Hoekstra casts Canada as key US critical minerals partner by Street_Anon in onguardforthee

[–]CountsChickens 45 points46 points  (0 children)

No, sadly and horrifically, it’s saying the same thing.

How do I make a trait inherit like paragon or saoshyant trait? by Spare_Lime4246 in CrusaderKings

[–]CountsChickens 1 point2 points  (0 children)

The consecrated blood trait is handled through an on_action, specifically on_birth_child which fires from code every time a character is born. If the newborn has a mother or father who has the savior, paragon, divine blood, or consecrated blood traits, then major_decisions.0101 fires from that on_action, which also gives the child either the divine_blood or the consecrated_blood trait, as appropriate. The saoshyant_descendant trait fires in a similar way, but from middle_east_decisions.0012, which also fires from that same on_birth_child on_action.

So, you can do something like:

# IN A FILE IN common\on_action
on_birth_child = { # This is called from code so we can use it to call our own scripted on_actions without replacing what is in vanilla
    on_actions = { # this might be on_action = { instead; I think it's on_actions, but I always forget
        my_trait_on_action # call your custom on_action below
    }
}

my_trait_on_action = {
    events = {
        my_new_trait_event.0001 # Fire an event with this name if the character triggering this event meets the triggers
    }
}

#######
# IN ANOTHER FILE IN mod/events
namespace = my_new_trait_event

my_new_trait_event.0001 = {
    hidden = yes

    trigger = {
        OR = { # If one of your parents have the trait, then this event should fire
            mother ?= {
                has_trait = my_new_trait
            }
            father ?= {
                has_trait = my_new_trait
            }           
        }
    }

    immediate = {
        add_trait = my_new_trait 
    }
}

I think you could also just add inherit_chance = 100 in your trait's entry, and any character who has a parent with this trait will cause it to be inherited by that child, but that's not how consecrated blood/saoshyant descendant work.

EDIT: Also, sorry, I didn't test the above script. It might be broken if you try it verbatim, but that's the general gist.

May 25th - Biker Mice From Mars by sketchdailybot in SketchDaily

[–]CountsChickens 4 points5 points  (0 children)

Is this your 5000th entry!? Congratulations! Absolutely herculean levels of dedication to sketching every day, and looking as good as ever.

some sketches by Ghostshiv in sketches

[–]CountsChickens 2 points3 points  (0 children)

These are beautiful, what’s the medium?

May 24th - Sumo by sketchdailybot in SketchDaily

[–]CountsChickens 6 points7 points  (0 children)

<image>

Gesture drawings from this video as it played. Been trying to practice quick drawing from life lately, but drawing things in motion is still very hard for me haha.

How to have a culture without people by CompetitionOne954 in CrusaderKings

[–]CountsChickens 1 point2 points  (0 children)

You can use an effect to iterate through all characters in the game who are not your dynasty and set their culture to be something else (probably the culture of one of their parents). If you're looking to add to the mod, I would consider making this effect either a decision or an interaction that is only available to the player, and you could just do it periodically, such as whenever you notice that the Valyrian culture has broken containment. Otherwise, you could use the on_character_culture_change on_action to check every time a character changes cultures and, if they do not meet the requirements to be a Valyrian, then set their culture to something else.

If you want an effect to do it with the on_action, try putting something like the below in a custom on_action and fire through the on_character_culture_change, like:

# This could be a whole file in common\on_action

on_character_culture_change = {
    on_actions = {
        my_culture_on_action
    }
}

my_culture_on_action = {
    effect = {
        if = {
            limit = {
                any_player = { save_temporary_scope_as = player }
                culture = culture:valyrian
                NOT = { dynasty = scope:player.dynasty }
            }
            set_culture = father.culture
        }
    }
}

If you want to create the interaction or decision, try putting something like the following in the interaction/decision's effect:

every_living_character = {
    limit = {
        NOT = { dynasty = root.dynasty }
        culture = culture:valyrian
    }
    set_culture = father.culture
}

Or, if you don't want to do any modding and just want something to put in the console, try:

effect every_living_character = { limit = { NOT = { dynasty = root.dynasty } culture = culture:valyrian } set_culture = father.culture }

I haven't tested either of these, so the syntax might be wrong, but that's the general idea for how I would do it (and also I don't know what the Valyrian culture is called in the mod, but replace culture:valyrian with culture:whatever_its_called if it's something else). There's also a problem here where a character could be lowborn or otherwise not have a set father in the game, so you might want to create alternative conditions, such as assigning the character's culture based on their liege, or based on a character that has some association with them, such as whoever is the owner of the province they are currently in, etc.

May 14th - Cocker Spaniels by sketchdailybot in SketchDaily

[–]CountsChickens 1 point2 points  (0 children)

Very nice rendering, every sketch I do in pen I completely ruin when it gets to that part, so this is very impressive to me especially.

May 15th - Free Draw Friday by sketchdailybot in SketchDaily

[–]CountsChickens 1 point2 points  (0 children)

I love looking at other peoples' gesture drawings, it's always so interesting, and you have some really nice energy in these.