unfucking the mod
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1167 changed files with 26982 additions and 13 deletions
795
events/religion_events/local_shrine_events.txt
Normal file
795
events/religion_events/local_shrine_events.txt
Normal file
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@ -0,0 +1,795 @@
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########################
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# Rites in Local Shrine
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########################
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namespace = local_rites
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#shrine_location = Where we perform the rites (AKA the destination)
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scripted_trigger has_two_local_shrine_options_trigger = {
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# Stops after we've found 2 good places for a sacrifice (don't want to overload the player).
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calc_true_if = {
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amount >= 2
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exists = scope:hills_location
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exists = scope:mountains_location
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exists = scope:temple_holding_location
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exists = scope:forest_location
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exists = scope:point_of_interest_location
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exists = scope:mount_tai_location
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}
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}
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scripted_effect local_shrine_at_location_effect = {
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set_variable = {
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name = shrine_location
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value = scope:$SHRINE$_location
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}
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scope:$SHRINE$_location = { #to show the location name in the difficulty custom tooltip
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save_scope_as = tooltip_loc
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}
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start_travel_plan = {
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destination = var:shrine_location
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on_travel_planner_cancel_event = local_rites.10
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on_arrival_event = local_rites.2
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on_arrival_destinations = all_but_last
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}
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add_character_modifier = {
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modifier = visit_local_shrine_modifier
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days = local_shrine_duration
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}
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add_character_flag = {
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flag = local_shrine_rite
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years = 1 #This is a fallback, it is also cleared at location
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}
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}
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# If the player exits the travel planning UI, this event fires reseting the decision cooldown and removing variables
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local_rites.10 = {
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hidden = yes
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trigger = {
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OR = {
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exists = var:shrine_location
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has_character_flag = local_shrine_rite
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}
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}
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immediate = {
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current_travel_plan ?= { cancel_travel_plan = yes }
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remove_decision_cooldown = visit_local_shrine_decision
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remove_variable = shrine_location
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remove_character_flag = local_shrine_rite
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}
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}
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local_rites.1 = {
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type = character_event
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title = local_rites.1.t
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desc = local_rites.1.desc
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theme = faith
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override_background = {
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reference = throne_room
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}
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left_portrait = {
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character = root
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animation = personality_rational
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}
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immediate = {
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# Stop characters from planning multiple activities at once.
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add_character_flag = {
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flag = planning_an_activity
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days = 30
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}
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capital_barony.title_province = {
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save_scope_as = capital_location
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}
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# Pick out possible locations
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# First any Special Building Shrines
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# If I am the Emperor of China I go to Mount Tai
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if = {
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limit = {
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#I am the emperor
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has_title = title:h_china
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#My dynasty did not perform this sacrifice before
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dynasty = {
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NOT = { has_variable = fengshan_performed }
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}
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#The Cycle is stable
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OR = {
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situation:dynastic_cycle = {
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situation_current_phase = situation_dynastic_cycle_phase_stability_expansion
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}
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situation:dynastic_cycle = {
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situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
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}
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}
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title:b_xuchang = {
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this != root.capital_barony
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holder.top_liege = root
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}
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}
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title:b_xuchang = {
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title_province = { save_scope_as = mount_tai_location }
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}
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}
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# Everyone else
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if = {
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limit = {
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has_two_local_shrine_options_trigger = no
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}
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random_sub_realm_barony = {
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limit = {
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this != root.capital_barony
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title_province = {
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has_building_with_flag = travel_point_of_interest_religious
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}
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}
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title_province = { save_scope_as = point_of_interest_location }
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}
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}
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#Now we look for Mountains
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if = {
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limit = {
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has_two_local_shrine_options_trigger = no
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}
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random_sub_realm_barony = {
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limit = {
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this != root.capital_barony
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trigger_if = {
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limit = { exists = scope:point_of_interest_location }
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title_province != scope:point_of_interest_location
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}
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title_province = {
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OR = {
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terrain = mountains
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terrain = desert_mountains
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}
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}
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}
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title_province = { save_scope_as = mountains_location }
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}
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}
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#Now we look for any Temple Holding
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if = {
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limit = {
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has_two_local_shrine_options_trigger = no
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}
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random_sub_realm_barony = {
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limit = {
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this != root.capital_barony
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trigger_if = {
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limit = { exists = scope:point_of_interest_location }
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title_province != scope:point_of_interest_location
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}
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title_province = {
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has_holding_type = church_holding
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}
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}
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title_province = { save_scope_as = temple_holding_location }
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}
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}
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#Now we look for Hills
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if = {
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limit = {
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has_two_local_shrine_options_trigger = no
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}
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random_sub_realm_barony = {
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limit = {
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this != root.capital_barony
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trigger_if = {
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limit = { exists = scope:point_of_interest_location }
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title_province != scope:point_of_interest_location
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}
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title_province = {
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OR = {
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terrain = hills
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terrain = terraced_hills
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}
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}
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}
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title_province = { save_scope_as = hills_location }
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}
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}
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#Any Forests?
