More rel bugs
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125 changed files with 337211 additions and 3069 deletions
1305
events/dlc/tgp/tgp_ceremonial_liege_events.txt
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1305
events/dlc/tgp/tgp_ceremonial_liege_events.txt
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8001
events/dlc/tgp/tgp_child_personality_events.txt
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8001
events/dlc/tgp/tgp_child_personality_events.txt
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File diff suppressed because it is too large
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495
events/dlc/tgp/tgp_china_career_events.txt
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events/dlc/tgp/tgp_china_career_events.txt
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###################################
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# CHINA CAREER EVENTS
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###################################
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namespace = tgp_china_career
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### EVENT LIST ####################################################################
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## 0001 - Celestial Intro Event
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## 0010 - A Meritorious Path
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## 0020 - Hidden event for merit gain on succession
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###################################################################################
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# Intro Event - Who are you playing as and what is your situation
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# Also acts as an introduction if you become a noble family in China
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tgp_china_career.0001 = {
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type = character_event
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title = tgp_china_career.0001.t
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desc = {
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desc = tgp_china_career.0001.desc
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first_valid = {
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triggered_desc = {
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trigger = { tgp_is_any_minister = yes }
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desc = tgp_china_career.0001.minister_desc
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}
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triggered_desc = {
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trigger = { is_landed = yes }
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desc = tgp_china_career.0001.landed_desc
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}
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desc = tgp_china_career.0001.unlanded_desc
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}
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}
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theme = merit
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override_background = {
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trigger = {
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OR = {
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vassal_contract_has_flag = celestial_province_military
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vassal_contract_has_flag = celestial_province_protectorate
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}
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}
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reference = courtyard
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}
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left_portrait = {
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character = root
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triggered_animation = {
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trigger = {
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OR = {
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vassal_contract_has_flag = celestial_province_military
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vassal_contract_has_flag = celestial_province_protectorate
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}
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}
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animation = relaxed_spear
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}
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animation = reading
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}
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cooldown = { days = 1 }
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trigger = {
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exists = top_liege
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this != top_liege
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top_liege = {
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government_has_flag = government_is_celestial
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}
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}
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immediate = {
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# Scopes
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save_scope_as = new_ruler
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house ?= { save_scope_as = ruler_family }
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top_liege = { save_scope_as = emperor }
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if = {
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limit = { tgp_is_any_minister = yes }
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primary_title = { save_scope_as = minister_title }
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}
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}
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option = {
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name = tgp_china_career.0001.a
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add_character_modifier = {
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modifier = tgp_merit_boost_modifier
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}
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}
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option = {
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name = tgp_china_career.0001.b
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add_character_modifier = {
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modifier = tgp_influence_boost_modifier
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}
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}
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}
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# A Meritorious Path - You advanced/gained a merit rank
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tgp_china_career.0010 = {
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type = character_event
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title = tgp_china_career.0010.t
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desc = {
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# Intro
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first_valid = {
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triggered_desc = {
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trigger = { merit_level = 1 }
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desc = tgp_china_career.0010.first_rank_desc
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}
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desc = tgp_china_career.0010.higher_rank_desc
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}
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# Additional descs for ranks granting access to new tiers
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first_valid = {
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triggered_desc = {
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trigger = { merit_level = 2 }
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desc = tgp_china_career.0010.duchy_desc
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}
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triggered_desc = {
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trigger = {
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merit_level = 5 # This is the highest rank for Meritocratic
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government_has_flag = government_is_celestial
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}
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desc = tgp_china_career.0010.kingdom_desc
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}
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triggered_desc = {
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trigger = { merit_level = 7 }
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desc = tgp_china_career.0010.empire_desc
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}
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triggered_desc = {
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trigger = { has_highest_merit_rank = yes }
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desc = tgp_china_career.0010.highest_rank
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}
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triggered_desc = {
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trigger = {
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OR = {
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merit_level = 3
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merit_level = 4
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merit_level = 6
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merit_level = 8
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}
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}
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desc = tgp_china_career.0010.higher_rank_unspecific
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}
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}
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}
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theme = merit
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left_portrait = {
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character = root
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animation = reading
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}
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# To prevent you from getting multiple events in case you gain several ranks
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cooldown = { days = 30 }
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trigger = {
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}
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immediate = {
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# Scopes
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save_scope_as = merit_char
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}
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option = {
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trigger = { NOT = { merit_level = 1 } }
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name = tgp_china_career.0010.aa
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add_character_modifier = {
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modifier = tgp_higher_ambitions_modifier
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years = 10
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}
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}
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option = {
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trigger = { NOT = { merit_level = 1 } }
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name = tgp_china_career.0010.a
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add_stress = miniscule_stress_loss
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if = {
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limit = {
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has_character_modifier = tgp_higher_ambitions_modifier
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}
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remove_character_modifier = tgp_higher_ambitions_modifier
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}
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}
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option = { # Option for a civil career if you reach your first Merit Rank
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trigger = { merit_level = 1 }
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name = {
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trigger = {
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trigger_if = {
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limit = {
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has_variable = appointment_trait_override
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}
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var:appointment_trait_override != trait:education_stewardship_1
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}
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trigger_else = {
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NOT = { has_trait_with_flag = civilian_province }
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}
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}
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text = tgp_china_career.0010.b1
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}
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name = {
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trigger = {
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trigger_if = {
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limit = {
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has_variable = appointment_trait_override
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}
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var:appointment_trait_override = trait:education_stewardship_1
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}
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trigger_else = {
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has_trait_with_flag = civilian_province
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}
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}
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text = tgp_china_career.0010.b2
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}
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if = {
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limit = {
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trigger_if = {
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limit = {
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has_variable = appointment_trait_override
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}
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var:appointment_trait_override != trait:education_stewardship_1
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}
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trigger_else = {
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NOT = { has_trait_with_flag = civilian_province }
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}
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}
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custom_tooltip = {
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text = change_to_civilian_career_desc
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set_variable = {
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name = appointment_trait_override
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value = trait:education_stewardship_1
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}
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}
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}
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else = {
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custom_tooltip = keep_civilian_career_desc
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}
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add_stress = miniscule_stress_loss
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}
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option = { # Option for a military career if you reach your first Merit Rank
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trigger = { merit_level = 1 }
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name = {
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trigger = {
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trigger_if = {
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limit = {
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has_variable = appointment_trait_override
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}
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var:appointment_trait_override != trait:education_martial_1
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}
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trigger_else = {
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NOT = { has_trait_with_flag = military_province }
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}
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}
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text = tgp_china_career.0010.c1
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}
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name = {
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trigger = {
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trigger_if = {
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limit = {
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has_variable = appointment_trait_override
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}
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var:appointment_trait_override = trait:education_martial_1
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}
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trigger_else = {
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has_trait_with_flag = military_province
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}
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}
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text = tgp_china_career.0010.c2
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}
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if = {
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limit = {
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trigger_if = {
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limit = {
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has_variable = appointment_trait_override
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}
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var:appointment_trait_override != trait:education_martial_1
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}
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trigger_else = {
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NOT = { has_trait_with_flag = military_province }
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}
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}
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custom_tooltip = {
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text = change_to_military_career_desc
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set_variable = {
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name = appointment_trait_override
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value = trait:education_martial_1
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}
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}
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}
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else = {
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custom_tooltip = keep_military_career_desc
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}
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add_stress = miniscule_stress_loss
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}
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}
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# Hidden event for merit gain on succession
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tgp_china_career.0020 = {
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hidden = yes
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immediate = {
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send_interface_toast = {
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type = event_toast_effect_good
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title = merit_gained_on_succession
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left_icon = scope:meritorious_parent
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change_merit = {
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value = scope:meritorious_parent_merit
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multiply = {
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value = 0
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house ?= {
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if = {
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limit = { has_house_aspiration_parameter = inherit_merit_bonus_4 }
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add = merit_gain_on_succession_4_value
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}
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else_if = {
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limit = { has_house_aspiration_parameter = inherit_merit_bonus_3 }
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add = merit_gain_on_succession_3_value
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}
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else_if = {
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limit = { has_house_aspiration_parameter = inherit_merit_bonus_2 }
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add = merit_gain_on_succession_2_value
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}
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else_if = {
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limit = { has_house_aspiration_parameter = inherit_merit_bonus_1 }
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add = merit_gain_on_succession_1_value
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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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# Your Elder has died
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tgp_china_career.0030 = {
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type = character_event
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title = tgp_china_career.0030.t
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desc = tgp_china_career.0030.desc
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theme = death
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left_portrait = {
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character = root
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animation = grief
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}
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right_portrait = {
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character = scope:deceased_elder
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animation = dead
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}
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lower_left_portrait = {
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character = scope:superior_fellow_disciple
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animation = map_disbelief
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}
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lower_right_portrait = {
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character = scope:benchmark_new_disciple
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animation = disappointed
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}
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immediate = {
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if = {
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limit = {
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num_of_relation_disciple < disciples_limit_value
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any_in_list = {
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list = potential_new_disciples
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count >= 1
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}
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}
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while = {
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limit = {
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num_of_relation_disciple < disciples_limit_value
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any_in_list = {
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list = potential_new_disciples
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count >= 1
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NOT = {
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is_in_list = new_disciples
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}
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}
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}
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random_in_list = {
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list = potential_new_disciples
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limit = {
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NOT = {
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has_relation_elder = root
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}
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}
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add_to_list = new_disciples # for the tooltip
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}
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}
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random_in_list = {
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list = potential_new_disciples
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save_scope_as = benchmark_new_disciple
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}
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}
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}
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option = {
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name = tgp_china_career.0030.a
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custom_tooltip = {
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text = tgp_china_career.0030.a.tt
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open_interaction_window = {
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interaction = find_elder_interaction
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actor = root
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recipient = top_liege
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}
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}
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}
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option = {
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name = tgp_china_career.0030.b
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trigger = {
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exists = scope:deceased_elder.house.house_head
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this != scope:deceased_elder.house.house_head
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}
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pay_short_term_gold = {
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target = scope:deceased_elder.house.house_head
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gold = medium_gold_value
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}
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scope:deceased_elder.house = {
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change_house_relation_effect = {
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HOUSE = root.house
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VALUE = house_relation_improve_minor_value
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REASON = disciple_sent_condolences
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CHAR = root
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TARGET_CHAR = scope:deceased_elder
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TITLE = scope:dummy_gender
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}
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}
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change_merit = minor_merit_gain
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add_piety = minor_piety_gain
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ai_chance = {
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base = 0 # player only
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}
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}
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option = {
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name = tgp_china_career.0030.c
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trigger = {
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exists = scope:superior_fellow_disciple
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scope:superior_fellow_disciple = {
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opinion = {
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target = root
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value >= -10
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}
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}
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}
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set_elder_relation_effect = {
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ELDER = scope:superior_fellow_disciple
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DISCIPLE = root
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MERIT = medium_merit_gain
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}
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ai_chance = {
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base = 0 # player only
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}
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}
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option = {
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name = tgp_china_career.0030.d
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trigger = {
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any_in_list = {
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list = new_disciples
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count >= 1
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}
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}
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every_in_list = {
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list = new_disciples
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set_elder_relation_effect = {
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ELDER = root
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DISCIPLE = this
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MERIT = 0
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}
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}
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change_merit = {
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value = 0
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add = {
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value = medium_merit_gain
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multiply = list_size:new_disciples
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}
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}
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add_prestige = minor_prestige_value
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ai_chance = {
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base = 0 # player only
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}
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}
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}
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698
events/dlc/tgp/tgp_china_decision_events.txt
Normal file
698
events/dlc/tgp/tgp_china_decision_events.txt
Normal file
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@ -0,0 +1,698 @@
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namespace = tgp_china_decision
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scripted_effect set_up_local_examiner_effect = {
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top_liege = { save_scope_as = hegemon }
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scope:hegemon = {
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if = {
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limit = {
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any_vassal_or_below = {
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NOT = { this = root }
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has_trait = governor
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is_available = yes
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capital_county = root.domicile.domicile_location.county
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}
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}
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random_vassal_or_below = {
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limit = {
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NOT = { this = root }
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has_trait = governor
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is_available = yes
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capital_county = root.domicile.domicile_location.county
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}
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save_scope_as = examiner
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}
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}
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else = {
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create_character = {
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template = tgp_learning_exam_entrant_template
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age = { 33 79 }
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location = root.location
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faith = scope:hegemon.faith
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culture = scope:hegemon.culture
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gender_female_chance = {
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if = {
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limit = { scope:hegemon.faith = { has_doctrine = doctrine_gender_male_dominated } }
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add = 0
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}
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||||
else_if = {
|
||||
limit = { scope:hegemon.faith = { has_doctrine = doctrine_gender_female_dominated } }
|
||||
add = 100
|
||||
}
|
||||
else = {
|
||||
add = 50
|
||||
}
|
||||
}
|
||||
save_scope_as = examiner
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:examiner = {
|
||||
hidden_effect = {
|
||||
add_trait = governor
|
||||
change_merit = massive_merit_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tgp_china_decision.1000 = {
|
||||
type = character_event
|
||||
title = tgp_china_decision.1000.t
|
||||
desc = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = { has_character_flag = failed_child_exam }
|
||||
desc = tgp_china_decision.1000.desc_returning
|
||||
}
|
||||
desc = tgp_china_decision.1000.desc_new
|
||||
}
|
||||
desc = tgp_china_decision.1000.desc_outro
|
||||
}
|
||||
|
||||
theme = imperial_examination
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = worry
|
||||
}
|
||||
|
||||
right_portrait = {
|
||||
character = scope:examiner
|
||||
animation = happy_teacher
|
||||
}
|
||||
|
||||
immediate = {
|
||||
set_variable = {
|
||||
name = child_examination_success_chance
|
||||
value = child_examination_success_chance_value
|
||||
}
|
||||
set_up_local_examiner_effect = yes
|
||||
}
|
||||
|
||||
widget = { gui = "child_examination_success_chance" container = "custom_widgets_container" }
|
||||
|
||||
option = { # Recite classics
|
||||
name = tgp_china_decision.1000.a
|
||||
duel = {
|
||||
skill = learning
|
||||
value = 1
|
||||
50 = { # You succeed
|
||||
desc = provincial_exam_success
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3
|
||||
}
|
||||
add_character_modifier = {
|
||||
modifier = tgp_local_exam_initial_success
|
||||
years = 12
|
||||
}
|
||||
custom_tooltip = examination_success_increase_medium_tt
|
||||
}
|
||||
50 = { # You fail
|
||||
desc = provincial_exam_duel_fail
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3
|
||||
}
|
||||
stress_impact = { base = medium_stress_impact_gain }
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 1
|
||||
ai_energy = 1
|
||||
}
|
||||
modifier = {
|
||||
add = 20
|
||||
learning > medium_skill_rating
|
||||
}
|
||||
modifier = {
|
||||
add = 40
|
||||
has_trait = ambitious
|
||||
}
|
||||
modifier = {
|
||||
add = -40
|
||||
OR = {
|
||||
has_trait = content
|
||||
has_trait = lazy
|
||||
has_trait = craven
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Play it safe
|
||||
name = tgp_china_decision.1000.b
|
||||
custom_tooltip = examination_success_increase_miniscule_tt
|
||||
# Use this var to track score
|
||||
change_variable = {
|
||||
name = safe_bets
|
||||
add = 1
|
||||
}
|
||||
add_character_flag = safe_start
|
||||
add_prestige = miniscule_prestige_loss
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
add = 40
|
||||
OR = {
|
||||
has_trait = content
|
||||
has_trait = lazy
|
||||
has_trait = craven
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = 40
|
||||
stress_level < 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
after = {
|
||||
trigger_event = tgp_china_decision.1001
|
||||
}
|
||||
}
|
||||
|
||||
tgp_china_decision.1001 = {
|
||||
type = character_event
|
||||
title = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
OR = {
|
||||
has_character_modifier = tgp_local_exam_initial_success
|
||||
has_character_flag = safe_start
|
||||
}
|
||||
}
|
||||
desc = tgp_china_decision.1001.t_success
|
||||
}
|
||||
desc = tgp_china_decision.1001.t_fail
|
||||
}
|
||||
}
|
||||
desc = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
has_character_modifier = tgp_local_exam_initial_success
|
||||
}
|
||||
desc = tgp_china_decision.1001.desc_success
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
var:safe_bets = 1
|
||||
}
|
||||
desc = tgp_china_decision.1001.desc_safe
|
||||
}
|
||||
desc = tgp_china_decision.1001.desc_fail
|
||||
}
|
||||
desc = tgp_china_decision.1001.desc_outro
|
||||
}
|
||||
|
||||
theme = imperial_examination
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = root
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
has_character_modifier = tgp_local_exam_initial_success
|
||||
}
|
||||
animation = personality_bold
|
||||
}
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
var:safe_bets = 1
|
||||
}
|
||||
animation = shame
|
||||
}
|
||||
animation = disappointed
|
||||
}
|
||||
|
||||
right_portrait = {
|
||||
character = scope:examiner
|
||||
animation = happy_teacher
|
||||
}
|
||||
|
||||
immediate = {
|
||||
set_variable = {
|
||||
name = child_examination_success_chance
|
||||
value = child_examination_success_chance_value
|
||||
}
|
||||
}
|
||||
|
||||
widget = { gui = "child_examination_success_chance" container = "custom_widgets_container" }
|
||||
|
||||
option = { # Recite classics
|
||||
name = tgp_china_decision.1001.a
|
||||
duel = {
|
||||
skill = learning
|
||||
value = 1
|
||||
40 = { # You succeed
|
||||
desc = provincial_exam_success
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3
|
||||
}
|
||||
add_character_modifier = {
|
||||
modifier = tgp_local_exam_impressed_examiner
|
||||
years = 12
|
||||
}
|
||||
custom_tooltip = examination_success_increase_major_tt
|
||||
}
|
||||
60 = { # You fail
|
||||
desc = provincial_exam_duel_fail
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3
|
||||
}
|
||||
stress_impact = { base = medium_stress_impact_gain }
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 1
|
||||
ai_energy = 1
|
||||
}
|
||||
modifier = {
|
||||
add = 20
|
||||
learning > medium_skill_rating
|
||||
}
|
||||
modifier = {
|
||||
add = 40
|
||||
has_trait = ambitious
|
||||
}
|
||||
modifier = {
|
||||
add = -40
|
||||
OR = {
|
||||
has_trait = content
|
||||
has_trait = lazy
|
||||
has_trait = craven
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Play it safe
|
||||
name = tgp_china_decision.1001.b
|
||||
custom_tooltip = examination_success_increase_miniscule_tt
|
||||
# Use this var to track score
|
||||
change_variable = {
|
||||
name = safe_bets
|
||||
add = 1
|
||||
}
|
||||
# Use this flag for loc only
|
||||
add_character_flag = safe_midpoint
|
||||
add_prestige = miniscule_prestige_loss
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
add = 40
|
||||
OR = {
|
||||
has_trait = content
|
||||
has_trait = lazy
|
||||
has_trait = craven
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = 40
|
||||
stress_level < 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
after = {
|
||||
trigger_event = tgp_china_decision.1002
|
||||
}
|
||||
}
|
||||
|
||||
tgp_china_decision.1002 = {
|
||||
type = character_event
|
||||
title = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
OR = {
|
||||
has_character_modifier = tgp_local_exam_impressed_examiner
|
||||
has_character_flag = safe_midpoint
|
||||
}
|
||||
}
|
||||
desc = tgp_china_decision.1002.t_success
|
||||
}
|
||||
desc = tgp_china_decision.1002.t_fail
|
||||
}
|
||||
}
|
||||
desc = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
has_character_modifier = tgp_local_exam_impressed_examiner
|
||||
}
|
||||
desc = tgp_china_decision.1002.desc_success
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
has_character_flag = safe_midpoint
|
||||
}
|
||||
desc = tgp_china_decision.1002.desc_safe
|
||||
}
|
||||
desc = tgp_china_decision.1002.desc_fail
|
||||
}
|
||||
desc = tgp_china_decision.1002.desc_outro
|
||||
}
|
||||
|
||||
theme = imperial_examination
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = root
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
has_character_modifier = tgp_local_exam_impressed_examiner
|
||||
}
|
||||
animation = happiness
|
||||
}
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
has_character_flag = safe_midpoint
|
||||
}
|
||||
animation = shame
|
||||
}
|
||||
animation = stress
|
||||
}
|
||||
|
||||
right_portrait = {
|
||||
character = scope:examiner
|
||||
animation = happy_teacher
|
||||
}
|
||||
|
||||
immediate = {
|
||||
set_variable = {
|
||||
name = child_examination_success_chance
|
||||
value = child_examination_success_chance_value
|
||||
}
|
||||
}
|
||||
|
||||
widget = { gui = "child_examination_success_chance" container = "custom_widgets_container" }
|
||||
|
||||
option = { # Recite classics
|
||||
name = tgp_china_decision.1002.a
|
||||
duel = {
|
||||
skill = learning
|
||||
value = 1
|
||||
30 = { # You succeed
|
||||
desc = provincial_exam_success
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3
|
||||
}
|
||||
add_character_modifier = {
|
||||
modifier = tgp_local_exam_strong_finish
|
||||
years = 12
|
||||
}
|
||||
custom_tooltip = examination_success_increase_massive_tt
|
||||
}
|
||||
70 = { # You fail
|
||||
desc = provincial_exam_duel_fail
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3
|
||||
}
|
||||
stress_impact = { base = medium_stress_impact_gain }
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 1
|
||||
ai_energy = 1
|
||||
}
|
||||
modifier = {
|
||||
add = 20
|
||||
learning > medium_skill_rating
|
||||
}
|
||||
modifier = {
|
||||
add = 40
|
||||
has_trait = ambitious
|
||||
}
|
||||
modifier = {
|
||||
add = -40
|
||||
OR = {
|
||||
has_trait = content
|
||||
has_trait = lazy
|
||||
has_trait = craven
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Play it safe
|
||||
name = tgp_china_decision.1002.b
|
||||
custom_tooltip = examination_success_increase_miniscule_tt
|
||||
# Use this var to track score
|
||||
change_variable = {
|
||||
name = safe_bets
|
||||
add = 1
|
||||
}
|
||||
# Use this flag for loc only
|
||||
add_character_flag = safe_end
|
||||
add_prestige = miniscule_prestige_loss
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
add = 40
|
||||
OR = {
|
||||
has_trait = content
|
||||
has_trait = lazy
|
||||
has_trait = craven
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = 40
|
||||
stress_level < 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
after = {
|
||||
set_variable = {
|
||||
name = child_examination_success_chance
|
||||
value = child_examination_success_chance_value
|
||||
}
|
||||
trigger_event = tgp_china_decision.1005
|
||||
}
|
||||
}
|
||||
|
||||
# Releasing the Roll (Results)
|
||||
tgp_china_decision.1005 = {
|
||||
type = character_event
|
||||
title = tgp_china_decision.1005.t
|
||||
desc = {
|
||||
# Opening
|
||||
desc = tgp_china_decision.1005.desc
|
||||
# Did you get a strong finish, play it safe, or fail?
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
has_character_modifier = tgp_local_exam_strong_finish
|
||||
}
|
||||
desc = tgp_china_decision.1005.desc.success
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
has_character_flag = safe_end
|
||||
}
|
||||
desc = tgp_china_decision.1005.desc.safe
|
||||
}
|
||||
# If none of the above, you failed.
|
||||
desc = tgp_china_decision.1005.desc.failure
|
||||
}
|
||||
# And now, for the score
|
||||
desc = tgp_china_decision.1005.desc.segway
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
var:child_examination_success_chance >= 90
|
||||
}
|
||||
desc = tgp_china_decision.1005.desc.high_score
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
var:child_examination_success_chance >= 60
|
||||
}
|
||||
desc = tgp_china_decision.1005.desc.good_score
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
var:child_examination_success_chance >= 40
|
||||
}
|
||||
desc = tgp_china_decision.1005.desc.passing_score
|
||||
}
|
||||
desc = tgp_china_decision.1005.desc.failing
|
||||
}
|
||||
}
|
||||
|
||||
theme = imperial_examination
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = root
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
AND = {
|
||||
var:child_examination_success_chance >= 40
|
||||
var:child_examination_success_chance < 90
|
||||
}
|
||||
}
|
||||
animation = war_over_win
|
||||
}
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
var:child_examination_success_chance < 40
|
||||
}
|
||||
animation = disappointed
|
||||
}
|
||||
animation = happiness
|
||||
}
|
||||
|
||||
immediate = {
|
||||
if = {
|
||||
limit = {
|
||||
var:child_examination_success_chance >= 40
|
||||
}
|
||||
change_merit = {
|
||||
value = {
|
||||
add = minor_merit_value
|
||||
add = var:child_examination_success_chance
|
||||
}
|
||||
}
|
||||
dynasty = {
|
||||
add_dynasty_prestige = 10
|
||||
}
|
||||
# For all characters who pass the exam, we give a flag to check their overall progress at the Imperial Examinations.
|
||||
add_character_flag = passed_child_exam
|
||||
remove_character_flag ?= failed_child_exam
|
||||
}
|
||||
else = {
|
||||
add_character_flag = failed_child_exam
|
||||
add_character_modifier = {
|
||||
modifier = tgp_child_exam_cooldown_modifier
|
||||
years = 3
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
widget = { gui = "child_examination_success_chance" container = "custom_widgets_container" }
|
||||
|
||||
# If you had a critical success, you do not get the option to dedicate yourself to studying.
|
||||
option = { # I have my family to thank for my success.
|
||||
name = tgp_china_decision.1005.a
|
||||
trigger = { var:child_examination_success_chance >= 90 }
|
||||
change_merit = medium_merit_value
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
add = 40
|
||||
has_trait = loyal
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
is_adult = no
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # My teachers deserve all the credit.
|
||||
name = tgp_china_decision.1005.b
|
||||
trigger = { var:child_examination_success_chance >= 90 }
|
||||
change_influence = medium_influence_gain
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_sociability = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # I need to push myself harder next time!
|
||||
name = {
|
||||
text = tgp_china_decision.1005.a_success
|
||||
trigger = {
|
||||
var:child_examination_success_chance >= 40
|
||||
}
|
||||
}
|
||||
name = {
|
||||
text = tgp_china_decision.1005.a_failure
|
||||
trigger = {
|
||||
var:child_examination_success_chance < 40
|
||||
}
|
||||
}
|
||||
trigger = { var:child_examination_success_chance < 90 }
|
||||
add_character_modifier = {
|
||||
modifier = tgp_child_focused_studies_modifier
|
||||
years = 5
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 1
|
||||
ai_energy = 1
|
||||
}
|
||||
modifier = {
|
||||
add = 40
|
||||
OR = {
|
||||
has_trait = ambitious
|
||||
has_trait = diligent
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = -100
|
||||
stress_level < 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # I am pleased with this result.
|
||||
name = {
|
||||
text = tgp_china_decision.1005.b_passing
|
||||
trigger = {
|
||||
var:child_examination_success_chance >= 40
|
||||
}
|
||||
}
|
||||
name = {
|
||||
text = tgp_china_decision.1005.b_failed
|
||||
trigger = {
|
||||
var:child_examination_success_chance < 40
|
||||
}
|
||||
}
|
||||
trigger = { var:child_examination_success_chance < 90 }
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
add = 40
|
||||
OR = {
|
||||
has_trait = content
|
||||
has_trait = lazy
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
after = {
|
||||
# Time to clean up some variables
|
||||
remove_character_flag ?= safe_end
|
||||
remove_variable ?= safe_bets
|
||||
# And possibly the examiner
|
||||
scope:examiner = {
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { is_vassal_or_below_of = scope:hegemon }
|
||||
}
|
||||
silent_disappearance_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
1346
events/dlc/tgp/tgp_china_ministry_events.txt
Normal file
1346
events/dlc/tgp/tgp_china_ministry_events.txt
Normal file
File diff suppressed because it is too large
Load diff
1162
events/dlc/tgp/tgp_china_yearly_events.txt
Normal file
1162
events/dlc/tgp/tgp_china_yearly_events.txt
Normal file
File diff suppressed because it is too large
Load diff
1824
events/dlc/tgp/tgp_commission_book.txt
Normal file
1824
events/dlc/tgp/tgp_commission_book.txt
Normal file
File diff suppressed because it is too large
Load diff
121
events/dlc/tgp/tgp_dynastic_cycle_decision_events.txt
Normal file
121
events/dlc/tgp/tgp_dynastic_cycle_decision_events.txt
Normal file
|
|
@ -0,0 +1,121 @@
|
|||
###################################
|
||||
# DYNASTIC CYCLE DECISION EVENTS
|
||||
###################################
|
||||
|
||||
namespace = tgp_dynastic_cycle_decision_event
|
||||
|
||||
# Retire from all Titles
|
||||
tgp_dynastic_cycle_decision_event.0101 = {
|
||||
type = character_event
|
||||
title = tgp_dynastic_cycle_decision_event.0101.t
|
||||
desc = tgp_dynastic_cycle_decision_event.0101.desc
|
||||
theme = dynasty
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = happy_teacher
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:new_player
|
||||
animation = personality_bold
|
||||
}
|
||||
option = {
|
||||
name = tgp_dynastic_cycle_decision_event.0101.a
|
||||
tgp_renounce_estate_effect = yes
|
||||
}
|
||||
after = {
|
||||
hidden_effect = {
|
||||
if = {
|
||||
limit = {
|
||||
employer != scope:new_player
|
||||
}
|
||||
set_employer = scope:new_player
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Inform Movements of a new Favored Movement - from decision
|
||||
tgp_dynastic_cycle_decision_event.0111 = {
|
||||
type = letter_event
|
||||
opening = tgp_dynastic_cycle_decision_event.0111.opening
|
||||
desc = {
|
||||
desc = tgp_dynastic_cycle_decision_event.0111.desc_intro
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
exists = scope:former_favored_movement
|
||||
}
|
||||
desc = tgp_dynastic_cycle_decision_event.0111.desc_former
|
||||
}
|
||||
desc = tgp_dynastic_cycle_decision_event.0111.desc
|
||||
}
|
||||
desc = tgp_dynastic_cycle_decision_event.0111.desc_outro
|
||||
}
|
||||
sender = scope:hegemon
|
||||
|
||||
immediate = {
|
||||
show_as_tooltip = {
|
||||
scope:new_favored_movement = {
|
||||
make_movement_favored_effect = yes
|
||||
switch = {
|
||||
trigger = participant_group_type
|
||||
pro_hegemon_movement = {
|
||||
if = {
|
||||
limit = {
|
||||
situation:dynastic_cycle = {
|
||||
situation_top_has_catalyst = catalyst_movement_gained_power_pro_hegemon
|
||||
}
|
||||
}
|
||||
trigger_situation_catalyst = catalyst_movement_gained_power_pro_hegemon
|
||||
}
|
||||
}
|
||||
advancement_movement = {
|
||||
if = {
|
||||
limit = {
|
||||
situation:dynastic_cycle = {
|
||||
situation_top_has_catalyst = catalyst_movement_gained_power_advancement
|
||||
}
|
||||
}
|
||||
trigger_situation_catalyst = catalyst_movement_gained_power_advancement
|
||||
}
|
||||
}
|
||||
expansion_movement = {
|
||||
if = {
|
||||
limit = {
|
||||
situation:dynastic_cycle = {
|
||||
situation_top_has_catalyst = catalyst_movement_gained_power_expansion
|
||||
}
|
||||
}
|
||||
trigger_situation_catalyst = catalyst_movement_gained_power_expansion
|
||||
}
|
||||
}
|
||||
conservative_movement = {
|
||||
if = {
|
||||
limit = {
|
||||
situation:dynastic_cycle = {
|
||||
situation_top_has_catalyst = catalyst_movement_gained_power_conservative
|
||||
}
|
||||
}
|
||||
trigger_situation_catalyst = catalyst_movement_gained_power_conservative
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = {
|
||||
trigger = {
|
||||
scope:new_favored_movement ?= top_participant_group:dynastic_cycle
|
||||
}
|
||||
text = tgp_dynastic_cycle_decision_event.0111.a_new
|
||||
}
|
||||
name = {
|
||||
trigger = {
|
||||
scope:former_favored_movement ?= top_participant_group:dynastic_cycle
|
||||
}
|
||||
text = tgp_dynastic_cycle_decision_event.0111.a_former
|
||||
}
|
||||
name = tgp_dynastic_cycle_decision_event.0111.a_other
|
||||
}
|
||||
}
|
||||
2471
events/dlc/tgp/tgp_dynastic_cycle_events.txt
Normal file
2471
events/dlc/tgp/tgp_dynastic_cycle_events.txt
Normal file
File diff suppressed because it is too large
Load diff
953
events/dlc/tgp/tgp_dynastic_cycle_flavor_events.txt
Normal file
953
events/dlc/tgp/tgp_dynastic_cycle_flavor_events.txt
Normal file
|
|
@ -0,0 +1,953 @@
|
|||
namespace = tgp_dynastic_cycle_events
|
||||
|
||||
###################################################################################
|
||||
## By Veronica Pazos
|
||||
## tgp_dynastic_cycle_events.0001 - Tilt the scales towards Advancement
|
||||
## tgp_dynastic_cycle_events.0010 - Disciple has a mental breakdown in Instability
|
||||
## tgp_dynastic_cycle_events.0020 - Rowdy peasants steal food during Instability
|
||||
## tgp_dynastic_cycle_events.0030 - In this time of Expansion you should become a Military Governor
|
||||
## tgp_dynastic_cycle_events.0040 - Steward is interested in the Silk Road
|
||||
## tgp_dynastic_cycle_events.0050 - Debate the Favoured Movement and get ahead of them
|
||||
###################################################################################
|
||||
|
||||
# Tilt the scales towards Advancement
|
||||
scripted_trigger tgp_dynastic_cycle_events_0001_valid_servant = {
|
||||
is_available_ai_adult = yes
|
||||
is_lowborn = yes
|
||||
has_any_court_position = no
|
||||
is_councillor = no
|
||||
}
|
||||
|
||||
tgp_dynastic_cycle_events.0001 = {
|
||||
type = character_event
|
||||
title = tgp_dynastic_cycle_events.0001.t
|
||||
desc = tgp_dynastic_cycle_events.0001.desc
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = thinking
|
||||
camera = camera_event_right_fully_away
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:servant
|
||||
animation = serving_tray
|
||||
camera = camera_event_right_to_the_right
|
||||
}
|
||||
theme = dynastic_cycle
|
||||
override_background = { reference = garden }
|
||||
cooldown = { years = 10 }
|
||||
|
||||
trigger = {
|
||||
is_available_adult = yes
|
||||
has_tgp_dlc_trigger = yes
|
||||
government_has_flag = government_is_celestial
|
||||
NOT = {
|
||||
situation:dynastic_cycle ?= {
|
||||
situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
situation:dynastic_cycle = { save_scope_as = my_situation }
|
||||
top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
|
||||
random_courtier = {
|
||||
limit = { tgp_dynastic_cycle_events_0001_valid_servant = yes }
|
||||
save_scope_as = servant
|
||||
}
|
||||
if = {
|
||||
limit = { NOT = { exists = scope:servant } }
|
||||
hidden_effect_new_object = {
|
||||
create_character = {
|
||||
template = servant_character
|
||||
dynasty = none
|
||||
location = root.location
|
||||
culture = root.location.culture
|
||||
faith = root.location.faith
|
||||
gender_female_chance = 50
|
||||
save_scope_as = servant
|
||||
}
|
||||
add_courtier = scope:servant
|
||||
scope:servant = { assign_quirk_effect = yes }
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
any_relation = {
|
||||
type = potential_friend
|
||||
is_available_ai_adult = yes
|
||||
count >= 1
|
||||
}
|
||||
}
|
||||
random_relation = {
|
||||
type = potential_friend
|
||||
limit = { is_available_ai_adult = yes }
|
||||
save_scope_as = potential_friend
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
any_relation = {
|
||||
type = friend
|
||||
is_available_ai_adult = yes
|
||||
count >= 1
|
||||
}
|
||||
}
|
||||
random_relation = {
|
||||
type = friend
|
||||
limit = { is_available_ai_adult = yes }
|
||||
save_scope_as = friend
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { #
|
||||
name = tgp_dynastic_cycle_events.0001.aa
|
||||
trigger = {
|
||||
top_participant_group:dynastic_cycle ?= {
|
||||
participant_group_type = advancement_movement
|
||||
}
|
||||
}
|
||||
add_internal_flag = special
|
||||
reason = movement
|
||||
custom_tooltip = event_increase_movement_power_minor_effect_tooltip
|
||||
scope:my_movement = {
|
||||
event_change_movement_power_effect = {
|
||||
VALUE = event_increase_movement_power_minor_value
|
||||
}
|
||||
}
|
||||
situation:dynastic_cycle ?= {
|
||||
if = {
|
||||
limit = {
|
||||
situation_top_has_catalyst = catalyst_event_advancement_medium_progress
|
||||
}
|
||||
trigger_situation_catalyst = {
|
||||
catalyst = catalyst_event_advancement_medium_progress
|
||||
character = root
|
||||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
ambitious = medium_stress_impact_loss
|
||||
content = major_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
has_trait = ambitious
|
||||
factor = 2
|
||||
}
|
||||
modifier = {
|
||||
has_trait = content
|
||||
factor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Focus on friendos
|
||||
name = tgp_dynastic_cycle_events.0001.a
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:potential_friend
|
||||
}
|
||||
custom_tooltip = tgp_dynastic_cycle_events.0001.a.potential_friend
|
||||
set_relation_friend = {
|
||||
target = scope:potential_friend
|
||||
reason = friend_together_in_preparation
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = scope:friend
|
||||
}
|
||||
custom_tooltip = tgp_dynastic_cycle_events.0001.a.potential_friend
|
||||
change_influence = major_influence_gain
|
||||
scope:friend = { change_influence = major_influence_gain }
|
||||
}
|
||||
else = { change_influence = medium_influence_gain }
|
||||
stress_impact = {
|
||||
gregarious = medium_stress_impact_loss
|
||||
callous = major_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
has_trait = gregarious
|
||||
factor = 2
|
||||
}
|
||||
modifier = {
|
||||
has_trait = callous
|
||||
factor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Why wait?
|
||||
name = tgp_dynastic_cycle_events.0001.b
|
||||
add_character_modifier = {
|
||||
modifier = tgp_advancement_focus_modifier
|
||||
years = 20
|
||||
}
|
||||
stress_impact = {
|
||||
impatient = medium_stress_impact_loss
|
||||
patient = major_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
has_trait = deceitful
|
||||
factor = 2
|
||||
}
|
||||
modifier = {
|
||||
has_trait = honest
|
||||
factor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # We must focus on NOW
|
||||
name = tgp_dynastic_cycle_events.0001.c
|
||||
stress_impact = {
|
||||
base = medium_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Disciple has a mental breakdown in Instability
|
||||
scripted_trigger tgp_dynastic_cycle_events_0010_valid_disciple = {
|
||||
is_available_ai_adult = yes
|
||||
has_personality_dominant_trigger = no
|
||||
has_a_stress_coping_trait_trigger = no
|
||||
}
|
||||
|
||||
tgp_dynastic_cycle_events.0010 = {
|
||||
type = character_event
|
||||
title = tgp_dynastic_cycle_events.0010.t
|
||||
desc = tgp_dynastic_cycle_events.0010.desc
|
||||
left_portrait = {
|
||||
character = root
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
has_personality_malicious_trigger = yes
|
||||
}
|
||||
animation = dismissal
|
||||
}
|
||||
animation = worry
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:disciple
|
||||
animation = stress
|
||||
}
|
||||
theme = dynastic_cycle
|
||||
override_background = { reference = relaxing_room }
|
||||
cooldown = { years = 10 }
|
||||
|
||||
trigger = {
|
||||
is_available_adult = yes
|
||||
has_tgp_dlc_trigger = yes
|
||||
government_has_flag = government_is_celestial
|
||||
situation:dynastic_cycle ?= {
|
||||
situation_current_phase = situation_dynastic_cycle_phase_instability
|
||||
}
|
||||
any_relation = {
|
||||
type = disciple
|
||||
tgp_dynastic_cycle_events_0010_valid_disciple = yes
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
situation:dynastic_cycle = { save_scope_as = my_situation }
|
||||
top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
|
||||
random_relation = {
|
||||
type = disciple
|
||||
limit = { tgp_dynastic_cycle_events_0010_valid_disciple = yes }
|
||||
weight = {
|
||||
base = 1
|
||||
modifier = {
|
||||
has_personality_emotional_trigger = yes
|
||||
add = 10
|
||||
}
|
||||
modifier = {
|
||||
age <= 35
|
||||
add = 5
|
||||
}
|
||||
}
|
||||
save_scope_as = disciple
|
||||
}
|
||||
random_list = {
|
||||
1 = {
|
||||
set_variable = {
|
||||
name = stress_trait
|
||||
value = flag:drunkard
|
||||
}
|
||||
}
|
||||
1 = {
|
||||
set_variable = {
|
||||
name = stress_trait
|
||||
value = flag:flagellant
|
||||
}
|
||||
}
|
||||
1 = {
|
||||
set_variable = {
|
||||
name = stress_trait
|
||||
value = flag:contrite
|
||||
}
|
||||
}
|
||||
1 = {
|
||||
set_variable = {
|
||||
name = stress_trait
|
||||
value = flag:irritable
|
||||
}
|
||||
}
|
||||
1 = {
|
||||
set_variable = {
|
||||
name = stress_trait
|
||||
value = flag:rakish
|
||||
}
|
||||
}
|
||||
1 = {
|
||||
set_variable = {
|
||||
name = stress_trait
|
||||
value = flag:hashishiyah
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # You gotta straighten up
|
||||
name = tgp_dynastic_cycle_events.0010.a
|
||||
switch = {
|
||||
trigger = var:stress_trait
|
||||
flag:drunkard = {
|
||||
scope:disciple = { add_trait = drunkard }
|
||||
}
|
||||
flag:flagellant = {
|
||||
scope:disciple = { add_trait = flagellant }
|
||||
}
|
||||
flag:contrite = {
|
||||
scope:disciple = { add_trait = contrite }
|
||||
}
|
||||
flag:rakish = {
|
||||
scope:disciple = { add_trait = rakish }
|
||||
}
|
||||
flag:hashishiyah = {
|
||||
scope:disciple = { add_trait = hashishiyah }
|
||||
}
|
||||
}
|
||||
scope:disciple = { add_stress = major_stress_impact_gain }
|
||||
change_influence = medium_influence_gain
|
||||
stress_impact = {
|
||||
callous = medium_stress_impact_loss
|
||||
compassionate = major_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
has_trait = callous
|
||||
factor = 2
|
||||
}
|
||||
modifier = {
|
||||
has_trait = compassionate
|
||||
factor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Comfort them
|
||||
name = tgp_dynastic_cycle_events.0010.b
|
||||
if = {
|
||||
limit = {
|
||||
can_add_hook = {
|
||||
type = favor_hook
|
||||
target = scope:disciple
|
||||
}
|
||||
}
|
||||
add_hook = {
|
||||
type = favor_hook
|
||||
target = scope:disciple
|
||||
}
|
||||
}
|
||||
scope:disciple = { add_stress = medium_stress_impact_loss }
|
||||
stress_impact = {
|
||||
compassionate = major_stress_impact_loss
|
||||
callous = major_stress_impact_gain
|
||||
sadistic = major_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
OR = {
|
||||
has_trait = callous
|
||||
has_trait = sadistic
|
||||
}
|
||||
factor = 0
|
||||
}
|
||||
modifier = {
|
||||
has_trait = compassionate
|
||||
factor = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Instability is actually good
|
||||
name = tgp_dynastic_cycle_events.0010.c
|
||||
gain_appropriate_lifestyle_medium_xp_effect = yes
|
||||
scope:disciple = {
|
||||
gain_appropriate_lifestyle_medium_xp_effect = yes
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
stress_impact = {
|
||||
content = medium_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
has_trait = content
|
||||
factor = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Rowdy peasants steal food during instability
|
||||
tgp_dynastic_cycle_events.0020 = {
|
||||
type = character_event
|
||||
title = tgp_dynastic_cycle_events.0020.t
|
||||
desc = tgp_dynastic_cycle_events.0020.desc
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = japanese_war_fan
|
||||
camera = camera_event_very_left
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:marshal
|
||||
animation = relaxed_spear
|
||||
}
|
||||
theme = dynastic_cycle
|
||||
override_background = { reference = throne_room }
|
||||
cooldown = { years = 10 }
|
||||
|
||||
trigger = {
|
||||
is_available_adult = yes
|
||||
has_tgp_dlc_trigger = yes
|
||||
government_has_flag = government_is_celestial
|
||||
situation:dynastic_cycle ?= {
|
||||
situation_current_phase = situation_dynastic_cycle_phase_instability
|
||||
}
|
||||
any_held_county = {
|
||||
county_control >= low_county_control
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
situation:dynastic_cycle = { save_scope_as = my_situation }
|
||||
top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
|
||||
if = {
|
||||
limit = {
|
||||
exists = cp:councillor_marshal
|
||||
cp:councillor_marshal = { is_available_healthy_ai_adult = yes }
|
||||
}
|
||||
cp:councillor_marshal = { save_scope_as = marshal }
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
any_knight = { is_available_healthy_ai_adult = yes }
|
||||
}
|
||||
ordered_knight = {
|
||||
limit = { is_available_healthy_ai_adult = yes }
|
||||
order_by = martial
|
||||
save_scope_as = marshal
|
||||
}
|
||||
}
|
||||
else = {
|
||||
hidden_effect_new_object = {
|
||||
create_character = {
|
||||
template = knight
|
||||
dynasty = none
|
||||
location = root.location
|
||||
culture = root.location.culture
|
||||
faith = root.location.faith
|
||||
gender_female_chance = root_soldier_female_chance
|
||||
save_scope_as = marshal
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:marshal = {
|
||||
assign_quirk_effect = yes
|
||||
add_character_flag = need_military_outfit
|
||||
hidden_effect = {
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
is_courtier_of = root
|
||||
is_vassal_of = root
|
||||
}
|
||||
|
||||
}
|
||||
root = { add_courtier = prev }
|
||||
}
|
||||
}
|
||||
}
|
||||
random_held_county = {
|
||||
limit = { county_control >= low_county_control }
|
||||
change_county_control = major_county_control_loss
|
||||
save_scope_as = peasant_county
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Execute them
|
||||
name = tgp_dynastic_cycle_events.0020.a
|
||||
trigger = {
|
||||
has_focus = intrigue_intimidation_focus
|
||||
}
|
||||
reason = lifestyle_focus
|
||||
add_internal_flag = special
|
||||
add_dread = major_dread_gain
|
||||
scope:peasant_county = {
|
||||
add_county_modifier = {
|
||||
modifier = tgp_executed_peasants_county_modifier
|
||||
years = 10
|
||||
}
|
||||
change_county_control = medium_county_control_gain
|
||||
}
|
||||
stress_impact = {
|
||||
callous = medium_stress_impact_loss
|
||||
compassionate = major_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
has_trait = callous
|
||||
factor = 2
|
||||
}
|
||||
modifier = {
|
||||
has_trait = compassionate
|
||||
factor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Pay money to make Increase County Control better
|
||||
name = tgp_dynastic_cycle_events.0020.b
|
||||
pay_treasury_or_gold = {
|
||||
target = scope:marshal
|
||||
value = major_treasury_or_gold_value
|
||||
}
|
||||
scope:peasant_county = { change_county_control = medium_county_control_gain }
|
||||
stress_impact = {
|
||||
greedy = major_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
OR = {
|
||||
has_trait = greedy
|
||||
treasury_or_gold <= massive_treasury_or_gold_value
|
||||
}
|
||||
factor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # What can you do
|
||||
name = tgp_dynastic_cycle_events.0020.c
|
||||
stress_impact = {
|
||||
lazy = medium_stress_impact_loss
|
||||
diligent = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
has_trait = lazy
|
||||
factor = 2
|
||||
}
|
||||
modifier = {
|
||||
has_trait = diligent
|
||||
factor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# In this time of Expansion you should become a Military Governor
|
||||
tgp_dynastic_cycle_events.0030 = {
|
||||
type = character_event
|
||||
title = tgp_dynastic_cycle_events.0030.t
|
||||
desc = tgp_dynastic_cycle_events.0030.desc
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = frontend_center_idle
|
||||
camera = camera_event_very_left
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:marshal
|
||||
animation = celebrate_spear
|
||||
}
|
||||
theme = dynastic_cycle
|
||||
override_background = { reference = courtyard }
|
||||
cooldown = { years = 10 }
|
||||
|
||||
trigger = {
|
||||
is_available_adult = yes
|
||||
has_tgp_dlc_trigger = yes
|
||||
government_has_flag = government_is_celestial
|
||||
situation:dynastic_cycle ?= {
|
||||
situation_current_phase = situation_dynastic_cycle_phase_stability_expansion
|
||||
}
|
||||
NOT = { has_trait_with_flag = military_province } # You are not a Military Governor
|
||||
}
|
||||
|
||||
immediate = {
|
||||
situation:dynastic_cycle = { save_scope_as = my_situation }
|
||||
top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
|
||||
assign_quirk_effect = yes
|
||||
if = {
|
||||
limit = {
|
||||
exists = cp:councillor_marshal
|
||||
cp:councillor_marshal = { is_available_healthy_ai_adult = yes }
|
||||
}
|
||||
cp:councillor_marshal = { save_scope_as = marshal }
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
any_knight = { is_available_healthy_ai_adult = yes }
|
||||
}
|
||||
ordered_knight = {
|
||||
limit = { is_available_healthy_ai_adult = yes }
|
||||
order_by = martial
|
||||
save_scope_as = marshal
|
||||
}
|
||||
}
|
||||
else = {
|
||||
hidden_effect_new_object = {
|
||||
create_character = {
|
||||
template = knight
|
||||
dynasty = none
|
||||
location = root.location
|
||||
culture = root.location.culture
|
||||
faith = root.location.faith
|
||||
gender_female_chance = root_soldier_female_chance
|
||||
save_scope_as = marshal
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:marshal = {
|
||||
assign_quirk_effect = yes
|
||||
add_character_flag = need_military_outfit
|
||||
hidden_effect = {
|
||||
if = {
|
||||
limit = { NOT = { is_courtier_of = root } }
|
||||
root = { add_courtier = prev }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Let's do it!!!
|
||||
name = tgp_dynastic_cycle_events.0030.a
|
||||
custom_tooltip = {
|
||||
text = change_to_military_career_desc
|
||||
set_variable = {
|
||||
name = appointment_trait_override
|
||||
value = trait:education_martial_1
|
||||
}
|
||||
}
|
||||
add_martial_lifestyle_perk_points = 1
|
||||
add_martial_lifestyle_xp = massive_lifestyle_xp
|
||||
stress_impact = {
|
||||
base = major_stress_impact_gain
|
||||
fickle = major_stress_impact_loss
|
||||
arbitrary = major_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
OR = {
|
||||
has_trait = fickle
|
||||
has_trait = arbitrary
|
||||
}
|
||||
factor = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Thank you but no
|
||||
name = tgp_dynastic_cycle_events.0030.b
|
||||
custom_tooltip = {
|
||||
text = tgp_movement_events.0001.c.tt
|
||||
give_random_commander_trait_effect = yes
|
||||
}
|
||||
stress_impact = {
|
||||
diligent = major_stress_impact_loss
|
||||
lazy = major_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
has_trait = lazy
|
||||
factor = 0
|
||||
}
|
||||
modifier = {
|
||||
has_trait = diligent
|
||||
factor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # I am good thanks
|
||||
name = tgp_dynastic_cycle_events.0030.c
|
||||
change_merit = medium_merit_gain
|
||||
stress_impact = {
|
||||
content = medium_stress_impact_loss
|
||||
lazy = medium_stress_impact_loss
|
||||
fickle = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
OR = {
|
||||
has_trait = content
|
||||
has_trait = lazy
|
||||
}
|
||||
factor = 2
|
||||
}
|
||||
modifier = {
|
||||
has_trait = fickle
|
||||
factor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Steward is interested in the Silk Road
|
||||
tgp_dynastic_cycle_events.0040 = {
|
||||
type = character_event
|
||||
title = tgp_dynastic_cycle_events.0040.t
|
||||
desc = tgp_dynastic_cycle_events.0040.desc
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = interested
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:steward
|
||||
animation = steward
|
||||
}
|
||||
theme = dynastic_cycle
|
||||
override_background = { reference = study }
|
||||
cooldown = { years = 10 }
|
||||
|
||||
trigger = {
|
||||
is_available_adult = yes
|
||||
has_tgp_dlc_trigger = yes
|
||||
government_has_flag = government_is_celestial
|
||||
exists = cp:councillor_steward
|
||||
exists = situation:dynastic_cycle
|
||||
exists = situation:silk_road_situation
|
||||
culture = { culture_has_any_fascination = yes }
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 0.5
|
||||
modifier = {
|
||||
situation:dynastic_cycle ?= {
|
||||
situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
|
||||
}
|
||||
add = 1.5
|
||||
}
|
||||
modifier = {
|
||||
is_ai = yes
|
||||
factor = 0.2
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
situation:dynastic_cycle = { save_scope_as = my_situation }
|
||||
situation:silk_road_situation = { save_scope_as = silk_road_situation }
|
||||
top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
|
||||
assign_quirk_effect = yes
|
||||
cp:councillor_steward = {
|
||||
assign_quirk_effect = yes
|
||||
save_scope_as = steward
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Special option if it's Advancement phase
|
||||
name = tgp_dynastic_cycle_events.0040.a
|
||||
trigger = {
|
||||
situation:dynastic_cycle ?= {
|
||||
situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
|
||||
}
|
||||
}
|
||||
add_internal_flag = special
|
||||
reason = advancement_phase
|
||||
pay_treasury_or_gold = {
|
||||
target = scope:steward
|
||||
value = medium_treasury_or_gold_value
|
||||
}
|
||||
add_stewardship_lifestyle_xp = minor_lifestyle_xp
|
||||
add_character_modifier = {
|
||||
modifier = tgp_silk_road_advancement_modifier
|
||||
years = 15
|
||||
}
|
||||
stress_impact = {
|
||||
greedy = medium_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 50
|
||||
modifier = {
|
||||
OR = {
|
||||
has_trait = greedy
|
||||
has_lifestyle = stewardship_lifestyle
|
||||
}
|
||||
factor = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Invest!
|
||||
name = tgp_dynastic_cycle_events.0040.b
|
||||
pay_treasury_or_gold = {
|
||||
target = scope:steward
|
||||
value = medium_treasury_or_gold_value
|
||||
}
|
||||
culture = { add_fascination_progress = 2.5 }
|
||||
stress_impact = {
|
||||
avaricious = medium_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 50
|
||||
modifier = {
|
||||
has_trait = greedy
|
||||
treasury_or_gold <= major_treasury_or_gold_value
|
||||
factor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # I am good thanks
|
||||
name = tgp_dynastic_cycle_events.0040.c
|
||||
|
||||
stress_impact = {
|
||||
avaricious = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 200
|
||||
modifier = {
|
||||
has_trait = greedy
|
||||
factor = 2
|
||||
}
|
||||
modifier = {
|
||||
has_trait = avaricious
|
||||
factor = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Debate the Favoured Movement and get ahead of them
|
||||
tgp_dynastic_cycle_events.0050 = {
|
||||
type = character_event
|
||||
title = tgp_dynastic_cycle_events.0050.t
|
||||
desc = tgp_dynastic_cycle_events.0050.desc
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = disapproval
|
||||
}
|
||||
theme = dynastic_cycle
|
||||
override_background = { reference = study }
|
||||
cooldown = { years = 10 }
|
||||
|
||||
trigger = {
|
||||
is_available_adult = yes
|
||||
has_tgp_dlc_trigger = yes
|
||||
government_has_flag = government_is_celestial
|
||||
is_any_movement_member_not_undecided = yes # You are part of a Movement
|
||||
situation:dynastic_cycle ?= { # You are not the Favoured Movement
|
||||
any_participant_group = {
|
||||
exists = var:movement_favored
|
||||
NOT = { participant_group_has_character = root }
|
||||
}
|
||||
}
|
||||
NOT = { has_variable = tgp_debate_discount_var }
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
modifier = {
|
||||
is_any_movement_leader = yes
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
situation:dynastic_cycle = {
|
||||
save_scope_as = my_situation
|
||||
random_participant_group = {
|
||||
limit = {
|
||||
has_variable = movement_favored
|
||||
}
|
||||
save_scope_as = favored_movement
|
||||
}
|
||||
}
|
||||
top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
|
||||
top_liege = { save_scope_as = top_liege }
|
||||
}
|
||||
|
||||
option = { # Get discount to Debate
|
||||
name = tgp_dynastic_cycle_events.0050.a
|
||||
custom_tooltip = {
|
||||
text = tgp_debate_discount_var_tt
|
||||
set_variable = {
|
||||
name = tgp_debate_discount_var
|
||||
years = 5
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
greedy = medium_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 50
|
||||
modifier = {
|
||||
is_any_movement_leader = yes
|
||||
add = 50
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Just get some Movement Power
|
||||
name = tgp_dynastic_cycle_events.0050.b
|
||||
custom_tooltip = event_increase_movement_power_medium_effect_tooltip
|
||||
scope:my_movement = {
|
||||
event_change_movement_power_effect = {
|
||||
VALUE = event_increase_movement_power_medium_value
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
arrogant = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
has_trait = arrogant
|
||||
factor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Focus on yourself
|
||||
name = tgp_dynastic_cycle_events.0050.c
|
||||
change_influence = medium_influence_gain
|
||||
stress_impact = {
|
||||
humble = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
has_trait = humble
|
||||
factor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
966
events/dlc/tgp/tgp_east_asia_decision_events.txt
Normal file
966
events/dlc/tgp/tgp_east_asia_decision_events.txt
Normal file
|
|
@ -0,0 +1,966 @@
|
|||
|
||||
namespace = tgp_east_asia_decision_events
|
||||
|
||||
#You adopted Mandala
|
||||
tgp_east_asia_decision_events.0010 = {
|
||||
type = character_event
|
||||
title = tgp_east_asia_decision_events.0010.t
|
||||
desc = tgp_east_asia_decision_events.0010.desc
|
||||
theme = mandala
|
||||
left_portrait = {
|
||||
character = root
|
||||
triggered_animation = {
|
||||
trigger = { has_trait = zealous }
|
||||
animation = personality_zealous
|
||||
}
|
||||
animation = eccentric
|
||||
}
|
||||
immediate = {
|
||||
if = {
|
||||
limit = { has_variable = vying_for_mandala_divinity }
|
||||
custom_description_no_bullet = { text = because_of_your_divine_happenstance_tt }
|
||||
divine_happenstance_adopt_mandala_effect = yes
|
||||
remove_variable = vying_for_mandala_divinity
|
||||
}
|
||||
}
|
||||
#Alright, and I'll take a Temple Citadel too, please
|
||||
option = {
|
||||
name = tgp_east_asia_decision_events.0010.a
|
||||
trigger = {
|
||||
any_directly_owned_province = { has_holding_type = tribal_holding }
|
||||
}
|
||||
#This changes all holdings for Tribals, or only the Capital for everyone else
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_cultural_parameter = mandala_tributaries
|
||||
}
|
||||
confederation ?= { is_house_based = no }
|
||||
}
|
||||
hidden_effect = {
|
||||
confederation = {
|
||||
every_confederation_member = {
|
||||
limit = {
|
||||
this != root
|
||||
}
|
||||
add_to_list = tributaries
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
change_to_mandala_government_and_citadel_effect = yes
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_cultural_parameter = mandala_tributaries
|
||||
}
|
||||
any_in_list = {
|
||||
list = tributaries
|
||||
is_alive = yes
|
||||
}
|
||||
}
|
||||
hidden_effect = {
|
||||
every_in_list = {
|
||||
list = tributaries
|
||||
confederation = {
|
||||
remove_confederation_member = prev
|
||||
}
|
||||
start_tributary_interaction_effect = {
|
||||
TRIBUTARY = this
|
||||
SUZERAIN = root
|
||||
}
|
||||
}
|
||||
}
|
||||
custom_tooltip = confederates_to_tributaries_tt
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
#Only the government for me thanks
|
||||
option = {
|
||||
name = {
|
||||
text = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
capital_province = { has_holding_type = temple_citadel_holding }
|
||||
}
|
||||
desc = tgp_east_asia_decision_events.0010.b_temple_citadel
|
||||
}
|
||||
desc = tgp_east_asia_decision_events.0010.b
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger = {
|
||||
#Sorry, Tribal Holdings need to go
|
||||
NOR = {
|
||||
capital_province = { has_holding_type = tribal_holding }
|
||||
any_directly_owned_province = { has_holding_type = tribal_holding }
|
||||
}
|
||||
#You need to either have a Temple Citadel or somewhere to build a Temple Citadel to avoid noob trap
|
||||
OR = {
|
||||
any_realm_province = {
|
||||
OR = {
|
||||
has_holding = no
|
||||
has_holding_type = temple_citadel_holding
|
||||
}
|
||||
}
|
||||
capital_province = { has_holding_type = temple_citadel_holding }
|
||||
}
|
||||
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_cultural_parameter = mandala_tributaries
|
||||
}
|
||||
confederation ?= { is_house_based = no }
|
||||
}
|
||||
hidden_effect = {
|
||||
confederation = {
|
||||
every_confederation_member = {
|
||||
limit = {
|
||||
this != root
|
||||
}
|
||||
add_to_list = tributaries
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
change_to_mandala_government_effect = yes
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_cultural_parameter = mandala_tributaries
|
||||
}
|
||||
any_in_list = {
|
||||
list = tributaries
|
||||
is_alive = yes
|
||||
}
|
||||
}
|
||||
hidden_effect = {
|
||||
every_in_list = {
|
||||
list = tributaries
|
||||
confederation = {
|
||||
remove_confederation_member = prev
|
||||
}
|
||||
start_tributary_interaction_effect = {
|
||||
TRIBUTARY = this
|
||||
SUZERAIN = root
|
||||
}
|
||||
}
|
||||
}
|
||||
custom_tooltip = confederates_to_tributaries_tt
|
||||
}
|
||||
ai_chance = {
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Vassals get notified
|
||||
tgp_east_asia_decision_events.0015 = {
|
||||
type = letter_event
|
||||
opening = tgp_east_asia_decision_events.0015.opening
|
||||
desc = tgp_east_asia_decision_events.0015.desc
|
||||
sender = {
|
||||
character = scope:liege
|
||||
animation = personality_zealous
|
||||
}
|
||||
immediate = {
|
||||
liege = {
|
||||
save_scope_as = liege
|
||||
show_as_tooltip = { change_government = mandala_government }
|
||||
}
|
||||
}
|
||||
#What does this mean
|
||||
option = {
|
||||
name = tgp_east_asia_decision_events.0015.a
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#You assimilated to your Overlord being Mandala
|
||||
tgp_east_asia_decision_events.0020 = {
|
||||
type = character_event
|
||||
title = tgp_east_asia_decision_events.0020.t
|
||||
desc = tgp_east_asia_decision_events.0020.desc
|
||||
theme = mandala
|
||||
left_portrait = {
|
||||
character = root
|
||||
triggered_animation = {
|
||||
trigger = { has_trait = zealous }
|
||||
animation = personality_zealous
|
||||
}
|
||||
animation = eccentric
|
||||
}
|
||||
lower_right_portrait = {
|
||||
character = scope:overlord
|
||||
}
|
||||
immediate = {
|
||||
overlord = { save_scope_as = overlord }
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
faith = overlord.faith
|
||||
faith.religious_head ?= root
|
||||
}
|
||||
}
|
||||
set_character_faith = overlord.faith
|
||||
custom_tooltip = tgp_east_asia_decision_events.0020.close_family_post_tt
|
||||
hidden_effect = {
|
||||
# Family at court also convert
|
||||
every_close_family_member = {
|
||||
limit = {
|
||||
is_courtier_of = root
|
||||
faith != root.overlord.faith
|
||||
}
|
||||
set_character_faith = root.overlord.faith
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#Alright, and I'll take a Temple Citadel too, please
|
||||
option = {
|
||||
name = tgp_east_asia_decision_events.0020.a
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { government_has_flag = government_is_mandala }
|
||||
}
|
||||
#This changes all holdings for Tribals, or only the Capital for everyone else
|
||||
change_to_mandala_government_and_citadel_effect = yes
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
#Only the government for me thanks
|
||||
option = {
|
||||
name = tgp_east_asia_decision_events.0020.b
|
||||
trigger = {
|
||||
NOR = {
|
||||
government_has_flag = government_is_mandala
|
||||
#Sorry, Tribal Holdings need to go
|
||||
capital_province = { has_holding_type = tribal_holding }
|
||||
}
|
||||
#You need to either have a Temple Citadel or somewhere to build a Temple Citadel to avoid noob trap
|
||||
any_realm_province = {
|
||||
OR = {
|
||||
has_holding = no
|
||||
has_holding_type = temple_citadel_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
change_to_mandala_government_effect = yes
|
||||
ai_chance = {
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
after = {
|
||||
#Change the tributary type to Mandala
|
||||
if = {
|
||||
limit = {
|
||||
is_tributary_of = scope:overlord
|
||||
NOT = { has_subject_contract_group = tributary_mandala }
|
||||
}
|
||||
hidden_effect = {
|
||||
end_tributary = yes
|
||||
#This still triggers the invalidation toast, somehow — should be reverted when code Jira TIT-68838 is fixed
|
||||
trigger_event = {
|
||||
id = tgp_east_asia_decision_events.0021
|
||||
delayed = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Ful-fix to make the tributary update not invalidate
|
||||
tgp_east_asia_decision_events.0021 = {
|
||||
hidden = yes
|
||||
immediate = {
|
||||
start_tributary_interaction_effect = {
|
||||
TRIBUTARY = root
|
||||
SUZERAIN = scope:overlord
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Vassals get notified
|
||||
tgp_east_asia_decision_events.0025 = {
|
||||
type = letter_event
|
||||
opening = tgp_east_asia_decision_events.0025.opening
|
||||
desc = tgp_east_asia_decision_events.0025.desc
|
||||
sender = {
|
||||
character = scope:liege
|
||||
animation = personality_zealous
|
||||
}
|
||||
immediate = {
|
||||
liege = {
|
||||
save_scope_as = liege
|
||||
overlord = { save_scope_as = overlord }
|
||||
show_as_tooltip = { mandala_assimilation_effect = yes }
|
||||
}
|
||||
}
|
||||
#What does this mean
|
||||
option = {
|
||||
name = tgp_east_asia_decision_events.0025.a
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#Your Mandala Liege turned Clan
|
||||
tgp_east_asia_decision_events.0030 = {
|
||||
type = character_event
|
||||
title = tgp_east_asia_decision_events.0030.t
|
||||
desc = tgp_east_asia_decision_events.0030.desc
|
||||
theme = court
|
||||
override_background = { reference = throne_room }
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = worry
|
||||
}
|
||||
lower_right_portrait = {
|
||||
character = scope:liege
|
||||
}
|
||||
immediate = {
|
||||
liege = {
|
||||
save_scope_as = liege
|
||||
show_as_tooltip = { change_government = clan_government }
|
||||
}
|
||||
show_as_tooltip = {
|
||||
if = {
|
||||
limit = {
|
||||
capital_province = {
|
||||
NOR = {
|
||||
has_holding_type = temple_citadel_holding
|
||||
has_holding_type = castle_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
capital_province = { set_holding_type = castle_holding }
|
||||
}
|
||||
change_government = clan_government
|
||||
#Start off crown authorities
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_realm_law = crown_authority_0 }
|
||||
}
|
||||
add_realm_law_skip_effects = crown_authority_0
|
||||
}
|
||||
}
|
||||
}
|
||||
#Okidoki
|
||||
option = {
|
||||
name = tgp_east_asia_decision_events.0030.a
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#Assimilation Payout Event
|
||||
tgp_east_asia_decision_events.0100 = {
|
||||
type = character_event
|
||||
title = tgp_east_asia_decision_events.0100.t
|
||||
desc = tgp_east_asia_decision_events.0100.desc
|
||||
theme = mandala
|
||||
left_portrait = {
|
||||
character = root
|
||||
triggered_animation = {
|
||||
trigger = { has_trait = zealous }
|
||||
animation = personality_zealous
|
||||
}
|
||||
animation = admiration
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:overlord
|
||||
animation = personality_zealous
|
||||
}
|
||||
trigger = {
|
||||
this != top_overlord
|
||||
government_has_flag = government_is_mandala
|
||||
AND = {
|
||||
has_variable = mandala_assimilation_devaraja
|
||||
var:mandala_assimilation_devaraja = {
|
||||
government_has_flag = government_is_mandala
|
||||
this = { is_alive = yes }
|
||||
this = overlord
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
has_variable = mandala_assimilation_devaraja_piety_level
|
||||
var:mandala_assimilation_devaraja_piety_level >= overlord.piety_level
|
||||
}
|
||||
}
|
||||
on_trigger_fail = { trigger_event = tgp_east_asia_decision_events.0110 }
|
||||
#Did they level up?
|
||||
override_effect_2d = {
|
||||
trigger = { overlord.piety_level > var:mandala_assimilation_devaraja_piety_level }
|
||||
reference = legend_glow
|
||||
}
|
||||
immediate = {
|
||||
overlord = { save_scope_as = overlord }
|
||||
}
|
||||
#Cool!
|
||||
option = {
|
||||
name = tgp_east_asia_decision_events.0100.a
|
||||
if = {
|
||||
limit = { has_character_flag = assimilation_payout_t3 }
|
||||
add_piety = assimilation_piety_payout_t3
|
||||
add_legitimacy_effect = { LEGITIMACY = assimilation_legitimacy_payout_t3 }
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_character_flag = assimilation_payout_t2 }
|
||||
add_piety = assimilation_piety_payout_t2
|
||||
add_legitimacy_effect = { LEGITIMACY = assimilation_legitimacy_payout_t2 }
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_character_flag = assimilation_payout_t1 }
|
||||
add_piety = assimilation_piety_payout_t1
|
||||
add_legitimacy_effect = { LEGITIMACY = assimilation_legitimacy_payout_t1 }
|
||||
}
|
||||
}
|
||||
after = { mandala_clean_up_variables_effect = yes }
|
||||
}
|
||||
|
||||
#Whelp, either you or your Devaraja have lost your way
|
||||
tgp_east_asia_decision_events.0110 = {
|
||||
hidden = yes
|
||||
|
||||
immediate = {
|
||||
var:mandala_assimilation_devaraja ?= { save_scope_as = saved_devaraja }
|
||||
send_interface_message = {
|
||||
type = event_conversion_bad_text
|
||||
title = failed_assimilation_payout_msg
|
||||
desc = failed_assimilation_payout_msg_desc
|
||||
left_icon = root
|
||||
right_icon = scope:saved_devaraja
|
||||
}
|
||||
mandala_clean_up_variables_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
scripted_trigger base_court_brahmin_triggers = {
|
||||
is_adult = yes
|
||||
has_any_disease_trigger = no
|
||||
}
|
||||
|
||||
scripted_effect recruit_mandala_court_position_effect = {
|
||||
pay_short_term_gold = {
|
||||
target = $RECRUITEE$
|
||||
gold = $GOLD_VALUE$
|
||||
}
|
||||
add_courtier = $RECRUITEE$
|
||||
appoint_court_position = {
|
||||
recipient = $RECRUITEE$
|
||||
court_position = $COURT_POSITION$
|
||||
}
|
||||
hidden_effect = {
|
||||
$RECRUITEE$ = {
|
||||
add_opinion = {
|
||||
modifier = grateful_opinion
|
||||
target = root
|
||||
opinion = 25
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Hire a Court Brahmin
|
||||
tgp_east_asia_decision_events.0200 = {
|
||||
type = character_event
|
||||
title = tgp_east_asia_decision_events.0200.t
|
||||
desc = tgp_east_asia_decision_events.0200.desc
|
||||
theme = mandala
|
||||
left_portrait = {
|
||||
character = scope:great_brahmin_option
|
||||
animation = personality_zealous
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:good_brahmin_option
|
||||
animation = thinking
|
||||
}
|
||||
immediate = {
|
||||
#Good character
|
||||
if = {
|
||||
limit = {
|
||||
any_pool_character = {
|
||||
province = root.capital_province
|
||||
base_court_brahmin_triggers = yes
|
||||
court_brahmin_validity_trigger = { EMPLOYER = root }
|
||||
"aptitude(court_brahmin_court_position)" = 3
|
||||
}
|
||||
}
|
||||
random_pool_character = {
|
||||
province = root.capital_province
|
||||
limit = {
|
||||
base_court_brahmin_triggers = yes
|
||||
court_brahmin_validity_trigger = { EMPLOYER = root }
|
||||
"aptitude(court_brahmin_court_position)" = 3
|
||||
}
|
||||
save_scope_as = good_brahmin_option
|
||||
}
|
||||
}
|
||||
else = {
|
||||
create_character = {
|
||||
location = root.capital_province
|
||||
template = tgp_court_brahmin_template
|
||||
age = { 25 40 }
|
||||
random_traits_list = {
|
||||
count = 1
|
||||
education_learning_1 = {}
|
||||
education_learning_2 = {}
|
||||
}
|
||||
save_scope_as = good_brahmin_option
|
||||
after_creation = { save_scope_as = goodly_created }
|
||||
}
|
||||
hidden_effect = {
|
||||
random_list = {
|
||||
50 = {
|
||||
religion:buddhism_religion = {
|
||||
random_faith = {
|
||||
save_scope_as = brahmin_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
religion:hinduism_religion = {
|
||||
random_faith = {
|
||||
save_scope_as = brahmin_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:good_brahmin_option = {
|
||||
set_character_faith = scope:brahmin_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
#Great character
|
||||
if = {
|
||||
limit = {
|
||||
any_pool_character = {
|
||||
province = root.capital_province
|
||||
base_court_brahmin_triggers = yes
|
||||
court_brahmin_validity_trigger = { EMPLOYER = root }
|
||||
"aptitude(court_brahmin_court_position)" = 5
|
||||
}
|
||||
}
|
||||
random_pool_character = {
|
||||
province = root.capital_province
|
||||
limit = {
|
||||
base_court_brahmin_triggers = yes
|
||||
court_brahmin_validity_trigger = { EMPLOYER = root }
|
||||
"aptitude(court_brahmin_court_position)" = 5
|
||||
}
|
||||
save_scope_as = great_brahmin_option
|
||||
}
|
||||
}
|
||||
else = {
|
||||
create_character = {
|
||||
location = root.capital_province
|
||||
gender_female_chance = root_faith_clergy_gender_female_chance
|
||||
template = tgp_court_brahmin_template
|
||||
age = { 40 50 }
|
||||
trait = devoted
|
||||
trait = compassionate
|
||||
trait = education_learning_4
|
||||
random_traits_list = {
|
||||
count = 1
|
||||
theologian = {}
|
||||
avaricious = {}
|
||||
}
|
||||
save_scope_as = great_brahmin_option
|
||||
after_creation = { save_scope_as = greatly_created }
|
||||
}
|
||||
hidden_effect = {
|
||||
random_list = {
|
||||
50 = {
|
||||
religion:buddhism_religion = {
|
||||
random_faith = {
|
||||
save_scope_as = brahmin_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
religion:hinduism_religion = {
|
||||
random_faith = {
|
||||
save_scope_as = brahmin_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:great_brahmin_option = {
|
||||
set_character_faith = scope:brahmin_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#Great option
|
||||
option = {
|
||||
name = tgp_east_asia_decision_events.0200.a
|
||||
custom_tooltip = tgp_east_asia_decision_events.0200.a.aptitude
|
||||
recruit_mandala_court_position_effect = {
|
||||
RECRUITEE = scope:great_brahmin_option
|
||||
GOLD_VALUE = medium_gold_value
|
||||
COURT_POSITION = court_brahmin_court_position
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
short_term_gold > medium_gold_value
|
||||
}
|
||||
}
|
||||
}
|
||||
#Good option
|
||||
option = {
|
||||
name = tgp_east_asia_decision_events.0200.b
|
||||
custom_tooltip = tgp_east_asia_decision_events.0200.b.aptitude
|
||||
recruit_mandala_court_position_effect = {
|
||||
RECRUITEE = scope:good_brahmin_option
|
||||
GOLD_VALUE = minor_gold_value
|
||||
COURT_POSITION = court_brahmin_court_position
|
||||
}
|
||||
}
|
||||
#Nah
|
||||
option = {
|
||||
name = tgp_east_asia_decision_events.0200.c
|
||||
}
|
||||
#Sweep, sweep
|
||||
after = {
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:goodly_created
|
||||
NOT = {
|
||||
scope:goodly_created = { is_courtier_of = root }
|
||||
}
|
||||
}
|
||||
scope:goodly_created = { silent_disappearance_effect = yes }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:greatly_created
|
||||
NOT = {
|
||||
scope:greatly_created = { is_courtier_of = root }
|
||||
}
|
||||
}
|
||||
scope:greatly_created = { silent_disappearance_effect = yes }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Hire a Khlon Glan
|
||||
tgp_east_asia_decision_events.0210 = {
|
||||
type = character_event
|
||||
title = tgp_east_asia_decision_events.0210.t
|
||||
desc = tgp_east_asia_decision_events.0210.desc
|
||||
theme = mandala
|
||||
override_background = armory
|
||||
left_portrait = {
|
||||
character = scope:great_khlon_glan_option
|
||||
animation = survey
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:good_khlon_glan_option
|
||||
animation = chess_cocky
|
||||
}
|
||||
immediate = {
|
||||
#Good character
|
||||
if = {
|
||||
limit = {
|
||||
any_pool_character = {
|
||||
province = root.capital_province
|
||||
base_court_brahmin_triggers = yes
|
||||
khlon_glan_validity_trigger = { EMPLOYER = root }
|
||||
"aptitude(khlon_glan_court_position)" = 3
|
||||
}
|
||||
}
|
||||
random_pool_character = {
|
||||
province = root.capital_province
|
||||
limit = {
|
||||
base_court_brahmin_triggers = yes
|
||||
khlon_glan_validity_trigger = { EMPLOYER = root }
|
||||
"aptitude(khlon_glan_court_position)" = 3
|
||||
}
|
||||
save_scope_as = good_khlon_glan_option
|
||||
}
|
||||
}
|
||||
else = {
|
||||
create_character = {
|
||||
location = root.capital_province
|
||||
template = tgp_khlon_glan_template
|
||||
age = { 30 40 }
|
||||
random_traits_list = {
|
||||
count = 1
|
||||
education_stewardship_1 = {}
|
||||
education_stewardship_2 = {}
|
||||
education_martial_1 = {}
|
||||
education_martial_2 = {}
|
||||
}
|
||||
save_scope_as = good_khlon_glan_option
|
||||
after_creation = { save_scope_as = goodly_created }
|
||||
}
|
||||
scope:good_khlon_glan_option = {
|
||||
if = {
|
||||
limit = { martial < 10 }
|
||||
add_martial_skill = { 4 6 }
|
||||
}
|
||||
if = {
|
||||
limit = { stewardship < 10 }
|
||||
add_stewardship_skill = { 4 6 }
|
||||
}
|
||||
}
|
||||
}
|
||||
#Great character
|
||||
if = {
|
||||
limit = {
|
||||
any_pool_character = {
|
||||
province = root.capital_province
|
||||
base_court_brahmin_triggers = yes
|
||||
khlon_glan_validity_trigger = { EMPLOYER = root }
|
||||
"aptitude(khlon_glan_court_position)" = 5
|
||||
}
|
||||
}
|
||||
random_pool_character = {
|
||||
province = root.capital_province
|
||||
limit = {
|
||||
base_court_brahmin_triggers = yes
|
||||
khlon_glan_validity_trigger = { EMPLOYER = root }
|
||||
"aptitude(khlon_glan_court_position)" = 5
|
||||
}
|
||||
save_scope_as = great_khlon_glan_option
|
||||
}
|
||||
}
|
||||
else = {
|
||||
create_character = {
|
||||
location = root.capital_province
|
||||
template = tgp_khlon_glan_template
|
||||
age = { 40 50 }
|
||||
random_traits_list = {
|
||||
count = 1
|
||||
education_stewardship_3 = {}
|
||||
education_stewardship_4 = {}
|
||||
education_martial_3 = {}
|
||||
education_martial_4 = {}
|
||||
}
|
||||
random_traits_list = {
|
||||
count = 1
|
||||
administrator = {}
|
||||
overseer = {}
|
||||
}
|
||||
trait = organizer
|
||||
save_scope_as = great_khlon_glan_option
|
||||
after_creation = { save_scope_as = greatly_created }
|
||||
}
|
||||
scope:great_khlon_glan_option = {
|
||||
if = {
|
||||
limit = { martial < 10 }
|
||||
add_martial_skill = { 6 8 }
|
||||
}
|
||||
if = {
|
||||
limit = { stewardship < 10 }
|
||||
add_stewardship_skill = { 6 8 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#Great option
|
||||
option = {
|
||||
name = tgp_east_asia_decision_events.0210.a
|
||||
custom_tooltip = tgp_east_asia_decision_events.0210.a.aptitude
|
||||
recruit_mandala_court_position_effect = {
|
||||
RECRUITEE = scope:great_khlon_glan_option
|
||||
GOLD_VALUE = medium_gold_value
|
||||
COURT_POSITION = khlon_glan_court_position
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = {
|
||||
short_term_gold > medium_gold_value
|
||||
}
|
||||
}
|
||||
}
|
||||
#Good option
|
||||
option = {
|
||||
name = tgp_east_asia_decision_events.0210.b
|
||||
custom_tooltip = tgp_east_asia_decision_events.0210.b.aptitude
|
||||
recruit_mandala_court_position_effect = {
|
||||
RECRUITEE = scope:good_khlon_glan_option
|
||||
GOLD_VALUE = minor_gold_value
|
||||
COURT_POSITION = khlon_glan_court_position
|
||||
}
|
||||
}
|
||||
#Nah
|
||||
option = {
|
||||
name = tgp_east_asia_decision_events.0210.c
|
||||
}
|
||||
#Sweep, sweep
|
||||
after = {
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:goodly_created
|
||||
NOT = {
|
||||
scope:goodly_created = { is_courtier_of = root }
|
||||
}
|
||||
}
|
||||
scope:goodly_created = { silent_disappearance_effect = yes }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:greatly_created
|
||||
NOT = {
|
||||
scope:greatly_created = { is_courtier_of = root }
|
||||
}
|
||||
}
|
||||
scope:greatly_created = { silent_disappearance_effect = yes }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Create Bunga Mas
|
||||
tgp_east_asia_decision_events.0300 = {
|
||||
type = character_event
|
||||
title = tgp_east_asia_decision_events.0300.t
|
||||
desc = {
|
||||
desc = tgp_east_asia_decision_events.0300.desc
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:newly_created_bunga_mas = { rarity = illustrious }
|
||||
}
|
||||
desc = tgp_east_asia_decision_events.0300.outro.illustrious
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:newly_created_bunga_mas = { rarity = famed }
|
||||
}
|
||||
desc = tgp_east_asia_decision_events.0300.outro.famed
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:newly_created_bunga_mas = { rarity = masterwork }
|
||||
}
|
||||
desc = tgp_east_asia_decision_events.0300.outro.masterwork
|
||||
}
|
||||
desc = tgp_east_asia_decision_events.0300.outro
|
||||
}
|
||||
}
|
||||
theme = mandala
|
||||
left_portrait = {
|
||||
character = root
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
scope:newly_created_bunga_mas = { rarity = illustrious }
|
||||
}
|
||||
animation = ecstasy
|
||||
}
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
scope:newly_created_bunga_mas = { rarity = famed }
|
||||
}
|
||||
animation = admiration
|
||||
}
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
scope:newly_created_bunga_mas = { rarity = masterwork }
|
||||
}
|
||||
animation = interested
|
||||
}
|
||||
animation = thinking
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:local_artisan
|
||||
animation = admiration
|
||||
}
|
||||
artifact = {
|
||||
target = scope:newly_created_bunga_mas
|
||||
position = lower_center_portrait
|
||||
}
|
||||
immediate = {
|
||||
overlord = { save_scope_as = overlord }
|
||||
|
||||
random_list = {
|
||||
50 = {
|
||||
get_artifact_quality_effect = yes
|
||||
get_artifact_wealth_effect = yes
|
||||
}
|
||||
25 = { set_artifact_rarity_famed = yes }
|
||||
10 = {
|
||||
trigger = { has_relation_best_friend = scope:overlord }
|
||||
set_artifact_rarity_illustrious = yes
|
||||
}
|
||||
}
|
||||
|
||||
scope:local_artisan = {
|
||||
hidden_effect_new_object = {
|
||||
create_artifact = {
|
||||
name = bunga_mas
|
||||
description = common_bunga_mas_desc
|
||||
modifier = artifact_placeholder_modifier
|
||||
wealth = scope:wealth
|
||||
quality = scope:quality
|
||||
type = pedestal
|
||||
visuals = bunga_mas
|
||||
save_scope_as = newly_created_bunga_mas
|
||||
}
|
||||
scope:newly_created_bunga_mas = {
|
||||
remove_artifact_modifier = artifact_placeholder_modifier
|
||||
if = {
|
||||
limit = { rarity = illustrious }
|
||||
set_artifact_description = illustrious_bunga_mas_desc
|
||||
add_artifact_modifier = artifact_monthly_piety_gain_per_legitimacy_level_mult_3_modifier
|
||||
add_artifact_modifier = artifact_legitimacy_loss_mult_5_modifier
|
||||
}
|
||||
else_if = {
|
||||
limit = { rarity = famed }
|
||||
set_artifact_description = famed_bunga_mas_desc
|
||||
add_artifact_modifier = artifact_monthly_piety_gain_per_legitimacy_level_mult_2_modifier
|
||||
add_artifact_modifier = artifact_legitimacy_loss_mult_4_modifier
|
||||
}
|
||||
else_if = {
|
||||
limit = { rarity = masterwork }
|
||||
set_artifact_description = masterwork_bunga_mas_desc
|
||||
add_artifact_modifier = artifact_monthly_piety_gain_per_legitimacy_level_mult_2_modifier
|
||||
add_artifact_modifier = artifact_legitimacy_loss_mult_3_modifier
|
||||
}
|
||||
else = {
|
||||
add_artifact_modifier = artifact_monthly_piety_gain_per_legitimacy_level_mult_1_modifier
|
||||
add_artifact_modifier = artifact_legitimacy_loss_mult_2_modifier
|
||||
}
|
||||
set_variable = {
|
||||
name = bunga_mas_created_by
|
||||
value = root
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#Nah
|
||||
option = {
|
||||
name = tgp_east_asia_decision_events.0300.a
|
||||
scope:newly_created_bunga_mas = {
|
||||
set_owner = root
|
||||
if = {
|
||||
limit = { rarity = illustrious }
|
||||
custom_tooltip = illustrious_bunga_mas_desc.tt
|
||||
}
|
||||
else_if = {
|
||||
limit = { rarity = famed }
|
||||
custom_tooltip = famed_bunga_mas_desc.tt
|
||||
}
|
||||
else_if = {
|
||||
limit = { rarity = masterwork }
|
||||
custom_tooltip = masterwork_bunga_mas_desc.tt
|
||||
}
|
||||
else = { custom_tooltip = common_bunga_mas_desc.tt }
|
||||
}
|
||||
ai_chance = {
|
||||
base = 50
|
||||
}
|
||||
}
|
||||
}
|
||||
1106
events/dlc/tgp/tgp_east_asia_interaction_events.txt
Normal file
1106
events/dlc/tgp/tgp_east_asia_interaction_events.txt
Normal file
File diff suppressed because it is too large
Load diff
528
events/dlc/tgp/tgp_faction_events.txt
Normal file
528
events/dlc/tgp/tgp_faction_events.txt
Normal file
|
|
@ -0,0 +1,528 @@
|
|||
namespace = tgp_faction_events
|
||||
|
||||
scripted_effect faction_demand_japanese_regent_rejected_effect = {
|
||||
# This effect should always be placed here, _before_ all the other effects in the block.
|
||||
trigger_event = { on_action = on_faction_demand_rejected }
|
||||
show_as_tooltip = {
|
||||
scope:faction = {
|
||||
faction_start_war = {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Ceremonial Regent Faction Demand
|
||||
tgp_faction_events.0101 = {
|
||||
type = letter_event
|
||||
sender = scope:faction_leader
|
||||
opening = "FACTION_JAPANESE_REPLACE_REGENT"
|
||||
desc = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = { tgp_has_ceremonial_liege_title_trigger = yes }
|
||||
desc = "FACTION_JAPANESE_REPLACE_RULER_DESC"
|
||||
}
|
||||
desc = "FACTION_JAPANESE_REPLACE_REGENT_DESC"
|
||||
}
|
||||
}
|
||||
|
||||
trigger = {
|
||||
# May have ceased to exist by the time this triggers
|
||||
exists = scope:faction
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Grab our scope for loc.
|
||||
save_scope_as = faction_target
|
||||
}
|
||||
|
||||
option = {
|
||||
name = "FACTION_DEMAND_ACCEPT"
|
||||
add_dread = medium_dread_loss
|
||||
# LEGITIMACY LOSS FOR ACCEPTING FACTION DEMANDS
|
||||
faction_accept_demand_legitimacy_effect = yes
|
||||
add_prestige = -500
|
||||
faction_demand_regent_transfer_effect = {
|
||||
NEW_REGENT = scope:faction_leader
|
||||
REASON = faction_demand
|
||||
}
|
||||
add_character_flag = {
|
||||
flag = recent_replace_regent_faction_war
|
||||
years = 10
|
||||
}
|
||||
scope:faction_leader = {
|
||||
trigger_event = { id = tgp_faction_events.0102 }
|
||||
}
|
||||
# This effect should always be placed here, _after_ everything except the ai_chance.
|
||||
trigger_event = { on_action = on_faction_demand_accepted }
|
||||
ai_chance = {
|
||||
base = 10
|
||||
modifier = {
|
||||
add = 90
|
||||
scope:faction = { faction_power >= 100 }
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
scope:faction = { faction_power >= 125 }
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
scope:faction = { faction_power >= 150 }
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
scope:faction = { faction_power >= 200 }
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
any_character_war = {
|
||||
is_war_leader = root
|
||||
is_defender = root
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.1
|
||||
any_ally = {
|
||||
NOR = {
|
||||
target_is_liege_or_above = root
|
||||
target_is_vassal_or_below = root
|
||||
}
|
||||
max_military_strength > root.max_military_strength
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = 10000
|
||||
scope:faction_leader = { is_yes_men_enabled = yes }
|
||||
}
|
||||
modifier = { # The Kampaku always fights
|
||||
factor = 0
|
||||
has_title = title:e_japan
|
||||
government_has_flag = government_is_japan_administrative
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = "FACTION_DEMAND_REFUSE"
|
||||
faction_demand_japanese_regent_rejected_effect = yes
|
||||
scope:faction_leader = {
|
||||
trigger_event = {
|
||||
id = tgp_faction_events.0103
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 4.0
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
scope:faction = { faction_power < 80 }
|
||||
}
|
||||
modifier = {
|
||||
add = 100
|
||||
scope:faction = { faction_power < 60 }
|
||||
}
|
||||
modifier = {
|
||||
add = 1000
|
||||
scope:faction = { faction_power < 40 }
|
||||
}
|
||||
modifier = {
|
||||
add = 10000
|
||||
scope:faction_leader = { is_no_men_enabled = yes }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Japanese Regent Faction Demand Accepted
|
||||
tgp_faction_events.0102 = {
|
||||
type = letter_event
|
||||
sender = scope:faction_target
|
||||
opening = "FACTION_JAPANESE_REPLACE_REGENT_ACCEPTED"
|
||||
desc = "FACTION_JAPANESE_REPLACE_REGENT_ACCEPTED_DESC"
|
||||
|
||||
immediate = {
|
||||
show_as_tooltip = {
|
||||
get_title = primary_title
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_japan_administrative
|
||||
tgp_has_ceremonial_liege_title_trigger = no
|
||||
NOT = {
|
||||
has_realm_law = japanese_regency_succession_law
|
||||
}
|
||||
}
|
||||
add_realm_law_skip_effects = japanese_regency_succession_law
|
||||
}
|
||||
else = {
|
||||
add_realm_law_skip_effects = single_heir_succession_law
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = "FACTION_DEMAND_ACCEPTED_OPT"
|
||||
}
|
||||
}
|
||||
|
||||
# Japanese Regent Faction Demand Refused
|
||||
tgp_faction_events.0103 = {
|
||||
type = letter_event
|
||||
sender = scope:faction_target
|
||||
opening = "FACTION_JAPANESE_REPLACE_REGENT_REFUSED"
|
||||
desc = "FACTION_JAPANESE_REPLACE_REGENT_REFUSED_DESC"
|
||||
|
||||
option = {
|
||||
name = "FACTION_DEMAND_REFUSED_OPT"
|
||||
scope:faction = {
|
||||
faction_start_war = {}
|
||||
every_faction_member = {
|
||||
limit = {
|
||||
NOT = { this = scope:faction.faction_leader }
|
||||
}
|
||||
trigger_event = tgp_faction_events.0104
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Japanese Regent Faction Demand Refused Member Notice
|
||||
tgp_faction_events.0104 = {
|
||||
type = letter_event
|
||||
sender = scope:faction_target
|
||||
opening = "FACTION_JAPANESE_REPLACE_REGENT_REFUSED"
|
||||
desc = "FACTION_JAPANESE_REPLACE_REGENT_REFUSED_DESC"
|
||||
|
||||
option = { name = "FACTION_DEMAND_REFUSED_OPT" }
|
||||
}
|
||||
|
||||
# Japanese Regent Faction Demand Send Notice
|
||||
tgp_faction_events.0105 = {
|
||||
type = letter_event
|
||||
sender = scope:faction_leader
|
||||
opening = "FACTION_JAPANESE_REPLACE_REGENT_SEND_DEMAND_NOTIFICATION"
|
||||
desc = "FACTION_JAPANESE_REPLACE_REGENT_SEND_DEMAND_NOTIFICATION_DESC"
|
||||
|
||||
option = { name = "FACTION_DEMAND_SEND_DEMAND_NOTIFICATION_OPT" }
|
||||
}
|
||||
|
||||
scripted_effect faction_demand_restore_emperor_rejected_effect = {
|
||||
# This effect should always be placed here, _before_ all the other effects in the block.
|
||||
trigger_event = { on_action = on_faction_demand_rejected }
|
||||
show_as_tooltip = {
|
||||
scope:faction = {
|
||||
faction_start_war = {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Restore Emperor Faction Demand
|
||||
tgp_faction_events.0201 = {
|
||||
type = letter_event
|
||||
sender = scope:faction_leader
|
||||
opening = "FACTION_JAPANESE_RESTORE_EMPEROR"
|
||||
desc = "FACTION_JAPANESE_RESTORE_EMPEROR_DESC"
|
||||
|
||||
trigger = {
|
||||
# May have ceased to exist by the time this triggers
|
||||
exists = scope:faction
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Grab our scope for loc.
|
||||
save_scope_as = faction_target
|
||||
}
|
||||
|
||||
option = {
|
||||
name = "FACTION_DEMAND_ACCEPT"
|
||||
add_dread = medium_dread_loss
|
||||
# LEGITIMACY LOSS FOR ACCEPTING FACTION DEMANDS
|
||||
faction_accept_demand_legitimacy_effect = yes
|
||||
add_prestige = -500
|
||||
scope:faction = {
|
||||
special_character = { save_scope_as = ceremonial_liege }
|
||||
faction_leader = {
|
||||
trigger_event = { id = tgp_faction_events.0202 }
|
||||
}
|
||||
if = {
|
||||
limit = { exists = this }
|
||||
destroy_faction = yes
|
||||
}
|
||||
}
|
||||
show_as_tooltip = {
|
||||
restore_ceremonial_liege_faction_combined_effect = yes
|
||||
}
|
||||
# This effect should always be placed here, _after_ everything except the ai_chance.
|
||||
trigger_event = { on_action = on_faction_demand_accepted }
|
||||
ai_chance = {
|
||||
base = 10
|
||||
modifier = {
|
||||
add = 90
|
||||
scope:faction = { faction_power >= 100 }
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
scope:faction = { faction_power >= 125 }
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
scope:faction = { faction_power >= 150 }
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
scope:faction = { faction_power >= 200 }
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
any_character_war = {
|
||||
is_war_leader = root
|
||||
is_defender = root
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.1
|
||||
any_ally = {
|
||||
NOR = {
|
||||
target_is_liege_or_above = root
|
||||
target_is_vassal_or_below = root
|
||||
}
|
||||
max_military_strength > root.max_military_strength
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = 10000
|
||||
scope:faction_leader = { is_yes_men_enabled = yes }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = {
|
||||
trigger = {
|
||||
scope:faction_leader = { tgp_has_ceremonial_liege_title_trigger = no }
|
||||
}
|
||||
text = tgp_faction_events.0201.b
|
||||
}
|
||||
name = {
|
||||
trigger = {
|
||||
scope:faction_leader = { tgp_has_ceremonial_liege_title_trigger = yes }
|
||||
}
|
||||
text = tgp_faction_events.0201.b.cm
|
||||
}
|
||||
faction_demand_restore_emperor_rejected_effect = yes
|
||||
scope:faction_leader = {
|
||||
trigger_event = {
|
||||
id = tgp_faction_events.0203
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 4.0
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
scope:faction = { faction_power < 80 }
|
||||
}
|
||||
modifier = {
|
||||
add = 100
|
||||
scope:faction = { faction_power < 60 }
|
||||
}
|
||||
modifier = {
|
||||
add = 1000
|
||||
scope:faction = { faction_power < 40 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Restore Emperor Faction Demand Accepted
|
||||
tgp_faction_events.0202 = {
|
||||
type = letter_event
|
||||
sender = scope:faction_target
|
||||
opening = "FACTION_JAPANESE_RESTORE_EMPEROR_ACCEPTED"
|
||||
desc = "FACTION_JAPANESE_RESTORE_EMPEROR_ACCEPTED_DESC"
|
||||
|
||||
immediate = {
|
||||
save_scope_as = faction_restoration
|
||||
scope:faction.special_character = { save_scope_as = ceremonial_monarch }
|
||||
if = {
|
||||
limit = { this = scope:ceremonial_monarch }
|
||||
restore_ceremonial_liege_faction_combined_effect = yes
|
||||
}
|
||||
else = {
|
||||
scope:faction_target = { save_scope_as = defender }
|
||||
trigger_event = tgp_faction_events.0206
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = "FACTION_DEMAND_ACCEPTED_OPT"
|
||||
}
|
||||
}
|
||||
|
||||
# Restore Emperor Faction Demand Refused
|
||||
tgp_faction_events.0203 = {
|
||||
type = letter_event
|
||||
sender = scope:faction_target
|
||||
opening = "FACTION_JAPANESE_RESTORE_EMPEROR_REFUSED"
|
||||
desc = "FACTION_JAPANESE_RESTORE_EMPEROR_REFUSED_DESC"
|
||||
|
||||
option = {
|
||||
name = "FACTION_DEMAND_REFUSED_OPT"
|
||||
scope:faction = {
|
||||
faction_start_war = {}
|
||||
every_faction_member = {
|
||||
limit = {
|
||||
NOT = { this = scope:faction.faction_leader }
|
||||
}
|
||||
trigger_event = tgp_faction_events.0204
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Restore Emperor Faction Demand Refused Member Notice
|
||||
tgp_faction_events.0204 = {
|
||||
type = letter_event
|
||||
sender = scope:faction_target
|
||||
opening = "FACTION_JAPANESE_RESTORE_EMPEROR_REFUSED"
|
||||
desc = "FACTION_JAPANESE_RESTORE_EMPEROR_REFUSED_DESC"
|
||||
|
||||
option = { name = "FACTION_DEMAND_REFUSED_OPT" }
|
||||
}
|
||||
|
||||
# Restore Emperor Faction Demand Send Notice
|
||||
tgp_faction_events.0205 = {
|
||||
type = letter_event
|
||||
sender = scope:faction_leader
|
||||
opening = "FACTION_JAPANESE_RESTORE_EMPEROR_SEND_DEMAND_NOTIFICATION"
|
||||
desc = "FACTION_JAPANESE_RESTORE_EMPEROR_SEND_DEMAND_NOTIFICATION_DESC"
|
||||
|
||||
option = { name = "FACTION_DEMAND_SEND_DEMAND_NOTIFICATION_OPT" }
|
||||
}
|
||||
|
||||
# Restore Emperor Faction Aftermath
|
||||
tgp_faction_events.0206 = {
|
||||
type = character_event
|
||||
title = tgp_faction_events.0206.t
|
||||
desc = tgp_faction_events.0206.desc
|
||||
override_background = { reference = throne_room_scope }
|
||||
theme = war
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = war_over_win
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:ceremonial_liege
|
||||
animation = war_over_tie
|
||||
}
|
||||
lower_center_portrait = scope:defender
|
||||
|
||||
trigger = {
|
||||
tgp_realm_has_ceremonial_liege_trigger = yes
|
||||
tgp_has_ceremonial_liege_title_trigger = no
|
||||
}
|
||||
|
||||
on_trigger_fail = {
|
||||
if = {
|
||||
limit = { tgp_realm_has_ceremonial_liege_trigger = yes }
|
||||
restore_ceremonial_liege_faction_combined_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
if = {
|
||||
limit = { NOT = { exists = scope:attacker } }
|
||||
save_scope_as = attacker
|
||||
}
|
||||
tgp_save_realm_ceremonial_liege_effect = yes
|
||||
scope:ceremonial_liege = { save_scope_as = background_throne_room_scope }
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_faction_events.0206.a
|
||||
restore_ceremonial_liege_faction_combined_effect = yes
|
||||
add_hook = {
|
||||
target = scope:ceremonial_liege
|
||||
type = favor_hook
|
||||
}
|
||||
scope:ceremonial_liege = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
modifier = grateful_opinion
|
||||
opinion = 50
|
||||
}
|
||||
}
|
||||
every_in_list = {
|
||||
list = attackers
|
||||
limit = {
|
||||
NOT = { this = root }
|
||||
}
|
||||
custom = faction_member_custom
|
||||
add_opinion = {
|
||||
target = root
|
||||
modifier = respect_opinion
|
||||
opinion = 25
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
ambitious = minor_stress_impact_gain
|
||||
arbitrary = minor_stress_impact_gain
|
||||
arrogant = minor_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_greed = -0.5
|
||||
ai_boldness = -0.5
|
||||
ai_honor = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_faction_events.0206.b
|
||||
faction_demand_regent_transfer_effect = {
|
||||
NEW_REGENT = scope:attacker
|
||||
REASON = faction_demand
|
||||
}
|
||||
add_tyranny = major_tyranny_gain
|
||||
reverse_add_opinion = {
|
||||
target = scope:ceremonial_liege
|
||||
modifier = angry_opinion
|
||||
opinion = -50
|
||||
}
|
||||
every_in_list = {
|
||||
list = attackers
|
||||
limit = {
|
||||
NOR = {
|
||||
this = root
|
||||
house ?= root.house
|
||||
}
|
||||
}
|
||||
custom = faction_member_custom
|
||||
add_opinion = {
|
||||
target = root
|
||||
modifier = angry_opinion
|
||||
opinion = -25
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
honest = minor_stress_impact_gain
|
||||
just = minor_stress_impact_gain
|
||||
content = minor_stress_impact_gain
|
||||
humble = minor_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = -50
|
||||
ai_value_modifier = {
|
||||
ai_greed = 0.5
|
||||
ai_boldness = 0.5
|
||||
ai_honor = -0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
1408
events/dlc/tgp/tgp_genpei_character_events.txt
Normal file
1408
events/dlc/tgp/tgp_genpei_character_events.txt
Normal file
File diff suppressed because it is too large
Load diff
3495
events/dlc/tgp/tgp_governor_contract_events.txt
Normal file
3495
events/dlc/tgp/tgp_governor_contract_events.txt
Normal file
File diff suppressed because it is too large
Load diff
502
events/dlc/tgp/tgp_governor_contract_events_2000.txt
Normal file
502
events/dlc/tgp/tgp_governor_contract_events_2000.txt
Normal file
|
|
@ -0,0 +1,502 @@
|
|||
##########################
|
||||
# GOVERNOR CONTRACT EVENTS
|
||||
##########################
|
||||
namespace = tgp_governor_contract_event
|
||||
|
||||
### Missing Equipment
|
||||
# Intro event
|
||||
tgp_governor_contract_event.2000 = {
|
||||
type = character_event
|
||||
title = tgp_governor_contract_event.2000.t
|
||||
desc = tgp_governor_contract_event.2000.desc
|
||||
theme = administrative
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = worry
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Save the contract
|
||||
random_character_active_contract = {
|
||||
limit = {
|
||||
has_task_contract_type = missing_equipment
|
||||
}
|
||||
save_scope_as = ongoing_contract
|
||||
|
||||
# Save the location
|
||||
task_contract_location = {
|
||||
save_scope_as = robbery_location
|
||||
}
|
||||
}
|
||||
|
||||
# Save the capital location
|
||||
top_liege = {
|
||||
capital_province = {
|
||||
save_scope_as = capital_location
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Let's pay the workshops a visit.
|
||||
name = tgp_governor_contract_event.2000.a
|
||||
|
||||
# Travel to the capital and visit a workshop/production facility
|
||||
custom_tooltip = {
|
||||
text = tgp_governor_contract_event.2000.a_tt
|
||||
governor_contract_travel_or_progress_effect = {
|
||||
DESTINATION = scope:capital_location
|
||||
ARRIVAL_EVENT = tgp_governor_contract_event.2001
|
||||
}
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_governor_contract_event.2000.b
|
||||
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = buy_replacements
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 0
|
||||
|
||||
modifier = { # The AI may take this if they have A LOT of gold
|
||||
add = 100
|
||||
short_term_gold >= massive_gold_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_governor_contract_event.2000.c
|
||||
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = failure_standard
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 0
|
||||
|
||||
modifier = { # Pick this only if necessary
|
||||
add = 100
|
||||
is_available = no
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Arrival at the workshop
|
||||
tgp_governor_contract_event.2001 = {
|
||||
type = character_event
|
||||
title = tgp_governor_contract_event.2001.t
|
||||
desc = tgp_governor_contract_event.2001.desc
|
||||
theme = administrative
|
||||
override_background = { reference = market }
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = disapproval
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:foreman
|
||||
animation = reading
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Save the contract
|
||||
random_character_active_contract = {
|
||||
limit = {
|
||||
has_task_contract_type = missing_equipment
|
||||
}
|
||||
save_scope_as = ongoing_contract
|
||||
}
|
||||
|
||||
# Save the capital location
|
||||
top_liege = {
|
||||
capital_province = {
|
||||
save_scope_as = capital_location
|
||||
}
|
||||
}
|
||||
|
||||
# Find/create a foreman for us to talk to
|
||||
if = {
|
||||
limit = {
|
||||
any_pool_character = {
|
||||
province = scope:capital_location
|
||||
is_physically_able_ai_adult = yes
|
||||
}
|
||||
}
|
||||
random_pool_character = {
|
||||
province = scope:capital_location
|
||||
limit = {
|
||||
is_physically_able_ai_adult = yes
|
||||
}
|
||||
save_scope_as = foreman
|
||||
}
|
||||
}
|
||||
else = {
|
||||
create_character = {
|
||||
template = scholar_character
|
||||
culture = scope:capital_location.county.culture
|
||||
faith = scope:capital_location.county.faith
|
||||
location = scope:capital_location
|
||||
gender_female_chance = root_faith_dominant_gender_female_chance
|
||||
save_scope_as = foreman
|
||||
}
|
||||
}
|
||||
|
||||
# Check if you have an important relation at the imperial court
|
||||
top_liege = {
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_relation_friend = root
|
||||
has_relation_lover = root
|
||||
is_close_or_extended_family_of = root
|
||||
root = { has_hook = prev }
|
||||
}
|
||||
}
|
||||
save_scope_as = court_relation
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
cp:councillor_chancellor ?= {
|
||||
OR = {
|
||||
has_relation_friend = root
|
||||
has_relation_lover = root
|
||||
is_close_or_extended_family_of = root
|
||||
root = { has_hook = prev }
|
||||
}
|
||||
}
|
||||
}
|
||||
cp:councillor_chancellor = { save_scope_as = court_relation }
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
cp:councillor_marshal ?= {
|
||||
OR = {
|
||||
has_relation_friend = root
|
||||
has_relation_lover = root
|
||||
is_close_or_extended_family_of = root
|
||||
root = { has_hook = prev }
|
||||
}
|
||||
}
|
||||
}
|
||||
cp:councillor_marshal = { save_scope_as = court_relation }
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
cp:councillor_steward ?= {
|
||||
OR = {
|
||||
has_relation_friend = root
|
||||
has_relation_lover = root
|
||||
is_close_or_extended_family_of = root
|
||||
root = { has_hook = prev }
|
||||
}
|
||||
}
|
||||
}
|
||||
cp:councillor_steward = { save_scope_as = court_relation }
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
cp:councillor_spymaster ?= {
|
||||
OR = {
|
||||
has_relation_friend = root
|
||||
has_relation_lover = root
|
||||
is_close_or_extended_family_of = root
|
||||
root = { has_hook = prev }
|
||||
}
|
||||
}
|
||||
}
|
||||
cp:councillor_spymaster = { save_scope_as = court_relation }
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
cp:councillor_court_chaplain ?= {
|
||||
OR = {
|
||||
has_relation_friend = root
|
||||
has_relation_lover = root
|
||||
is_close_or_extended_family_of = root
|
||||
root = { has_hook = prev }
|
||||
}
|
||||
}
|
||||
}
|
||||
cp:councillor_court_chaplain = { save_scope_as = court_relation }
|
||||
}
|
||||
}
|
||||
|
||||
hidden_effect = { # Delay the travel until the events are resolved
|
||||
current_travel_plan ?= {
|
||||
delay_travel_plan = { days = 180 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # A _clerical_ error? [relation] will hear about this...
|
||||
name = tgp_governor_contract_event.2001.a
|
||||
|
||||
trigger = {
|
||||
exists = scope:court_relation
|
||||
}
|
||||
|
||||
custom_tooltip = {
|
||||
text = tgp_governor_contract_event.2001.a.tt
|
||||
trigger_event = {
|
||||
id = tgp_governor_contract_event.2002
|
||||
}
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Surely some additional compensation is in order?
|
||||
name = tgp_governor_contract_event.2001.b
|
||||
|
||||
duel = {
|
||||
skill = diplomacy
|
||||
value = 10
|
||||
50 = { # Success
|
||||
desc = tgp_governor_contract_event.2001.tt_success_desc
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 2.5
|
||||
}
|
||||
trigger_event = {
|
||||
id = tgp_governor_contract_event.2002
|
||||
}
|
||||
custom_tooltip = tgp_governor_contract_event.2001.tt_success
|
||||
}
|
||||
50 = { # Failure
|
||||
desc = tgp_governor_contract_event.2001.tt_failure_desc
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -2.5
|
||||
}
|
||||
trigger_event = {
|
||||
id = tgp_governor_contract_event.2003
|
||||
}
|
||||
custom_tooltip = tgp_governor_contract_event.2001.tt_failure
|
||||
show_as_tooltip = { # Actual deduction is done in follow-up event
|
||||
change_influence = medium_influence_loss
|
||||
add_prestige = medium_prestige_loss
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
content = medium_stress_impact_gain
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
|
||||
modifier = {
|
||||
factor = 2
|
||||
diplomacy >= good_skill_level
|
||||
}
|
||||
modifier = {
|
||||
factor = 0
|
||||
exists = scope:court_relation
|
||||
}
|
||||
modifier = {
|
||||
factor = 0
|
||||
has_trait = content
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # It would be unfortunate if your incompetence became public, no?
|
||||
name = tgp_governor_contract_event.2001.c
|
||||
|
||||
duel = {
|
||||
skill = intrigue
|
||||
value = 10
|
||||
50 = { # Success
|
||||
desc = tgp_governor_contract_event.2001.tt_success_desc
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 2.5
|
||||
}
|
||||
trigger_event = {
|
||||
id = tgp_governor_contract_event.2002
|
||||
}
|
||||
custom_tooltip = tgp_governor_contract_event.2001.tt_success
|
||||
}
|
||||
50 = { # Failure
|
||||
desc = tgp_governor_contract_event.2001.tt_failure_desc
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -2.5
|
||||
}
|
||||
trigger_event = {
|
||||
id = tgp_governor_contract_event.2003
|
||||
}
|
||||
custom_tooltip = tgp_governor_contract_event.2001.tt_failure
|
||||
show_as_tooltip = { # Actual deduction is done in follow-up event
|
||||
change_influence = medium_influence_loss
|
||||
add_prestige = medium_prestige_loss
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
compassionate = medium_stress_impact_gain
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 0
|
||||
|
||||
modifier = {
|
||||
factor = 2
|
||||
intrigue >= good_skill_level
|
||||
}
|
||||
modifier = {
|
||||
factor = 1.2
|
||||
has_trait = deceitful
|
||||
}
|
||||
modifier = {
|
||||
factor = 0
|
||||
has_trait = compassionate
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Very well. Just make certain that it does.
|
||||
name = tgp_governor_contract_event.2001.d
|
||||
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = offered_replacements
|
||||
}
|
||||
|
||||
current_travel_plan ?= { resume_travel_plan = yes }
|
||||
|
||||
ai_chance = {
|
||||
base = 50
|
||||
|
||||
modifier = {
|
||||
factor = 2
|
||||
has_trait = content
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Workship visit: Success
|
||||
tgp_governor_contract_event.2002 = {
|
||||
type = character_event
|
||||
title = tgp_governor_contract_event.2002.t
|
||||
desc = tgp_governor_contract_event.2002.desc
|
||||
theme = administrative
|
||||
override_background = { reference = market }
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = schadenfreude
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:foreman
|
||||
animation = obsequious_bow
|
||||
}
|
||||
|
||||
immediate = {
|
||||
generate_governance_outcome_effect = { OPTIONS = 4 }
|
||||
}
|
||||
|
||||
# Special governor trait option
|
||||
option = { # Let's secure a number of shipments in the future.
|
||||
name = tgp_governor_contract_event.2002.a
|
||||
|
||||
trigger = {
|
||||
exists = scope:governance_option_a
|
||||
}
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = secure_future_deliveries
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Secure me your next #EMP two#! shipments.
|
||||
name = tgp_governor_contract_event.2002.b
|
||||
trigger = { exists = scope:governance_option_b }
|
||||
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = demand_extra_shipment
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 25
|
||||
}
|
||||
}
|
||||
|
||||
option = { # A monetary compensation is in order.
|
||||
name = tgp_governor_contract_event.2002.c
|
||||
trigger = { exists = scope:governance_option_c }
|
||||
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = demand_gold
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 25
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Send me the best equipment you have available.
|
||||
name = tgp_governor_contract_event.2002.d
|
||||
trigger = { exists = scope:governance_option_d }
|
||||
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = demand_best_equipment
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 25
|
||||
}
|
||||
}
|
||||
|
||||
after = {
|
||||
current_travel_plan ?= { resume_travel_plan = yes }
|
||||
}
|
||||
}
|
||||
|
||||
# Workship visit: Failure
|
||||
tgp_governor_contract_event.2003 = {
|
||||
type = character_event
|
||||
title = tgp_governor_contract_event.2003.t
|
||||
desc = tgp_governor_contract_event.2003.desc
|
||||
theme = administrative
|
||||
override_background = { reference = market }
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = disappointed
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:foreman
|
||||
animation = anger
|
||||
}
|
||||
|
||||
immediate = {
|
||||
}
|
||||
|
||||
option = { # Fine.
|
||||
name = tgp_governor_contract_event.2003.a
|
||||
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = offered_replacements
|
||||
}
|
||||
|
||||
change_influence = medium_influence_loss
|
||||
add_prestige = medium_prestige_loss
|
||||
}
|
||||
|
||||
after = {
|
||||
current_travel_plan ?= { resume_travel_plan = yes }
|
||||
}
|
||||
}
|
||||
176
events/dlc/tgp/tgp_house_blocs.txt
Normal file
176
events/dlc/tgp/tgp_house_blocs.txt
Normal file
|
|
@ -0,0 +1,176 @@
|
|||
namespace = tgp_house_blocs
|
||||
|
||||
# Message management
|
||||
|
||||
tgp_house_blocs.0001 = {
|
||||
type = character_event
|
||||
hidden = yes
|
||||
|
||||
trigger = { has_character_flag = bloc_message_flag }
|
||||
|
||||
immediate = {
|
||||
# Notify all members about them leaving.
|
||||
send_interface_message = {
|
||||
type = msg_left_house_bloc
|
||||
title = msg_left_bloc_root
|
||||
desc = msg_left_bloc_desc_root
|
||||
left_icon = scope:leaver.house
|
||||
right_icon = scope:bloc.leading_house
|
||||
custom_description = {
|
||||
text = leave_house_bloc_effect
|
||||
subject = house.house_head
|
||||
}
|
||||
}
|
||||
every_player = {
|
||||
limit = {
|
||||
confederation ?= scope:bloc
|
||||
NOT = { this = root }
|
||||
}
|
||||
send_interface_message = {
|
||||
type = msg_left_house_bloc
|
||||
title = msg_left_bloc
|
||||
desc = msg_left_bloc_desc
|
||||
left_icon = scope:leaver.house
|
||||
right_icon = scope:bloc.leading_house
|
||||
custom_description = {
|
||||
text = leave_house_bloc_effect
|
||||
subject = scope:leaver.house_head
|
||||
}
|
||||
}
|
||||
}
|
||||
remove_character_flag = bloc_message_flag
|
||||
}
|
||||
}
|
||||
|
||||
tgp_house_blocs.0002 = {
|
||||
type = character_event
|
||||
hidden = yes
|
||||
|
||||
trigger = { has_character_flag = bloc_message_flag }
|
||||
|
||||
immediate = {
|
||||
# Notify all members about them leaving.
|
||||
send_interface_message = {
|
||||
type = msg_joined_house_bloc
|
||||
title = msg_joined_bloc_root
|
||||
desc = msg_joined_bloc_desc_root
|
||||
left_icon = scope:joiner.house
|
||||
right_icon = scope:bloc.leading_house
|
||||
custom_description = {
|
||||
text = join_house_bloc_effect
|
||||
subject = scope:joiner
|
||||
object = scope:bloc.leading_house.house_head
|
||||
}
|
||||
}
|
||||
every_player = {
|
||||
limit = {
|
||||
confederation ?= scope:bloc
|
||||
NOT = { this = root }
|
||||
}
|
||||
send_interface_message = {
|
||||
type = msg_joined_house_bloc
|
||||
title = msg_joined_bloc
|
||||
desc = msg_joined_bloc_desc
|
||||
left_icon = scope:joiner.house
|
||||
right_icon = scope:bloc.leading_house
|
||||
custom_description = {
|
||||
text = join_house_bloc_effect
|
||||
subject = scope:joiner
|
||||
object = scope:bloc.leading_house.house_head
|
||||
}
|
||||
}
|
||||
}
|
||||
remove_character_flag = bloc_message_flag
|
||||
}
|
||||
}
|
||||
|
||||
tgp_house_blocs.0010 = {
|
||||
type = character_event
|
||||
hidden = yes
|
||||
|
||||
immediate = {
|
||||
bloc_leader_change_aspiration_cohesion_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Strength Unlock
|
||||
|
||||
tgp_house_blocs.1001 = {
|
||||
type = character_event
|
||||
title = tgp_house_blocs.1001.t
|
||||
desc = tgp_house_blocs.1001.desc
|
||||
theme = war
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = thinking
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:bloc_leader
|
||||
animation = japanese_war_fan
|
||||
}
|
||||
override_background = { reference = army_camp }
|
||||
|
||||
trigger = {
|
||||
is_ruler = yes
|
||||
exists = house.house_confederation
|
||||
NOT = { is_at_war_with = house.house_confederation.leading_house.house_head }
|
||||
}
|
||||
|
||||
immediate = {
|
||||
house = {
|
||||
house_confederation = {
|
||||
leading_house.house_head = { save_scope_as = bloc_leader }
|
||||
}
|
||||
every_house_member = {
|
||||
limit = {
|
||||
is_landed = yes
|
||||
top_liege = root.top_liege
|
||||
OR = {
|
||||
liege = scope:bloc_leader
|
||||
liege = root
|
||||
}
|
||||
NOR = {
|
||||
this = root
|
||||
is_at_war_with = house.house_confederation.leading_house.house_head
|
||||
}
|
||||
}
|
||||
add_to_list = war_joiners
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_house_blocs.1001.a
|
||||
scope:war = {
|
||||
add_attacker = root
|
||||
}
|
||||
every_in_list = {
|
||||
list = war_joiners
|
||||
save_temporary_scope_as = war_joiner_temp
|
||||
scope:war = {
|
||||
add_attacker = scope:war_joiner_temp
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_house_blocs.1001.b
|
||||
house = {
|
||||
set_variable = {
|
||||
name = bloc_leaving_reason
|
||||
value = flag:reason_events
|
||||
days = 4
|
||||
}
|
||||
tgp_leave_house_bloc_effect = {
|
||||
OPINION = flag:yes
|
||||
TRUCE = flag:yes
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
1185
events/dlc/tgp/tgp_interaction_events.txt
Normal file
1185
events/dlc/tgp/tgp_interaction_events.txt
Normal file
File diff suppressed because it is too large
Load diff
125
events/dlc/tgp/tgp_japan_career_events.txt
Normal file
125
events/dlc/tgp/tgp_japan_career_events.txt
Normal file
|
|
@ -0,0 +1,125 @@
|
|||
###################################
|
||||
# JAPAN CAREER EVENTS
|
||||
###################################
|
||||
namespace = tgp_japan_career
|
||||
|
||||
### EVENT LIST ####################################################################
|
||||
## 0001 - Intro in 1066
|
||||
## 0002 - Intro in 1178
|
||||
###################################################################################
|
||||
|
||||
# Intro Event - Who are you playing as and what is your situation
|
||||
# Also acts as an introduction when you start playing in Japan
|
||||
tgp_japan_career.0001 = {
|
||||
type = character_event
|
||||
window = big_event_window
|
||||
title = tgp_japan_career.0001.t
|
||||
desc = {
|
||||
desc = tgp_japan_career.0001.desc
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = { has_title = title:k_chrysanthemum_throne } #is tenno
|
||||
desc = tgp_japan_career.0001.tenno_desc
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { has_title = title:e_japan } #is kampaku
|
||||
desc = tgp_japan_career.0001.kampaku_desc
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { government_has_flag = government_is_japan_feudal } #is soryo
|
||||
desc = tgp_japan_career.0001.soryo_desc
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { government_has_flag = government_is_japan_administrative } #is ritsuryo
|
||||
desc = tgp_japan_career.0001.ritsuryo_desc
|
||||
}
|
||||
}
|
||||
desc = tgp_japan_career.0001.desc_2
|
||||
}
|
||||
theme = diplomacy
|
||||
override_icon = {
|
||||
trigger = { government_has_flag = government_is_japan_feudal }
|
||||
reference ="gfx/interface/icons/event_types/type_war.dds"
|
||||
}
|
||||
override_header_background = {
|
||||
trigger = { government_has_flag = government_is_japan_feudal }
|
||||
reference = "gfx/interface/window_event/event_header_red.dds"
|
||||
}
|
||||
override_background = {
|
||||
trigger = {
|
||||
has_title = title:k_chrysanthemum_throne
|
||||
}
|
||||
reference = tgp_garden_asia
|
||||
}
|
||||
override_background = {
|
||||
trigger = {
|
||||
has_title = title:e_japan
|
||||
}
|
||||
reference = tgp_study_japan
|
||||
}
|
||||
override_background = {
|
||||
trigger = {
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
reference = tgp_crossroad_inn_asia
|
||||
}
|
||||
override_background = {
|
||||
trigger = {
|
||||
government_has_flag = government_is_japan_administrative
|
||||
}
|
||||
reference = bedchamber
|
||||
}
|
||||
|
||||
|
||||
left_portrait = {
|
||||
character = root
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
government_has_flag = government_is_japan_feudal #Soryo ruler should have their sword out
|
||||
}
|
||||
animation = inspect_weapon
|
||||
}
|
||||
animation = chancellor
|
||||
}
|
||||
|
||||
right_portrait = {
|
||||
character = player_heir
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
government_has_flag = government_is_japan_feudal #Soryo ruler should have their sword out
|
||||
}
|
||||
animation = horse_archer_aggressive
|
||||
camera = camera_event_scheme_vs_left_look_left
|
||||
}
|
||||
animation = holding_scrolls
|
||||
}
|
||||
|
||||
trigger = {
|
||||
has_tgp_dlc_trigger = yes
|
||||
government_is_japanese_trigger = yes
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Scopes
|
||||
save_scope_as = new_ruler
|
||||
house ?= { save_scope_as = ruler_family }
|
||||
top_liege = { save_scope_as = kampaku }
|
||||
player_heir ?= { save_scope_as = heir }
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_japan_career.0001.a
|
||||
add_character_modifier = {
|
||||
modifier = tgp_japan_peace_modifier
|
||||
years = 20
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_japan_career.0001.b
|
||||
add_character_modifier = {
|
||||
modifier = tgp_japan_war_modifier
|
||||
years = 20
|
||||
}
|
||||
}
|
||||
}
|
||||
3317
events/dlc/tgp/tgp_japan_decision_events.txt
Normal file
3317
events/dlc/tgp/tgp_japan_decision_events.txt
Normal file
File diff suppressed because it is too large
Load diff
1626
events/dlc/tgp/tgp_japan_general_events.txt
Normal file
1626
events/dlc/tgp/tgp_japan_general_events.txt
Normal file
File diff suppressed because it is too large
Load diff
4388
events/dlc/tgp/tgp_japan_yearly_events.txt
Normal file
4388
events/dlc/tgp/tgp_japan_yearly_events.txt
Normal file
File diff suppressed because it is too large
Load diff
5722
events/dlc/tgp/tgp_japan_yearly_events_ariana.txt
Normal file
5722
events/dlc/tgp/tgp_japan_yearly_events_ariana.txt
Normal file
File diff suppressed because it is too large
Load diff
180
events/dlc/tgp/tgp_korea_decision_events.txt
Normal file
180
events/dlc/tgp/tgp_korea_decision_events.txt
Normal file
|
|
@ -0,0 +1,180 @@
|
|||
namespace = tgp_korea_decision
|
||||
|
||||
# unify_goryeo_decision
|
||||
|
||||
tgp_korea_decision.9101 = { # Ruler
|
||||
type = character_event
|
||||
title = tgp_korea_decision.9101.t
|
||||
desc = {
|
||||
desc = tgp_korea_decision.9101.intro
|
||||
desc = tgp_korea_decision.9101.desc
|
||||
}
|
||||
theme = realm
|
||||
override_effect_2d = { reference = legend_glow }
|
||||
override_background = { reference = throne_room_scope }
|
||||
left_portrait = {
|
||||
character = scope:king_of_goryeo
|
||||
animation = holding_hu
|
||||
}
|
||||
|
||||
immediate = {
|
||||
play_music_cue = "mx_cue_epic_sacral_moment"
|
||||
save_scope_as = background_throne_room_scope
|
||||
korea_unify_goryeo_reward_effect = yes
|
||||
}
|
||||
|
||||
option = { # Samhan
|
||||
name = tgp_korea_decision.9101.a
|
||||
# Rename Goryeo culture
|
||||
hidden_effect = {
|
||||
culture:goryeo = {
|
||||
set_culture_name = {
|
||||
noun = samhan_hybrid_name
|
||||
collective_noun = samhan_hybrid_collective_noun
|
||||
prefix = samhan_hybrid_prefix
|
||||
}
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 10
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Goryeo
|
||||
name = tgp_korea_decision.9101.b
|
||||
trigger = { culture = culture:goguryeo }
|
||||
custom_tooltip = {
|
||||
text = tgp_korea_decision.9101.b.reason
|
||||
title:e_goryeo = { set_title_name = "cn_goryeo" }
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
after = {
|
||||
# Inform Vassals
|
||||
every_player = {
|
||||
limit = { is_vassal_or_below_of = root }
|
||||
trigger_event = tgp_korea_decision.9102
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tgp_korea_decision.9102 = { # Vassal
|
||||
type = character_event
|
||||
title = tgp_korea_decision.9102.t
|
||||
desc = {
|
||||
desc = tgp_korea_decision.9101.intro
|
||||
desc = tgp_korea_decision.9102.desc
|
||||
}
|
||||
theme = realm
|
||||
override_effect_2d = { reference = legend_glow }
|
||||
override_background = { reference = throne_room_scope }
|
||||
left_portrait = {
|
||||
character = scope:king_of_goryeo
|
||||
animation = war_over_tie
|
||||
}
|
||||
|
||||
immediate = {
|
||||
show_as_tooltip = {
|
||||
scope:king_of_goryeo = { korea_unify_goryeo_reward_effect = yes }
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_korea_decision.9101.a
|
||||
}
|
||||
}
|
||||
|
||||
# NEW CEREMONIAL REGENCY EVENT
|
||||
|
||||
#tgp_korea_decision.9201 = {
|
||||
# orphan = yes # DEPRECATED
|
||||
# type = character_event
|
||||
# title = tgp_korea_decision.9201.t
|
||||
# desc = tgp_korea_decision.9201.desc
|
||||
# theme = crown
|
||||
# left_portrait = {
|
||||
# character = root
|
||||
# animation = holding_hu
|
||||
# }
|
||||
# override_background = { reference = throne_room_scope }
|
||||
#
|
||||
# trigger = {
|
||||
# OR = {
|
||||
# exists = primary_title.previous_holder
|
||||
# NOT = { primary_title = title:e_viet }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# immediate = {
|
||||
# show_as_tooltip = {
|
||||
# scope:founder = { get_title = scope:new_title }
|
||||
# scope:regent_title.holder = { add_realm_law_skip_effects = single_heir_succession_law } # Regency inherited separately
|
||||
# scope:new_title = { add_title_law = single_heir_succession_law }
|
||||
# }
|
||||
# every_player = {
|
||||
# limit = {
|
||||
# top_liege = root
|
||||
# NOT = { this = root }
|
||||
# }
|
||||
# trigger_event = {
|
||||
# id = tgp_korea_decision.9202
|
||||
# delayed = yes
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# option = {
|
||||
# name = tgp_korea_decision.9201.a
|
||||
# ai_chance = {
|
||||
# base = 100
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
|
||||
#tgp_korea_decision.9202 = {
|
||||
# orphan = yes # DEPRECATED
|
||||
# type = character_event
|
||||
# title = tgp_korea_decision.9201.t
|
||||
# desc = tgp_korea_decision.9202.desc
|
||||
# theme = crown
|
||||
# left_portrait = {
|
||||
# character = root
|
||||
# animation = throne_room_bow_1
|
||||
# }
|
||||
# right_portrait = {
|
||||
# character = scope:founder
|
||||
# animation = holding_hu
|
||||
# }
|
||||
# override_background = { reference = throne_room_scope }
|
||||
# immediate = {
|
||||
# show_as_tooltip = {
|
||||
# scope:founder = { get_title = scope:new_title }
|
||||
# scope:regent_title.holder = { add_realm_law_skip_effects = single_heir_succession_law } # Regency inherited separately
|
||||
# scope:new_title = { add_title_law = single_heir_succession_law }
|
||||
# }
|
||||
# }
|
||||
# option = { name = tgp_korea_decision.9202.a }
|
||||
#}
|
||||
|
||||
#tgp_korea_decision.9203 = {
|
||||
# orphan = yes # DEPRECATED
|
||||
# hidden = yes
|
||||
# type = character_event
|
||||
# trigger = {
|
||||
# government_has_flag = government_is_meritocratic
|
||||
# is_independent_ruler = yes
|
||||
# highest_held_title_tier >= tier_empire
|
||||
# tgp_realm_has_ceremonial_liege_trigger = no
|
||||
# }
|
||||
# immediate = {
|
||||
# save_scope_as = founder
|
||||
# save_scope_as = background_throne_room_scope
|
||||
# #tgp_create_ceremonial_regent_title_effect = { FOUNDER = root }
|
||||
# trigger_event = {
|
||||
# id = tgp_korea_decision.9201
|
||||
# delayed = yes
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
1
events/dlc/tgp/tgp_maintenance_events.txt
Normal file
1
events/dlc/tgp/tgp_maintenance_events.txt
Normal file
|
|
@ -0,0 +1 @@
|
|||
#
|
||||
278
events/dlc/tgp/tgp_mandala_capital_events.txt
Normal file
278
events/dlc/tgp/tgp_mandala_capital_events.txt
Normal file
|
|
@ -0,0 +1,278 @@
|
|||
#Mandala Capital Events
|
||||
|
||||
namespace = tgp_east_asia_mandala_capital_events
|
||||
|
||||
tgp_east_asia_mandala_capital_events.1000 = {
|
||||
type = character_event
|
||||
window = big_event_window
|
||||
title = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:great_project = { great_project_type = mandala_capital_05 }
|
||||
}
|
||||
desc = tgp_east_asia_mandala_capital_events.1000.t.final
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:great_project = { great_project_type = mandala_capital_04 }
|
||||
}
|
||||
desc = tgp_east_asia_mandala_capital_events.1000.t.fourth
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:great_project = { great_project_type = mandala_capital_03 }
|
||||
}
|
||||
desc = tgp_east_asia_mandala_capital_events.1000.t.third
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:great_project = { great_project_type = mandala_capital_02 }
|
||||
}
|
||||
desc = tgp_east_asia_mandala_capital_events.1000.t.second
|
||||
}
|
||||
desc = tgp_east_asia_mandala_capital_events.1000.t
|
||||
}
|
||||
}
|
||||
desc = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:great_project = { great_project_type = mandala_capital_05 }
|
||||
}
|
||||
desc = tgp_east_asia_mandala_capital_events.1000.desc.final
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:great_project = { great_project_type = mandala_capital_04 }
|
||||
}
|
||||
desc = tgp_east_asia_mandala_capital_events.1000.desc.fourth
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:great_project = { great_project_type = mandala_capital_03 }
|
||||
}
|
||||
desc = tgp_east_asia_mandala_capital_events.1000.desc.third
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:great_project = { great_project_type = mandala_capital_02 }
|
||||
}
|
||||
desc = tgp_east_asia_mandala_capital_events.1000.desc.second
|
||||
}
|
||||
desc = tgp_east_asia_mandala_capital_events.1000.desc
|
||||
}
|
||||
}
|
||||
theme = mandala
|
||||
left_portrait = {
|
||||
character = scope:onlooker
|
||||
animation = admiration
|
||||
}
|
||||
center_portrait = {
|
||||
character = root
|
||||
animation = personality_zealous
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:onlooker_2
|
||||
camera = camera_event_scheme_vs_center_positioned_left
|
||||
animation = ecstasy
|
||||
}
|
||||
override_effect_2d = { reference = legend_glow }
|
||||
immediate = {
|
||||
mandala_owner_reward_01_effect = yes
|
||||
scope:province = { save_scope_as = project_location }
|
||||
#Grab some characters who are celebrating and excited
|
||||
random_courtier = {
|
||||
limit = {
|
||||
is_available_adult = yes
|
||||
this != root
|
||||
}
|
||||
save_scope_as = onlooker
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { exists = scope:onlooker }
|
||||
}
|
||||
random_pool_character = {
|
||||
province = root.capital_province
|
||||
limit = { is_available_adult = yes }
|
||||
save_scope_as = onlooker
|
||||
}
|
||||
}
|
||||
random_courtier = {
|
||||
limit = {
|
||||
is_available_adult = yes
|
||||
this != root
|
||||
this != scope:onlooker
|
||||
}
|
||||
save_scope_as = onlooker_2
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { exists = scope:onlooker_2 }
|
||||
}
|
||||
random_pool_character = {
|
||||
province = root.capital_province
|
||||
limit = { is_available_adult = yes }
|
||||
save_scope_as = onlooker_2
|
||||
}
|
||||
}
|
||||
}
|
||||
#Run effects
|
||||
option = {
|
||||
name = {
|
||||
text = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:great_project = { great_project_type = mandala_capital_05 }
|
||||
}
|
||||
desc = tgp_east_asia_mandala_capital_events.1000.a.final
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:great_project = { great_project_type = mandala_capital_04 }
|
||||
}
|
||||
desc = tgp_east_asia_mandala_capital_events.1000.a.fourth
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:great_project = { great_project_type = mandala_capital_03 }
|
||||
}
|
||||
desc = tgp_east_asia_mandala_capital_events.1000.a.third
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:great_project = { great_project_type = mandala_capital_02 }
|
||||
}
|
||||
desc = tgp_east_asia_mandala_capital_events.1000.a.second
|
||||
}
|
||||
desc = tgp_east_asia_mandala_capital_events.1000.a
|
||||
}
|
||||
}
|
||||
}
|
||||
#Did you contribute something?
|
||||
if = {
|
||||
limit = {
|
||||
scope:great_project = { great_project_type = mandala_capital_01 }
|
||||
}
|
||||
check_and_reward_contributions_01_effect = yes
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:great_project = { great_project_type = mandala_capital_02 }
|
||||
}
|
||||
check_and_reward_contributions_02_effect = yes
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:great_project = { great_project_type = mandala_capital_03 }
|
||||
}
|
||||
check_and_reward_contributions_03_effect = yes
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:great_project = { great_project_type = mandala_capital_04 }
|
||||
}
|
||||
check_and_reward_contributions_04_effect = yes
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:great_project = { great_project_type = mandala_capital_05 }
|
||||
}
|
||||
check_and_reward_contributions_05_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tgp_east_asia_mandala_capital_events.1010 = {
|
||||
type = character_event
|
||||
window = big_event_window
|
||||
title = tgp_east_asia_mandala_capital_events.1010.t
|
||||
desc = tgp_east_asia_mandala_capital_events.1010.desc
|
||||
theme = mandala
|
||||
left_portrait = {
|
||||
character = root
|
||||
triggered_animation = {
|
||||
trigger = { ai_honor <= 0 }
|
||||
animation = scheme
|
||||
}
|
||||
animation = personality_compassionate
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:envoy
|
||||
animation = obsequious_bow
|
||||
}
|
||||
lower_right_portrait = {
|
||||
character = scope:overlord_scope
|
||||
}
|
||||
immediate = {
|
||||
scope:owner = {
|
||||
save_scope_as = overlord_scope
|
||||
save_scope_as = value_target
|
||||
}
|
||||
scope:province = { save_scope_as = project_location }
|
||||
create_character = {
|
||||
template = travel_messenger
|
||||
location = root.location
|
||||
culture = scope:overlord_scope.location.culture
|
||||
faith = scope:overlord_scope.location.faith
|
||||
gender_female_chance = scope_value_target_soldier_female_chance
|
||||
save_scope_as = envoy
|
||||
}
|
||||
}
|
||||
#Run effects
|
||||
option = {
|
||||
name = tgp_east_asia_mandala_capital_events.1010.a
|
||||
#Did you contribute something?
|
||||
if = {
|
||||
limit = {
|
||||
scope:great_project = { great_project_type = mandala_capital_01 }
|
||||
}
|
||||
check_and_reward_contributions_01_effect = yes
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:great_project = { great_project_type = mandala_capital_02 }
|
||||
}
|
||||
check_and_reward_contributions_02_effect = yes
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:great_project = { great_project_type = mandala_capital_03 }
|
||||
}
|
||||
check_and_reward_contributions_03_effect = yes
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:great_project = { great_project_type = mandala_capital_04 }
|
||||
}
|
||||
check_and_reward_contributions_04_effect = yes
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:great_project = { great_project_type = mandala_capital_05 }
|
||||
}
|
||||
check_and_reward_contributions_05_effect = yes
|
||||
}
|
||||
#Get some opinion
|
||||
if = {
|
||||
limit = {
|
||||
scope:overlord_scope = { is_ai = yes }
|
||||
}
|
||||
mandala_contributor_opinion_reward_effect = { OVERLORD = scope:overlord_scope }
|
||||
}
|
||||
}
|
||||
#Sweep, sweep
|
||||
after = {
|
||||
scope:envoy = {
|
||||
if = { # Cleanup
|
||||
limit = {
|
||||
root = { is_ai = yes }
|
||||
is_courtier = no
|
||||
}
|
||||
silent_disappearance_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
1716
events/dlc/tgp/tgp_mandala_devaraja_events.txt
Normal file
1716
events/dlc/tgp/tgp_mandala_devaraja_events.txt
Normal file
File diff suppressed because it is too large
Load diff
2724
events/dlc/tgp/tgp_mandala_events.txt
Normal file
2724
events/dlc/tgp/tgp_mandala_events.txt
Normal file
File diff suppressed because it is too large
Load diff
8919
events/dlc/tgp/tgp_mandala_task_contract_events.txt
Normal file
8919
events/dlc/tgp/tgp_mandala_task_contract_events.txt
Normal file
File diff suppressed because it is too large
Load diff
372
events/dlc/tgp/tgp_mentoring_scheme_events.txt
Normal file
372
events/dlc/tgp/tgp_mentoring_scheme_events.txt
Normal file
|
|
@ -0,0 +1,372 @@
|
|||
#########################
|
||||
# MENTORING SCHEME EVENTS
|
||||
#########################
|
||||
namespace = mentoring_scheme_event
|
||||
|
||||
# Outcome event - Become better at whatever you studied
|
||||
mentoring_scheme_event.0001 = {
|
||||
hidden = yes
|
||||
|
||||
immediate = {
|
||||
send_interface_message = {
|
||||
type = mentoring_scheme_good_message
|
||||
title = mentoring_success_message
|
||||
left_icon = scope:target
|
||||
|
||||
## Base
|
||||
# Merit
|
||||
if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_merit }
|
||||
}
|
||||
change_merit = {
|
||||
value = 10
|
||||
multiply = {
|
||||
value = scope:target.merit_level
|
||||
subtract = merit_level
|
||||
}
|
||||
}
|
||||
}
|
||||
# Confucian Education
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_confucian_education }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = confucian_education
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = confucian_education
|
||||
value = 2
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = confucian_education
|
||||
}
|
||||
}
|
||||
## Commander Traits
|
||||
# Logistician
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_logistician }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = logistician
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = logistician
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = logistician
|
||||
}
|
||||
}
|
||||
# Military Engineer
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_military_engineer }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = military_engineer
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = military_engineer
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = military_engineer
|
||||
}
|
||||
}
|
||||
# Aggressive Attacker
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_aggressive_attacker }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = aggressive_attacker
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = aggressive_attacker
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = aggressive_attacker
|
||||
}
|
||||
}
|
||||
# Unyielding Defender
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_unyielding_defender }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = unyielding_defender
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = unyielding_defender
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = unyielding_defender
|
||||
}
|
||||
}
|
||||
# Forder
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_forder }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = forder
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = forder
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = forder
|
||||
}
|
||||
}
|
||||
# Flexible Leader
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_flexible_leader }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = flexible_leader
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = flexible_leader
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = flexible_leader
|
||||
}
|
||||
}
|
||||
# Desert Warrior
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_desert_warrior }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = desert_warrior
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = desert_warrior
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = desert_warrior
|
||||
}
|
||||
}
|
||||
# Jungle Stalker
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_jungle_stalker }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = jungle_stalker
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = jungle_stalker
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = jungle_stalker
|
||||
}
|
||||
}
|
||||
# Reaver
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_reaver }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = reaver
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = reaver
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = reaver
|
||||
}
|
||||
}
|
||||
# Reckless
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_reckless }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = reckless
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = reckless
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = reckless
|
||||
}
|
||||
}
|
||||
# Holy Warrior
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_holy_warrior }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = holy_warrior
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = holy_warrior
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = holy_warrior
|
||||
}
|
||||
}
|
||||
# Open Terrain Expert
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_open_terrain_expert }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = open_terrain_expert
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = open_terrain_expert
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = open_terrain_expert
|
||||
}
|
||||
}
|
||||
# Rough Terrain Expert
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_rough_terrain_expert }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = rough_terrain_expert
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = rough_terrain_expert
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = rough_terrain_expert
|
||||
}
|
||||
}
|
||||
# Forest Fighter
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_forest_fighter }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = forest_fighter
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = forest_fighter
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = forest_fighter
|
||||
}
|
||||
}
|
||||
# Cautious Leader
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_cautious_leader }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = cautious_leader
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = cautious_leader
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = cautious_leader
|
||||
}
|
||||
}
|
||||
# Organizer
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_organizer }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = organizer
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = organizer
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = organizer
|
||||
}
|
||||
}
|
||||
# Winter Soldier
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:scheme = { has_variable = mentoring_winter_soldier }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = winter_soldier
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = winter_soldier
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_trait = winter_soldier
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Outcome event - You did not make progress
|
||||
mentoring_scheme_event.0002 = {
|
||||
hidden = yes
|
||||
|
||||
immediate = {
|
||||
send_interface_message = {
|
||||
type = mentoring_scheme_bad_message
|
||||
title = mentoring_failure_message
|
||||
left_icon = scope:target
|
||||
|
||||
custom_tooltip = mentoring_failure_message_desc
|
||||
}
|
||||
}
|
||||
}
|
||||
3699
events/dlc/tgp/tgp_movement_events.txt
Normal file
3699
events/dlc/tgp/tgp_movement_events.txt
Normal file
File diff suppressed because it is too large
Load diff
603
events/dlc/tgp/tgp_natural_disaster_contract_events.txt
Normal file
603
events/dlc/tgp/tgp_natural_disaster_contract_events.txt
Normal file
|
|
@ -0,0 +1,603 @@
|
|||
##########################
|
||||
# NATURAL DISASTER CONTRACT EVENTS
|
||||
##########################
|
||||
namespace = tgp_natural_disaster_contract_event
|
||||
|
||||
### Food Shortage
|
||||
tgp_natural_disaster_contract_event.0001 = {
|
||||
type = character_event
|
||||
title = tgp_natural_disaster_contract_event.0001.t
|
||||
desc = tgp_natural_disaster_contract_event.0001.desc
|
||||
theme = disaster
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = stress
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Save the contract
|
||||
random_character_active_contract = {
|
||||
limit = {
|
||||
has_task_contract_type = tgp_food_shortage
|
||||
}
|
||||
save_scope_as = ongoing_contract
|
||||
|
||||
# Save the location
|
||||
task_contract_location = {
|
||||
save_scope_as = natural_disaster_contract_destination
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0001.a
|
||||
|
||||
custom_tooltip = tgp_natural_disaster_travel_to_contract_destination
|
||||
governor_contract_travel_or_progress_effect = {
|
||||
DESTINATION = scope:natural_disaster_contract_destination
|
||||
ARRIVAL_EVENT = tgp_natural_disaster_contract_event.0002
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0001.b
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = failure_standard
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tgp_natural_disaster_contract_event.0002 = {
|
||||
type = character_event
|
||||
title = tgp_natural_disaster_contract_event.0002.t
|
||||
desc = tgp_natural_disaster_contract_event.0002.desc
|
||||
theme = disaster
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = stress
|
||||
}
|
||||
override_background = {
|
||||
reference = ruined_holding
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Save the contract
|
||||
random_character_active_contract = {
|
||||
limit = {
|
||||
has_task_contract_type = tgp_food_shortage
|
||||
}
|
||||
save_scope_as = ongoing_contract
|
||||
|
||||
# Save the location
|
||||
task_contract_location = {
|
||||
save_scope_as = ongoing_destination
|
||||
}
|
||||
}
|
||||
generate_governance_outcome_effect = { OPTIONS = 4 }
|
||||
}
|
||||
|
||||
option = { # Special governor trait option
|
||||
name = tgp_natural_disaster_contract_event.0002.a
|
||||
trigger = {
|
||||
has_trait = governor # To show that the trait unlocks the option
|
||||
exists = scope:governance_option_a
|
||||
}
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = distribution_of_food
|
||||
}
|
||||
ai_chance = {
|
||||
base = 200
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0002.b
|
||||
trigger = { exists = scope:governance_option_b }
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = pay_from_own_pocket
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0002.c
|
||||
trigger = { exists = scope:governance_option_c }
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = haggle_with_merchants
|
||||
}
|
||||
duel = {
|
||||
skill = stewardship
|
||||
value = decent_skill_rating
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
desc = tgp_natural_disaster_contract_event.0002.c.tt.success
|
||||
scope:ongoing_contract ?= {
|
||||
complete_task_contract = haggle_with_merchants
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
desc = tgp_natural_disaster_contract_event.0002.c.tt.failure
|
||||
scope:ongoing_contract ?= {
|
||||
complete_task_contract = haggle_with_merchants_failure
|
||||
}
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 50
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0002.d
|
||||
trigger = { exists = scope:governance_option_d }
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = demand_food_from_nobles
|
||||
}
|
||||
ai_chance = {
|
||||
base = 80
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
### Destroyed by Nature
|
||||
tgp_natural_disaster_contract_event.0005 = {
|
||||
type = character_event
|
||||
title = tgp_natural_disaster_contract_event.0005.t
|
||||
desc = tgp_natural_disaster_contract_event.0005.desc
|
||||
theme = disaster
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = stress
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Save the contract
|
||||
random_character_active_contract = {
|
||||
limit = {
|
||||
has_task_contract_type = tgp_ravaged_buildings
|
||||
}
|
||||
save_scope_as = ongoing_contract
|
||||
|
||||
# Save the location
|
||||
task_contract_location = {
|
||||
save_scope_as = natural_disaster_contract_destination
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0005.a
|
||||
|
||||
custom_tooltip = tgp_natural_disaster_travel_to_contract_destination
|
||||
governor_contract_travel_or_progress_effect = {
|
||||
DESTINATION = scope:natural_disaster_contract_destination
|
||||
ARRIVAL_EVENT = tgp_natural_disaster_contract_event.0006
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0005.b
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = failure_standard
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tgp_natural_disaster_contract_event.0006 = {
|
||||
type = character_event
|
||||
title = tgp_natural_disaster_contract_event.0006.t
|
||||
desc = tgp_natural_disaster_contract_event.0006.desc
|
||||
theme = disaster
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = stress
|
||||
}
|
||||
override_background = {
|
||||
reference = ruined_holding
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Save the contract
|
||||
random_character_active_contract = {
|
||||
limit = {
|
||||
has_task_contract_type = tgp_ravaged_buildings
|
||||
}
|
||||
save_scope_as = ongoing_contract
|
||||
|
||||
# Save the location
|
||||
task_contract_location = {
|
||||
save_scope_as = ongoing_destination
|
||||
}
|
||||
}
|
||||
generate_governance_outcome_effect = { OPTIONS = 4 }
|
||||
}
|
||||
|
||||
option = { # Special governor trait option
|
||||
name = tgp_natural_disaster_contract_event.0006.a
|
||||
trigger = {
|
||||
has_trait = governor # To show that the trait unlocks the option
|
||||
exists = scope:governance_option_a
|
||||
}
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = rebuild_settlement
|
||||
}
|
||||
ai_chance = {
|
||||
base = 200
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0006.b
|
||||
trigger = { exists = scope:governance_option_b }
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = temporary_shelters
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0006.c
|
||||
trigger = { exists = scope:governance_option_c }
|
||||
duel = {
|
||||
skills = { martial stewardship }
|
||||
value = decent_skill_rating
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
desc = tgp_natural_disaster_contract_event.0006.c.tt.desc.success
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = remove_debris
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
desc = tgp_natural_disaster_contract_event.0006.c.tt.desc.failure
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = remove_debris_failure
|
||||
}
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 80
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0006.d
|
||||
trigger = { exists = scope:governance_option_d }
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = labor_exchange
|
||||
}
|
||||
ai_chance = {
|
||||
base = 50
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
### Treating the Innocents
|
||||
tgp_natural_disaster_contract_event.0010 = {
|
||||
type = character_event
|
||||
title = tgp_natural_disaster_contract_event.0010.t
|
||||
desc = tgp_natural_disaster_contract_event.0010.desc
|
||||
theme = disaster
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = stress
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Save the contract
|
||||
random_character_active_contract = {
|
||||
limit = {
|
||||
has_task_contract_type = tgp_medieval_medicine
|
||||
}
|
||||
save_scope_as = ongoing_contract
|
||||
|
||||
# Save the location
|
||||
task_contract_location = {
|
||||
save_scope_as = natural_disaster_contract_destination
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0010.a
|
||||
|
||||
custom_tooltip = tgp_natural_disaster_travel_to_contract_destination
|
||||
governor_contract_travel_or_progress_effect = {
|
||||
DESTINATION = scope:natural_disaster_contract_destination
|
||||
ARRIVAL_EVENT = tgp_natural_disaster_contract_event.0011
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0010.b
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = failure_standard
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tgp_natural_disaster_contract_event.0011 = {
|
||||
type = character_event
|
||||
title = tgp_natural_disaster_contract_event.0011.t
|
||||
desc = tgp_natural_disaster_contract_event.0011.desc
|
||||
theme = disaster
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = stress
|
||||
}
|
||||
override_background = {
|
||||
reference = ruined_holding
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Save the contract
|
||||
random_character_active_contract = {
|
||||
limit = {
|
||||
has_task_contract_type = tgp_medieval_medicine
|
||||
}
|
||||
save_scope_as = ongoing_contract
|
||||
|
||||
# Save the location
|
||||
task_contract_location = {
|
||||
save_scope_as = ongoing_destination
|
||||
}
|
||||
}
|
||||
generate_governance_outcome_effect = { OPTIONS = 4 }
|
||||
}
|
||||
|
||||
option = { # Special governor trait option
|
||||
name = tgp_natural_disaster_contract_event.0011.a
|
||||
trigger = {
|
||||
has_trait = governor # To show that the trait unlocks the option
|
||||
exists = scope:governance_option_a
|
||||
}
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = assisting_physician
|
||||
}
|
||||
ai_chance = {
|
||||
base = 200
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0011.b
|
||||
trigger = { exists = scope:governance_option_b }
|
||||
duel = {
|
||||
skill = learning
|
||||
value = decent_skill_rating
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
desc = tgp_natural_disaster_contract_event.0011.b.tt.success
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = medical_assistance
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
desc = tgp_natural_disaster_contract_event.0011.b.tt.failure
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = medical_assistance_failure
|
||||
}
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 50
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0011.c
|
||||
trigger = { exists = scope:governance_option_c }
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = prayers_to_the_people
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0011.d
|
||||
trigger = { exists = scope:governance_option_d }
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = better_pay_up
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
### Provisional Relocation
|
||||
tgp_natural_disaster_contract_event.0015 = {
|
||||
type = character_event
|
||||
title = tgp_natural_disaster_contract_event.0015.t
|
||||
desc = tgp_natural_disaster_contract_event.0015.desc
|
||||
theme = disaster
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = stress
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Save the contract
|
||||
random_character_active_contract = {
|
||||
limit = {
|
||||
has_task_contract_type = tgp_disaster_displacement
|
||||
}
|
||||
save_scope_as = ongoing_contract
|
||||
|
||||
# Save the location
|
||||
task_contract_location = {
|
||||
save_scope_as = natural_disaster_contract_destination
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0015.a
|
||||
|
||||
custom_tooltip = tgp_natural_disaster_travel_to_contract_destination
|
||||
governor_contract_travel_or_progress_effect = {
|
||||
DESTINATION = scope:natural_disaster_contract_destination
|
||||
ARRIVAL_EVENT = tgp_natural_disaster_contract_event.0016
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0015.b
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = failure_standard
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tgp_natural_disaster_contract_event.0016 = {
|
||||
type = character_event
|
||||
title = tgp_natural_disaster_contract_event.0016.t
|
||||
desc = tgp_natural_disaster_contract_event.0016.desc
|
||||
theme = disaster
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = stress
|
||||
}
|
||||
override_background = {
|
||||
reference = ruined_holding
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Save the contract
|
||||
random_character_active_contract = {
|
||||
limit = {
|
||||
has_task_contract_type = tgp_disaster_displacement
|
||||
}
|
||||
save_scope_as = ongoing_contract
|
||||
|
||||
# Save the location
|
||||
task_contract_location = {
|
||||
save_scope_as = ongoing_destination
|
||||
}
|
||||
}
|
||||
generate_governance_outcome_effect = { OPTIONS = 4 }
|
||||
}
|
||||
|
||||
option = { # Special governor trait option
|
||||
name = tgp_natural_disaster_contract_event.0016.a
|
||||
trigger = {
|
||||
has_trait = governor # To show that the trait unlocks the option
|
||||
exists = scope:governance_option_a
|
||||
}
|
||||
duel = {
|
||||
skill = martial
|
||||
value = decent_skill_rating
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
desc = tgp_natural_disaster_contract_event.0016.a.tt.desc.success
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = deployed_troops
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
desc = tgp_natural_disaster_contract_event.0016.a.tt.desc.failure
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = deployed_troops_failure
|
||||
}
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 200
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0016.b
|
||||
trigger = { exists = scope:governance_option_b }
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = setting_an_example
|
||||
}
|
||||
ai_chance = {
|
||||
base = 80
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0016.c
|
||||
trigger = { exists = scope:governance_option_c }
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = confiscate_for_personal_inspection
|
||||
}
|
||||
ai_chance = {
|
||||
base = 50
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = tgp_natural_disaster_contract_event.0016.d
|
||||
trigger = { exists = scope:governance_option_d }
|
||||
scope:ongoing_contract = {
|
||||
complete_task_contract = paying_off_the_looters
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
905
events/dlc/tgp/tgp_natural_disaster_flavor_events.txt
Normal file
905
events/dlc/tgp/tgp_natural_disaster_flavor_events.txt
Normal file
|
|
@ -0,0 +1,905 @@
|
|||
namespace = natural_disaster_flavor_events
|
||||
|
||||
scripted_trigger is_location_affected_by_disaster_in_recovery_trigger = {
|
||||
location.county = {
|
||||
any_county_situation = {
|
||||
tgp_natural_disaster_situation_is_disaster_trigger = yes
|
||||
situation_current_phase = recovery
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scripted_effect create_random_misc_artifact_effect = {
|
||||
create_artifact = {
|
||||
name = random_misc_artifact
|
||||
description = random_misc_artifact_desc
|
||||
type = miscellaneous
|
||||
visuals = ring
|
||||
rarity = common
|
||||
modifier = artifact_prowess_1_modifier
|
||||
max_durability = 15
|
||||
save_scope_as = random_misc_artifact
|
||||
}
|
||||
hidden_effect = {
|
||||
random_list = {
|
||||
50 = {
|
||||
scope:random_misc_artifact = {
|
||||
add_artifact_modifier = character_travel_speed_1
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
scope:random_misc_artifact = {
|
||||
add_artifact_modifier = artifact_travel_safety_1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# As Scavengers Gather
|
||||
natural_disaster_flavor_events.0001 = {
|
||||
type = character_event
|
||||
title = natural_disaster_flavor_events.0001.t
|
||||
desc = natural_disaster_flavor_events.0001.desc
|
||||
theme = disaster
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = survey
|
||||
}
|
||||
cooldown = { years = 20 }
|
||||
|
||||
trigger = {
|
||||
has_tgp_dlc_trigger = yes
|
||||
is_location_valid_for_travel_event_on_land = yes
|
||||
is_location_affected_by_disaster_in_recovery_trigger = yes
|
||||
is_available_travelling_adult = yes
|
||||
is_landed = no
|
||||
}
|
||||
|
||||
widgets = {
|
||||
widget = {
|
||||
is_shown = {
|
||||
scope:random_weather = flag:fog
|
||||
}
|
||||
gui = event_window_widget_vfx_rainy_fog container = foreground_shader_vfx_container
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
location.county = {
|
||||
random_county_situation = {
|
||||
limit = {
|
||||
tgp_natural_disaster_situation_is_disaster_trigger = yes
|
||||
}
|
||||
save_scope_as = disaster_situation
|
||||
}
|
||||
}
|
||||
|
||||
create_character = {
|
||||
template = generic_peasant_character
|
||||
location = root.location
|
||||
culture = root.location.culture
|
||||
faith = root.location.faith
|
||||
gender_female_chance = root_soldier_female_chance
|
||||
save_scope_as = person_in_need
|
||||
}
|
||||
|
||||
random_list = {
|
||||
20 = {
|
||||
save_scope_value_as = {
|
||||
name = random_weather
|
||||
value = flag:fog
|
||||
}
|
||||
}
|
||||
80 = { }
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Valuables
|
||||
name = natural_disaster_flavor_events.0001.a
|
||||
add_piety = minor_piety_loss
|
||||
random_list = {
|
||||
33 = { # Gold
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = natural_disaster_flavor_events.0001.a.gold.toast
|
||||
left_icon = root
|
||||
add_gold = {
|
||||
add = miniscule_gold_value
|
||||
multiply = 3
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = 15
|
||||
has_trait = greedy
|
||||
}
|
||||
}
|
||||
33 = { # Provisions
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = natural_disaster_flavor_events.0001.a.provisions.toast
|
||||
left_icon = root
|
||||
domicile = {
|
||||
change_provisions = miniscule_provisions_gain
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = 15
|
||||
has_trait = gluttonous
|
||||
}
|
||||
}
|
||||
33 = { # Artifact
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = natural_disaster_flavor_events.0001.a.artifact.toast
|
||||
left_icon = root
|
||||
create_random_misc_artifact_effect = yes
|
||||
}
|
||||
modifier = {
|
||||
add = 15
|
||||
has_trait = brave
|
||||
}
|
||||
}
|
||||
}
|
||||
current_travel_plan = {
|
||||
delay_travel_plan = {
|
||||
days = 10
|
||||
}
|
||||
}
|
||||
random = {
|
||||
chance = 20
|
||||
contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = yes }
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
just = minor_stress_impact_gain
|
||||
greedy = minor_stress_impact_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_greed = 1
|
||||
ai_compassion = -1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Survivors
|
||||
name = natural_disaster_flavor_events.0001.b
|
||||
|
||||
duel = {
|
||||
skill = prowess
|
||||
value = medium_skill_rating
|
||||
50 = { # Success
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
min = 20
|
||||
max = 90
|
||||
reverse_add_opinion = {
|
||||
target = scope:person_in_need
|
||||
modifier = grateful_opinion
|
||||
opinion = 25
|
||||
}
|
||||
}
|
||||
50 = { # Failure
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
min = 20
|
||||
max = 90
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = natural_disaster_flavor_events.0001.b.failure.toast # fix this
|
||||
left_icon = root
|
||||
right_icon = scope:person_in_need
|
||||
scope:person_in_need = {
|
||||
increase_wounds_effect = { REASON = wounds }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = natural_disaster_flavor_events.0001.b.success.toast
|
||||
left_icon = root
|
||||
right_icon = scope:person_in_need
|
||||
current_travel_plan = {
|
||||
add_companion = scope:person_in_need
|
||||
}
|
||||
}
|
||||
current_travel_plan = {
|
||||
delay_travel_plan = {
|
||||
days = 10
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
lazy = minor_stress_impact_gain
|
||||
compassionate = minor_stress_impact_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_compassion = 1
|
||||
ai_rationality = -1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Opt out
|
||||
name = natural_disaster_flavor_events.0001.c
|
||||
|
||||
custom_tooltip = RESUME_TRAVEL_PLAN_EFFECT
|
||||
|
||||
stress_impact = {
|
||||
compassionate = minor_stress_impact_gain
|
||||
craven = minor_stress_impact_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_compassion = -1
|
||||
ai_rationality = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Waking Nightmare
|
||||
natural_disaster_flavor_events.0005 = {
|
||||
type = character_event
|
||||
title = natural_disaster_flavor_events.0005.t
|
||||
desc = natural_disaster_flavor_events.0005.desc
|
||||
theme = disaster
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = shock
|
||||
}
|
||||
cooldown = { years = 20 }
|
||||
|
||||
trigger = {
|
||||
has_tgp_dlc_trigger = yes
|
||||
is_location_valid_for_travel_event_on_land = yes
|
||||
is_landed = no
|
||||
}
|
||||
|
||||
widget = { gui = event_window_widget_vfx_earthquake container = foreground_shader_vfx_container }
|
||||
|
||||
immediate = {
|
||||
location.county = {
|
||||
random_county_situation = {
|
||||
limit = {
|
||||
tgp_natural_disaster_situation_is_disaster_trigger = yes
|
||||
}
|
||||
save_scope_as = disaster_situation
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Run for your life
|
||||
name = natural_disaster_flavor_events.0005.a
|
||||
duel = {
|
||||
skill = prowess
|
||||
value = medium_skill_rating
|
||||
50 = { # Success
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
desc = natural_disaster_flavor_events.0005.a.success.toast
|
||||
min = 20
|
||||
max = 90
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = natural_disaster_flavor_events.0005.a.success.toast
|
||||
left_icon = root
|
||||
add_character_modifier = {
|
||||
modifier = tgp_selfish_actions_character_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
50 = { # Failure
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
desc = natural_disaster_flavor_events.0005.a.failure.toast
|
||||
min = 20
|
||||
max = 90
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = natural_disaster_flavor_events.0005.a.failure.toast
|
||||
left_icon = root
|
||||
increase_wounds_effect = { REASON = wounds }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
compassionate = minor_stress_impact_gain
|
||||
craven = minor_stress_impact_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_honor = -1
|
||||
ai_compassion = 1
|
||||
ai_rationality = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Find a safe location
|
||||
name = natural_disaster_flavor_events.0005.b
|
||||
duel = {
|
||||
skill = learning
|
||||
value = medium_skill_rating
|
||||
50 = { # Success
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
desc = natural_disaster_flavor_events.0005.b.success.toast
|
||||
min = 20
|
||||
max = 90
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = natural_disaster_flavor_events.0005.b.success.toast
|
||||
left_icon = root
|
||||
add_character_modifier = {
|
||||
modifier = tgp_finding_safe_spot_character_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
50 = { # Failure
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
desc = natural_disaster_flavor_events.0005.b.failure.toast
|
||||
min = 20
|
||||
max = 90
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = natural_disaster_flavor_events.0005.b.failure.toast
|
||||
left_icon = root
|
||||
increase_wounds_effect = { REASON = wounds }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
fickle = minor_stress_impact_gain
|
||||
diligent = minor_stress_impact_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 2
|
||||
ai_energy = -1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Desperate Souls
|
||||
natural_disaster_flavor_events.0010 = {
|
||||
type = character_event
|
||||
title = natural_disaster_flavor_events.0010.t
|
||||
desc = natural_disaster_flavor_events.0010.desc
|
||||
theme = disaster
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = worry
|
||||
}
|
||||
cooldown = { years = 20 }
|
||||
|
||||
trigger = {
|
||||
has_tgp_dlc_trigger = yes
|
||||
is_location_valid_for_travel_event_on_land = yes
|
||||
is_location_affected_by_disaster_in_recovery_trigger = yes
|
||||
is_available_travelling_adult = yes
|
||||
}
|
||||
|
||||
immediate = {
|
||||
location.county = {
|
||||
random_county_situation = {
|
||||
limit = {
|
||||
tgp_natural_disaster_situation_is_disaster_trigger = yes
|
||||
}
|
||||
save_scope_as = disaster_situation
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Reassure them that help is coming
|
||||
name = natural_disaster_flavor_events.0010.a
|
||||
duel = {
|
||||
skill = diplomacy
|
||||
value = medium_skill_rating
|
||||
50 = { # Success
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
desc = natural_disaster_flavor_events.0010.a.success.toast
|
||||
min = 20
|
||||
max = 90
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = natural_disaster_flavor_events.0010.a.success.toast
|
||||
left_icon = root
|
||||
add_diplomacy_lifestyle_xp = medium_lifestyle_experience
|
||||
}
|
||||
}
|
||||
50 = { # Failure
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
desc = natural_disaster_flavor_events.0010.a.failure.toast
|
||||
min = 20
|
||||
max = 90
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = natural_disaster_flavor_events.0010.a.failure.toast
|
||||
left_icon = root
|
||||
add_character_modifier = {
|
||||
modifier = tgp_deceitful_overconfidence_character_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
honest = minor_stress_impact_gain
|
||||
deceitful = minor_stress_impact_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_honor = -1
|
||||
ai_compassion = -1
|
||||
ai_sociability = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Lie your way out of the situation
|
||||
name = natural_disaster_flavor_events.0010.b
|
||||
duel = {
|
||||
skill = intrigue
|
||||
value = medium_skill_rating
|
||||
50 = { # Success
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
desc = natural_disaster_flavor_events.0010.b.success.toast
|
||||
min = 20
|
||||
max = 90
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = natural_disaster_flavor_events.0010.b.success.toast
|
||||
left_icon = root
|
||||
add_intrigue_lifestyle_xp = medium_lifestyle_experience
|
||||
}
|
||||
}
|
||||
50 = { # Failure
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
desc = natural_disaster_flavor_events.0010.b.failure.toast
|
||||
min = 20
|
||||
max = 90
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = natural_disaster_flavor_events.0010.b.failure.toast
|
||||
left_icon = root
|
||||
add_character_modifier = {
|
||||
modifier = tgp_deceitful_overconfidence_character_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
honest = minor_stress_impact_gain
|
||||
deceitful = minor_stress_impact_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_honor = -1
|
||||
ai_compassion = -2
|
||||
ai_rationality = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Ignore their pleas
|
||||
name = natural_disaster_flavor_events.0010.c
|
||||
flavor = natural_disaster_flavor_events.0010.c.tt
|
||||
current_travel_plan.current_location.county = {
|
||||
if = {
|
||||
limit = {
|
||||
holder = { save_temporary_scope_as = county_holder }
|
||||
OR = {
|
||||
scope:county_holder = root
|
||||
root = { is_vassal_or_below_of = scope:county_holder }
|
||||
}
|
||||
}
|
||||
add_county_modifier = {
|
||||
modifier = tgp_abandoned_population_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
else = {
|
||||
root = { add_prestige = minor_prestige_loss }
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
compassionate = minor_stress_impact_gain
|
||||
callous = minor_stress_impact_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_compassion = -2
|
||||
ai_rationality = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Selfless Acts
|
||||
natural_disaster_flavor_events.0015 = {
|
||||
type = character_event
|
||||
title = natural_disaster_flavor_events.0015.t
|
||||
desc = natural_disaster_flavor_events.0015.desc
|
||||
theme = disaster
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = shock
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:spouse
|
||||
animation = fear
|
||||
}
|
||||
lower_center_portrait = {
|
||||
trigger = { exists = scope:heir }
|
||||
character = scope:heir
|
||||
}
|
||||
lower_right_portrait = {
|
||||
trigger = { exists = scope:courtier }
|
||||
character = scope:courtier
|
||||
}
|
||||
cooldown = { years = 20 }
|
||||
|
||||
trigger = {
|
||||
has_tgp_dlc_trigger = yes
|
||||
is_location_valid_for_travel_event_on_land = yes
|
||||
is_location_affected_by_disaster_in_recovery_trigger = yes
|
||||
is_landed = yes
|
||||
primary_spouse ?= {
|
||||
is_at_same_location = root
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
location.county = {
|
||||
random_county_situation = {
|
||||
limit = { tgp_natural_disaster_situation_is_disaster_trigger = yes }
|
||||
save_scope_as = disaster_situation
|
||||
}
|
||||
}
|
||||
primary_spouse = {
|
||||
save_scope_as = spouse
|
||||
}
|
||||
primary_heir ?= {
|
||||
if = {
|
||||
limit = {
|
||||
this != scope:spouse
|
||||
is_at_same_location = root
|
||||
}
|
||||
save_scope_as = heir
|
||||
}
|
||||
}
|
||||
random_courtier = {
|
||||
limit = {
|
||||
this != scope:spouse
|
||||
this != scope:heir
|
||||
has_any_court_position = yes
|
||||
is_at_same_location = root
|
||||
}
|
||||
save_scope_as = courtier
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Save your spouse
|
||||
name = natural_disaster_flavor_events.0015.a
|
||||
random = {
|
||||
chance = {
|
||||
value = 25
|
||||
subtract = prowess
|
||||
}
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = natural_disaster_flavor_events.0015.a.failure
|
||||
left_icon = root
|
||||
increase_wounds_effect = { REASON = wounds }
|
||||
}
|
||||
save_scope_as = damage_done
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
exists = scope:heir
|
||||
exists = scope:courtier
|
||||
}
|
||||
}
|
||||
random = {
|
||||
chance = {
|
||||
value = 35
|
||||
subtract = prowess
|
||||
}
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = natural_disaster_flavor_events.0015.a.failure
|
||||
left_icon = scope:heir
|
||||
right_icon = scope:courtier
|
||||
primary_heir ?= {
|
||||
increase_wounds_effect = { REASON = wounds }
|
||||
}
|
||||
scope:courtier ?= {
|
||||
increase_wounds_effect = { REASON = wounds }
|
||||
}
|
||||
}
|
||||
save_scope_as = damage_done
|
||||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = { NOT = { exists = scope:damage_done } }
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = natural_disaster_flavor_events.0015.a.success
|
||||
left_icon = root
|
||||
}
|
||||
}
|
||||
|
||||
add_prowess_skill = 1
|
||||
reverse_add_opinion = {
|
||||
target = primary_spouse
|
||||
modifier = grateful_opinion
|
||||
opinion = 25
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
craven = minor_stress_impact_gain
|
||||
brave = minor_stress_impact_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_honor = 1
|
||||
ai_boldness = 1
|
||||
ai_energy = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Save your heir
|
||||
name = natural_disaster_flavor_events.0015.b
|
||||
trigger = { exists = scope:heir }
|
||||
|
||||
random = {
|
||||
chance = {
|
||||
value = 25
|
||||
subtract = prowess
|
||||
}
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = natural_disaster_flavor_events.0015.b.failure
|
||||
left_icon = root
|
||||
increase_wounds_effect = { REASON = wounds }
|
||||
}
|
||||
save_scope_as = damage_done
|
||||
}
|
||||
random = {
|
||||
chance = {
|
||||
value = 35
|
||||
subtract = prowess
|
||||
}
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = natural_disaster_flavor_events.0015.b.failure
|
||||
left_icon = scope:spouse
|
||||
right_icon = scope:courtier
|
||||
primary_spouse = {
|
||||
increase_wounds_effect = { REASON = wounds }
|
||||
}
|
||||
scope:courtier ?= {
|
||||
increase_wounds_effect = { REASON = wounds }
|
||||
}
|
||||
}
|
||||
save_scope_as = damage_done
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = { NOT = { exists = scope:damage_done } }
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = natural_disaster_flavor_events.0015.b.success
|
||||
left_icon = root
|
||||
}
|
||||
}
|
||||
|
||||
add_prowess_skill = 1
|
||||
reverse_add_opinion = {
|
||||
target = primary_heir
|
||||
modifier = grateful_opinion
|
||||
opinion = 25
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
craven = minor_stress_impact_gain
|
||||
brave = minor_stress_impact_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_honor = 1
|
||||
ai_boldness = 1
|
||||
ai_energy = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Save your courtier
|
||||
name = natural_disaster_flavor_events.0015.c
|
||||
trigger = { exists = scope:courtier }
|
||||
|
||||
random = {
|
||||
chance = {
|
||||
value = 25
|
||||
subtract = prowess
|
||||
}
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = natural_disaster_flavor_events.0015.c.failure
|
||||
left_icon = root
|
||||
increase_wounds_effect = { REASON = wounds }
|
||||
}
|
||||
save_scope_as = damage_done
|
||||
}
|
||||
random = {
|
||||
chance = {
|
||||
value = 35
|
||||
subtract = prowess
|
||||
}
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = natural_disaster_flavor_events.0015.c.failure
|
||||
left_icon = scope:spouse
|
||||
right_icon = scope:heir
|
||||
primary_spouse = {
|
||||
increase_wounds_effect = { REASON = wounds }
|
||||
}
|
||||
primary_heir ?= {
|
||||
increase_wounds_effect = { REASON = wounds }
|
||||
}
|
||||
}
|
||||
save_scope_as = damage_done
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = { NOT = { exists = scope:damage_done } }
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = natural_disaster_flavor_events.0015.c.success
|
||||
left_icon = root
|
||||
}
|
||||
}
|
||||
|
||||
add_prowess_skill = 1
|
||||
reverse_add_opinion = {
|
||||
target = scope:courtier
|
||||
modifier = grateful_opinion
|
||||
opinion = 25
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
craven = minor_stress_impact_gain
|
||||
brave = minor_stress_impact_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_honor = 1
|
||||
ai_boldness = 1
|
||||
ai_energy = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Save yourself
|
||||
name = natural_disaster_flavor_events.0015.d
|
||||
random = {
|
||||
chance = {
|
||||
value = 45
|
||||
}
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = natural_disaster_flavor_events.0015.a.failure
|
||||
left_icon = scope:spouse
|
||||
right_icon = scope:heir
|
||||
primary_spouse = {
|
||||
increase_wounds_effect = { REASON = wounds }
|
||||
}
|
||||
primary_heir ?= {
|
||||
increase_wounds_effect = { REASON = wounds }
|
||||
}
|
||||
scope:courtier ?= {
|
||||
increase_wounds_effect = { REASON = wounds }
|
||||
}
|
||||
}
|
||||
save_scope_as = damage_done
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = { NOT = { exists = scope:damage_done } }
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = natural_disaster_flavor_events.0015.a.success
|
||||
left_icon = root
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
brave = minor_stress_impact_gain
|
||||
craven = minor_stress_impact_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_honor = -1
|
||||
ai_compassion = -1
|
||||
ai_boldness = -1
|
||||
ai_rationality = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
289
events/dlc/tgp/tgp_silk_road_events.txt
Normal file
289
events/dlc/tgp/tgp_silk_road_events.txt
Normal file
|
|
@ -0,0 +1,289 @@
|
|||
namespace = tgp_silk_road_events
|
||||
|
||||
# visit_silk_road_market_decision
|
||||
|
||||
tgp_silk_road_events.0010 = {
|
||||
type = character_event
|
||||
title = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
OR = {
|
||||
scope:market_temp = title:c_jingzhao # Chang'an
|
||||
scope:market_temp = title:c_shazhou # Dunhuang
|
||||
}
|
||||
}
|
||||
desc = tgp_silk_road_events.0010.t.market
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:market_temp = title:c_lhasa } # Lhasa
|
||||
desc = tgp_silk_road_events.0010.t.khrom
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:market_temp = title:c_dvin } # Dvin
|
||||
desc = tgp_silk_road_events.0010.t.shuka
|
||||
}
|
||||
desc = tgp_silk_road_events.0010.t
|
||||
}
|
||||
}
|
||||
desc = tgp_silk_road_events.0010.desc
|
||||
theme = silk_road
|
||||
override_background = { reference = market }
|
||||
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = steward
|
||||
}
|
||||
|
||||
immediate = {
|
||||
culture = { save_scope_as = culture_temp }
|
||||
save_scope_as = new_trinket # Purely for error suppression
|
||||
}
|
||||
|
||||
option = {
|
||||
name = tgp_silk_road_events.0010.a
|
||||
duel = {
|
||||
skills = { learning stewardship }
|
||||
value = average_skill_rating
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
culture = {
|
||||
add_to_variable_list = {
|
||||
name = silk_road_unlocked_innovations
|
||||
target = scope:innovation_temp
|
||||
}
|
||||
}
|
||||
every_player = {
|
||||
limit = { culture = root.culture }
|
||||
send_interface_toast = {
|
||||
type = msg_silk_road_innovation_spread
|
||||
title = msg_silk_road_innovation_spread_title
|
||||
desc = msg_silk_road_innovation_visit_desc
|
||||
left_icon = root
|
||||
right_icon = scope:market_temp
|
||||
custom_tooltip = msg_silk_road_innovation_spread_tt
|
||||
}
|
||||
}
|
||||
}
|
||||
#
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
desc = SILK_ROAD_MARKET_EMPTY_HANDED
|
||||
send_interface_toast = {
|
||||
title = tgp_silk_road_events.0010.a_nada
|
||||
type = event_toast_effect_bad
|
||||
left_icon = root
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 50
|
||||
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
option = {
|
||||
name = tgp_silk_road_events.0010.b
|
||||
|
||||
random_list = {
|
||||
desc = tgp_silk_road_events.0010.b_tt
|
||||
# get a famed-quality or masterwork-quality item
|
||||
10 = {
|
||||
desc = tgp_silk_road_events.0010.b_trinket
|
||||
|
||||
hidden_effect = {
|
||||
root = {
|
||||
add_character_flag = { flag = used_in_feast_default.1016 } # uncommon, famed, masterwork items
|
||||
generate_trinket_effect = {
|
||||
TRINKET_RECEIVER = root
|
||||
TRINKET_GIVER = root
|
||||
GRAB_ALL_TRINKETS = yes
|
||||
HISTORY_TYPE = given_unknown
|
||||
}
|
||||
remove_character_flag = used_in_feast_default.1016
|
||||
}
|
||||
}
|
||||
send_interface_toast = {
|
||||
title = tgp_silk_road_events.0010.b_trinket
|
||||
type = event_toast_effect_good
|
||||
left_icon = root
|
||||
right_icon = scope:new_trinket
|
||||
scope:new_trinket = {
|
||||
set_owner = root
|
||||
}
|
||||
}
|
||||
custom_tooltip = purchase_artifact_famed_tt
|
||||
}
|
||||
# make a profit
|
||||
25 = {
|
||||
desc = tgp_silk_road_events.0010.b_big_gold
|
||||
send_interface_toast = {
|
||||
title = tgp_silk_road_events.0010.b_big_gold
|
||||
type = event_toast_effect_good
|
||||
left_icon = root
|
||||
add_short_term_gold = massive_gold_value
|
||||
}
|
||||
}
|
||||
# break even
|
||||
40 = {
|
||||
desc = tgp_silk_road_events.0010.b_small_gold
|
||||
send_interface_toast = {
|
||||
title = tgp_silk_road_events.0010.b_small_gold
|
||||
type = event_toast_effect_good
|
||||
left_icon = root
|
||||
add_short_term_gold = major_gold_value # should be the same as the cost of the decision to visit a market
|
||||
}
|
||||
}
|
||||
# get nothing, and if you're greedy, get stressed because you got nothing
|
||||
25 = {
|
||||
desc = tgp_silk_road_events.0010.a_nada
|
||||
send_interface_toast = {
|
||||
title = tgp_silk_road_events.0010.a_nada
|
||||
type = event_toast_effect_bad
|
||||
left_icon = root
|
||||
}
|
||||
stress_impact = {
|
||||
greedy = minor_stress_impact_gain
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 10
|
||||
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 1
|
||||
ai_greed = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# yearly event for spreading innovations from markets to holder's culture
|
||||
|
||||
scripted_effect silk_road_market_spread_innovation_effect = {
|
||||
# Find relevant innovation
|
||||
scope:market_temp ?= {
|
||||
random_county_situation_sub_region = {
|
||||
limit = {
|
||||
situation_sub_region_has_county = scope:market_temp
|
||||
OR = {
|
||||
sub_region_current_phase = phase_exceptional_bounty
|
||||
sub_region_current_phase = phase_steady_trading
|
||||
sub_region_current_phase = phase_hardship
|
||||
}
|
||||
}
|
||||
save_temporary_scope_as = sub_region_temp
|
||||
var:innovation ?= { save_temporary_scope_as = innovation_temp }
|
||||
}
|
||||
}
|
||||
# Unlock for culture if relevant
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
scope:culture_temp = {
|
||||
any_in_list = {
|
||||
variable = silk_road_unlocked_innovations
|
||||
this = scope:innovation_temp
|
||||
}
|
||||
}
|
||||
scope:innovation_temp = { is_known_by_culture = scope:culture_temp }
|
||||
}
|
||||
}
|
||||
every_player = {
|
||||
limit = { culture = scope:culture_temp }
|
||||
send_interface_message = {
|
||||
type = msg_silk_road_innovation_spread
|
||||
title = msg_silk_road_innovation_spread_title
|
||||
desc = msg_silk_road_innovation_spread_desc
|
||||
left_icon = scope:market_temp.holder
|
||||
right_icon = scope:market_temp
|
||||
custom_tooltip = msg_silk_road_innovation_spread_tt
|
||||
}
|
||||
}
|
||||
scope:culture_temp = {
|
||||
add_to_variable_list = {
|
||||
name = silk_road_unlocked_innovations
|
||||
target = scope:innovation_temp
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tgp_silk_road_events.0100 = {
|
||||
hidden = yes
|
||||
type = character_event
|
||||
|
||||
trigger = {
|
||||
OR = {
|
||||
has_title = title:c_jingzhao # Chang'an
|
||||
has_title = title:c_lhasa # Lhasa
|
||||
has_title = title:c_lahur # Lahur
|
||||
has_title = title:c_shazhou # Dunhuang
|
||||
has_title = title:c_khiva # Khiva
|
||||
has_title = title:c_dvin # Dvin
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
culture = { save_temporary_scope_as = culture_temp }
|
||||
# Find market for yearly if relevant
|
||||
if = {
|
||||
limit = { NOT = { exists = scope:title } }
|
||||
title:c_jingzhao = { add_to_list = potential_markets } # Chang'an
|
||||
title:c_lhasa = { add_to_list = potential_markets } # Lhasa
|
||||
title:c_lahur = { add_to_list = potential_markets } # Lahur
|
||||
title:c_shazhou = { add_to_list = potential_markets } # Dunhuang
|
||||
title:c_khiva = { add_to_list = potential_markets } # Khiva
|
||||
title:c_dvin = { add_to_list = potential_markets } # Dvin
|
||||
every_in_list = {
|
||||
list = potential_markets
|
||||
limit = {
|
||||
save_temporary_scope_as = county_temp
|
||||
holder = root
|
||||
any_county_situation_sub_region = {
|
||||
situation_sub_region_has_county = scope:county_temp
|
||||
OR = {
|
||||
sub_region_current_phase = phase_exceptional_bounty
|
||||
sub_region_current_phase = phase_steady_trading
|
||||
sub_region_current_phase = phase_hardship
|
||||
}
|
||||
# Has not spread to this culture before or is known by this culture
|
||||
var:innovation ?= {
|
||||
save_temporary_scope_as = innovation_temp
|
||||
NOR = {
|
||||
scope:culture_temp = {
|
||||
any_in_list = {
|
||||
variable = silk_road_unlocked_innovations
|
||||
this = scope:innovation_temp
|
||||
}
|
||||
}
|
||||
is_known_by_culture = scope:culture_temp
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
save_temporary_scope_as = market_temp
|
||||
silk_road_market_spread_innovation_effect = yes
|
||||
}
|
||||
}
|
||||
# Use gained market otherwise
|
||||
else = {
|
||||
scope:title = { save_temporary_scope_as = market_temp }
|
||||
silk_road_market_spread_innovation_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
1149
events/dlc/tgp/tgp_tai_migration_events.txt
Normal file
1149
events/dlc/tgp/tgp_tai_migration_events.txt
Normal file
File diff suppressed because it is too large
Load diff
320
events/dlc/tgp/tgp_travel_danger_events.txt
Normal file
320
events/dlc/tgp/tgp_travel_danger_events.txt
Normal file
|
|
@ -0,0 +1,320 @@
|
|||
namespace = tgp_travel_danger_events
|
||||
#You encounter an orphan while traveling trough an area struck by natural disaster
|
||||
tgp_travel_danger_events.0001 = {
|
||||
type = character_event
|
||||
title = tgp_travel_danger_events.0001.t
|
||||
desc = {
|
||||
desc = tgp_travel_danger_events.0001.intro
|
||||
#Triggered desc based on success
|
||||
first_valid = {
|
||||
triggered_desc ={
|
||||
trigger = {
|
||||
location = {
|
||||
county = {
|
||||
any_county_situation = {
|
||||
situation_type = natural_disaster_flood
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
desc = tgp_travel_danger_events.0001.flood
|
||||
}
|
||||
triggered_desc ={
|
||||
trigger = {
|
||||
location = {
|
||||
county = {
|
||||
any_county_situation = {
|
||||
situation_type = natural_disaster_earthquake
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
desc = tgp_travel_danger_events.0001.earthquake
|
||||
}
|
||||
}
|
||||
|
||||
desc = tgp_travel_danger_events.0001.desc
|
||||
}
|
||||
theme = travel_danger
|
||||
|
||||
override_background = {
|
||||
trigger = {
|
||||
location = {
|
||||
geographical_region = world_asia
|
||||
county = {
|
||||
any_county_situation = {
|
||||
situation_type = natural_disaster_earthquake
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
reference = tgp_ruined_holding
|
||||
}
|
||||
override_background = {
|
||||
trigger = {
|
||||
location = {
|
||||
geographical_region = world_asia
|
||||
county = {
|
||||
any_county_situation = {
|
||||
situation_type = natural_disaster_flood
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
reference = tgp_overflowing_river
|
||||
}
|
||||
override_background = {
|
||||
trigger = {
|
||||
location = {
|
||||
NOT = { geographical_region = world_asia }
|
||||
county = {
|
||||
any_county_situation = {
|
||||
situation_type = natural_disaster_earthquake
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
reference = burning_building
|
||||
}
|
||||
override_background = {
|
||||
trigger = {
|
||||
location = {
|
||||
NOT = { geographical_region = world_asia }
|
||||
county = {
|
||||
any_county_situation = {
|
||||
situation_type = natural_disaster_flood
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
reference = bp3_riverside
|
||||
}
|
||||
override_effect_2d = {
|
||||
trigger = { scope:disaster_situation = { situation_type = natural_disaster_earthquake } }
|
||||
reference = smoke
|
||||
}
|
||||
override_effect_2d = {
|
||||
trigger = { scope:disaster_situation = { situation_type = natural_disaster_flood } }
|
||||
reference = rain
|
||||
}
|
||||
left_portrait = {
|
||||
character = root
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
has_trait_benevolent_trigger = yes
|
||||
}
|
||||
animation = stunned
|
||||
}
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
has_trait_malicious_trigger = yes
|
||||
}
|
||||
animation = dismissal
|
||||
}
|
||||
|
||||
animation = disbelief
|
||||
camera = camera_event_scheme_left
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:peasant_character_child
|
||||
animation = sadness
|
||||
camera = camera_event_right_pointing_left
|
||||
}
|
||||
cooldown = { years = 20 }
|
||||
|
||||
trigger = {
|
||||
is_location_valid_for_travel_event_on_land = yes
|
||||
is_available_travelling_adult = yes
|
||||
|
||||
location = {
|
||||
county = {
|
||||
any_county_situation = {
|
||||
tgp_natural_disaster_situation_is_disaster_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
location.county = {
|
||||
random_county_situation = {
|
||||
limit = {
|
||||
tgp_natural_disaster_situation_is_disaster_trigger = yes
|
||||
}
|
||||
save_scope_as = disaster_situation
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
any_pool_character = {
|
||||
province = root.location
|
||||
age = { 8 12 }
|
||||
has_trait = diligent
|
||||
faith = root.location.faith
|
||||
culture = root.location.culture
|
||||
}
|
||||
}
|
||||
random_pool_character = {
|
||||
province = root.location
|
||||
limit = {
|
||||
age = { 8 12 }
|
||||
has_trait = diligent
|
||||
faith = root.location.faith
|
||||
culture = root.location.culture
|
||||
}
|
||||
save_scope_as = peasant_character_child
|
||||
}
|
||||
}
|
||||
else = {
|
||||
create_character = {
|
||||
template = peasant_child_character
|
||||
age = { 8 12 }
|
||||
trait = diligent
|
||||
faith = root.location.faith
|
||||
culture = root.location.culture
|
||||
location = root.location
|
||||
|
||||
save_scope_as = peasant_character_child
|
||||
}
|
||||
}
|
||||
scope:peasant_character_child = {
|
||||
remove_character_flag ?= peasant_outfit
|
||||
}
|
||||
}
|
||||
#Send men to clear the rubble
|
||||
option = {
|
||||
name = tgp_travel_danger_events.0001.a
|
||||
current_travel_plan = {
|
||||
delay_travel_plan = { days = 10 }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
government_allows = merit
|
||||
}
|
||||
change_merit = medium_merit_gain
|
||||
}
|
||||
else = {
|
||||
add_prestige = medium_prestige_gain
|
||||
}
|
||||
stress_impact = {
|
||||
impatient = medium_stress_impact_gain
|
||||
compassionate = medium_stress_impact_loss
|
||||
}
|
||||
scope:peasant_character_child = {
|
||||
if = {
|
||||
limit = {
|
||||
is_pool_character = no
|
||||
}
|
||||
silent_disappearance_ai_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_compassion = 1
|
||||
ai_vengefulness = -1
|
||||
}
|
||||
modifier = {
|
||||
factor = 0
|
||||
has_trait = impatient
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Take the child on as a ward
|
||||
option = {
|
||||
name = tgp_travel_danger_events.0001.b
|
||||
trigger = {
|
||||
num_of_relation_ward < 2
|
||||
}
|
||||
show_as_tooltip = { add_courtier = scope:peasant_character_child }
|
||||
hidden_effect = {
|
||||
scope:peasant_character_child = {
|
||||
add_to_court_and_entourage_effect = yes
|
||||
}
|
||||
}
|
||||
scope:peasant_character_child = { set_relation_guardian = root }
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
root.current_travel_plan = {
|
||||
any_entourage_character = { has_trait = compassionate }
|
||||
}
|
||||
}
|
||||
root.current_travel_plan = {
|
||||
every_entourage_character = {
|
||||
custom = custom.every_compassionate_entourage_character
|
||||
limit = { has_trait = compassionate }
|
||||
add_opinion = {
|
||||
target = root
|
||||
modifier = impressed_by_kindness
|
||||
opinion = 15
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { faith = { trait_is_virtue = compassionate } }
|
||||
add_piety = medium_piety_gain
|
||||
}
|
||||
stress_impact = {
|
||||
callous = major_stress_impact_gain
|
||||
sadistic = major_stress_impact_gain
|
||||
compassionate = major_stress_impact_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_compassion = 1
|
||||
ai_vengefulness = -1
|
||||
}
|
||||
modifier = {
|
||||
factor = 5
|
||||
has_trait = compassionate
|
||||
}
|
||||
modifier = {
|
||||
factor = 5
|
||||
OR = {
|
||||
has_trait = wrathful
|
||||
has_trait = callous
|
||||
has_trait = sadistic
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#Ignore the child
|
||||
option = {
|
||||
name = tgp_travel_danger_events.0001.c
|
||||
|
||||
current_travel_plan ?= {
|
||||
add_destination_progress = { days = 5 }
|
||||
}
|
||||
|
||||
scope:peasant_character_child = {
|
||||
if = {
|
||||
limit = {
|
||||
is_pool_character = no
|
||||
}
|
||||
silent_disappearance_ai_effect = yes
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
compassionate = major_stress_impact_gain
|
||||
impatient = major_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_compassion = -1
|
||||
ai_vengefulness = 1
|
||||
}
|
||||
modifier = {
|
||||
factor = 0
|
||||
has_trait = compassionate
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
4739
events/dlc/tgp/tgp_tribute_mission_events.txt
Normal file
4739
events/dlc/tgp/tgp_tribute_mission_events.txt
Normal file
File diff suppressed because it is too large
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Reference in a new issue