;Trait: YearsPassed ; o One_Year ; o Two_Years ; o Three_Years ; o Four_Years ; o Five_Years Trait YearsPassed Characters family Hidden NoGoingBackLevel 6 AntiTraits ReverseYears Level One_Year Description One_Year_desc EffectsDescription One_Year_effects_desc Threshold 1 Level Two_Years Description Two_Years_desc EffectsDescription Two_Years_effects_desc Threshold 2 Level Three_Years Description Three_Years_desc EffectsDescription Three_Years_effects_desc Threshold 3 Level Four_Years Description Four_Years_desc EffectsDescription Four_Years_effects_desc Threshold 4 Level Five_Years Description Five_Years_desc EffectsDescription Five_Years_effects_desc Threshold 5 ;Mod: EBMod883 - 09/19/06 : Added two and three
Trigger yearspassed_sync01 WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 0 and Trait YearsPassed = 1 Affects ReverseYears 1 Chance 100 ;------------------------------------------ Trigger yearspassed_sync02 WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 0 and Trait YearsPassed = 2 Affects ReverseYears 2 Chance 100 ;------------------------------------------ Trigger yearspassed_sync03 WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 0 and Trait YearsPassed = 3 Affects ReverseYears 3 Chance 100 ;------------------------------------------ Trigger yearspassed_sync04 WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 0 and Trait YearsPassed = 4 Affects ReverseYears 4 Chance 100 ;------------------------------------------ Trigger yearspassed_sync05 WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 0 and Trait YearsPassed = 5 Affects ReverseYears 5 Chance 100 ;------------------------------------------ Trigger yearspassed_sync01b WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 1 and Trait YearsPassed = 0 Affects YearsPassed 1 Chance 100 ;------------------------------------------ Trigger yearspassed_sync02b WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 1 and Trait YearsPassed = 2 Affects ReverseYears 2 Chance 100 Affects YearsPassed 1 Chance 100 ;------------------------------------------ Trigger yearspassed_sync03b WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 1 and Trait YearsPassed = 3 Affects ReverseYears 3 Chance 100 Affects YearsPassed 1 Chance 100 ;------------------------------------------ Trigger yearspassed_sync04b WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 1 and Trait YearsPassed = 4 Affects ReverseYears 4 Chance 100 Affects YearsPassed 1 Chance 100 ;------------------------------------------ Trigger yearspassed_sync05b WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 1 and Trait YearsPassed = 5 Affects ReverseYears 5 Chance 100 Affects YearsPassed 1 Chance 100 ;------------------------------------------ Trigger yearspassed_sync01c WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 2 and Trait YearsPassed = 0 Affects YearsPassed 2 Chance 100 ;------------------------------------------ Trigger yearspassed_sync02c WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 2 and Trait YearsPassed = 1 Affects ReverseYears 1 Chance 100 Affects YearsPassed 2 Chance 100 ;------------------------------------------ Trigger yearspassed_sync03c WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 2 and Trait YearsPassed = 3 Affects ReverseYears 3 Chance 100 Affects YearsPassed 2 Chance 100 ;------------------------------------------ Trigger yearspassed_sync04c WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 2 and Trait YearsPassed = 4 Affects ReverseYears 4 Chance 100 Affects YearsPassed 2 Chance 100 ;------------------------------------------ Trigger yearspassed_sync05c WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 2 and Trait YearsPassed = 5 Affects ReverseYears 5 Chance 100 Affects YearsPassed 2 Chance 100 ;------------------------------------------ Trigger yearspassed_sync01d WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 3 and Trait YearsPassed = 0 Affects YearsPassed 3 Chance 100 ;------------------------------------------ Trigger yearspassed_sync02d WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 3 and Trait YearsPassed = 1 Affects ReverseYears 1 Chance 100 Affects YearsPassed 3 Chance 100 ;------------------------------------------ Trigger yearspassed_sync03d WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 3 and Trait YearsPassed = 2 Affects ReverseYears 2 Chance 100 Affects YearsPassed 3 Chance 100 ;------------------------------------------ Trigger yearspassed_sync04d WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 3 and Trait YearsPassed = 4 Affects ReverseYears 4 Chance 100 Affects YearsPassed 3 Chance 100 ;------------------------------------------ Trigger yearspassed_sync05d WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 3 and Trait YearsPassed = 5 Affects ReverseYears 5 Chance 100 Affects YearsPassed 3 Chance 100 ;------------------------------------------ Trigger yearspassed_sync01e WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 4 and Trait YearsPassed = 0 Affects YearsPassed 4 Chance 100 ;------------------------------------------ Trigger yearspassed_sync02e WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 4 and Trait YearsPassed = 1 Affects ReverseYears 1 Chance 100 Affects YearsPassed 4 Chance 100 ;------------------------------------------ Trigger yearspassed_sync03e WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 4 and Trait YearsPassed = 2 Affects ReverseYears 2 Chance 100 Affects YearsPassed 4 Chance 100 ;------------------------------------------ Trigger yearspassed_sync04e WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 4 and Trait YearsPassed = 3 Affects ReverseYears 3 Chance 100 Affects YearsPassed 4 Chance 100 ;------------------------------------------ Trigger yearspassed_sync05e WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 4 and Trait YearsPassed = 5 Affects ReverseYears 5 Chance 100 Affects YearsPassed 4 Chance 100 ;------------------------------------------ Trigger yearspassed_sync01f WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 5 and Trait YearsPassed = 0 Affects YearsPassed 5 Chance 100 ;------------------------------------------ Trigger yearspassed_sync02f WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 5 and Trait YearsPassed = 1 Affects ReverseYears 1 Chance 100 Affects YearsPassed 5 Chance 100 ;------------------------------------------ Trigger yearspassed_sync03f WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 5 and Trait YearsPassed = 2 Affects ReverseYears 2 Chance 100 Affects YearsPassed 5 Chance 100 ;------------------------------------------ Trigger yearspassed_sync04f WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 5 and Trait YearsPassed = 3 Affects ReverseYears 3 Chance 100 Affects YearsPassed 5 Chance 100 ;------------------------------------------ Trigger yearspassed_sync05f WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 5 and Trait YearsPassed = 4 Affects ReverseYears 4 Chance 100 Affects YearsPassed 5 Chance 100
;Section 2b: Saka Reforms ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Modifie Coniurationes catilinae ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Compteur de villes declare_counter IndgCondition ; Check Conditions monitor_event FactionTurnEnd FactionType pontus and I_CompareCounter Saka_Reform = 0 ; Conditional Reforms if I_SettlementOwner Baktra = pontus inc_counter IndgCondition 1 end_if if I_SettlementOwner Opiana = pontus inc_counter IndgCondition 1 end_if if I_SettlementOwner Taksashila = pontus inc_counter IndgCondition 1 end_if if I_SettlementOwner Patala = pontus inc_counter IndgCondition 1 end_if if I_SettlementOwner Alexandropolis = pontus inc_counter IndgCondition 1 end_if if I_SettlementOwner Kophen = pontus inc_counter IndgCondition 1 end_if if I_SettlementOwner Pura = pontus inc_counter IndgCondition 1 end_if ;Check if Reforms Conditions are met if I_CompareCounter IndgCondition = 4 set_counter Saka_Reform 1 terminate_monitor end_if ;Reset Counters set_counter IndgCondition 0 end_monitor ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; declare_counter Saka_Reform_Building_Exists monitor_event FactionTurnStart FactionType pontus and FactionIsLocal and I_CompareCounter Saka_Reform = 1 and I_CompareCounter Saka_Reform_Building_Exists = 0 advance_advice_thread Saka_Reforms_Message terminate_monitor end_monitor monitor_event SettlementTurnEnd SettlementBuildingExists = saka set_counter Saka_Reform 1 set_counter Saka_Reform_Building_Exists 1 terminate_monitor end_monitor monitor_event SettlementTurnStart SettlementName Adrumeto and I_CompareCounter Saka_Reform = 1 and not SettlementBuildingExists = saka and I_SettlementOwner Adrumeto = pontus console_command create_building Adrumeto "saka" end_monitor (ect)
declare_counter Celt_Reform ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Section 2a: Celtic Reforms ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; declare_counter Celt_ForumCount declare_counter Celt_CityCount declare_counter Celt_TempleCount declare_counter HadCeltReform1 declare_counter HadCeltReform2 ; ; Determine if reforms have already occurred ; monitor_event SettlementTurnEnd SettlementIsLocal and SettlementBuildingExists = celt2 set_counter HadCeltReform1 1 terminate_monitor end_monitor ; monitor_event SettlementTurnEnd SettlementIsLocal and SettlementBuildingExists = celt3 set_counter HadCeltReform2 1 terminate_monitor end_monitor ; ; Count Celtic great markets ; monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = forum inc_counter Celt_ForumCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = forum and I_CompareCounter Celt_Reform < 2 inc_counter Celt_ForumCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = forum inc_counter Celt_ForumCount 1 end_monitor ; Count Celtic large cities monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = proconsuls_palace and I_TurnNumber >= 288 inc_counter Celt_CityCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = proconsuls_palace and I_TurnNumber >= 288 and I_CompareCounter Celt_Reform < 2 inc_counter Celt_CityCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = proconsuls_palace and I_TurnNumber >= 288 inc_counter Celt_CityCount 1 end_monitor ; Count Celtic major temples ;temple_of_battle_awesome_temple monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = temple_of_battle_awesome_temple and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = temple_of_battle_awesome_temple and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 and SettlementBuildingExists = temple_of_battle_awesome_temple inc_counter Celt_TempleCount 1 end_monitor ;temple_of_farming_awesome_temple monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 and SettlementBuildingExists = temple_of_farming_awesome_temple inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = temple_of_farming_awesome_temple and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = temple_of_farming_awesome_temple and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor ;temple_of_fertility_awesome_temple monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 and SettlementBuildingExists = temple_of_fertility_awesome_temple inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = temple_of_fertility_awesome_temple and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 and SettlementBuildingExists = temple_of_fertility_awesome_temple inc_counter Celt_TempleCount 1 end_monitor ;temple_of_forge_awesome_temple monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 and SettlementBuildingExists = temple_of_forge_awesome_temple inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = temple_of_forge_awesome_temple and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = temple_of_forge_awesome_temple and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor ;temple_of_fun_awesome_temple monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = temple_of_fun_awesome_temple and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = temple_of_fun_awesome_temple and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = temple_of_fun_awesome_temple and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor ;temple_of_governors_awesome_temple monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = temple_of_governors_awesome_temple and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = temple_of_governors_awesome_temple and I_TurnNumber >= 288 and I_CompareCounter Celt_Reform < 2 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = temple_of_governors_awesome_temple and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor ;reset Celt counters monitor_event FactionTurnEnd FactionIsLocal if I_CompareCounter Celt_ForumCount > 5 set_counter Celt_Reform 1 end_if if I_CompareCounter Celt_ForumCount > 9 and I_CompareCounter Celt_CityCount > 5 and I_CompareCounter Celt_TempleCount > 5 set_counter Celt_Reform 2 end_if if I_CompareCounter Celt_Reform < 2 set_counter Celt_ForumCount 0 set_counter Celt_CityCount 0 set_counter Celt_TempleCount 0 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and I_CompareCounter Celt_ForumCount > 5 set_counter Celt_Reform 1 end_monitor monitor_event FactionTurnStart FactionIsLocal and I_CompareCounter Celt_ForumCount > 9 and I_CompareCounter Celt_CityCount > 5 and I_CompareCounter Celt_TempleCount > 5 set_counter Celt_Reform 2 end_monitor