unfucking the mod
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1167 changed files with 26982 additions and 13 deletions
696
events/dlc/ep3/ep3_admin_events.txt
Normal file
696
events/dlc/ep3/ep3_admin_events.txt
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namespace = ep3_admin_events
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# Event to notify you that your liege has changed government and is no longer admin
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ep3_admin_events.0001 = {
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type = character_event
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title = ep3_admin_events.0001.t
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desc = {
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desc = ep3_admin_events.0001.intro # Fallback
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first_valid = {
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triggered_desc = {
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trigger = { exists = scope:tribal_gov }
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desc = ep3_admin_events.0001.tribal
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}
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triggered_desc = {
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trigger = { exists = scope:feudal_gov }
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desc = ep3_admin_events.0001.feudal
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}
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triggered_desc = {
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trigger = { exists = scope:clan_gov }
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desc = ep3_admin_events.0001.clan
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}
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desc = ep3_admin_events.0001.fallback
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}
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}
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theme = administrative
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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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has_trait = stubborn
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has_trait = paranoid
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}
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}
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animation = worry
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}
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animation = thinking
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}
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right_portrait = {
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character = scope:scribe
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animation = chancellor
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}
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lower_right_portrait = scope:liege
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trigger = {
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is_landed = yes
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}
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immediate = {
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liege = {
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save_scope_as = liege
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switch = {
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trigger = government_has_flag
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government_is_tribal = {
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save_scope_as = tribal_gov
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}
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government_is_feudal = {
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save_scope_as = feudal_gov
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}
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government_is_clan = {
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save_scope_as = clan_gov
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}
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}
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if = {
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limit = {
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NOR = {
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exists = scope:tribal_gov
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exists = scope:feudal_gov
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exists = scope:clan_gov
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}
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}
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save_scope_as = feudal_gov
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}
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if = {
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limit = {
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exists = cp:councillor_chancellor
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cp:councillor_chancellor = { is_available_healthy_ai_adult = yes }
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}
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cp:councillor_chancellor = { save_scope_as = scribe }
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}
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else_if = {
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limit = {
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any_courtier = { is_available_healthy_ai_adult = yes }
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}
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ordered_courtier = {
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limit = {
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is_available_healthy_ai_adult = yes
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}
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order_by = diplomacy
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save_scope_as = scribe
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}
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}
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else = {
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create_character = {
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location = root.capital_province
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template = diplomacy_foreign_affairs_focus_friend_template
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faith = scope:liege.capital_county.faith
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culture = scope:liege.capital_county.culture
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save_scope_as = scribe
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}
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}
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}
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scope:scribe = {
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assign_quirk_effect = yes
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}
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admin_change_government_effect = yes
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}
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option = { # I love change
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name = ep3_admin_events.0001.a
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add_character_modifier = {
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modifier = ep3_admin_change_love
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years = 15
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}
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stress_impact = {
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lazy = medium_stress_impact_loss
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craven = medium_stress_impact_gain
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stubborn = medium_stress_impact_gain
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paranoid = medium_stress_impact_gain
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diligent = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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factor = 0
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OR = {
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has_trait = craven
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has_trait = stubborn
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has_trait = paranoid
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has_trait = diligent
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}
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}
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modifier = {
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factor = 2
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has_trait = lazy
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}
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}
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}
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option = { # I hate this
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name = ep3_admin_events.0001.b
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add_character_modifier = {
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modifier = ep3_admin_change_hate
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years = 15
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}
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stress_impact = {
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diligent = medium_stress_impact_loss
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brave = medium_stress_impact_gain
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lazy = medium_stress_impact_gain
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trusting = medium_stress_impact_gain
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fickle = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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factor = 0
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OR = {
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has_trait = brave
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has_trait = lazy
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has_trait = trusting
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has_trait = fickle
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}
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}
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modifier = {
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factor = 2
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has_trait = diligent
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}
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}
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}
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option = { # I don't care
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name = ep3_admin_events.0001.c
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ai_chance = {
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base = 200
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}
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}
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}
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ep3_admin_events.0002 = {
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type = character_event
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title = ep3_admin_events.0002.t
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desc = {
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first_valid = {
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triggered_desc = { # Liege
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trigger = { scope:previous_governor ?= root.liege }
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desc = ep3_admin_events.0002.liege
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}
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triggered_desc = { # Same house died
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trigger = {
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scope:previous_governor ?= {
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is_alive = no
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house = root.house
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}
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}
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desc = ep3_admin_events.0002.house_dead
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}
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triggered_desc = { # Same house fired
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trigger = {
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scope:previous_governor ?= {
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is_alive = yes
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house = root.house
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}
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}
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desc = ep3_admin_events.0002.house_alive
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}
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triggered_desc = { # Diff house died
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trigger = {
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scope:previous_governor ?= { is_alive = no }
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}
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desc = ep3_admin_events.0002.dead
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}
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triggered_desc = { # Diff house fired
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trigger = {
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scope:previous_governor ?= { is_alive = yes }
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}
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desc = ep3_admin_events.0002.alive
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}
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desc = ep3_admin_events.0002.new
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}
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first_valid = {
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triggered_desc = { # Same house
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trigger = { scope:previous_governor.house ?= root.house }
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desc = ep3_admin_events.0002.house
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}
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}
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#desc = double_line_break
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first_valid = {
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triggered_desc = {
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trigger = { exists = scope:appointment_succession }
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desc = ep3_admin_events.0002.appointment_succession
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}
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triggered_desc = {
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trigger = { exists = scope:appointment }
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desc = ep3_admin_events.0002.appointment
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}
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triggered_desc = {
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trigger = { exists = scope:conquest }
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desc = ep3_admin_events.0002.conquest
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}
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}
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desc = ep3_admin_events.0002.desc
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}
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theme = administrative
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left_portrait = {
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character = root
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animation = chancellor
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}
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lower_center_portrait = scope:previous_governor
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lower_right_portrait = {
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character = root.liege
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trigger = {
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root.liege != scope:previous_governor
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}
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}
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cooldown = { days = 1 }
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trigger = {
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this != top_liege
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any_held_title = {
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tier = root.highest_held_title_tier
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is_landless_type_title = no
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is_noble_family_title = no
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}
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NOT = { has_character_flag = successful_governorship_elevation }
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}
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immediate = {
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play_sound_effect = "event:/DLC/EP3/SFX/Stingers/Byzantine_Flavor/ep3_mx_sting_byzantineflavor_become_governor"
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ordered_held_title = {
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limit = {
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tier = root.highest_held_title_tier
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is_landless_type_title = no
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is_noble_family_title = no
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}
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save_scope_as = governor_title
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previous_holder ?= { save_scope_as = previous_governor }
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if = {
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limit = {
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recent_history = { type = appointment_succession days = 1 }
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}
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save_scope_as = appointment_succession
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}
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else_if = {
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limit = {
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recent_history = { type = appointment days = 1 }
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}
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save_scope_as = appointment
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}
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else_if = {
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limit = {
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recent_history = { type = conquest days = 1 }
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}
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save_scope_as = conquest
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}
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}
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}
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option = {
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name = ep3_admin_events.0002.prosperity
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trigger = {
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is_landed = yes
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government_has_flag = government_has_merit
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}
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flavor = building_buildings_give_merit_tt
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custom_tooltip = ep3_admin_events.0002.tt
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add_character_modifier = {
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modifier = tgp_diligent_governor_modifier
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years = 3
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}
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stress_impact = {
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lazy = medium_stress_impact_gain
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diligent = miniscule_stress_impact_loss
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}
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ai_chance = {
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base = 0
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}
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}
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option = {
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name = ep3_admin_events.0002.inspection
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trigger = {
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is_landed = yes
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government_has_flag = government_has_merit
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any_held_title = {
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tier = tier_county
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is_landless_type_title = no
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count >= 1
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}
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}
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flavor = inspections_give_merit_tt
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custom_tooltip = ep3_admin_events.0002.tt
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custom_tooltip = ep3_admin_events.0002.tt_inspection
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add_character_flag = free_inspection
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stress_impact = {
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lazy = medium_stress_impact_gain
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diligent = miniscule_stress_impact_loss
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}
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ai_chance = {
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base = 0
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}
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}
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option = {
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name = ep3_admin_events.0002.a
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custom_tooltip = ep3_admin_events.0002.tt
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stress_impact = {
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base = miniscule_stress_impact_loss
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}
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}
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after = {
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if = {
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limit = {
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is_ai = yes
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}
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domicile ?= {
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move_domicile = root.capital_province
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}
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}
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}
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}
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# Your admin liege changed government, and you have to do so as well
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ep3_admin_events.0003 = {
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hidden = yes
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trigger = {
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government_allows = administrative
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}
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immediate = {
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# Let's evaluate and see which event you should get
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if = { # If you are still landed and remain a vassal
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limit = {
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is_landed = yes
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liege != root
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}
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trigger_event = ep3_admin_events.0001
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}
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else_if = { # You are still landed and become independent
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limit = {
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is_landed = yes
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liege = root
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}
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trigger_event = ep3_admin_events.0005
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}
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else_if = { # You became unlanded - Let's go on an adventure!
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limit = { # Assuming you are a player
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is_landed = no
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}
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trigger_event = ep3_admin_events.0004
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}
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}
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}
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# Event to make admin into adventurers
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ep3_admin_events.0004 = {
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type = character_event
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title = ep3_admin_events.0004.t
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desc = {
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desc = ep3_admin_events.0004.desc
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first_valid = {
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triggered_desc = {
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trigger = {
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exists = scope:reacting_spouse
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scope:reacting_spouse = {
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OR = {
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has_trait = gluttonous
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has_trait = greedy
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}
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}
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}
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desc = ep3_admin_events.0004.desc_spouse_very_upset
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}
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triggered_desc = {
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trigger = { exists = scope:reacting_spouse }
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desc = ep3_admin_events.0004.desc_spouse_upset
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}
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}
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}
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theme = landless_adventurer
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override_background = { reference = estate }
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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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has_trait = eccentric
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has_trait = brave
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}
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}
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#animation = delirium
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animation = disappointed
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}
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animation = disbelief
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}
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right_portrait = {
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character = scope:reacting_spouse
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triggered_animation = {
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trigger = {
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OR = {
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has_trait = gluttonous
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has_trait = greedy
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}
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}
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animation = crying
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}
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animation = worry
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}
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immediate = {
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if = { # Destroy your noble family title if you have one
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limit = {
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any_held_title = {
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is_noble_family_title = yes
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}
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}
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every_held_title = {
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limit = {
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is_noble_family_title = yes
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}
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save_temporary_scope_as = family_title
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prev = { destroy_title = scope:family_title }
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}
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}
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if = { # Become an adventurer
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limit = { is_ai = no }
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create_landless_adventurer_title_effect = {
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REASON = flag:runaway_allowed
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FLAVOR_CHAR = root
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}
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hidden_effect = {
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contract_passive_spawn_effect = {
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SPAWN_CONTRACTS = 5
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}
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}
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}
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if = { # If you are married, let's save your spouse as a scope for some added flavor
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limit = {
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is_married = yes
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any_spouse = {
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employer = root
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}
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}
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random_spouse = {
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limit = { employer = root }
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save_scope_as = reacting_spouse
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}
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}
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}
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option = {
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name = {
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trigger = {
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exists = scope:reacting_spouse
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scope:reacting_spouse = {
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OR = {
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has_trait = gluttonous
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has_trait = greedy
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}
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}
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}
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text = ep3_admin_events.0004.a
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}
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name = {
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trigger = {
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exists = scope:reacting_spouse
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scope:reacting_spouse = {
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NOR = {
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has_trait = gluttonous
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has_trait = greedy
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}
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}
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}
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text = ep3_admin_events.0004.b
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}
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name = {
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trigger = {
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NOT = { exists = scope:reacting_spouse }
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}
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text = ep3_admin_events.0004.c
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}
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}
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}
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# Notification event that you became independent
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ep3_admin_events.0005 = {
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type = character_event
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title = ep3_admin_events.0005.t
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desc = {
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desc = ep3_admin_events.0005.intro
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first_valid = {
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triggered_desc = {
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trigger = { exists = scope:still_admin }
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desc = ep3_admin_events.0005.desc_still_admin
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}
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desc = ep3_admin_events.0005.desc_lost_admin
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}
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}
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theme = administrative
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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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has_trait = fickle
|
||||
has_trait = lazy
|
||||
has_trait = paranoid
|
||||
}
|
||||
}
|
||||
animation = stress
|
||||
}
|
||||
animation = interested
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:messenger
|
||||
animation = chancellor
|
||||
}
|
||||
lower_right_portrait = scope:gov_liege
|
||||
|
||||
immediate = {
|
||||
# Let's find a character to bring us these news
|
||||
if = {
|
||||
limit = {
|
||||
exists = cp:councillor_chancellor
|
||||
cp:councillor_chancellor = { is_available_healthy_ai_adult = yes }
|
||||
}
|
||||
cp:councillor_chancellor = { save_scope_as = messenger }
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
any_courtier = { is_available_healthy_ai_adult = yes }
|
||||
}
|
||||
ordered_courtier = {
|
||||
limit = {
|
||||
is_available_healthy_ai_adult = yes
|
||||
}
|
||||
order_by = diplomacy
|
||||
save_scope_as = messenger
|
||||
}
|
||||
}
|
||||
else = {
|
||||
create_character = {
|
||||
location = root.capital_province
|
||||
template = diplomacy_foreign_affairs_focus_friend_template
|
||||
faith = root.capital_county.faith
|
||||
