N3OW/events/travel_events/NEOW_travel_events.txt

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namespace = NEOW_travel_event
NEOW_travel_event.0001 = { # Zone Rouge Death Zone
type = character_event
title = NEOW_travel_event.0001.t
desc = NEOW_travel_event.0001.desc
theme = travel_danger
left_portrait = {
character = root.current_travel_plan.travel_leader
animation = thinking
}
right_portrait = {
character = root
animation = worry
}
cooldown = { days = 10 }
trigger = {
is_travelling = yes
is_location_valid_for_travel_event_on_land = yes
location = {
barony = { has_building_with_flag = { flag = travel_point_of_interest_zone_rouge }}
}
}
immediate = {
play_music_cue = "mx_cue_negative"
}
option = { #You get lost
name = NEOW_travel_event.0001.a
random_list = {
50 = {
modifier = {
has_trait = paranoid
add = 5
}
modifier = {
has_trait = patient
add = 5
}
modifier = {
has_trait = strong
add = 5
}
modifier = {
has_trait = craven
add = 10
}
modifier = {
has_trait = lifestyle_traveler
add = 10
}
modifier = {
has_trait = shrewd
add = 20
}
modifier = {
has_trait = adventurer
add = 35
}
modifier = {
has_trait = intellect_good_1
factor = 1.1
}
modifier = {
has_trait = intellect_good_2
factor = 1.25
}
modifier = {
has_trait = intellect_good_3
factor = 1.5
}
modifier = {
has_trait = physique_good_1
factor = 1.1
}
modifier = {
has_trait = physique_good_2
factor = 1.25
}
modifier = {
has_trait = physique_good_3
factor = 1.5
}
modifier = {
culture = {
OR = {
has_cultural_pillar = heritage_mosellic
has_cultural_pillar = heritage_west_germanic
has_cultural_pillar = heritage_central_germanic
has_cultural_pillar = heritage_french
has_cultural_pillar = heritage_anglo_frisian
has_cultural_pillar = heritage_brythonic
has_cultural_pillar = heritage_rhaeto_helvetic
}
}
factor = 2
}
custom_tooltip = {
text = travel.zr_safe
}
send_interface_toast = {
title = travel.zr_survived
left_icon = root
stress_impact = {
diligent = minor_stress_impact_loss
brave = medium_stress_impact_loss
impatient = major_stress_impact_loss
lazy = minor_stress_impact_gain
craven = medium_stress_impact_gain
patient = major_stress_impact_gain
}
}
}
30 = {
modifier = {
has_trait = brave
add = 2
}
modifier = {
has_trait = impatient
add = 5
}
modifier = {
has_trait = fickle
add = 5
}
modifier = {
has_trait = spindly
add = 5
}
modifier = {
has_trait = weak
add = 5
}
modifier = {
has_trait = bleeder
add = 10
}
modifier = {
has_trait = dull
add = 10
}
modifier = {
has_trait = intellect_bad_1
factor = 1.1
}
modifier = {
has_trait = intellect_bad_2
factor = 1.25
}
modifier = {
has_trait = intellect_bad_3
factor = 1.5
}
modifier = {
has_trait = physique_bad_1
factor = 1.1
}
modifier = {
has_trait = physique_bad_2
factor = 1.25
}
modifier = {
has_trait = physique_bad_3
factor = 1.5
}
send_interface_toast = {
title = travel.zr_survived
left_icon = root
if = {
limit = {
has_trait = wounded_3
}
title = travel.zr_death
custom_tooltip = {
text = travel.zr_death
}
death = {
death_reason = death_mine_explosion
}
}
else_if = {
limit = {
has_trait = wounded_2
}
custom_tooltip = {
text = travel.zr_very_badly_wounded
}
stress_impact = {
brave = minor_stress_impact_loss
impatient = medium_stress_impact_loss
craven = minor_stress_impact_gain
patient = medium_stress_impact_gain
}
change_trait_rank = {
trait = wounded
rank = 1
max = 3
}
}
else_if = {
limit = {
has_trait = wounded_1
}
custom_tooltip = {
text = travel.zr_badly_wounded
}
stress_impact = {
diligent = minor_stress_impact_loss
brave = medium_stress_impact_loss
impatient = major_stress_impact_loss
lazy = minor_stress_impact_gain
craven = medium_stress_impact_gain
patient = major_stress_impact_gain
}
change_trait_rank = {
trait = wounded
rank = 1
max = 3
}
}
else = {
custom_tooltip = {
text = travel.zr_wounded
}
stress_impact = {
diligent = minor_stress_impact_loss
brave = medium_stress_impact_loss
