[TECH] - action watchers
The file on_actions.txt contains PI action watchers, triggering specific events after certain things are happening in game.
You can easily add your own events to be triggered in there too.
#character
on_battle_won
on_battle_lost
on_siege_won
on_failed_assassination
on_bastard_birth
in_land_battle
in_naval_battle
#country
on_civil_war_lost
on_civil_war_won
on_country_broken
on_monarchy_ruler_change
on_republic_ruler_change
on_tribal_ruler_change
The file on_actions.txt contains PI action watchers, triggering specific events after certain things are happening in game.
You can easily add your own events to be triggered in there too.
#character
on_battle_won
on_battle_lost
on_siege_won
on_failed_assassination
on_bastard_birth
in_land_battle
in_naval_battle
#country
on_civil_war_lost
on_civil_war_won
on_country_broken
on_monarchy_ruler_change
on_republic_ruler_change
on_tribal_ruler_change
Code:
#character
[B]on_battle_won[/B] =
{
1000 = 0 #weight 1000 on nothing
50 = 504 #low chance to get confident trait
50 = 505 #low chance to get tactician trait
50 = 506 #low chance to get discipline trait
50 = 507 #low chance to get steadfast trait
50 = 508 #low chance to get agressive trait
20 = 500 #very low chance to get victorious
}
#character
[B]on_battle_lost[/B] =
{
100 = 501 #10% chance to lose Victorious if you have it
1000 = 0 #weight 1000 on nothing
100 = 503 #gaining brave or coward
}
#character
[B]on_siege_won[/B] =
{
1000 = 0 #weight 1000 on nothing
100 = 502 #gaining conqueror
}
#character
[B]on_failed_assassination[/B] = {
100 = 560 # Gain trait suspicious
}
#character
[B]on_bastard_birth[/B] = {
100 = 561 # A female friend of the ruler gives birth to a royal bastard
}
#country
[B]on_civil_war_lost[/B] = {
100 = 2033
}
#country
[B]on_civil_war_won[/B] = {
100 = 2032
}
#character
[B]in_land_battle[/B] = {
1 = 509 #low chance that a character dies
2 = 510 #low chance that he is wounded
2 = 514 #low chance that a character is maimed
10000 = 0 #weight 10000 on nothing
}
#character
[B]in_naval_battle[/B] = {
1 = 511 #low chance that a character dies
2 = 512 #low chance that he is wounded
2 = 513 #low chance that a character is maimed
10000 = 0 #weight 10000 on nothing
}
#country
[B]on_country_broken[/B] = {
10 = 530
10 = 531
10 = 532
10 = 533
}
# Country. Just after a new ruler has taken over in republics
o[B]n_monarchy_ruler_change[/B] = {
# 5 = 540 # Ruler gets offed by more popular family member (monarchy)
# 5 = 541 # Disloyal Sibling decides to try for a civil war (monarchy)
# 5 = 544 # Ambitious family memeber steals throne for underage ruler (monarchy)
# 5 = 548 # Where their is not child of the previous ruler a popular member of the ruling family will go for it (monarchy)
10 = 545 # Small monarchy decides to give state away in will rather than pass to different family
# 20 = 547 # The heir of the dictator reinsitutes the republic (Dictatorship only)
90 = 0
}
# Country. Just after a new ruler has taken over in republics
[B]on_republic_ruler_chang[/B]e = {
# 20 = 542 # Wealthier Character decides to bribe his way to victory
30 = 543 # Rival Army commander gets pissed off and goes for the jackpot
70 = 0
}
# Country. Just after a new ruler has taken over in tribes
[B]on_tribal_ruler_change[/B] = {
25 = 549 #high martial rival kills new ruler in duel (military tribe)
25 = 550 #high charisma rival convinces crowd to stone new ruler to death (religious tribe)
25 = 551 #wealthier rival convinces people that new ruler will not lead them to prosperity (trade tribe)
25 = 552 #high finesse rival outmanuevers new ruler and takes his place (civic tribe)
}
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