culture = root.capital_county.culture
|
||||
save_scope_as = messenger
|
||||
}
|
||||
}
|
||||
|
||||
# Show this to make it clear to the player that you became independent
|
||||
show_as_tooltip = {
|
||||
create_title_and_vassal_change = {
|
||||
type = independency
|
||||
save_scope_as = change
|
||||
add_claim_on_loss = no
|
||||
}
|
||||
becomes_independent = { change = scope:change }
|
||||
resolve_title_and_vassal_change = scope:change
|
||||
}
|
||||
if = { # You are allowed to keep admin as your government
|
||||
limit = {
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
culture ?= { has_cultural_parameter = can_adopt_administrative_government_as_kingdom_tier }
|
||||
}
|
||||
save_scope_as = still_admin
|
||||
}
|
||||
else = { # You change your government
|
||||
admin_change_government_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = ep3_admin_events.0005.a
|
||||
# We handle everything in the immediate
|
||||
}
|
||||
}
|
||||
|
||||
# Reception Hall domicile upgrade provides legitimacy
|
||||
# We put it in a delayed event to make sure that we can notify the player of the effect, so they can see it
|
||||
ep3_admin_events.0010 = {
|
||||
hidden = yes
|
||||
|
||||
immediate = {
|
||||
save_scope_as = legitimacy_gainer
|
||||
|
||||
# We first send the notification of the legitimacy being granted
|
||||
house = {
|
||||
every_house_member = {
|
||||
limit = { is_ai = no }
|
||||
send_interface_message = {
|
||||
type = event_toast_effect_good
|
||||
title = ep3_dynasty_legacy_gain_legitimacy_effect_title
|
||||
left_icon = root
|
||||
right_icon = root.primary_title
|
||||
show_as_tooltip = {
|
||||
scope:legitimacy_gainer = { add_legitimacy = house.var:ep3_legacy_legitimacy_counter }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Then we add the actual legitimacy
|
||||
add_legitimacy = house.var:ep3_legacy_legitimacy_counter
|
||||
|
||||
# Finally, let's reset the counter according to building level
|
||||
house = {
|
||||
if = {
|
||||
limit = {
|
||||
house_head.domicile ?= { has_domicile_parameter = reception_hall_legitimacy_loss_04 }
|
||||
}
|
||||
change_variable = {
|
||||
name = ep3_legacy_legitimacy_counter
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
house_head.domicile ?= { has_domicile_parameter = reception_hall_legitimacy_loss_03 }
|
||||
}
|
||||
change_variable = {
|
||||
name = ep3_legacy_legitimacy_counter
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
house_head.domicile ?= { has_domicile_parameter = reception_hall_legitimacy_loss_02 }
|
||||
}
|
||||
change_variable = {
|
||||
name = ep3_legacy_legitimacy_counter
|
||||
multiply = 0.25
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
house_head.domicile ?= { has_domicile_parameter = reception_hall_legitimacy_loss_01 }
|
||||
}
|
||||
change_variable = {
|
||||
name = ep3_legacy_legitimacy_counter
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
332
events/dlc/ep3/ep3_akolouthos_events.txt
Normal file
332
events/dlc/ep3/ep3_akolouthos_events.txt
Normal file
|
|
@ -0,0 +1,332 @@
|
|||
namespace = ep3_akolouthos_events
|
||||
|
||||
# Varangian-eligible courtier gains Varangian or Varangian gains Loyal
|
||||
ep3_akolouthos_events.1000 = {
|
||||
hidden = yes
|
||||
|
||||
trigger = {
|
||||
OR = {
|
||||
# A varangian who isn't loyal
|
||||
any_courtier = {
|
||||
has_trait = varangian
|
||||
NOT = { has_trait = loyal }
|
||||
}
|
||||
#An eligible Varangian who doesn't have the trait
|
||||
any_courtier = {
|
||||
NOT = { has_trait = varangian }
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
modifier = {
|
||||
add = 1
|
||||
any_court_position_holder = {
|
||||
type = bodyguard_court_position
|
||||
NOT = { has_trait = varangian }
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = 1
|
||||
any_court_position_holder = {
|
||||
type = bodyguard_court_position
|
||||
NOT = { has_trait = loyal }
|
||||
has_trait = varangian
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = 1
|
||||
any_court_position_holder = {
|
||||
type = akolouthos_court_position
|
||||
NOT = { has_trait = varangian }
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
random_court_position_holder = {
|
||||
type = akolouthos_court_position
|
||||
save_scope_as = akolouthos
|
||||
}
|
||||
#Most important that Varangian Akolouthos becomes Varangian
|
||||
if = {
|
||||
limit = {
|
||||
any_court_position_holder = {
|
||||
type = akolouthos_court_position
|
||||
NOT = { has_trait = varangian }
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
}
|
||||
random_court_position_holder = {
|
||||
type = akolouthos_court_position
|
||||
limit = {
|
||||
NOT = { has_trait = varangian }
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
save_scope_as = trait_getter
|
||||
}
|
||||
ep3_send_akolouthos_message_varangian = yes
|
||||
}
|
||||
#Second-most important: Varangian bodyguard becomes Varangian
|
||||
else_if = {
|
||||
limit = {
|
||||
any_court_position_holder = {
|
||||
type = bodyguard_court_position
|
||||
NOT = { has_trait = varangian }
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
}
|
||||
random_court_position_holder = {
|
||||
type = bodyguard_court_position
|
||||
limit = {
|
||||
NOT = { has_trait = varangian }
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
save_scope_as = trait_getter
|
||||
}
|
||||
ep3_send_akolouthos_message_varangian = yes
|
||||
}
|
||||
#Then either add loyal to a Varangian bodyguard or to Akolouthos
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
any_court_position_holder = {
|
||||
type = bodyguard_court_position
|
||||
has_trait = varangian
|
||||
NOT = { has_trait = loyal }
|
||||
}
|
||||
any_court_position_holder = {
|
||||
type = akolouthos_court_position
|
||||
has_trait = varangian
|
||||
NOT = { has_trait = loyal }
|
||||
}
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
#Add loyal to a Varangian bodyguard
|
||||
10 = {
|
||||
trigger = {
|
||||
any_court_position_holder = {
|
||||
type = bodyguard_court_position
|
||||
has_trait = varangian
|
||||
NOT = { has_trait = loyal }
|
||||
}
|
||||
}
|
||||
random_court_position_holder = {
|
||||
type = bodyguard_court_position
|
||||
limit = {
|
||||
has_trait = varangian
|
||||
NOT = { has_trait = loyal }
|
||||
}
|
||||
save_scope_as = trait_getter
|
||||
}
|
||||
ep3_send_akolouthos_message_loyal = yes
|
||||
}
|
||||
#Add loyal to a Varangian akolouthos
|
||||
10 = {
|
||||
trigger = {
|
||||
any_court_position_holder = {
|
||||
type = akolouthos_court_position
|
||||
has_trait = varangian
|
||||
NOT = { has_trait = loyal }
|
||||
}
|
||||
}
|
||||
random_court_position_holder = {
|
||||
type = akolouthos_court_position
|
||||
limit = {
|
||||
has_trait = varangian
|
||||
NOT = { has_trait = loyal }
|
||||
}
|
||||
save_scope_as = trait_getter
|
||||
}
|
||||
ep3_send_akolouthos_message_loyal = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
#Add Varangian to some non-Varangian Varangian
|
||||
else_if = {
|
||||
limit = {
|
||||
any_courtier = {
|
||||
NOT = { has_trait = varangian }
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
}
|
||||
random_courtier = {
|
||||
limit = {
|
||||
NOT = { has_trait = varangian }
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
save_scope_as = trait_getter
|
||||
}
|
||||
ep3_send_akolouthos_message_varangian = yes
|
||||
}
|
||||
#Add loyal to some non-bodyguard Varangian
|
||||
else = {
|
||||
random_courtier = {
|
||||
limit = {
|
||||
has_trait = varangian
|
||||
NOT = { has_trait = loyal }
|
||||
}
|
||||
save_scope_as = trait_getter
|
||||
}
|
||||
ep3_send_akolouthos_message_loyal = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Akolouthos recruits Varangian
|
||||
ep3_akolouthos_events.1001 = {
|
||||
hidden = yes
|
||||
|
||||
trigger = {
|
||||
#Don't really need this if root is swarming in Varangians already
|
||||
NOT = {
|
||||
any_courtier_or_guest = {
|
||||
count >= 8
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
#Weigh up chances if Varangians are needed to fill posts
|
||||
modifier = {
|
||||
add = 1
|
||||
NOT = {
|
||||
any_courtier_or_guest = {
|
||||
count >= 3
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
random_court_position_holder = {
|
||||
type = akolouthos_court_position
|
||||
save_scope_as = akolouthos
|
||||
}
|
||||
#Find a candidate in the local pool
|
||||
if = {
|
||||
limit = {
|
||||
is_landed = yes
|
||||
any_pool_character = {
|
||||
province = root.capital_province
|
||||
ep3_varangian_trigger = yes
|
||||
prowess > low_skill_rating
|
||||
}
|
||||
}
|
||||
random_pool_character = {
|
||||
province = root.capital_province
|
||||
limit = {
|
||||
ep3_varangian_trigger = yes
|
||||
prowess > low_skill_rating
|
||||
}
|
||||
save_scope_as = new_varangian
|
||||
}
|
||||
scope:new_varangian = {
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_trait = varangian }
|
||||
}
|
||||
hidden_effect = {
|
||||
add_trait = varangian
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#Find a candidate in pools of akolouthos's culture
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:akolouthos = {
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
exists = scope:akolouthos.culture.culture_head
|
||||
scope:akolouthos.culture.culture_head = {
|
||||
is_landed = yes
|
||||
}
|
||||
any_pool_character = {
|
||||
province = scope:akolouthos.culture.culture_head.capital_province
|
||||
ep3_varangian_trigger = yes
|
||||
prowess >= low_skill_rating
|
||||
}
|
||||
}
|
||||
scope:akolouthos.culture.culture_head = {
|
||||
save_scope_as = akolouthos_culture_head
|
||||
}
|
||||
random_pool_character = {
|
||||
province = scope:akolouthos_culture_head.capital_province
|
||||
limit = {
|
||||
ep3_varangian_trigger = yes
|
||||
prowess > low_skill_rating
|
||||
}
|
||||
save_scope_as = new_varangian
|
||||
}
|
||||
scope:new_varangian = {
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_trait = varangian }
|
||||
}
|
||||
hidden_effect = {
|
||||
add_trait = varangian
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#Create a candidate
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:akolouthos = {
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
}
|
||||
create_character = {
|
||||
template = varangian_template
|
||||
location = root.location
|
||||
culture = scope:akolouthos.culture
|
||||
faith = scope:akolouthos.faith
|
||||
dynasty = none
|
||||
save_scope_as = new_varangian
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
current_date < 990
|
||||
}
|
||||
#Norse
|
||||
create_character = {
|
||||
template = varangian_template
|
||||
location = root.location
|
||||
culture = culture:norse
|
||||
faith = root.faith
|
||||
dynasty = none
|
||||
save_scope_as = new_varangian
|
||||
}
|
||||
}
|
||||
else = {
|
||||
#Anglo-Saxon
|
||||
create_character = {
|
||||
template = varangian_template
|
||||
location = root.location
|
||||
culture = culture:anglo_saxon
|
||||
faith = root.faith
|
||||
dynasty = none
|
||||
save_scope_as = new_varangian
|
||||
}
|
||||
}
|
||||
send_interface_message = {
|
||||
type = event_martial_good_with_text
|
||||
title = ep3_akolouthos_events.1001
|
||||
desc = ep3_akolouthos_events.1001_notification_tooltip
|
||||
tooltip = akolouthos_effect_tooltip
|
||||
left_icon = scope:new_varangian
|
||||
right_icon = scope:akolouthos
|
||||
add_courtier = scope:new_varangian
|
||||
}
|
||||
}
|
||||
}
|
||||
3727
events/dlc/ep3/ep3_camp_party_events.txt
Normal file
3727
events/dlc/ep3/ep3_camp_party_events.txt
Normal file
File diff suppressed because it is too large
Load diff
1528
events/dlc/ep3/ep3_camp_temperament_events.txt
Normal file
1528
events/dlc/ep3/ep3_camp_temperament_events.txt
Normal file
File diff suppressed because it is too large
Load diff
10151
events/dlc/ep3/ep3_contract_events.txt
Normal file
10151
events/dlc/ep3/ep3_contract_events.txt
Normal file
File diff suppressed because it is too large
Load diff
173
events/dlc/ep3/ep3_councillor_events.txt
Normal file
173
events/dlc/ep3/ep3_councillor_events.txt
Normal file
|
|
@ -0,0 +1,173 @@
|
|||
########################
|
||||
# EP3 Councillors Events
|
||||
########################
|
||||
namespace = ep3_councillor_event
|
||||
|
||||
# Spouse increases your Influence
|
||||
ep3_councillor_event.0001 = {
|
||||
hidden = yes
|
||||
|
||||
cooldown = { years = 10 }
|
||||
|
||||
trigger = {
|
||||
valid_spouse_councillor_trigger = yes
|
||||
government_allows = administrative
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
councillor_spouse_limited_skill_rating_modifier = {
|
||||
SKILL = intrigue
|
||||
SCALE = 1
|
||||
SKILL_RATING = spouse_skill_rating_1
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
cp:councillor_spouse = {
|
||||
save_scope_as = councillor
|
||||
}
|
||||
send_interface_message = {
|
||||
type = msg_spouse_task_good
|
||||
title = ep3_councillor_event.0001.t
|
||||
desc = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:councillor = { diplomacy < average_skill_level }
|
||||
}
|
||||
desc = spouse_task_diplomacy_good_unskilled_notification_tooltip
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:councillor = { diplomacy >= average_skill_level }
|
||||
}
|
||||
desc = spouse_task_diplomacy_good_skilled_notification_tooltip
|
||||
}
|
||||
}
|
||||
|
||||
right_icon = scope:councillor
|
||||
|
||||
change_influence = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor = {
|
||||
culture = { has_cultural_tradition = tradition_ep3_palace_politics }
|
||||
}
|
||||
}
|
||||
add = medium_influence_gain
|
||||
}
|
||||
else = {
|
||||
add = minor_influence_gain
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Spouse increases your candidate score for a title if you are in to inherit
|
||||
ep3_councillor_event.0002 = {
|
||||
hidden = yes
|
||||
|
||||
cooldown = { years = 10 }
|
||||
|
||||
trigger = {
|
||||
valid_spouse_councillor_trigger = yes
|
||||
government_allows = administrative
|
||||
top_liege = {
|
||||
any_sub_realm_title = {
|
||||
tier >= tier_duchy
|
||||
is_noble_family_title = no
|
||||
holder = { government_allows = administrative }
|
||||
any_title_heir = {
|
||||
prev = { # For getting the correct title
|
||||
place_in_line_of_succession = {
|
||||
target = prev # And again for going back and getting the correct character
|
||||
value <= 3
|
||||
}
|
||||
}
|
||||
this = root
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
councillor_spouse_limited_skill_rating_modifier = {
|
||||
SKILL = diplomacy
|
||||
SCALE = 1
|
||||
SKILL_RATING = spouse_skill_rating_1
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
cp:councillor_spouse = {
|
||||
save_scope_as = councillor
|
||||
}
|
||||
top_liege = {
|
||||
random_sub_realm_title = {
|
||||
limit = {
|
||||
tier >= tier_duchy
|
||||
is_noble_family_title = no
|
||||
holder = { government_allows = administrative }
|
||||
any_title_heir = {
|
||||
prev = {
|
||||
place_in_line_of_succession = {
|
||||
target = prev
|
||||
value <= 3
|
||||
}
|
||||
}
|
||||
this = root
|
||||
}
|
||||
}
|
||||
save_scope_as = target_title
|
||||
}
|
||||
}
|
||||
save_scope_value_as = {
|
||||
name = improved_candidate_score
|
||||
value = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor = {
|
||||
culture = { has_cultural_tradition = tradition_ep3_palace_politics }
|
||||
}
|
||||
}
|
||||
add = 15
|
||||
}
|
||||
else = {
|
||||
add = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
send_interface_message = {
|
||||
type = msg_spouse_task_good
|
||||
title = ep3_councillor_event.0002.t
|
||||
desc = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:councillor = { diplomacy < average_skill_level }
|
||||
}
|
||||
desc = spouse_task_diplomacy_good_unskilled_notification_tooltip
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:councillor = { diplomacy >= average_skill_level }
|
||||
}
|
||||
desc = spouse_task_diplomacy_good_skilled_notification_tooltip
|
||||
}
|
||||
}
|
||||
|
||||
right_icon = scope:councillor
|
||||
left_icon = scope:target_title
|
||||
|
||||
custom_tooltip = ep3_councillor_event.0002.desc
|
||||
|
||||
scope:target_title = {
|
||||
change_appointment_investment = {
|
||||
target = root
|
||||
value = scope:improved_candidate_score
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
8076
events/dlc/ep3/ep3_decisions_events.txt
Normal file
8076
events/dlc/ep3/ep3_decisions_events.txt
Normal file
File diff suppressed because it is too large
Load diff
7034
events/dlc/ep3/ep3_emperor_yearly_2.txt
Normal file
7034
events/dlc/ep3/ep3_emperor_yearly_2.txt
Normal file
File diff suppressed because it is too large
Load diff
1947
events/dlc/ep3/ep3_emperor_yearly_3.txt
Normal file
1947
events/dlc/ep3/ep3_emperor_yearly_3.txt
Normal file
File diff suppressed because it is too large
Load diff
2206
events/dlc/ep3/ep3_emperor_yearly_8.txt
Normal file
2206
events/dlc/ep3/ep3_emperor_yearly_8.txt
Normal file
File diff suppressed because it is too large
Load diff
1879
events/dlc/ep3/ep3_eparch_events.txt
Normal file
1879
events/dlc/ep3/ep3_eparch_events.txt
Normal file
File diff suppressed because it is too large
Load diff
1
events/dlc/ep3/ep3_frankokratia_events.txt
Normal file
1
events/dlc/ep3/ep3_frankokratia_events.txt
Normal file
|
|
@ -0,0 +1 @@
|
|||
namespace = ep3_frankokratia_events
|
||||
9178
events/dlc/ep3/ep3_governor_yearly_3.txt
Normal file
9178
events/dlc/ep3/ep3_governor_yearly_3.txt
Normal file
File diff suppressed because it is too large
Load diff
4489
events/dlc/ep3/ep3_governor_yearly_8.txt
Normal file
4489
events/dlc/ep3/ep3_governor_yearly_8.txt
Normal file
File diff suppressed because it is too large
Load diff
4609
events/dlc/ep3/ep3_interactions_events.txt
Normal file
4609
events/dlc/ep3/ep3_interactions_events.txt
Normal file
File diff suppressed because it is too large
Load diff
22296
events/dlc/ep3/ep3_laamp_decision_events.txt
Normal file
22296
events/dlc/ep3/ep3_laamp_decision_events.txt
Normal file
File diff suppressed because it is too large
Load diff
9054
events/dlc/ep3/ep3_laamp_events.txt
Normal file
9054
events/dlc/ep3/ep3_laamp_events.txt
Normal file
File diff suppressed because it is too large
Load diff
3979
events/dlc/ep3/ep3_laamp_events_8.txt
Normal file
3979
events/dlc/ep3/ep3_laamp_events_8.txt
Normal file
File diff suppressed because it is too large
Load diff
1118
events/dlc/ep3/ep3_laamp_flavor.txt
Normal file
1118
events/dlc/ep3/ep3_laamp_flavor.txt
Normal file
File diff suppressed because it is too large
Load diff
328
events/dlc/ep3/ep3_laamp_flavor_oltner.txt
Normal file
328
events/dlc/ep3/ep3_laamp_flavor_oltner.txt
Normal file
|
|
@ -0,0 +1,328 @@
|
|||
namespace = ep3_laamp_flavor_oltner
|
||||
|
||||
scripted_trigger suitable_pool_marriage_trigger = {
|
||||
save_temporary_scope_as = pool_marriage_target
|
||||
is_physically_able_adult = yes
|
||||
allowed_to_marry_character_gender_trigger = { CHARACTER = $FOLLOWER_TARGET$ }
|
||||
$FOLLOWER_TARGET$ ?= { allowed_to_marry_character_gender_trigger = { CHARACTER = prev } }
|
||||
are_characters_sensible_lovers_trigger = { INSTIGATING_LOVER = $FOLLOWER_TARGET$ TARGET_OF_LOVE = scope:pool_marriage_target }
|
||||
is_married = no
|
||||
can_marry_trigger = yes
|
||||
is_concubine = no
|
||||
NOT = {
|
||||
exists = betrothed
|
||||
}
|
||||
has_no_particular_noble_roots_trigger = yes
|
||||
}
|
||||
|
||||
scripted_trigger suitable_follower_marriage_character_trigger = {
|
||||
is_physically_able_adult = yes
|
||||
this != root
|
||||
is_married = no
|
||||
can_marry_trigger = yes
|
||||
is_concubine = no
|
||||
age <= 50
|
||||
health >= fine_health
|
||||
NOR = {
|
||||
house = root.house
|
||||
is_close_family_of = root
|
||||
exists = betrothed
|
||||
has_relation_rival = root
|
||||
}
|
||||
save_temporary_scope_as = entourage_member
|
||||
any_pool_character = {
|
||||
province = root.location
|
||||
age <= 40
|
||||
health >= fine_health
|
||||
suitable_pool_marriage_trigger = { FOLLOWER_TARGET = scope:entourage_member }
|
||||
}
|
||||
}
|
||||
|
||||
# A Follower's Heart
|
||||
ep3_laamp_flavor_oltner.0001 = {
|
||||
type = character_event
|
||||
title = ep3_laamp_flavor_oltner.3001.t
|
||||
desc = ep3_laamp_flavor_oltner.3001.desc
|
||||
theme = marriage
|
||||
override_background = { reference = market_scope }
|
||||
left_portrait = {
|
||||
character = scope:entourage_to_marry_2
|
||||
animation = beg
|
||||
camera = camera_event_very_left
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:marriage_material
|
||||
animation = dismissal
|
||||
camera = camera_event_right_pointing_left
|
||||
}
|
||||
cooldown = { years = 10 }
|
||||
|
||||
trigger = {
|
||||
has_government = landless_adventurer_government
|
||||
location = {
|
||||
has_holding = yes
|
||||
}
|
||||
any_courtier = {
|
||||
suitable_follower_marriage_character_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
save_scope_as = root_char
|
||||
random_courtier = {
|
||||
limit = {
|
||||
suitable_follower_marriage_character_trigger = yes
|
||||
}
|
||||
save_scope_as = entourage_to_marry_2
|
||||
}
|
||||
random_pool_character = {
|
||||
province = root.location
|
||||
limit = {
|
||||
suitable_pool_marriage_trigger = { FOLLOWER_TARGET = scope:entourage_to_marry_2 }
|
||||
}
|
||||
save_scope_as = marriage_material
|
||||
}
|
||||
location.county.title_province = { save_scope_as = background_market_scope }
|
||||
}
|
||||
|
||||
option = { # Tell them to pay it themselves
|
||||
name = ep3_laamp_flavor_oltner.0001.a
|
||||
|
||||
trigger = {
|
||||
scope:entourage_to_marry_2.gold >= {
|
||||
add = scope:marriage_material.sum_of_all_skills_and_prowess_value
|
||||
}
|
||||
}
|
||||
|
||||
scope:entourage_to_marry_2 = {
|
||||
remove_short_term_gold = {
|
||||
add = scope:marriage_material.sum_of_all_skills_value
|
||||
add = scope:marriage_material.prowess
|
||||
}
|
||||
}
|
||||
|
||||
add_courtier = scope:marriage_material
|
||||
scope:entourage_to_marry_2 = {
|
||||
if = {
|
||||
limit = {
|
||||
is_female = yes
|
||||
is_lowborn = no
|
||||
scope:marriage_material = {
|
||||
is_lowborn = yes
|
||||
}
|
||||
}
|
||||
marry_matrilineal = scope:marriage_material
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
is_male = yes
|
||||
is_lowborn = yes
|
||||
scope:marriage_material = {
|
||||
is_lowborn = no
|
||||
}
|
||||
}
|
||||
marry_matrilineal = scope:marriage_material
|
||||
}
|
||||
else = {
|
||||
marry = scope:marriage_material
|
||||
}
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Pay the dowry
|
||||
name = ep3_laamp_flavor_oltner.0001.b
|
||||
stress_impact = {
|
||||
generous = massive_stress_impact_loss
|
||||
greedy = medium_stress_impact_gain
|
||||
}
|
||||
|
||||
remove_short_term_gold = {
|
||||
add = scope:marriage_material.sum_of_all_skills_and_prowess_value
|
||||
}
|
||||
|
||||
add_courtier = scope:marriage_material
|
||||
scope:entourage_to_marry_2 = {
|
||||
if = {
|
||||
limit = {
|
||||
is_female = yes
|
||||
is_lowborn = no
|
||||
scope:marriage_material = {
|
||||
is_lowborn = yes
|
||||
}
|
||||
}
|
||||
marry_matrilineal = scope:marriage_material
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
is_male = yes
|
||||
is_lowborn = yes
|
||||
scope:marriage_material = {
|
||||
is_lowborn = no
|
||||
}
|
||||
}
|
||||
marry_matrilineal = scope:marriage_material
|
||||
}
|
||||
else = {
|
||||
marry = scope:marriage_material
|
||||
}
|
||||
progress_towards_friend_effect = {
|
||||
CHARACTER = root
|
||||
OPINION = 0
|
||||
REASON = friend_helped_me_marry
|
||||
}
|
||||
add_opinion = {
|
||||
target = root
|
||||
modifier = grateful_opinion
|
||||
opinion = 50
|
||||
}
|
||||
}
|
||||
|
||||
scope:marriage_material = { save_scope_as = relationship_reason_involved_character }
|
||||
|
||||
clear_saved_scope = relationship_reason_involved_character
|
||||
|
||||
ai_chance = {
|
||||
base = 10
|
||||
|
||||
modifier = {
|
||||
factor = 0
|
||||
OR = {
|
||||
has_trait = greedy
|
||||
gold <= {
|
||||
add = scope:marriage_material.sum_of_all_skills_and_prowess_value
|
||||
multiply = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Convince them to run away with you
|
||||
name = ep3_laamp_flavor_oltner.0001.c
|
||||
skill = intrigue
|
||||
stress_impact = {
|
||||
generous = medium_stress_impact_gain
|
||||
}
|
||||
|
||||
duel = {
|
||||
skill = intrigue
|
||||
value = high_skill_rating
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
desc = ep3_laamp_flavor_oltner.0001.c.success
|
||||
send_interface_toast = {
|
||||
title = ep3_laamp_flavor_oltner.0001.c.success
|
||||
left_icon = scope:entourage_to_marry_2
|
||||
right_icon = scope:marriage_material
|
||||
add_courtier = scope:marriage_material
|
||||
scope:entourage_to_marry_2 = {
|
||||
if = {
|
||||
limit = {
|
||||
is_female = yes
|
||||
is_lowborn = no
|
||||
scope:marriage_material = {
|
||||
is_lowborn = yes
|
||||
}
|
||||
}
|
||||
marry_matrilineal = scope:marriage_material
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
is_male = yes
|
||||
is_lowborn = yes
|
||||
scope:marriage_material = {
|
||||
is_lowborn = no
|
||||
}
|
||||
}
|
||||
marry_matrilineal = scope:marriage_material
|
||||
}
|
||||
else = {
|
||||
marry = scope:marriage_material
|
||||
}
|
||||
progress_towards_friend_effect = {
|
||||
CHARACTER = root
|
||||
OPINION = 0
|
||||
REASON = friend_helped_me_marry
|
||||
}
|
||||
add_opinion = {
|
||||
target = root
|
||||
modifier = grateful_opinion
|
||||
opinion = 50
|
||||
}
|
||||
}
|
||||
|
||||
scope:marriage_material = { save_scope_as = relationship_reason_involved_character }
|
||||
clear_saved_scope = relationship_reason_involved_character
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
desc = ep3_laamp_flavor_oltner.0001.c.failure
|
||||
send_interface_toast = {
|
||||
title = ep3_laamp_flavor_oltner.0001.c.failure
|
||||
left_icon = scope:entourage_to_marry_2
|
||||
right_icon = scope:marriage_material
|
||||
scope:entourage_to_marry_2 = {
|
||||
add_stress = medium_stress_gain
|
||||
add_opinion = {
|
||||
target = root
|
||||
modifier = disappointed_opinion
|
||||
opinion = -30
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 10
|
||||
|
||||
modifier = {
|
||||
factor = 0
|
||||
has_trait = generous
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Ignore your follower
|
||||
name = ep3_laamp_flavor_oltner.0001.d
|
||||
stress_impact = {
|
||||
compassionate = medium_stress_impact_gain
|
||||
generous = medium_stress_impact_gain
|
||||
callous = minor_stress_impact_loss
|
||||
sadistic = minor_stress_impact_loss
|
||||
chaste = minor_stress_impact_loss
|
||||
shy = minor_stress_impact_loss
|
||||
}
|
||||
scope:entourage_to_marry_2 = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
modifier = heartbroken_opinion
|
||||
opinion = -30
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 10
|
||||
|
||||
modifier = {
|
||||
factor = 0
|
||||
OR = {
|
||||
has_trait = compassionate
|
||||
has_trait = generous
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
23648
events/dlc/ep3/ep3_laamp_flavour_ewan_events.txt
Normal file
23648
events/dlc/ep3/ep3_laamp_flavour_ewan_events.txt
Normal file
File diff suppressed because it is too large
Load diff
1157
events/dlc/ep3/ep3_laamps_provisions.txt
Normal file
1157
events/dlc/ep3/ep3_laamps_provisions.txt
Normal file
File diff suppressed because it is too large
Load diff
2280
events/dlc/ep3/ep3_landless_admin_events.txt
Normal file
2280
events/dlc/ep3/ep3_landless_admin_events.txt
Normal file
File diff suppressed because it is too large
Load diff
2038
events/dlc/ep3/ep3_powerful_families_8.txt
Normal file
2038
events/dlc/ep3/ep3_powerful_families_8.txt
Normal file
File diff suppressed because it is too large
Load diff
521
events/dlc/ep3/ep3_roman_restoration_events.txt
Normal file
521
events/dlc/ep3/ep3_roman_restoration_events.txt
Normal file
|
|
@ -0,0 +1,521 @@
|
|||
namespace = ep3_roman_restoration
|
||||
|
||||
#######################################
|
||||
###
|
||||
### EP3 RESTORE ROME STORY CYCLE EVENTS
|
||||
### by Chad Uhl
|
||||
###
|
||||
### 0100 Justinian's Dream
|
||||
### 0101-0109 Rome Reformed Notifications
|
||||
### 0300-0590 Post-Restoration Difficulties
|
||||
###
|
||||
#######################################
|
||||
|
||||
# Justinian's Dream
|
||||
# Event fired on story cycle setup informing the player that they can form the roman empire
|
||||
ep3_roman_restoration.0001 = {
|
||||
type = character_event
|
||||
title = ep3_roman_restoration.0001.t
|
||||
desc = ep3_roman_restoration.0001.desc
|
||||
theme = emperor
|
||||
|
||||
override_background = {
|
||||
trigger = { capital_county = title:c_byzantion }
|
||||
reference = ep3_constantinople
|
||||
}
|
||||
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = emotion_thinking_scepter
|
||||
}
|
||||
|
||||
trigger = {
|
||||
NOT = { has_global_variable = flag_restored_roman_empire }
|
||||
}
|
||||
|
||||
option = {
|
||||
name = ep3_roman_restoration.0001.a
|
||||
custom_tooltip = ep3_roman_restoration.0001.a.tt
|
||||
decision:restore_roman_empire_decision = {
|
||||
open_view_data = {
|
||||
view = decision_detail
|
||||
player = root
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Should I LARP or nah?
|
||||
ep3_roman_restoration.0100 = {
|
||||
type = character_event
|
||||
window = fullscreen_event
|
||||
title = ep3_roman_restoration.0100.t
|
||||
desc = ep3_roman_restoration.0100.desc
|
||||
theme = emperor
|
||||
override_background = { reference = ep3_fullscreen_restore_rome }
|
||||
|
||||
immediate = {
|
||||
save_scope_as = scoped_emperor
|
||||
}
|
||||
|
||||
option = { # LARP (Hard Mode)
|
||||
name = ep3_roman_restoration.0100.a
|
||||
custom_tooltip = ep3_roman_restoration.hard_mode
|
||||
custom_tooltip = ep3_roman_restoration.end_hard_mode
|
||||
custom_tooltip = ep3_roman_restoration.invasion_cb
|
||||
every_held_title = {
|
||||
limit = {
|
||||
is_head_of_faith = yes
|
||||
}
|
||||
root = {
|
||||
destroy_title = prev
|
||||
}
|
||||
}
|
||||
set_character_faith = faith:hellenic_pagan
|
||||
primary_title = { set_state_faith = faith:hellenic_pagan }
|
||||
every_held_title = {
|
||||
custom = custom.every_held_county
|
||||
title_tier = county
|
||||
set_county_faith = faith:hellenic_pagan
|
||||
}
|
||||
every_vassal = {
|
||||
custom = custom.every_vassal
|
||||
limit = {
|
||||
NOT = {
|
||||
any_held_title = {
|
||||
is_head_of_faith = yes # you cannot convert the Ecumenical Patriarch, sorry
|
||||
}
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = may_choose_to_convert_hellenic_desc
|
||||
run_interaction = { # We use the same interaction as when creating a new faith to keep a consistent behaviour, since that is essentially what you're doing here
|
||||
interaction = ask_for_conversion_interaction
|
||||
actor = root
|
||||
recipient = this
|
||||
execute_threshold = accept
|
||||
}
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = ep3_roman_restoration.household_gods_tenet
|
||||
set_global_variable = household_gods_tenet_unlocked
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = uses_custom_caesar_flavourization_tt
|
||||
set_variable = uses_custom_caesar_flavourization
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
any_owned_story = { type = ep3_story_cycle_restoring_rome }
|
||||
}
|
||||
random_owned_story = {
|
||||
type = ep3_story_cycle_restoring_rome
|
||||
set_variable = roman_empire_hard_mode
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Roleplay option (become Hellenic without Hard Mode)
|
||||
name = ep3_roman_restoration.0100.c
|
||||
custom_tooltip = ep3_roman_restoration.easy_mode
|
||||
every_held_title = {
|
||||
limit = {
|
||||
is_head_of_faith = yes
|
||||
}
|
||||
root = {
|
||||
destroy_title = prev
|
||||
}
|
||||
}
|
||||
set_character_faith = faith:hellenic_pagan
|
||||
primary_title = { set_state_faith = faith:hellenic_pagan }
|
||||
every_held_title = {
|
||||
custom = custom.every_held_county
|
||||
title_tier = county
|
||||
set_county_faith = faith:hellenic_pagan
|
||||
}
|
||||
every_vassal = {
|
||||
custom = custom.every_vassal
|
||||
limit = {
|
||||
NOT = {
|
||||
any_held_title = {
|
||||
is_head_of_faith = yes # you cannot convert the Ecumenical Patriarch, sorry
|
||||
}
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = may_choose_to_convert_hellenic_desc
|
||||
run_interaction = { # We use the same interaction as when creating a new faith to keep a consistent behaviour, since that is essentially what you're doing here
|
||||
interaction = ask_for_conversion_interaction
|
||||
actor = root
|
||||
recipient = this
|
||||
execute_threshold = accept
|
||||
}
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = ep3_roman_restoration.household_gods_tenet
|
||||
set_global_variable = household_gods_tenet_unlocked
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = uses_custom_caesar_flavourization_tt
|
||||
set_variable = uses_custom_caesar_flavourization
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Easy Mode
|
||||
name = ep3_roman_restoration.0100.b
|
||||
custom_tooltip = ep3_roman_restoration.easy_mode
|
||||
}
|
||||
|
||||
after = {
|
||||
create_roman_empire_scripted_effect = yes
|
||||
set_nickname_effect = { NICKNAME = nick_the_glorious }
|
||||
# Send narrative fluff to other players (if any).
|
||||
every_player = {
|
||||
limit = { this != root }
|
||||
trigger_event = ep3_roman_restoration.0101
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Some chucklefuck restored Rome
|
||||
ep3_roman_restoration.0101 = {
|
||||
type = character_event
|
||||
window = fullscreen_event
|
||||
title = roman_restoration.0002.t
|
||||
desc = {
|
||||
desc = ep3_roman_restoration.0101.intro
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = { scope:scoped_emperor.primary_title.state_faith ?= faith:hellenic_pagan }
|
||||
desc = ep3_roman_restoration.0101.hellenic
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:scoped_emperor.primary_title.state_faith ?= faith:orthodox }
|
||||
desc = ep3_roman_restoration.0101.orthodox
|
||||
}
|
||||
desc = ep3_roman_restoration.0101.fallback
|
||||
}
|
||||
desc = ep3_roman_restoration.0101.outro
|
||||
}
|
||||
theme = emperor
|
||||
override_background = { reference = ep3_fullscreen_restore_rome }
|
||||
|
||||
immediate = {
|
||||
#Same-faith non-empire tier rulers are over-awed.
|
||||
if = {
|
||||
limit = { faith = scope:scoped_emperor.primary_title.state_faith }
|
||||
play_music_cue = "mx_cue_epic_sacral_moment"
|
||||
}
|
||||
#Otherwise, this is a tacit statement of imperial threat.
|
||||
else = { play_music_cue = "mx_cue_combat_2" }
|
||||
}
|
||||
|
||||
option = {
|
||||
name = ep3_roman_restoration.0101.a
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#######################################
|
||||
### POST-ROME DIFFICULTIES
|
||||
|
||||
# Your inefficient governor messed up, causing mass loss in popular opinion. Can you fix it?
|
||||
ep3_roman_restoration.0300 = {
|
||||
type = character_event
|
||||
title = ep3_roman_restoration.0300.t
|
||||
desc = ep3_roman_restoration.0300.desc
|
||||
theme = emperor
|
||||
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = anger
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:inefficient_governor
|
||||
animation = shock
|
||||
}
|
||||
|
||||
cooldown = { years = 20 }
|
||||
|
||||
immediate = {
|
||||
ordered_vassal = {
|
||||
limit = {
|
||||
is_governor = yes
|
||||
is_ai = yes
|
||||
}
|
||||
order_by = { # Mostly sort by governor efficiency
|
||||
value = governor_efficiency
|
||||
multiply = -10
|
||||
# Prefer governors with a larger realm size for more difficulty
|
||||
add = sub_realm_size
|
||||
}
|
||||
save_scope_as = inefficient_governor
|
||||
}
|
||||
custom_tooltip = ep3_roman_restoration.0300.efficiency
|
||||
}
|
||||
|
||||
option = { # Stewardship Challenge
|
||||
name = ep3_roman_restoration.0300.a
|
||||
duel = {
|
||||
skill = stewardship
|
||||
value = excellent_skill_level
|
||||
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = ep3_roman_restoration.0300.a.success
|
||||
left_icon = scope:inefficient_governor
|
||||
right_icon = scope:inefficient_governor.primary_title
|
||||
|
||||
scope:inefficient_governor = {
|
||||
every_sub_realm_county = {
|
||||
custom = ep3_roman_restoration.0300.every_sub_realm_county
|
||||
add_county_modifier = {
|
||||
modifier = restore_rome_recuperated_county_opinion_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = ep3_roman_restoration.0300.a.failure
|
||||
left_icon = scope:inefficient_governor
|
||||
right_icon = scope:inefficient_governor.primary_title
|
||||
|
||||
scope:inefficient_governor = {
|
||||
every_sub_realm_county = {
|
||||
custom = ep3_roman_restoration.0300.every_sub_realm_county
|
||||
add_county_modifier = {
|
||||
modifier = restore_rome_devastated_county_opinion_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Fire the Governor
|
||||
name = ep3_roman_restoration.0300.b
|
||||
change_influence = massive_influence_loss
|
||||
save_scope_as = actor
|
||||
scope:inefficient_governor = {
|
||||
save_scope_as = recipient
|
||||
primary_title = { save_scope_as = landed_title }
|
||||
}
|
||||
save_scope_value_as = {
|
||||
name = hook
|
||||
value = no
|
||||
}
|
||||
scope:inefficient_governor = {
|
||||
every_sub_realm_county = {
|
||||
custom = ep3_roman_restoration.0300.every_sub_realm_county
|
||||
add_county_modifier = {
|
||||
modifier = restore_rome_recuperated_county_opinion_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
force_step_down_landed_titles = yes
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Opt-Out
|
||||
name = ep3_roman_restoration.0300.c
|
||||
|
||||
scope:inefficient_governor = {
|
||||
every_sub_realm_county = {
|
||||
custom = ep3_roman_restoration.0300.every_sub_realm_county
|
||||
add_county_modifier = {
|
||||
modifier = restore_rome_lowered_county_opinion_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
base = medium_stress_impact_loss
|
||||
lazy = minor_stress_impact_loss
|
||||
diligent = medium_stress_impact_gain
|
||||
ambitious = minor_stress_impact_gain
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Every 10-30 years, a random kingdom will raid you
|
||||
ep3_roman_restoration.0500 = {
|
||||
type = character_event
|
||||
title = ep3_roman_restoration.0500.t
|
||||
desc = ep3_roman_restoration.0500.desc
|
||||
theme = emperor
|
||||
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = emotion_thinking_scepter
|
||||
}
|
||||
|
||||
right_portrait = {
|
||||
character = scope:marshal
|
||||
animation = inspect_weapon
|
||||
}
|
||||
|
||||
lower_center_portrait = scope:target_kingdom
|
||||
|
||||
cooldown = { years = { 10 30 } }
|
||||
|
||||
trigger = {
|
||||
exists = cp:councillor_marshal
|
||||
any_neighboring_top_liege_realm_owner = {
|
||||
is_ai = yes
|
||||
is_at_war = no
|
||||
primary_title = { tier >= tier_kingdom }
|
||||
NOR = {
|
||||
is_allied_to = root
|
||||
any_truce_target = { this = root }
|
||||
has_relation_friend = root
|
||||
has_relation_lover = root
|
||||
}
|
||||
any_top_realm_border_county = {
|
||||
any_neighboring_county = {
|
||||
holder.top_liege = root
|
||||
NOT = {
|
||||
title_province = { has_province_modifier = recently_looted_modifier }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
cp:councillor_marshal = { save_scope_as = marshal }
|
||||
ordered_neighboring_top_liege_realm_owner = {
|
||||
limit = {
|
||||
is_ai = yes
|
||||
is_at_war = no
|
||||
primary_title = { tier >= tier_kingdom }
|
||||
any_top_realm_border_county = {
|
||||
any_neighboring_county = {
|
||||
holder.top_liege = root
|
||||
NOT = {
|
||||
title_province = { has_province_modifier = recently_looted_modifier }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
order_by = {
|
||||
value = 1
|
||||
add = { # inverted opinion since we're looking for ppl who hate you
|
||||
value = "opinion(root)"
|
||||
multiply = -1
|
||||
}
|
||||
if = {
|
||||
limit = { can_raid_trigger = yes }
|
||||
add = 50
|
||||
}
|
||||
}
|
||||
save_scope_as = target_kingdom
|
||||
}
|
||||
scope:target_kingdom = {
|
||||
random_top_realm_border_county = {
|
||||
limit = {
|
||||
any_neighboring_county = {
|
||||
holder.top_liege = root
|
||||
NOT = {
|
||||
title_province = { has_province_modifier = recently_looted_modifier }
|
||||
}
|
||||
}
|
||||
}
|
||||
random_neighboring_county = {
|
||||
limit = {
|
||||
holder.top_liege = root
|
||||
NOT = {
|
||||
title_province = { has_province_modifier = recently_looted_modifier }
|
||||
}
|
||||
}
|
||||
save_scope_as = target_county
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = ep3_roman_restoration.0500.a
|
||||
}
|
||||
|
||||
after = {
|
||||
scope:target_kingdom = {
|
||||
start_war = {
|
||||
cb = ep3_roman_empire_border_war
|
||||
target = root
|
||||
target_title = scope:target_county
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Special Bubonic Plague Spawns - Commented out and disabled because this is not very fun
|
||||
#ep3_roman_restoration.0510 = {
|
||||
# hidden = yes
|
||||
#
|
||||
# immediate = {
|
||||
# random_realm_county = {
|
||||
# limit = { exists = holder }
|
||||
# holder = { save_scope_as = target_holder }
|
||||
# save_scope_as = infected_county
|
||||
# title_province = {
|
||||
# save_scope_as = target_province
|
||||
# create_epidemic_outbreak = {
|
||||
# type = bubonic_plague
|
||||
# intensity = major
|
||||
# save_scope_as = epidemic
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# trigger_event = epidemic_events.1100
|
||||
# }
|
||||
#}
|
||||
|
||||
# Mongol Invasion Spawns
|
||||
ep3_roman_restoration.0520 = {
|
||||
scope = none
|
||||
hidden = yes
|
||||
|
||||
trigger = {
|
||||
NOR = {
|
||||
has_global_variable = mongols_have_appeared
|
||||
any_player = {
|
||||
THIS = culture:mongol.culture_head
|
||||
realm_size >= 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
set_global_variable = {
|
||||
name = mongols_have_appeared
|
||||
value = yes
|
||||
}
|
||||
debug_log = "Mongols appeared!"
|
||||
debug_log_date = yes
|
||||
spawn_temujin_character_effect = yes
|
||||
scope:temujin = {
|
||||
save_scope_as = story_owner
|
||||
create_story = story_mongol_invasion
|
||||
}
|
||||
}
|
||||
}
|
||||
6578
events/dlc/ep3/ep3_story_cycle_admin_eunuch_events.txt
Normal file
6578
events/dlc/ep3/ep3_story_cycle_admin_eunuch_events.txt
Normal file
File diff suppressed because it is too large
Load diff
4234
events/dlc/ep3/ep3_story_cycle_grand_ambitions_events.txt
Normal file
4234
events/dlc/ep3/ep3_story_cycle_grand_ambitions_events.txt
Normal file
File diff suppressed because it is too large
Load diff
4688
events/dlc/ep3/ep3_story_cycle_harrying_of_the_north_events.txt
Normal file
4688
events/dlc/ep3/ep3_story_cycle_harrying_of_the_north_events.txt
Normal file
File diff suppressed because it is too large
Load diff
2639
events/dlc/ep3/ep3_story_cycle_violet_poet_events.txt
Normal file
2639
events/dlc/ep3/ep3_story_cycle_violet_poet_events.txt
Normal file
File diff suppressed because it is too large
Load diff
1429
events/dlc/ep3/ep3_travel_events_3.txt
Normal file
1429
events/dlc/ep3/ep3_travel_events_3.txt
Normal file
File diff suppressed because it is too large
Load diff
528
events/dlc/ep3/ep3_travel_events_8.txt
Normal file
528
events/dlc/ep3/ep3_travel_events_8.txt
Normal file
|
|
@ -0,0 +1,528 @@
|
|||
namespace = ep3_travel_events
|
||||
|
||||
##################################################
|
||||
# EP3 Travel Events
|
||||
# by James Beaumont
|
||||
#
|
||||
# 8000-8009 To Belong Somewhere
|
||||
|
||||
scripted_trigger ep3_travel_8000_valid_prince = {
|
||||
is_courtier_of = $PARENT$
|
||||
is_adult = yes
|
||||
age <= 25
|
||||
is_married = no
|
||||
could_marry_character_trigger = { CHARACTER = $CHILD$ }
|
||||
save_temporary_scope_as = temp_prospective_prince
|
||||
matching_gender_and_sexuality_trigger = {
|
||||
CHARACTER_1 = scope:temp_prospective_prince
|
||||
CHARACTER_2 = $CHILD$
|
||||
}
|
||||
trait_compatibility = {
|
||||
target = $CHILD$
|
||||
value >= medium_positive_trait_compatibility
|
||||
}
|
||||
}
|
||||
|
||||
scripted_effect ep3_travel_8000_a = {
|
||||
scope:prince_parent = { add_courtier = scope:romantic_child }
|
||||
marry_on_realm_law = {
|
||||
SPOUSE_1 = scope:prospective_prince
|
||||
SPOUSE_2 = scope:romantic_child
|
||||
}
|
||||
}
|
||||
|
||||
# To Belong Somewhere
|
||||
# Young adult child falls in love and wants to stop travelling with you
|
||||
ep3_travel_events.8000 = {
|
||||
type = character_event
|
||||
title = ep3_travel_events.8000.t
|
||||
desc = {
|
||||
desc = ep3_travel_events.8000.desc.intro
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:romantic_child = {
|
||||
ai_boldness >= medium_positive_ai_value
|
||||
}
|
||||
}
|
||||
desc = ep3_travel_events.8000.desc.mid2.bold_child
|
||||
}
|
||||
desc = ep3_travel_events.8000.desc.mid2.timid_child
|
||||
}
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
OR = {
|
||||
has_relation_rival = scope:romantic_child
|
||||
opinion = {
|
||||
target = scope:romantic_child
|
||||
value = low_negative_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
desc = ep3_travel_events.8000.outro.dislikes_child
|
||||
}
|
||||
desc = ep3_travel_events.8000.outro
|
||||
}
|
||||
}
|
||||
theme = travel
|
||||
left_portrait = {
|
||||
character = root
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
OR = {
|
||||
has_trait = callous
|
||||
has_trait = sadistic
|
||||
has_trait = family_first
|
||||
has_trait = diligent
|
||||
has_trait = stubborn
|
||||
}
|
||||
}
|
||||
animation = anger
|
||||
}
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
OR = {
|
||||
has_trait = compassionate
|
||||
has_trait = gallant
|
||||
}
|
||||
}
|
||||
animation = wedding_happy_cry
|
||||
}
|
||||
animation = worry
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:romantic_child
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
ai_boldness >= medium_positive_ai_value
|
||||
}
|
||||
animation = beg
|
||||
}
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
ai_boldness < medium_positive_ai_value
|
||||
}
|
||||
animation = sadness
|
||||
}
|
||||
}
|
||||
lower_right_portrait = {
|
||||
character = scope:prospective_prince
|
||||
}
|
||||
cooldown = { years = 75 }
|
||||
trigger = {
|
||||
has_government = landless_adventurer_government
|
||||
is_available_travelling = yes
|
||||
is_location_valid_for_travel_event_on_land = yes
|
||||
root.location.county.holder = { save_temporary_scope_as = temp_prince_parent }
|
||||
any_child = {
|
||||
is_courtier_of = root
|
||||
is_adult = yes
|
||||
age <= 25 # An adult but still young
|
||||
save_temporary_scope_as = temp_child
|
||||
scope:temp_prince_parent = {
|
||||
any_child = {
|
||||
ep3_travel_8000_valid_prince = {
|
||||
PARENT = scope:temp_prince_parent
|
||||
CHILD = scope:temp_child
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
immediate = {
|
||||
save_scope_as = laamp
|
||||
location = {
|
||||
save_scope_as = location
|
||||
county.holder = { save_scope_as = prince_parent }
|
||||
}
|
||||
random_child = {
|
||||
limit = {
|
||||
is_courtier_of = root
|
||||
is_adult = yes
|
||||
age <= 25
|
||||
save_temporary_scope_as = temp_child
|
||||
scope:prince_parent = {
|
||||
any_child = {
|
||||
ep3_travel_8000_valid_prince = {
|
||||
PARENT = scope:prince_parent
|
||||
CHILD = scope:temp_child
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
save_scope_as = romantic_child
|
||||
scope:prince_parent = {
|
||||
random_child = {
|
||||
limit = {
|
||||
ep3_travel_8000_valid_prince = {
|
||||
PARENT = scope:prince_parent
|
||||
CHILD = scope:romantic_child
|
||||
}
|
||||
}
|
||||
save_scope_as = prospective_prince
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:romantic_child = {
|
||||
set_relation_soulmate = {
|
||||
target = scope:prospective_prince
|
||||
reason = soulmate_laamp_adventure
|
||||
}
|
||||
}
|
||||
}
|
||||
# Goodbye Susan
|
||||
option = {
|
||||
name = ep3_travel_events.8000.a
|
||||
show_as_tooltip = {
|
||||
ep3_travel_8000_a = yes
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:prince_parent = {
|
||||
trigger_event = {
|
||||
id = ep3_travel_events.8001
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:romantic_child = {
|
||||
progress_towards_friend_effect = {
|
||||
CHARACTER = root
|
||||
OPINION = 50
|
||||
REASON = friend_let_me_go
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
callous = minor_stress_impact_gain
|
||||
sadistic = minor_stress_impact_gain
|
||||
family_first = minor_stress_impact_gain
|
||||
diligent = minor_stress_impact_gain
|
||||
stubborn = minor_stress_impact_gain
|
||||
content = minor_stress_impact_loss
|
||||
compassionate = minor_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = -1.5
|
||||
ai_compassion = 1.5
|
||||
}
|
||||
}
|
||||
}
|
||||
# Convince the young prince/princess to come with you!
|
||||
option = {
|
||||
name = ep3_travel_events.8000.b
|
||||
trigger = {
|
||||
scope:prince_parent = { is_ai = yes }
|
||||
has_trait = eccentric
|
||||
}
|
||||
add_courtier = scope:prospective_prince
|
||||
marry_spouse_1_dominant = {
|
||||
SPOUSE_1 = scope:romantic_child
|
||||
SPOUSE_2 = scope:prospective_prince
|
||||
}
|
||||
scope:prince_parent = {
|
||||
progress_towards_rival_effect = {
|
||||
CHARACTER = root
|
||||
OPINION = -50
|
||||
REASON = rival_laamp_stole_my_child
|
||||
}
|
||||
}
|
||||
scope:romantic_child = {
|
||||
progress_towards_friend_effect = {
|
||||
CHARACTER = root
|
||||
OPINION = 50
|
||||
REASON = friend_let_me_go
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
content = minor_stress_impact_gain
|
||||
honest = minor_stress_impact_gain
|
||||
gallant = minor_stress_impact_gain
|
||||
compassionate = minor_stress_impact_loss
|
||||
deceitful = minor_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = -1.5
|
||||
ai_vengefulness = 1.5
|
||||
ai_compassion = 1.5
|
||||
}
|
||||
}
|
||||
}
|
||||
# Come along now child
|
||||
option = {
|
||||
name = ep3_travel_events.8000.c
|
||||
if = {
|
||||
limit = {
|
||||
scope:romantic_child = {
|
||||
ai_boldness >= medium_positive_ai_value
|
||||
}
|
||||
}
|
||||
reverse_add_opinion = {
|
||||
target = scope:romantic_child
|
||||
modifier = hate_opinion
|
||||
opinion = -25
|
||||
}
|
||||
}
|
||||
else = {
|
||||
reverse_add_opinion = {
|
||||
target = scope:romantic_child
|
||||
modifier = disappointed_opinion
|
||||
opinion = -10
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
content = minor_stress_impact_gain
|
||||
honest = minor_stress_impact_gain
|
||||
gallant = minor_stress_impact_gain
|
||||
compassionate = minor_stress_impact_loss
|
||||
deceitful = minor_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 1.5
|
||||
ai_vengefulness = 1.5
|
||||
ai_compassion = -1.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Roots of My Own
|
||||
# Holder response
|
||||
ep3_travel_events.8001 = {
|
||||
type = character_event
|
||||
title = ep3_travel_events.8001.t
|
||||
desc = ep3_travel_events.8001.desc
|
||||
theme = family
|
||||
left_portrait = {
|
||||
character = root
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
OR = {
|
||||
has_trait = callous
|
||||
has_trait = sadistic
|
||||
has_trait = family_first
|
||||
has_trait = diligent
|
||||
has_trait = stubborn
|
||||
}
|
||||
}
|
||||
animation = anger
|
||||
}
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
OR = {
|
||||
has_trait = compassionate
|
||||
has_trait = gallant
|
||||
}
|
||||
}
|
||||
animation = wedding_happy_cry
|
||||
}
|
||||
animation = worry
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:prospective_prince
|
||||
animation = beg
|
||||
}
|
||||
lower_right_portrait = {
|
||||
character = scope:romantic_child
|
||||
}
|
||||
immediate = {
|
||||
show_as_tooltip = {
|
||||
scope:romantic_child = {
|
||||
set_relation_soulmate = {
|
||||
target = scope:prospective_prince
|
||||
reason = soulmate_laamp_adventure
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# A fine match!
|
||||
option = {
|
||||
name = ep3_travel_events.8001.a
|
||||
ep3_travel_8000_a = yes
|
||||
stress_impact = {
|
||||
callous = minor_stress_impact_gain
|
||||
sadistic = minor_stress_impact_gain
|
||||
family_first = minor_stress_impact_gain
|
||||
diligent = minor_stress_impact_gain
|
||||
stubborn = minor_stress_impact_gain
|
||||
content = minor_stress_impact_loss
|
||||
compassionate = minor_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = -1.5
|
||||
ai_compassion = 1.5
|
||||
}
|
||||
}
|
||||
}
|
||||
# I forbid this wedding!
|
||||
option = {
|
||||
name = ep3_travel_events.8001.b
|
||||
if = {
|
||||
limit = {
|
||||
scope:prospective_prince = {
|
||||
ai_boldness >= medium_positive_ai_value
|
||||
}
|
||||
}
|
||||
reverse_add_opinion = {
|
||||
target = scope:prospective_prince
|
||||
modifier = hate_opinion
|
||||
opinion = -25
|
||||
}
|
||||
}
|
||||
else = {
|
||||
reverse_add_opinion = {
|
||||
target = scope:prospective_prince
|
||||
modifier = disappointed_opinion
|
||||
opinion = -10
|
||||
}
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:laamp = {
|
||||
trigger_event = {
|
||||
id = ep3_travel_events.8002
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
content = minor_stress_impact_gain
|
||||
honest = minor_stress_impact_gain
|
||||
gallant = minor_stress_impact_gain
|
||||
compassionate = minor_stress_impact_loss
|
||||
deceitful = minor_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 1.5
|
||||
ai_vengefulness = 1.5
|
||||
ai_compassion = -1.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# In Another Time
|
||||
# Laamp notification
|
||||
ep3_travel_events.8002 = {
|
||||
type = character_event
|
||||
title = ep3_travel_events.8002.t
|
||||
desc = ep3_travel_events.8002.desc
|
||||
theme = family
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = disappointed
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:romantic_child
|
||||
animation = grief
|
||||
}
|
||||
# I'm sorry my dear
|
||||
option = {
|
||||
name = ep3_travel_events.8002.a
|
||||
reverse_add_opinion = {
|
||||
target = scope:romantic_child
|
||||
modifier = love_opinion
|
||||
opinion = 25
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Won't Be Missed
|
||||
# Do some graverobbing?
|
||||
ep3_travel_events.8010 = {
|
||||
type = character_event
|
||||
title = ep3_travel_events.8010.t
|
||||
desc = ep3_travel_events.8010.desc
|
||||
theme = travel
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = survey
|
||||
}
|
||||
override_background = { reference = ce1_catacombs }
|
||||
cooldown = { years = 15 }
|
||||
trigger = {
|
||||
is_landless_ruler = yes
|
||||
is_available_travelling = yes
|
||||
location = { has_holding = no }
|
||||
is_location_valid_for_travel_event_on_land = yes
|
||||
}
|
||||
immediate = {
|
||||
location = { save_scope_as = location }
|
||||
}
|
||||
# Oh boy, goodies!
|
||||
option = {
|
||||
name = ep3_travel_events.8010.a
|
||||
duel = {
|
||||
skill = intrigue
|
||||
value = medium_skill_rating
|
||||
25 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
min = 5
|
||||
send_interface_toast = {
|
||||
title = ep3_travel_events.8010.a.win
|
||||
left_icon = root
|
||||
add_gold = medium_gold_value
|
||||
}
|
||||
}
|
||||
25 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
min = 5
|
||||
send_interface_toast = {
|
||||
title = ep3_travel_events.8010.a.lose
|
||||
left_icon = root
|
||||
reverse_add_opinion = {
|
||||
target = location.county.holder
|
||||
modifier = graverobber_opinion
|
||||
years = 20
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
eccentric = medium_stress_impact_gain
|
||||
lazy = minor_stress_impact_gain
|
||||
ambitious = minor_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 1.5
|
||||
ai_rationality = 1.5
|
||||
ai_greed = 1.5
|
||||
}
|
||||
}
|
||||
}
|
||||
# I'm not risking that!
|
||||
option = {
|
||||
name = ep3_travel_events.8010.b
|
||||
stress_impact = {
|
||||
content = minor_stress_impact_loss
|
||||
ambitious = minor_stress_impact_gain
|
||||
}
|
||||
add_piety = miniscule_piety_gain
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = -1.5
|
||||
ai_rationality = -1.5
|
||||
ai_greed = -1.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
4301
events/dlc/ep3/ep3_travel_option_events.txt
Normal file
4301
events/dlc/ep3/ep3_travel_option_events.txt
Normal file
File diff suppressed because it is too large
Load diff
2616
events/dlc/ep3/ep3_wedding_events.txt
Normal file
2616
events/dlc/ep3/ep3_wedding_events.txt
Normal file
File diff suppressed because it is too large
Load diff
267
events/dlc/ep3/ep3_yearly_1.txt
Normal file
267
events/dlc/ep3/ep3_yearly_1.txt
Normal file
|
|
@ -0,0 +1,267 @@
|
|||
namespace = ep3_yearly
|
||||
|
||||
scripted_effect transfer_warhorse_story_effect = {
|
||||
$OWNER$ = {
|
||||
random_owned_story = {
|
||||
type = story_cycle_martial_lifestyle_warhorse
|
||||
make_story_owner = $TARGET$
|
||||
}
|
||||
}
|
||||
$TARGET$ = {
|
||||
add_character_modifier = { modifier = horse_story_modifier }
|
||||
add_character_flag = had_warhorse_story
|
||||
set_variable = {
|
||||
name = warhorse_modifier_level
|
||||
value = $OWNER$.var:warhorse_modifier_level
|
||||
}
|
||||
}
|
||||
$OWNER$ = {
|
||||
hidden_effect = {
|
||||
remove_character_modifier = horse_story_modifier
|
||||
remove_variable = warhorse_modifier_level
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Jealous of another governor with the Warhorse event chain
|
||||
ep3_yearly.1010 = {
|
||||
type = character_event
|
||||
title = ep3_yearly.1010.t
|
||||
desc = {
|
||||
desc = ep3_yearly.1010.intro
|
||||
triggered_desc = {
|
||||
trigger = { culture = culture:greek }
|
||||
desc = ep3_yearly.1010.greek_flavor
|
||||
}
|
||||
desc = ep3_yearly.1010.outro
|
||||
}
|
||||
theme = administrative
|
||||
override_background = { reference = courtyard }
|
||||
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = thinking
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:horse_owner
|
||||
animation = jockey_walk
|
||||
camera = camera_event_horse_right
|
||||
}
|
||||
lower_left_portrait = cp:councillor_spymaster
|
||||
|
||||
trigger = {
|
||||
is_ai = no
|
||||
is_governor = yes
|
||||
NOT = { owns_story_of_type = story_cycle_martial_lifestyle_warhorse }
|
||||
liege = {
|
||||
any_vassal = {
|
||||
this != root
|
||||
is_available_ai_adult = yes
|
||||
is_governor = yes
|
||||
any_owned_story = {
|
||||
type = story_cycle_martial_lifestyle_warhorse
|
||||
exists = var:horse_gender
|
||||
exists = var:story_cycle_horse_name
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
liege = {
|
||||
random_vassal = {
|
||||
limit = {
|
||||
this != root
|
||||
is_available_ai_adult = yes
|
||||
owns_story_of_type = story_cycle_martial_lifestyle_warhorse
|
||||
}
|
||||
save_scope_as = horse_owner
|
||||
}
|
||||
}
|
||||
cp:councillor_spymaster ?= { save_scope_as = spymaster }
|
||||
}
|
||||
|
||||
option = { # Offer to buy the horse
|
||||
name = ep3_yearly.1010.a
|
||||
show_as_unavailable = {
|
||||
gold >= 75
|
||||
}
|
||||
random_list = {
|
||||
50 = {
|
||||
show_chance = no
|
||||
desc = ep3_yearly.1010.a.tt.success
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = ep3_yearly.1010.a.tt.success
|
||||
left_icon = root
|
||||
right_icon = scope:horse_owner
|
||||
remove_short_term_gold = major_gold_value
|
||||
custom_tooltip = ep3_yearly.1010.tt
|
||||
transfer_warhorse_story_effect = {
|
||||
OWNER = scope:horse_owner
|
||||
TARGET = root
|
||||
}
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
show_chance = no
|
||||
desc = ep3_yearly.1010.a.tt.failure
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = ep3_yearly.1010.a.tt.failure
|
||||
left_icon = root
|
||||
right_icon = scope:horse_owner
|
||||
change_influence = medium_influence_loss
|
||||
add_prestige = medium_prestige_loss
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Convince the governor that you deserve the horse because of your influence
|
||||
name = ep3_yearly.1010.b
|
||||
change_influence = massive_influence_loss
|
||||
if = {
|
||||
limit = { influence_level >= 3 }
|
||||
transfer_warhorse_story_effect = {
|
||||
OWNER = scope:horse_owner
|
||||
TARGET = root
|
||||
}
|
||||
}
|
||||
else = {
|
||||
duel = {
|
||||
skill = diplomacy
|
||||
value = high_skill_rating
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
desc = ep3_yearly.1010.b.tt.success
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = ep3_yearly.1010.b.tt.success
|
||||
left_icon = root
|
||||
right_icon = scope:horse_owner
|
||||
custom_tooltip = ep3_yearly.1010.tt
|
||||
transfer_warhorse_story_effect = {
|
||||
OWNER = scope:horse_owner
|
||||
TARGET = root
|
||||
}
|
||||
add_diplomacy_lifestyle_xp = medium_lifestyle_xp
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
desc = ep3_yearly.1010.b.tt.failure
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = ep3_yearly.1010.b.tt.failure
|
||||
left_icon = root
|
||||
right_icon = scope:horse_owner
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Ask your spymaster to steal the horse for you
|
||||
trigger = { exists = cp:councillor_spymaster }
|
||||
name = ep3_yearly.1010.c
|
||||
flavor = ep3_yearly.1010.c.flavor
|
||||
cp:councillor_spymaster = {
|
||||
duel = {
|
||||
skill = intrigue
|
||||
value = scope:horse_owner.intrigue
|
||||
40 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
desc = ep3_yearly.1010.c.tt.success
|
||||
root = {
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = ep3_yearly.1010.c.tt.success
|
||||
left_icon = root
|
||||
right_icon = scope:horse_owner
|
||||
custom_tooltip = ep3_yearly.1010.tt
|
||||
transfer_warhorse_story_effect = {
|
||||
OWNER = scope:horse_owner
|
||||
TARGET = root
|
||||
}
|
||||
add_intrigue_lifestyle_xp = medium_lifestyle_xp
|
||||
}
|
||||
}
|
||||
}
|
||||
60 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
desc = ep3_yearly.1010.c.tt.failure
|
||||
root = {
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = ep3_yearly.1010.c.tt.failure
|
||||
left_icon = root
|
||||
right_icon = scope:horse_owner
|
||||
progress_towards_rival_effect = {
|
||||
REASON = rival_lands_stolen
|
||||
CHARACTER = scope:horse_owner
|
||||
OPINION = default_rival_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # If I can't have it, neither can you
|
||||
name = ep3_yearly.1010.d
|
||||
flavor = ep3_yearly.1010.d.tt
|
||||
random_list = {
|
||||
50 = {
|
||||
desc = ep3_yearly.1010.d.success
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = ep3_yearly.1010.d.success
|
||||
custom_tooltip = ep3_yearly.1010.d.dead_horse
|
||||
scope:horse_owner = {
|
||||
random_owned_story = {
|
||||
type = story_cycle_martial_lifestyle_warhorse
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
desc = ep3_yearly.1010.d.failure
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = ep3_yearly.1010.d.failure
|
||||
custom_tooltip = ep3_yearly.1010.d.dead_horse
|
||||
scope:horse_owner = {
|
||||
random_owned_story = {
|
||||
type = story_cycle_martial_lifestyle_warhorse
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
progress_towards_rival_effect = {
|
||||
REASON = rival_lands_stolen
|
||||
CHARACTER = scope:horse_owner
|
||||
OPINION = default_rival_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
9
events/dlc/ep3/ep3_yearly_3.txt
Normal file
9
events/dlc/ep3/ep3_yearly_3.txt
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
namespace = ep3_yearly
|
||||
|
||||
ep3_yearly.3000 = {
|
||||
hidden = yes
|
||||
|
||||
immediate = {
|
||||
ep3_ai_castration_effect = yes
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue