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- events = get_events()
- -- Trigger declarations
- --[[ wh_main_trig_agent_critical_failure ]]--
- function wh_main_trig_agent_critical_failure_impl (context)
- return char_is_agent(context:character()) and context:mission_result_critial_failure()
- end
- events.CharacterCharacterTargetAction[#events.CharacterCharacterTargetAction+1] =
- function (context)
- if wh_main_trig_agent_critical_failure_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_unlucky", "agent", 1, 5, context)
- effect.trait("wh_main_trait_agent_personality_all_mad", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_agent_has_trait_mad ]]--
- function wh_main_trig_agent_has_trait_mad_impl (context)
- return char_is_agent(context:character()) and context:character():has_trait("wh_main_trait_agent_personality_all_mad") and context:character():model():turn_number() > 4
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_agent_has_trait_mad_impl(context) then
- effect.trait("wh_main_trait_agent_personality_all_mad", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_agent_success ]]--
- function wh_main_trig_agent_success_impl (context)
- return char_is_agent(context:character()) and context:mission_result_success()
- end
- events.CharacterCharacterTargetAction[#events.CharacterCharacterTargetAction+1] =
- function (context)
- if wh_main_trig_agent_success_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_lucky", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_brt_damsel_caster ]]--
- function wh_main_trig_brt_damsel_caster_impl (context)
- return context:character():character_subtype("brt_damsel") and char_spent_skill_point_on_buff_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_brt_damsel_caster_impl(context) then
- effect.trait("wh_main_trait_brt_damsel_caster", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_brt_lord_character_killer ]]--
- function wh_main_trig_brt_lord_character_killer_impl (context)
- return context:character():character_subtype("default") and context:character():faction():culture() == "wh_main_brt_bretonnia" and char_is_general(context:character()) and char_spent_skill_point_on_level2_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_brt_lord_character_killer_impl(context) then
- effect.trait("wh_main_trait_brt_lord_character_killer", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_brt_paladin_unit_killer ]]--
- function wh_main_trig_brt_paladin_unit_killer_impl (context)
- return context:character():character_subtype("brt_paladin") and char_spent_skill_point_on_level2_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_brt_paladin_unit_killer_impl(context) then
- effect.trait("wh_main_trait_brt_paladin_unit_killer", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_champion_action_success_assist_army ]]--
- function wh_main_trig_champion_action_success_assist_army_impl (context)
- return context:character():has_skill("wh_main_skill_all_champion_campaign_drill_master") and context:character():is_embedded_in_military_force()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_champion_action_success_assist_army_impl(context) then
- effect.trait("wh_main_trait_action_champion_assist_army", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_champion_action_success_assist_province ]]--
- function wh_main_trig_champion_action_success_assist_province_impl (context)
- return context:character():character_type("champion") and context:character():is_deployed() and context:character():has_region() and context:character():faction():name() == context:character():region():owning_faction():name()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_champion_action_success_assist_province_impl(context) then
- effect.trait("wh_main_trait_action_champion_assist_province", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_champion_action_success_hinder_army ]]--
- function wh_main_trig_champion_action_success_hinder_army_impl (context)
- return context:character():character_type("champion") and context:mission_result_success() and context:agent_action_key() == "wh_main_agent_action_champion_hinder_army"
- end
- events.CharacterCharacterTargetAction[#events.CharacterCharacterTargetAction+1] =
- function (context)
- if wh_main_trig_champion_action_success_hinder_army_impl(context) then
- effect.trait("wh_main_trait_action_champion_hinder_army", "agent", 1, 15, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_champion_action_success_hinder_character ]]--
- function wh_main_trig_champion_action_success_hinder_character_impl (context)
- return context:character():character_type("champion") and (context:mission_result_success() or context:mission_result_critial_success()) and context:agent_action_key() == "wh_main_agent_action_champion_hinder_character"
- end
- events.CharacterCharacterTargetAction[#events.CharacterCharacterTargetAction+1] =
- function (context)
- if wh_main_trig_champion_action_success_hinder_character_impl(context) then
- effect.trait("wh_main_trait_action_champion_hinder_character", "agent", 1, 25, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_champion_action_success_hinder_province ]]--
- function wh_main_trig_champion_action_success_hinder_province_impl (context)
- return context:character():character_type("champion") and context:character():is_deployed() and context:character():has_region() and context:character():faction():name() ~= context:character():region():owning_faction():name()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_champion_action_success_hinder_province_impl(context) then
- effect.trait("wh_main_trait_action_champion_hinder_province", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_champion_action_success_hinder_settlement ]]--
- function wh_main_trig_champion_action_success_hinder_settlement_impl (context)
- return context:character():character_type("champion") and context:mission_result_success()
- end
- events.CharacterGarrisonTargetAction[#events.CharacterGarrisonTargetAction+1] =
- function (context)
- if wh_main_trig_champion_action_success_hinder_settlement_impl(context) then
- effect.trait("wh_main_trait_action_champion_hinder_settlement", "agent", 1, 15, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_enters_garrison_high_buildings ]]--
- function wh_main_trig_character_enters_garrison_high_buildings_impl (context)
- return context:character():has_region() and context:character():region():num_buildings() > 3 and context:character():action_points_remaining_percent() > 5
- end
- events.CharacterEntersGarrison[#events.CharacterEntersGarrison+1] =
- function (context)
- if wh_main_trig_character_enters_garrison_high_buildings_impl(context) then
- effect.trait("wh_main_trait_general_government_all_architect", "agent", 1, 6, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_enters_garrison_high_public_order ]]--
- function wh_main_trig_character_enters_garrison_high_public_order_impl (context)
- return context:character():has_region() and context:character():region():public_order() > 40 and context:character():action_points_remaining_percent() > 5
- end
- events.CharacterEntersGarrison[#events.CharacterEntersGarrison+1] =
- function (context)
- if wh_main_trig_character_enters_garrison_high_public_order_impl(context) then
- effect.trait("wh_main_trait_general_government_civilised_politician", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_enters_garrison_high_public_order_dwarfs ]]--
- function wh_main_trig_character_enters_garrison_high_public_order_dwarfs_impl (context)
- return context:character():has_region() and context:character():region():public_order() > 40 and context:character():faction():culture() == "wh_main_dwf_dwarfs" and context:character():action_points_remaining_percent() > 5
- end
- events.CharacterEntersGarrison[#events.CharacterEntersGarrison+1] =
- function (context)
- if wh_main_trig_character_enters_garrison_high_public_order_dwarfs_impl(context) then
- effect.trait("wh_main_trait_ruler_personality_dwf_clan", "agent", 1, 4, context)
- effect.trait("wh_main_trait_general_government_dwf_lord", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_enters_garrison_high_public_order_empire_or_bretonnia ]]--
- function wh_main_trig_character_enters_garrison_high_public_order_empire_or_bretonnia_impl (context)
- return context:character():has_region() and context:character():region():public_order() > 40 and (context:character():faction():culture() == "wh_main_emp_empire" or context:character():faction():culture() == "wh_main_brt_bretonnia") and context:character():action_points_remaining_percent() > 5
- end
- events.CharacterEntersGarrison[#events.CharacterEntersGarrison+1] =
- function (context)
- if wh_main_trig_character_enters_garrison_high_public_order_empire_or_bretonnia_impl(context) then
- effect.trait("wh_main_trait_general_government_emp_noble", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_enters_garrison_high_public_order_greenskins ]]--
- function wh_main_trig_character_enters_garrison_high_public_order_greenskins_impl (context)
- return context:character():has_region() and context:character():region():public_order() > 40 and context:character():faction():culture() == "wh_main_grn_greenskins" and context:character():action_points_remaining_percent() > 5
- end
- events.CharacterEntersGarrison[#events.CharacterEntersGarrison+1] =
- function (context)
- if wh_main_trig_character_enters_garrison_high_public_order_greenskins_impl(context) then
- effect.trait("wh_main_trait_general_government_grn_warboss", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_faction_has_many_allies_not_horde ]]--
- function wh_main_trig_character_faction_has_many_allies_not_horde_impl (context)
- return context:character():faction():num_allies() >= 3 and context:character():model():turn_number() > 10 and not context:character():faction():is_horde()
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_character_faction_has_many_allies_not_horde_impl(context) then
- effect.trait("wh_main_trait_ruler_government_all_negotiator", "agent", 1, 2, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_faction_is_trade_empire ]]--
- function wh_main_trig_character_faction_is_trade_empire_impl (context)
- return context:character():faction():trade_value_percent() > 25 and context:character():model():turn_number() > 5
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_character_faction_is_trade_empire_impl(context) then
- effect.trait("wh_main_trait_ruler_government_all_negotiator", "agent", 1, 2, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_long_time_in_lands_and_in_city ]]--
- function wh_main_trig_character_long_time_in_lands_and_in_city_impl (context)
- return context:character() and context:character():has_region() and context:character():turns_in_own_regions() >= 10 and context:character():in_settlement() and context:character():model():turn_number() > 1 and context:character():model():turn_number() % 5 == 0
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_character_long_time_in_lands_and_in_city_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_lazy", "agent", 1, 5, context)
- effect.trait("wh_main_trait_general_personality_all_girls", "agent", 1, 5, context)
- effect.trait("wh_main_trait_all_personality_all_drink", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_post_battle_release_chaos ]]--
- function wh_main_trig_character_post_battle_release_chaos_impl (context)
- return char_is_general_with_army(context:character()) and context:character():faction():culture() == "wh_main_chs_chaos"
- end
- events.CharacterPostBattleRelease[#events.CharacterPostBattleRelease+1] =
- function (context)
- if wh_main_trig_character_post_battle_release_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_chs_tempter", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_rank_up_at_peace_not_greenskins ]]--
- function wh_main_trig_character_rank_up_at_peace_not_greenskins_impl (context)
- return not context:character():faction():at_war() and not context:character():faction():culture() == "wh_main_grn_greenskins" and not context:character():faction():is_horde()
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_character_rank_up_at_peace_not_greenskins_impl(context) then
- effect.trait("wh_main_trait_general_government_all_pacifist", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_rank_up_at_war_not_horde ]]--
- function wh_main_trig_character_rank_up_at_war_not_horde_impl (context)
- return context:character():faction():at_war() and context:character():faction():factions_at_war_with():num_items() > 2 and not context:character():faction():is_horde()
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_character_rank_up_at_war_not_horde_impl(context) then
- effect.trait("wh_main_trait_general_government_all_warmonger", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_rank_up_high_public_order_player_only_not_horde ]]--
- function wh_main_trig_character_rank_up_high_public_order_player_only_not_horde_impl (context)
- return context:character():has_region() and context:character():region():public_order() >60 and context:character():faction():is_human() and not context:character():faction():is_horde()
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_character_rank_up_high_public_order_player_only_not_horde_impl(context) then
- effect.trait("wh_main_trait_general_government_all_authoritarian", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_rank_up_low_public_order_player_only_not_horde ]]--
- function wh_main_trig_character_rank_up_low_public_order_player_only_not_horde_impl (context)
- return context:character():has_region() and context:character():region():public_order() <10 and context:character():faction():is_human() and not context:character():faction():is_horde()
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_character_rank_up_low_public_order_player_only_not_horde_impl(context) then
- effect.trait("wh_main_trait_ruler_government_all_taxman", "agent", 1, 1, context)
- effect.trait("wh_main_trait_general_status_all_popular", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_rank_up_region_high_corruption_emp ]]--
- function wh_main_trig_character_rank_up_region_high_corruption_emp_impl (context)
- return context:character():has_region() and context:character():faction():subculture() == "wh_main_sc_emp_empire" and context:character():region():religion_proportion("wh_main_religion_untainted") < 0.7
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_character_rank_up_region_high_corruption_emp_impl(context) then
- effect.trait("wh_main_trait_not_priest_personality_monotheist_religious", "agent", 1, 6, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_rank_up_region_high_corruption_not_vmp_chs ]]--
- function wh_main_trig_character_rank_up_region_high_corruption_not_vmp_chs_impl (context)
- return context:character():has_region() and (context:character():faction():culture() ~= "wh_main_vmp_vampire_counts" and context:character():faction():culture() ~= "wh_main_chs_chaos") and context:character():region():religion_proportion("wh_main_religion_untainted") < 0.7
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_character_rank_up_region_high_corruption_not_vmp_chs_impl(context) then
- effect.trait("wh_main_trait_not_priest_personality_polytheist_religious", "agent", 1, 6, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_character_won_battle_vampire_counts ]]--
- function wh_main_trig_character_won_battle_vampire_counts_impl (context)
- return context:character():faction():culture() == "wh_main_vmp_vampire_counts" and context:character():won_battle()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_character_won_battle_vampire_counts_impl(context) then
- effect.trait("wh_main_trait_all_personality_vmp_fear_incarnate", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_chs_exalted_hero_unit_killer ]]--
- function wh_main_trig_chs_exalted_hero_unit_killer_impl (context)
- return context:character():character_subtype("chs_exalted_hero") and char_spent_skill_point_on_level2_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_chs_exalted_hero_unit_killer_impl(context) then
- effect.trait("wh_main_trait_chs_exalted_hero_unit_killer", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_chs_lord_character_killer ]]--
- function wh_main_trig_chs_lord_character_killer_impl (context)
- return context:character():character_subtype("chs_lord") and char_spent_skill_point_on_level2_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_chs_lord_character_killer_impl(context) then
- effect.trait("wh_main_trait_chs_lord_character_killer", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_chs_sorcerer_caster ]]--
- function wh_main_trig_chs_sorcerer_caster_impl (context)
- return (context:character():character_subtype("chs_sorcerer_death") or context:character():character_subtype("chs_sorcerer_metal") or context:character():character_subtype("chs_sorcerer_fire")) and char_spent_skill_point_on_buff_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_chs_sorcerer_caster_impl(context) then
- effect.trait("wh_main_trait_chs_sorcerer_caster", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_chs_sorcerer_lord_caster ]]--
- function wh_main_trig_chs_sorcerer_lord_caster_impl (context)
- return (context:character():character_subtype("chs_sorcerer_lord_death") or context:character():character_subtype("chs_sorcerer_lord_metal") or context:character():character_subtype("chs_sorcerer_lord_fire")) and char_spent_skill_point_on_buff_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_chs_sorcerer_lord_caster_impl(context) then
- effect.trait("wh_main_trait_chs_sorcerer_lord_caster", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_dignitary_action_success_assist_army ]]--
- function wh_main_trig_dignitary_action_success_assist_army_impl (context)
- return context:character():has_skill("wh_main_skill_all_dignitary_campaign_provider") and context:character():is_embedded_in_military_force()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_dignitary_action_success_assist_army_impl(context) then
- effect.trait("wh_main_trait_action_dignitary_assist_army", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_dignitary_action_success_assist_province ]]--
- function wh_main_trig_dignitary_action_success_assist_province_impl (context)
- return context:character():character_type("dignitary") and context:character():is_deployed() and context:character():has_region() and context:character():faction():name() == context:character():region():owning_faction():name()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_dignitary_action_success_assist_province_impl(context) then
- effect.trait("wh_main_trait_action_dignitary_assist_province", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_dignitary_action_success_hinder_army ]]--
- function wh_main_trig_dignitary_action_success_hinder_army_impl (context)
- return context:character():character_type("dignitary") and context:mission_result_success() and context:agent_action_key() == "wh_main_agent_action_dignitary_hinder_army"
- end
- events.CharacterCharacterTargetAction[#events.CharacterCharacterTargetAction+1] =
- function (context)
- if wh_main_trig_dignitary_action_success_hinder_army_impl(context) then
- effect.trait("wh_main_trait_action_dignitary_hinder_army", "agent", 1, 15, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_dignitary_action_success_hinder_character ]]--
- function wh_main_trig_dignitary_action_success_hinder_character_impl (context)
- return context:character():character_type("dignitary") and (context:mission_result_success() or context:mission_result_critial_success()) and context:agent_action_key() == "wh_main_agent_action_dignitary_hinder_character"
- end
- events.CharacterCharacterTargetAction[#events.CharacterCharacterTargetAction+1] =
- function (context)
- if wh_main_trig_dignitary_action_success_hinder_character_impl(context) then
- effect.trait("wh_main_trait_action_dignitary_hinder_character", "agent", 1, 25, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_dignitary_action_success_hinder_province ]]--
- function wh_main_trig_dignitary_action_success_hinder_province_impl (context)
- return context:character():character_type("dignitary") and context:character():is_deployed() and context:character():has_region() and context:character():faction():name() ~= context:character():region():owning_faction():name()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_dignitary_action_success_hinder_province_impl(context) then
- effect.trait("wh_main_trait_action_dignitary_hinder_province", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_dignitary_action_success_hinder_settlement ]]--
- function wh_main_trig_dignitary_action_success_hinder_settlement_impl (context)
- return context:character():character_type("dignitary") and context:mission_result_success()
- end
- events.CharacterGarrisonTargetAction[#events.CharacterGarrisonTargetAction+1] =
- function (context)
- if wh_main_trig_dignitary_action_success_hinder_settlement_impl(context) then
- effect.trait("wh_main_trait_action_dignitary_hinder_settlement", "agent", 1, 15, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_dwf_engineer_caster ]]--
- function wh_main_trig_dwf_engineer_caster_impl (context)
- return context:character():character_subtype("dwf_master_engineer") and char_spent_skill_point_on_buff_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_dwf_engineer_caster_impl(context) then
- effect.trait("wh_main_trait_dwf_engineer_caster", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_dwf_lord_tank ]]--
- function wh_main_trig_dwf_lord_tank_impl (context)
- return context:character():character_subtype("default") and context:character():faction():culture() == "wh_main_dwf_dwarfs" and char_is_general(context:character()) and char_spent_skill_point_on_level2_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_dwf_lord_tank_impl(context) then
- effect.trait("wh_main_trait_dwf_lord_tank", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_dwf_runesmith_caster ]]--
- function wh_main_trig_dwf_runesmith_caster_impl (context)
- return context:character():character_subtype("dwf_runesmith") and char_spent_skill_point_on_buff_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_dwf_runesmith_caster_impl(context) then
- effect.trait("wh_main_trait_dwf_runesmith_caster", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_dwf_thane_unit_killer ]]--
- function wh_main_trig_dwf_thane_unit_killer_impl (context)
- return context:character():character_subtype("dwf_thane") and char_spent_skill_point_on_level2_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_dwf_thane_unit_killer_impl(context) then
- effect.trait("wh_main_trait_dwf_thane_unit_killer", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_emp_battle_wizard_caster ]]--
- function wh_main_trig_emp_battle_wizard_caster_impl (context)
- return (context:character():character_subtype("emp_celestial_wizard") or context:character():character_subtype("emp_bright_wizard") or context:character():character_subtype("emp_light_wizard")) and char_spent_skill_point_on_buff_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_emp_battle_wizard_caster_impl(context) then
- effect.trait("wh_main_trait_emp_battle_wizard_caster", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_emp_captain_unit_killer ]]--
- function wh_main_trig_emp_captain_unit_killer_impl (context)
- return context:character():character_subtype("emp_captain") and char_spent_skill_point_on_level2_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_emp_captain_unit_killer_impl(context) then
- effect.trait("wh_main_trait_emp_captain_unit_killer", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_emp_general_tank ]]--
- function wh_main_trig_emp_general_tank_impl (context)
- return context:character():character_subtype("default") and context:character():faction():culture() == "wh_main_emp_empire" and char_is_general(context:character()) and char_spent_skill_point_on_level2_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_emp_general_tank_impl(context) then
- effect.trait("wh_main_trait_emp_general_tank", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_emp_warrior_priest_caster ]]--
- function wh_main_trig_emp_warrior_priest_caster_impl (context)
- return context:character():character_subtype("emp_warrior_priest") and char_spent_skill_point_on_buff_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_emp_warrior_priest_caster_impl(context) then
- effect.trait("wh_main_trait_emp_warrior_priest_caster", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_emp_witch_hunter_character_killer ]]--
- function wh_main_trig_emp_witch_hunter_character_killer_impl (context)
- return context:character():character_subtype("emp_witch_hunter") and char_spent_skill_point_on_level2_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_emp_witch_hunter_character_killer_impl(context) then
- effect.trait("wh_main_trait_emp_witch_hunter_character_killer", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_engineer_action_success_assist_army ]]--
- function wh_main_trig_engineer_action_success_assist_army_impl (context)
- return context:character():has_skill("wh_main_skill_dwf_engineer_campaign_logistical_engineer") and context:character():is_embedded_in_military_force()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_engineer_action_success_assist_army_impl(context) then
- effect.trait("wh_main_trait_action_engineer_assist_army", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_engineer_action_success_assist_province ]]--
- function wh_main_trig_engineer_action_success_assist_province_impl (context)
- return context:character():character_type("engineer") and context:character():is_deployed() and context:character():has_region() and context:character():faction():name() == context:character():region():owning_faction():name()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_engineer_action_success_assist_province_impl(context) then
- effect.trait("wh_main_trait_action_engineer_assist_province", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_engineer_action_success_hinder_army ]]--
- function wh_main_trig_engineer_action_success_hinder_army_impl (context)
- return context:character():character_type("engineer") and context:mission_result_success() and context:agent_action_key() == "wh_main_agent_action_engineer_hinder_army"
- end
- events.CharacterCharacterTargetAction[#events.CharacterCharacterTargetAction+1] =
- function (context)
- if wh_main_trig_engineer_action_success_hinder_army_impl(context) then
- effect.trait("wh_main_trait_action_engineer_hinder_army", "agent", 1, 15, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_engineer_action_success_hinder_character ]]--
- function wh_main_trig_engineer_action_success_hinder_character_impl (context)
- return context:character():character_type("engineer") and (context:mission_result_success() or context:mission_result_critial_success()) and context:agent_action_key() == "wh_main_agent_action_engineer_hinder_character"
- end
- events.CharacterCharacterTargetAction[#events.CharacterCharacterTargetAction+1] =
- function (context)
- if wh_main_trig_engineer_action_success_hinder_character_impl(context) then
- effect.trait("wh_main_trait_action_engineer_hinder_character", "agent", 1, 25, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_engineer_action_success_hinder_province ]]--
- function wh_main_trig_engineer_action_success_hinder_province_impl (context)
- return context:character():character_type("engineer") and context:character():is_deployed() and context:character():has_region() and context:character():faction():name() ~= context:character():region():owning_faction():name()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_engineer_action_success_hinder_province_impl(context) then
- effect.trait("wh_main_trait_action_engineer_hinder_province", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_engineer_action_success_hinder_settlement ]]--
- function wh_main_trig_engineer_action_success_hinder_settlement_impl (context)
- return context:character():character_type("engineer") and context:mission_result_success()
- end
- events.CharacterGarrisonTargetAction[#events.CharacterGarrisonTargetAction+1] =
- function (context)
- if wh_main_trig_engineer_action_success_hinder_settlement_impl(context) then
- effect.trait("wh_main_trait_action_engineer_hinder_settlement", "agent", 1, 15, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_10_turns_enemy_territory_chaos ]]--
- function wh_main_trig_general_10_turns_enemy_territory_chaos_impl (context)
- return context:character():faction():culture() == "wh_main_chs_chaos" and context:character():has_region() and context:character():turns_in_enemy_regions() >= 1 and context:character():model():turn_number() > 1 and context:character():model():turn_number() % 5 == 0
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_general_10_turns_enemy_territory_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_chs_schemer", "agent", 1, 6, context)
- effect.trait("wh_main_trait_all_personality_chs_words", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_10_turns_enemy_territory_not_horde ]]--
- function wh_main_trig_general_10_turns_enemy_territory_not_horde_impl (context)
- return char_is_general(context:character()) and context:character():has_region() and context:character():turns_in_enemy_regions() >= 1 and context:character():model():turn_number() > 1 and context:character():model():turn_number() % 5 == 0 and not context:character():faction():is_horde()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_general_10_turns_enemy_territory_not_horde_impl(context) then
- effect.trait("wh_main_trait_general_government_all_authoritarian", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_10_turns_enemy_territory_vampire_counts ]]--
- function wh_main_trig_general_10_turns_enemy_territory_vampire_counts_impl (context)
- return context:character():character_subtype("vmp_necromancer") and context:character():has_region() and context:character():turns_in_enemy_regions() >= 1 and context:character():model():turn_number() > 1 and context:character():model():turn_number() % 5 == 0
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_general_10_turns_enemy_territory_vampire_counts_impl(context) then
- effect.trait("wh_main_trait_wizard_personality_vmp_conniving", "agent", 1, 5, context)
- effect.trait("wh_main_trait_all_personality_vmp_dark_majesty", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_constructed_building_sch_agriculture_not_horde ]]--
- function wh_main_trig_general_constructed_building_sch_agriculture_not_horde_impl (context)
- return context:character():has_region() and context:character():turns_in_own_regions() > 1 and (region_has_superchain(context:character():region(), "wh_main_sch_dwarf_farm") or region_has_superchain(context:character():region(), "wh_main_sch_greenskin_farm") or region_has_superchain(context:character():region(), "wh_main_sch_human_farm_basic")) and not context:character():faction():is_horde()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_general_constructed_building_sch_agriculture_not_horde_impl(context) then
- effect.trait("wh_main_trait_general_government_all_farmer", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_constructed_building_sch_port_empire ]]--
- function wh_main_trig_general_constructed_building_sch_port_empire_impl (context)
- return context:character():has_region() and context:character():turns_in_own_regions() > 1 and region_has_superchain(context:character():region(), "wh_main_sch_port") and context:character():faction():subculture() == "wh_main_sc_emp_empire"
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_general_constructed_building_sch_port_empire_impl(context) then
- effect.trait("wh_main_trait_general_government_all_trader", "agent", 1, 13, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_entered_settlement_high_public_order ]]--
- function wh_main_trig_general_entered_settlement_high_public_order_impl (context)
- return context:character():has_region() and char_is_general(context:character()) and context:character():region():public_order() >= 80.0 and context:character():action_points_remaining_percent() > 5
- end
- events.CharacterEntersGarrison[#events.CharacterEntersGarrison+1] =
- function (context)
- if wh_main_trig_general_entered_settlement_high_public_order_impl(context) then
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_entered_settlement_low_public_order_player_only_not_horde ]]--
- function wh_main_trig_general_entered_settlement_low_public_order_player_only_not_horde_impl (context)
