event updating

This commit is contained in:
trashmasteruni 2026-10-10 22:52:02 +02:00
parent 0a1f4595df
commit e8f9381e3a
20 changed files with 6143 additions and 19667 deletions

View file

@ -1,493 +0,0 @@
namespace = accolade
#Accolade rank gain notification
# by Jason Cantalini
accolade.0001 = {
hidden = yes
trigger = {
exists = acclaimed_knight
has_dlc_feature = accolades
}
immediate = {
scope:changing_accolade = {
acclaimed_knight = {
save_scope_as = acclaimed_knight
}
}
if = {
limit = {
scope:changing_accolade = {
accolade_rank >= 5
}
}
send_interface_message = {
type = msg_accolade_gained_rank
title = accolade.0001.notification_high
desc = accolade_rank_unlock_notification_tooltip_high
left_icon = scope:acclaimed_knight
}
}
else = {
send_interface_message = {
type = msg_accolade_gained_rank
title = accolade.0001.notification_low
desc = accolade_rank_unlock_notification_tooltip_low
left_icon = scope:acclaimed_knight
}
}
}
}
#Accolade rank loss notification
# by Jason Cantalini
accolade.0002 = {
hidden = yes
trigger = {
has_dlc_feature = accolades
}
immediate = {
if = {
limit = {
exists = scope:changing_accolade.acclaimed_knight
}
scope:changing_accolade = {
acclaimed_knight = {
save_scope_as = acclaimed_knight
}
}
if = {
limit = {
scope:changing_accolade = {
accolade_rank >= 5
}
}
send_interface_message = {
type = msg_accolade_lost_rank
title = accolade.0002.notification_high
left_icon = scope:acclaimed_knight
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:acclaimed_knight = {
is_alive = yes
}
}
desc = accolade_rank_loss_notification_tooltip_high
}
desc = accolade_rank_loss_notification_tooltip_high_dead
}
}
}
}
else_if = {
limit = {
scope:changing_accolade = {
accolade_rank >= 1
}
}
send_interface_message = {
type = msg_accolade_lost_rank
title = accolade.0002.notification_low
left_icon = scope:acclaimed_knight
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:acclaimed_knight = {
is_alive = yes
}
}
desc = accolade_rank_loss_notification_tooltip_low
}
desc = accolade_rank_loss_notification_tooltip_low_dead
}
}
}
}
else = {
send_interface_message = {
type = msg_accolade_lost_rank
title = accolade.0002.notification_low
left_icon = scope:acclaimed_knight
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:acclaimed_knight = {
is_alive = yes
}
}
desc = accolade_rank_loss_notification_tooltip_no_rank
}
desc = accolade_rank_loss_notification_tooltip_no_rank_dead
}
}
}
}
}
else_if = {
limit = {
NOT = { exists = scope:changing_accolade.acclaimed_knight }
scope:changing_accolade = { accolade_rank >= 1 }
}
send_interface_message = {
type = msg_accolade_lost_rank
title = accolade.0002.notification_empty
desc = accolade_rank_loss_notification_tooltip_empty
}
}
else = {
send_interface_message = {
type = msg_accolade_lost_rank
title = accolade.0002.notification_low
desc = accolade_rank_loss_notification_tooltip_empty_no_rank
}
}
}
}
#Create a sellsword band led by your Acclaimed Knight
accolade.0100 = {
type = character_event
title = accolade.0100.t
desc = accolade.0100.desc
theme = war
left_portrait = {
character = root
animation = frontend_left_idle
camera = camera_event_left_to_the_left
}
right_portrait = {
character = scope:recipient
animation = sword_coup_degrace
}
#NAMING WIDGET
widget = {
gui = "event_window_widget_enter_text"
container = "dynamic_birth_name"
controller = {
type = text
data = {
key = new_laamp_title_name
### Accolade's Name
default = {
localization_key = accolade_mercenary_accolade_name
trigger = {
exists = scope:accolade
root = { is_ai = no }
}
}
default = {
localization_key = accolade_mercenary_kings_men_name
trigger = {
root = {
prestige_level >= 3
}
scope:acclaimed_knight = {
is_male = yes
}
}
}
default = {
localization_key = accolade_mercenary_knightly_company_name
trigger = {
root = {
culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_iberian_culture_group_trigger = yes
}
}
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic
AND = {
NOT = {
government_has_mechanic = administrative
}
culture = {
NOT = { has_cultural_era_or_later = culture_era_high_medieval }
}
}
}
}
}
}
default = {
localization_key = accolade_honor_band_name
trigger = {
root = {
OR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic
AND = {
NOT = {
government_has_mechanic = administrative
}
culture = {
NOT = { has_cultural_era_or_later = culture_era_high_medieval }
}
}
}
}
}
}
default = {
localization_key = accolade_rulers_swords_name
trigger = {
root = {
OR = {
government_has_flag = government_is_tribal
AND = {
NOT = {
government_has_mechanic = administrative
}
culture = {
NOT = { has_cultural_era_or_later = culture_era_high_medieval }
}
}
}
NOT = { government_has_flag = government_is_nomadic }
}
}
}
default = {
localization_key = accolade_culture_riders_name
trigger = {
root = {
government_has_flag = government_is_nomadic
}
}
}
default = {
localization_key = accolade_culture_company_name
trigger = {
root = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic
AND = {
NOT = {
government_has_mechanic = administrative
}
culture = {
NOT = { has_cultural_era_or_later = culture_era_high_medieval }
}
}
}
}
}
}
default = {
localization_key = accolade_free_knights_name
#Only triggers when King X's Men doesn't
trigger = {
OR = {
root = {
prestige_level < 3
}
scope:acclaimed_knight = {
is_male = no
}
}
}
}
}
}
setup_scope = {
scope:acclaimed_knight = { save_scope_as = text_target }
}
}
immediate = {
scope:acclaimed_knight = { save_scope_as = acclaimed_mercenary }
play_music_cue = "mx_cue_combat_2"
}
option = {
trigger = {
is_ai = no
has_dlc_feature = landless_playable
}
name = accolade.0100.a_special
add_internal_flag = dangerous
custom_tooltip = switch_to_acclaimed_mercenary_tt
if = {
limit = {
NOT = {
scope:recipient.dynasty ?= scope:actor.dynasty
}
}
custom_tooltip = danger_dynasty_abandon_tt
}
save_scope_as = switch
add_character_flag = {
flag = switching_to_knight
days = 20
}
ai_chance = {
base = 0
}
}
option = {
name = accolade.0100.a
scope:accolade_owner = {
custom_tooltip = accolade_mercenary_gold_tt
scope:acclaimed_knight = {
set_variable = {
name = acc_merc_patron
value = scope:accolade_owner
}
}
}
}
after = {
clear_variable_list = realm_title_names
scope:acclaimed_knight = {
if = {
limit = {
var:new_laamp_title_name ?= flag:accolade_mercenary_accolade_name
}
add_character_flag = {
flag = accolade_mercenary_accolade_name
days = 20
}
}
else_if = {
limit = {
var:new_laamp_title_name ?= flag:accolade_mercenary_kings_men_name
}
add_character_flag = {
flag = accolade_mercenary_kings_men_name
days = 20
}
}
else_if = {
limit = {
var:new_laamp_title_name ?= flag:accolade_mercenary_knightly_company_name
}
add_character_flag = {
flag = accolade_mercenary_knightly_company_name
days = 20
}
}
else_if = {
limit = {
var:new_laamp_title_name ?= flag:accolade_honor_band_name
}
add_character_flag = {
flag = accolade_honor_band_name
days = 20
}
}
else_if = {
limit = {
var:new_laamp_title_name ?= flag:accolade_rulers_swords_name
}
add_character_flag = {
flag = accolade_rulers_swords_name
days = 20
}
}
else_if = {
limit = {
var:new_laamp_title_name ?= flag:accolade_culture_riders_name
}
add_character_flag = {
flag = accolade_culture_riders_name
days = 20
}
}
else_if = {
limit = {
var:new_laamp_title_name ?= flag:accolade_free_knights_name
}
add_character_flag = {
flag = accolade_free_knights_name
days = 20
}
}
else_if = {
limit = {
var:new_laamp_title_name ?= flag:accolade_culture_company_name
}
add_character_flag = {
flag = accolade_culture_company_name
days = 20
}
}
else = {
add_character_flag = {
flag = new_laamp_title_name_entered_text
days = 20
}
}
accolade_to_mercenary_effect = yes
}
}
}
#Sellsword band sends you gold
accolade.0110 = {
hidden = yes
immediate = {
send_interface_message = {
type = msg_accolade_merc
title = accolade_merc_gold.t
left_icon = scope:accolade_merc
desc = accolade_merc_gold.desc
scope:accolade_merc = {
#Send a little bit of gold
if = {
limit = {
gold > 0
}
if = {
limit = {
gold >= five_times_monumental_value
}
pay_short_term_gold = {
target = root
gold = massive_gold_value
}
}
else_if = {
limit = {
gold >= monumental_gold_value
}
pay_short_term_gold = {
target = root
gold = medium_gold_value
}
}
else = {
pay_short_term_gold = {
target = root
gold = minor_gold_value
}
}
}
#If you have no gold, secretly gain it and then send it
else = {
hidden_effect = {
add_gold = minor_gold_value
}
pay_short_term_gold = {
target = root
gold = minor_gold_value
}
}
}
}
}
}