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if = {
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limit = {
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has_two_local_shrine_options_trigger = no
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}
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random_sub_realm_barony = {
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limit = {
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this != root.capital_barony
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trigger_if = {
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limit = { exists = scope:point_of_interest_location }
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title_province != scope:point_of_interest_location
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}
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title_province = {
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OR = {
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terrain = forest
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terrain = taiga
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}
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}
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}
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title_province = { save_scope_as = forest_location }
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}
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}
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#If we found nothing we look to the top realm
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if = {
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limit = {
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NOT = { exists = scope:point_of_interest_location } #Because this is the one we try to save.
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has_two_local_shrine_options_trigger = no
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}
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top_liege = {
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random_sub_realm_barony = {
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limit = {
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this != root.capital_barony
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this.kingdom = root.capital_barony.kingdom #If possible we should keep close to where we started
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title_province = {
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has_building_with_flag = travel_point_of_interest_religious
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}
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}
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alternative_limit = {
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this != root.capital_barony
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title_province = {
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has_building_with_flag = travel_point_of_interest_religious
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}
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}
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title_province = { save_scope_as = point_of_interest_location }
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}
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}
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}
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#We also try this a second time for landless vassals.
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if = {
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limit = {
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has_two_local_shrine_options_trigger = no
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NOT = { exists = scope:point_of_interest_location }
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}
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top_liege = {
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random_sub_realm_barony = {
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limit = {
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this != root.capital_barony
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this.kingdom = root.capital_barony.kingdom #If possible we should keep close to where we started
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title_province = {
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has_building_with_flag = travel_point_of_interest_religious
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}
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}
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alternative_limit = {
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this != root.capital_barony
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title_province = {
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has_building_with_flag = travel_point_of_interest_religious
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}
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}
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title_province = { save_scope_as = point_of_interest_location }
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}
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}
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}
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#And last but not least we try to save one for adventurers
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if = {
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limit = {
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has_two_local_shrine_options_trigger = no
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NOT = { exists = scope:point_of_interest_location }
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exists = location.county
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}
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location.county.holder.top_liege = {
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random_sub_realm_barony = {
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limit = {
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this != root.capital_barony
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this.kingdom = root.capital_barony.kingdom #If possible we should keep close to where we started
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title_province = {
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has_building_with_flag = travel_point_of_interest_religious
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}
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}
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alternative_limit = {
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this != root.capital_barony
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title_province = {
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has_building_with_flag = travel_point_of_interest_religious
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}
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}
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title_province = { save_scope_as = point_of_interest_location }
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}
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}
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}
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}
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# Option 1: Rituals at home - Low Impact
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option = { #This option does not set the flag for being unavailable
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name = local_rites.1.home
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set_variable = {
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name = shrine_location
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value = scope:capital_location
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}
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add_character_modifier = {
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modifier = visit_local_shrine_modifier
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days = local_shrine_duration
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}
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scope:capital_location = { #to show the location name in the difficulty custom tooltip
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save_scope_as = tooltip_loc
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}
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custom_tooltip = local_rites.1.home.tt
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trigger_event = local_rites.3 #When you sacrifice at home this is instant.