- return context:character():has_region() and char_is_general(context:character()) and context:character():region():public_order() <= 1.0 and context:character():faction():is_human() and not context:character():faction():is_horde() and context:character():action_points_remaining_percent() > 5
- end
- events.CharacterEntersGarrison[#events.CharacterEntersGarrison+1] =
- function (context)
- if wh_main_trig_general_entered_settlement_low_public_order_player_only_not_horde_impl(context) then
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_faction_is_losing_money_player_only_not_horde_not_vmp_not_grn ]]--
- function wh_main_trig_general_faction_is_losing_money_player_only_not_horde_not_vmp_not_grn_impl (context)
- return context:character():faction():losing_money() and context:character():faction():is_human() and context:character():model():turn_number() > 5 and not context:character():faction():is_horde() and context:character():faction():culture() ~= "wh_main_vmp_vampire_counts" and context:character():faction():culture() ~= "wh_main_grn_greenskins"
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_general_faction_is_losing_money_player_only_not_horde_not_vmp_not_grn_impl(context) then
- effect.trait("wh_main_trait_ruler_personality_all_spender", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_faction_is_rich_player_only_not_horde ]]--
- function wh_main_trig_general_faction_is_rich_player_only_not_horde_impl (context)
- return context:character():faction():treasury() > 25000 and context:character():faction():is_human() and context:character():model():turn_number() > 10 and not context:character():faction():is_horde()
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_general_faction_is_rich_player_only_not_horde_impl(context) then
- effect.trait("wh_main_trait_ruler_personality_all_miser", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_fought_battle_against_chaos_not_chaos ]]--
- function wh_main_trig_general_fought_battle_against_chaos_not_chaos_impl (context)
- return context:character():faction():culture() ~= "wh_main_chs_chaos" and char_is_general(context:character()) and (context:pending_battle():attacker() == context:character() and context:pending_battle():defender():faction():culture() == "wh_main_chs_chaos") or (context:pending_battle():defender() == context:character() and context:pending_battle():attacker():faction():culture() == "wh_main_chs_chaos")
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_fought_battle_against_chaos_not_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_hates_chaos", "agent", 1, 10, context)
- effect.trait("wh_main_trait_all_personality_all_likes_chaos", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_fought_battle_against_dwarfs_not_dwarfs ]]--
- function wh_main_trig_general_fought_battle_against_dwarfs_not_dwarfs_impl (context)
- return context:character():faction():culture() ~= "wh_main_dwf_dwarfs" and char_is_general(context:character()) and (context:pending_battle():attacker() == context:character() and context:pending_battle():defender():faction():culture() == "wh_main_dwf_dwarfs") or (context:pending_battle():defender() == context:character() and context:pending_battle():attacker():faction():culture() == "wh_main_dwf_dwarfs")
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_fought_battle_against_dwarfs_not_dwarfs_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_hates_dwarfs", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_fought_battle_against_dwarfs_not_dwarfs_chaos ]]--
- function wh_main_trig_general_fought_battle_against_dwarfs_not_dwarfs_chaos_impl (context)
- return (context:character():faction():culture() ~= "wh_main_dwf_dwarfs" and context:character():faction():culture() ~= "wh_main_chs_chaos") and char_is_general(context:character()) and (context:pending_battle():attacker() == context:character() and context:pending_battle():defender():faction():culture() == "wh_main_dwf_dwarfs") or (context:pending_battle():defender() == context:character() and context:pending_battle():attacker():faction():culture() == "wh_main_dwf_dwarfs")
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_fought_battle_against_dwarfs_not_dwarfs_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_likes_dwarfs", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_fought_battle_against_greenskins_dwarfs_not_faction_leader ]]--
- function wh_main_trig_general_fought_battle_against_greenskins_dwarfs_not_faction_leader_impl (context)
- return not context:character():is_faction_leader() and context:character():faction():culture() == "wh_main_dwf_dwarfs" and char_is_general(context:character()) and (context:pending_battle():attacker() == context:character() and context:pending_battle():defender():faction():culture() == "wh_main_grn_greenskins") or (context:pending_battle():defender() == context:character() and context:pending_battle():attacker():faction():culture() == "wh_main_grn_greenskins")
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_fought_battle_against_greenskins_dwarfs_not_faction_leader_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_likes_greenskins", "agent", 1, 3, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_fought_battle_against_greenskins_not_greenskins ]]--
- function wh_main_trig_general_fought_battle_against_greenskins_not_greenskins_impl (context)
- return context:character():faction():culture() ~= "wh_main_grn_greenskins" and char_is_general(context:character()) and (context:pending_battle():attacker() == context:character() and context:pending_battle():defender():faction():culture() == "wh_main_grn_greenskins") or (context:pending_battle():defender() == context:character() and context:pending_battle():attacker():faction():culture() == "wh_main_grn_greenskins")
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_fought_battle_against_greenskins_not_greenskins_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_hates_greenskins", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_fought_battle_against_greenskins_not_greenskins_chaos_dwarfs ]]--
- function wh_main_trig_general_fought_battle_against_greenskins_not_greenskins_chaos_dwarfs_impl (context)
- return (context:character():faction():culture() ~= "wh_main_dwf_dwarfs" and context:character():faction():culture() ~= "wh_main_chs_chaos" and context:character():faction():culture() ~= "wh_main_grn_greenskins") and char_is_general(context:character()) and (context:pending_battle():attacker() == context:character() and context:pending_battle():defender():faction():culture() == "wh_main_grn_greenskins") or (context:pending_battle():defender() == context:character() and context:pending_battle():attacker():faction():culture() == "wh_main_grn_greenskins")
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_fought_battle_against_greenskins_not_greenskins_chaos_dwarfs_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_likes_greenskins", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_fought_battle_against_men_not_men ]]--
- function wh_main_trig_general_fought_battle_against_men_not_men_impl (context)
- return (context:character():faction():culture() ~= "wh_main_emp_empire" and context:character():faction():culture() ~= "wh_main_brt_bretonnia") and char_is_general(context:character()) and (context:pending_battle():attacker() == context:character() and (context:pending_battle():defender():faction():culture() == "wh_main_emp_empire" or context:pending_battle():defender():faction():culture() == "wh_main_brt_bretonnia")) or (context:pending_battle():defender() == context:character() and (context:pending_battle():attacker():faction():culture() == "wh_main_emp_empire" or context:pending_battle():attacker():faction():culture() == "wh_main_brt_bretonnia"))
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_fought_battle_against_men_not_men_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_hates_men", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_fought_battle_against_men_not_men_chaos ]]--
- function wh_main_trig_general_fought_battle_against_men_not_men_chaos_impl (context)
- return (context:character():faction():culture() ~= "wh_main_emp_empire" and context:character():faction():culture() ~= "wh_main_brt_bretonnia" and context:character():faction():culture() ~= "wh_main_chs_chaos") and char_is_general(context:character()) and (context:pending_battle():attacker() == context:character() and (context:pending_battle():defender():faction():culture() == "wh_main_emp_empire" or context:pending_battle():defender():faction():culture() == "wh_main_brt_bretonnia")) or (context:pending_battle():defender() == context:character() and (context:pending_battle():attacker():faction():culture() == "wh_main_emp_empire" or context:pending_battle():attacker():faction():culture() == "wh_main_brt_bretonnia"))
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_fought_battle_against_men_not_men_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_likes_men", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_fought_battle_against_vampire_counts_not_vampire_counts ]]--
- function wh_main_trig_general_fought_battle_against_vampire_counts_not_vampire_counts_impl (context)
- return context:character():faction():culture() ~= "wh_main_vmp_vampire_counts" and char_is_general(context:character()) and (context:pending_battle():attacker() == context:character() and context:pending_battle():defender():faction():culture() == "wh_main_vmp_vampire_counts") or (context:pending_battle():defender() == context:character() and context:pending_battle():attacker():faction():culture() == "wh_main_vmp_vampire_counts")
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_fought_battle_against_vampire_counts_not_vampire_counts_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_hates_vampire_counts", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_fought_battle_against_vampire_counts_not_vampire_counts_chaos ]]--
- function wh_main_trig_general_fought_battle_against_vampire_counts_not_vampire_counts_chaos_impl (context)
- return (context:character():faction():culture() ~= "wh_main_vmp_vampire_counts" and context:character():faction():culture() ~= "wh_main_chs_chaos") and char_is_general(context:character()) and (context:pending_battle():attacker() == context:character() and context:pending_battle():defender():faction():culture() == "wh_main_vmp_vampire_counts") or (context:pending_battle():defender() == context:character() and context:pending_battle():attacker():faction():culture() == "wh_main_vmp_vampire_counts")
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_fought_battle_against_vampire_counts_not_vampire_counts_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_likes_vampire_counts", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_fought_in_battle ]]--
- function wh_main_trig_general_fought_in_battle_impl (context)
- return char_is_general_with_army(context:character()) and ( (context:pending_battle():attacker() == context:character() and context:pending_battle():attacker_commander_fought_in_melee()) or (context:pending_battle():defender() == context:character() and context:pending_battle():defender_commander_fought_in_melee()) )
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_fought_in_battle_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_energetic", "agent", 1, 5, context)
- effect.trait("wh_main_trait_general_personality_all_bravery", "agent", 1, 6, context)
- effect.trait("wh_main_trait_general_military_barbarian_berserker", "agent", 1, 6, context)
- effect.trait("wh_main_trait_general_military_all_fighter", "agent", 1, 6, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_fought_in_battle_has_trait_lazy ]]--
- function wh_main_trig_general_fought_in_battle_has_trait_lazy_impl (context)
- return char_is_general_with_army(context:character()) and ((context:pending_battle():attacker() == context:character() and context:pending_battle():attacker_commander_fought_in_melee()) or (context:pending_battle():defender() == context:character() and context:pending_battle():defender_commander_fought_in_melee())) and context:character():has_trait("wh_main_trait_all_personality_all_lazy")
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_fought_in_battle_has_trait_lazy_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_energetic", "agent", 1, 85, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_has_trait_mad ]]--
- function wh_main_trig_general_has_trait_mad_impl (context)
- return context:character():has_trait("wh_main_trait_general_personality_all_mad") and context:character():model():turn_number() > 10
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_general_has_trait_mad_impl(context) then
- effect.trait("wh_main_trait_general_personality_all_mad", "agent", 1, 2, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_land_lost_battle ]]--
- function wh_main_trig_general_land_lost_battle_impl (context)
- return char_is_general_with_army(context:character()) and not context:character():won_battle()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_land_lost_battle_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_lewd", "agent", 1, 1, context)
- effect.trait("wh_trait_general_personality_all_sick", "agent", 1, 5, context)
- effect.trait("wh_main_trait_all_personality_all_sober", "agent", 1, 10, context)
- effect.trait("wh_main_trait_all_personality_all_lucky", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_land_lost_battle_as_dwarfs ]]--
- function wh_main_trig_general_land_lost_battle_as_dwarfs_impl (context)
- return context:character():faction():culture() == "wh_main_dwf_dwarfs" and not context:character():won_battle()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_land_lost_battle_as_dwarfs_impl(context) then
- effect.trait("wh_main_trait_ruler_personality_dwf_grudge", "agent", 1, 10, context)
- effect.trait("wh_main_trait_all_personality_dwf_grumbler", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_land_lost_battle_as_greenskins ]]--
- function wh_main_trig_general_land_lost_battle_as_greenskins_impl (context)
- return context:character():faction():culture() == "wh_main_grn_greenskins" and not context:character():won_battle()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_land_lost_battle_as_greenskins_impl(context) then
- effect.trait("wh_main_trait_all_personality_grn_bragger", "agent", 1, 4, context)
- effect.trait("wh_main_trait_general_personality_grn_bully", "agent", 1, 4, context)
- effect.trait("wh_main_trait_all_personality_grn_gloomy", "agent", 1, 12, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_land_lost_battle_as_vampire_counts ]]--
- function wh_main_trig_general_land_lost_battle_as_vampire_counts_impl (context)
- return context:character():faction():culture() == "wh_main_vmp_vampire_counts"and not context:character():won_battle()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_land_lost_battle_as_vampire_counts_impl(context) then
- effect.trait("wh_main_trait_all_personality_vmp_insane", "agent", 1, 12, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_long_time_in_lands_and_in_city_not_horde_not_leader ]]--
- function wh_main_trig_general_long_time_in_lands_and_in_city_not_horde_not_leader_impl (context)
- return char_is_general(context:character()) and context:character():has_region() and context:character():turns_in_own_regions() >= 10 and context:character():in_settlement() and context:character():model():turn_number() > 1 and context:character():model():turn_number() % 5 == 0 and not context:character():faction():is_horde() and not context:character():is_faction_leader()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_general_long_time_in_lands_and_in_city_not_horde_not_leader_impl(context) then
- effect.trait("wh_main_trait_general_personality_all_gambling", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_long_time_in_lands_and_in_port_not_horde ]]--
- function wh_main_trig_general_long_time_in_lands_and_in_port_not_horde_impl (context)
- return char_is_general(context:character()) and context:character():has_region() and context:character():turns_in_own_regions() >= 10 and context:character():in_port() and context:character():model():turn_number() > 1 and context:character():model():turn_number() % 5 == 0 and not context:character():faction():is_horde()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_general_long_time_in_lands_and_in_port_not_horde_impl(context) then
- effect.trait("wh_main_trait_general_personality_all_feck", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_against_chaos_not_chaos ]]--