View file

@ -1070,29 +1070,30 @@ coronation_events.0110 = {
# Other
triggered_desc = {
trigger = {
scope:host = {
ai_compassion >= low_positive_ai_value
}
}
desc = coronation_events.0110.desc.fallback_compassionate
}
triggered_desc = {
trigger = {
scope:host = {
ai_honor > low_positive_ai_value
}
}
desc = coronation_events.0110.desc.fallback_honorable
}
triggered_desc = {
trigger = {
scope:host = {
ai_energy < low_negative_ai_value
}
}
desc = coronation_events.0110.desc.fallback_feckless
}
trigger = {
scope:host = {
ai_compassion >= low_positive_ai_value
}
}
desc = coronation_events.0110.desc.fallback_compassionate
}
triggered_desc = {
trigger = {
scope:host = {
ai_honor > low_positive_ai_value
}
}
desc = coronation_events.0110.desc.fallback_honorable
}
triggered_desc = {
trigger = {
scope:host = {
ai_energy < low_negative_ai_value
}
}
desc = coronation_events.0110.desc.fallback_feckless
}
desc = coronation_events.0110.desc.fallback
}
desc = coronation_events.0110.desc.outro
}
@ -1392,7 +1393,7 @@ coronation_events.0150 = {
}
stress_impact = {
stress_and_fulfillment_impact = {
deceitful = minor_stress_impact_loss
honest = medium_stress_impact_gain
ambitious = minor_stress_impact_gain
@ -1461,7 +1462,7 @@ coronation_events.0175 = {
add_character_modifier = oath_of_purge_pretenders
if = {
limit = {
government_has_flag = government_is_administrative
government_has_mechanic = administrative
}
house ?= {
add_house_modifier = oath_of_purge_pretenders_house
@ -1520,7 +1521,7 @@ coronation_events.0175 = {
option = {
name = coronation_events.0175.a
stress_impact = { base = medium_stress_loss }
stress_and_fulfillment_impact = { base = medium_stress_loss }
if = {
limit = {
@ -1715,10 +1716,9 @@ coronation_events.0200 = {
option = coronation_type_anointment
}
any_attending_character = {
this = scope:host.faith.religious_head
scope:activity.var:anointment_authority ?= this
is_alive = yes
is_imprisoned = no
}
}
}
@ -1746,7 +1746,7 @@ coronation_events.0200 = {
option = coronation_type_anointment
}
any_attending_character = {
this = scope:host.faith.religious_head
scope:activity.var:anointment_authority ?= this
is_alive = yes
is_imprisoned = no
}
@ -1755,9 +1755,9 @@ coronation_events.0200 = {
involved_activity = {
set_variable = {
name = officiator
value = scope:host.faith.religious_head
value = scope:activity.var:anointment_authority
}
scope:host.faith.religious_head = {
scope:activity.var:anointment_authority = {
add_character_flag = {
flag = coronation_officiator
years = 2
@ -1786,9 +1786,9 @@ scripted_trigger coronation_events_0205_audience = {
this = root
trigger_if = {
limit = {
exists = scope:activity.special_guest:priest
exists = scope:activity.special_guest:coronation_hof_guest
}
this = scope:activity.special_guest:priest
this = scope:activity.special_guest:coronation_hof_guest
}
is_spouse_of = scope:host
is_close_family_of = scope:host
@ -2248,6 +2248,7 @@ coronation_events.0205 = {
location = scope:location
culture = scope:host.culture
faith = scope:host.faith
rite = scope:host.rite
gender_female_chance = scope_value_target_soldier_female_chance
save_scope_as = audience_1
}
@ -2256,6 +2257,7 @@ coronation_events.0205 = {
location = scope:location
culture = scope:host.culture
faith = scope:host.faith
rite = scope:host.rite
gender_female_chance = scope_value_target_soldier_female_chance
save_scope_as = audience_2
}
@ -2266,6 +2268,7 @@ coronation_events.0205 = {
location = scope:location
culture = scope:location.culture
faith = scope:location.faith
rite = scope:location.rite
save_scope_as = audience_1
}
create_character = {
@ -2273,6 +2276,7 @@ coronation_events.0205 = {
location = scope:location
culture = scope:location.culture
faith = scope:location.faith
rite = scope:location.rite
save_scope_as = audience_2
}
}
@ -2380,7 +2384,7 @@ coronation_events.0205 = {
limit = {
scope:activity.var:activity_special_type_progression < 25
}
stress_impact = {
stress_and_fulfillment_impact = {
craven = minor_stress_impact_gain
paranoid = minor_stress_impact_gain
shy = miniscule_stress_impact_gain
@ -2439,7 +2443,7 @@ coronation_events.0205 = {
limit = {
scope:activity.var:activity_special_type_progression < 25
}
stress_impact = {
stress_and_fulfillment_impact = {
base = miniscule_stress_impact_gain
craven = minor_stress_impact_gain
paranoid = minor_stress_impact_gain
@ -2450,7 +2454,7 @@ coronation_events.0205 = {
limit = {
scope:activity.var:activity_special_type_progression < 75
}
stress_impact = {
stress_and_fulfillment_impact = {
base = miniscule_stress_impact_gain
}
}
@ -2505,7 +2509,7 @@ coronation_events.0205 = {
limit = {
scope:activity.var:activity_special_type_progression >= 25
}
stress_impact = {
stress_and_fulfillment_impact = {
arrogant = minor_stress_impact_loss
}
}
@ -2665,12 +2669,12 @@ coronation_events.0205 = {
}
if = {
limit = { is_ai = no }
stress_impact = {
stress_and_fulfillment_impact = {
base = massive_stress_impact_gain
}
}
else = {
stress_impact = {
stress_and_fulfillment_impact = {
base = major_stress_impact_gain
}
}
@ -2897,7 +2901,7 @@ coronation_events.0210 = {
trigger = {
scope:activity.activity_host = root
}
stress_impact = {
stress_and_fulfillment_impact = {
base = miniscule_stress_impact_loss
gluttonous = minor_stress_impact_loss
gregarious = miniscule_stress_impact_loss
@ -2909,7 +2913,7 @@ coronation_events.0210 = {
trigger = {
scope:activity.activity_host != root
}
stress_impact = {
stress_and_fulfillment_impact = {
gluttonous = minor_stress_impact_loss
gregarious = miniscule_stress_impact_loss
}
@ -3058,7 +3062,10 @@ coronation_events.0300 = {
scope:chaplain = {
if = {
limit = {
this = faith.religious_head
OR = {
this = religious_head_or_challenger
scope:activity.var:anointment_authority ?= this
}
}
root = { add_piety = medium_piety_gain }
}
@ -3108,7 +3115,10 @@ coronation_events.0300 = {
scope:alternative_1 = {
if = {
limit = {
this = faith.religious_head
OR = {
this = religious_head_or_challenger
scope:activity.var:anointment_authority ?= this
}
}
root = { add_piety = medium_piety_gain }
}
@ -3158,7 +3168,10 @@ coronation_events.0300 = {
scope:alternative_2 = {
if = {
limit = {
this = faith.religious_head
OR = {
this = religious_head_or_challenger
scope:activity.var:anointment_authority ?= this
}
}
root = { add_piety = medium_piety_gain }
}
@ -3201,9 +3214,9 @@ coronation_events.0300 = {
#No effect if you are head of faith
if = {
limit = {
NAND = {
exists = faith.religious_head
this = faith.religious_head
NOR = {
religious_head_or_challenger ?= this
scope:activity.var:anointment_authority ?= this
}
}
if = {
@ -3325,6 +3338,7 @@ coronation_events.0301 = {
location = scope:activity.activity_location
culture = scope:activity.activity_location.culture
faith = root.faith
rite = root.rite
save_scope_as = first_candidate
}
}
@ -3345,15 +3359,31 @@ coronation_events.0301 = {
}
if = {
limit = {
faith.religious_head = { #when in Rome
scope:activity = {
has_activity_option = {
category = special_type
option = coronation_type_anointment
}
}
}
coronation_save_anointment_authority_effect = { SCOPE = current_coronation_authority }
}
else_if = {
limit = { exists = religious_head_or_challenger }
religious_head_or_challenger = { save_scope_as = current_coronation_authority }
}
if = {
limit = {
exists = scope:current_coronation_authority
scope:current_coronation_authority = { #when in the authority's realm
location.county = root.location.county
NOT = {
this = scope:first_candidate
}
}
}
}
faith.religious_head = {
scope:current_coronation_authority = {
save_scope_as = second_candidate
}
}
@ -3398,7 +3428,7 @@ coronation_events.0301 = {
option = coronation_type_anointment
}
}
scope:second_candidate ?= root.faith.religious_head
scope:second_candidate ?= scope:current_coronation_authority
}
}
@ -3410,7 +3440,7 @@ coronation_events.0301 = {
option = coronation_type_anointment
}
}
scope:second_candidate ?= root.faith.religious_head
scope:second_candidate ?= scope:current_coronation_authority
}
}
@ -3445,9 +3475,7 @@ coronation_events.0301 = {
option = coronation_type_anointment
}
}
NOT = {
scope:second_candidate = root.faith.religious_head #Whomst to prevent a new pope from blessing you
}
NOT = { scope:second_candidate = scope:current_coronation_authority }
}
scope:second_candidate.piety_level >= 4
@ -3514,9 +3542,7 @@ coronation_events.0301 = {
}
piety_level <= 3
is_ai = no
NOT = {
scope:second_candidate ?= root.faith.religious_head
}
NOT = { scope:second_candidate ?= scope:current_coronation_authority }
}
add_piety_level = -1
@ -4750,7 +4776,6 @@ coronation_events.0310 = {
exists = scope:exalt_crown
any_character_artifact = {
count >= 3
exists = this
}
}
switch = {
@ -5159,12 +5184,6 @@ coronation_events.0312 = { #Guest ending event
}
immediate = {
create_character_memory = {
type = witnessed_a_coronation_memory
participants = {
host = scope:activity.activity_host
}
}
if = {
limit = {
OR = {

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@ -23,7 +23,8 @@
scripted_trigger has_multiple_consorts_trigger = {
any_consort = {
count > 2
is_available_ai_adult = yes
is_available_ai_adult = yes
this != root
}
}
@ -192,7 +193,7 @@ tour_grounds_events.6000 = {
trigger_if = {
limit = {
NOT = { is_incestuous_trigger = yes }
trait_is_criminal_in_faith_trigger = { TRAIT = trait:incestuous FAITH = root.faith GENDER_CHARACTER = root }
trait_is_criminal_in_rite_trigger = { TRAIT = trait:incestuous RITE = root.rite GENDER_CHARACTER = root }
}
NOT = { is_close_or_extended_family_of = scope:stop_host_scope }
}
@ -229,6 +230,9 @@ tour_grounds_events.6000 = {
scope:stop_host_scope = {
# if stop host has 3 consorts, we save them all. otherwise, just the one
random_consort = {
limit = {
this != root
}
save_scope_as = orgy_consort_1
add_character_flag = is_naked
}
@ -237,16 +241,16 @@ tour_grounds_events.6000 = {
random_consort = {
limit = {
this != scope:orgy_consort_1
this != root
}
save_scope_as = orgy_consort_2
add_character_flag = is_naked
}
random_consort = {
limit = {
NOR = {
this = scope:orgy_consort_1
this = scope:orgy_consort_2
}
this != scope:orgy_consort_1
this != scope:orgy_consort_2
this != root
}
save_scope_as = orgy_consort_3
add_character_flag = is_naked
@ -281,7 +285,7 @@ tour_grounds_events.6000 = {
}
}
stress_impact = {
stress_and_fulfillment_impact = {
shy = medium_stress_impact_gain
temperate = medium_stress_impact_gain
chaste = major_stress_impact_gain
@ -318,7 +322,7 @@ tour_grounds_events.6000 = {
option = { # Refuse sexy time
name = tour_grounds_events.6000.c
stress_impact = {
stress_and_fulfillment_impact = {
deviant = major_stress_impact_gain
lustful = major_stress_impact_gain
chaste = minor_stress_impact_loss
@ -555,7 +559,7 @@ tour_grounds_events.6100 = {
add_piety = miniscule_piety_gain
stress_impact = {
stress_and_fulfillment_impact = {
base = minor_stress_impact_loss
zealous = minor_stress_impact_loss
cynical = medium_stress_impact_gain
@ -605,7 +609,7 @@ tour_grounds_events.6100 = {
add_piety = miniscule_piety_gain
stress_impact = {
stress_and_fulfillment_impact = {
base = minor_stress_impact_loss
zealous = minor_stress_impact_loss
cynical = medium_stress_impact_gain
@ -656,7 +660,7 @@ tour_grounds_events.6100 = {
}
}
stress_impact = {
stress_and_fulfillment_impact = {
cynical = major_stress_impact_gain
}
}
@ -751,7 +755,7 @@ tour_grounds_events.6100 = {
}
}
stress_impact = {
stress_and_fulfillment_impact = {
zealous = medium_stress_impact_gain
fickle = miniscule_stress_impact_loss
}
@ -1634,24 +1638,24 @@ tour_grounds_events.6200 = {
location.county = {
any_county_province = {
OR = {
trigger_if = {
limit = { has_building_or_higher = pastures_01 }
AND = {
has_building_or_higher = pastures_01
root.capital_province = { has_building_or_higher = pastures_01 }
}
trigger_if = {
limit = { has_building_or_higher = orchards_01 }
AND = {
has_building_or_higher = orchards_01
root.capital_province = { has_building_or_higher = orchards_01 }
}
trigger_if = {
limit = { has_building_or_higher = cereal_fields_01 }
AND = {
has_building_or_higher = cereal_fields_01
root.capital_province = { has_building_or_higher = cereal_fields_01 }
}
trigger_if = {
limit = { has_building_or_higher = hill_farms_01 }
AND = {
has_building_or_higher = hill_farms_01
root.capital_province = { has_building_or_higher = hill_farms_01 }
}
trigger_if = {
limit = { has_building_or_higher = plantations_01 }
AND = {
has_building_or_higher = plantations_01
root.capital_province = { has_building_or_higher = plantations_01 }
}
}
@ -1732,7 +1736,7 @@ tour_grounds_events.6200 = {
increase_tour_success_effect = { POINTS = 1 }
}
stress_impact = {
stress_and_fulfillment_impact = {
greedy = minor_stress_impact_loss
diligent = minor_stress_impact_loss
content = minor_stress_impact_gain
@ -1778,7 +1782,7 @@ tour_grounds_events.6200 = {
add_stewardship_lifestyle_xp = major_lifestyle_xp
}
stress_impact = {
stress_and_fulfillment_impact = {
lazy = minor_stress_impact_gain
diligent = minor_stress_impact_loss
}
@ -1821,7 +1825,7 @@ tour_grounds_events.6200 = {
increase_tour_success_effect = { POINTS = 1 }
}
stress_impact = {
stress_and_fulfillment_impact = {
generous = minor_stress_impact_loss
humble = minor_stress_impact_loss
calm = miniscule_stress_impact_loss
@ -1992,6 +1996,7 @@ tour_grounds_events.6202 = {
template = child_thief_character
culture = scope:stop_host_scope.culture
faith = scope:stop_host_scope.faith
rite = scope:stop_host_scope.rite
location = root.location
save_scope_as = tiny_thief
}
@ -2029,7 +2034,7 @@ tour_grounds_events.6202 = {
}
}
stress_impact = {
stress_and_fulfillment_impact = {
diligent = minor_stress_impact_gain
}
@ -2091,7 +2096,7 @@ tour_grounds_events.6202 = {
}
}
stress_impact = {
stress_and_fulfillment_impact = {
lazy = minor_stress_impact_gain
humble = minor_stress_impact_gain
}
@ -2136,7 +2141,7 @@ tour_grounds_events.6202 = {
increase_tour_success_effect = { POINTS = 1 }
}
stress_impact = {
stress_and_fulfillment_impact = {
greedy = medium_stress_impact_gain
forgiving = medium_stress_impact_loss
calm = minor_stress_impact_loss
@ -2200,7 +2205,7 @@ tour_grounds_events.6203 = {
}
}
stress_impact = {
stress_and_fulfillment_impact = {
greedy = medium_stress_impact_gain
disloyal = minor_stress_impact_gain
}
@ -2533,7 +2538,7 @@ tour_grounds_events.6205 = {
modifier = whipped_me_opinion
}
stress_impact = {
stress_and_fulfillment_impact = {
sadistic = minor_stress_impact_loss
wrathful = minor_stress_impact_loss
compassionate = minor_stress_impact_gain
@ -2569,7 +2574,7 @@ tour_grounds_events.6205 = {
target = scope:stop_host_scope
}
stress_impact = {
stress_and_fulfillment_impact = {
base = minor_stress_impact_gain
forgiving = medium_stress_impact_loss
greedy = major_stress_impact_gain
@ -2767,7 +2772,7 @@ tour_grounds_events.6300 = {
}
}
stress_impact = {
stress_and_fulfillment_impact = {
craven = medium_stress_impact_gain
}
@ -2838,7 +2843,7 @@ tour_grounds_events.6300 = {
}
}
stress_impact = {
stress_and_fulfillment_impact = {
craven = minor_stress_impact_loss
}

View file

@ -133,6 +133,7 @@ tour_travel.1001 = {
template = drunken_peasant_character
culture = scope:angry_county_scope.culture
faith = scope:angry_county_scope.faith
rite = scope:angry_county_scope.rite
save_scope_as = angry_peasant
}
if = {
@ -195,7 +196,7 @@ tour_travel.1001 = {
}
if = {
limit = { is_alive = yes }
stress_impact = {
stress_and_fulfillment_impact = {
brave = minor_stress_impact_loss
craven = major_stress_impact_gain
}
@ -225,7 +226,7 @@ tour_travel.1001 = {
years = 10
}
}
stress_impact = {
stress_and_fulfillment_impact = {
callous = minor_stress_impact_gain
craven = minor_stress_impact_loss
greedy = major_stress_impact_gain
@ -277,7 +278,7 @@ tour_travel.1001 = {
increase_wounds_effect = { REASON = fight }
}
}
stress_impact = {
stress_and_fulfillment_impact = {
brave = major_stress_impact_gain
honest = major_stress_impact_gain
}
@ -347,6 +348,7 @@ tour_travel.1002 = {
template = beautiful_peasant_character
culture = scope:pretty_peasant_county_scope.culture
faith = scope:pretty_peasant_county_scope.faith
rite = scope:pretty_peasant_county_scope.rite
age = age_compared_to_root_minus_ten_always_adult
gender_female_chance = root_attraction_based_female_chance
save_scope_as = pretty_peasant
@ -409,13 +411,13 @@ tour_travel.1002 = {
limit = {
OR = {
would_be_sinful_adulterer_trigger = yes
relation_with_character_is_sodomy_in_faith_trigger = {
relation_with_character_is_sodomy_in_rite_trigger = {
CHARACTER = scope:pretty_peasant
FAITH = root.faith
RITE = root.rite
}
}
}
stress_impact = {
stress_and_fulfillment_impact = {
craven = minor_stress_impact_gain
honest = medium_stress_impact_gain
chaste = major_stress_impact_gain
@ -424,7 +426,7 @@ tour_travel.1002 = {
}
}
else = {
stress_impact = {
stress_and_fulfillment_impact = {
craven = minor_stress_impact_gain
honest = medium_stress_impact_gain
chaste = major_stress_impact_gain
@ -440,9 +442,9 @@ tour_travel.1002 = {
modifier = {
add = -50
would_be_sinful_adulterer_trigger = yes
relation_with_character_is_sodomy_in_faith_trigger = {
relation_with_character_is_sodomy_in_rite_trigger = {
CHARACTER = scope:pretty_peasant
FAITH = root.faith
RITE = root.rite
}
has_trait = zealous
}
@ -452,7 +454,7 @@ tour_travel.1002 = {
option = { # Pass them by
name = tour_travel.1002.b
scope:pretty_peasant = { silent_disappearance_effect = yes }
stress_impact = {
stress_and_fulfillment_impact = {
callous = minor_stress_impact_gain
craven = minor_stress_impact_loss
honest = minor_stress_impact_loss
@ -518,6 +520,7 @@ tour_travel.1003 = {
template = peasant_character
culture = scope:angry_county_scope.culture
faith = scope:angry_county_scope.faith
rite = scope:angry_county_scope.rite
gender_female_chance = root_faith_dominant_gender_adjusted_female_chance
save_scope_as = rude_peasant
}
@ -534,7 +537,7 @@ tour_travel.1003 = {
years = 10
}
}
stress_impact = {
stress_and_fulfillment_impact = {
sadistic = medium_stress_impact_loss
arrogant = minor_stress_impact_loss
base = minor_stress_impact_gain
@ -577,7 +580,7 @@ tour_travel.1003 = {
death_reason = death_torture
}
}
stress_impact = {
stress_and_fulfillment_impact = {
sadistic = major_stress_impact_loss
arrogant = minor_stress_impact_loss
base = minor_stress_impact_gain
@ -603,7 +606,7 @@ tour_travel.1003 = {
name = tour_travel.1003.c
add_prestige = minor_prestige_loss
add_dread = medium_dread_loss
stress_impact = {
stress_and_fulfillment_impact = {
forgiving = minor_stress_impact_loss
callous = minor_stress_impact_gain
craven = minor_stress_impact_loss
@ -666,6 +669,14 @@ tour_travel.1004 = {
has_activity_intent = altruism_intent
faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } }
is_governor = no
# The faith should not be selfish
rite = {
NOR = {
trait_is_virtue_rite = callous
trait_is_virtue_rite = sadistic
trait_is_virtue_rite = arrogant
}
}
}
weight_multiplier = {
@ -684,16 +695,6 @@ tour_travel.1004 = {
religion = { is_in_family = rf_abrahamic }
}
}
modifier = { # The faith should not be selfish
factor = 0
faith = {
OR = {
trait_is_virtue = callous
trait_is_virtue = sadistic
trait_is_virtue = arrogant
}
}
}
}
immediate = {
@ -709,6 +710,7 @@ tour_travel.1004 = {
template = diseased_peasant_character
culture = scope:diseased_county_scope.culture
faith = scope:diseased_county_scope.faith
rite = scope:diseased_county_scope.rite
gender_female_chance = 50
save_scope_as = diseased_peasant
}
@ -745,7 +747,7 @@ tour_travel.1004 = {
years = 10
}
}
stress_impact = {
stress_and_fulfillment_impact = {
base = minor_stress_impact_gain
sadistic = medium_stress_impact_gain
callous = medium_stress_impact_gain
@ -769,7 +771,8 @@ tour_travel.1004 = {
name = tour_travel.1004.b
trigger = {
is_deviant_trigger = yes
matching_gender_and_sexuality_trigger = { CHARACTER_1 = scope:diseased_peasant CHARACTER_2 = root }
might_cheat_on_every_partner_trigger = yes
can_set_relation_lover_trigger = { CHARACTER = scope:diseased_peasant }
}
add_prestige = medium_prestige_loss
add_piety = medium_piety_gain
@ -792,7 +795,7 @@ tour_travel.1004 = {
}
set_relation_lover = scope:diseased_peasant
add_courtier = scope:diseased_peasant
stress_impact = {
stress_and_fulfillment_impact = {
base = minor_stress_impact_gain
sadistic = medium_stress_impact_gain
callous = medium_stress_impact_gain
@ -824,7 +827,7 @@ tour_travel.1004 = {
years = 2
}
}
stress_impact = {
stress_and_fulfillment_impact = {
compassionate = minor_stress_impact_loss
callous = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
@ -863,7 +866,7 @@ tour_travel.1004 = {
}
}
add_piety = minor_piety_loss
stress_impact = {
stress_and_fulfillment_impact = {
forgiving = minor_stress_impact_gain
humble = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
@ -941,7 +944,7 @@ tour_travel.1005 = {
years = 10
}
}
stress_impact = {
stress_and_fulfillment_impact = {
profligate = medium_stress_impact_loss
greedy = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
@ -976,7 +979,7 @@ tour_travel.1005 = {
years = 5
}
}
stress_impact = {
stress_and_fulfillment_impact = {
sadistic = medium_stress_impact_gain
callous = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
@ -997,7 +1000,7 @@ tour_travel.1005 = {
option = { # Ride ahead!
name = tour_travel.1005.c
add_piety = minor_piety_loss
stress_impact = {
stress_and_fulfillment_impact = {
greedy = minor_stress_impact_loss
humble = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
@ -1073,7 +1076,7 @@ tour_travel.1006 = {
years = 10
}
}
stress_impact = {
stress_and_fulfillment_impact = {
profligate = medium_stress_impact_loss
greedy = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
@ -1101,7 +1104,7 @@ tour_travel.1006 = {
option = { # Give them nothing
name = tour_travel.1006.b
add_piety = minor_piety_loss
stress_impact = {
stress_and_fulfillment_impact = {
greedy = minor_stress_impact_loss
humble = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
@ -1130,7 +1133,7 @@ tour_travel.1006 = {
}
}
add_piety = medium_piety_loss
stress_impact = {
stress_and_fulfillment_impact = {
callous = medium_stress_impact_loss
sadistic = medium_stress_impact_loss
greedy = minor_stress_impact_loss
@ -1277,6 +1280,7 @@ tour_travel.1007 = {
template = wise_woman_character
culture = scope:wise_woman_barony_scope.culture
faith = scope:wise_woman_barony_scope.faith
rite = scope:wise_woman_barony_scope.rite
save_scope_as = wise_woman_scope
}
}
@ -1299,7 +1303,7 @@ tour_travel.1007 = {
}
}
}
stress_impact = {
stress_and_fulfillment_impact = {
stubborn = minor_stress_impact_gain # I'm fine!
craven = minor_stress_impact_gain # I'm afraid of doctors!
shy = minor_stress_impact_gain # I'm afraid of everyone!
@ -1310,10 +1314,10 @@ tour_travel.1007 = {
if = {
limit = {
NOT = {
faith = { has_doctrine_parameter = witchcraft_accepted }
rite = { rite_has_parameter = witchcraft_accepted }
}
}
stress_impact = {
stress_and_fulfillment_impact = {
zealous = medium_stress_impact_gain
}
}
@ -1329,7 +1333,7 @@ tour_travel.1007 = {
has_trait = cynical
has_trait = arrogant
AND = {
NOT = { faith = { has_doctrine_parameter = witchcraft_accepted } }
NOT = { rite = { rite_has_parameter = witchcraft_accepted } }
has_trait = zealous
}
}
@ -1343,7 +1347,7 @@ tour_travel.1007 = {
option = { # F that
name = tour_travel.1007.b
stress_impact = {
stress_and_fulfillment_impact = {
base = minor_stress_impact_gain
humble = minor_stress_impact_gain
brave = medium_stress_impact_gain
@ -1468,7 +1472,7 @@ tour_travel.1008 = {
option = { # Go see the wise woman
name = tour_travel.1008.a
positive_wise_woman_healing_effect = yes
stress_impact = {
stress_and_fulfillment_impact = {
base = medium_stress_impact_loss
cynical = minor_stress_impact_gain # This breaks my idea of what medicine is
}
@ -1491,7 +1495,7 @@ tour_travel.1008 = {
CANDIDATE = scope:wise_woman_scope
EMPLOYER = root
}
stress_impact = {
stress_and_fulfillment_impact = {
base = medium_stress_impact_loss
cynical = medium_stress_impact_gain
greedy = medium_stress_impact_gain
@ -1584,7 +1588,7 @@ tour_travel.1009 = {
option = {
name = tour_travel.1009.a
stress_impact = {
stress_and_fulfillment_impact = {
base = medium_stress_impact_loss
cynical = major_stress_impact_loss
}
@ -1601,7 +1605,7 @@ tour_travel.1009 = {
death_reason = death_execution
}
}
stress_impact = {
stress_and_fulfillment_impact = {
callous = medium_stress_impact_loss
sadistic = medium_stress_impact_loss
just = minor_stress_impact_gain
@ -1733,7 +1737,7 @@ tour_travel.3120 = {
scope:vassal_inn = { get_quirk_character_effect = yes } #localization
if = {
limit = {
scope:vassal_inn = { any_character_artifact = { exists = yes } }
scope:vassal_inn = { any_character_artifact = {} }
}
random = {
chance = 50
@ -1781,7 +1785,7 @@ tour_travel.3120 = {
}
}
stress_impact = {
stress_and_fulfillment_impact = {
profligate = medium_stress_impact_loss
greedy = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
@ -1837,7 +1841,7 @@ tour_travel.3120 = {
else = {
add_random_skill_point_effect = yes
}
stress_impact = {
stress_and_fulfillment_impact = {
greedy = minor_stress_impact_loss
humble = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
@ -1865,7 +1869,7 @@ tour_travel.3120 = {
scope:vassal_artifact = {
set_owner = root
}
stress_impact = {
stress_and_fulfillment_impact = {
callous = medium_stress_impact_loss
sadistic = medium_stress_impact_loss
greedy = minor_stress_impact_loss
@ -2015,7 +2019,7 @@ tour_travel.3130 = {
add_piety = medium_piety_gain
}
add_piety = minor_piety_gain
stress_impact = {
stress_and_fulfillment_impact = {
profligate = medium_stress_impact_loss
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
@ -2057,7 +2061,7 @@ tour_travel.3130 = {
type = loyalty_hook
target = scope:complaining_peasant
}
stress_impact = {
stress_and_fulfillment_impact = {
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
}
@ -2082,7 +2086,7 @@ tour_travel.3130 = {
option = { # F you lol
name = tour_travel.3130.c
stress_impact = {
stress_and_fulfillment_impact = {
generous = medium_stress_impact_gain
humble = medium_stress_impact_gain
compassionate = major_stress_impact_gain
@ -2198,6 +2202,7 @@ tour_travel.3140 = {
location = root.location
culture = root.location.culture
faith = root.location.faith
rite = root.location.rite
dynasty = none
save_scope_as = brothel_worker
}
@ -2232,7 +2237,7 @@ tour_travel.3140 = {
}
}
}
stress_impact = {
stress_and_fulfillment_impact = {
base = medium_stress_impact_loss
lustful = medium_stress_impact_loss
chaste = major_stress_impact_gain
@ -2257,7 +2262,7 @@ tour_travel.3140 = {
option = { # Don't go
name = tour_travel.3140.b
add_piety = minor_piety_gain
stress_impact = {
stress_and_fulfillment_impact = {
lustful = medium_stress_impact_gain
rakish = major_stress_impact_gain
}
@ -2334,7 +2339,7 @@ tour_travel.3110 = {
custom_tooltip = tour_travel.3110.a.tt
play_music_cue = mx_cue_banquet
trigger_event = tour_travel.3111
stress_impact = {
stress_and_fulfillment_impact = {
comfort_eater = minor_stress_loss
drunkard = minor_stress_loss
lifestyle_reveler = medium_stress_loss
@ -2363,7 +2368,7 @@ tour_travel.3110 = {
modifier = insult_opinion
opinion = -20
}
stress_impact = {
stress_and_fulfillment_impact = {
trusting = medium_stress_impact_gain
gregarious = major_stress_impact_gain
gluttonous = major_stress_impact_gain
@ -2405,7 +2410,7 @@ tour_travel.3110 = {
}
add_prestige = minor_prestige_gain
trigger_event = tour_travel.3111
stress_impact = {
stress_and_fulfillment_impact = {
comfort_eater = minor_stress_loss
drunkard = minor_stress_loss
humble = minor_stress_impact_gain
@ -2531,7 +2536,7 @@ tour_travel.3111 = {
}
}
stress_impact = {
stress_and_fulfillment_impact = {
greedy = medium_stress_impact_gain
avaricious = medium_stress_impact_gain
wrathful = medium_stress_impact_gain
@ -2577,7 +2582,7 @@ tour_travel.3111 = {
modifier = grateful_opinion
opinion = 20
}
stress_impact = {
stress_and_fulfillment_impact = {
compassionate = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
generous = medium_stress_impact_gain
@ -2638,7 +2643,7 @@ tour_travel.3111 = {
CHARACTER = scope:ghino_di_tacco_scope
OPINION = default_rival_opinion
}
stress_impact = {
stress_and_fulfillment_impact = {
humble = minor_stress_impact_gain
calm = medium_stress_impact_gain
compassionate = major_stress_impact_gain
@ -2684,7 +2689,7 @@ tour_travel.3111 = {
IMPRISONER = root
}
add_dread = minor_dread_gain
stress_impact = {
stress_and_fulfillment_impact = {
just = medium_stress_impact_gain
calm = major_stress_impact_gain
compassionate = major_stress_impact_gain
@ -2756,7 +2761,7 @@ tour_travel.3111 = {
}
}
}
stress_impact = {
stress_and_fulfillment_impact = {
base = medium_stress_impact_gain
forgiving = minor_stress_impact_loss
}

View file

@ -153,7 +153,7 @@ ep2_locale_events.5020 = {
}
}
}
stress_impact = {
stress_and_fulfillment_impact = {
humble = medium_stress_impact_gain
callous = medium_stress_impact_gain
vengeful = medium_stress_impact_gain
@ -208,7 +208,7 @@ ep2_locale_events.5020 = {
}
}
}
stress_impact = {
stress_and_fulfillment_impact = {
calm = medium_stress_impact_gain
humble = medium_stress_impact_gain
lustful = medium_stress_impact_gain
@ -233,7 +233,7 @@ ep2_locale_events.5020 = {
name = ep2_locale_events.5020.c
trigger = { activity_is_competing_trigger = yes }
activity_tournament_change_contestant_score_effect = { SCORE = increase_minor }
stress_impact = {
stress_and_fulfillment_impact = {
arrogant = medium_stress_impact_gain
vengeful = medium_stress_impact_gain
lustful = major_stress_impact_gain
@ -360,7 +360,7 @@ ep2_locale_events.1520 = {
add_martial_lifestyle_xp = major_lifestyle_xp
}
ep2_locale_events_1520_superstitious_effect = yes
stress_impact = {
stress_and_fulfillment_impact = {
humble = medium_stress_impact_gain
cynical = medium_stress_impact_gain
}
@ -388,7 +388,7 @@ ep2_locale_events.1520 = {
name = ep2_locale_events.1520.b
add_stewardship_lifestyle_xp = major_lifestyle_xp
ep2_locale_events_1520_superstitious_effect = yes
stress_impact = {
stress_and_fulfillment_impact = {
generous = medium_stress_impact_gain
}
ai_chance = {
@ -413,7 +413,7 @@ ep2_locale_events.1520 = {
name = ep2_locale_events.1520.c
add_intrigue_lifestyle_xp = major_lifestyle_xp
ep2_locale_events_1520_superstitious_effect = yes
stress_impact = {
stress_and_fulfillment_impact = {
compassionate = medium_stress_impact_gain
gregarious = medium_stress_impact_gain
calm = medium_stress_impact_gain
@ -449,7 +449,7 @@ ep2_locale_events.1520 = {
learning < high_skill_rating
}
add_character_modifier = tournament_astronomy_modifier #forever
stress_impact = {
stress_and_fulfillment_impact = {
ambitious = medium_stress_impact_gain
}
ai_chance = {
@ -468,7 +468,7 @@ ep2_locale_events.1520 = {
# It means nothing
option = {
name = ep2_locale_events.1520.e
stress_impact = {
stress_and_fulfillment_impact = {
base = medium_stress_impact_loss
cynical = major_stress_impact_loss
paranoid = major_stress_impact_gain
@ -632,7 +632,7 @@ ep2_locale_events.3010 = {
}
}
}
stress_impact = {
stress_and_fulfillment_impact = {
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
paranoid = medium_stress_impact_gain
@ -665,7 +665,7 @@ ep2_locale_events.3010 = {
}
}
add_piety = minor_piety_loss
stress_impact = {
stress_and_fulfillment_impact = {
cynical = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
}
@ -696,7 +696,7 @@ ep2_locale_events.3010 = {
modifier = tournament_not_cursed_modifier
years = 10
}
stress_impact = {
stress_and_fulfillment_impact = {
paranoid = major_stress_impact_loss #you caught them
calm = medium_stress_impact_gain
}
@ -724,7 +724,7 @@ ep2_locale_events.3010 = {
}
add_dread = minor_dread_gain
}
stress_impact = {
stress_and_fulfillment_impact = {
base = minor_stress_impact_loss
callous = major_stress_impact_loss
sadistic = major_stress_impact_loss
@ -888,7 +888,7 @@ ep2_locale_events.3011 = {
option = {
name = ep2_locale_events.3011.a
ep2_locale_events_3011_warning_effect = yes
stress_impact = {
stress_and_fulfillment_impact = {
ambitious = medium_stress_impact_gain
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
@ -962,7 +962,7 @@ ep2_locale_events.3011 = {
years = 20
}
}
stress_impact = {
stress_and_fulfillment_impact = {
compassionate = medium_stress_impact_gain
gregarious = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
@ -1095,7 +1095,7 @@ ep2_locale_events.3510 = {
max = 15
}
}
stress_impact = {
stress_and_fulfillment_impact = {
humble = medium_stress_impact_gain
greedy = medium_stress_impact_gain
generous = medium_stress_impact_gain
@ -1135,7 +1135,7 @@ ep2_locale_events.3510 = {
max = 25
}
}
stress_impact = {
stress_and_fulfillment_impact = {
ambitious = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
greedy = medium_stress_impact_gain
@ -1171,7 +1171,7 @@ ep2_locale_events.3510 = {
max = 5
}
}
stress_impact = {
stress_and_fulfillment_impact = {
paranoid = medium_stress_impact_loss
cynical = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
@ -1198,7 +1198,8 @@ ep2_locale_events.3510 = {
# Nah
option = {
name = ep2_locale_events.3510.d
stress_impact = {
hidden_effect = { destroy_artifact = scope:horseshoe_artifact }
stress_and_fulfillment_impact = {
paranoid = medium_stress_impact_gain
}
ai_chance = {
@ -1330,7 +1331,7 @@ ep2_locale_events.1530 = {
}
}
}
stress_impact = {
stress_and_fulfillment_impact = {
zealous = medium_stress_impact_gain
}
ai_chance = {
@ -1357,7 +1358,7 @@ ep2_locale_events.1530 = {
text = ep2_locale_events.1530.b.fallback
}
add_piety = medium_piety_gain
stress_impact = {
stress_and_fulfillment_impact = {
cynical = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
@ -1385,7 +1386,7 @@ ep2_locale_events.1530 = {
activity_is_competing_trigger = yes
}
activity_tournament_change_contestant_score_effect = { SCORE = increase_major }
stress_impact = {
stress_and_fulfillment_impact = {
lifestyle_poet = medium_stress_impact_loss
zealous = medium_stress_impact_gain
}
@ -1410,7 +1411,7 @@ ep2_locale_events.1530 = {
option = {
name = ep2_locale_events.1530.d
trigger = { has_trait = deviant }
stress_impact = {
stress_and_fulfillment_impact = {
base = major_stress_impact_loss
zealous = major_stress_impact_gain
}
@ -1564,10 +1565,14 @@ ep2_locale_events.4540 = {
}
}
scope:my_weapon = {
set_artifact_description = ep2_locale_events_artifact_sharp_desc
if = { #To not flood the weapon with a text loop
limit = { scope:my_weapon = { NOT = { has_variable = ep2_locale_events_4540_sharp } } }
set_artifact_description = ep2_locale_events_artifact_sharp_desc
}
add_artifact_modifier = artifact_tournament_sharpened_blade_modifier
set_variable = ep2_locale_events_4540_sharp
}
stress_impact = {
stress_and_fulfillment_impact = {
greedy = medium_stress_impact_gain
zealous = medium_stress_impact_gain
}
@ -1585,6 +1590,7 @@ ep2_locale_events.4540 = {
# Inscribe a carving - prayer
option = {
trigger = { scope:my_weapon = { NOT = { has_variable = ep2_locale_events_4540_prayer } } }
name = {
trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
text = ep2_locale_events.4540.b.christian
@ -1605,8 +1611,9 @@ ep2_locale_events.4540 = {
scope:my_weapon = {
set_artifact_description = ep2_locale_events_artifact_prayer_desc
add_artifact_modifier = artifact_monthly_piety_7_modifier
set_variable = ep2_locale_events_4540_prayer
}
stress_impact = {
stress_and_fulfillment_impact = {
cynical = medium_stress_impact_gain
greedy = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
@ -1626,6 +1633,7 @@ ep2_locale_events.4540 = {
# Inscribe your motto
option = {
trigger = { scope:my_weapon = { NOT = { has_variable = ep2_locale_events_4540_motto } } }
name = ep2_locale_events.4540.c
pay_short_term_gold = {
target = scope:weaponsmith
@ -1637,8 +1645,9 @@ ep2_locale_events.4540 = {
scope:my_weapon = {
set_artifact_description = ep2_locale_events_artifact_motto_desc
add_artifact_modifier = artifact_monthly_prestige_7_modifier
set_variable = ep2_locale_events_4540_motto
}
stress_impact = {
stress_and_fulfillment_impact = {
greedy = medium_stress_impact_gain
humble = medium_stress_impact_gain
zealous = medium_stress_impact_gain
@ -1659,7 +1668,7 @@ ep2_locale_events.4540 = {
# Nah Im fine
option = {
name = ep2_locale_events.4540.d
stress_impact = {
stress_and_fulfillment_impact = {
ambitious = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
@ -1790,7 +1799,7 @@ ep2_locale_events.1060 = {
option = {
name = ep2_locale_events.1060.a
ep2_locale_events_1060_betting_effect = yes
stress_impact = {
stress_and_fulfillment_impact = {
base = medium_stress_impact_loss
arbitrary = medium_stress_impact_loss
greedy = medium_stress_impact_gain
@ -1815,7 +1824,7 @@ ep2_locale_events.1060 = {
option = {
name = ep2_locale_events.1060.b
ep2_locale_events_1060_betting_effect = yes
stress_impact = {
stress_and_fulfillment_impact = {
base = medium_stress_impact_loss
arbitrary = medium_stress_impact_loss
greedy = medium_stress_impact_gain
@ -1840,7 +1849,7 @@ ep2_locale_events.1060 = {
option = {
name = ep2_locale_events.1060.c
add_piety = minor_piety_gain
stress_impact = {
stress_and_fulfillment_impact = {
arbitrary = medium_stress_impact_gain
profligate = medium_stress_impact_gain
}

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@ -1,715 +0,0 @@
#Court Maintenance events of various persuasions
namespace = court_maintenance
#Children should acquire personality trait events
court_maintenance.0003 = {
hidden = yes
trigger = {
OR = {
is_adult = no
any_courtier_or_guest = {
is_adult = no
}
any_prisoner = {
is_adult = no
}
}
}
immediate = {
if = {
limit = {
is_adult = no
OR = {
age = 9
age = 11
age = 13
age >= 14 #Backup in case something has gone wrong
}
number_of_personality_traits < childhood_personality_trait_gain_limit
}
if = {
limit = {
age = 9
has_variable = reincarnation_of
can_become_reincarnation_trigger = yes
}
trigger_event = child_personality.9900
}
else = {
trigger_event = {
on_action = child_personality_gain
days = { 1 360 }
}
}
}
every_courtier_or_guest = {
limit = {
is_adult = no
OR = {
age = 9
age = 11
age = 13
age >= 14 #Backup in case something has gone wrong
}
number_of_personality_traits < childhood_personality_trait_gain_limit
}
trigger_event = {
on_action = child_personality_gain
days = { 1 360 }
}
}
#Small random chance to acquire a fourth personality trait
every_courtier_or_guest = {
limit = {
is_adult = no
number_of_personality_traits = childhood_personality_trait_gain_limit
number_of_personality_traits < personality_trait_limit
}
random = {
chance = childhood_fourth_personality_trait_chance
trigger_event = {
on_action = child_personality_gain
days = { 1 360 }
}
}
}
every_prisoner = {
limit = {
is_adult = no
OR = {
age = 9
age = 11
age = 13
age >= 14 #Backup in case something has gone wrong
}
number_of_personality_traits < childhood_personality_trait_gain_limit
}
trigger_event = {
on_action = child_personality_gain
days = { 1 360 }
}
}
#Small random chance to acquire a fourth personality trait
every_prisoner = {
limit = {
is_adult = no
number_of_personality_traits = childhood_personality_trait_gain_limit
number_of_personality_traits < personality_trait_limit
}
random = {
chance = childhood_fourth_personality_trait_chance
trigger_event = {
on_action = child_personality_gain
days = { 1 360 }
}
}
}
}
}
court_maintenance.0005 = {
hidden = yes
trigger = {
scope:new_employer = {
government_has_flag = government_is_holy_order
}
}
immediate = {
if = {
limit = {
government_has_flag = government_is_military_holy_order
}
add_trait = order_member
}
if = {
limit = {
government_has_flag = government_is_monastic_holy_order
}
add_trait = devoted
}
}
}
#Absent from your court
court_maintenance.0010 = {
theme = crown
override_background = { reference = council_chamber }
type = character_event
title = court_maintenance.0010.t
left_portrait = {
character = scope:messenger
animation = worry
}
cooldown = { years = 5 }
trigger = {
always = no # Disabled for now
has_royal_court = yes
has_dlc_feature = royal_court
is_ai = no
is_available_adult = yes
is_at_war = no
}
desc = {
desc = court_maintenance.0010.desc
first_valid = {
triggered_desc = {
trigger = {
exists = scope:great_cgv_court
}
desc = court_maintenance.0010.desc.seeking_gainful_employment
}
desc = court_maintenance.0010.desc.general_ending
}
}
immediate = {
ordered_independent_ruler = {
order_by = court_grandeur_current
limit = {
faith.religion = root.faith.religion
in_diplomatic_range = root
this != root
}
alternative_limit = {
this != root
in_diplomatic_range = root
}
alternative_limit = {
this != root
}
save_scope_as = great_cgv_court
}
random_courtier = {
limit = {
has_any_court_position = yes
}
alternative_limit = {
is_available_adult = yes
}
save_scope_as = messenger
}
}
option = {
name = court_maintenance.0010.a
#Open Royal Court
custom_tooltip = court_maintenance.0010.a.tooltip
open_view_data = {
view = royal_court
player = root
}
}
option = {
name = {
text = court_maintenance.0010.b.paranoid
trigger = { has_trait = paranoid }
}
name = {
text = court_maintenance.0010.b.depressed
trigger = { has_trait = depressed }
}
name = {
text = court_maintenance.0010.b.brave
trigger = { has_trait = brave }
}
name = {
text = court_maintenance.0010.b
trigger = { always = yes }
}
change_current_court_grandeur = miniscule_court_grandeur_loss
if = {
limit = { exists = scope:great_cgv_court }
custom_tooltip = court_maintenance.0010.b.tooltip
}
hidden_effect = {
if = {
limit = { exists = scope:great_cgv_court }
random_courtier = {
limit = {
has_any_court_position = no
is_physically_able_ai_adult = yes
is_councillor = no
NOT = { is_vassal_of = root }
NOT = { is_close_family_of = ROOT }
}
set_employer = scope:great_cgv_court
return_to_court = yes
}
}
}
}
}
#Gained a Royal Court
court_maintenance.0011 = {
theme = new_royal_court
type = character_event
title = {
first_valid = {
triggered_desc = {
trigger = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler
desc = court_maintenance.0011.t.regent
}
desc = court_maintenance.0011.t
}
}
window = visit_settlement_window
desc = {
first_valid = {
triggered_desc = {
trigger = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler
desc = court_maintenance.0011.desc.regent
}
triggered_desc = {
trigger = { coronation_trigger = yes }
desc = court_maintenance.0011.desc.ach
}
desc = court_maintenance.0011.desc
}
}
left_portrait = {
character = root
animation = war_over_win
}
right_portrait = {
character = scope:messenger
animation = ecstasy
}
artifact = { # To display the dynasty banner in the event-window
target = scope:dynasty_banner
position = lower_center_portrait
}
artifact = { # To display the house banner in the event-window
target = scope:house_banner
position = lower_right_portrait
}
trigger = {
is_ai = no
is_landed = yes
has_dlc_feature = royal_court
# To avoid farming and duplication
OR = {
# No owned house banner
NOT = {
any_character_artifact = {
var:banner_house ?= root.house
}
}
AND = {
# Is Dynasty Head
OR = {
this = dynasty.dynast # Dynasty Head
any_parent = { # Parent landless
employer = prev
dynasty ?= prev.dynasty
this = dynasty.dynast
}
}
# Dynasty banner does not exist
NOT = {
any_character_artifact = {
var:banner_dynasty ?= root.dynasty
}
}
}
}
}
immediate = {
tgp_save_realm_ceremonial_liege_effect = yes
if = {
limit = {
coronation_trigger = yes
NOT = { has_game_rule = coronation_laws_off }
}
coronation_reset_realm_law_effect = yes #we need to reset the crown laws immediately, not wait for the next tick
set_variable = coronation_discount
custom_tooltip = court_maintenance.0011.coronation_discount
# Coronations law
show_as_tooltip = {
add_realm_law = uncrowned
}
# Artifact for Coronations setup
create_proper_coronation_artifact_setup = yes
}
if = {
limit = {
exists = cp:councillor_chancellor
}
cp:councillor_chancellor = { save_scope_as = messenger }
}
else_if = {
limit = {
any_councillor = {
is_kurultai_trigger = yes
}
}
random_councillor = {
limit = {
is_kurultai_trigger = yes
}
save_scope_as = messenger
}
}
else = {
random_vassal = { save_scope_as = messenger }
}
#House banner
if = {
limit = {
tgp_is_ceremonial_regent_trigger = no
NOT = {
any_character_artifact = {
has_variable = banner_house
var:banner_house = root.house
}
}
}
set_variable = banner_from_house
create_artifact_wall_banner_effect = {
OWNER = root
CREATOR = scope:messenger
TARGET = root.house
}
if = { # For artifact portraits
limit = { exists = scope:newly_created_artifact }
scope:newly_created_artifact = { save_scope_as = house_banner }
}
}
#Dynasty banner
if = {
limit = {
tgp_is_ceremonial_regent_trigger = no
OR = {
this = dynasty.dynast # Dynasty Head
any_parent = { # Parent landless
employer = root
dynasty = root.dynasty
this = dynasty.dynast
}
}
NOT = {
any_character_artifact = {
has_variable = banner_dynasty
var:banner_dynasty = root.dynasty
}
}
}
set_variable = banner_from_dynasty
create_artifact_wall_banner_effect = {
OWNER = root
CREATOR = scope:messenger
TARGET = root.dynasty
}
if = { # For artifact portraits
limit = { exists = scope:newly_created_artifact }
scope:newly_created_artifact = { save_scope_as = dynasty_banner }
}
}
#Both
if = {
limit = {
exists = scope:house_banner
exists = scope:dynasty_banner
}
custom_tooltip = court_maintenance.0011.banner_tooltip
}
#House
else_if = {
limit = { exists = scope:house_banner }
custom_tooltip = court_maintenance.0011.banner_house_tooltip
}
#Dynasty
else_if = {
limit = { exists = scope:dynasty_banner }
custom_tooltip = court_maintenance.0011.banner_dynasty_tooltip
}
# Add extra legitimacy, for the first time they gain the Kingdom title
add_legitimacy_effect = { LEGITIMACY = major_legitimacy_gain }
}
option = {
name = court_maintenance.0011.coronation
custom_tooltip = court_maintenance.0011.coronation.tooltip
trigger = {
coronation_trigger = yes
NOR = {
has_character_flag = had_coronation_prompt
has_game_rule = coronation_laws_off
tgp_is_ceremonial_regent_trigger = yes
}
}
if = { #ai should always go straight for it if they can
limit = { is_ai = yes can_host_activity = activity_coronation }
ai_attempt_to_host_activity = activity_coronation
}
else_if = { #if you already have a crown, a window opened for you sire
limit = { coronation_has_proper_artifact_trigger = yes is_ai = no }
open_view_data = {
view = activity_list_detail_host_window
data = activity_type:activity_coronation
player = root
}
}
else = { #Else we start creating a crown
create_proper_coronation_artifact_creation = yes
}
custom_tooltip = court_maintenance.0011.b.tooltip
ai_chance = { #AI should always start hosting coronations
base = 100
}
}
option = {
name = {
text = court_maintenance.0011.a
trigger = { tgp_is_ceremonial_regent_trigger = no } # Not 'actual' ruler
}
name = {
text = court_maintenance.0011.a.regent
trigger = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler
}
#Open Royal Court
custom_tooltip = court_maintenance.0011.a.tooltip
if = {
limit = {
coronation_trigger = yes
tgp_is_ceremonial_regent_trigger = no # Not 'actual' ruler
NOR = {
has_character_flag = had_coronation_prompt
has_game_rule = coronation_laws_off
government_has_flag = government_is_mandala
}
}
custom_tooltip = court_maintenance.0011.b.tooltip.ach
}
open_view_data = {
view = royal_court
player = root
}
}
option = {
name = court_maintenance.0011.b
custom_tooltip = court_maintenance.0011.b.tooltip
if = {
limit = {
coronation_trigger = yes
tgp_is_ceremonial_regent_trigger = no # Not 'actual' ruler
NOR = {
has_character_flag = had_coronation_prompt
has_game_rule = coronation_laws_off
government_has_flag = government_is_mandala
}
}
custom_tooltip = court_maintenance.0011.b.tooltip.ach
}
}
after = {
add_character_flag = had_coronation_prompt
if = {
limit = {
has_tgp_dlc_trigger = yes
government_allows = merit
NOT = { government_has_flag = government_is_celestial } #Created from cycle
}
create_artifact_dynastic_imperial_seal_effect = {
OWNER = root
SMITH = root
}
}
}
}
#Dynasty Banner improves
scripted_trigger dynasty_banner_improve_rarity_trigger = {
trigger_if = {
limit = { root.dynasty.dynasty_prestige_level = max_dynasty_prestige_level }
NOT = { rarity = illustrious }
}
trigger_else_if = {
limit = { root.dynasty.dynasty_prestige_level >= high_dynasty_prestige_level }
NOR = {
rarity = famed
rarity = illustrious
}
}
trigger_else = {
root.dynasty.dynasty_prestige_level >= medium_dynasty_prestige_level
NOR = {
rarity = masterwork
rarity = famed
rarity = illustrious
}
}
}
scripted_effect dynasty_banner_improve_rarity_effect = {
if = {
limit = { scope:target.dynasty_prestige_level = max_dynasty_prestige_level }
set_artifact_rarity = illustrious
}
else_if = {
limit = { scope:target.dynasty_prestige_level >= high_dynasty_prestige_level }
set_artifact_rarity = famed
}
else = { set_artifact_rarity = masterwork }
hidden_effect = {
set_artifact_description = artifact_wall_banner_dynasty_description
clear_artifact_modifiers = yes
add_scaled_artifact_modifier_grandeur_small_effect = yes
add_scaled_artifact_modifier_dynasty_prestige_effect = yes
add_scaled_artifact_modifier_prestige_effect = yes
add_scaled_artifact_modifier_rulership_effect = yes
}
}
court_maintenance.0012 = {
theme = new_royal_court
type = character_event
title = court_maintenance.0012.t
desc = {
desc = court_maintenance.0012.desc
first_valid = {
triggered_desc = {
trigger = { scope:target.dynasty_prestige_level = max_dynasty_prestige_level }
desc = court_maintenance.0012.desc_illustrious
}
triggered_desc = {
trigger = { scope:target.dynasty_prestige_level >= high_dynasty_prestige_level }
desc = court_maintenance.0012.desc_masterwork
}
desc = court_maintenance.0012.desc_famed
}
}
left_portrait = {
character = root
animation = personality_honorable
}
artifact = { # To display the artifact in the event-window
target = scope:banner_scope
position = lower_right_portrait
}
trigger = {
any_character_artifact = {
trigger_if = { # To stop errors
limit = { exists = var:banner_dynasty } # is a dynasty banner
var:banner_dynasty = root.dynasty # of my dynasty
dynasty_banner_improve_rarity_trigger = yes # and should be a higher level
}
trigger_else = { always = no }
}
}
immediate = {
dynasty = { save_scope_as = target } # for banner desc
# save relevant banners (all just in case)
every_character_artifact = {
limit = {
has_variable = banner_dynasty
var:banner_dynasty = root.dynasty
dynasty_banner_improve_rarity_trigger = yes
}
add_to_list = dynasty_banner_list
}
random_in_list = {
list = dynasty_banner_list
limit = { is_equipped = yes }
alternative_limit = { always = yes }
save_scope_as = banner_scope
save_scope_as = newly_created_artifact
}
every_in_list = {
list = dynasty_banner_list
dynasty_banner_improve_rarity_effect = yes
}
}
option = {
name = court_maintenance.0012.a
}
}
court_maintenance.0013 = {
theme = new_royal_court
type = character_event
title = court_maintenance.0013.t
desc = {
desc = court_maintenance.0013.desc
first_valid = {
triggered_desc = {
trigger = {
exists = scope:banner_scope.var:banner_commissioner
scope:banner_scope.var:banner_commissioner != root
}
desc = court_maintenance.0013.desc_creator
}
desc = court_maintenance.0013.desc_fallback
}
}
left_portrait = {
character = root
animation = personality_honorable
}
artifact = { # To display the artifact in the event-window
target = scope:banner_scope
position = lower_right_portrait
}
trigger = {
any_character_artifact = { # Has more than one dynasty banner of own dynasty
count > 1
trigger_if = { # To stop errors
limit = { exists = var:banner_dynasty }
var:banner_dynasty = root.dynasty
}
trigger_else = { always = no }
}
}
immediate = {
every_character_artifact = { # Fetch all dynasty banners
limit = {
has_variable = banner_dynasty
var:banner_dynasty = root.dynasty
}
add_to_list = dynasty_banner_list
}
ordered_in_list = { # Save oldest dynasty banner
list = dynasty_banner_list
order_by = artifact_age
save_scope_as = banner_scope
}
every_in_list = { # Destroy all but oldest dynasty banner
list = dynasty_banner_list
limit = {
this != scope:banner_scope
}
destroy_artifact = this
}
}
option = {
name = court_maintenance.0013.a
custom_tooltip = court_maintenance.0013.tt
}
}

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@ -1,261 +0,0 @@
# Court Position re-assignment events
namespace = court_position_management_event
# Generic / landed character court position vacated event, offer the up to two best candidates by aptitude
court_position_management_event.0001 = {
type = character_event
title = court_position_management_event.0001.t
theme = court
desc = {
desc = court_position_management_event.0001.desc
triggered_desc = {
trigger = {
scope:employee = {
is_alive = no
}
}
desc = court_position_management_event.0001.desc.dead
}
triggered_desc = {
trigger = {
exists = scope:candidate_1
NOT = { exists = scope:candidate_2 }
}
desc = court_position_management_event.0001.desc.one_candidate
}
triggered_desc = {
trigger = {
exists = scope:candidate_1
exists = scope:candidate_2
}
desc = court_position_management_event.0001.desc.two_candidates
}
triggered_desc = {
trigger = {
NOT = { exists = scope:candidate_1 }
NOT = { exists = scope:candidate_2 }
}
desc = court_position_management_event.0001.desc.no_candidates
}
}
immediate = {
if = {
limit = {
NOT = { exists = scope:candidate_1 }
NOT = { exists = scope:candidate_2 }
}
save_scope_as = left_portrait_character
}
else = {
scope:candidate_1 = {
save_scope_as = left_portrait_character
}
}
}
left_portrait = {
character = scope:left_portrait_character
# If we have no candidates, we're just stand there, thinking
triggered_animation = {
trigger = { scope:left_portrait_character = root }
animation = thinking
}
}
right_portrait = scope:candidate_2
lower_center_portrait = scope:employee
# Pick candidate #1
option = {
name = court_position_management_event.0001.a
custom_tooltip = court_position_management_event.0001.a.aptitude
trigger = {
exists = scope:candidate_1
exists = scope:court_position_type
}
appoint_court_position = {
recipient = scope:candidate_1
court_position = scope:court_position_type
}
}
# Pick candidate #2
option = {
name = court_position_management_event.0001.b
custom_tooltip = court_position_management_event.0001.b.aptitude
trigger = {
exists = scope:candidate_2
}
appoint_court_position = {
recipient = scope:candidate_2
court_position = scope:court_position_type
}
}
# Go to a recruitment decision
option = {
name = court_position_management_event.0001.c
custom_tooltip = court_position_management_event.0001.c.tt
# Court positions that are valid in 'recruit_court_position_decision'
trigger = {
NOT = { exists = scope:candidate_1 }
NOT = { exists = scope:candidate_2 }
OR = {
scope:court_position_type = court_position_type:travel_leader_court_position
scope:court_position_type = court_position_type:court_physician_court_position
scope:court_position_type = court_position_type:wet_nurse_court_position
scope:court_position_type = court_position_type:charioteer_court_position
scope:court_position_type = court_position_type:chief_eunuch_court_position
scope:court_position_type = court_position_type:court_gardener_court_position
}
}
open_view_data = {
view = decision_detail
data = decision:recruit_court_position_decision
player = root
}
}
# I will figure this out myself
option = {
name = court_position_management_event.0001.d
custom_tooltip = court_position_management_event.0001.d.tt
trigger = {
exists = scope:candidate_1
}
open_view_data = {
view = appoint_position
data = scope:court_position_type
player = root
}
}
# Leave it open
option = {
name = court_position_management_event.0001.e
}
}
# Landless adventurer court position vacated event, offer the up to two best candidates by aptitude
court_position_management_event.0002 = {
type = character_event
title = court_position_management_event.0002.t
theme = landless_adventurer
desc = {
desc = court_position_management_event.0002.desc
triggered_desc = {
trigger = {
scope:employee = {
is_alive = no
}
}
desc = court_position_management_event.0002.desc.dead
}
triggered_desc = {
trigger = {
exists = scope:candidate_1
NOT = { exists = scope:candidate_2 }
}
desc = court_position_management_event.0002.desc.one_candidate
}
triggered_desc = {
trigger = {
exists = scope:candidate_1
exists = scope:candidate_2
}
desc = court_position_management_event.0002.desc.two_candidates
}
triggered_desc = {
trigger = {
NOT = { exists = scope:candidate_1 }
NOT = { exists = scope:candidate_2 }
}
desc = court_position_management_event.0002.desc.no_candidates
}
}
immediate = {
if = {
limit = {
NOT = { exists = scope:candidate_1 }
NOT = { exists = scope:candidate_2 }
}
save_scope_as = left_portrait_character
}
else = {
scope:candidate_1 = {
save_scope_as = left_portrait_character
}
}
}
left_portrait = {
character = scope:left_portrait_character
# If we have no candidates, we're just stand there, thinking
triggered_animation = {
trigger = { scope:left_portrait_character = root }
animation = thinking
}
}
right_portrait = scope:candidate_2
lower_center_portrait = scope:employee
# Pick candidate #1
option = {
name = court_position_management_event.0002.a
custom_tooltip = court_position_management_event.0002.a.aptitude
trigger = {
exists = scope:candidate_1
exists = scope:court_position_type
}
appoint_court_position = {
recipient = scope:candidate_1
court_position = scope:court_position_type
}
}
# Pick candidate #2
option = {
name = court_position_management_event.0002.b
custom_tooltip = court_position_management_event.0002.b.aptitude
trigger = {
exists = scope:candidate_2
}
appoint_court_position = {
recipient = scope:candidate_2
court_position = scope:court_position_type
}
}
# I will figure this out myself
option = {
name = court_position_management_event.0002.d
custom_tooltip = court_position_management_event.0002.d.tt
trigger = {
exists = scope:candidate_1
}
open_view_data = {
view = appoint_position
data = scope:court_position_type
player = root
}
}
# Leave it open
option = {
name = court_position_management_event.0002.e
}
}

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@ -1,17 +0,0 @@
namespace = misc
misc.0001 = {
hidden = yes
trigger = {
is_ai = no
exists = global_var:rags_to_riches_to_rags_to_riches_first_empire
}
immediate = {
add_achievement_global_variable_effect = {
VARIABLE = rags_to_riches_to_rags_to_riches_adventurer
VALUE = yes
}
}
}

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@ -1,58 +0,0 @@
namespace = mpo_special_flavor_events
mpo_special_flavor_events.0001 = {
type = character_event
theme = nomads
title = mpo_special_flavor_events.0001.t
desc = mpo_special_flavor_events.0001.desc
override_background = {
reference = bp3_coast
}
right_portrait = {
character = root
animation = personality_forgiving
}
trigger = {
location = {
is_coastal = yes
}
government_has_flag = government_is_nomadic
OR = {
is_ai = no
AND = {
primary_title.tier >= tier_kingdom
is_independent_ruler = yes
}
}
NOT = {
has_character_flag = mpo_nomad_saw_the_sea
}
culture = {
is_target_in_global_variable_list = {
name = fully_landlocked_nomad_cultures
target = this
}
}
}
immediate = {
add_character_flag = mpo_nomad_saw_the_sea
}
option = { #cool
name = mpo_special_flavor_events.0001.a
stress_and_fulfillment_impact = {
base = medium_stress_impact_loss
shy = major_stress_impact_loss
paranoid = major_stress_impact_loss
calm = major_stress_impact_loss
content = major_stress_impact_loss
patient = major_stress_impact_loss
}
}
}

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@ -1,246 +0,0 @@
################
# SECRET FAITH EVENTS #
################
namespace = secret_faith
#secret_faith.1001-1999 - Guardian converts ward
##########################
# GUARDIAN CONVERTS WARD #
##########################
secret_faith.1001 = {
hidden = yes
trigger = {
any_relation = {
type = guardian
exists = secret_faith
save_temporary_scope_as = guardian
}
NOR = {
exists = secret_faith
faith = scope:guardian.secret_faith
}
}
immediate = {
save_scope_as = child
#If guardian and child is AI, immediately convert them
if = {
limit = {
is_ai = yes
any_relation = {
type = guardian
is_ai = yes
has_trait = zealous
}
}
random_relation = {
type = guardian
save_scope_as = guardian
}
child_secret_faith_conversion_success_effect = yes
}
else = {
random_relation = {
type = guardian
trigger_event = secret_faith.1002
}
}
}
}
scripted_trigger secret_faith_1002_allow_reveal_outcome_trigger = {
exists = scope:child.liege
scope:guardian = {
this != scope:child.liege
any_secret = {
type = secret_crypto_religionist
OR = {
NOT = { is_known_by = scope:child }
NOT = { is_known_by = scope:child.liege }
}
}
}
}
#Guardian: convert this child?
secret_faith.1002 = {
type = character_event
title = secret_faith.1002.t
desc = secret_faith.1002.desc
theme = education
left_portrait = scope:child
#So that we don't abandon our secret_faith inbetween the hidden event and this event triggering
trigger = {
exists = secret_faith
scope:child = {
NOR = {
exists = secret_faith
faith = root.secret_faith
}
}
}
immediate = { save_scope_as = guardian }
#Convert them
option = {
name = secret_faith.1002.a
#Duel if child is AI
if = {
limit = { scope:child = { is_ai = yes } }
duel = {
skill = learning
target = scope:child
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 2.5
}
opinion_modifier = {
who = scope:child
opinion_target = scope:guardian
multiplier = 0.25
step = 5
}
modifier = {
scope:child = { has_trait = ambitious }
add = 20
}
modifier = {
scope:child = { has_trait = curious }
add = 20
}
desc = child_secret_faith_conversion_success_effect.desc
child_secret_faith_conversion_success_effect = yes
}
35 = {
compare_modifier = {
value = scope:duel_value
multiplier = -2.5
}
opinion_modifier = {
who = scope:child
opinion_target = scope:guardian
multiplier = -0.25
step = 5
}
modifier = {
scope:child = { has_trait = craven }
add = 30
}
desc = child_secret_faith_conversion_failure_effect.desc
child_secret_faith_conversion_failure_effect = yes
}
15 = {
compare_modifier = {
value = scope:duel_value
multiplier = -2.5
}
opinion_modifier = {
who = scope:child
opinion_target = scope:guardian
multiplier = -0.25
step = 5
}
modifier = {
scope:child = { has_trait = zealous }
add = 150
}
trigger = {
secret_faith_1002_allow_reveal_outcome_trigger = yes
}
desc = child_secret_faith_conversion_critical_failure_effect.desc
child_secret_faith_conversion_critical_failure_effect = yes
}
}
}
else = {
show_as_tooltip = {
random_list = {
1 = {
show_chance = no
desc = child_secret_faith_conversion_success_effect.desc
child_secret_faith_conversion_success_effect = yes
}
1 = {
show_chance = no
desc = child_secret_faith_conversion_failure_effect.desc
child_secret_faith_conversion_failure_effect = yes
}
1 = {
show_chance = no
trigger = {
secret_faith_1002_allow_reveal_outcome_trigger = yes
}
desc = child_secret_faith_conversion_critical_failure_effect.desc
child_secret_faith_conversion_critical_failure_effect = yes
}
}
}
scope:child = {
trigger_event = secret_faith.1003
}
}
ai_chance = {
base = 100
ai_boldness_target_modifier = { VALUE = 50 }
}
}
#Don't risk it
option = {
name = secret_faith.1002.b
ai_chance = {
base = 0
ai_boldness_target_modifier = { VALUE = -100 }
}
}
}
secret_faith.1003 = {
type = character_event
title = secret_faith.1003.t
desc = secret_faith.1003.desc
theme = education
left_portrait = {
character = scope:guardian
animation = personality_dishonorable
}
#Yes
option = {
name = secret_faith.1003.a
child_secret_faith_conversion_success_effect = yes
}
#No...
option = {
name = secret_faith.1003.b
child_secret_faith_conversion_failure_effect = yes
}
#I will tell someone!
option = {
trigger = {
secret_faith_1002_allow_reveal_outcome_trigger = yes
}
name = secret_faith.1003.c
child_secret_faith_conversion_critical_failure_effect = yes
}
}

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@ -1,444 +0,0 @@
namespace = tutorial
# Someone shows up to warn you that another person has fabricated a claim on one of your titles!
# We use this event to teach the player about some of the diplomatic options available in the game.
tutorial.0001 = {
type = character_event
title = tutorial.0001.t
desc = tutorial.0001.desc
theme = diplomacy
override_background = { reference = relaxing_room }
left_portrait = {
character = root
animation = disapproval
}
right_portrait = {
character = scope:potential_ally
animation = worry
}
lower_center_portrait = {
character = scope:bad_guy
}
trigger = {
has_global_variable = tutorial_completed
any_neighboring_top_liege_realm_owner = {
count > 1
}
}
immediate = {
random_neighboring_top_liege_realm_owner = {
save_scope_as = bad_guy
}
random_neighboring_top_liege_realm_owner = {
limit = {
this != scope:bad_guy
}
save_scope_as = potential_ally
}
scope:bad_guy = {
add_unpressed_claim = title:c_ennis
}
hidden_effect = {
scope:bad_guy = {
add_trait = drunkard
add_trait = irritable
}
}
}
option = { # Become friends with the guy plotting against you
trigger = {
OR = {
has_trait = education_diplomacy_1
has_trait = education_diplomacy_2
has_trait = education_diplomacy_3
has_trait = education_diplomacy_4
has_trait = education_diplomacy_5
}
}
add_internal_flag = special
name = tutorial.0001.a
flavor = tutorial.0001.a_flavor
if = {
limit = {
NOT = {
any_scheme = {
type = befriend
scheme_target_character = scope:bad_guy
}
}
}
start_scheme = {
target_character = scope:bad_guy
type = befriend
}
}
custom_tooltip = diplomacy_family.2250.b.tt
hidden_effect = {
random_scheme = {
type = befriend
limit = {
scheme_target_character = scope:bad_guy
}
add_scheme_modifier = {
type = tutorial_extra_success_chance_modifier
}
}
start_tutorial_lesson = reactive_advice_tutorial_schemes
}
}
option = { # Try go get a 'donation' from the guy who warned you about the plotting
name = tutorial.0001.c
flavor = tutorial.0001.c_flavor
duel = {
skill = diplomacy
target = scope:potential_ally
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
desc = tutorial.0001.c.tt.success
send_interface_toast = {
title = tutorial.0001.c.tt.success
left_icon = scope:potential_ally
add_gold = major_gold_value
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = tutorial.0001.c.tt.failure
send_interface_toast = {
title = tutorial.0001.c.tt.failure
left_icon = scope:potential_ally
reverse_add_opinion = {
target = scope:potential_ally
modifier = insult_opinion
opinion = -35
}
}
}
}
}
option = { # Get some Prestige
name = tutorial.0001.b
flavor = tutorial.0001.b_flavor
add_prestige = medium_prestige_gain
}
after = {
trigger_event = {
id = health.1001
months = { 2 3 }
}
trigger_event = {
id = tutorial.0002
months = { 12 13 }
}
}
}
tutorial.0002 = {
type = character_event
title = tutorial.0002.t
desc = tutorial.0002.desc
theme = martial
left_portrait = {
character = root
animation = dismissal
}
right_portrait = {
character = scope:potential_ally
animation = shame
}
lower_center_portrait = {
character = scope:bad_guy
}
trigger = {
has_global_variable = tutorial_completed
}
option = {
trigger = {
has_trait = impatient
}
start_war = {
casus_belli = "vassalization_cb"
target = scope:bad_guy
}
add_internal_flag = dangerous
name = tutorial.0002.c
flavor = tutorial.0002.c_flavor
hidden_effect = {
start_tutorial_lesson = reactive_advice_tutorial_war
}
}
option = {
trigger = {
has_relation_friend = scope:bad_guy
}
add_internal_flag = special
reason = friend
add_prestige = major_prestige_value
scope:bad_guy = {
add_opinion = {
modifier = friendliness_opinion
target = root
opinion = 20
}
}
name = tutorial.0002.b
flavor = tutorial.0002.b_flavor
}
option = {
name = tutorial.0002.a
flavor = tutorial.0002.a_flavor
duel = {
skill = diplomacy
target = scope:bad_guy
# Crit success.
10 = {
custom_tooltip = tutorial.0002.a.tt
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = tutorial.0002.a.tt.crit_success
send_interface_toast = {
title = tutorial.0002.a.tt.crit_success
left_icon = scope:bad_guy
create_alliance = {
target = scope:bad_guy
allied_through_owner = root
allied_through_target = scope:bad_guy
}
scope:bad_guy = {
add_opinion = {
target = root
modifier = event_negotiated_alliance_opinion
}
}
}
}
# Success.
40 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = tutorial.0002.a.tt.success
send_interface_toast = {
title = tutorial.0002.a.tt.success
left_icon = scope:bad_guy
add_truce_both_ways = {
character = scope:bad_guy
days = 1825
name = TRUCE_ENFORCE_TRUCE
result = white_peace
}
}
}
# Failure.
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = tutorial.0002.a.tt.failure
send_interface_toast = {
title = tutorial.0002.a.tt.failure
left_icon = scope:bad_guy
scope:bad_guy = {
start_war = {
cb = claim_cb
target = root
claimant = scope:bad_guy
target_title = title:c_ennis
}
}
hidden_effect = {
start_tutorial_lesson = reactive_advice_tutorial_war
}
}
}
}
}
}
tutorial.1001 = {
type = character_event
title = tutorial.1001.t
desc = tutorial.1001.desc
theme = ruler_objectives
override_background = { reference = courtyard }
left_portrait = {
character = root
animation = eccentric
}
right_portrait = {
character = scope:councillor
animation = toast
}
cooldown = { years = 25 }
trigger = {
always = no # TODO[Ruler Objectives]: Make generally available once ready for it
capital_province = {
geographical_region = custom_ireland
}
NOR = {
house = {
has_house_modifier = ruler_objective_region_conquered_modifier
}
has_variable = ruler_objective_councillor
}
}
immediate = {
random_councillor = {
save_scope_as = councillor
}
set_variable = {
name = ruler_objective_councillor
value = scope:councillor
}
#random_geographical_region = {
# limit = {
# save_temporary_scope_as = region_temp
# any_county_in_region = {
# region = scope:region_temp
# this = root.capital_county
# }
# }
# save_scope_as = region
#}
geographical_region:custom_ireland = {
save_scope_as = region
}
}
option = {
name = tutorial.1001.a
reason = ruler_objectives
flavor = opted_into_tutorial_objectives_tt
custom_tooltip = {
text = enable_unify_region_decision_tt
add_character_flag = opted_into_tutorial_objectives
}
set_ruler_objective_decision = unify_region_decision
}
option = {
name = tutorial.1001.b
add_prestige = minor_prestige_gain
}
}
tutorial.1002 = {
type = character_event
title = tutorial.1002.t
desc = {
desc = tutorial.1002.desc
first_valid = {
triggered_desc = {
trigger = { var:ruler_objective_councillor ?= { is_alive = yes } }
desc = tutorial.1002.desc_alive
}
desc = tutorial.1002.desc_dead
}
}
theme = ruler_objectives
override_background = { reference = throne_room }
left_portrait = {
character = root
animation = war_over_win
}
right_portrait = {
character = scope:councillor
animation = throne_room_applaud_1
}
immediate = {
var:ruler_objective_councillor ?= {
save_scope_as = councillor
}
#random_geographical_region = {
# limit = {
# save_temporary_scope_as = region_temp
# any_county_in_region = {
# region = scope:region_temp
# this = root.capital_county
# }
# }
# save_scope_as = region
#}
geographical_region:custom_ireland = {
save_scope_as = region
}
}
option = {
reason = ruler_objectives
name = {
trigger = {
var:ruler_objective_councillor ?= {
is_alive = yes
}
}
text = tutorial.1002.a_councillor
}
name = {
trigger = {
var:ruler_objective_councillor ?= {
is_alive = no
}
}
text = tutorial.1002.a
}
dynasty = {
add_dynasty_prestige = 500
}
house = {
add_house_modifier = {
modifier = ruler_objective_region_conquered_modifier
years = 100
}
}
}
after = {
remove_variable = ruler_objective_councillor
}
}

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