impatient = major_stress_impact_loss
lazy = minor_stress_impact_gain
craven = medium_stress_impact_gain
patient = major_stress_impact_gain
}
add_trait = wounded_1
}
}
}
15 = {
modifier = {
has_trait = brave
add = 2
}
modifier = {
has_trait = impatient
add = 5
}
modifier = {
has_trait = fickle
add = 5
}
modifier = {
has_trait = spindly
add = 5
}
modifier = {
has_trait = weak
add = 15
}
modifier = {
has_trait = bleeder
add = 20
}
modifier = {
has_trait = dull
add = 10
}
modifier = {
has_trait = intellect_bad_1
factor = 1.1
}
modifier = {
has_trait = intellect_bad_2
factor = 1.25
}
modifier = {
has_trait = intellect_bad_3
factor = 1.5
}
modifier = {
has_trait = physique_bad_1
factor = 1.1
}
modifier = {
has_trait = physique_bad_2
factor = 1.25
}
modifier = {
has_trait = physique_bad_3
factor = 1.5
}
send_interface_toast = {
title = travel.zr_survived
left_icon = root
if = {
limit = {
has_trait = wounded_3
}
title = travel.zr_death
custom_tooltip = {
text = travel.zr_death
}
death = {
death_reason = death_mine_explosion
}
}
else_if = {
limit = {
has_trait = wounded_2
}
title = travel.zr_death
custom_tooltip = {
text = travel.zr_death
}
death = {
death_reason = death_mine_explosion
}
}
else_if = {
limit = {
has_trait = wounded_1
}
title = travel.zr_very_badly_wounded
custom_tooltip = {
text = travel.zr_very_badly_wounded
}
stress_impact = {
brave = minor_stress_impact_loss
impatient = medium_stress_impact_loss
craven = minor_stress_impact_gain
patient = medium_stress_impact_gain
}
change_trait_rank = {
trait = wounded
rank = 2
max = 3
}
}
else = {
title = travel.zr_badly_wounded
custom_tooltip = {
text = travel.zr_badly_wounded
}
stress_impact = {
diligent = minor_stress_impact_loss
brave = medium_stress_impact_loss
impatient = major_stress_impact_loss
lazy = minor_stress_impact_gain
craven = medium_stress_impact_gain
patient = major_stress_impact_gain
}
add_trait = wounded_2
}
}
}
5 = {
modifier = {
has_trait = brave
add = 10
}
modifier = {
has_trait = impatient
add = 5
}
modifier = {
has_trait = fickle
add = 5
}
modifier = {
has_trait = spindly
add = 5
}
modifier = {
has_trait = weak
add = 20
}
modifier = {
has_trait = bleeder
add = 50
}
modifier = {
has_trait = dull
add = 20
}
modifier = {
has_trait = intellect_bad_1
factor = 1.1
}
modifier = {
has_trait = intellect_bad_2
factor = 1.25
}
modifier = {
has_trait = intellect_bad_3
factor = 1.5
}
modifier = {
has_trait = physique_bad_1
factor = 1.1
}
modifier = {
has_trait = physique_bad_2
factor = 1.25
}
modifier = {
has_trait = physique_bad_3
factor = 1.5
}
custom_tooltip = {
text = travel.zr_death
}
send_interface_toast = {
title = travel.zr_death
left_icon = root
death = {
death_reason = death_mine_explosion
}
}
}
}
ai_chance = {
base = 20
}
}
option = { #You find a better way
name = NEOW_travel_event.0001.b
trigger = {
OR = {
has_trait = adventurer
has_trait_xp = {
trait = lifestyle_traveler
track = danger
value >= 90
}
}
}
custom_tooltip = {
text = travel.zr_escaped
}
stress_impact = {
brave = minor_stress_impact_gain
impatient = medium_stress_impact_gain
craven = minor_stress_impact_loss
patient = medium_stress_impact_loss
}
add_prestige = 150
send_interface_toast = {
title = travel.zr_survived
left_icon = root
}
current_travel_plan = {
delay_travel_plan = {
days = 7
}
}
ai_chance = {
base = 100
}
}
option = { #You take the losses and turn back
name = NEOW_travel_event.0001.c
custom_tooltip = {
text = travel.zr_escaped_long_way
}
stress_impact = {
diligent = minor_stress_impact_gain
brave = medium_stress_impact_gain
impatient = major_stress_impact_gain
lazy = minor_stress_impact_loss
craven = medium_stress_impact_loss
patient = major_stress_impact_loss
}
add_prestige = -150
send_interface_toast = {
title = travel.zr_survived
left_icon = root
}
current_travel_plan = {
delay_travel_plan = {
months = 1
}
}
ai_chance = {
base = 80
}
}
}