- function wh_main_trig_general_lost_battle_against_chaos_not_chaos_impl (context)
- return char_is_general(context:character()) and not context:character():faction():culture() == "wh_main_chs_chaos" and not context:character():won_battle() and (context:pending_battle():attacker() == context:character() and context:pending_battle():defender():faction():culture() == "wh_main_chs_chaos") or (context:pending_battle():defender() == context:character() and context:pending_battle():attacker():faction():culture() == "wh_main_chs_chaos")
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_against_chaos_not_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_fears_chaos", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_against_dwarfs_not_dwarfs ]]--
- function wh_main_trig_general_lost_battle_against_dwarfs_not_dwarfs_impl (context)
- return char_is_general(context:character()) and not context:character():faction():culture() == "wh_main_dwf_dwarfs" and not context:character():won_battle() and (context:pending_battle():attacker() == context:character() and context:pending_battle():defender():faction():culture() == "wh_main_dwf_dwarfs") or (context:pending_battle():defender() == context:character() and context:pending_battle():attacker():faction():culture() == "wh_main_dwf_dwarfs")
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_against_dwarfs_not_dwarfs_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_fears_dwarfs", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_against_greenskins_not_greenskins ]]--
- function wh_main_trig_general_lost_battle_against_greenskins_not_greenskins_impl (context)
- return char_is_general(context:character()) and not context:character():faction():culture() == "wh_main_grn_greenskins" and not context:character():won_battle() and (context:pending_battle():attacker() == context:character() and context:pending_battle():defender():faction():culture() == "wh_main_grn_greenskins") or (context:pending_battle():defender() == context:character() and context:pending_battle():attacker():faction():culture() == "wh_main_grn_greenskins")
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_against_greenskins_not_greenskins_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_fears_greenskins", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_against_men_not_men ]]--
- function wh_main_trig_general_lost_battle_against_men_not_men_impl (context)
- return char_is_general(context:character()) and not (context:character():faction():culture() == "wh_main_emp_empire" or context:character():faction():culture() == "wh_main_brt_bretonnia") and not context:character():won_battle() and (context:pending_battle():attacker() == context:character() and (context:pending_battle():defender():faction():culture() == "wh_main_emp_empire" or context:pending_battle():defender():faction():culture() == "wh_main_brt_bretonnia")) or (context:pending_battle():defender() == context:character() and (context:pending_battle():attacker():faction():culture() == "wh_main_emp_empire" or context:pending_battle():attacker():faction():culture() == "wh_main_brt_bretonnia"))
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_against_men_not_men_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_fears_men", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_against_vampire_counts_not_vampire_counts ]]--
- function wh_main_trig_general_lost_battle_against_vampire_counts_not_vampire_counts_impl (context)
- return char_is_general(context:character()) and not context:character():faction():culture() == "wh_main_vmp_vampire_counts" and not context:character():won_battle() and (context:pending_battle():attacker() == context:character() and context:pending_battle():defender():faction():culture() == "wh_main_vmp_vampire_counts") or (context:pending_battle():defender() == context:character() and context:pending_battle():attacker():faction():culture() == "wh_main_vmp_vampire_counts")
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_against_vampire_counts_not_vampire_counts_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_fears_vampire_counts", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_ambush_attacking ]]--
- function wh_main_trig_general_lost_battle_ambush_attacking_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() == false and context:pending_battle():ambush_battle()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_ambush_attacking_impl(context) then
- effect.trait("wh_main_trait_general_military_army_all_ambusher_bad", "agent", 1, 75, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_army_decimated_not_chaos ]]--
- function wh_main_trig_general_lost_battle_army_decimated_not_chaos_impl (context)
- return char_is_general_with_army(context:character()) and context:character():won_battle() == false and (context:pending_battle():attacker() == context:character() and context:pending_battle():percentage_of_attacker_killed() >= 70) or (context:pending_battle():defender() == context:character() and context:pending_battle():percentage_of_defender_killed() >= 70) and not context:character():faction():culture() == "wh_main_chs_chaos"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_army_decimated_not_chaos_impl(context) then
- effect.trait("wh_main_trait_ruler_personality_all_paranoid", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_as_chaos ]]--
- function wh_main_trig_general_lost_battle_as_chaos_impl (context)
- return context:character():faction():culture() == "wh_main_chs_chaos" and not context:character():won_battle()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_as_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_chs_touched", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_blockade_attacking ]]--
- function wh_main_trig_general_lost_battle_blockade_attacking_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() == false and context:pending_battle():has_contested_garrison()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_blockade_attacking_impl(context) then
- effect.trait("wh_main_trait_general_military_navy_all_blockader_bad", "agent", 1, 6, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_blockade_defending ]]--
- function wh_main_trig_general_lost_battle_blockade_defending_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() == false and context:pending_battle():has_contested_garrison()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_blockade_defending_impl(context) then
- effect.trait("wh_main_trait_general_military_navy_all_blockade_defender_bad", "agent", 1, 6, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_land_attacking_close_defeat ]]--
- function wh_main_trig_general_lost_battle_land_attacking_close_defeat_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() == false and context:pending_battle():attacker_battle_result() == "close_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_land_attacking_close_defeat_impl(context) then
- effect.trait("wh_main_trait_general_personality_all_mad", "agent", 1, 2, context)
- effect.trait("wh_main_trait_general_military_all_disciplinarian_bad", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_land_attacking_crushing_defeat ]]--
- function wh_main_trig_general_lost_battle_land_attacking_crushing_defeat_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() == false and context:pending_battle():attacker_battle_result() == "crushing_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_land_attacking_crushing_defeat_impl(context) then
- effect.trait("wh_main_trait_general_military_army_all_attacker_bad", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_land_attacking_crushing_defeat_player_only_not_horde ]]--
- function wh_main_trig_general_lost_battle_land_attacking_crushing_defeat_player_only_not_horde_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() == false and context:pending_battle():attacker_battle_result() == "crushing_defeat" and context:character():faction():is_human() and not context:character():faction():is_horde()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_land_attacking_crushing_defeat_player_only_not_horde_impl(context) then
- effect.trait("wh_main_trait_general_status_all_unpopular", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_land_attacking_decisive_defeat ]]--
- function wh_main_trig_general_lost_battle_land_attacking_decisive_defeat_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() == false and context:pending_battle():attacker_battle_result() == "decisive_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_land_attacking_decisive_defeat_impl(context) then
- effect.trait("wh_main_trait_general_military_army_all_attacker_bad", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_land_attacking_valiant_defeat ]]--
- function wh_main_trig_general_lost_battle_land_attacking_valiant_defeat_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() == false and context:pending_battle():attacker_battle_result() == "valiant_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_land_attacking_valiant_defeat_impl(context) then
- effect.trait("wh_main_trait_general_military_all_survivor", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_land_defending_close_defeat ]]--
- function wh_main_trig_general_lost_battle_land_defending_close_defeat_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() == false and context:pending_battle():defender_battle_result() == "close_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_land_defending_close_defeat_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_drink", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_land_defending_crushing_defeat ]]--
- function wh_main_trig_general_lost_battle_land_defending_crushing_defeat_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() == false and context:pending_battle():defender_battle_result() == "crushing_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_land_defending_crushing_defeat_impl(context) then
- effect.trait("wh_main_trait_general_military_army_all_defender_bad", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_land_defending_crushing_defeat_player_only_not_horde ]]--
- function wh_main_trig_general_lost_battle_land_defending_crushing_defeat_player_only_not_horde_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() == false and context:pending_battle():defender_battle_result() == "crushing_defeat" and context:character():faction():is_human() and not context:character():faction():is_horde()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_land_defending_crushing_defeat_player_only_not_horde_impl(context) then
- effect.trait("wh_main_trait_general_status_all_unpopular", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_land_defending_decisive_defeat ]]--
- function wh_main_trig_general_lost_battle_land_defending_decisive_defeat_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() == false and context:pending_battle():defender_battle_result() == "decisive_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_land_defending_decisive_defeat_impl(context) then
- effect.trait("wh_main_trait_general_military_army_all_defender_bad", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_land_defending_valiant_defeat ]]--
- function wh_main_trig_general_lost_battle_land_defending_valiant_defeat_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() == false and context:pending_battle():defender_battle_result() == "valiant_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_land_defending_valiant_defeat_impl(context) then
- effect.trait("wh_main_trait_general_military_all_fighter", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_naval_attacking_close_defeat ]]--
- function wh_main_trig_general_lost_battle_naval_attacking_close_defeat_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() == false and context:pending_battle():attacker_battle_result() == "close_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_naval_attacking_close_defeat_impl(context) then
- effect.trait("wh_main_trait_general_military_all_disciplinarian_bad", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_naval_attacking_crushing_defeat ]]--
- function wh_main_trig_general_lost_battle_naval_attacking_crushing_defeat_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() == false and context:pending_battle():attacker_battle_result() == "crushing_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_naval_attacking_crushing_defeat_impl(context) then
- effect.trait("wh_main_trait_general_military_navy_all_attacker_sea_bad", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_naval_attacking_crushing_defeat_player_only_not_horde ]]--
- function wh_main_trig_general_lost_battle_naval_attacking_crushing_defeat_player_only_not_horde_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() == false and context:pending_battle():attacker_battle_result() == "crushing_defeat" and context:character():faction():is_human() and not context:character():faction():is_horde()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_naval_attacking_crushing_defeat_player_only_not_horde_impl(context) then
- effect.trait("wh_main_trait_general_status_all_unpopular", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_naval_attacking_decisive_defeat ]]--
- function wh_main_trig_general_lost_battle_naval_attacking_decisive_defeat_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() == false and context:pending_battle():attacker_battle_result() == "decisive_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_naval_attacking_decisive_defeat_impl(context) then
- effect.trait("wh_main_trait_general_military_navy_all_attacker_sea_bad", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_naval_attacking_valiant_defeat ]]--
- function wh_main_trig_general_lost_battle_naval_attacking_valiant_defeat_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() == false and context:pending_battle():attacker_battle_result() == "valiant_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_naval_attacking_valiant_defeat_impl(context) then
- effect.trait("wh_main_trait_general_military_all_survivor", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_naval_defending_close_defeat ]]--
- function wh_main_trig_general_lost_battle_naval_defending_close_defeat_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() == false and context:pending_battle():defender_battle_result() == "close_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_naval_defending_close_defeat_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_drink", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_naval_defending_crushing_defeat ]]--
- function wh_main_trig_general_lost_battle_naval_defending_crushing_defeat_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() == false and context:pending_battle():defender_battle_result() == "crushing_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_naval_defending_crushing_defeat_impl(context) then
- effect.trait("wh_main_trait_general_military_navy_all_defender_sea_bad", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_naval_defending_crushing_defeat_player_only_not_horde ]]--
- function wh_main_trig_general_lost_battle_naval_defending_crushing_defeat_player_only_not_horde_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() == false and context:pending_battle():defender_battle_result() == "crushing_defeat" and context:character():faction():is_human() and not context:character():faction():is_horde()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_naval_defending_crushing_defeat_player_only_not_horde_impl(context) then
- effect.trait("wh_main_trait_general_status_all_unpopular", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_naval_defending_decisive_defeat ]]--
- function wh_main_trig_general_lost_battle_naval_defending_decisive_defeat_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() == false and context:pending_battle():defender_battle_result() == "decisive_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_naval_defending_decisive_defeat_impl(context) then
- effect.trait("wh_main_trait_general_military_navy_all_defender_sea_bad", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_naval_defending_valiant_defeat ]]--
- function wh_main_trig_general_lost_battle_naval_defending_valiant_defeat_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() == false and context:pending_battle():defender_battle_result() == "valiant_defeat"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_naval_defending_valiant_defeat_impl(context) then
- effect.trait("wh_main_trait_general_military_all_fighter", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_naval_transporting ]]--
- function wh_main_trig_general_lost_battle_naval_transporting_impl (context)
- return char_is_general_with_navy(context:character()) and context:character():is_carrying_troops() and context:character():won_battle() == false
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_naval_transporting_impl(context) then
- effect.trait("wh_main_trait_general_military_navy_all_escort_bad", "agent", 1, 6, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_night_attacking ]]--
- function wh_main_trig_general_lost_battle_night_attacking_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and not context:character():won_battle() and context:pending_battle():night_battle()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_night_attacking_impl(context) then
- effect.trait("wh_main_trait_general_military_all_noctophobia", "agent", 1, 12, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_night_defending ]]--
- function wh_main_trig_general_lost_battle_night_defending_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():defender() == context:character() and not context:character():won_battle() and context:pending_battle():night_battle()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_night_defending_impl(context) then
- effect.trait("wh_main_trait_general_military_all_noctophobia", "agent", 1, 12, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_siege_attacking ]]--
- function wh_main_trig_general_lost_battle_siege_attacking_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() == false and context:pending_battle():has_contested_garrison()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_siege_attacking_impl(context) then
- effect.trait("wh_main_trait_general_military_army_all_besieger_bad", "agent", 1, 6, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_lost_battle_siege_defending ]]--
- function wh_main_trig_general_lost_battle_siege_defending_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() == false and context:pending_battle():has_contested_garrison()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_lost_battle_siege_defending_impl(context) then
- effect.trait("wh_main_trait_general_military_army_all_siege_defender_bad", "agent", 1, 6, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_many_spies_not_horde ]]--
- function wh_main_trig_general_many_spies_not_horde_impl (context)
- return char_is_general(context:character()) and num_agents_in_faction(context:character():faction(), "spy") > 1 and not context:character():faction():is_horde() and not context:character():faction():culture() == "wh_main_vmp_vampire_counts"
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_general_many_spies_not_horde_impl(context) then
- effect.trait("wh_main_trait_ruler_government_all_spymaster", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_not_fought_in_battle_player_only ]]--
- function wh_main_trig_general_not_fought_in_battle_player_only_impl (context)
- return char_is_general_with_army(context:character()) and context:character():faction():is_human() and ((context:pending_battle():attacker() == context:character() and not context:pending_battle():attacker_commander_fought_in_melee()) or (context:pending_battle():defender() == context:character() and not context:pending_battle():defender_commander_fought_in_melee()))
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_not_fought_in_battle_player_only_impl(context) then
- effect.trait("wh_main_trait_general_personality_all_cowardice", "agent", 1, 6, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_post_battle_enslave_player_only_not_horde ]]--
- function wh_main_trig_general_post_battle_enslave_player_only_not_horde_impl (context)
- return char_is_general_with_army(context:character()) and context:character():faction():is_human() and not context:character():faction():is_horde()
- end
- events.CharacterPostBattleEnslave[#events.CharacterPostBattleEnslave+1] =
- function (context)
- if wh_main_trig_general_post_battle_enslave_player_only_not_horde_impl(context) then
- effect.trait("wh_main_trait_ruler_personality_all_harsh", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_post_battle_release_not_horde ]]--
- function wh_main_trig_general_post_battle_release_not_horde_impl (context)
- return char_is_general_with_army(context:character()) and not context:character():faction():is_horde()
- end
- events.CharacterPostBattleRelease[#events.CharacterPostBattleRelease+1] =
- function (context)
- if wh_main_trig_general_post_battle_release_not_horde_impl(context) then
- effect.trait("wh_main_trait_general_personality_all_honest", "agent", 1, 25, context)
- effect.trait("wh_main_trait_ruler_personality_all_kind", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_post_battle_slaughter_player_only_not_horde ]]--
- function wh_main_trig_general_post_battle_slaughter_player_only_not_horde_impl (context)
- return char_is_general_with_army(context:character()) and context:character():faction():is_human() and not context:character():faction():is_horde()
- end
- events.CharacterPostBattleSlaughter[#events.CharacterPostBattleSlaughter+1] =
- function (context)
- if wh_main_trig_general_post_battle_slaughter_player_only_not_horde_impl(context) then
- effect.trait("wh_main_trait_ruler_personality_all_unjust", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_post_battle_slaughter_player_only_not_horde_not_leader ]]--
- function wh_main_trig_general_post_battle_slaughter_player_only_not_horde_not_leader_impl (context)
- return char_is_general_with_army(context:character()) and context:character():faction():is_human() and not context:character():faction():is_horde() and not context:character():is_faction_leader()
- end
- events.CharacterPostBattleSlaughter[#events.CharacterPostBattleSlaughter+1] =
- function (context)
- if wh_main_trig_general_post_battle_slaughter_player_only_not_horde_not_leader_impl(context) then
- effect.trait("wh_main_trait_general_personality_all_dishonest", "agent", 1, 25, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_ambush_attacking ]]--
- function wh_main_trig_general_won_battle_ambush_attacking_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() and context:pending_battle():ambush_battle()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_ambush_attacking_impl(context) then
- effect.trait("wh_main_trait_general_military_army_all_ambusher_good", "agent", 1, 75, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_blockade_attacking ]]--
- function wh_main_trig_general_won_battle_blockade_attacking_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() and context:pending_battle():has_contested_garrison()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_blockade_attacking_impl(context) then
- effect.trait("wh_main_trait_general_military_navy_all_blockader_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_blockade_defending ]]--
- function wh_main_trig_general_won_battle_blockade_defending_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() and context:pending_battle():has_contested_garrison()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_blockade_defending_impl(context) then
- effect.trait("wh_main_trait_general_military_navy_all_blockade_defender_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_chaos ]]--
- function wh_main_trig_general_won_battle_chaos_impl (context)
- return context:character():faction():culture() == "wh_main_chs_chaos" and context:character():won_battle()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_chs_stench", "agent", 1, 3, context)
- effect.trait("wh_main_trait_all_personality_chs_mantle", "agent", 1, 3, context)
- effect.trait("wh_main_trait_all_personality_chs_fury", "agent", 1, 6, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_enemy_decimated ]]--
- function wh_main_trig_general_won_battle_enemy_decimated_impl (context)
- return char_is_general_with_army(context:character()) and context:character():won_battle() == false and (context:pending_battle():attacker() == context:character() and context:pending_battle():percentage_of_defender_killed() >= 70) or (context:pending_battle():defender() == context:character() and context:pending_battle():percentage_of_attacker_killed() >= 70)
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_enemy_decimated_impl(context) then
- effect.trait("wh_main_trait_general_military_all_high_casualties", "agent", 1, 10, context)
- effect.trait("wh_main_trait_general_personality_all_bereaved", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_enemy_decimated_empire ]]--
- function wh_main_trig_general_won_battle_enemy_decimated_empire_impl (context)
- return context:character():faction():subculture() == "wh_main_sc_emp_empire" and char_is_general_with_army(context:character()) and context:character():won_battle() and (context:pending_battle():attacker() == context:character() and context:pending_battle():percentage_of_defender_killed() >= 70) or (context:pending_battle():defender() == context:character() and context:pending_battle():percentage_of_attacker_killed() >= 70)
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_enemy_decimated_empire_impl(context) then
- effect.trait("wh_trait_general_personality_emp_monster", "agent", 1, 15, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_land_attacking_close_victory ]]--
- function wh_main_trig_general_won_battle_land_attacking_close_victory_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() and context:pending_battle():attacker_battle_result() == "close_victory"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_land_attacking_close_victory_impl(context) then
- effect.trait("wh_main_trait_general_military_all_disciplinarian_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_land_attacking_close_victory_emp ]]--
- function wh_main_trig_general_won_battle_land_attacking_close_victory_emp_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() and context:pending_battle():attacker_battle_result() == "close_victory" and context:character():faction():culture() == "wh_main_emp_empire"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_land_attacking_close_victory_emp_impl(context) then
- effect.trait("wh_main_trait_not_priest_personality_monotheist_religious", "agent", 1, 4, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_land_attacking_close_victory_not_vmp_chs ]]--
- function wh_main_trig_general_won_battle_land_attacking_close_victory_not_vmp_chs_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() and context:pending_battle():attacker_battle_result() == "close_victory" and (context:character():faction():culture() ~= "wh_main_vmp_vampire_counts" and context:character():faction():culture() ~= "wh_main_chs_chaos")
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_land_attacking_close_victory_not_vmp_chs_impl(context) then
- effect.trait("wh_main_trait_not_priest_personality_polytheist_religious", "agent", 1, 4, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_land_attacking_decisive_victory ]]--
- function wh_main_trig_general_won_battle_land_attacking_decisive_victory_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() and context:pending_battle():attacker_battle_result() == "decisive_victory"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_land_attacking_decisive_victory_impl(context) then
- effect.trait("wh_main_trait_general_personality_all_fervour", "agent", 1, 5, context)
- effect.trait("wh_main_trait_general_military_army_all_attacker_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_land_attacking_heroic_victory ]]--
- function wh_main_trig_general_won_battle_land_attacking_heroic_victory_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() and context:pending_battle():attacker_battle_result() == "heroic_victory"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_land_attacking_heroic_victory_impl(context) then
- effect.trait("wh_main_trait_general_military_army_all_attacker_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_land_attacking_heroic_victory_not_horde ]]--
- function wh_main_trig_general_won_battle_land_attacking_heroic_victory_not_horde_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() and context:pending_battle():attacker_battle_result() == "heroic_victory" and not context:character():faction():is_horde()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_land_attacking_heroic_victory_not_horde_impl(context) then
- effect.trait("wh_main_trait_general_status_all_popular", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_land_defending_close_victory ]]--
- function wh_main_trig_general_won_battle_land_defending_close_victory_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() and context:pending_battle():defender_battle_result() == "close_victory"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_land_defending_close_victory_impl(context) then
- effect.trait("wh_main_trait_general_military_all_strategist", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_land_defending_decisive_victory ]]--
- function wh_main_trig_general_won_battle_land_defending_decisive_victory_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() and context:pending_battle():defender_battle_result() == "decisive_victory"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_land_defending_decisive_victory_impl(context) then
- effect.trait("wh_main_trait_general_military_army_all_defender_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_land_defending_heroic_victory ]]--
- function wh_main_trig_general_won_battle_land_defending_heroic_victory_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() and context:pending_battle():defender_battle_result() == "heroic_victory"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_land_defending_heroic_victory_impl(context) then
- effect.trait("wh_main_trait_general_military_army_all_defender_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_land_defending_heroic_victory_not_horde ]]--
- function wh_main_trig_general_won_battle_land_defending_heroic_victory_not_horde_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() and context:pending_battle():defender_battle_result() == "heroic_victory" and not context:character():faction():is_horde()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_land_defending_heroic_victory_not_horde_impl(context) then
- effect.trait("wh_main_trait_general_status_all_popular", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_land_defending_pyrrhic_victory ]]--
- function wh_main_trig_general_won_battle_land_defending_pyrrhic_victory_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() and context:pending_battle():defender_battle_result() == "pyrrhic_victory"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_land_defending_pyrrhic_victory_impl(context) then
- effect.trait("wh_main_trait_general_military_all_tactician", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_naval_attacking_close_victory ]]--
- function wh_main_trig_general_won_battle_naval_attacking_close_victory_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() and context:pending_battle():attacker_battle_result() == "close_victory"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_naval_attacking_close_victory_impl(context) then
- effect.trait("wh_main_trait_general_military_all_disciplinarian_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_naval_attacking_decisive_victory ]]--
- function wh_main_trig_general_won_battle_naval_attacking_decisive_victory_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() and context:pending_battle():attacker_battle_result() == "decisive_victory"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_naval_attacking_decisive_victory_impl(context) then
- effect.trait("wh_main_trait_general_military_navy_all_attacker_sea_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_naval_attacking_heroic_victory ]]--
- function wh_main_trig_general_won_battle_naval_attacking_heroic_victory_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() and context:pending_battle():attacker_battle_result() == "heroic_victory"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_naval_attacking_heroic_victory_impl(context) then
- effect.trait("wh_main_trait_general_military_navy_all_attacker_sea_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_naval_attacking_heroic_victory_not_horde ]]--
- function wh_main_trig_general_won_battle_naval_attacking_heroic_victory_not_horde_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() and context:pending_battle():attacker_battle_result() == "heroic_victory" and not context:character():faction():is_horde()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_naval_attacking_heroic_victory_not_horde_impl(context) then
- effect.trait("wh_main_trait_general_status_all_popular", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_naval_defending_close_victory ]]--
- function wh_main_trig_general_won_battle_naval_defending_close_victory_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() and context:pending_battle():defender_battle_result() == "close_victory"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_naval_defending_close_victory_impl(context) then
- effect.trait("wh_main_trait_general_military_all_strategist", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_naval_defending_decisive_victory ]]--
- function wh_main_trig_general_won_battle_naval_defending_decisive_victory_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() and context:pending_battle():defender_battle_result() == "decisive_victory"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_naval_defending_decisive_victory_impl(context) then
- effect.trait("wh_main_trait_general_military_navy_all_defender_sea_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_naval_defending_heroic_victory ]]--
- function wh_main_trig_general_won_battle_naval_defending_heroic_victory_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() and context:pending_battle():defender_battle_result() == "heroic_victory"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_naval_defending_heroic_victory_impl(context) then
- effect.trait("wh_main_trait_general_military_navy_all_defender_sea_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_naval_defending_heroic_victory_not_horde ]]--
- function wh_main_trig_general_won_battle_naval_defending_heroic_victory_not_horde_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() and context:pending_battle():defender_battle_result() == "heroic_victory" and not context:character():faction():is_horde()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_naval_defending_heroic_victory_not_horde_impl(context) then
- effect.trait("wh_main_trait_general_status_all_popular", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_naval_defending_pyrrhic_victory ]]--
- function wh_main_trig_general_won_battle_naval_defending_pyrrhic_victory_impl (context)
- return char_is_general_with_navy(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() and context:pending_battle():defender_battle_result() == "pyrrhic_victory"
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_naval_defending_pyrrhic_victory_impl(context) then
- effect.trait("wh_main_trait_general_military_all_tactician", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_naval_transporting ]]--
- function wh_main_trig_general_won_battle_naval_transporting_impl (context)
- return char_is_general_with_navy(context:character()) and context:character():is_carrying_troops() and context:character():won_battle()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_naval_transporting_impl(context) then
- effect.trait("wh_main_trait_general_military_navy_all_escort_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_night_attacking ]]--
- function wh_main_trig_general_won_battle_night_attacking_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() and context:pending_battle():night_battle()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_night_attacking_impl(context) then
- effect.trait("wh_main_trait_general_military_all_noctophilia", "agent", 1, 20, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_night_defending ]]--
- function wh_main_trig_general_won_battle_night_defending_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() and context:pending_battle():night_battle()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_night_defending_impl(context) then
- effect.trait("wh_main_trait_general_military_all_noctophilia", "agent", 1, 20, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_siege_attacking ]]--
- function wh_main_trig_general_won_battle_siege_attacking_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():attacker() == context:character() and context:character():won_battle() and context:pending_battle():has_contested_garrison()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_siege_attacking_impl(context) then
- effect.trait("wh_main_trait_general_military_army_all_besieger_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_siege_defending ]]--
- function wh_main_trig_general_won_battle_siege_defending_impl (context)
- return char_is_general_with_army(context:character()) and context:pending_battle():defender() == context:character() and context:character():won_battle() and context:pending_battle():has_contested_garrison()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_siege_defending_impl(context) then
- effect.trait("wh_main_trait_general_military_army_all_siege_defender_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_siege_looted_settlement ]]--
- function wh_main_trig_general_won_battle_siege_looted_settlement_impl (context)
- return char_is_general(context:character())
- end
- events.CharacterLootedSettlement[#events.CharacterLootedSettlement+1] =
- function (context)
- if wh_main_trig_general_won_battle_siege_looted_settlement_impl(context) then
- effect.trait("wh_main_trait_general_military_all_looter", "agent", 1, 20, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_siege_looted_settlement_chaos ]]--
- function wh_main_trig_general_won_battle_siege_looted_settlement_chaos_impl (context)
- return context:character():faction():culture() == "wh_main_chs_chaos"
- end
- events.CharacterLootedSettlement[#events.CharacterLootedSettlement+1] =
- function (context)
- if wh_main_trig_general_won_battle_siege_looted_settlement_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_chs_dread", "agent", 1, 3, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_general_won_battle_vampire_counts ]]--
- function wh_main_trig_general_won_battle_vampire_counts_impl (context)
- return char_is_general(context:character()) and context:character():faction():culture() == "wh_main_vmp_vampire_counts" and context:character():won_battle()
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_general_won_battle_vampire_counts_impl(context) then
- effect.trait("wh_main_trait_general_personality_vmp_black_arts", "agent", 1, 5, context)
- effect.trait("wh_main_trait_general_personality_vmp_beast_master", "agent", 1, 3, context)
- effect.trait("wh_main_trait_general_personality_vmp_summon_creatures", "agent", 1, 2, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_governor_rank_up_poor_region ]]--
- function wh_main_trig_governor_rank_up_poor_region_impl (context)
- return context:character():has_region() and context:character():faction():name() == context:character():region():owning_faction():name() and context:character():region():faction_province_growth_per_turn() < 20 and context:character():region():faction_province_growth() > 0
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_governor_rank_up_poor_region_impl(context) then
- effect.trait("wh_main_trait_general_government_all_corrupt", "agent", 1, 5, context)
- effect.trait("wh_main_trait_general_government_all_meek", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_governor_rank_up_poor_region_empire ]]--
- function wh_main_trig_governor_rank_up_poor_region_empire_impl (context)
- return context:character():has_region() and context:character():faction():name() == context:character():region():owning_faction():name() and context:character():region():faction_province_growth_per_turn() < 20 and context:character():region():faction_province_growth() > 0 and context:character():faction():subculture() == "wh_main_sc_emp_empire"
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_governor_rank_up_poor_region_empire_impl(context) then
- effect.trait("wh_main_trait_general_government_all_admin_bad", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_governor_rank_up_rich_region ]]--
- function wh_main_trig_governor_rank_up_rich_region_impl (context)
- return context:character():has_region() and context:character():faction():name() == context:character():region():owning_faction():name() and context:character():region():faction_province_growth_per_turn() > 100
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_governor_rank_up_rich_region_impl(context) then
- effect.trait("wh_main_trait_ruler_personality_dwf_gold_sickness", "agent", 1, 7, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_governor_rank_up_rich_region_empire ]]--
- function wh_main_trig_governor_rank_up_rich_region_empire_impl (context)
- return context:character():has_region() and context:character():faction():name() == context:character():region():owning_faction():name() and context:character():region():faction_province_growth_per_turn() >100 and context:character():faction():subculture() == "wh_main_sc_emp_empire"
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_governor_rank_up_rich_region_empire_impl(context) then
- effect.trait("wh_main_trait_general_government_all_admin_good", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_governor_rank_up_rich_region_not_greenskins ]]--
- function wh_main_trig_governor_rank_up_rich_region_not_greenskins_impl (context)
- return context:character():has_region() and context:character():faction():name() == context:character():region():owning_faction():name() and context:character():region():faction_province_growth_per_turn() >100 and context:character():faction():culture() == "wh_main_grn_greenskins"
- end
- events.CharacterRankUp[#events.CharacterRankUp+1] =
- function (context)
- if wh_main_trig_governor_rank_up_rich_region_not_greenskins_impl(context) then
- effect.trait("wh_main_trait_general_government_all_ruler", "agent", 1, 7, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_greenskin_general_lost_battle_against_goblin_great_shaman ]]--
- function wh_main_trig_greenskin_general_lost_battle_against_goblin_great_shaman_impl (context)
- return wh_main_trig_greenskin_general_lost_battle_against_goblin_great_shaman_test(context:character(), context:pending_battle())
- end
- events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
- function (context)
- if wh_main_trig_greenskin_general_lost_battle_against_goblin_great_shaman_impl(context) then
- effect.trait("wh_main_trait_general_personality_grn_hates_goblins", "agent", 1, 75, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_grn_goblin_big_boss_character_killer ]]--
- function wh_main_trig_grn_goblin_big_boss_character_killer_impl (context)
- return context:character():character_subtype("grn_goblin_big_boss") and char_spent_skill_point_on_level2_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_grn_goblin_big_boss_character_killer_impl(context) then
- effect.trait("wh_main_trait_grn_goblin_big_boss_character_killer", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_grn_goblin_great_shaman_caster ]]--
- function wh_main_trig_grn_goblin_great_shaman_caster_impl (context)
- return context:character():character_subtype("grn_goblin_great_shaman") and char_spent_skill_point_on_buff_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_grn_goblin_great_shaman_caster_impl(context) then
- effect.trait("wh_main_trait_grn_goblin_great_shaman_caster", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_grn_night_goblin_shaman_caster ]]--
- function wh_main_trig_grn_night_goblin_shaman_caster_impl (context)
- return context:character():character_subtype("grn_night_goblin_shaman") and char_spent_skill_point_on_buff_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_grn_night_goblin_shaman_caster_impl(context) then
- effect.trait("wh_main_trait_grn_night_goblin_shaman_caster", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_grn_orc_shaman_caster ]]--
- function wh_main_trig_grn_orc_shaman_caster_impl (context)
- return context:character():character_subtype("grn_orc_shaman") and char_spent_skill_point_on_buff_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_grn_orc_shaman_caster_impl(context) then
- effect.trait("wh_main_trait_grn_orc_shaman_caster", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_grn_orc_warboss_character_killer ]]--
- function wh_main_trig_grn_orc_warboss_character_killer_impl (context)
- return context:character():character_subtype("grn_orc_warboss") and char_spent_skill_point_on_level2_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_grn_orc_warboss_character_killer_impl(context) then
- effect.trait("wh_main_trait_grn_orc_warboss_character_killer", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_has_trait_sober ]]--
- function wh_main_trig_has_trait_sober_impl (context)
- return context:character():has_trait("wh_main_trait_all_personality_all_sober")
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_has_trait_sober_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_sober", "agent", 1, 3, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_has_trait_vmp_insane ]]--
- function wh_main_trig_has_trait_vmp_insane_impl (context)
- return context:character():has_trait("wh_main_trait_all_personality_vmp_insane") and context:character():model():turn_number() > 5
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_has_trait_vmp_insane_impl(context) then
- effect.trait("wh_main_trait_all_personality_vmp_insane", "agent", 1, 25, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_fought_battle_against_chaos_not_chaos ]]--
- function wh_main_trig_hero_fought_battle_against_chaos_not_chaos_impl (context)
- return context:character():faction():culture() ~= "wh_main_chs_chaos" and (char_is_attacker_hero(context:character()) and context:character():model():pending_battle():defender():faction():culture() == "wh_main_chs_chaos") or (char_is_defender_hero(context:character()) and context:character():model():pending_battle():attacker():faction():culture() == "wh_main_chs_chaos")
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_fought_battle_against_chaos_not_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_likes_chaos", "agent", 1, 10, context)
- effect.trait("wh_main_trait_all_personality_all_hates_chaos", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_fought_battle_against_dwarfs_not_dwarfs ]]--
- function wh_main_trig_hero_fought_battle_against_dwarfs_not_dwarfs_impl (context)
- return context:character():faction():culture() ~= "wh_main_dwf_dwarfs" and (char_is_attacker_hero(context:character()) and context:character():model():pending_battle():defender():faction():culture() == "wh_main_dwf_dwarfs") or (char_is_defender_hero(context:character()) and context:character():model():pending_battle():attacker():faction():culture() == "wh_main_dwf_dwarfs")
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_fought_battle_against_dwarfs_not_dwarfs_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_hates_dwarfs", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_fought_battle_against_dwarfs_not_dwarfs_chaos ]]--
- function wh_main_trig_hero_fought_battle_against_dwarfs_not_dwarfs_chaos_impl (context)
- return (context:character():faction():culture() ~= "wh_main_dwf_dwarfs" and context:character():faction():culture() ~= "wh_main_chs_chaos") and (char_is_attacker_hero(context:character()) and context:character():model():pending_battle():defender():faction():culture() == "wh_main_dwf_dwarfs") or (char_is_defender_hero(context:character()) and context:character():model():pending_battle():attacker():faction():culture() == "wh_main_dwf_dwarfs")
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_fought_battle_against_dwarfs_not_dwarfs_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_likes_dwarfs", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_fought_battle_against_greenskins_dwarfs ]]--
- function wh_main_trig_hero_fought_battle_against_greenskins_dwarfs_impl (context)
- return context:character():faction():culture() == "wh_main_dwf_dwarfs" and (char_is_attacker_hero(context:character()) and context:character():model():pending_battle():defender():faction():culture() == "wh_main_grn_greenskins") or (char_is_defender_hero(context:character()) and context:character():model():pending_battle():attacker():faction():culture() == "wh_main_grn_greenskins")
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_fought_battle_against_greenskins_dwarfs_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_likes_greenskins", "agent", 1, 3, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_fought_battle_against_greenskins_not_greenskins ]]--
- function wh_main_trig_hero_fought_battle_against_greenskins_not_greenskins_impl (context)
- return context:character():faction():culture() ~= "wh_main_grn_greenskins" and (char_is_attacker_hero(context:character()) and context:character():model():pending_battle():defender():faction():culture() == "wh_main_grn_greenskins") or (char_is_defender_hero(context:character()) and context:character():model():pending_battle():attacker():faction():culture() == "wh_main_grn_greenskins")
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_fought_battle_against_greenskins_not_greenskins_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_hates_greenskins", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_fought_battle_against_greenskins_not_greenskins_chaos_dwarfs ]]--
- function wh_main_trig_hero_fought_battle_against_greenskins_not_greenskins_chaos_dwarfs_impl (context)
- return (context:character():faction():culture() ~= "wh_main_dwf_dwarfs" and context:character():faction():culture() ~= "wh_main_grn_greenskins" and context:character():faction():culture() ~= "wh_main_chs_chaos") and (char_is_attacker_hero(context:character()) and context:character():model():pending_battle():defender():faction():culture() == "wh_main_grn_greenskins") or (char_is_defender_hero(context:character()) and context:character():model():pending_battle():attacker():faction():culture() == "wh_main_grn_greenskins")
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_fought_battle_against_greenskins_not_greenskins_chaos_dwarfs_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_likes_greenskins", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_fought_battle_against_men_not_men ]]--
- function wh_main_trig_hero_fought_battle_against_men_not_men_impl (context)
- return (context:character():faction():culture() ~= "wh_main_emp_empire" and context:character():faction():culture() ~= "wh_main_brt_bretonnia") and (char_is_attacker_hero(context:character()) and (context:character():model():pending_battle():defender():faction():culture() == "wh_main_emp_empire" or context:character():model():pending_battle():defender():faction():culture() == "wh_main_brt_bretonnia")) or (char_is_defender_hero(context:character()) and (context:character():model():pending_battle():attacker():faction():culture() == "wh_main_emp_empire" or context:character():model():pending_battle():attacker():faction():culture() == "wh_main_brt_bretonnia"))
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_fought_battle_against_men_not_men_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_hates_men", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_fought_battle_against_men_not_men_chaos ]]--
- function wh_main_trig_hero_fought_battle_against_men_not_men_chaos_impl (context)
- return (context:character():faction():culture() ~= "wh_main_emp_empire" and context:character():faction():culture() ~= "wh_main_brt_bretonnia" and context:character():faction():culture() ~= "wh_main_chs_chaos") and (char_is_attacker_hero(context:character()) and (context:character():model():pending_battle():defender():faction():culture() == "wh_main_emp_empire" or context:character():model():pending_battle():defender():faction():culture() == "wh_main_brt_bretonnia")) or (char_is_defender_hero(context:character()) and (context:character():model():pending_battle():attacker():faction():culture() == "wh_main_emp_empire" or context:character():model():pending_battle():attacker():faction():culture() == "wh_main_brt_bretonnia"))
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_fought_battle_against_men_not_men_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_likes_men", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_fought_battle_against_vampire_counts_not_vampire_counts ]]--
- function wh_main_trig_hero_fought_battle_against_vampire_counts_not_vampire_counts_impl (context)
- return context:character():faction():culture() ~= "wh_main_vmp_vampire_counts" and (char_is_attacker_hero(context:character()) and context:character():model():pending_battle():defender():faction():culture() == "wh_main_vmp_vampire_counts") or (char_is_defender_hero(context:character()) and context:character():model():pending_battle():attacker():faction():culture() == "wh_main_vmp_vampire_counts")
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_fought_battle_against_vampire_counts_not_vampire_counts_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_hates_vampire_counts", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_fought_battle_against_vampire_counts_not_vampire_counts_chaos ]]--
- function wh_main_trig_hero_fought_battle_against_vampire_counts_not_vampire_counts_chaos_impl (context)
- return (context:character():faction():culture() ~= "wh_main_vmp_vampire_counts" and context:character():faction():culture() ~= "wh_main_chs_chaos") and (char_is_attacker_hero(context:character()) and context:character():model():pending_battle():defender():faction():culture() == "wh_main_vmp_vampire_counts") or (char_is_defender_hero(context:character()) and context:character():model():pending_battle():attacker():faction():culture() == "wh_main_vmp_vampire_counts")
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_fought_battle_against_vampire_counts_not_vampire_counts_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_likes_vampire_counts", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_fought_in_battle ]]--
- function wh_main_trig_hero_fought_in_battle_impl (context)
- return context:character():fought_in_battle()
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_fought_in_battle_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_energetic", "agent", 1, 5, context)
- effect.trait("wh_main_trait_general_personality_all_bravery", "agent", 1, 6, context)
- effect.trait("wh_main_trait_general_military_barbarian_berserker", "agent", 1, 6, context)
- effect.trait("wh_main_trait_general_military_all_fighter", "agent", 1, 6, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_fought_in_battle_has_trait_lazy ]]--
- function wh_main_trig_hero_fought_in_battle_has_trait_lazy_impl (context)
- return context:character():fought_in_battle() and context:character():has_trait("wh_main_trait_all_personality_all_lazy")
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_fought_in_battle_has_trait_lazy_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_energetic", "agent", 1, 85, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_land_lost_battle ]]--
- function wh_main_trig_hero_land_lost_battle_impl (context)
- return not context:character():won_battle()
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_land_lost_battle_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_sober", "agent", 1, 10, context)
- effect.trait("wh_main_trait_all_personality_all_lewd", "agent", 1, 1, context)
- effect.trait("wh_trait_general_personality_all_sick", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_land_lost_battle_as_dwarfs ]]--
- function wh_main_trig_hero_land_lost_battle_as_dwarfs_impl (context)
- return context:character():faction():culture() == "wh_main_dwf_dwarfs" and not context:character():won_battle()
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_land_lost_battle_as_dwarfs_impl(context) then
- effect.trait("wh_main_trait_ruler_personality_dwf_grudge", "agent", 1, 10, context)
- effect.trait("wh_main_trait_all_personality_dwf_grumbler", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_land_lost_battle_as_greenskins ]]--
- function wh_main_trig_hero_land_lost_battle_as_greenskins_impl (context)
- return context:character():faction():culture() == "wh_main_grn_greenskins" and not context:character():won_battle()
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_land_lost_battle_as_greenskins_impl(context) then
- effect.trait("wh_main_trait_all_personality_grn_bragger", "agent", 1, 4, context)
- effect.trait("wh_main_trait_all_personality_grn_gloomy", "agent", 1, 12, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_land_lost_battle_as_vampire_counts ]]--
- function wh_main_trig_hero_land_lost_battle_as_vampire_counts_impl (context)
- return context:character():faction():culture() == "wh_main_vmp_vampire_counts"and not context:character():won_battle()
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_land_lost_battle_as_vampire_counts_impl(context) then
- effect.trait("wh_main_trait_all_personality_vmp_insane", "agent", 1, 12, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_lost_battle_against_chaos_not_chaos ]]--
- function wh_main_trig_hero_lost_battle_against_chaos_not_chaos_impl (context)
- return not context:character():won_battle() and not context:character():faction():culture() == "wh_main_chs_chaos" and (char_is_attacker_hero(context:character()) and context:character():model():pending_battle():defender():faction():culture() == "wh_main_chs_chaos") or (char_is_defender_hero(context:character()) and context:character():model():pending_battle():attacker():faction():culture() == "wh_main_chs_chaos")
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_lost_battle_against_chaos_not_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_fears_chaos", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_lost_battle_against_dwarfs_not_dwarfs ]]--
- function wh_main_trig_hero_lost_battle_against_dwarfs_not_dwarfs_impl (context)
- return not context:character():won_battle() and not context:character():faction():culture() == "wh_main_dwf_dwarfs" and (char_is_attacker_hero(context:character()) and context:character():model():pending_battle():defender():faction():culture() == "wh_main_dwf_dwarfs") or (char_is_defender_hero(context:character()) and context:character():model():pending_battle():attacker():faction():culture() == "wh_main_dwf_dwarfs")
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_lost_battle_against_dwarfs_not_dwarfs_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_fears_dwarfs", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_lost_battle_against_greenskins_not_greenskins ]]--
- function wh_main_trig_hero_lost_battle_against_greenskins_not_greenskins_impl (context)
- return not context:character():won_battle() and not context:character():faction():culture() == "wh_main_grn_greenskins" and (char_is_attacker_hero(context:character()) and context:character():model():pending_battle():defender():faction():culture() == "wh_main_grn_greenskins") or (char_is_defender_hero(context:character()) and context:character():model():pending_battle():attacker():faction():culture() == "wh_main_grn_greenskins")
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_lost_battle_against_greenskins_not_greenskins_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_fears_greenskins", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_lost_battle_against_men_not_men ]]--
- function wh_main_trig_hero_lost_battle_against_men_not_men_impl (context)
- return not context:character():won_battle() and not (context:character():faction():culture() == "wh_main_emp_empire" or context:character():faction():culture() == "wh_main_brt_bretonnia") and (char_is_attacker_hero(context:character()) and (context:character():model():pending_battle():defender():faction():culture() == "wh_main_emp_empire" or context:character():model():pending_battle():defender():faction():culture() == "wh_main_brt_bretonnia")) or (char_is_defender_hero(context:character()) and (context:character():model():pending_battle():attacker():faction():culture() == "wh_main_emp_empire" or context:character():model():pending_battle():attacker():faction():culture() == "wh_main_brt_bretonnia"))
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_lost_battle_against_men_not_men_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_fears_men", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_lost_battle_against_vampire_counts_not_vampire_counts ]]--
- function wh_main_trig_hero_lost_battle_against_vampire_counts_not_vampire_counts_impl (context)
- return not context:character():won_battle() and not context:character():faction():culture() == "wh_main_vmp_vampire_counts" and (char_is_attacker_hero(context:character()) and context:character():model():pending_battle():defender():faction():culture() == "wh_main_vmp_vampire_counts") or (char_is_defender_hero(context:character()) and context:character():model():pending_battle():attacker():faction():culture() == "wh_main_vmp_vampire_counts")
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_lost_battle_against_vampire_counts_not_vampire_counts_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_fears_vampire_counts", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_lost_battle_as_chaos ]]--
- function wh_main_trig_hero_lost_battle_as_chaos_impl (context)
- return context:character():faction():culture() == "wh_main_chs_chaos" and not context:character():won_battle()
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_lost_battle_as_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_chs_touched", "agent", 1, 13, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_lost_battle_land_attacking_valiant_defeat ]]--
- function wh_main_trig_hero_lost_battle_land_attacking_valiant_defeat_impl (context)
- return not context:character():won_battle() and char_is_attacker_hero(context:character()) and context:character():model():pending_battle():attacker_battle_result() == "valiant_defeat"
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_lost_battle_land_attacking_valiant_defeat_impl(context) then
- effect.trait("wh_main_trait_general_military_all_survivor", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_lost_battle_land_defending_close_defeat ]]--
- function wh_main_trig_hero_lost_battle_land_defending_close_defeat_impl (context)
- return not context:character():won_battle() and char_is_defender_hero(context:character()) and context:character():model():pending_battle():defender_battle_result() == "close_defeat"
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_lost_battle_land_defending_close_defeat_impl(context) then
- effect.trait("wh_main_trait_all_personality_all_drink", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_lost_battle_land_defending_valiant_defeat ]]--
- function wh_main_trig_hero_lost_battle_land_defending_valiant_defeat_impl (context)
- return not context:character():won_battle() and char_is_defender_hero(context:character()) and context:character():model():pending_battle():defender_battle_result() == "valiant_defeat"
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_lost_battle_land_defending_valiant_defeat_impl(context) then
- effect.trait("wh_main_trait_general_military_all_fighter", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_not_fought_in_battle_player_only ]]--
- function wh_main_trig_hero_not_fought_in_battle_player_only_impl (context)
- return context:character():faction():is_human() and context:character():fought_in_battle()
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_not_fought_in_battle_player_only_impl(context) then
- effect.trait("wh_main_trait_general_personality_all_cowardice", "agent", 1, 6, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_won_battle_chaos ]]--
- function wh_main_trig_hero_won_battle_chaos_impl (context)
- return context:character():faction():culture() == "wh_main_chs_chaos" and context:character():won_battle()
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_won_battle_chaos_impl(context) then
- effect.trait("wh_main_trait_all_personality_chs_stench", "agent", 1, 3, context)
- effect.trait("wh_main_trait_all_personality_chs_mantle", "agent", 1, 3, context)
- effect.trait("wh_main_trait_all_personality_chs_fury", "agent", 1, 6, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_won_battle_enemy_decimated_empire ]]--
- function wh_main_trig_hero_won_battle_enemy_decimated_empire_impl (context)
- return context:character():faction():subculture() == "wh_main_sc_emp_empire" and context:character():won_battle() and (char_is_attacker_hero(context:character()) and context:character():model():pending_battle():percentage_of_defender_killed() >= 70) or (char_is_defender_hero(context:character()) and context:character():model():pending_battle():percentage_of_attacker_killed() >= 70)
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_won_battle_enemy_decimated_empire_impl(context) then
- effect.trait("wh_trait_general_personality_emp_monster", "agent", 1, 15, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_won_battle_land_attacking_decisive_victory ]]--
- function wh_main_trig_hero_won_battle_land_attacking_decisive_victory_impl (context)
- return char_is_attacker_hero(context:character()) and context:character():won_battle() and context:character():model():pending_battle():attacker_battle_result() == "decisive_victory"
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_won_battle_land_attacking_decisive_victory_impl(context) then
- effect.trait("wh_main_trait_general_personality_all_fervour", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_won_battle_land_defending_pyrrhic_victory ]]--
- function wh_main_trig_hero_won_battle_land_defending_pyrrhic_victory_impl (context)
- return context:character():won_battle() and char_is_defender_hero(context:character()) and context:character():model():pending_battle():defender_battle_result() == "pyrrhic_victory"
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_won_battle_land_defending_pyrrhic_victory_impl(context) then
- effect.trait("wh_main_trait_general_military_all_tactician", "agent", 1, 10, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_hero_won_battle_vampire_counts ]]--
- function wh_main_trig_hero_won_battle_vampire_counts_impl (context)
- return context:character():faction():culture() == "wh_main_vmp_vampire_counts" and context:character():won_battle()
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_hero_won_battle_vampire_counts_impl(context) then
- effect.trait("wh_main_trait_all_personality_vmp_fear_incarnate", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_runesmith_action_success_assist_army ]]--
- function wh_main_trig_runesmith_action_success_assist_army_impl (context)
- return context:character():has_skill("wh_main_skill_dwf_runesmith_campaign_rune_of_spellbreaking") and context:character():is_embedded_in_military_force()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_runesmith_action_success_assist_army_impl(context) then
- effect.trait("wh_main_trait_action_runesmith_assist_army", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_runesmith_action_success_assist_province ]]--
- function wh_main_trig_runesmith_action_success_assist_province_impl (context)
- return context:character():character_type("runesmith") and context:character():is_deployed() and context:character():has_region() and context:character():faction():name() == context:character():region():owning_faction():name()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_runesmith_action_success_assist_province_impl(context) then
- effect.trait("wh_main_trait_action_runesmith_assist_province", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_runesmith_action_success_hinder_army ]]--
- function wh_main_trig_runesmith_action_success_hinder_army_impl (context)
- return context:character():character_type("runesmith") and context:mission_result_success() and context:agent_action_key() == "wh_main_agent_action_runesmith_hinder_army"
- end
- events.CharacterCharacterTargetAction[#events.CharacterCharacterTargetAction+1] =
- function (context)
- if wh_main_trig_runesmith_action_success_hinder_army_impl(context) then
- effect.trait("wh_main_trait_action_runesmith_hinder_army", "agent", 1, 15, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_runesmith_action_success_hinder_character ]]--
- function wh_main_trig_runesmith_action_success_hinder_character_impl (context)
- return context:character():character_type("runesmith") and (context:mission_result_success() or context:mission_result_critial_success()) and context:agent_action_key() == "wh_main_agent_action_runesmith_hinder_character"
- end
- events.CharacterCharacterTargetAction[#events.CharacterCharacterTargetAction+1] =
- function (context)
- if wh_main_trig_runesmith_action_success_hinder_character_impl(context) then
- effect.trait("wh_main_trait_action_runesmith_hinder_character", "agent", 1, 25, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_runesmith_action_success_hinder_province ]]--
- function wh_main_trig_runesmith_action_success_hinder_province_impl (context)
- return context:character():character_type("runesmith") and context:character():is_deployed() and context:character():has_region() and context:character():faction():name() ~= context:character():region():owning_faction():name()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_runesmith_action_success_hinder_province_impl(context) then
- effect.trait("wh_main_trait_action_runesmith_hinder_province", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_runesmith_action_success_hinder_settlement ]]--
- function wh_main_trig_runesmith_action_success_hinder_settlement_impl (context)
- return context:character():character_type("runesmith") and context:mission_result_success()
- end
- events.CharacterGarrisonTargetAction[#events.CharacterGarrisonTargetAction+1] =
- function (context)
- if wh_main_trig_runesmith_action_success_hinder_settlement_impl(context) then
- effect.trait("wh_main_trait_action_runesmith_hinder_settlement", "agent", 1, 15, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_spy_action_success_assist_army ]]--
- function wh_main_trig_spy_action_success_assist_army_impl (context)
- return context:character():has_skill("wh_main_skill_all_spy_campaign_watcher") and context:character():is_embedded_in_military_force()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_spy_action_success_assist_army_impl(context) then
- effect.trait("wh_main_trait_action_spy_assist_army", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_spy_action_success_assist_province ]]--
- function wh_main_trig_spy_action_success_assist_province_impl (context)
- return context:character():character_type("spy") and context:character():is_deployed() and context:character():has_region() and context:character():faction():name() == context:character():region():owning_faction():name()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_spy_action_success_assist_province_impl(context) then
- effect.trait("wh_main_trait_action_spy_assist_province", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_spy_action_success_hinder_army ]]--
- function wh_main_trig_spy_action_success_hinder_army_impl (context)
- return context:character():character_type("spy") and context:mission_result_success() and context:agent_action_key() == "wh_main_agent_action_spy_hinder_army"
- end
- events.CharacterCharacterTargetAction[#events.CharacterCharacterTargetAction+1] =
- function (context)
- if wh_main_trig_spy_action_success_hinder_army_impl(context) then
- effect.trait("wh_main_trait_action_spy_passive_ability", "agent", 1, 5, context)
- effect.trait("wh_main_trait_action_spy_hinder_army", "agent", 1, 15, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_spy_action_success_hinder_character ]]--
- function wh_main_trig_spy_action_success_hinder_character_impl (context)
- return context:character():character_type("spy") and (context:mission_result_success() or context:mission_result_critial_success()) and context:agent_action_key() == "wh_main_agent_action_spy_hinder_character"
- end
- events.CharacterCharacterTargetAction[#events.CharacterCharacterTargetAction+1] =
- function (context)
- if wh_main_trig_spy_action_success_hinder_character_impl(context) then
- effect.trait("wh_main_trait_action_spy_passive_ability", "agent", 1, 10, context)
- effect.trait("wh_main_trait_action_spy_hinder_character", "agent", 1, 25, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_spy_action_success_hinder_province ]]--
- function wh_main_trig_spy_action_success_hinder_province_impl (context)
- return context:character():character_type("spy") and context:character():is_deployed() and context:character():has_region() and context:character():faction():name() ~= context:character():region():owning_faction():name()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_spy_action_success_hinder_province_impl(context) then
- effect.trait("wh_main_trait_action_spy_hinder_province", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_spy_action_success_hinder_settlement ]]--
- function wh_main_trig_spy_action_success_hinder_settlement_impl (context)
- return context:character():character_type("spy") and context:mission_result_success()
- end
- events.CharacterGarrisonTargetAction[#events.CharacterGarrisonTargetAction+1] =
- function (context)
- if wh_main_trig_spy_action_success_hinder_settlement_impl(context) then
- effect.trait("wh_main_trait_action_spy_hinder_settlement", "agent", 1, 15, context)
- effect.trait("wh_main_trait_action_spy_passive_ability", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_unit_completed_battle_night_goblin_shaman ]]--
- function wh_main_trig_unit_completed_battle_night_goblin_shaman_impl (context)
- return context:character():character_subtype("grn_night_goblin_shaman")
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_unit_completed_battle_night_goblin_shaman_impl(context) then
- effect.trait("wh_main_trait_night_goblin_shaman_personality_grn_goblin_mushrooms", "agent", 1, 20, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_unit_completed_battle_orc_shaman ]]--
- function wh_main_trig_unit_completed_battle_orc_shaman_impl (context)
- return context:character():character_subtype("grn_orc_shaman")
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_unit_completed_battle_orc_shaman_impl(context) then
- effect.trait("wh_main_trait_orc_shaman_personality_grn_dance", "agent", 1, 20, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_vmp_banshee_character_killer ]]--
- function wh_main_trig_vmp_banshee_character_killer_impl (context)
- return context:character():character_subtype("vmp_banshee") and char_spent_skill_point_on_level2_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_vmp_banshee_character_killer_impl(context) then
- effect.trait("wh_main_trait_vmp_banshee_character_killer", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_vmp_lord_character_killer ]]--
- function wh_main_trig_vmp_lord_character_killer_impl (context)
- return context:character():character_subtype("vmp_lord") and char_spent_skill_point_on_level2_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_vmp_lord_character_killer_impl(context) then
- effect.trait("wh_main_trait_vmp_lord_character_killer", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_vmp_master_necromancer_caster ]]--
- function wh_main_trig_vmp_master_necromancer_caster_impl (context)
- return context:character():character_subtype("vmp_master_necromancer") and char_spent_skill_point_on_buff_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_vmp_master_necromancer_caster_impl(context) then
- effect.trait("wh_main_trait_vmp_master_necromancer_caster", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_vmp_necromancer_caster ]]--
- function wh_main_trig_vmp_necromancer_caster_impl (context)
- return context:character():character_subtype("vmp_necromancer") and char_spent_skill_point_on_buff_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_vmp_necromancer_caster_impl(context) then
- effect.trait("wh_main_trait_vmp_necromancer_caster", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_vmp_vampire_unit_killer ]]--
- function wh_main_trig_vmp_vampire_unit_killer_impl (context)
- return context:character():character_subtype("vmp_vampire") and char_spent_skill_point_on_level2_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_vmp_vampire_unit_killer_impl(context) then
- effect.trait("wh_main_trait_vmp_vampire_unit_killer", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_vmp_wight_king_tank ]]--
- function wh_main_trig_vmp_wight_king_tank_impl (context)
- return context:character():character_subtype("vmp_wight_king") and char_spent_skill_point_on_level2_skill(context:skill_point_spent_on())
- end
- events.CharacterSkillPointAllocated[#events.CharacterSkillPointAllocated+1] =
- function (context)
- if wh_main_trig_vmp_wight_king_tank_impl(context) then
- effect.trait("wh_main_trait_vmp_wight_king_tank", "agent", 1, 100, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_wizard_action_success_assist_army ]]--
- function wh_main_trig_wizard_action_success_assist_army_impl (context)
- return context:character():has_skill("wh_main_skill_all_wizard_campaign_magic_detection") and context:character():is_embedded_in_military_force()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_wizard_action_success_assist_army_impl(context) then
- effect.trait("wh_main_trait_action_wizard_assist_army", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_wizard_action_success_assist_province ]]--
- function wh_main_trig_wizard_action_success_assist_province_impl (context)
- return context:character():character_type("wizard") and context:character():is_deployed() and context:character():has_region() and context:character():faction():name() == context:character():region():owning_faction():name()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_wizard_action_success_assist_province_impl(context) then
- effect.trait("wh_main_trait_action_wizard_assist_province", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_wizard_action_success_hinder_army ]]--
- function wh_main_trig_wizard_action_success_hinder_army_impl (context)
- return context:character():character_type("wizard") and context:mission_result_success() and context:agent_action_key() == "wh_main_agent_action_wizard_hinder_army"
- end
- events.CharacterCharacterTargetAction[#events.CharacterCharacterTargetAction+1] =
- function (context)
- if wh_main_trig_wizard_action_success_hinder_army_impl(context) then
- effect.trait("wh_main_trait_action_wizard_hinder_army", "agent", 1, 15, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_wizard_action_success_hinder_character ]]--
- function wh_main_trig_wizard_action_success_hinder_character_impl (context)
- return context:character():character_type("wizard") and (context:mission_result_success() or context:mission_result_critial_success()) and context:agent_action_key() == "wh_main_agent_action_wizard_hinder_character"
- end
- events.CharacterCharacterTargetAction[#events.CharacterCharacterTargetAction+1] =
- function (context)
- if wh_main_trig_wizard_action_success_hinder_character_impl(context) then
- effect.trait("wh_main_trait_action_wizard_hinder_character", "agent", 1, 25, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_wizard_action_success_hinder_province ]]--
- function wh_main_trig_wizard_action_success_hinder_province_impl (context)
- return context:character():character_type("wizard") and context:character():is_deployed() and context:character():has_region() and context:character():faction():name() ~= context:character():region():owning_faction():name()
- end
- events.CharacterTurnStart[#events.CharacterTurnStart+1] =
- function (context)
- if wh_main_trig_wizard_action_success_hinder_province_impl(context) then
- effect.trait("wh_main_trait_action_wizard_hinder_province", "agent", 1, 5, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_wizard_action_success_hinder_settlement ]]--
- function wh_main_trig_wizard_action_success_hinder_settlement_impl (context)
- return context:character():character_type("wizard") and context:mission_result_success()
- end
- events.CharacterGarrisonTargetAction[#events.CharacterGarrisonTargetAction+1] =
- function (context)
- if wh_main_trig_wizard_action_success_hinder_settlement_impl(context) then
- effect.trait("wh_main_trait_action_wizard_hinder_settlement", "agent", 1, 15, context)
- return true
- end
- return false
- end
- --[[ wh_main_trig_wizard_won_battle_vampire_counts ]]--
- function wh_main_trig_wizard_won_battle_vampire_counts_impl (context)
- return context:character():character_subtype("vmp_necromancer") and context:character():won_battle()
- end
- events.HeroCharacterParticipatedInBattle[#events.HeroCharacterParticipatedInBattle+1] =
- function (context)
- if wh_main_trig_wizard_won_battle_vampire_counts_impl(context) then
- effect.trait("wh_main_trait_wizard_personality_vmp_lore", "agent", 1, 20, context)
- return true
- end
- return false
- end
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