREVPREV } } } } } } } would work I guess, there is probably a lot simpler way of doing it though lol
owner = { #convolutedly checks for bordering provinces not in the same realm. Is there an easier way to do this?
ROOT = {
any_neighbor_province = {
owner = {
not = {
same_realm = PREVPREVPREV
}
}
}
}
}
Hi I'm back again with another question:
Is it possible to check for a certain tech level in an event?
(For example, I want to place different restrictions on event options based on the level of Trade_Practices, e.g. trigger for an opion: need 50 gold if tech level 1, but only need 40 gold if tech level 2 etc.)
Alas from what I am seeing, checking for technology *at all* is nigh impossible. Am I mistaken, or is it true that you can't do that?
option = {
trigger = {
TECH_TRADE_PRACTICES = 1
}
wealth = -50
}
option = {
trigger = {
TECH_TRADE_PRACTICES = 2
}
wealth = -40
}
If Y is a number, just put that as a simple number (if Y is going to be 5 just put 2.5).Is this allowed with variables?
change_variable = { which = X value = Y / 2 }
If Y is a number, just put that as a simple number (if Y is going to be 5 just put 2.5).
If Y is another variable of the same scope or the same variable in another scope, first you need to use which, not value.
And you first would need to save Y as the value of a temporal variable, use divide_variable = { which = <you temp variable> value = 2} and lastly change_variable = { which = X which = temp }. It is really cumbersome syntactically, isn't it?
Thanks!I took a look at the building text files and found out that there are conditions like TECH_TRADE_PRACTICES = 1.
So i think you can do something like this:
Code:option = { trigger = { TECH_TRADE_PRACTICES = 1 } wealth = -50 } option = { trigger = { TECH_TRADE_PRACTICES = 2 } wealth = -40 }
Afaik, these aren't treated as percentages. So you could make something like this:hello
I want to use 'random list' function along with some modifiers and I wonder if the chances go over 100% does it still work as intended? like a chance event of 200% is more likely to be triggered than that of 100% so on and so forth?
Or should I just try to make it under 100%?
random_list = {
100 = {
add_character_modifier = {
name = thingy1
duration = -1
}
}
10 = {
add_character_modifier = {
name = thingy2
duration = -1
}
}
}
You don't . The "ai will accept" functionality is only part of the hard-coded decisions.How does one make a targetted_decision with the "ai will accept" banner that says "yes", "no" or "maybe" just above the send button of the diplomatic decision? I can't find anything in the vanilla decisions folder nor on the wiki.
You don't . The "ai will accept" functionality is only part of the hard-coded decisions.![]()