event fixes pt II
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55 changed files with 4908 additions and 134006 deletions
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namespace = epidemic_events
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epidemic_events.2001 = { #defender trying to status quo the vassal war cuz he's sick
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type = character_event
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title = epidemic_events.2001.t
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desc = epidemic_events.2001.desc
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theme = plague
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left_portrait = {
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character = root
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animation = thinking
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}
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right_portrait = {
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character = scope:pleading_vassal
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animation = beg
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}
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lower_right_portrait = {
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character = scope:attacking_vassal
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}
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override_background = {
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reference = army_camp
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}
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override_effect_2d = {
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reference = fog
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}
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cooldown = { years = 30 }
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trigger = {
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is_available_adult = yes
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any_vassal = {
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is_ai = yes
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is_at_war = yes
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any_character_war = {
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primary_attacker = {
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is_vassal_of = root
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is_ai = yes
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}
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is_defender = prev
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attacker_war_score > 30
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}
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realm_has_any_epidemic = { SIZE = 3 INTENSITY = minor }
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current_gold_value > minor_gold_value
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}
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}
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immediate = {
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random_vassal = {
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limit = {
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is_ai = yes
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is_at_war = yes
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any_character_war = {
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primary_attacker = {
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is_vassal_of = root
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is_ai = yes
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}
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is_defender = prev
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attacker_war_score > 30
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}
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realm_has_any_epidemic = { SIZE = 2 INTENSITY = minor }
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current_gold_value > minor_gold_value
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}
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save_scope_as = pleading_vassal
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get_random_realm_epidemic = { INTENSITY = minor }
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random_character_war = {
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limit = {
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primary_attacker = {
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is_vassal_of = root
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is_ai = yes
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}
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is_defender = prev
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attacker_war_score > 30
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}
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save_scope_as = vassal_war
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}
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}
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scope:vassal_war = {
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primary_attacker = {
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save_scope_as = attacking_vassal
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}
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}
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set_variable = {
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name = gold_transfer_value
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value = scope:pleading_vassal.current_gold_value
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}
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scope:pleading_vassal = {
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pay_short_term_gold = {
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target = root
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gold = current_gold_value
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}
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hidden_effect = {
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if = {
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limit = {
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NOT = { has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait }
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}
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random = {
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chance = 25
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infect_with_epidemic = scope:epidemic_scope
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}
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}
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}
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}
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}
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option = { #send a royal order for white peace
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name = epidemic_events.2001.c
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duel = {
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skill = diplomacy
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target = scope:attacking_vassal
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 1
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}
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send_interface_toast = {
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title = epidemic_events.2001.c.success
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left_icon = scope:pleading_vassal
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right_icon = scope:attacking_vassal
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scope:vassal_war = {
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end_war = white_peace
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}
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add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_gain }
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scope:pleading_vassal = {
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add_opinion = {
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modifier = thankful_opinion
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opinion = 30
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target = root
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}
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}
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}
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}
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = -1
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}
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send_interface_toast = {
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title = epidemic_events.2001.c.failure
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left_icon = scope:pleading_vassal
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right_icon = scope:attacking_vassal
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scope:pleading_vassal = {
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add_opinion = {
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modifier = disappointed_opinion
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opinion = -25
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target = root
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}
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}
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custom_tooltip = epidemic_events.2001.danger
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}
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hidden_effect = {
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random = {
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chance = 10
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trigger_event = {
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months = 4
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id = epidemic_events.2002
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}
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}
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}
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}
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}
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stress_impact = {
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greedy = medium_stress_gain
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compassionate = medium_stress_loss
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just = medium_stress_loss
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_compassion = low_chance_impact_positive_ai_value
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ai_rationality = low_chance_impact_positive_ai_value
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}
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}
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}
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option = { #imprison the other guy from traveling to you during a pandemic and wash whatever he touched
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name = epidemic_events.2001.b
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flavor = epidemic_events.2001.b.desc
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imprison = {
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target = scope:pleading_vassal
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type = dungeon
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}
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scope:pleading_vassal = {
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add_opinion = {
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modifier = angry_opinion
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opinion = -40
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target = root
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}
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}
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custom_tooltip = epidemic_events.2001.danger
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hidden_effect = {
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random = {
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chance = 10
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trigger_event = {
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months = 4
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id = epidemic_events.2002
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}
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}
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_greed = low_chance_impact_positive_ai_value
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ai_rationality = low_chance_impact_positive_ai_value
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}
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}
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stress_impact = {
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compassionate = medium_stress_gain
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just = medium_stress_gain
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paranoid = major_stress_loss
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}
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}
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option = { #pay money to end war
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name = epidemic_events.2001.a
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scope:vassal_war = {
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end_war = white_peace
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}
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pay_treasury_or_gold = {
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target = scope:attacking_vassal
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value = {
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value = root.var:gold_transfer_value
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multiply = 0.5
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}
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}
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scope:pleading_vassal = {
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add_opinion = {
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modifier = thankful_opinion
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opinion = 30
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target = root
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}
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_greed = low_chance_impact_negative_ai_value
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ai_compassion = low_chance_impact_positive_ai_value
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}
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}
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stress_impact = {
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greedy = medium_stress_gain
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compassionate = medium_stress_loss
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}
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}
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after = {
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hidden_effect = {
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if = {
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limit = {
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scope:pleading_vassal = {
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has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait
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is_imprisoned = no
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}
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}
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random_list = {
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60 = {
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random_courtier = {
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limit = {
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NOT = { has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait }
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}
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save_scope_as = infected_courtier
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}
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send_interface_toast = {
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title = epidemic_events.2001.epidemic_spread.t
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left_icon = scope:pleading_vassal
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right_icon = scope:infected_courtier
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scope:infected_courtier = {
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infect_with_epidemic = scope:epidemic_scope
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}
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}
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}
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20 = {
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if = {
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limit = {
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NOT = { has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait }
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}
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}
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random_courtier = {
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limit = {
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NOT = { has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait }
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}
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save_scope_as = first_infected_courtier
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}
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random_courtier = {
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limit = {
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NOT = {
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has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait
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scope:first_infected_courtier = this
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}
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}
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save_scope_as = second_infected_courtier
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}
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send_interface_toast = {
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title = epidemic_events.2001.epidemic_spread.t
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left_icon = scope:second_infected_courtier
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right_icon = scope:first_infected_courtier
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scope:first_infected_courtier = {
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infect_with_epidemic = scope:epidemic_scope
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}
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scope:second_infected_courtier = {
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infect_with_epidemic = scope:epidemic_scope
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}
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}
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}
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}
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}
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}
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}
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}
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epidemic_events.2002 = {
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type = character_event
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title = epidemic_events.2002.t
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desc = epidemic_events.2002.desc
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theme = plague
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left_portrait = {
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character = root
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animation = stress
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}
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lower_left_portrait = scope:attacking_vassal
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lower_right_portrait = scope:pleading_vassal
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trigger = {
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exists = scope:epidemic_scope
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exists = scope:vassal_war
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is_ai = no
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}
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override_background = {
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reference = battlefield
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}
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override_effect_2d = {
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reference = fog
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}
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immediate = {
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if = {
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limit = {
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scope:epidemic_scope = {
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outbreak_intensity = minor
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}
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}
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scope:epidemic_scope = {
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set_epidemic_outbreak_intensity = major
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}
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}
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else = {
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scope:epidemic_scope = {
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set_epidemic_outbreak_intensity = apocalyptic
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}
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}
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add_legitimacy = miniscule_legitimacy_loss
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}
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option = {
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name = epidemic_events.2002.a
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stress_impact = {
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base = minor_stress_gain
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}
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}
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}
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epidemic_events.2003 = { #maa are dying from war
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type = character_event
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title = epidemic_events.2003.t
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desc = epidemic_events.2003.desc
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theme = plague
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left_portrait = {
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character = root
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animation = stress
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}
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right_portrait = {
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character = scope:marshal
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animation = marshal_shield
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}
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override_background = {
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reference = army_camp
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}
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override_effect_2d = {
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reference = flies
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}
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cooldown = { years = 8 }
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trigger = {
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is_available_adult = yes
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any_held_county = {
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any_county_province = {
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has_stationed_regiment = yes
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any_province_epidemic = {
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intensity >= minor
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}
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}
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save_temporary_scope_as = first_county
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}
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any_held_county = {
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this != scope:first_county
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any_county_province = {
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has_stationed_regiment = yes
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any_province_epidemic = {
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intensity >= minor
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}
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}
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}
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exists = cp:councillor_marshal
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}
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immediate = {
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random_held_county = {
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limit = {
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any_county_province = {
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has_stationed_regiment = yes
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any_province_epidemic = {
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intensity >= minor
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}
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}
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}
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random_county_province = {
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limit = {
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has_stationed_regiment = yes
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any_province_epidemic = {
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intensity >= minor
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}
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}
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save_scope_as = first_epidemic_province
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random_province_epidemic = {
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save_scope_as = epidemic_scope
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}
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}
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save_scope_as = first_epidemic_county
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}
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random_held_county = {
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limit = {
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this != scope:first_epidemic_county
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any_county_province = {
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has_stationed_regiment = yes
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any_province_epidemic = {
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intensity >= minor
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}
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}
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}
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random_county_province = {
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limit = {
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has_stationed_regiment = yes
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any_province_epidemic = {
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intensity >= minor
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}
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}
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save_scope_as = second_epidemic_province
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}
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}
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cp:councillor_marshal = { save_scope_as = marshal }
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}
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option = { #pay more to get more recruits
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name = epidemic_events.2003.a
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every_maa_regiment = {
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change_maa_troops_count = {
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value = {
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value = this.maa_current_troops_count
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multiply = -0.25
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}
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}
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_greed = low_chance_impact_negative_ai_value
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ai_rationality = low_chance_impact_positive_ai_value
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}
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}
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stress_impact = {
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greedy = medium_stress_gain
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ambitious = medium_stress_loss
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}
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}
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option = { #dont care, press peasants as maa
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name = epidemic_events.2003.b
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scope:first_epidemic_province = {
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add_province_modifier = {
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modifier = epidemic_pressed_levies
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years = 5
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}
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}
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scope:second_epidemic_province = {
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add_province_modifier = {
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modifier = epidemic_pressed_levies
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years = 5
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}
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_greed = low_chance_impact_positive_ai_value
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ai_compassion = low_chance_impact_negative_ai_value
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ai_rationality = low_chance_impact_positive_ai_value
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}
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}
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stress_impact = {
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just = medium_stress_gain
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}
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}
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option = { #close the barracks!
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name = epidemic_events.2003.c
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scope:first_epidemic_province = {
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add_province_modifier = {
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modifier = epidemic_closed_barracks
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years = 5
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}
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}
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scope:second_epidemic_province = {
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add_province_modifier = {
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modifier = epidemic_closed_barracks
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years = 5
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}
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
|
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ai_compassion = low_chance_impact_positive_ai_value
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ai_rationality = low_chance_impact_positive_ai_value
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}
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}
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|
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stress_impact = {
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paranoid = medium_stress_loss
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}
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}
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}
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epidemic_events.2004 = { #Medicinal Jar creation event
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hidden = yes
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|
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trigger = {
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is_available_adult = yes
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court_position:court_physician_court_position ?= {
|
||||
is_available_ai_adult = yes
|
||||
culture != root.culture
|
||||
NOT = {
|
||||
has_character_flag = physician_medicinal_jar
|
||||
}
|
||||
}
|
||||
realm_has_any_nearby_epidemic = { SIZE = 4 INTENSITY = minor }
|
||||
}
|
||||
|
||||
cooldown = { years = 160 }
|
||||
|
||||
immediate = {
|
||||
court_position:court_physician_court_position = {
|
||||
save_scope_as = physician
|
||||
}
|
||||
scope:physician = {
|
||||
create_artifact = {
|
||||
name = medicine_jar
|
||||
description = medicine_jar_desc
|
||||
type = miscellaneous
|
||||
visuals = glazed_jar
|
||||
modifier = artifact_epidemic_resistance_1_modifier
|
||||
modifier = artifact_learning_lifestyle_xp_2_modifier
|
||||
save_scope_as = medicine_jar
|
||||
quality = 50
|
||||
}
|
||||
add_character_flag = physician_medicinal_jar
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:physician = {
|
||||
can_equip_artifact = scope:medicine_jar
|
||||
}
|
||||
}
|
||||
scope:medicine_jar = {
|
||||
equip_artifact_to_owner = yes
|
||||
}
|
||||
get_random_nearby_realm_epidemic = { INTENSITY = minor }
|
||||
trigger_event = {
|
||||
days = { 3 7 }
|
||||
id = epidemic_events.2005
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
epidemic_events.2005 = { #Glass jar artifact
|
||||
type = character_event
|
||||
title = epidemic_events.2005.t
|
||||
desc = epidemic_events.2005.desc
|
||||
theme = plague
|
||||
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = personality_rational
|
||||
}
|
||||
|
||||
right_portrait = {
|
||||
character = scope:physician
|
||||
animation = physician
|
||||
}
|
||||
|
||||
artifact = {
|
||||
target = scope:medicine_jar
|
||||
position = lower_center_portrait
|
||||
}
|
||||
|
||||
override_background = {
|
||||
reference = physicians_study
|
||||
}
|
||||
|
||||
trigger = {
|
||||
scope:physician = { is_alive = yes }
|
||||
}
|
||||
|
||||
option = { #politely ask the physisican to part with the jar
|
||||
name = epidemic_events.2005.a
|
||||
duel = {
|
||||
skill = diplomacy
|
||||
target = scope:physician
|
||||
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 1
|
||||
}
|
||||
send_interface_toast = {
|
||||
title = epidemic_events.2005.a.success
|
||||
left_icon = scope:physician
|
||||
scope:medicine_jar = {
|
||||
set_owner = root
|
||||
}
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -1
|
||||
}
|
||||
send_interface_toast = {
|
||||
title = epidemic_events.2005.a.failure
|
||||
left_icon = scope:physician
|
||||
scope:medicine_jar = {
|
||||
add_artifact_modifier = artifact_physician_aptitude_1_modifier
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
craven = minor_stress_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = low_chance_impact_negative_ai_value
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
option = { #violently grab the jar from physician
|
||||
name = epidemic_events.2005.b
|
||||
|
||||
scope:physician = {
|
||||
add_opinion = {
|
||||
modifier = fp3_stole_from_me
|
||||
opinion = -25
|
||||
target = root
|
||||
}
|
||||
progress_towards_rival_effect = {
|
||||
REASON = rival_stole_artifact
|
||||
CHARACTER = root
|
||||
OPINION = 0
|
||||
}
|
||||
}
|
||||
|
||||
scope:medicine_jar = {
|
||||
set_owner = root
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
temperate = medium_stress_gain
|
||||
just = medium_stress_gain
|
||||
paranoid = medium_stress_loss
|
||||
wrathful = medium_stress_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_greed = low_chance_impact_positive_ai_value
|
||||
ai_energy = low_chance_impact_positive_ai_value
|
||||
ai_rationality = low_chance_impact_negative_ai_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { #let phycisian keep his precious jar
|
||||
name = epidemic_events.2005.c
|
||||
scope:medicine_jar = {
|
||||
add_artifact_modifier = artifact_physician_aptitude_1_modifier
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
temperate = medium_stress_loss
|
||||
just = medium_stress_loss
|
||||
trusting = medium_stress_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 10
|
||||
ai_value_modifier = {
|
||||
ai_compassion = low_chance_impact_positive_ai_value
|
||||
ai_rationality = low_chance_impact_positive_ai_value
|
||||
ai_greed = low_chance_impact_negative_ai_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
epidemic_events.2006 = { #Dancing plague
|
||||
type = character_event
|
||||
title = epidemic_events.2006.t
|
||||
desc = epidemic_events.2006.desc
|
||||
theme = plague
|
||||
override_background = courtyard
|
||||
override_effect_2d = { reference = flies }
|
||||
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = stress
|
||||
}
|
||||
|
||||
right_portrait = {
|
||||
character = scope:dance_victim
|
||||
animation = dancing_plague
|
||||
}
|
||||
|
||||
trigger = {
|
||||
is_available_adult = yes
|
||||
OR = {
|
||||
is_ai = no
|
||||
this = top_liege
|
||||
}
|
||||
capital_province = {
|
||||
any_province_epidemic = {
|
||||
#epidemic_type = epidemic_type:ergotism
|
||||
intensity < apocalyptic
|
||||
}
|
||||
}
|
||||
NOT = {
|
||||
has_character_flag = had_event_dancing_plague
|
||||
}
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
modifier = { #Since a big outbreak occurred in Aachen 1374
|
||||
add = 9
|
||||
capital_province = {
|
||||
county = title:c_aachen
|
||||
}
|
||||
current_date >= 1370.1.1
|
||||
current_date <= 1380.1.1
|
||||
}
|
||||
modifier = { #Since an outbreak occurred in Erfurt 1247
|
||||
add = 9
|
||||
capital_province = {
|
||||
duchy = title:d_thuringia
|
||||
}
|
||||
current_date >= 1240.1.1
|
||||
current_date <= 1250.1.1
|
||||
}
|
||||
modifier = { #Since an outbreak occurred in Kolbigk 1021
|
||||
add = 9
|
||||
capital_province = {
|
||||
geographical_region = ghw_region_saxony
|
||||
}
|
||||
current_date >= 1020.1.1
|
||||
current_date <= 1030.1.1
|
||||
|
||||
}
|
||||
modifier = { #Since it historically occurred in Europe
|
||||
add = 1
|
||||
capital_province = {
|
||||
geographical_region = world_europe
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
immediate = {
|
||||
capital_province = {
|
||||
random_province_epidemic = {
|
||||
limit = {
|
||||
epidemic_type = epidemic_type:ergotism
|
||||
outbreak_intensity < apocalyptic
|
||||
}
|
||||
save_scope_as = dancing_plague
|
||||
}
|
||||
}
|
||||
create_character = {
|
||||
template = servant_character
|
||||
dynasty = none
|
||||
location = root.capital_province
|
||||
save_scope_as = dance_victim
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:dance_victim = {
|
||||
add_trait = ergotism
|
||||
}
|
||||
}
|
||||
|
||||
scope:dancing_plague = {
|
||||
set_epidemic_outbreak_intensity = apocalyptic
|
||||
}
|
||||
|
||||
add_character_flag = had_event_dancing_plague
|
||||
}
|
||||
|
||||
option = { #let's join the paaartey
|
||||
trigger = {
|
||||
has_trait = eccentric
|
||||
}
|
||||
name = epidemic_events.2006.a
|
||||
add_character_modifier = {
|
||||
modifier = ce1_gone_dancing
|
||||
years = 2
|
||||
}
|
||||
|
||||
hidden_effect = {
|
||||
random = {
|
||||
chance = 10
|
||||
trigger_event = { id = health.1017 days = { 5 15 } } #You contract ergotism
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
eccentric = medium_stress_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
option = { #slay the demon!
|
||||
trigger = {
|
||||
has_trait = zealous
|
||||
}
|
||||
name = epidemic_events.2006.d
|
||||
add_piety = minor_piety_gain
|
||||
|
||||
scope:dance_victim = {
|
||||
death = {
|
||||
death_reason = death_murder
|
||||
killer = root
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
zealous = medium_stress_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 10
|
||||
ai_value_modifier = {
|
||||
ai_compassion = low_chance_impact_negative_ai_value
|
||||
ai_zeal = low_chance_impact_positive_ai_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { #eh, every dance stops eventually, right?
|
||||
name = epidemic_events.2006.b
|
||||
|
||||
capital_county = {
|
||||
add_county_modifier = {
|
||||
modifier = dance_plague_modifier
|
||||
years = 4
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
compassionate = minor_stress_gain
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 10
|
||||
ai_value_modifier = {
|
||||
ai_compassion = low_chance_impact_negative_ai_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { #tie them down! allieviate their pains somehow
|
||||
name = epidemic_events.2006.c
|
||||
|
||||
hidden_effect = {
|
||||
random = {
|
||||
chance = 10
|
||||
trigger_event = { id = health.1017 days = { 5 15 } } #You contract ergotism
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
lustful = medium_stress_loss
|
||||
compassionate = medium_stress_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 10
|
||||
ai_value_modifier = {
|
||||
ai_compassion = low_chance_impact_positive_ai_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,134 +0,0 @@
|
|||
namespace = story_event_legends
|
||||
|
||||
###################################
|
||||
# Legend Ending Events
|
||||
# 0001 - 0100
|
||||
###################################
|
||||
|
||||
#Heroic Ending Story Event
|
||||
story_event_legends.0001 = {
|
||||
type = character_event
|
||||
window = fullscreen_event
|
||||
title = story_event_legends.0001.t
|
||||
desc = {
|
||||
desc = story_event_legends.0001.desc.intro
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:promoted_legend = { has_legend_chapter = famous_deed }
|
||||
}
|
||||
desc = story_event_legends.0001.desc.famous_deed
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:promoted_legend = { has_legend_chapter = battle }
|
||||
}
|
||||
desc = story_event_legends.0001.desc.battle
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:promoted_legend = { has_legend_chapter = hunt }
|
||||
}
|
||||
desc = story_event_legends.0001.desc.hunt
|
||||
}
|
||||
desc = story_event_legends.0001.desc.fallback
|
||||
}
|
||||
desc = story_event_legends.0001.desc.outro
|
||||
}
|
||||
theme = legend
|
||||
override_background = { reference = ce1_fullscreen_heroic_legend }
|
||||
override_sound = { reference = "event:/DLC/FP4/SFX/UI/Unique/sfx_ui_spread_legend" }
|
||||
|
||||
immediate = {
|
||||
play_music_cue = mx_cue_legend
|
||||
set_variable = {
|
||||
name = finished_legend_var
|
||||
value = scope:promoted_legend
|
||||
}
|
||||
scope:promoted_legend = { set_variable = my_legend_var }
|
||||
}
|
||||
option = {
|
||||
name = story_event_legends.0001.a
|
||||
clicksound = "event:/DLC/FP2/SFX/UI/fp2_struggle_start_select"
|
||||
}
|
||||
}
|
||||
|
||||
#Legitimizing Ending Story Event
|
||||
story_event_legends.0002 = {
|
||||
type = character_event
|
||||
window = fullscreen_event
|
||||
title = story_event_legends.0002.t
|
||||
desc = {
|
||||
desc = story_event_legends.0002.desc.intro
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:promoted_legend = { has_legend_chapter = famous_deed }
|
||||
}
|
||||
desc = story_event_legends.0002.desc.famous_deed
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:promoted_legend = { has_legend_chapter = battle }
|
||||
}
|
||||
desc = story_event_legends.0002.desc.battle
|
||||
}
|
||||
desc = story_event_legends.0002.desc.fallback
|
||||
}
|
||||
desc = story_event_legends.0002.desc.outro
|
||||
}
|
||||
theme = legend
|
||||
override_background = { reference = ce1_fullscreen_legitimizing_legend }
|
||||
override_sound = { reference = "event:/DLC/FP4/SFX/UI/Unique/sfx_ui_spread_legend" }
|
||||
|
||||
immediate = {
|
||||
play_music_cue = mx_cue_legend
|
||||
set_variable = {
|
||||
name = finished_legend_var
|
||||
value = scope:promoted_legend
|
||||
}
|
||||
scope:promoted_legend = { set_variable = my_legend_var }
|
||||
}
|
||||
|
||||
option = {
|
||||
name = story_event_legends.0002.a
|
||||
clicksound = "event:/DLC/FP2/SFX/UI/fp2_struggle_start_select"
|
||||
}
|
||||
}
|
||||
|
||||
#Holy Ending Story Event
|
||||
story_event_legends.0003 = {
|
||||
type = character_event
|
||||
window = fullscreen_event
|
||||
title = story_event_legends.0003.t
|
||||
desc = {
|
||||
desc = story_event_legends.0003.desc.intro
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:promoted_legend = { has_legend_chapter = famous_deed }
|
||||
}
|
||||
desc = story_event_legends.0001.desc.famous_deed
|
||||
}
|
||||
desc = story_event_legends.0001.desc.fallback
|
||||
}
|
||||
desc = story_event_legends.0003.desc.outro
|
||||
}
|
||||
theme = legend
|
||||
override_background = { reference = ce1_fullscreen_holy_legend }
|
||||
override_sound = { reference = "event:/DLC/FP4/SFX/UI/Unique/sfx_ui_spread_legend" }
|
||||
|
||||
immediate = {
|
||||
play_music_cue = mx_cue_legend
|
||||
set_variable = {
|
||||
name = finished_legend_var
|
||||
value = scope:promoted_legend
|
||||
}
|
||||
scope:promoted_legend = { set_variable = my_legend_var }
|
||||
}
|
||||
|
||||
option = {
|
||||
name = story_event_legends.0003.a
|
||||
clicksound = "event:/DLC/FP2/SFX/UI/fp2_struggle_start_select"
|
||||
}
|
||||
}
|
||||
|
|
@ -1,880 +0,0 @@
|
|||
namespace = legend_events
|
||||
|
||||
############################
|
||||
## Legend Spawn Events
|
||||
## 0001-1000
|
||||
## by James Beaumont
|
||||
############################
|
||||
|
||||
# legend_events.0001 - Chronicler gives you a legend seed
|
||||
# legend_events.0010 - Chronicler convinces someone to promote your legend
|
||||
# legend_events.0020 - Hold Court presentation of a legend seed
|
||||
|
||||
# Chronicler gives you a legend seed :D
|
||||
legend_events.0001 = {
|
||||
type = character_event
|
||||
title = legend_events.0001.t
|
||||
desc = {
|
||||
desc = legend_events.0001.desc.intro
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
var:legend_seed_to_give = flag:slew_dragon
|
||||
}
|
||||
desc = legend_events.0001.desc.mid.slew_dragon
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
var:legend_seed_to_give = flag:ancestral_saint
|
||||
}
|
||||
desc = legend_events.0001.desc.mid.ancestral_saint
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
var:legend_seed_to_give = flag:old_godly_descent
|
||||
}
|
||||
desc = legend_events.0001.desc.mid.old_godly_descent
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
var:legend_seed_to_give = flag:raised_by_animals
|
||||
}
|
||||
desc = legend_events.0001.desc.mid.raised_by_animals
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
var:legend_seed_to_give = flag:auspicious_stars
|
||||
}
|
||||
desc = legend_events.0001.desc.mid.auspicious_stars
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
var:legend_seed_to_give = flag:virgin_birth
|
||||
}
|
||||
desc = legend_events.0001.desc.mid.virgin_birth
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
var:legend_seed_to_give = flag:spoke_to_angels
|
||||
}
|
||||
desc = legend_events.0001.desc.mid.spoke_to_angels
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
var:legend_seed_to_give = flag:fought_the_devil
|
||||
}
|
||||
desc = legend_events.0001.desc.mid.fought_the_devil
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
var:legend_seed_to_give = flag:exotic_backstory
|
||||
}
|
||||
desc = legend_events.0001.desc.mid.exotic_backstory
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
var:legend_seed_to_give = flag:ancient_people
|
||||
}
|
||||
desc = legend_events.0001.desc.mid.ancient_people
|
||||
}
|
||||
}
|
||||
desc = legend_events.0001.desc.outro
|
||||
}
|
||||
theme = legend
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = personality_honorable
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:chronicler
|
||||
animation = chancellor
|
||||
}
|
||||
lower_center_portrait = {
|
||||
trigger = {
|
||||
exists = scope:legend_character
|
||||
}
|
||||
character = scope:legend_character
|
||||
}
|
||||
|
||||
# The Court Chronicler needs to be alive
|
||||
trigger = {
|
||||
scope:chronicler = {
|
||||
is_alive = yes
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
random_list = { # Determine the seed to hand out
|
||||
10 = { # Ancestor killed a dragon
|
||||
trigger = {
|
||||
any_ancestor = {
|
||||
even_if_dead = yes
|
||||
is_adult = yes
|
||||
is_alive = no
|
||||
}
|
||||
NOT = { has_game_rule = historical_legends_only }
|
||||
}
|
||||
random_ancestor = {
|
||||
even_if_dead = yes
|
||||
limit = {
|
||||
is_adult = yes
|
||||
is_alive = no
|
||||
}
|
||||
weight = {
|
||||
base = 1
|
||||
modifier = {
|
||||
add = prowess
|
||||
}
|
||||
modifier = {
|
||||
add = martial
|
||||
}
|
||||
}
|
||||
save_scope_as = legend_character
|
||||
}
|
||||
set_variable = {
|
||||
name = legend_seed_to_give
|
||||
value = flag:slew_dragon
|
||||
}
|
||||
}
|
||||
10 = { # Ancestor was/should be a saint
|
||||
trigger = {
|
||||
any_ancestor = {
|
||||
even_if_dead = yes
|
||||
is_adult = yes
|
||||
is_alive = no
|
||||
}
|
||||
NOT = { has_game_rule = historical_legends_only }
|
||||
}
|
||||
random_ancestor = {
|
||||
even_if_dead = yes
|
||||
limit = {
|
||||
is_adult = yes
|
||||
is_alive = no
|
||||
}
|
||||
weight = {
|
||||
base = 1
|
||||
modifier = {
|
||||
add = learning
|
||||
}
|
||||
modifier = {
|
||||
factor = 3
|
||||
OR = {
|
||||
num_virtuous_traits = {
|
||||
target = root.faith
|
||||
value >= 1
|
||||
}
|
||||
has_trait = saint
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.1
|
||||
OR = {
|
||||
num_sinful_traits = {
|
||||
target = root.faith
|
||||
value >= 1
|
||||
}
|
||||
has_trait = excommunicated
|
||||
}
|
||||
}
|
||||
}
|
||||
save_scope_as = legend_character
|
||||
}
|
||||
set_variable = {
|
||||
name = legend_seed_to_give
|
||||
value = flag:ancestral_saint
|
||||
}
|
||||
}
|
||||
10 = { # I am descended from an old God
|
||||
trigger = {
|
||||
NOT = { religion = { is_in_family = rf_pagan } }
|
||||
any_ancestor = {
|
||||
even_if_dead = yes
|
||||
is_alive = no
|
||||
religion = { is_in_family = rf_pagan }
|
||||
}
|
||||
NOT = { has_game_rule = historical_legends_only }
|
||||
}
|
||||
random_ancestor = {
|
||||
even_if_dead = yes
|
||||
limit = {
|
||||
religion = { is_in_family = rf_pagan }
|
||||
is_alive = no
|
||||
}
|
||||
weight = {
|
||||
base = 1
|
||||
modifier = {
|
||||
add = learning
|
||||
}
|
||||
modifier = {
|
||||
factor = 3
|
||||
OR = {
|
||||
num_virtuous_traits = {
|
||||
target = root.faith
|
||||
value >= 1
|
||||
}
|
||||
has_trait = saint
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.1
|
||||
OR = {
|
||||
num_sinful_traits = {
|
||||
target = root.faith
|
||||
value >= 1
|
||||
}
|
||||
has_trait = excommunicated
|
||||
}
|
||||
}
|
||||
}
|
||||
save_scope_as = legend_character
|
||||
}
|
||||
set_variable = {
|
||||
name = legend_seed_to_give
|
||||
value = flag:old_godly_descent
|
||||
}
|
||||
}
|
||||
10 = { # I was raised by dangerous animals
|
||||
trigger = {
|
||||
NOT = { has_game_rule = historical_legends_only }
|
||||
}
|
||||
select_local_animal_effect = { TYPE = dangerous }
|
||||
set_variable = {
|
||||
name = legend_seed_to_give
|
||||
value = flag:raised_by_animals
|
||||
}
|
||||
}
|
||||
10 = { # Born under auspicious stars
|
||||
trigger = {
|
||||
NOT = { has_game_rule = historical_legends_only }
|
||||
}
|
||||
set_variable = {
|
||||
name = legend_seed_to_give
|
||||
value = flag:auspicious_stars
|
||||
}
|
||||
}
|
||||
10 = { # Virgin birth
|
||||
trigger = {
|
||||
has_any_bastard_trait_trigger = yes
|
||||
NOT = { has_game_rule = historical_legends_only }
|
||||
}
|
||||
set_variable = {
|
||||
name = legend_seed_to_give
|
||||
value = flag:virgin_birth
|
||||
}
|
||||
}
|
||||
10 = { # Spoke to an angel
|
||||
trigger = {
|
||||
religion_has_angels_trigger = yes
|
||||
NOT = { has_game_rule = historical_legends_only }
|
||||
}
|
||||
set_variable = {
|
||||
name = legend_seed_to_give
|
||||
value = flag:spoke_to_angels
|
||||
}
|
||||
}
|
||||
10 = { # Fought a demon
|
||||
trigger = {
|
||||
NOT = { has_game_rule = historical_legends_only }
|
||||
}
|
||||
set_variable = {
|
||||
name = legend_seed_to_give
|
||||
value = flag:fought_the_devil
|
||||
}
|
||||
}
|
||||
10 = { # Exotic backstory
|
||||
get_appropriate_exotic_location = yes
|
||||
set_variable = {
|
||||
name = legend_seed_to_give
|
||||
value = flag:exotic_backstory
|
||||
}
|
||||
}
|
||||
10 = { # Ancient people
|
||||
trigger = {
|
||||
# The ancient cultures we have for now aren't appropriate for these regions
|
||||
root.culture = {
|
||||
NOR = {
|
||||
culture_overlaps_geographical_region = world_burma
|
||||
culture_overlaps_geographical_region = custom_arakan_mountains
|
||||
culture_overlaps_geographical_region = world_tibet
|
||||
}
|
||||
}
|
||||
}
|
||||
get_appropriate_ancient_people = yes
|
||||
set_variable = {
|
||||
name = legend_seed_to_give
|
||||
value = flag:ancient_people
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Wowie zowie, really?
|
||||
name = legend_events.0001.a
|
||||
if = {
|
||||
limit = {
|
||||
exists = var:legend_seed_to_give
|
||||
var:legend_seed_to_give = flag:slew_dragon
|
||||
}
|
||||
create_legend_seed = {
|
||||
type = heroic
|
||||
quality = famed
|
||||
chronicle = beast_slayer
|
||||
properties = {
|
||||
beast = flag:dragon
|
||||
location = root.location
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = var:legend_seed_to_give
|
||||
var:legend_seed_to_give = flag:ancestral_saint
|
||||
}
|
||||
create_legend_seed = {
|
||||
type = holy
|
||||
quality = famed
|
||||
chronicle = saintly_deed
|
||||
properties = {
|
||||
ancestor = scope:legend_character
|
||||
religion = root.religion
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = var:legend_seed_to_give
|
||||
var:legend_seed_to_give = flag:old_godly_descent
|
||||
}
|
||||
generate_religion_descent_effect = {
|
||||
RELIGION = scope:legend_character.religion
|
||||
GOD = high_god
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = var:legend_seed_to_give
|
||||
var:legend_seed_to_give = flag:raised_by_animals
|
||||
}
|
||||
create_legend_seed = {
|
||||
type = heroic
|
||||
quality = famed
|
||||
chronicle = raised_by_animals
|
||||
properties = {
|
||||
beast = var:animal_type
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = var:legend_seed_to_give
|
||||
var:legend_seed_to_give = flag:auspicious_stars
|
||||
}
|
||||
create_legend_seed = {
|
||||
type = holy
|
||||
quality = famed
|
||||
chronicle = sacred_birth
|
||||
properties = {
|
||||
reason = flag:auspicious
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = var:legend_seed_to_give
|
||||
var:legend_seed_to_give = flag:virgin_birth
|
||||
}
|
||||
create_legend_seed = {
|
||||
type = holy
|
||||
quality = famed
|
||||
chronicle = sacred_birth
|
||||
properties = {
|
||||
reason = flag:virgin
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = var:legend_seed_to_give
|
||||
var:legend_seed_to_give = flag:spoke_to_angels
|
||||
}
|
||||
create_legend_seed = {
|
||||
type = holy
|
||||
quality = famed
|
||||
chronicle = divine_intervention
|
||||
properties = {
|
||||
god = flag:the_angels
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = var:legend_seed_to_give
|
||||
var:legend_seed_to_give = flag:fought_the_devil
|
||||
}
|
||||
create_legend_seed = {
|
||||
type = holy
|
||||
quality = famed
|
||||
chronicle = fought_devil
|
||||
properties = {
|
||||
faith = root.faith
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = var:legend_seed_to_give
|
||||
var:legend_seed_to_give = flag:exotic_backstory
|
||||
}
|
||||
create_legend_seed = {
|
||||
type = heroic
|
||||
quality = famed
|
||||
chronicle = exotic_backstory
|
||||
properties = {
|
||||
location = scope:exotic_location
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = var:legend_seed_to_give
|
||||
var:legend_seed_to_give = flag:ancient_people
|
||||
}
|
||||
create_legend_seed = {
|
||||
type = legitimizing
|
||||
quality = famed
|
||||
chronicle = ancient_people
|
||||
properties = {
|
||||
culture = scope:ancient_culture
|
||||
title = root.primary_title
|
||||
original_region = var:original_region
|
||||
}
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = { # I don't want this legend
|
||||
name = legend_events.0001.b
|
||||
ai_chance = {
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Chronicler convinces someone to promote your legend
|
||||
legend_events.0010 = {
|
||||
type = character_event
|
||||
title = legend_events.0010.t
|
||||
desc = legend_events.0010.desc
|
||||
theme = legend
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = personality_honorable
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:chronicler
|
||||
animation = chancellor
|
||||
}
|
||||
lower_center_portrait = scope:potential_promoter
|
||||
|
||||
trigger = {
|
||||
OR = {
|
||||
scope:chronicler ?= {
|
||||
is_alive = yes
|
||||
has_court_position = chronicler_court_position
|
||||
employer = root
|
||||
}
|
||||
employs_court_position = chronicler_court_position
|
||||
}
|
||||
OR = {
|
||||
# Vassals
|
||||
any_vassal_or_below = {
|
||||
# No barons
|
||||
highest_held_title_tier >= tier_county
|
||||
# Not promoting their own legend
|
||||
promoted_legend.legend_owner != root
|
||||
promoted_legend != scope:liege.promoted_legend
|
||||
is_ai = yes
|
||||
}
|
||||
# Neighbourinos
|
||||
any_neighboring_and_across_water_top_liege_realm_owner = {
|
||||
# Not promoting their own legend
|
||||
promoted_legend.legend_owner != root
|
||||
promoted_legend != scope:liege.promoted_legend
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
scope:chronicler ?= {
|
||||
is_alive = yes
|
||||
has_court_position = chronicler_court_position
|
||||
employer = root
|
||||
}
|
||||
}
|
||||
}
|
||||
court_position:chronicler_court_position ?= { save_scope_as = chronicler }
|
||||
}
|
||||
random_list = {
|
||||
# Vassals
|
||||
75 = {
|
||||
trigger = {
|
||||
any_vassal_or_below = {
|
||||
highest_held_title_tier >= tier_county
|
||||
promoted_legend.legend_owner != root
|
||||
promoted_legend != scope:liege.promoted_legend
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
random_vassal_or_below = {
|
||||
limit = {
|
||||
highest_held_title_tier >= tier_county
|
||||
promoted_legend.legend_owner != root
|
||||
promoted_legend != scope:liege.promoted_legend
|
||||
is_ai = yes
|
||||
}
|
||||
save_scope_as = potential_promoter
|
||||
}
|
||||
}
|
||||
# Neighbourinos
|
||||
25 = {
|
||||
trigger = {
|
||||
any_neighboring_and_across_water_top_liege_realm_owner = {
|
||||
promoted_legend.legend_owner != root
|
||||
promoted_legend != scope:liege.promoted_legend
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
random_neighboring_and_across_water_top_liege_realm_owner = {
|
||||
limit = {
|
||||
promoted_legend.legend_owner != root
|
||||
promoted_legend != scope:liege.promoted_legend
|
||||
is_ai = yes
|
||||
}
|
||||
save_scope_as = potential_promoter
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
option = { # Diplo duel option
|
||||
name = legend_events.0010.a
|
||||
duel = {
|
||||
skill = diplomacy
|
||||
target = scope:potential_promoter
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
modifier = { # Reluctant to drop their existing legend
|
||||
scope:potential_promoter = { exists = promoted_legend }
|
||||
factor = 0.5
|
||||
}
|
||||
min = 10
|
||||
send_interface_toast = {
|
||||
title = legend_events.0010.a.success
|
||||
right_icon = scope:potential_promoter
|
||||
scope:potential_promoter = {
|
||||
set_promoted_legend = root.promoted_legend
|
||||
}
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
modifier = { # Reluctant to drop their existing legend
|
||||
scope:potential_promoter = { exists = promoted_legend }
|
||||
factor = 2
|
||||
}
|
||||
min = 10
|
||||
send_interface_toast = {
|
||||
title = legend_events.0010.a.failure
|
||||
right_icon = scope:potential_promoter
|
||||
add_prestige = minor_prestige_loss
|
||||
}
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = { # I'd have better odds with option B
|
||||
intrigue > diplomacy
|
||||
factor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Lie
|
||||
name = legend_events.0010.b
|
||||
duel = {
|
||||
skill = intrigue
|
||||
target = scope:potential_promoter
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
modifier = { # Reluctant to drop their existing legend
|
||||
scope:potential_promoter = { exists = promoted_legend }
|
||||
factor = 0.5
|
||||
}
|
||||
min = 10
|
||||
send_interface_toast = {
|
||||
title = legend_events.0010.a.success
|
||||
right_icon = scope:potential_promoter
|
||||
scope:potential_promoter = {
|
||||
set_promoted_legend = root.promoted_legend
|
||||
}
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
modifier = { # Reluctant to drop their existing legend
|
||||
scope:potential_promoter = { exists = promoted_legend }
|
||||
factor = 2
|
||||
}
|
||||
min = 10
|
||||
send_interface_toast = {
|
||||
title = legend_events.0010.a.failure
|
||||
right_icon = scope:potential_promoter
|
||||
add_prestige = minor_prestige_loss
|
||||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
honest = minor_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = { # I'd have better odds with option A
|
||||
intrigue < diplomacy
|
||||
factor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Nah not interested, go away.
|
||||
name = legend_events.0010.c
|
||||
ai_chance = {
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
legend_events.0020 = { #hold court presentation of a potential seed
|
||||
type = court_event
|
||||
title = legend_events.0020.t
|
||||
desc = legend_events.0020.desc
|
||||
|
||||
theme = legend
|
||||
court_scene = {
|
||||
button_position_character = scope:seed_presenter
|
||||
court_event_force_open = yes
|
||||
show_timeout_info = no
|
||||
should_pause_time = yes
|
||||
roles = {
|
||||
scope:seed_presenter = {
|
||||
group = petitioners_group
|
||||
animation = personality_rational
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
widget = {
|
||||
gui = "event_window_widget_event_chain_progress"
|
||||
container = "custom_widgets_container"
|
||||
controller = event_chain_progress
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
modifier = {
|
||||
factor = 2
|
||||
court_grandeur_current_level > court_grandeur_minimum_expected_level
|
||||
}
|
||||
# Court weightings.
|
||||
ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
|
||||
}
|
||||
|
||||
trigger = {
|
||||
any_pool_guest = {
|
||||
count >= 1
|
||||
is_available_adult = yes
|
||||
has_court_event_flag = no
|
||||
culture != root.culture
|
||||
opinion = {
|
||||
target = root
|
||||
value >= high_positive_opinion
|
||||
}
|
||||
}
|
||||
NOR = {
|
||||
has_personal_legend_seed = heroic
|
||||
has_personal_legend_seed = holy
|
||||
has_personal_legend_seed = legitimizing
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
random_pool_guest = {
|
||||
limit = {
|
||||
is_available_adult = yes
|
||||
has_court_event_flag = no
|
||||
culture != root.culture
|
||||
opinion = {
|
||||
target = root
|
||||
value >= high_positive_opinion
|
||||
}
|
||||
}
|
||||
save_scope_as = seed_presenter
|
||||
court_event_character_flag_effect = yes
|
||||
}
|
||||
|
||||
hold_court_queue_next_event_effect = yes
|
||||
}
|
||||
|
||||
option = { #yes, it is my about my dynasty and I shall prove it!
|
||||
name = legend_events.0020.a
|
||||
legend_seed_great_deed_dynasty_effect = yes
|
||||
culture = {
|
||||
change_cultural_acceptance = {
|
||||
target = scope:seed_presenter.culture
|
||||
value = miniscule_positive_culture_acceptance
|
||||
desc = cultural_acceptance_gain_hold_court_event_outcome
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
ambitious = minor_stress_loss
|
||||
}
|
||||
ai_chance = { #we want AI to have seeds
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = { #yes, it is about me ruling the title and I shall prove it!
|
||||
name = legend_events.0020.b
|
||||
legend_seed_great_deed_title_effect = {
|
||||
TITLE = root.primary_title
|
||||
}
|
||||
culture = {
|
||||
change_cultural_acceptance = {
|
||||
target = scope:seed_presenter.culture
|
||||
value = miniscule_positive_culture_acceptance
|
||||
desc = cultural_acceptance_gain_hold_court_event_outcome
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
ambitious = minor_stress_loss
|
||||
}
|
||||
ai_chance = { #we want AI to have seeds
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = { #no, I don't need to humor your culture fairy tales
|
||||
name = legend_events.0020.c
|
||||
add_prestige = medium_prestige_gain
|
||||
dynasty = {
|
||||
add_dynasty_prestige = minor_dynasty_prestige_gain
|
||||
}
|
||||
culture = {
|
||||
change_cultural_acceptance = {
|
||||
target = scope:seed_presenter.culture
|
||||
value = low_negative_culture_acceptance
|
||||
desc = cultural_acceptance_gain_hold_court_event_outcome
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
ambitious = minor_stress_gain
|
||||
compassionate = minor_stress_gain
|
||||
callous = medium_stress_loss
|
||||
sadistic = medium_stress_loss
|
||||
}
|
||||
ai_chance = { #we want AI to have seeds
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
|
||||
after = {
|
||||
scope:seed_presenter = {
|
||||
clear_court_event_participation = yes
|
||||
}
|
||||
# Finish up the chain if relevant.
|
||||
hold_court_queue_post_event_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
legend_events.1000 = {
|
||||
type = letter_event
|
||||
opening = { desc = legend_events.1000.t }
|
||||
desc = legend_events.1000.desc
|
||||
sender = scope:legend_owner
|
||||
|
||||
immediate = {
|
||||
scope:legend = {
|
||||
legend_owner = { save_scope_as = legend_owner }
|
||||
}
|
||||
}
|
||||
|
||||
option = { #I did a silly
|
||||
name = legend_events.1000.a
|
||||
pay_short_term_gold = {
|
||||
target = scope:legend_owner
|
||||
gold = medium_gold_value
|
||||
}
|
||||
stress_impact = {
|
||||
deceitful = major_stress_impact_loss
|
||||
honest = medium_stress_impact_gain
|
||||
just = medium_stress_impact_gain
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = { #If you have really high Intrigue you get away with paying just half
|
||||
name = legend_events.1000.b
|
||||
trigger = {
|
||||
intrigue >= very_high_skill_rating
|
||||
}
|
||||
#trait = deceitful
|
||||
pay_short_term_gold = {
|
||||
target = scope:legend_owner
|
||||
gold = {
|
||||
value = medium_gold_value
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
deceitful = massive_stress_impact_loss
|
||||
honest = major_stress_impact_gain
|
||||
just = medium_stress_impact_gain
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
after = {
|
||||
remove_variable = accepted_promote_legend_var
|
||||
}
|
||||
}
|
||||
|
|
@ -70,7 +70,7 @@ legend_spread_events.8000 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
lazy = medium_stress_impact_gain # You want me to go all the way to X place? I'm staying here.
|
||||
}
|
||||
ai_chance = {
|
||||
|
|
@ -84,7 +84,7 @@ legend_spread_events.8000 = {
|
|||
|
||||
option = { # Sod that
|
||||
name = legend_spread_events.8000.b
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
content = medium_stress_impact_loss
|
||||
ambitious = major_stress_impact_gain
|
||||
}
|
||||
|
|
@ -138,7 +138,7 @@ legend_spread_events.8002 = {
|
|||
name = legend_spread_events.8002.a
|
||||
show_as_unavailable = { always = yes } # Make scholars feel cool
|
||||
trigger = {
|
||||
NOT = { has_trait = scholar }
|
||||
NOT = { has_trait = erudite }
|
||||
}
|
||||
duel = {
|
||||
skills = { stewardship learning }
|
||||
|
|
@ -174,7 +174,7 @@ legend_spread_events.8002 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
patient = minor_stress_impact_loss
|
||||
impatient = minor_stress_impact_gain
|
||||
lazy = minor_stress_impact_gain
|
||||
|
|
@ -193,7 +193,7 @@ legend_spread_events.8002 = {
|
|||
name = legend_spread_events.8002.b
|
||||
show_as_unavailable = { always = yes } # Make scholars feel cool
|
||||
trigger = {
|
||||
NOT = { has_trait = scholar }
|
||||
NOT = { has_trait = erudite }
|
||||
}
|
||||
duel = {
|
||||
skill = prowess
|
||||
|
|
@ -249,7 +249,7 @@ legend_spread_events.8002 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
impatient = minor_stress_impact_loss
|
||||
patient = minor_stress_impact_gain
|
||||
diligent = minor_stress_impact_gain
|
||||
|
|
@ -272,7 +272,7 @@ legend_spread_events.8002 = {
|
|||
years = 10
|
||||
}
|
||||
current_travel_plan = { resume_travel_plan = yes }
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
content = medium_stress_impact_loss
|
||||
patient = minor_stress_impact_loss
|
||||
impatient = minor_stress_impact_gain
|
||||
|
|
@ -289,9 +289,9 @@ legend_spread_events.8002 = {
|
|||
}
|
||||
}
|
||||
|
||||
option = { # I'm a scholar so I'm able to just find it instantly
|
||||
option = { # I'm a erudite so I'm able to just find it instantly
|
||||
name = legend_spread_events.8002.d
|
||||
trigger = { has_trait = scholar }
|
||||
trigger = { has_trait = erudite }
|
||||
custom_tooltip = {
|
||||
text = you_find_the_tome_tt
|
||||
trigger_event = {
|
||||
|
|
@ -299,8 +299,8 @@ legend_spread_events.8002 = {
|
|||
days = { 2 14 }
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
scholar = medium_stress_impact_loss
|
||||
stress_and_fulfillment_impact = {
|
||||
erudite = medium_stress_impact_loss
|
||||
patient = minor_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
|
|
@ -579,7 +579,7 @@ legend_spread_events.8010 = {
|
|||
name = legend_spread_events.8010.b
|
||||
add_prestige = medium_prestige_loss
|
||||
current_travel_plan = { resume_travel_plan = yes }
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
brave = medium_stress_impact_gain
|
||||
arrogant = minor_stress_impact_gain
|
||||
}
|
||||
|
|
@ -639,7 +639,7 @@ legend_spread_events.8012 = {
|
|||
promoted_legend = {
|
||||
change_legend_quality_effect = { VALUE = medium_legend_quality_decrease }
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
ambitious = minor_stress_impact_gain
|
||||
arrogant = minor_stress_impact_gain
|
||||
vengeful = minor_stress_impact_gain
|
||||
|
|
@ -654,7 +654,7 @@ legend_spread_events.8012 = {
|
|||
trigger = {
|
||||
has_trait = schemer
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
ambitious = minor_stress_impact_gain
|
||||
arrogant = minor_stress_impact_gain
|
||||
vengeful = minor_stress_impact_gain
|
||||
|
|
@ -824,7 +824,7 @@ legend_spread_events.8020 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
humble = medium_stress_impact_gain
|
||||
honest = minor_stress_impact_gain
|
||||
cynical = minor_stress_impact_gain
|
||||
|
|
@ -844,7 +844,7 @@ legend_spread_events.8020 = {
|
|||
add_piety = minor_piety_loss
|
||||
add_prestige = minor_prestige_gain
|
||||
scope:challenger = { select_and_move_to_pool_effect = yes }
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
base = minor_stress_impact_loss
|
||||
zealous = medium_stress_impact_gain
|
||||
diligent = minor_stress_impact_gain
|
||||
|
|
@ -955,7 +955,7 @@ legend_spread_events.8030 = {
|
|||
modifier = kids_legend_modifier
|
||||
years = 10
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
humble = minor_stress_impact_gain
|
||||
gregarious = minor_stress_impact_gain
|
||||
}
|
||||
|
|
@ -999,7 +999,7 @@ legend_spread_events.8030 = {
|
|||
add_stewardship_skill = 1
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
shy = minor_stress_impact_gain
|
||||
arrogant = minor_stress_impact_loss
|
||||
}
|
||||
|
|
@ -1050,7 +1050,7 @@ legend_spread_events.8040 = {
|
|||
any_trait_in_category = {
|
||||
category = personality
|
||||
NOT = { prev = { has_trait = prev } }
|
||||
root.faith = { trait_is_sin = prev }
|
||||
root.rite = { trait_is_sin_rite = prev }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1095,7 +1095,7 @@ legend_spread_events.8040 = {
|
|||
any_trait_in_category = { # Using trait in category so it doesn't like make them Pregnant or something, as hilarious as that would be
|
||||
category = personality
|
||||
prev = { has_trait = prev }
|
||||
root.faith = { trait_is_virtue = prev }
|
||||
root.rite = { trait_is_virtue_rite = prev }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1104,7 +1104,7 @@ legend_spread_events.8040 = {
|
|||
category = personality
|
||||
limit = {
|
||||
prev = { has_trait = prev }
|
||||
root.faith = { trait_is_virtue = prev }
|
||||
root.rite = { trait_is_virtue_rite = prev }
|
||||
}
|
||||
save_scope_as = virtue_trait
|
||||
}
|
||||
|
|
@ -1116,7 +1116,7 @@ legend_spread_events.8040 = {
|
|||
category = personality
|
||||
limit = {
|
||||
prev = { has_trait = prev }
|
||||
NOT = { root.faith = { trait_is_sin = prev } }
|
||||
NOT = { root.rite = { trait_is_sin_rite = prev } }
|
||||
}
|
||||
save_scope_as = virtue_trait
|
||||
}
|
||||
|
|
@ -1127,7 +1127,7 @@ legend_spread_events.8040 = {
|
|||
category = personality
|
||||
limit = {
|
||||
NOT = { prev = { has_trait = prev } }
|
||||
root.faith = { trait_is_sin = prev }
|
||||
root.rite = { trait_is_sin_rite = prev }
|
||||
}
|
||||
save_scope_as = sin_trait
|
||||
}
|
||||
|
|
@ -1182,7 +1182,7 @@ legend_spread_events.8040 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
humble = medium_stress_impact_gain
|
||||
honest = minor_stress_impact_gain
|
||||
cynical = minor_stress_impact_gain
|
||||
|
|
@ -1202,7 +1202,7 @@ legend_spread_events.8040 = {
|
|||
add_prestige = minor_prestige_gain
|
||||
add_piety = medium_piety_loss
|
||||
scope:challenger = { select_and_move_to_pool_effect = yes }
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
base = miniscule_stress_impact_loss
|
||||
wrathful = medium_stress_impact_loss
|
||||
calm = minor_stress_impact_gain
|
||||
|
|
@ -1251,13 +1251,13 @@ legend_spread_events.8050 = {
|
|||
any_trait_in_category = {
|
||||
category = personality
|
||||
NOT = { prev = { has_trait = prev } }
|
||||
root.faith = { trait_is_virtue = prev }
|
||||
root.rite = { trait_is_virtue_rite = prev }
|
||||
}
|
||||
# There is a trait they have which is not virtuous
|
||||
any_trait_in_category = {
|
||||
category = personality
|
||||
prev = { has_trait = prev }
|
||||
NOT = { root.faith = { trait_is_virtue = prev } }
|
||||
NOT = { root.rite = { trait_is_virtue_rite = prev } }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1276,7 +1276,7 @@ legend_spread_events.8050 = {
|
|||
category = personality
|
||||
limit = {
|
||||
NOT = { prev = { has_trait = prev } }
|
||||
root.faith = { trait_is_virtue = prev }
|
||||
root.rite = { trait_is_virtue_rite = prev }
|
||||
}
|
||||
save_scope_as = virtue_trait
|
||||
}
|
||||
|
|
@ -1284,7 +1284,7 @@ legend_spread_events.8050 = {
|
|||
category = personality
|
||||
limit = {
|
||||
prev = { has_trait = prev }
|
||||
NOT = { root.faith = { trait_is_virtue = prev } }
|
||||
NOT = { root.rite = { trait_is_virtue_rite = prev } }
|
||||
}
|
||||
save_scope_as = sin_trait
|
||||
}
|
||||
|
|
@ -1341,7 +1341,7 @@ legend_spread_events.8050 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
humble = minor_stress_impact_gain
|
||||
honest = minor_stress_impact_gain
|
||||
}
|
||||
|
|
@ -1361,7 +1361,7 @@ legend_spread_events.8050 = {
|
|||
VALUE = minor_legend_quality_increase
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
humble = minor_stress_impact_loss
|
||||
arrogant = medium_stress_impact_gain
|
||||
deceitful = medium_stress_impact_gain
|
||||
|
|
@ -1401,7 +1401,7 @@ legend_spread_events.8050 = {
|
|||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
humble = medium_stress_impact_gain
|
||||
arrogant = minor_stress_impact_loss
|
||||
}
|
||||
|
|
@ -1507,7 +1507,7 @@ legend_spread_events.8060 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
humble = minor_stress_impact_gain
|
||||
honest = minor_stress_impact_gain
|
||||
}
|
||||
|
|
@ -1527,7 +1527,7 @@ legend_spread_events.8060 = {
|
|||
VALUE = minor_legend_quality_increase
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
deceitful = medium_stress_impact_gain
|
||||
diligent = minor_stress_impact_gain
|
||||
}
|
||||
|
|
@ -1584,7 +1584,7 @@ legend_spread_events.8070 = {
|
|||
}
|
||||
}
|
||||
faith = {
|
||||
random_holy_site = {
|
||||
random_holy_site_barony = {
|
||||
title_province = { save_scope_as = holy_site }
|
||||
}
|
||||
}
|
||||
|
|
@ -1638,7 +1638,7 @@ legend_spread_events.8070 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
humble = minor_stress_impact_gain
|
||||
honest = minor_stress_impact_gain
|
||||
}
|
||||
|
|
@ -1684,7 +1684,7 @@ legend_spread_events.8070 = {
|
|||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
deceitful = medium_stress_impact_gain
|
||||
diligent = minor_stress_impact_gain
|
||||
zealous = minor_stress_impact_gain
|
||||
|
|
@ -1835,7 +1835,7 @@ legend_spread_events.8080 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
humble = minor_stress_impact_gain
|
||||
honest = minor_stress_impact_gain
|
||||
}
|
||||
|
|
@ -1871,7 +1871,7 @@ legend_spread_events.8080 = {
|
|||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
deceitful = medium_stress_impact_gain
|
||||
diligent = minor_stress_impact_gain
|
||||
}
|
||||
|
|
@ -2051,7 +2051,7 @@ legend_spread_events.8090 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
humble = minor_stress_impact_gain
|
||||
honest = minor_stress_impact_gain
|
||||
}
|
||||
|
|
@ -2076,7 +2076,7 @@ legend_spread_events.8090 = {
|
|||
localization_key = legend_chapter_forged_own_path
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
deceitful = medium_stress_impact_gain
|
||||
diligent = minor_stress_impact_gain
|
||||
}
|
||||
|
|
@ -2125,9 +2125,7 @@ legend_spread_events.8100 = {
|
|||
legend_type = legend_type:holy
|
||||
}
|
||||
is_available_adult = yes
|
||||
faith = {
|
||||
has_doctrine_parameter = witchcraft_accepted # Covers both accepted and virtuous
|
||||
}
|
||||
rite = { rite_has_parameter = witchcraft_accepted }
|
||||
# You have an artifact that is not already home to an evil spirit
|
||||
any_character_artifact = {
|
||||
NOT = { has_variable = imbued_with_evil_spirit }
|
||||
|
|
@ -2304,7 +2302,7 @@ legend_spread_events.8100 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
craven = medium_stress_impact_gain
|
||||
callous = minor_stress_impact_gain
|
||||
witch = minor_stress_impact_loss # I live for this shit
|
||||
|
|
@ -2320,7 +2318,7 @@ legend_spread_events.8100 = {
|
|||
|
||||
option = { # Zoinks! I'm outta here scoob
|
||||
name = legend_spread_events.8100.b
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
arrogant = medium_stress_impact_gain
|
||||
witch = medium_stress_impact_gain
|
||||
brave = medium_stress_impact_gain
|
||||
|
|
@ -2516,7 +2514,7 @@ legend_spread_events.8110 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
honest = medium_stress_impact_gain
|
||||
callous = minor_stress_impact_loss
|
||||
sadistic = minor_stress_impact_loss
|
||||
|
|
@ -2535,7 +2533,7 @@ legend_spread_events.8110 = {
|
|||
|
||||
option = { # Nah, this did not happen
|
||||
name = legend_spread_events.8110.b
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
arrogant = medium_stress_impact_gain
|
||||
deceitful = medium_stress_impact_gain
|
||||
zealous = minor_stress_impact_gain
|
||||
|
|
@ -2671,7 +2669,7 @@ legend_spread_events.8120 = {
|
|||
on_travel_planner_cancel_event = legend_spread_events.8121
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
lazy = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
|
|
@ -2685,7 +2683,7 @@ legend_spread_events.8120 = {
|
|||
|
||||
option = { # Sod that
|
||||
name = legend_spread_events.8120.b
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
content = medium_stress_impact_loss
|
||||
ambitious = major_stress_impact_gain
|
||||
}
|
||||
|
|
@ -2831,6 +2829,11 @@ legend_spread_events.8122 = {
|
|||
}
|
||||
|
||||
immediate = {
|
||||
if = {
|
||||
limit = { scope:distant_title.holder != scope:distant_liege }
|
||||
scope:distant_title.holder = { save_scope_as = distant_liege }
|
||||
}
|
||||
|
||||
scope:distant_liege = {
|
||||
random_courtier_or_guest = {
|
||||
limit = {
|
||||
|
|
@ -2857,6 +2860,7 @@ legend_spread_events.8122 = {
|
|||
name = legend_spread_events.8122.a
|
||||
trigger = {
|
||||
exists = scope:distant_liege
|
||||
exists = scope:distant_knight
|
||||
}
|
||||
custom_tooltip = legend_quality_if_wins_tt
|
||||
configure_start_single_combat_effect = {
|
||||
|
|
@ -2869,7 +2873,7 @@ legend_spread_events.8122 = {
|
|||
OUTPUT_EVENT = legend_spread_events.8123
|
||||
INVALIDATION_EVENT = fp1_tbc.0021
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
craven = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
|
|
@ -2924,7 +2928,7 @@ legend_spread_events.8122 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
shy = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
|
|
@ -3232,7 +3236,7 @@ legend_spread_events.8130 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
humble = minor_stress_impact_gain
|
||||
honest = minor_stress_impact_gain
|
||||
}
|
||||
|
|
@ -3251,7 +3255,7 @@ legend_spread_events.8130 = {
|
|||
|
||||
add_piety = minor_piety_gain
|
||||
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
base = miniscule_stress_impact_loss
|
||||
content = medium_stress_impact_loss
|
||||
ambitious = major_stress_impact_gain
|
||||
|
|
@ -3535,7 +3539,7 @@ legend_spread_events.8150 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
humble = minor_stress_impact_gain
|
||||
honest = minor_stress_impact_gain
|
||||
}
|
||||
|
|
@ -3552,7 +3556,7 @@ legend_spread_events.8150 = {
|
|||
option = { # I was attacked when evangelising the faith
|
||||
name = legend_spread_events.8150.b
|
||||
trigger = { # Must believe in evangelism to an extent
|
||||
faith = { NOT = { has_doctrine = doctrine_pluralism_pluralistic } }
|
||||
rite = { NOT = { rite_has_doctrine = doctrine_pluralism_pluralistic } }
|
||||
}
|
||||
duel = {
|
||||
skill = learning
|
||||
|
|
@ -3604,7 +3608,7 @@ legend_spread_events.8150 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
humble = minor_stress_impact_gain
|
||||
honest = minor_stress_impact_gain
|
||||
cynical = minor_stress_impact_gain
|
||||
|
|
@ -3632,7 +3636,7 @@ legend_spread_events.8150 = {
|
|||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
base = minor_stress_impact_loss
|
||||
shy = minor_stress_impact_loss
|
||||
reclusive = minor_stress_impact_loss
|
||||
|
|
@ -3681,7 +3685,7 @@ legend_spread_events.8160 = {
|
|||
has_character_flag = legend_spread_events_8160
|
||||
}
|
||||
promoted_legend = {
|
||||
has_legend_chapter = additional_deed
|
||||
has_legend_chapter = extra_deed
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -3703,7 +3707,7 @@ legend_spread_events.8160 = {
|
|||
value = scope:soulmate
|
||||
}
|
||||
set_legend_chapter = {
|
||||
name = additional_deed
|
||||
name = extra_deed
|
||||
localization_key = legend_chapter_love
|
||||
}
|
||||
}
|
||||
|
|
@ -3712,7 +3716,7 @@ legend_spread_events.8160 = {
|
|||
target = scope:soulmate
|
||||
opinion = 15
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
# My legend is about meeeee
|
||||
arrogant = minor_stress_impact_gain
|
||||
callous = minor_stress_impact_gain
|
||||
|
|
@ -3766,7 +3770,7 @@ legend_spread_events.8170 = {
|
|||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
faith = { has_doctrine_parameter = reincarnation_events_active }
|
||||
rite = { rite_has_parameter = reincarnation_events_active }
|
||||
}
|
||||
desc = legend_spread_events.8170.desc.mid.reincarnation
|
||||
}
|
||||
|
|
@ -3828,7 +3832,7 @@ legend_spread_events.8170 = {
|
|||
}
|
||||
modifier = { # Faith believes dying is good actually
|
||||
factor = 0.1
|
||||
faith = { has_doctrine_parameter = consolamentum_active }
|
||||
rite = { rite_has_parameter = consolamentum_active }
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -3854,7 +3858,7 @@ legend_spread_events.8170 = {
|
|||
hidden_effect = {
|
||||
add_character_flag = quest_for_immortality
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
content = minor_stress_impact_gain
|
||||
humble = minor_stress_impact_gain
|
||||
brave = minor_stress_impact_gain
|
||||
|
|
@ -3882,7 +3886,7 @@ legend_spread_events.8170 = {
|
|||
modifier = ce1_level_headed
|
||||
years = 5
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
ambitious = minor_stress_impact_gain
|
||||
arrogant = minor_stress_impact_gain
|
||||
craven = minor_stress_impact_gain
|
||||
|
|
@ -3949,7 +3953,7 @@ legend_spread_events.8171 = {
|
|||
localization_key = legend_chapter_immortal_child_conclusion
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
ambitious = minor_stress_impact_gain
|
||||
arrogant = minor_stress_impact_gain
|
||||
craven = minor_stress_impact_gain
|
||||
|
|
@ -3980,7 +3984,7 @@ legend_spread_events.8172 = {
|
|||
outfit_tags = { nightgown }
|
||||
hide_info = yes
|
||||
}
|
||||
override_effect_2d = fog
|
||||
override_effect_2d = { reference = fog }
|
||||
cooldown = { years = 5 }
|
||||
|
||||
trigger = {
|
||||
|
|
@ -3996,14 +4000,16 @@ legend_spread_events.8172 = {
|
|||
|
||||
immediate = {
|
||||
promoted_legend = { save_scope_as = legend }
|
||||
create_character = {
|
||||
template = bp1_doppelganger_template
|
||||
dynasty = none
|
||||
location = root.capital_province
|
||||
save_scope_as = old_you
|
||||
}
|
||||
scope:old_you = {
|
||||
set_age = 100
|
||||
hidden_effect_new_object = {
|
||||
create_character = {
|
||||
template = bp1_doppelganger_template
|
||||
dynasty = none
|
||||
location = root.capital_province
|
||||
save_scope_as = old_you
|
||||
}
|
||||
scope:old_you = {
|
||||
set_age = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -4023,7 +4029,7 @@ legend_spread_events.8172 = {
|
|||
modifier = ce1_accepted_mortality
|
||||
years = 25
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
base = major_stress_impact_loss
|
||||
ambitious = minor_stress_impact_gain
|
||||
arrogant = minor_stress_impact_gain
|
||||
|
|
@ -4055,7 +4061,7 @@ legend_spread_events.8172 = {
|
|||
modifier = ce1_will_to_live
|
||||
years = 15
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
ambitious = minor_stress_impact_loss
|
||||
arrogant = minor_stress_impact_loss
|
||||
craven = minor_stress_impact_loss
|
||||
|
|
@ -4093,7 +4099,7 @@ legend_spread_events.8172 = {
|
|||
death_reason = death_peaceful
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
base = massive_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
|
|
@ -4212,7 +4218,7 @@ legend_spread_events.8180 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
forgiving = minor_stress_impact_gain
|
||||
craven = minor_stress_impact_gain
|
||||
}
|
||||
|
|
@ -4231,7 +4237,7 @@ legend_spread_events.8180 = {
|
|||
modifier = ce1_forgiveness
|
||||
years = 15
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
base = major_stress_impact_gain
|
||||
forgiving = major_stress_impact_loss
|
||||
compassionate = major_stress_impact_loss
|
||||
|
|
@ -4317,8 +4323,9 @@ legend_spread_events.8181 = {
|
|||
}
|
||||
}
|
||||
remove_variable = 8180_revenge_quest
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
base = minor_stress_impact_loss
|
||||
vengeful = minor_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
|
|
@ -4463,7 +4470,7 @@ legend_spread_events.8190 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
humble = minor_stress_impact_gain
|
||||
honest = minor_stress_impact_gain
|
||||
}
|
||||
|
|
@ -4491,7 +4498,7 @@ legend_spread_events.8190 = {
|
|||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
stress_and_fulfillment_impact = {
|
||||
base = minor_stress_impact_loss
|
||||
deceitful = medium_stress_impact_gain
|
||||
diligent = minor_stress_impact_gain
|
||||
|
|
|
|||
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|
|
@ -1,32 +0,0 @@
|
|||
namespace = legitimacy_events
|
||||
|
||||
############################
|
||||
## Legitimacy Maintenance Events
|
||||
## 0001-1000
|
||||
## by Joe Parkin
|
||||
############################
|
||||
|
||||
# legitimacy_events.0001 - Debug event for testing base legitimacy values with breakdowns of sources
|
||||
|
||||
legitimacy_events.0001 = {
|
||||
type = character_event
|
||||
title = LOREM_IPSUM_TITLE
|
||||
desc = LOREM_IPSUM_DESCRIPTION
|
||||
theme = realm
|
||||
orphan = yes
|
||||
left_portrait = root
|
||||
|
||||
trigger = {
|
||||
exists = dynasty
|
||||
# Exclude unplayable for now
|
||||
NOR = {
|
||||
government_has_flag = government_is_republic
|
||||
government_has_flag = government_is_theocracy
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
add_legitimacy = base_legitimacy_value
|
||||
custom_tooltip = base_legitimacy_debug_tt
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
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Reference in a new issue