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}
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# I am the Emperor Headed for Mt Tai
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option = {
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trigger = {
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exists = scope:mount_tai_location
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scope:mount_tai_location.barony = title:b_xuchang
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}
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name = local_rites.1.mount_tai
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local_shrine_at_location_effect = { SHRINE = mount_tai }
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custom_tooltip = local_rites.1.fengshan.tt
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}
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# Visit Famous Shrine - High Impact, High Offering Expectation
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option = {
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trigger = { exists = scope:point_of_interest_location }
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name = local_rites.1.major_shrine
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local_shrine_at_location_effect = { SHRINE = point_of_interest }
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custom_tooltip = local_rites.1.major_shrine.tt
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}
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# Shrine in the hills. Medium Impact
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option = {
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trigger = { exists = scope:hills_location }
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name = local_rites.1.hills
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local_shrine_at_location_effect = { SHRINE = hills }
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}
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# Shrine in the forest. Medium Impact
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option = {
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trigger = { exists = scope:forest_location }
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name = local_rites.1.forest
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local_shrine_at_location_effect = { SHRINE = forest }
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}
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# Shrine in the mountains. Medium Impact
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option = {
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trigger = { exists = scope:mountains_location }
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name = local_rites.1.mountains
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local_shrine_at_location_effect = { SHRINE = mountains }
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}
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# Shrine in the temple holding - High Impact, High Offerings.
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option = {
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trigger = { exists = scope:temple_holding_location }
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name = local_rites.1.temple_holding
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local_shrine_at_location_effect = { SHRINE = temple_holding }
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custom_tooltip = local_rites.1.major_shrine.tt
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}
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# Option 3: Opt-out
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option = {
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name = local_shrine.optout
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flavor = local_shrine.optout.flavor
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ai_chance = {
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base = 0
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}
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remove_decision_cooldown = visit_local_shrine_decision
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}
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after = {
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remove_character_flag = planning_an_activity
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trigger_event = local_rites.5
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}
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}
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local_rites.5 = {
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hidden = yes
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immediate = {
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hidden_effect = {
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random_courtier = { #We want to bring a priest if we can, if not we still want at least one character.
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limit = {
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is_adult = yes
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is_clergy = yes
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is_diarch = no
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is_travelling = no
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}
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alternative_limit = {
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is_adult = yes
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is_diarch = no
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is_travelling = no
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}
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save_scope_as = companion
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}
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root.current_travel_plan ?= {
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add_companion = scope:companion
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}
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}
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}
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}
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local_rites.2 = {
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hidden = yes
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immediate = {
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send_interface_toast = {
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title = local_rites.2.toast
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left_icon = root
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current_travel_plan = {
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delay_travel_plan = { days = local_shrine_duration }
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}
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}
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trigger_event = {
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id = local_rites.3
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days = local_shrine_duration
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}
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}
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}
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local_rites.3 = { #Destination - Making a Sacrifice
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type = character_event
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title = {
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first_valid = {
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triggered_desc = {
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trigger = {
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has_title = title:h_china
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var:shrine_location.barony = title:b_xuchang
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}
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desc = local_rites.3.t.fengshan #Fang Shan
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}
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triggered_desc = {
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trigger = {
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OR = {
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OR = {
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faith = { is_in_family = rf_sinitic }
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faith = faith:pundarika
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faith = faith:mantrayana
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faith = faith:dhyana
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faith = faith:sukhavati
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faith = faith:avatamsaka
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faith = faith:maitreya
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faith = faith:vinaya
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faith = faith:yogacara
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faith = faith:acharya
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}
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}
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}
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desc = local_rites.3.t #Sacrificing to Heaven
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}
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desc = local_rites.3.fallback.t #More Generic Version
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}
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}
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desc = {
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first_valid = {
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triggered_desc = {
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trigger = { scope:at_home = yes }
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desc = local_rites.3.desc_at_home
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}
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triggered_desc = {
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trigger = {
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has_title = title:h_china
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var:shrine_location.barony = title:b_xuchang
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}
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desc = local_rites.3.desc_mt_tai_huangdi
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}
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triggered_desc = {
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trigger = {
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var:shrine_location = {
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has_building_with_flag = travel_point_of_interest_religious
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}
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}
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desc = local_rites.3.desc_important_shrine
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}
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triggered_desc = {
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trigger = {
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var:shrine_location = {
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has_holding_type = church_holding
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}
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}
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desc = local_rites.3.desc_holding_shrine
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}
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triggered_desc = {
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trigger = {
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var:shrine_location = {
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OR = {
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terrain = mountains
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terrain = desert_mountains
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}
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}
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}
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desc = local_rites.3.desc_mountain_shrine
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}
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triggered_desc = {
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trigger = {
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var:shrine_location = {
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OR = {
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terrain = forest
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terrain = taiga
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}
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}
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}
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desc = local_rites.3.desc_forest_shrine
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}
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triggered_desc = {
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trigger = {
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var:shrine_location = {
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terrain = hills
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}
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}
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desc = local_rites.3.desc_hills_shrine
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}
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}
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triggered_desc = {
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trigger = {
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has_trait = cynical
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}
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desc = local_rites.3.desc_cynical
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}
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}
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theme = faith
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override_background = { #Fengshan
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trigger = {
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has_title = title:h_china
|
||||
var:shrine_location.barony = title:b_xuchang
|
||||
}
|
||||
reference = mpo_steppe_evening
|
||||
}
|
||||
override_background = {
|
||||
trigger = { scope:at_home = yes }
|
||||
reference = tgp_temple_asia
|
||||
}
|
||||
override_background = {
|
||||
trigger = {
|
||||
scope:at_home = no
|
||||
scope:shrine_location = {
|
||||
OR = {
|
||||
has_building_with_flag = travel_point_of_interest_religious
|
||||
has_holding_type = church_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
reference = tgp_holysite_asia
|
||||
}
|
||||
override_background = {
|
||||
trigger = {
|
||||
scope:at_home = no
|
||||
scope:shrine_location = {
|
||||
NOR = {
|
||||
has_building_with_flag = travel_point_of_interest_religious
|
||||
has_holding_type = church_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
reference = wilderness_scope
|
||||
}
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = personality_zealous
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:companion
|
||||
animation = pondering
|
||||
}
|
||||
|
||||
immediate = {
|
||||
|
||||
if = { #First we try to get a travel companion
|
||||
limit = {
|
||||
current_travel_plan ?= {
|
||||
any_entourage_character = {
|
||||
NOT = { this = root }
|
||||
is_adult = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
current_travel_plan ?= {
|
||||
random_entourage_character = {
|
||||
limit = {
|
||||
NOT = { this = root }
|
||||
is_clergy = yes
|
||||
is_adult = yes
|
||||
}
|
||||
alternative_limit = {
|
||||
NOT = { this = root }
|
||||
is_adult = yes
|
||||
}
|
||||
save_scope_as = companion
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = { #If you are travelling without adult companions we get a courtier/follower.
|
||||
limit = {
|
||||
any_courtier = {
|
||||
is_adult = yes
|
||||
}
|
||||
}
|
||||
random_courtier = {
|
||||
limit = {
|
||||
is_adult = yes
|
||||
is_clergy = yes
|
||||
}
|
||||
alternative_limit = {
|
||||
is_adult = yes
|
||||
}
|
||||
save_scope_as = companion
|
||||
}
|
||||
}
|
||||
else = { #Your court is somehow also empty. If we get here it is going to be a bit weird. But we shouldn't.
|
||||
random_pool_character = {
|
||||
province = root.location
|
||||
limit = {
|
||||
is_adult = yes
|
||||
}
|
||||
save_scope_as = companion
|
||||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
exists = var:shrine_location
|
||||
}
|
||||
}
|
||||
set_variable = {
|
||||
name = shrine_location
|
||||
value = root.location
|
||||
}
|
||||
}
|
||||
var:shrine_location = {
|
||||
save_scope_as = shrine_location
|
||||
save_scope_as = background_wilderness_scope
|
||||
}
|
||||
|
||||
# Are we at home?
|
||||
if = {
|
||||
limit = {
|
||||
exists = capital_province
|
||||
scope:shrine_location = root.capital_province
|
||||
}
|
||||
save_scope_value_as = {
|
||||
name = at_home
|
||||
value = yes
|
||||
}
|
||||
}
|
||||
else = {
|
||||
save_scope_value_as = {
|
||||
name = at_home
|
||||
value = no
|
||||
}
|
||||
}
|
||||
|
||||
#Are we at Mt Tai? Am I the Emperor?
|
||||
if = {
|
||||
limit = {
|
||||
has_title = title:h_china
|
||||
var:shrine_location.barony = title:b_xuchang
|
||||
}
|
||||
hidden_effect = {
|
||||
dynasty = { set_variable = fengshan_performed }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = fengshan_option
|
||||
trigger = {
|
||||
has_title = title:h_china
|
||||
var:shrine_location.barony = title:b_xuchang
|
||||
}
|
||||
add_treasury = {
|
||||
value = major_treasury_value
|
||||
multiply = -1
|
||||
}
|
||||
add_prestige = massive_prestige_loss
|
||||
add_legitimacy = massive_legitimacy_gain
|
||||
add_piety = major_piety_gain
|
||||
}
|
||||
option = {
|
||||
name = local_rites.3.pay_gold
|
||||
trigger = {
|
||||
scope:at_home = no
|
||||
NOR = {
|
||||
has_title = title:h_china
|
||||
var:shrine_location.barony = title:b_xuchang
|
||||
}
|
||||
}
|
||||
#Pay Gold - Get Piety
|
||||
switch = {
|
||||
trigger = exists
|
||||
scope:hills_location = {
|
||||
remove_short_term_gold = minor_gold_value
|
||||
add_piety = medium_piety_gain
|
||||
}
|
||||
scope:mountains_location = {
|
||||
remove_short_term_gold = minor_gold_value
|
||||
add_piety = medium_piety_gain
|
||||
}
|
||||
scope:temple_holding_location = {
|
||||
remove_short_term_gold = medium_gold_value
|
||||
add_piety = major_piety_gain
|
||||
}
|
||||
scope:forest_location = {
|
||||
remove_short_term_gold = minor_gold_value
|
||||
add_piety = medium_piety_gain
|
||||
}
|
||||
scope:shrine_location = {
|
||||
remove_short_term_gold = medium_gold_value
|
||||
add_piety = major_piety_gain
|
||||
}
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = local_rites.3.pay_prestige
|
||||
trigger = {
|
||||
scope:at_home = no
|
||||
NOR = {
|
||||
has_title = title:h_china
|
||||
var:shrine_location.barony = title:b_xuchang
|
||||
}
|
||||
}
|
||||
#Pay Prestige - Get Piety
|
||||
switch = {
|
||||
trigger = exists
|
||||
scope:hills_location = {
|
||||
add_prestige = minor_prestige_loss
|
||||
add_piety = medium_piety_gain
|
||||
}
|
||||
scope:mountains_location = {
|
||||
add_prestige = minor_prestige_loss
|
||||
add_piety = medium_piety_gain
|
||||
}
|
||||
scope:temple_holding_location = {
|
||||
add_prestige = medium_prestige_loss
|
||||
add_piety = major_piety_gain
|
||||
}
|
||||
scope:forest_location = {
|
||||
add_prestige = minor_prestige_loss
|
||||
add_piety = medium_piety_gain
|
||||
}
|
||||
scope:shrine_location = {
|
||||
add_prestige = medium_prestige_loss
|
||||
add_piety = major_piety_gain
|
||||
}
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = local_rites.3.pay_at_home #So be it
|
||||
trigger = {
|
||||
scope:at_home = yes
|
||||
}
|
||||
#Pay A little Gold - Get Piety
|
||||
remove_short_term_gold = miniscule_gold_value
|
||||
add_piety = minor_piety_gain
|
||||
remove_character_flag = local_shrine_rite
|
||||
}
|
||||
|
||||
after = {
|
||||
stress_impact = { #Not the main purpose of the trip but the ritual comes with some stress relief
|
||||
base = minor_stress_impact_loss
|
||||
zealous = minor_stress_impact_loss
|
||||
cynical = minor_stress_impact_gain
|
||||
}
|
||||
|
||||
# Run the clean-up event.
|
||||
if = {
|
||||
limit = {
|
||||
scope:at_home = no
|
||||
}
|
||||
trigger_event = {
|
||||
id = local_rites.1000
|
||||
days = 30
|
||||
}
|
||||
}
|
||||
else = {
|
||||
remove_variable = shrine_location
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
local_rites.1000 = {
|
||||
hidden = yes
|
||||
immediate = {
|
||||
send_interface_toast = {
|
||||
title = religious_decision.0291.toast
|
||||
left_icon = root
|
||||
current_travel_plan ?= {
|
||||
if = {
|
||||
limit = { is_paused = yes }
|
||||
resume_travel_plan = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
remove_variable = shrine_location
|
||||
remove_character_flag = local_shrine_rite
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue