unfucking the mod
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1167 changed files with 26982 additions and 13 deletions
790
events/dlc/ce1/legend_events.txt
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790
events/dlc/ce1/legend_events.txt
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namespace = legend_events
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############################
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## Legend Spawn Events
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## 0001-1000
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## by James Beaumont
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############################
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# legend_events.0001 - Chronicler gives you a legend seed
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# legend_events.0010 - Chronicler convinces someone to promote your legend
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# legend_events.0020 - Hold Court presentation of a legend seed
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# Chronicler gives you a legend seed :D
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legend_events.0001 = {
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type = character_event
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title = legend_events.0001.t
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desc = {
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desc = legend_events.0001.desc.intro
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first_valid = {
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triggered_desc = {
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trigger = {
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var:legend_seed_to_give = flag:slew_dragon
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}
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desc = legend_events.0001.desc.mid.slew_dragon
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}
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triggered_desc = {
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trigger = {
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var:legend_seed_to_give = flag:ancestral_saint
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}
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desc = legend_events.0001.desc.mid.ancestral_saint
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}
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triggered_desc = {
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trigger = {
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var:legend_seed_to_give = flag:old_godly_descent
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}
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desc = legend_events.0001.desc.mid.old_godly_descent
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}
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triggered_desc = {
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trigger = {
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var:legend_seed_to_give = flag:raised_by_animals
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}
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desc = legend_events.0001.desc.mid.raised_by_animals
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}
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triggered_desc = {
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trigger = {
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var:legend_seed_to_give = flag:auspicious_stars
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}
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desc = legend_events.0001.desc.mid.auspicious_stars
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}
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triggered_desc = {
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trigger = {
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var:legend_seed_to_give = flag:virgin_birth
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}
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desc = legend_events.0001.desc.mid.virgin_birth
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}
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triggered_desc = {
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trigger = {
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var:legend_seed_to_give = flag:spoke_to_angels
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}
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desc = legend_events.0001.desc.mid.spoke_to_angels
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}
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triggered_desc = {
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trigger = {
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var:legend_seed_to_give = flag:fought_the_devil
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}
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desc = legend_events.0001.desc.mid.fought_the_devil
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}
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triggered_desc = {
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trigger = {
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var:legend_seed_to_give = flag:exotic_backstory
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}
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desc = legend_events.0001.desc.mid.exotic_backstory
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}
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triggered_desc = {
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trigger = {
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var:legend_seed_to_give = flag:ancient_people
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}
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desc = legend_events.0001.desc.mid.ancient_people
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}
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}
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desc = legend_events.0001.desc.outro
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}
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theme = legend
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left_portrait = {
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character = root
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animation = personality_honorable
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}
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right_portrait = {
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character = scope:chronicler
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animation = chancellor
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}
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lower_center_portrait = {
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trigger = {
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exists = scope:legend_character
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}
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character = scope:legend_character
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}
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# The Court Chronicler needs to be alive
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trigger = {
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scope:chronicler = {
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is_alive = yes
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}
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}
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immediate = {
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random_list = { # Determine the seed to hand out
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10 = { # Ancestor killed a dragon
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trigger = {
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any_ancestor = {
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even_if_dead = yes
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is_adult = yes
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is_alive = no
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}
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NOT = { has_game_rule = historical_legends_only }
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}
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random_ancestor = {
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even_if_dead = yes
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limit = {
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is_adult = yes
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is_alive = no
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}
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weight = {
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base = 1
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modifier = {
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add = prowess
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}
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modifier = {
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add = martial
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}
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}
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save_scope_as = legend_character
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}
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set_variable = {
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name = legend_seed_to_give
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value = flag:slew_dragon
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}
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}
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10 = { # Ancestor was/should be a saint
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trigger = {
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any_ancestor = {
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even_if_dead = yes
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is_adult = yes
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is_alive = no
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}
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NOT = { has_game_rule = historical_legends_only }
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}
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random_ancestor = {
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even_if_dead = yes
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limit = {
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is_adult = yes
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is_alive = no
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}
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weight = {
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base = 1
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modifier = {
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add = learning
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}
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modifier = {
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factor = 3
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OR = {
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num_virtuous_traits = {
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target = root.faith
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value >= 1
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}
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has_trait = saint
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}
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}
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modifier = {
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factor = 0.1
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OR = {
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num_sinful_traits = {
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target = root.faith
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value >= 1
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}
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has_trait = excommunicated
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}
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}
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}
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save_scope_as = legend_character
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}
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set_variable = {
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name = legend_seed_to_give
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value = flag:ancestral_saint
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}
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}
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10 = { # I am descended from an old God
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trigger = {
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NOT = { religion = { is_in_family = rf_pagan } }
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any_ancestor = {
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even_if_dead = yes
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is_alive = no
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religion = { is_in_family = rf_pagan }
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}
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NOT = { has_game_rule = historical_legends_only }
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}
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random_ancestor = {
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even_if_dead = yes
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limit = {
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religion = { is_in_family = rf_pagan }
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is_alive = no
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}
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weight = {
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base = 1
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modifier = {
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add = learning
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}
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modifier = {
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factor = 3
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OR = {
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num_virtuous_traits = {
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target = root.faith
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value >= 1
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}
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has_trait = saint
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}
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}
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modifier = {
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factor = 0.1
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OR = {
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num_sinful_traits = {
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target = root.faith
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value >= 1
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}
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has_trait = excommunicated
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}
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}
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}
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save_scope_as = legend_character
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}
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set_variable = {
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name = legend_seed_to_give
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value = flag:old_godly_descent
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}
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}
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10 = { # I was raised by dangerous animals
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trigger = {
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NOT = { has_game_rule = historical_legends_only }
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}
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select_local_animal_effect = { TYPE = dangerous }
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set_variable = {
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name = legend_seed_to_give
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value = flag:raised_by_animals
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}
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}
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10 = { # Born under auspicious stars
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trigger = {
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NOT = { has_game_rule = historical_legends_only }
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}
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set_variable = {
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name = legend_seed_to_give
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value = flag:auspicious_stars
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}
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}
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10 = { # Virgin birth
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trigger = {
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has_any_bastard_trait_trigger = yes
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NOT = { has_game_rule = historical_legends_only }
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}
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set_variable = {
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name = legend_seed_to_give
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value = flag:virgin_birth
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}
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}
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10 = { # Spoke to an angel
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trigger = {
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religion_has_angels_trigger = yes
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NOT = { has_game_rule = historical_legends_only }
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}
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set_variable = {
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name = legend_seed_to_give
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value = flag:spoke_to_angels
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}
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}
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10 = { # Fought a demon
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trigger = {
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NOT = { has_game_rule = historical_legends_only }
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}
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set_variable = {
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name = legend_seed_to_give
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value = flag:fought_the_devil
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}
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}
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10 = { # Exotic backstory
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get_appropriate_exotic_location = yes
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set_variable = {
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name = legend_seed_to_give
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value = flag:exotic_backstory
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}
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}
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10 = { # Ancient people
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trigger = {
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# The ancient cultures we have for now aren't appropriate for these regions
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root.culture = {
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NOR = {
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culture_overlaps_geographical_region = world_burma
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culture_overlaps_geographical_region = custom_arakan_mountains
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culture_overlaps_geographical_region = world_tibet
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}
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}
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}
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get_appropriate_ancient_people = yes
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set_variable = {
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name = legend_seed_to_give
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value = flag:ancient_people
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}
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}
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}
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}
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option = { # Wowie zowie, really?
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name = legend_events.0001.a
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if = {
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limit = {
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exists = var:legend_seed_to_give
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var:legend_seed_to_give = flag:slew_dragon
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}
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create_legend_seed = {
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type = heroic
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quality = famed
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chronicle = beast_slayer
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properties = {
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beast = flag:dragon
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location = root.location
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}
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}
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}
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else_if = {
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limit = {
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exists = var:legend_seed_to_give
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var:legend_seed_to_give = flag:ancestral_saint
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}
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create_legend_seed = {
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type = holy
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quality = famed
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chronicle = saintly_deed
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properties = {
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ancestor = scope:legend_character
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religion = root.religion
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}
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}
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}
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else_if = {
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limit = {
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exists = var:legend_seed_to_give
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var:legend_seed_to_give = flag:old_godly_descent
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}
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generate_religion_descent_effect = {
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RELIGION = scope:legend_character.religion
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GOD = high_god
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}
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}
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else_if = {
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limit = {
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exists = var:legend_seed_to_give
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var:legend_seed_to_give = flag:raised_by_animals
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}
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create_legend_seed = {
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type = heroic
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quality = famed
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chronicle = raised_by_animals
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properties = {
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beast = var:animal_type
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}
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}
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}
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else_if = {
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limit = {
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exists = var:legend_seed_to_give
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var:legend_seed_to_give = flag:auspicious_stars
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}
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create_legend_seed = {
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type = holy
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quality = famed
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chronicle = sacred_birth
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properties = {
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reason = flag:auspicious
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}
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}
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}
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else_if = {
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limit = {
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exists = var:legend_seed_to_give
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var:legend_seed_to_give = flag:virgin_birth
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}
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create_legend_seed = {
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type = holy
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quality = famed
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chronicle = sacred_birth
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properties = {
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reason = flag:virgin
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}
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}
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}
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else_if = {
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limit = {
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exists = var:legend_seed_to_give
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var:legend_seed_to_give = flag:spoke_to_angels
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}
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create_legend_seed = {
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type = holy
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quality = famed
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chronicle = divine_intervention
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properties = {
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god = flag:the_angels
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}
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}
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}
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else_if = {
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limit = {
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exists = var:legend_seed_to_give
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var:legend_seed_to_give = flag:fought_the_devil
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}
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create_legend_seed = {
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type = holy
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quality = famed
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chronicle = fought_devil
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properties = {
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faith = root.faith
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}
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}
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}
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else_if = {
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limit = {
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exists = var:legend_seed_to_give
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var:legend_seed_to_give = flag:exotic_backstory
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}
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create_legend_seed = {
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type = heroic
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quality = famed
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chronicle = exotic_backstory
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properties = {
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location = scope:exotic_location
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}
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}
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}
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else_if = {
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limit = {
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exists = var:legend_seed_to_give
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var:legend_seed_to_give = flag:ancient_people
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}
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create_legend_seed = {
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type = legitimizing
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quality = famed
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chronicle = ancient_people
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properties = {
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culture = scope:ancient_culture
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title = root.primary_title
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original_region = var:original_region
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}
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}
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}
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ai_chance = {
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base = 100
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}
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}
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option = { # I don't want this legend
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name = legend_events.0001.b
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ai_chance = {
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base = 0
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}
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}
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}
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# Chronicler convinces someone to promote your legend
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legend_events.0010 = {
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type = character_event
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title = legend_events.0010.t
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desc = legend_events.0010.desc
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theme = legend
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left_portrait = {
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character = root
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animation = personality_honorable
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}
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center_portrait = {
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character = scope:chronicler
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animation = chancellor
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}
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right_portrait = {
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character = scope:potential_promoter
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animation = chancellor
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}
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option = { # Diplo duel option
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name = legend_events.0010.a
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duel = {
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skill = diplomacy
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target = scope:potential_promoter
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 3.5
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min = -49
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}
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modifier = { # Reluctant to drop their existing legend
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scope:potential_promoter = { exists = promoted_legend }
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factor = 0.5
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}
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send_interface_toast = {
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title = legend_events.0010.a.success
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scope:potential_promoter = {
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set_promoted_legend = root.promoted_legend
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}
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}
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}
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = -3.5
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min = -49
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}
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modifier = { # Reluctant to drop their existing legend
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scope:potential_promoter = { exists = promoted_legend }
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factor = 2
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}
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send_interface_toast = {
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title = legend_events.0010.a.failure
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add_prestige = minor_prestige_loss
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}
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}
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}
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ai_chance = {
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base = 100
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modifier = { # I'd have better odds with option B
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intrigue > diplomacy
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factor = 0
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}
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}
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}
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option = { # Lie
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name = legend_events.0010.b
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duel = {
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skill = intrigue
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target = scope:potential_promoter
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 3.5
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min = -49
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}
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modifier = { # Reluctant to drop their existing legend
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scope:potential_promoter = { exists = promoted_legend }
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factor = 0.5
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}
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send_interface_toast = {
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title = legend_events.0010.a.success
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scope:potential_promoter = {
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set_promoted_legend = root.promoted_legend
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}
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}
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}
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50 = {
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compare_modifier = {
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value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
modifier = { # Reluctant to drop their existing legend
|
||||
scope:potential_promoter = { exists = promoted_legend }
|
||||
factor = 2
|
||||
}
|
||||
send_interface_toast = {
|
||||
title = legend_events.0010.a.failure
|
||||
add_prestige = minor_prestige_loss
|
||||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
honest = minor_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
modifier = { # I'd have better odds with option A
|
||||
intrigue < diplomacy
|
||||
factor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Nah not interested, go away.
|
||||
name = legend_events.0010.c
|
||||
ai_chance = {
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
legend_events.0020 = { #hold court presentation of a potential seed
|
||||
type = court_event
|
||||
title = legend_events.0020.t
|
||||
desc = legend_events.0020.desc
|
||||
|
||||
theme = legend
|
||||
court_scene = {
|
||||
button_position_character = scope:seed_presenter
|
||||
court_event_force_open = yes
|
||||
show_timeout_info = no
|
||||
should_pause_time = yes
|
||||
roles = {
|
||||
scope:seed_presenter = {
|
||||
group = petitioners_group
|
||||
animation = personality_rational
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
widget = {
|
||||
gui = "event_window_widget_event_chain_progress"
|
||||
container = "custom_widgets_container"
|
||||
controller = event_chain_progress
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
modifier = {
|
||||
factor = 2
|
||||
court_grandeur_current_level > court_grandeur_minimum_expected_level
|
||||
}
|
||||
# Court weightings.
|
||||
ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
|
||||
}
|
||||
|
||||
trigger = {
|
||||
any_pool_guest = {
|
||||
count >= 1
|
||||
is_available_adult = yes
|
||||
has_court_event_flag = no
|
||||
culture != root.culture
|
||||
opinion = {
|
||||
target = root
|
||||
value >= high_positive_opinion
|
||||
}
|
||||
}
|
||||
NOR = {
|
||||
has_personal_legend_seed = heroic
|
||||
has_personal_legend_seed = holy
|
||||
has_personal_legend_seed = legitimizing
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
random_pool_guest = {
|
||||
limit = {
|
||||
is_available_adult = yes
|
||||
has_court_event_flag = no
|
||||
culture != root.culture
|
||||
opinion = {
|
||||
target = root
|
||||
value >= high_positive_opinion
|
||||
}
|
||||
}
|
||||
save_scope_as = seed_presenter
|
||||
court_event_character_flag_effect = yes
|
||||
}
|
||||
|
||||
hold_court_queue_next_event_effect = yes
|
||||
}
|
||||
|
||||
option = { #yes, it is my about my dynasty and I shall prove it!
|
||||
name = legend_events.0020.a
|
||||
legend_seed_great_deed_dynasty_effect = yes
|
||||
culture = {
|
||||
change_cultural_acceptance = {
|
||||
target = scope:seed_presenter.culture
|
||||
value = miniscule_positive_culture_acceptance
|
||||
desc = cultural_acceptance_gain_hold_court_event_outcome
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
ambitious = minor_stress_loss
|
||||
}
|
||||
ai_chance = { #we want AI to have seeds
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = { #yes, it is about me ruling the title and I shall prove it!
|
||||
name = legend_events.0020.b
|
||||
legend_seed_great_deed_title_effect = {
|
||||
TITLE = root.primary_title
|
||||
}
|
||||
culture = {
|
||||
change_cultural_acceptance = {
|
||||
target = scope:seed_presenter.culture
|
||||
value = miniscule_positive_culture_acceptance
|
||||
desc = cultural_acceptance_gain_hold_court_event_outcome
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
ambitious = minor_stress_loss
|
||||
}
|
||||
ai_chance = { #we want AI to have seeds
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = { #no, I don't need to humor your culture fairy tales
|
||||
name = legend_events.0020.c
|
||||
add_prestige = medium_prestige_gain
|
||||
dynasty = {
|
||||
add_dynasty_prestige = minor_dynasty_prestige_gain
|
||||
}
|
||||
culture = {
|
||||
change_cultural_acceptance = {
|
||||
target = scope:seed_presenter.culture
|
||||
value = low_negative_culture_acceptance
|
||||
desc = cultural_acceptance_gain_hold_court_event_outcome
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
ambitious = minor_stress_gain
|
||||
compassionate = minor_stress_gain
|
||||
callous = medium_stress_loss
|
||||
sadistic = medium_stress_loss
|
||||
}
|
||||
ai_chance = { #we want AI to have seeds
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
|
||||
after = {
|
||||
scope:seed_presenter = {
|
||||
clear_court_event_participation = yes
|
||||
}
|
||||
# Finish up the chain if relevant.
|
||||
hold_court_queue_post_event_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
legend_events.1000 = {
|
||||
type = letter_event
|
||||
opening = { desc = legend_events.1000.t }
|
||||
desc = legend_events.1000.desc
|
||||
sender = scope:legend_owner
|
||||
|
||||
immediate = {
|
||||
scope:legend = {
|
||||
legend_owner = { save_scope_as = legend_owner }
|
||||
}
|
||||
}
|
||||
|
||||
option = { #I did a silly
|
||||
name = legend_events.1000.a
|
||||
pay_short_term_gold = {
|
||||
target = scope:legend_owner
|
||||
gold = medium_gold_value
|
||||
}
|
||||
stress_impact = {
|
||||
deceitful = major_stress_impact_loss
|
||||
honest = medium_stress_impact_gain
|
||||
just = medium_stress_impact_gain
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = { #If you have really high Intrigue you get away with paying just half
|
||||
name = legend_events.1000.b
|
||||
trigger = {
|
||||
intrigue >= very_high_skill_rating
|
||||
}
|
||||
#trait = deceitful
|
||||
pay_short_term_gold = {
|
||||
target = scope:legend_owner
|
||||
gold = {
|
||||
value = medium_gold_value
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
deceitful = massive_stress_impact_loss
|
||||
honest = major_stress_impact_gain
|
||||
just = medium_stress_impact_gain
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
after = {
|
||||
remove_variable = accepted_promote_legend_var
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue