namespace = legend_spread_events ############################ ## Legend Spread Events ## & Buying Into A Legend Events ## 5000-5999 ## by Nick Meredith ############################ # You attempt to spread a rumour that the ancient peoples founded your capital city legend_spread_events.5000 = { type = character_event title = legend_spread_events.5000.t desc = legend_spread_events.5000.desc theme = legend override_background = { reference = alley_day } left_portrait = { character = root animation = personality_honorable } right_portrait = { character = scope:chronicler animation = thinking } cooldown = { years = 20 } trigger = { promoted_legend ?= { has_legend_chronicle = ancient_people legend_protagonist = root } capital_province = { province_owner = root culture = root.culture } location = capital_province any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes capital_province = { save_scope_as = capital } culture = { save_scope_as = culture } save_scope_as = root_scope } option = { #The architecture of the oldest buildings PROVES it was them! name = legend_spread_events.5000.a trigger = { OR = { has_trait = scholar has_trait = architect } } promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } every_vassal = { vassal_stance = parochial custom = every_parochial_vassal add_opinion = { modifier = respect_opinion opinion = 15 target = root } } stress_impact = { diligent = miniscule_stress_impact_loss lazy = minor_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = lazy } } } option = { #They _must_ have founded it! name = legend_spread_events.5000.b duel = { skill = diplomacy value = high_skill_rating 50 = { #People are convinced compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.5000.b.tt.success send_interface_toast = { title = legend_spread_events.5000.b.tt.success left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } } } 50 = { # People are unconvinced compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5000.b.tt.failure send_interface_toast = { title = legend_spread_events.5000.b.tt.failure left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } } } } stress_impact = { ambitious = miniscule_stress_impact_loss content = medium_stress_impact_gain diligent = miniscule_stress_impact_loss lazy = minor_stress_impact_gain stubborn = miniscule_stress_impact_loss fickle = minor_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = arrogant has_trait = lazy has_trait = fickle } } } } option = { #Re-use the masonry name = legend_spread_events.5000.c promoted_legend = { add_legend_county_modifier = { modifier = legend_edifices_enduring } } stress_impact = { ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain } ai_chance = { base = 50 } } option = { #Maybe that's a bit of a stretch name = legend_spread_events.5000.d add_character_modifier = { modifier = legend_character_culture_builders years = 15 } scope:capital = { add_province_modifier = { modifier = legend_county_culture_builders years = 15 } } stress_impact = { ambitious = medium_stress_impact_gain content = miniscule_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 has_trait = ambitious } modifier = { factor = 2 has_trait = content } } } } # Your parent claims you fasted on holy days as a baby legend_spread_events.5005 = { type = character_event title = legend_spread_events.5005.t desc = { desc = legend_spread_events.5005.desc first_valid = { triggered_desc = { trigger = { scope:parent = { this = scope:chronicler } } desc = legend_spread_events.5005.parent_chronicler } triggered_desc = { trigger = { NOT = { scope:parent = { this = scope:chronicler } } } desc = legend_spread_events.5005.regular } } } theme = legend override_background = { reference = temple } left_portrait = { character = root animation = love } right_portrait = { character = scope:parent animation = ecstasy } lower_center_portrait = { trigger = { NOT = { scope:chronicler = { this = scope:parent } } } character = scope:chronicler } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_type = legend_type:holy legend_protagonist = root } any_parent = { is_alive = yes opinion = { target = root value >= low_positive_opinion } save_temporary_scope_as = parent } faith = { trait_is_virtue = temperate } any_courtier = { NOR = { this = root this = scope:parent } is_available_ai_adult = yes } } immediate = { save_scope_as = root_scope grab_appropriate_chronicler_effect = yes random_parent = { limit = { is_alive = yes opinion = { target = root value >= low_positive_opinion } } save_scope_as = parent } } option = { #Mother please, you're embarrassing me name = legend_spread_events.5005.a trigger = { OR = { has_trait = humble has_trait = shy } NOT = { has_trait = arrogant } } add_character_modifier = { modifier = legend_humble_king years = 25 } every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = pleased_opinion opinion = 25 target = root } } stress_impact = { diligent = minor_stress_impact_gain lazy = miniscule_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 has_trait = diligent } } } option = { #Clearly I am a holy person! name = legend_spread_events.5005.b flavor = legend_spread_events.5005.b.tt add_piety = medium_piety_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } } stress_impact = { zealous = miniscule_stress_impact_loss cynical = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss humble = medium_stress_impact_gain temperate = miniscule_stress_impact_loss gluttonous = minor_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = cynical has_trait = humble has_trait = gluttonous } } } } option = { #Enough about me. How are you, mother? name = legend_spread_events.5005.c add_character_modifier = { modifier = legend_mothers_boy years = 15 } reverse_add_opinion = { modifier = love_opinion target = scope:parent opinion = 50 } stress_impact = { ambitious = medium_stress_impact_gain humble = miniscule_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 has_trait = ambitious } } } } # Attempt to heal the sick with your touch legend_spread_events.5010 = { type = character_event title = legend_spread_events.5010.t desc = legend_spread_events.5010.desc theme = legend override_background = { reference = alley_day } left_portrait = { character = root animation = personality_honorable } right_portrait = { character = scope:sick animation = sick_stomach } lower_center_portrait = { character = scope:chronicler } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_type = legend_type:holy legend_protagonist = root } any_pool_character = { province = root.location is_ai = yes is_adult = yes has_trait = ill } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes random_pool_character = { province = root.location limit = { is_ai = yes is_adult = yes has_trait = ill } save_scope_as = sick } root.location = { if = { limit = { province_owner = root } save_scope_as = location } } save_scope_value_as = { name = illness_range value = { integer_range = { min = 1 max = 15 } } } } option = { #Persuade them to give to those less fortunate and acquire salvation that way name = legend_spread_events.5010.a trigger = { OR = { has_trait = arbitrary intrigue > 13 } } flavor = legend_spread_events.5010.a.tt scope:location ?= { add_province_modifier = { modifier = legend_charitable_donations years = 15 } } reverse_add_opinion = { modifier = respect_opinion target = scope:sick opinion = 5 } stress_impact = { ambitious = medium_stress_impact_gain humble = minor_stress_impact_loss diligent = minor_stress_impact_gain lazy = miniscule_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 has_trait = ambitious } } } option = { #Give it a go, I suppose name = legend_spread_events.5010.b random_list = { 30 = { #The sick person is healed! desc = legend_spread_events.5010.b.criticalsuccess send_interface_toast = { title = legend_spread_events.5010.b.criticalsuccess left_icon = root right_icon = scope:sick scope:sick = { remove_trait = ill } promoted_legend = { change_legend_quality_effect = { VALUE = major_legend_quality_increase } } } } 50 = { #They get placebo'd a little modifier = { add = scope:illness_range } desc = legend_spread_events.5010.b.success send_interface_toast = { title = legend_spread_events.5010.b.success left_icon = root right_icon = scope:sick promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } } } 20 = { #They see no change at all desc = legend_spread_events.5010.b.failure send_interface_toast = { title = legend_spread_events.5010.b.failure left_icon = root right_icon = scope:sick promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } } } } stress_impact = { brave = miniscule_stress_impact_loss gregarious = miniscule_stress_impact_loss humble = miniscule_stress_impact_loss trusting = miniscule_stress_impact_loss paranoid = minor_stress_impact_gain craven = minor_stress_impact_gain shy = minor_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 ai_zeal = 0.5 } } } option = { #You must seek healing elsewhere! name = legend_spread_events.5010.c scope:location ?= { add_province_modifier = { modifier = legend_sick_hospitals years = 25 } } reverse_add_opinion = { modifier = disappointed_opinion target = scope:sick opinion = -20 } stress_impact = { ambitious = medium_stress_impact_gain humble = miniscule_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 has_trait = ambitious } } } } # You have a famous weapon that has killed many; or has it? legend_spread_events.5015 = { type = character_event title = legend_spread_events.5015.t desc = legend_spread_events.5015.desc theme = legend override_background = { reference = armory } left_portrait = { character = root animation = marshal } right_portrait = { character = scope:chronicler animation = chancellor } artifact = { target = scope:artifact position = lower_center_portrait } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_type = legend_type:legitimizing legend_protagonist = root } location = capital_province any_character_artifact = { artifact_slot_type = primary_armament artifact_owner = root } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes root.location = { save_scope_as = location } random_character_artifact = { limit = { artifact_slot_type = primary_armament artifact_owner = root } save_scope_as = artifact } } option = { #And it'll take the lives of many more! name = legend_spread_events.5015.a trigger = { OR = { has_trait = wrathful prowess > 13 } } add_character_modifier = { modifier = legend_bloodthirsty_warrior years = 15 } stress_impact = { calm = medium_stress_impact_gain wrathful = miniscule_stress_impact_loss humble = minor_stress_impact_gain ambitious = miniscule_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 has_trait = calm } } } option = { #Well you see, those are just the ones I remember... name = legend_spread_events.5015.b duel = { skills = { diplomacy martial } value = high_skill_rating 50 = { #Sounds legit! compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.5015.b.success send_interface_toast = { title = legend_spread_events.5015.b.success left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } } } 50 = { # People are unconvinced compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5015.b.failure send_interface_toast = { title = legend_spread_events.5015.b.failure left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } } } } stress_impact = { just = minor_stress_impact_gain arbitrary = miniscule_stress_impact_loss honest = medium_stress_impact_gain deceitful = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 1 ai_honor = -0.5 } } } option = { #It's quite something innit? name = legend_spread_events.5015.c custom_tooltip = legend_spread_events.5015.c.tt hidden_effect = { random_list = { 1 = { scope:artifact = { add_artifact_modifier = artifact_monthly_prestige_1_modifier } } 1 = { scope:artifact = { add_artifact_modifier = artifact_knight_effectiveness_1_modifier } } 1 = { scope:artifact = { add_artifact_modifier = artifact_controlled_province_advantage_1_modifier } } 1 = { scope:artifact = { add_artifact_modifier = artifact_prowess_1_modifier } } 1 = { scope:artifact = { add_artifact_modifier = artifact_negate_prowess_penalty_add_1_modifier } } } } reverse_add_opinion = { modifier = impressed_opinion target = scope:chronicler opinion = 20 } stress_impact = { ambitious = medium_stress_impact_gain humble = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -0.5 ai_honor = 0.5 } } } } # You can pretend a mark on your hand is a stigmata legend_spread_events.5020 = { type = character_event title = legend_spread_events.5020.t desc = legend_spread_events.5020.desc theme = legend override_background = { reference = corridor_night } left_portrait = { character = root animation = lantern } right_portrait = { character = scope:chronicler animation = shock } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_type = legend_type:holy legend_protagonist = root } OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes save_scope_as = root_scope } option = { #I also have one in my side! name = legend_spread_events.5020.a trigger = { has_trait = scarred } promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } } add_character_modifier = { modifier = legend_stigmatic years = 15 } stress_impact = { ambitious = miniscule_stress_impact_loss humble = minor_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = cynical } } } option = { #It does look rather interesting, doesn't it? name = legend_spread_events.5020.b add_character_modifier = { modifier = legend_claimed_stigmatic years = 20 } every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = hate_opinion opinion = -40 target = root } } stress_impact = { just = minor_stress_impact_gain arbitrary = miniscule_stress_impact_loss honest = minor_stress_impact_gain deceitful = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 1 ai_honor = -0.5 } } } option = { #It's just an old mark name = legend_spread_events.5020.c add_piety = minor_piety_gain every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = trust_opinion opinion = 20 target = root } } reverse_add_opinion = { modifier = disappointed_opinion target = scope:chronicler opinion = -5 } stress_impact = { base = minor_stress_impact_loss honest = miniscule_stress_impact_loss deceitful = minor_stress_impact_gain ambitious = medium_stress_impact_gain humble = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 ai_honor = 0.5 } } } } # Claim descent from ancient peoples by deciphering an old manuscript legend_spread_events.5025 = { type = character_event title = legend_spread_events.5025.t desc = legend_spread_events.5025.desc theme = legend override_background = { reference = study } left_portrait = { character = root animation = chancellor } right_portrait = { character = scope:chronicler animation = thinking } cooldown = { years = 20 } trigger = { promoted_legend ?= { has_legend_chronicle = ancient_people legend_protagonist = root } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes } option = { #Easy! name = legend_spread_events.5025.a trigger = { has_trait = scholar } show_as_unavailable = { always = yes } add_learning_lifestyle_xp = major_lifestyle_xp promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } reverse_add_opinion = { modifier = impressed_opinion target = scope:chronicler opinion = 30 } stress_impact = { arrogant = miniscule_stress_impact_loss humble = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_energy = 1 } } } option = { #Let's give it a go name = legend_spread_events.5025.b duel = { skill = learning value = medium_skill_rating 50 = { # You decipher it compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.5025.b.success send_interface_toast = { title = legend_spread_events.5025.b.success left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } } } 50 = { # You are nonplussed compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5025.b.failure send_interface_toast = { title = legend_spread_events.5025.b.failure left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } } } } stress_impact = { diligent = miniscule_stress_impact_loss lazy = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_energy = 0.5 } } } option = { #There must be another way name = legend_spread_events.5025.c add_character_modifier = { modifier = ce1_forward_thinking years = 15 } reverse_add_opinion = { modifier = disappointed_opinion target = scope:chronicler opinion = -5 } stress_impact = { honest = miniscule_stress_impact_loss deceitful = minor_stress_impact_gain ambitious = medium_stress_impact_gain humble = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } } # Powerful vassal is impressed by your legend legend_spread_events.5030 = { type = character_event title = legend_spread_events.5030.t desc = legend_spread_events.5030.desc theme = legend override_background = { reference = study } left_portrait = { character = root animation = personality_honorable } right_portrait = { character = scope:vassal animation = thinking } lower_center_portrait = { character = scope:chronicler } cooldown = { years = 20 } trigger = { any_powerful_vassal = { opinion = { target = root value >= low_positive_opinion } age > 15 save_temporary_scope_as = potential_promoter_temp } promoted_legend ?= { legend_type = legend_type:legitimizing legend_protagonist = root any_legend_promoter = { this != scope:potential_promoter_temp } } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes random_powerful_vassal = { limit = { opinion = { target = root value >= low_positive_opinion } age > 15 } save_scope_as = vassal } } option = { #I would be indebted to you if you were to help spread it, perhaps? name = legend_spread_events.5030.a trigger = { scope:vassal = { can_add_hook = { target = root type = favor_hook } } } promoted_legend = { change_legend_quality_effect = { VALUE = major_legend_quality_increase } } scope:vassal = { add_hook = { target = root type = favor_hook } set_promoted_legend = root.promoted_legend } stress_impact = { ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain trusting = miniscule_stress_impact_loss paranoid = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_sociability = 1 ai_vengefulness = -1 } } } option = { #That's great to hear! name = legend_spread_events.5030.b promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } stress_impact = { lazy = miniscule_stress_impact_loss diligent = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_energy = -0.5 } } } option = { #It is excellent to have you here! name = legend_spread_events.5030.c progress_towards_friend_effect = { REASON = friend_legend_agreement CHARACTER = scope:vassal OPINION = 35 } stress_impact = { gregarious = miniscule_stress_impact_loss shy = minor_stress_impact_gain ambitious = medium_stress_impact_gain humble = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -0.5 ai_compassion = 1 } } } } # The chronicler rushes to you with documents disputing your lineage legend_spread_events.5035 = { type = character_event title = legend_spread_events.5035.t desc = legend_spread_events.5035.desc theme = legend override_background = { reference = sitting_room } left_portrait = { character = root animation = anger } right_portrait = { character = scope:chronicler animation = fear } cooldown = { years = 20 } trigger = { is_available_adult = yes promoted_legend ?= { legend_type = legend_type:legitimizing legend_protagonist = root } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes } option = { # Burn the documents, threaten the chronicler name = legend_spread_events.5035.a trigger = { OR = { has_trait = sadistic has_trait = callous has_trait = wrathful has_trait = ambitious has_trait = arbitrary has_trait = torturer dread > 50 } } flavor = legend_spread_events.5035.a.tt promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } add_dread = medium_dread_gain reverse_add_opinion = { modifier = scared_opinion target = scope:chronicler opinion = -40 } stress_impact = { ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain paranoid = miniscule_stress_impact_loss trusting = minor_stress_impact_gain sadistic = miniscule_stress_impact_loss compassionate = major_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = -1 ai_vengefulness = 1 } } } option = { # Nonsense, look, that's my father's name right there! name = legend_spread_events.5035.b duel = { skill = diplomacy value = high_skill_rating 50 = { # Oh yeah! compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.5035.b.success send_interface_toast = { title = legend_spread_events.5035.b.success left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } } } 50 = { # What? No it isn't compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5035.b.failure send_interface_toast = { title = legend_spread_events.5035.b.failure left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } } } } stress_impact = { arbitrary = miniscule_stress_impact_loss just = minor_stress_impact_gain ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain deceitful = miniscule_stress_impact_loss honest = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_energy = -0.5 ai_honor = -0.5 } } } option = { # Let's try to keep this one quiet, shall we? name = legend_spread_events.5035.c duel = { skill = intrigue value = medium_skill_rating 50 = { # The secret stays secret compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.5035.c.success send_interface_toast = { title = legend_spread_events.5035.c.success left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } } scope:chronicler = { add_hook = { target = root type = indebted_hook } } } } 50 = { # The secret gets out compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5035.c.failure send_interface_toast = { title = legend_spread_events.5035.c.failure left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } } } } stress_impact = { lazy = miniscule_stress_impact_loss diligent = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -0.5 } } } option = { # Ah. Well, let's see if we can find other ones, shall we? name = legend_spread_events.5035.d stress_impact = { base = miniscule_stress_impact_loss lazy = miniscule_stress_impact_loss diligent = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -0.5 } } } } # You sit down with your chronicler to fill in some missing entries in the family tree legend_spread_events.5040 = { type = character_event title = legend_spread_events.5040.t desc = legend_spread_events.5040.desc theme = legend override_background = { reference = sitting_room } left_portrait = { character = root animation = boredom } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_type = legend_type:legitimizing legend_protagonist = root } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes random_parent = { limit = { is_alive = yes is_available_ai_adult = yes } save_scope_as = parent } set_up_regional_mythical_creature_effect = yes } option = { # You successfully lie your ass off name = legend_spread_events.5040.a trigger = { OR = { has_trait = deceitful has_trait = schemer intrigue > 20 } } promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } stress_impact = { deceitful = miniscule_stress_impact_loss honest = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain arbitrary = miniscule_stress_impact_loss just = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = -1 ai_rationality = 1 } } } option = { # You ask a parent for help name = legend_spread_events.5040.b trigger = { scope:parent ?= { is_alive = yes } } add_internal_flag = special promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } } stress_impact = { compassionate = miniscule_stress_impact_loss callous = minor_stress_impact_gain trusting = miniscule_stress_impact_loss paranoid = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_sociability = -1 } } } option = { # Attempt to make it up name = legend_spread_events.5040.a #Re-used on purpose trigger = { NOR = { has_trait = deceitful has_trait = schemer intrigue > 20 } } duel = { skills = { intrigue diplomacy } value = high_skill_rating 50 = { # It looks like it all adds up compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.5040.c.success send_interface_toast = { title = legend_spread_events.5040.c.success left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } } } 50 = { # Your family tree makes no sense compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5040.c.failure send_interface_toast = { title = legend_spread_events.5040.c.failure left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } } } } stress_impact = { deceitful = miniscule_stress_impact_loss honest = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain arbitrary = miniscule_stress_impact_loss just = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -0.5 } } } option = { # Oh my god, I don't care! name = legend_spread_events.5040.d random_list = { 1 = { desc = legend_spread_events.5040.d.success add_prestige = minor_prestige_gain } 1 = { desc = legend_spread_events.5040.d.failure add_prestige = minor_prestige_loss } } reverse_add_opinion = { modifier = disappointed_opinion target = scope:chronicler opinion = -15 } stress_impact = { base = miniscule_stress_impact_loss irritable = major_stress_impact_loss lazy = miniscule_stress_impact_loss diligent = minor_stress_impact_gain content = miniscule_stress_impact_loss ambitious = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -0.5 ai_energy = -0.5 } } } after = { if = { limit = { exists = var:trinket_adjective_followup } remove_variable = trinket_adjective_followup } } } # You try to get your name in the khutbah legend_spread_events.5045 = { type = character_event title = legend_spread_events.5045.t desc = legend_spread_events.5045.desc theme = legend override_background = { reference = temple } left_portrait = { character = root animation = scheme } right_portrait = { character = scope:imam animation = dismissal } lower_center_portrait = { character = scope:chronicler } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_type = legend_type:holy legend_protagonist = root } OR = { cp:councillor_court_chaplain = { is_available_ai_adult = yes faith.religion = religion:islam_religion } any_court_position_holder = { type = camp_priest_camp_officer is_available_ai_adult = yes faith.religion = religion:islam_religion } } any_courtier = { this != root is_available_ai_adult = yes } faith.religion = religion:islam_religion } immediate = { grab_appropriate_chronicler_effect = yes cp:councillor_court_chaplain ?= { save_scope_as = imam } if = { limit = { NOT = { exists = scope:imam } } random_court_position_holder = { type = camp_priest_camp_officer save_scope_as = imam } } capital_province = { save_scope_as = capital } } option = { # Perhaps I can owe you a favour? name = legend_spread_events.5045.a trigger = { scope:imam = { can_add_hook = { target = root type = favor_hook } } } promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } } scope:imam = { add_hook = { target = root type = favor_hook } } reverse_add_opinion = { modifier = pleased_opinion target = scope:imam opinion = 20 } stress_impact = { trusting = miniscule_stress_impact_loss paranoid = medium_stress_impact_gain zealous = miniscule_stress_impact_loss cynical = minor_stress_impact_gain ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_vengefulness = -1 } } } option = { # Bribe him, maybe? name = legend_spread_events.5045.b duel = { skill = diplomacy target = scope:imam 65 = { # He acquiesces compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.5045.b.success # If he's not a very holy fella, he'll prioritise keeping his liege happy modifier = { add = 15 scope:imam = { has_trait = cynical } } send_interface_toast = { title = legend_spread_events.5045.b.success left_icon = root right_icon = scope:imam pay_short_term_gold = { target = scope:imam gold = minor_gold_value } promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } } } } 35 = { # He is not impressed compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5045.b.failure # If he's a holy fella, he'll listen to the hadith on rashwah modifier = { add = 50 scope:imam = { has_trait = zealous } } send_interface_toast = { title = legend_spread_events.5045.b.failure left_icon = root right_icon = scope:imam reverse_add_opinion = { modifier = angry_opinion target = scope:imam opinion = -40 } } } } stress_impact = { cynical = miniscule_stress_impact_loss zealous = minor_stress_impact_gain trusting = miniscule_stress_impact_loss paranoid = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_sociability = -1 } } } option = { # Persuade him name = legend_spread_events.5045.c duel = { skill = diplomacy target = scope:imam 50 = { # He sees your value desc = legend_spread_events.5045.c.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } # He likes ya modifier = { add = 5 scope:imam = { opinion = { target = root value >= low_positive_opinion } } } # He likes ya a lot modifier = { add = 15 scope:imam = { opinion = { target = root value >= high_positive_opinion } } } send_interface_toast = { title = legend_spread_events.5045.c.success left_icon = root right_icon = scope:imam promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } } } 50 = { # He is not impressed desc = legend_spread_events.5045.c.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.5045.c.failure left_icon = root right_icon = scope:imam reverse_add_opinion = { modifier = dismissive_opinion target = scope:imam opinion = -15 } } } } stress_impact = { diligent = miniscule_stress_impact_loss lazy = medium_stress_impact_gain stubborn = miniscule_stress_impact_loss fickle = minor_stress_impact_gain gregarious = miniscule_stress_impact_loss shy = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_sociability = 1 ai_energy = 1 } } } option = { # Bah, never mind name = legend_spread_events.5045.d reverse_add_opinion = { modifier = disappointed_opinion target = scope:chronicler opinion = -10 } stress_impact = { lazy = miniscule_stress_impact_loss diligent = minor_stress_impact_gain content = miniscule_stress_impact_loss ambitious = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_energy = -1 } } } } # Make an entry in the style of your ancestors? legend_spread_events.5050 = { type = character_event title = legend_spread_events.5050.t desc = legend_spread_events.5050.desc theme = legend override_background = { reference = relaxing_room } left_portrait = { character = root animation = thinking } right_portrait = { character = scope:chronicler animation = admiration } lower_center_portrait = { character = scope:jeweller } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_type = legend_type:legitimizing legend_protagonist = root } any_courtier = { this != root is_available_ai_adult = yes } any_pool_character = { province = root.capital_province is_ai = yes is_adult = yes } location = capital_province } immediate = { grab_appropriate_chronicler_effect = yes random_pool_character = { province = root.capital_province limit = { is_ai = yes is_adult = yes } save_scope_as = jeweller } capital_province = { save_scope_as = capital } save_scope_as = root_scope } option = { # Bedeck me in the very finest! name = legend_spread_events.5050.a trigger = { OR = { has_trait = profligate has_trait = arrogant } } remove_short_term_gold = major_gold_value save_scope_as = owner # This is needed for the crown artifact just below create_artifact = { name = artifact_magnificent_crown_name description = artifact_magnificent_crown_description template = crown_wearable_template wealth = 120 quality = 120 creator = scope:jeweller type = helmet_simple visuals = crown modifier = artifact_monthly_minor_prestige_3_modifier modifier = artifact_courtly_vassal_opinion_3_modifier modifier = artifact_legend_spread_mult_10_modifier modifier = artifact_dynasty_opinion_6_modifier modifier = artifact_monthly_dynasty_prestige_1_modifier save_scope_as = artifact } every_vassal = { vassal_stance = courtly custom = every_courtly_vassal add_opinion = { modifier = respect_opinion opinion = 15 target = root } } stress_impact = { profligate = medium_stress_impact_loss generous = miniscule_stress_impact_loss greedy = major_stress_impact_gain arrogant = miniscule_stress_impact_loss humble = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 1 ai_greed = -1 } } } option = { # All right, gimme something nice name = legend_spread_events.5050.b remove_short_term_gold = medium_gold_value create_artifact = { name = artifact_splendid_necklace_name description = artifact_splendid_necklace_description wealth = 80 quality = 80 creator = scope:jeweller type = miscellaneous visuals = necklace modifier = artifact_monthly_minor_prestige_2_modifier modifier = artifact_courtly_vassal_opinion_2_modifier modifier = artifact_legend_spread_mult_6_modifier modifier = artifact_dynasty_opinion_3_modifier save_scope_as = artifact } every_vassal = { vassal_stance = courtly custom = every_courtly_vassal add_opinion = { modifier = respect_opinion opinion = 5 target = root } } stress_impact = { profligate = minor_stress_impact_loss generous = miniscule_stress_impact_loss greedy = medium_stress_impact_gain arrogant = miniscule_stress_impact_loss humble = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 0.5 ai_greed = -0.5 } } } option = { # A small brooch will do name = legend_spread_events.5050.c remove_short_term_gold = minor_gold_value create_artifact = { name = artifact_fine_brooch_name description = artifact_fine_brooch_description wealth = 50 quality = 50 creator = scope:jeweller type = miscellaneous visuals = brooch modifier = artifact_monthly_minor_prestige_1_modifier modifier = artifact_courtly_vassal_opinion_1_modifier modifier = artifact_legend_spread_mult_3_modifier modifier = artifact_dynasty_opinion_1_modifier save_scope_as = artifact } stress_impact = { profligate = miniscule_stress_impact_loss greedy = minor_stress_impact_gain arrogant = miniscule_stress_impact_loss humble = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_greed = -0.5 } } } option = { # There's no need for this name = legend_spread_events.5050.d reverse_add_opinion = { modifier = disappointed_opinion target = scope:chronicler opinion = -15 } reverse_add_opinion = { modifier = disappointed_opinion target = scope:jeweller opinion = -5 } stress_impact = { profligate = medium_stress_impact_gain generous = medium_stress_impact_gain greedy = minor_stress_impact_loss arrogant = minor_stress_impact_gain humble = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_energy = -0.5 ai_greed = 1 } } } } # Choose to dress like one of your vassals' cultures # Nothing is more legit than a king who wears your threads! legend_spread_events.5055 = { type = character_event title = legend_spread_events.5055.t desc = legend_spread_events.5055.desc theme = legend override_background = { reference = relaxing_room } left_portrait = { character = root animation = stress } right_portrait = { character = scope:chronicler animation = worry } lower_left_portrait = { character = scope:vassal1 } lower_right_portrait = { character = scope:vassal2 } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_type = legend_type:legitimizing legend_protagonist = root } any_courtier = { this != root is_available_ai_adult = yes } any_vassal = { #Requires a vassal who is part of your culture is_ai = yes is_adult = yes culture = root.culture trigger_if = { limit = { root.highest_held_title_tier >= tier_empire } highest_held_title_tier >= tier_duchy } trigger_else = { highest_held_title_tier >= tier_county } } any_vassal = { #And one who isn't is_ai = yes is_adult = yes culture != root.culture culture = { save_temporary_scope_as = other_culture } #Should have at least two vassals of culture root = { any_vassal = { count >= 2 culture = scope:other_culture } } trigger_if = { limit = { root.highest_held_title_tier >= tier_empire } highest_held_title_tier >= tier_duchy } trigger_else = { highest_held_title_tier >= tier_county } } location = capital_province } immediate = { grab_appropriate_chronicler_effect = yes random_vassal = { #Requires a vassal who is part of your culture limit = { is_ai = yes is_adult = yes culture = root.culture trigger_if = { limit = { root.highest_held_title_tier = tier_empire } highest_held_title_tier >= tier_duchy } trigger_else = { highest_held_title_tier >= tier_county } } save_scope_as = vassal1 } random_vassal = { #And one who isn't limit = { is_ai = yes is_adult = yes culture != root.culture culture = { save_temporary_scope_as = other_culture } #Should have at least two vassals of culture root = { any_vassal = { count >= 2 culture = scope:other_culture } } trigger_if = { limit = { root.highest_held_title_tier = tier_empire } highest_held_title_tier >= tier_duchy } trigger_else = { highest_held_title_tier >= tier_county } } save_scope_as = vassal2 } capital_province = { save_scope_as = capital } } option = { # Perhaps I can please both sides? name = legend_spread_events.5055.a trigger = { OR = { has_trait = shrewd has_trait = education_diplomacy_4 has_trait = education_diplomacy_5 has_trait = diplomat } } flavor = legend_spread_events.5055.a.tt add_character_modifier = { modifier = legend_culturally_sensitive years = 20 } scope:vassal1 = { set_promoted_legend = root.promoted_legend add_opinion = { modifier = pleased_opinion opinion = 25 target = root } } scope:vassal2 = { set_promoted_legend = root.promoted_legend add_opinion = { modifier = pleased_opinion opinion = 25 target = root } } every_vassal = { limit = { OR = { culture = root.culture culture = scope:vassal2.culture } } custom = 5055_every_culture_vassal add_opinion = { modifier = respect_opinion opinion = 15 target = root } } stress_impact = { compassionate = miniscule_stress_impact_loss callous = medium_stress_impact_gain humble = miniscule_stress_impact_loss arrogant = minor_stress_impact_gain just = miniscule_stress_impact_loss arbitrary = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = 1 ai_sociability = 1 } } } option = { # I shall represent my people! name = legend_spread_events.5055.b scope:vassal1 = { set_promoted_legend = root.promoted_legend } every_vassal = { limit = { culture = root.culture } custom = 5055_vassal1_culture add_opinion = { modifier = respect_opinion opinion = 15 target = root } } reverse_add_opinion = { modifier = angry_opinion target = scope:vassal2 opinion = -25 } stress_impact = { compassionate = minor_stress_impact_gain callous = miniscule_stress_impact_loss humble = minor_stress_impact_gain arrogant = miniscule_stress_impact_loss just = minor_stress_impact_gain arbitrary = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = -0.5 ai_sociability = -0.5 } } } option = { # Vassal 2's people need to feel represented by me too name = legend_spread_events.5055.c scope:vassal2 = { set_promoted_legend = root.promoted_legend } every_vassal = { custom = 5055_vassal2_culture limit = { culture = scope:vassal2.culture } add_opinion = { modifier = respect_opinion opinion = 15 target = root } } reverse_add_opinion = { modifier = angry_opinion target = scope:vassal1 opinion = -25 } stress_impact = { compassionate = minor_stress_impact_gain callous = miniscule_stress_impact_loss humble = minor_stress_impact_gain arrogant = miniscule_stress_impact_loss just = minor_stress_impact_gain arbitrary = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = -0.5 ai_sociability = -0.5 } } } option = { # I should avoid making enemies name = legend_spread_events.5055.d flavor = legend_spread_events.5055.d.tt reverse_add_opinion = { modifier = pleased_opinion target = scope:vassal1 opinion = 10 } reverse_add_opinion = { modifier = pleased_opinion target = scope:vassal2 opinion = 10 } stress_impact = { compassionate = miniscule_stress_impact_loss callous = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_energy = -0.5 ai_compassion = 0.5 } } } } # You claim your blindness was due to being blinded by seeing God legend_spread_events.5060 = { type = character_event title = legend_spread_events.5060.t desc = { desc = legend_spread_events.5060.opening desc = { triggered_desc = { trigger = { has_trait = one_eyed } desc = legend_spread_events.5060.one_eyed } triggered_desc = { trigger = { has_trait = blind } desc = legend_spread_events.5060.blind } } desc = legend_spread_events.5060.ending } theme = legend override_background = { reference = bp2_courtyard } left_portrait = { character = root animation = personality_zealous } right_portrait = { character = scope:chronicler animation = admiration } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_type = legend_type:holy legend_protagonist = root } any_courtier = { this != root is_available_ai_adult = yes } OR = { has_trait = blind has_trait = one_eyed } } immediate = { grab_appropriate_chronicler_effect = yes save_scope_as = root_scope } option = { # His glory struck me fully blind! name = legend_spread_events.5060.a trigger = { has_trait = blind } add_character_modifier = { modifier = legend_visions_of_god years = 15 } every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = pious_opinion opinion = 50 target = root } } stress_impact = { zealous = miniscule_stress_impact_loss cynical = major_stress_impact_gain deceitful = miniscule_stress_impact_loss honest = medium_stress_impact_gain arbitrary = miniscule_stress_impact_loss just = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = 1 } } } option = { # He asked for a sacrifice of my eye, which I gladly gave! name = legend_spread_events.5060.b trigger = { has_trait = one_eyed } add_character_modifier = { modifier = legend_holy_sacrifice years = 15 } every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = pious_opinion opinion = 35 target = root } } stress_impact = { zealous = miniscule_stress_impact_loss cynical = major_stress_impact_gain deceitful = miniscule_stress_impact_loss honest = medium_stress_impact_gain arbitrary = miniscule_stress_impact_loss just = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = 1 } } } option = { # Losing my sight has humbled me in the eyes of god name = legend_spread_events.5060.c add_character_modifier = { modifier = legend_gods_humble_servant years = 15 } stress_impact = { humble = miniscule_stress_impact_loss arrogant = medium_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = 1 } } } option = { # It's just an old malady name = legend_spread_events.5060.d flavor = legend_spread_events.5060.d.tt add_prestige = minor_prestige_value stress_impact = { base = minor_stress_impact_loss honest = medium_stress_impact_loss deceitful = medium_stress_impact_gain cynical = minor_stress_impact_loss zealous = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = -1 } } } } # Lose weight to show holiness legend_spread_events.5065 = { type = character_event title = legend_spread_events.5065.t desc = legend_spread_events.5065.desc theme = legend override_background = { reference = bp1_kitchen_western } left_portrait = { character = root animation = stress } right_portrait = { character = scope:chronicler animation = thinking } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_type = legend_type:holy legend_protagonist = root } any_courtier = { this != root is_available_ai_adult = yes } faith = { trait_is_virtue = temperate } current_weight > -15 } immediate = { grab_appropriate_chronicler_effect = yes save_scope_as = root_scope } option = { # Bah, I am much happier like this! name = legend_spread_events.5065.a add_character_modifier = { modifier = legend_fat_and_happy years = 15 } change_current_weight = 20 every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = impious_opinion opinion = -15 target = root } } stress_impact = { base = medium_stress_impact_loss zealous = major_stress_impact_gain cynical = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = -1 ai_greed = 1 } } } option = { # I will do better. name = legend_spread_events.5065.b change_current_weight = -20 promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = pious_opinion opinion = 25 target = root } } stress_impact = { zealous = miniscule_stress_impact_loss cynical = medium_stress_impact_gain gluttonous = medium_stress_impact_gain temperate = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = 1 ai_greed = -1 } } } option = { # A little bit here and there won't hurt, surely? name = legend_spread_events.5065.c add_character_modifier = { modifier = legend_sneaks_food years = 10 } stress_impact = { gluttonous = miniscule_stress_impact_loss temperate = minor_stress_impact_gain deceitful = miniscule_stress_impact_loss honest = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = -0.5 ai_greed = 0.5 } } } } # You consider dressing in the style of ancestors legend_spread_events.5070 = { type = character_event title = legend_spread_events.5070.t desc = legend_spread_events.5070.desc theme = legend override_background = { reference = throne_room } left_portrait = { character = root animation = thinking } right_portrait = { character = scope:chronicler animation = ecstasy } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_type = legend_type:legitimizing legend_protagonist = root } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes culture = { save_scope_as = culture } save_scope_as = root_scope } option = { # I shall dress myself as the first of my culture did! name = legend_spread_events.5070.a remove_short_term_gold = minor_gold_value duel = { skill = diplomacy value = high_skill_rating 50 = { #People are convinced compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.5070.a.success send_interface_toast = { title = legend_spread_events.5070.a.success left_icon = root right_icon = scope:chronicler add_character_modifier = { modifier = legend_historical_bedecking years = 15 } every_vassal = { limit = { culture = root.culture } custom = every_culture_vassal add_opinion = { modifier = impressed_opinion opinion = 20 target = root } } } } 50 = { # People are unconvinced compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5070.a.failure send_interface_toast = { title = legend_spread_events.5070.a.failure left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } } } } stress_impact = { arrogant = miniscule_stress_impact_loss humble = minor_stress_impact_gain ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = 1 ai_boldness = 1 } } } option = { # Maybe just a few? name = legend_spread_events.5070.b promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } stress_impact = { fickle = miniscule_stress_impact_loss stubborn = minor_stress_impact_gain humble = miniscule_stress_impact_loss arrogant = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_rationality = 1 } } } option = { # I won't defer to the past name = legend_spread_events.5070.c add_character_modifier = { modifier = legend_modern_ruler years = 15 } stress_impact = { humble = miniscule_stress_impact_loss arrogant = minor_stress_impact_gain content = miniscule_stress_impact_loss ambitious = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -0.5 } } } } # You notice an imam has a prayer callus legend_spread_events.5075 = { type = character_event title = legend_spread_events.5075.t desc = legend_spread_events.5075.desc theme = legend override_background = { reference = corridor_day } left_portrait = { character = root animation = thinking } right_portrait = { character = scope:chronicler animation = ecstasy } lower_center_portrait = { character = scope:imam } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_type = legend_type:holy legend_protagonist = root } any_courtier = { this != root is_available_ai_adult = yes } OR = { cp:councillor_court_chaplain = { is_available_ai_adult = yes faith.religion = religion:islam_religion } any_court_position_holder = { type = camp_priest_camp_officer is_available_ai_adult = yes faith.religion = religion:islam_religion } } faith.religion = religion:islam_religion } immediate = { grab_appropriate_chronicler_effect = yes cp:councillor_court_chaplain ?= { save_scope_as = imam } if = { limit = { NOT = { exists = scope:imam } } random_court_position_holder = { type = camp_priest_camp_officer save_scope_as = imam } } save_scope_as = root_scope } option = { # Try and trick everyone name = legend_spread_events.5075.a trigger = { has_trait = deceitful } duel = { skill = intrigue value = high_skill_rating 50 = { #It works compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.5075.a.success send_interface_toast = { title = legend_spread_events.5075.a.success left_icon = root right_icon = scope:chronicler add_character_modifier = { modifier = legend_prayer_callus years = 15 } every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = pious_opinion opinion = 15 target = root } } } } 50 = { # It does not work compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5075.a.failure send_interface_toast = { title = legend_spread_events.5075.a.failure left_icon = root right_icon = scope:chronicler add_piety = miniscule_piety_loss every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = impious_opinion opinion = -35 target = root } } } } } stress_impact = { arbitrary = miniscule_stress_impact_loss just = medium_stress_impact_gain cynical = miniscule_stress_impact_loss zealous = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = -1 ai_boldness = 1 } } } option = { # Give it a go name = legend_spread_events.5075.b duel = { skills = { learning prowess } value = high_skill_rating 50 = { #It works compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.5075.b.success send_interface_toast = { title = legend_spread_events.5075.b.success left_icon = root right_icon = scope:chronicler add_character_modifier = { modifier = legend_prayer_callus years = 15 } every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = pious_opinion opinion = 15 target = root } } } } 50 = { # Ow compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5075.b.failure send_interface_toast = { title = legend_spread_events.5075.b.failure left_icon = root right_icon = scope:chronicler add_character_modifier = { modifier = legend_bruised_head years = 5 } } } } stress_impact = { zealous = miniscule_stress_impact_loss cynical = medium_stress_impact_gain arrogant = miniscule_stress_impact_loss humble = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = 1 } } } option = { # This is ridiculous name = legend_spread_events.5075.c add_piety = minor_prestige_gain reverse_add_opinion = { modifier = angry_opinion target = scope:imam opinion = -15 } stress_impact = { humble = miniscule_stress_impact_loss arrogant = minor_stress_impact_gain content = miniscule_stress_impact_loss ambitious = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = -1 } } } } # Motivation, Discovery and Battle chapters - 5200-5299 # MOTIVATION EVENTS # I did this to acquire EXOTIC MEATS # by Nick Meredith legend_spread_events.5200 = { type = character_event title = legend_spread_events.5200.t desc = legend_spread_events.5200.desc theme = legend left_portrait = { character = root animation = drink_goblet } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root legend_protagonist = { AND = { this = root has_trait = gluttonous } } has_legend_chapter = motivation has_legend_chapter = hunt } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes promoted_legend = { save_scope_as = legend } random_parent = { even_if_dead = yes limit = { is_alive = no } save_scope_as = dead_parent } } option = { # I did it for the MEATS name = legend_spread_events.5200.a trigger = { has_trait = gluttonous } promoted_legend = { set_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_delicious_meats } add_legend_owner_modifier = { modifier = legend_palatial_palatable } } reverse_add_opinion = { modifier = confused_opinion target = scope:chronicler opinion = -5 } stress_impact = { base = medium_stress_impact_loss honest = miniscule_stress_impact_loss deceitful = medium_stress_impact_gain arrogant = medium_stress_impact_gain humble = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_honor = -1 } } } option = { # I did it to AVENGE MY MUM/DAD name = legend_spread_events.5200.b trigger = { exists = scope:dead_parent } duel = { skills = { intrigue diplomacy } value = medium_skill_rating 50 = { #People believe this compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { #Helps if your parents copped it in unknown ways add = 75 scope:dead_parent = { death_reason = death_mysterious } } modifier = { #Helps if your parents copped it in specifically animal-related ways add = 125 scope:dead_parent = { OR = { death_reason = death_deer death_reason = death_antelope death_reason = death_gazelle death_reason = death_bison death_reason = death_boar death_reason = death_aurochs death_reason = death_hyena death_reason = death_lion death_reason = death_tiger death_reason = death_leopard death_reason = death_roe death_reason = death_hart } } } desc = legend_spread_events.5200.b.success send_interface_toast = { title = legend_spread_events.5200.b.success left_icon = root right_icon = scope:chronicler add_character_modifier = { modifier = ce1_avenging_child years = 10 } promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_motivation_dead_parent } } } } 50 = { #Who are you trying to kid? compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5200.b.failure send_interface_toast = { title = legend_spread_events.5200.b.failure left_icon = root right_icon = scope:chronicler add_prestige = medium_prestige_loss } } } promoted_legend = { set_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_dead_parent } } stress_impact = { honest = miniscule_stress_impact_loss deceitful = medium_stress_impact_gain arrogant = medium_stress_impact_gain humble = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_honor = -1 } } } option = { # What? No, no, I did it for the glory, duh. Haha. name = legend_spread_events.5200.c add_prestige = minor_prestige_gain reverse_add_opinion = { modifier = respect_opinion target = scope:chronicler opinion = 15 } stress_impact = { honest = miniscule_stress_impact_loss deceitful = medium_stress_impact_gain arrogant = medium_stress_impact_gain humble = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_honor = 1 } } } } # I did this to prove my skill # by Nick Meredith legend_spread_events.5205 = { type = character_event title = legend_spread_events.5205.t desc = legend_spread_events.5205.desc theme = legend left_portrait = { character = root animation = personality_honorable } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root legend_protagonist = root has_legend_chapter = motivation has_legend_chapter = hunt } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes if = { limit = { any_sub_realm_county = { NOT = { has_county_modifier = hunt_sighting_dangerous_modifier } } } random_sub_realm_county = { limit = { NOT = { has_county_modifier = hunt_sighting_dangerous_modifier } } save_scope_as = hunt_sighting } } } option = { # I did this to prove I am the greatest hunter in the land! name = legend_spread_events.5205.a trigger = { has_trait = lifestyle_hunter } promoted_legend = { set_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_great_venator } } add_trait_xp = { trait = lifestyle_hunter track = hunter value = tournament_hastiludes_xp_gain_minor_value #Just as a randomised but low value } reverse_add_opinion = { modifier = respect_opinion target = scope:chronicler opinion = 20 } stress_impact = { ambitious = miniscule_stress_impact_loss content = medium_stress_impact_gain arrogant = miniscule_stress_impact_loss humble = medium_stress_impact_gain diligent = miniscule_stress_impact_loss lazy = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = 1 ai_boldness = 1 } } } option = { # I did it to hunt more dangerous game name = legend_spread_events.5205.b trigger = { # No extant Dangerous sightings NOT = { any_sub_realm_county = { has_county_modifier = hunt_sighting_dangerous_modifier } } } flavor = legend_spread_events.5205.b.tt random_sub_realm_county = { limit = { hunt_activity_recent_hunt_sighting_trigger = no } weight = { base = 1 hunt_activity_sighting_county_modifier = yes } random_county_province = { weight = { base = 1 hunt_activity_sighting_terrain_modifier = yes hunt_activity_sighting_building_modifier = { PROVINCE = this } hunt_activity_game_building_modifier = { PROVINCE = this } } save_scope_as = sighting_province } save_scope_as = sighting_county hidden_effect = { hunt_activity_dangerous_game_effect = { PROVINCE = scope:sighting_province } } # Create new sighting hunt_create_sighting_effect = { TYPE = dangerous ANIMAL = var:animal_type OWNER = root } } stress_impact = { brave = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_honor = 1 } } } option = { # I did it to discover more amnimals name = legend_spread_events.5205.c add_trait = lifestyle_hunter add_trait_xp = { trait = lifestyle_hunter track = falconer value = 15 } stress_impact = { arrogant = miniscule_stress_impact_loss humble = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = 1 } } } option = { # To prove my skill as a hunter! name = legend_spread_events.5205.d promoted_legend = { set_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_accomplished_hunter } } add_prestige = minor_prestige_gain reverse_add_opinion = { modifier = respect_opinion target = scope:chronicler opinion = 15 } stress_impact = { base = minor_stress_impact_loss ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain arrogant = miniscule_stress_impact_loss humble = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = 1 } } } } # DISCOVERY EVENTS # I saw a cyclops! # by Nick Meredith legend_spread_events.5210 = { type = character_event title = legend_spread_events.5210.t desc = legend_spread_events.5210.desc theme = legend left_portrait = { character = root animation = thinking } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = discovery } any_courtier = { this != root is_available_ai_adult = yes } NOT = { has_trait = blind } } immediate = { grab_appropriate_chronicler_effect = yes save_scope_as = root_scope } option = { # And he thought I was a cyclops too! name = legend_spread_events.5210.a trigger = { has_trait = one_eyed promoted_legend ?= { legend_protagonist = root } } promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_befriended_cyclops } } give_nickname = nick_the_cyclops reverse_add_opinion = { modifier = amazed_opinion target = scope:chronicler opinion = 20 } stress_impact = { deceitful = miniscule_stress_impact_loss honest = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss content = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = -0.5 ai_boldness = 0.5 } } } option = { # I saw a cyclops name = legend_spread_events.5210.b promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_cyclops } change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } reverse_add_opinion = { modifier = amazed_opinion target = scope:chronicler opinion = 5 } stress_impact = { deceitful = miniscule_stress_impact_loss honest = medium_stress_impact_gain arbitrary = miniscule_stress_impact_loss just = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 1 } } } option = { # Just a local name = legend_spread_events.5210.c add_prestige = miniscule_prestige_gain promoted_legend = { add_legend_county_modifier = { modifier = legend_monophthalmic_mythical } } every_vassal = { vassal_stance = parochial custom = every_parochial_vassal add_opinion = { modifier = respect_opinion opinion = 15 target = root } } stress_impact = { lazy = miniscule_stress_impact_loss humble = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_honor = 1 ai_boldness = -1 } } } } # I was drugged by an evil plant # by Nick Meredith legend_spread_events.5215 = { type = character_event title = legend_spread_events.5215.t desc = legend_spread_events.5215.desc theme = legend left_portrait = { character = root animation = personality_bold } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = discovery legend_protagonist = root } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes } option = { # And I learned much from it! name = legend_spread_events.5215.a trigger = { has_trait = lifestyle_herbalist promoted_legend ?= { legend_protagonist = root } } promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_renowned_herbalist } } add_character_modifier = { modifier = legend_renowned_herbalist years = 15 } stress_impact = { arrogant = miniscule_stress_impact_loss humble = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss content = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = 0.5 ai_boldness = 0.5 } } } option = { # It was a terrible trap, but I fought through name = legend_spread_events.5215.b promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_evil_plants } } add_prestige = medium_prestige_gain stress_impact = { ambitious = miniscule_stress_impact_loss content = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 0.5 } } } option = { # I dunno where you heard that m8 name = legend_spread_events.5215.c if = { limit = { has_trait = lifestyle_herbalist } add_learning_lifestyle_xp = major_lifestyle_xp } else = { add_trait = lifestyle_herbalist add_learning_lifestyle_xp = medium_lifestyle_xp } reverse_add_opinion = { modifier = honesty_opinion target = scope:chronicler opinion = 10 } stress_impact = { base = miniscule_stress_impact_loss lazy = miniscule_stress_impact_loss humble = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } } # I was challenged to an archery contest # by Nick Meredith legend_spread_events.5216 = { type = character_event title = legend_spread_events.5216.t desc = legend_spread_events.5216.desc theme = legend left_portrait = { character = root animation = ecstasy } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = discovery legend_protagonist = { NOR = { has_trait = maimed has_trait = incapable } } } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes } option = { # And I won it by splitting their arrow in twain! name = legend_spread_events.5216.a trigger = { has_trait = tourney_participant has_trait_xp = { trait = tourney_participant track = bow value >= 50 } promoted_legend ?= { legend_protagonist = { this = root } } } promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_legendary_archer } } add_character_modifier = { modifier = legend_eagle_eyed years = 15 } stress_impact = { arrogant = miniscule_stress_impact_loss humble = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss content = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = 1 ai_boldness = 1 } } } option = { # And I beat them! name = legend_spread_events.5216.b duel = { skill = prowess value = medium_skill_rating 50 = { #People believe this compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.5216.b.success send_interface_toast = { title = legend_spread_events.5216.b.success left_icon = root right_icon = scope:chronicler add_prestige = medium_prestige_gain promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_archery_contest_won } } } } 50 = { #Who are you trying to kid? compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5216.b.failure send_interface_toast = { title = legend_spread_events.5216.b.failure left_icon = root right_icon = scope:chronicler add_prestige = medium_prestige_loss } } } stress_impact = { ambitious = miniscule_stress_impact_loss content = medium_stress_impact_gain arrogant = miniscule_stress_impact_loss humble = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 0.5 } } } option = { # I can't really remember who won tbh name = legend_spread_events.5216.c if = { limit = { NOT = { has_trait = tourney_participant } } add_trait = tourney_participant } add_trait_xp = { trait = tourney_participant track = bow value = { integer_range = { min = 1 max = 5 } } } stress_impact = { base = miniscule_stress_impact_loss lazy = miniscule_stress_impact_loss humble = medium_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } } # I fell in quicksand/bog! # by Nick Meredith legend_spread_events.5220 = { type = character_event title = legend_spread_events.5220.t theme = legend desc = { desc = legend_spread_events.5220.desc.start triggered_desc = { #Quick n dirty choice between bog and quicksand trigger = { #Using capital province is a cheap way to choose a more 'familiar' hazard for the character root.capital_province = { OR = { terrain = plains terrain = hills terrain = jungle terrain = forest terrain = taiga terrain = wetlands terrain = steppe terrain = farmlands terrain = floodplains terrain = mountains } } } desc = legend_spread_events.5220.desc.wet } triggered_desc = { trigger = { root.capital_province = { OR = { terrain = desert terrain = desert_mountains terrain = oasis terrain = drylands } } } desc = legend_spread_events.5220.desc.dry } desc = legend_spread_events.5220.desc.ending } left_portrait = { character = root animation = thinking } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = discovery legend_protagonist = { this = root NOT = { has_trait = incapable } } } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes } option = { # I hauled myself free easily! name = legend_spread_events.5220.a trigger = { OR = { has_trait = physique_good has_trait = strong } } promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_bog_stronk } } add_prestige = medium_prestige_gain give_nickname = nick_natures_bane stress_impact = { arrogant = miniscule_stress_impact_loss humble = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss content = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 1 } } } option = { # I struggled through name = legend_spread_events.5220.b promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_bog_struggle } } add_prestige = minor_prestige_gain stress_impact = { ambitious = miniscule_stress_impact_loss content = medium_stress_impact_gain diligent = miniscule_stress_impact_loss lazy = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 0.5 } } } option = { # I don't remember any bog name = legend_spread_events.5220.c if = { limit = { NOT = { has_trait = forder } } random = { chance = 50 add_trait = forder } } else = { add_martial_lifestyle_xp = minor_lifestyle_experience } stress_impact = { base = miniscule_stress_impact_loss lazy = miniscule_stress_impact_loss humble = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } } # I discovered a new type of flower # by Nick Meredith legend_spread_events.5225 = { type = character_event title = legend_spread_events.5225.t theme = legend desc = legend_spread_events.5225.desc left_portrait = { character = root animation = thinking } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = discovery legend_protagonist = { this = root } } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes } option = { # Of course I have proof! name = legend_spread_events.5225.a trigger = { has_trait = lifestyle_herbalist } flavor = legend_spread_events.5225.a.tt promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_wildflower_expert } } create_artifact_pressed_flower_effect = { OWNER = root } add_prestige = medium_prestige_gain stress_impact = { arrogant = miniscule_stress_impact_loss humble = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss content = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 1 } } } option = { # Er, um, of course I have proof... name = legend_spread_events.5225.b flavor = legend_spread_events.5225.b.tt duel = { skill = intrigue target = scope:chronicler 50 = { #The chronicler's never seen a flower like that before! compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.5225.b.success send_interface_toast = { title = legend_spread_events.5225.b.success left_icon = root right_icon = scope:chronicler add_prestige = medium_prestige_gain promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_wildflower_expert } } } } 50 = { #...that's a daffodil mate. compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5225.b.failure send_interface_toast = { title = legend_spread_events.5225.b.failure left_icon = root right_icon = scope:chronicler add_prestige = medium_prestige_loss } } } stress_impact = { deceitful = miniscule_stress_impact_loss honest = medium_stress_impact_gain arbitrary = miniscule_stress_impact_loss just = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 0.5 } } } option = { # Let's stay on topic, shall we? name = legend_spread_events.5225.c add_character_modifier = { modifier = ce1_black_thumb years = 15 } stress_impact = { base = miniscule_stress_impact_loss lazy = miniscule_stress_impact_loss humble = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } option = { # They were just regular flowers name = legend_spread_events.5225.d stress_impact = { base = minor_stress_impact_loss lazy = minor_stress_impact_loss humble = minor_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } } # I fought off cannibals # by Nick Meredith legend_spread_events.5230 = { type = character_event title = legend_spread_events.5230.t theme = legend desc = legend_spread_events.5230.desc left_portrait = { character = root animation = personality_bold } right_portrait = { character = scope:chronicler animation = shock } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = discovery legend_protagonist = { this = root } } any_courtier = { this != root is_available_ai_adult = yes } # Just to ensure people are actually freaked out by this trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = { TRAIT = cannibal GENDER_CHARACTER = root } } immediate = { grab_appropriate_chronicler_effect = yes } option = { # One of them even bit me! name = legend_spread_events.5230.a trigger = { has_trait = scarred } promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_cannibal_scarred } } add_character_modifier = { modifier = legend_cannibal_scarred years = 25 } stress_impact = { arrogant = miniscule_stress_impact_loss humble = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss content = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 1 } } } option = { # Mmm, meats name = legend_spread_events.5230.b add_internal_flag = dangerous add_secret = { type = secret_cannibal } reverse_add_opinion = { modifier = uncertain_opinion target = scope:chronicler opinion = -10 } stress_impact = { honest = miniscule_stress_impact_loss callous = miniscule_stress_impact_loss } ai_chance = { base = 25 ai_value_modifier = { ai_boldness = 1 } } } option = { # And I lived to tell the tale! name = legend_spread_events.5230.c promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_cannibal_fight } } add_prestige = minor_prestige_gain stress_impact = { deceitful = miniscule_stress_impact_loss honest = medium_stress_impact_gain arbitrary = miniscule_stress_impact_loss just = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 0.5 } } } option = { # Honestly, I think they were just bandits. name = legend_spread_events.5230.d if = { limit = { NOT = { has_trait = shrewd } } random = { chance = 10 add_trait = shrewd } } else = { add_learning_lifestyle_xp = minor_lifestyle_experience } stress_impact = { base = minor_stress_impact_loss lazy = miniscule_stress_impact_loss humble = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } } # BATTLE EVENTS # Did you slay the enemy commander? # by Nick Meredith legend_spread_events.5235 = { type = character_event title = legend_spread_events.5235.t theme = legend desc = legend_spread_events.5235.desc left_portrait = { character = root animation = personality_bold } right_portrait = { character = scope:chronicler animation = shock } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = battle legend_protagonist = { this = root } } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes } option = { # Yeah I slapped him around name = legend_spread_events.5235.a promoted_legend = { set_legend_chapter = { name = battle localization_key = legend_chapter_battle_enemy_commander } } stress_impact = { arrogant = miniscule_stress_impact_loss humble = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss content = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 1 } } } option = { # They fell before I could get to them, sadge name = legend_spread_events.5235.b add_character_modifier = { modifier = ce1_modest_leader years = 15 } reverse_add_opinion = { modifier = honesty_opinion target = scope:chronicler opinion = 5 } stress_impact = { base = miniscule_stress_impact_loss humble = major_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } } # Did I do a tacticool retreat # by Nick Meredith legend_spread_events.5240 = { type = character_event title = legend_spread_events.5240.t theme = legend desc = legend_spread_events.5240.desc left_portrait = { character = root animation = personality_dishonorable } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = battle legend_protagonist = { AND = { this = root has_trait = craven } } } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes } option = { # It was, of course, a tactical retreat. name = legend_spread_events.5240.a trigger = { OR = { has_trait = deceitful has_trait = schemer has_trait = education_intrigue_5 } } promoted_legend = { set_legend_chapter = { name = battle localization_key = legend_chapter_battle_faked_retreat } } add_prestige = medium_prestige_gain stress_impact = { base = minor_stress_impact_loss arrogant = minor_stress_impact_loss humble = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain brave = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 0.5 } } } option = { # It was a tactical retreat! name = legend_spread_events.5240.b duel = { skills = { martial intrigue } value = medium_skill_rating 50 = { #People believe this compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.5240.b.success send_interface_toast = { title = legend_spread_events.5240.b.success left_icon = root right_icon = scope:chronicler add_prestige = medium_prestige_gain add_stress = minor_stress_loss promoted_legend = { set_legend_chapter = { name = battle localization_key = legend_chapter_battle_faked_retreat } } } } 50 = { #Who are you trying to kid? compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5240.b.failure send_interface_toast = { title = legend_spread_events.5240.b.failure left_icon = root right_icon = scope:chronicler add_prestige = minor_prestige_loss add_character_modifier = { modifier = legend_bravely_ran_away years = 10 } } } } stress_impact = { arrogant = miniscule_stress_impact_loss humble = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss content = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 1 } } } option = { # Let's focus on the results eh name = legend_spread_events.5240.c add_character_modifier = { modifier = ce1_consequentialist years = 10 } add_prestige = minor_prestige_gain stress_impact = { base = miniscule_stress_impact_loss humble = miniscule_stress_impact_loss arrogant = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } } # Did you lead the flank that crushed the enemy? # by Nick Meredith legend_spread_events.5245 = { type = character_event title = legend_spread_events.5245.t theme = legend desc = legend_spread_events.5245.desc left_portrait = { character = root animation = marshal } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = battle legend_protagonist = { this = root } } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes } option = { # Of course, and it's believable right? name = legend_spread_events.5245.a promoted_legend = { set_legend_chapter = { name = battle localization_key = legend_chapter_battle_flanking_success } } random = { chance = 25 add_martial_skill = 1 } add_prestige = medium_prestige_gain stress_impact = { arrogant = minor_stress_impact_loss humble = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 0.5 } } } option = { # We actually crushed them with a frontal assault! name = legend_spread_events.5245.b random = { chance = 50 add_trait = aggressive_attacker } add_prestige = minor_prestige_gain stress_impact = { brave = miniscule_stress_impact_loss craven = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 1 } } } option = { # I was merely overseeing the battle name = legend_spread_events.5245.c if = { limit = { NOT = { has_trait = logistician } } random = { chance = 75 add_trait = logistician } } else = { add_martial_lifestyle_xp = minor_lifestyle_experience } stress_impact = { base = miniscule_stress_impact_loss humble = miniscule_stress_impact_loss arrogant = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } } # I heard you saved a noble maiden/mandem # by Nick Meredith legend_spread_events.5250 = { type = character_event title = legend_spread_events.5250.t theme = legend desc = legend_spread_events.5250.desc left_portrait = { character = root animation = flirtation_left } right_portrait = { character = scope:chronicler animation = chancellor } lower_center_portrait = { trigger = { exists = scope:spouse } character = scope:spouse } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = battle legend_protagonist = { this = root } } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes if = { limit = { exists = primary_spouse } random_spouse = { save_scope_as = spouse } } } option = { # I did, and I RAVISHED EM name = legend_spread_events.5250.a promoted_legend = { add_legend_owner_modifier = { modifier = legend_lecherous_lewd } } reverse_add_opinion = { modifier = angry_opinion target = scope:spouse opinion = -65 } promoted_legend = { set_legend_chapter = { name = battle localization_key = legend_chapter_battle_ravished_maiden } } stress_impact = { lustful = major_stress_impact_loss gregarious = miniscule_stress_impact_loss shy = medium_stress_impact_gain honest = miniscule_stress_impact_loss deceitful = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 0.5 ai_energy = 1 } } } option = { # 'Twas merely a kisseth! How did it end up like thiseth? name = legend_spread_events.5250.b # 'Twere only a kisseth, 'twere only a kisseth promoted_legend = { set_legend_chapter = { name = battle localization_key = legend_chapter_battle_maiden_kiss } } reverse_add_opinion = { modifier = annoyed_opinion target = scope:spouse opinion = -10 } stress_impact = { lustful = medium_stress_impact_loss chaste = medium_stress_impact_gain brave = miniscule_stress_impact_loss craven = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_sociability = 1 } } } option = { # Me?! Never! name = legend_spread_events.5250.c promoted_legend = { add_legend_owner_modifier = { modifier = legend_chaste_faithful } } stress_impact = { base = miniscule_stress_impact_loss humble = miniscule_stress_impact_loss arrogant = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } } # I heard you fought through some grievous wounds # by Nick Meredith legend_spread_events.5255 = { type = character_event title = legend_spread_events.5255.t theme = legend desc = legend_spread_events.5255.desc left_portrait = { character = root animation = thinking } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = battle legend_protagonist = { this = root } } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes save_scope_as = root_scope } option = { # How d'you think I got these massive bodily injuries? name = legend_spread_events.5255.a trigger = { OR = { has_trait = one_eyed has_trait = maimed has_trait = one_legged } } promoted_legend = { set_legend_chapter = { name = battle localization_key = legend_chapter_battle_wounded } } every_vassal = { vassal_stance = glory_hound custom = every_glory_hound_vassal add_opinion = { modifier = respect_opinion target = root opinion = 25 } } stress_impact = { brave = miniscule_stress_impact_loss craven = medium_stress_impact_gain wrathful = miniscule_stress_impact_loss calm = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = 1 } } } option = { # How d'you think I got these scars? name = legend_spread_events.5255.b trigger = { OR = { has_trait = scarred has_trait = disfigured } } promoted_legend = { set_legend_chapter = { name = battle localization_key = legend_chapter_battle_wounded } } every_vassal = { vassal_stance = glory_hound custom = every_glory_hound_vassal add_opinion = { modifier = respect_opinion target = root opinion = 15 } } stress_impact = { brave = miniscule_stress_impact_loss craven = medium_stress_impact_gain wrathful = miniscule_stress_impact_loss calm = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 0.5 } } } option = { # Thanks to god I avoided any such pain name = legend_spread_events.5255.c add_piety = medium_piety_gain every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = respect_opinion target = root opinion = 25 } } stress_impact = { zealous = miniscule_stress_impact_loss cynical = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = 1 } } } option = { # I pushed through like a legend mate name = legend_spread_events.5255.d add_prestige = medium_prestige_gain every_vassal = { vassal_stance = glory_hound custom = every_glory_hound_vassal add_opinion = { modifier = respect_opinion target = root opinion = 25 } } stress_impact = { zealous = minor_stress_impact_gain cynical = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = -1 } } } } # I heard you arrived in the nick of time with reinforcements! # by Nick Meredith legend_spread_events.5260 = { type = character_event title = legend_spread_events.5260.t theme = legend desc = legend_spread_events.5260.desc left_portrait = { character = root animation = personality_honorable } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = battle legend_protagonist = { this = root } } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes } option = { # I sure did! name = legend_spread_events.5260.a promoted_legend = { set_legend_chapter = { name = battle localization_key = legend_chapter_battle_reinforcement_arrival } } if = { limit = { NOT = { has_trait = reckless } } random = { chance = 50 add_trait = reckless } } else = { add_martial_lifestyle_xp = minor_lifestyle_experience } add_character_modifier = { modifier = legend_nick_of_time years = 15 } stress_impact = { brave = miniscule_stress_impact_loss craven = medium_stress_impact_gain wrathful = miniscule_stress_impact_loss calm = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = 1 } } } option = { # Actually we already had that organised! name = legend_spread_events.5260.b if = { limit = { NOT = { has_trait = organizer } } random = { chance = 50 add_trait = organizer } } else = { add_martial_lifestyle_xp = minor_lifestyle_experience } add_character_modifier = { modifier = legend_well_organised years = 15 } stress_impact = { craven = miniscule_stress_impact_loss brave = minor_stress_impact_gain patient = miniscule_stress_impact_loss impatient = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = 1 } } } } ## Buying into legend events # You write a missive to a neighbouring ruler legend_spread_events.5305 = { type = character_event title = legend_spread_events.5305.t desc = legend_spread_events.5305.desc theme = legend left_portrait = { character = root animation = personality_honorable } right_portrait = { character = scope:chronicler animation = chancellor } lower_center_portrait = { character = scope:potential_promoter } cooldown = { years = 25 } trigger = { highest_held_title_tier > tier_barony any_neighboring_realm_same_rank_owner = { is_available_healthy_ai_adult = yes save_temporary_scope_as = potential_promoter_temp } promoted_legend ?= { legend_owner = root any_legend_promoter = { this != scope:potential_promoter_temp } } } immediate = { random_neighboring_realm_same_rank_owner = { limit = { is_available_healthy_ai_adult = yes } save_scope_as = potential_promoter } promoted_legend = { save_scope_as = promoted_legend } culture = { save_scope_as = root_culture } grab_appropriate_chronicler_effect = yes } option = { # Don't you want to see a fellow [x culture] succeed? name = legend_spread_events.5305.a trigger = { culture = scope:potential_promoter.culture } duel = { skill = diplomacy value = average_skill_rating 50 = { # They agree compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { # Likes you scope:potential_promoter = { opinion = { target = root value >= 60 } } add = 25 } send_interface_toast = { title = legend_spread_events.5305.a.success scope:potential_promoter = { set_promoted_legend = root.promoted_legend } } } 50 = { # They disagree compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { # Reluctant to drop their existing legend scope:potential_promoter = { exists = promoted_legend } add = 10 } send_interface_toast = { title = legend_spread_events.5305.a.failure add_prestige = miniscule_prestige_loss } } } stress_impact = { calm = minor_stress_impact_loss gregarious = miniscule_stress_impact_loss trusting = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_sociability = 1 } } } option = { # Else I'll beat you up m8 name = legend_spread_events.5305.b duel = { skills = { martial prowess } value = medium_skill_rating 50 = { # They acquiesce compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { # You are scary dread > 49 add = 15 } modifier = { # You are stronger than them root.current_military_strength > scope:potential_promoter.current_military_strength add = 20 } modifier = { # You are significantly stronger than them root.current_military_strength > scope:potential_promoter.one_and_a_half_times_current_military_strength add = 30 } send_interface_toast = { title = legend_spread_events.5305.b.success scope:potential_promoter = { set_promoted_legend = root.promoted_legend add_opinion = { target = root modifier = threatened_opinion opinion = -50 } } } } 50 = { # They don't care for your threats compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { # Reluctant to drop their existing legend scope:potential_promoter = { exists = promoted_legend } add = 25 } modifier = { # Dislikes you scope:potential_promoter = { opinion = { target = root value <= 0 } } add = 20 } modifier = { # Stubborn to a fault scope:potential_promoter = { has_trait = stubborn } add = 10 } send_interface_toast = { title = legend_spread_events.5305.b.failure promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } reverse_add_opinion = { target = scope:potential_promoter modifier = dismissive_opinion opinion = -20 } } } } stress_impact = { calm = minor_stress_impact_gain gregarious = miniscule_stress_impact_gain trusting = miniscule_stress_impact_gain wrathful = miniscule_stress_impact_loss ambitious = miniscule_stress_impact_loss vengeful = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 1 } } } option = { # It's the neighbourly thing to do! name = legend_spread_events.5305.c duel = { skill = diplomacy target = scope:potential_promoter 50 = { # Agreed! compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.5305.c.success scope:potential_promoter = { set_promoted_legend = root.promoted_legend } } } 50 = { #Disagree! compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { # Reluctant to drop their existing legend scope:potential_promoter = { exists = promoted_legend } add = 15 } send_interface_toast = { title = legend_spread_events.5305.c.failure add_prestige = minor_prestige_loss } } } stress_impact = { gregarious = miniscule_stress_impact_loss trusting = miniscule_stress_impact_gain shy = minor_stress_impact_gain deceitful = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = 1 } } } option = { # Just send the letter as-is name = legend_spread_events.5305.d random = { chance = 10 modifier = { # Likes you a bit scope:potential_promoter = { opinion = { target = root value > low_positive_opinion } } add = 10 } modifier = { # Likes you a lot scope:potential_promoter = { opinion = { target = root value > medium_positive_opinion } } add = 10 } send_interface_toast = { title = legend_spread_events.5305.d.success scope:potential_promoter = { set_promoted_legend = root.promoted_legend } } } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } } # You send a chronicler/herald to convince a neighbouring ruler legend_spread_events.5310 = { type = character_event title = legend_spread_events.5310.t desc = legend_spread_events.5310.desc theme = legend left_portrait = { character = root animation = worry } right_portrait = { character = scope:herald animation = chancellor } lower_center_portrait = { character = scope:potential_promoter } cooldown = { years = 25 } trigger = { promoted_legend ?= { legend_owner = root } any_neighboring_top_liege_realm_owner = { is_available_healthy_ai_adult = yes NOT = { promoted_legend ?= { legend_owner = root } } } OR = { any_court_position_holder = { type = chronicler_court_position is_available_healthy_ai_adult = yes } any_court_position_holder = { type = court_poet_court_position is_available_healthy_ai_adult = yes } } } immediate = { random_neighboring_top_liege_realm_owner = { limit = { is_available_healthy_ai_adult = yes NOT = { promoted_legend ?= { legend_owner = root } } } save_scope_as = potential_promoter } if = { limit = { any_court_position_holder = { type = chronicler_court_position is_available_healthy_ai_adult = yes } } random_court_position_holder = { type = chronicler_court_position limit = { is_available_healthy_ai_adult = yes } save_scope_as = herald } } else = { random_court_position_holder = { type = court_poet_court_position } save_scope_as = herald } promoted_legend = { save_scope_as = promoted_legend } save_scope_value_as = { name = random_range value = { integer_range = { min = 1 max = 15 } } } } option = { # Try to charm them with your wit! name = legend_spread_events.5310.a scope:herald = { duel = { skills = { diplomacy learning } value = average_skill_rating 50 = { # They agree compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { # Likes the diplomat scope:potential_promoter = { opinion = { target = scope:herald value > medium_positive_opinion } } add = 25 } root = { send_interface_toast = { title = legend_spread_events.5310.a.success scope:potential_promoter = { set_promoted_legend = root.promoted_legend } } } } 50 = { # They disagree compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { # Reluctant to drop their existing legend scope:potential_promoter = { exists = promoted_legend } add = 10 } root = { send_interface_toast = { title = legend_spread_events.5310.a.failure add_stress = minor_stress_gain } } } } } stress_impact = { trusting = miniscule_stress_impact_loss paranoid = miniscule_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_rationality = 1 } } } option = { # Take them a gift of gold to persuade them name = legend_spread_events.5310.b pay_short_term_gold = { target = scope:potential_promoter gold = medium_gold_value } random_list = { 70 = { # They acquiesce modifier = { # They want your money scope:potential_promoter = { has_trait = greedy } add = 15 } modifier = { #Natural randomness add = scope:random_range } send_interface_toast = { title = legend_spread_events.5310.b.success scope:potential_promoter = { set_promoted_legend = root.promoted_legend } } } 30 = { # They decline modifier = { # They don't want your money scope:potential_promoter = { OR = { has_trait = profligate has_trait = generous } } add = 15 } modifier = { # Dislikes you scope:potential_promoter = { opinion = { target = root value <= 0 } } add = 20 } modifier = { # Reluctant to drop their existing legend scope:potential_promoter = { exists = promoted_legend } add = 10 } send_interface_toast = { title = legend_spread_events.5310.b.failure add_stress = miniscule_stress_gain } } } stress_impact = { greedy = medium_stress_impact_gain generous = medium_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_greed = -1 } } } option = { # Just go there and don't balls it up! name = legend_spread_events.5310.c random = { chance = 20 send_interface_toast = { title = legend_spread_events.5305.c.success scope:potential_promoter = { set_promoted_legend = root.promoted_legend } } } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } } # You attempt to persuade a vassal by appealing to one of their traits legend_spread_events.5315 = { type = character_event title = legend_spread_events.5315.t desc = legend_spread_events.5315.desc theme = legend left_portrait = { character = root animation = worry } right_portrait = { character = scope:vassal animation = thinking } cooldown = { years = 25 } trigger = { promoted_legend ?= { legend_owner = root } any_vassal = { is_available_healthy_ai_adult = yes OR = { has_trait = ambitious has_trait = vengeful has_trait = honest has_trait = arrogant } } } immediate = { random_vassal = { limit = { is_available_healthy_ai_adult = yes OR = { has_trait = ambitious has_trait = vengeful has_trait = honest has_trait = arrogant } } save_scope_as = vassal } promoted_legend = { save_scope_as = promoted_legend } } option = { # Appeal to their ambition name = legend_spread_events.5315.a duel = { skill = diplomacy value = low_skill_rating 50 = { # They agree desc = legend_spread_events.5315.a.success show_chance = no compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { # Boost for correct deduction scope:vassal = { has_trait = ambitious } add = 200 } send_interface_toast = { title = legend_spread_events.5315.a.success scope:vassal = { set_promoted_legend = root.promoted_legend } } } 50 = { # They disagree desc = legend_spread_events.5315.a.failure show_chance = no compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { # Loss for incorrect deduction scope:vassal = { NOT = { has_trait = ambitious } } add = 200 } send_interface_toast = { title = legend_spread_events.5315.a.failure add_stress = minor_stress_gain } } } stress_impact = { ambitious = miniscule_stress_impact_loss humble = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = 1 } } } option = { # Appeal to their vengefulness name = legend_spread_events.5315.b duel = { skill = diplomacy value = low_skill_rating 50 = { # They agree desc = legend_spread_events.5315.a.success show_chance = no compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { # Boost for correct deduction scope:vassal = { has_trait = vengeful } add = 200 } send_interface_toast = { title = legend_spread_events.5315.a.success scope:vassal = { set_promoted_legend = root.promoted_legend } } } 50 = { # They disagree desc = legend_spread_events.5315.a.failure show_chance = no compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { # Loss for incorrect deduction scope:vassal = { NOT = { has_trait = vengeful } } add = 200 } send_interface_toast = { title = legend_spread_events.5315.a.failure add_stress = minor_stress_gain } } } stress_impact = { vengeful = miniscule_stress_impact_loss forgiving = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_greed = -1 } } } option = { # Appeal to their honesty name = legend_spread_events.5315.c duel = { skill = diplomacy value = low_skill_rating 50 = { # They agree desc = legend_spread_events.5315.a.success show_chance = no compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { # Boost for correct deduction scope:vassal = { has_trait = honest } add = 200 } send_interface_toast = { title = legend_spread_events.5315.a.success scope:vassal = { set_promoted_legend = root.promoted_legend } } } 50 = { # They disagree desc = legend_spread_events.5315.a.failure show_chance = no compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { # Loss for incorrect deduction scope:vassal = { NOT = { has_trait = honest } } add = 200 } send_interface_toast = { title = legend_spread_events.5315.a.failure add_stress = minor_stress_gain } } } stress_impact = { honest = miniscule_stress_impact_loss deceitful = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_vengefulness = 1 } } } option = { # Appeal to their arrogance name = legend_spread_events.5315.d duel = { skill = diplomacy value = low_skill_rating 50 = { # They agree desc = legend_spread_events.5315.a.success show_chance = no compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { # Boost for correct deduction scope:vassal = { has_trait = arrogant } add = 200 } send_interface_toast = { title = legend_spread_events.5315.a.success scope:vassal = { set_promoted_legend = root.promoted_legend } } } 50 = { # They disagree desc = legend_spread_events.5315.a.failure show_chance = no compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { # Loss for incorrect deduction scope:vassal = { NOT = { has_trait = arrogant } } add = 200 } send_interface_toast = { title = legend_spread_events.5315.a.failure add_stress = minor_stress_gain } } } stress_impact = { humble = miniscule_stress_impact_loss arrogant = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_rationality = 1 } } } } # You attempt to bribe a vassal into promoting your legend legend_spread_events.5320 = { type = character_event title = legend_spread_events.5320.t desc = { desc = legend_spread_events.5320.desc desc = { triggered_desc = { trigger = { scope:artifact = { exists = scope:artifact } } desc = legend_spread_events.5320.artifact } } } theme = legend left_portrait = { character = root animation = scheme } right_portrait = { character = scope:vassal animation = happiness } artifact = { target = scope:artifact position = lower_center_portrait } cooldown = { years = 25 } trigger = { promoted_legend ?= { legend_owner = root } any_vassal = { is_available_healthy_ai_adult = yes } } immediate = { random_vassal = { limit = { is_available_healthy_ai_adult = yes } save_scope_as = vassal } random_character_artifact = { limit = { NOR = { #Ensure it's not trash has_variable = unwanted_artifact #And doesn't have a claim on it any_artifact_claimant = { is_alive = no } } } save_scope_as = artifact } scope:vassal.capital_county = { save_scope_as = capital_county } promoted_legend = { save_scope_as = promoted_legend } } option = { # Offer them an artifact name = legend_spread_events.5320.a trigger = { exists = scope:artifact } duel = { skill = diplomacy value = medium_skill_rating 60 = { # They agree desc = legend_spread_events.5320.a.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { # Boost for anything that's above common scope:artifact = { rarity = masterwork } add = 15 } modifier = { scope:artifact = { rarity = famed } add = 30 } modifier = { scope:artifact = { rarity = illustrious } add = 80 } send_interface_toast = { title = legend_spread_events.5320.a.success scope:vassal = { set_promoted_legend = root.promoted_legend } promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } scope:artifact = { set_owner = { target = scope:vassal history = { location = root.capital_province actor = root recipient = scope:vassal type = given } } } } } 40 = { # They disagree desc = legend_spread_events.5320.a.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.5320.a.failure custom_tooltip = legend_spread_events.5320.a.artifact hidden_effect = { scope:artifact = { add_artifact_modifier = artifact_monthly_prestige_penalty_modifier } } reverse_add_opinion = { target = scope:vassal modifier = dismissive_opinion opinion = -5 } } } } stress_impact = { generous = miniscule_stress_impact_loss greedy = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_greed = -1 } } } option = { # Offer them investment in their holding name = legend_spread_events.5320.b duel = { skills = { diplomacy stewardship } value = medium_skill_rating 50 = { # They agree desc = legend_spread_events.5320.b.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.5320.a.success scope:vassal = { set_promoted_legend = root.promoted_legend } scope:capital_county = { add_county_modifier = { modifier = legend_investments years = 20 } } remove_short_term_gold = minor_gold_value } } 50 = { # They disagree desc = legend_spread_events.5320.b.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.5320.b.failure reverse_add_opinion = { target = scope:vassal modifier = dismissive_opinion opinion = -20 } } } } stress_impact = { generous = miniscule_stress_impact_loss greedy = minor_stress_impact_gain trusting = miniscule_stress_impact_loss paranoid = miniscule_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_greed = -1 ai_sociability = 0.5 } } } option = { # Offer them a favour name = legend_spread_events.5320.c duel = { skills = { diplomacy intrigue } value = low_skill_rating 50 = { # They agree desc = legend_spread_events.5320.a.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.5320.a.success scope:vassal = { set_promoted_legend = root.promoted_legend add_hook = { target = root type = favor_hook } } } } 50 = { # They disagree desc = legend_spread_events.5320.a.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.5320.a.failure add_character_modifier = { modifier = legend_loose_lips years = 15 } } } } stress_impact = { honest = miniscule_stress_impact_loss deceitful = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_vengefulness = 1 } } } option = { # Opt-out name = legend_spread_events.5320.d random = { chance = 15 send_interface_toast = { title = legend_spread_events.5320.d.success scope:vassal = { set_promoted_legend = root.promoted_legend } } } stress_impact = { humble = miniscule_stress_impact_loss arrogant = minor_stress_impact_gain content = miniscule_stress_impact_loss ambitious = minor_stress_impact_gain craven = miniscule_stress_impact_loss brave = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_energy = -0.5 } } } } # Legend is spreading towards you: do you become a promoter for extra rewards? legend_spread_events.5325 = { type = character_event title = legend_spread_events.5325.t desc = { desc = legend_spread_events.5325.desc triggered_desc = { trigger = { scope:promoted_legend_owner = { is_ai = yes } } desc = legend_spread_events.5325.protag } } theme = legend left_portrait = { character = root animation = thinking } right_portrait = { character = scope:legend_person animation = happiness } lower_center_portrait = { character = scope:promoted_legend_owner trigger = { this != scope:legend_person } } cooldown = { years = 25 } trigger = { #You have a neighbour who has a legend any_neighboring_top_liege_realm_owner = { promoted_legend ?= { NOR = { any_legend_promoter = { this = root } legend_owner = root } legend_owner ?= { is_within_diplo_range = { CHARACTER = root } } } } } immediate = { random_neighboring_top_liege_realm_owner = { #Grab neighbouring ruler with a legend limit = { promoted_legend ?= { NOR = { any_legend_promoter = { this = root } legend_owner = root } legend_owner ?= { is_within_diplo_range = { CHARACTER = root } } } } save_scope_as = legend_person promoted_legend = { save_scope_as = promoted_legend legend_owner = { save_scope_as = promoted_legend_owner } } } promoted_legend ?= { save_scope_as = your_legend } } option = { # Take it on and it gains good stuff because you're cool name = legend_spread_events.5325.a trigger = { prestige_level > 2 } add_internal_flag = special if = { limit = { exists = scope:your_legend } custom_tooltip = legend_spread_events.5325.stop_promoting_warning custom_tooltip = legend_spread_events.5325.stop_promoting stop_promoting_legend = yes } set_promoted_legend = scope:promoted_legend scope:promoted_legend = { add_legend_county_modifier = { modifier = legend_esteemed_expanding } } stress_impact = { arrogant = minor_stress_impact_loss humble = medium_stress_impact_gain ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 1 } } } option = { # Sure, I'll take it name = legend_spread_events.5325.b trigger = { NOT = { prestige_level > 2 } } if = { limit = { exists = scope:your_legend } custom_tooltip = legend_spread_events.5325.stop_promoting_warning custom_tooltip = legend_spread_events.5325.stop_promoting stop_promoting_legend = yes } set_promoted_legend = scope:promoted_legend add_prestige = minor_prestige_gain stress_impact = { generous = miniscule_stress_impact_loss greedy = minor_stress_impact_gain trusting = miniscule_stress_impact_loss paranoid = miniscule_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_greed = -1 ai_sociability = 0.5 } } } option = { # I'll do it, but for a sum... name = legend_spread_events.5325.c trigger = { #Ensure you're not taking money from humans scope:promoted_legend_owner = { is_ai = yes } } duel = { skill = diplomacy target = scope:promoted_legend_owner 50 = { # They agree desc = legend_spread_events.5325.c.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } custom_tooltip = legend_spread_events.5325.c.success.tt trigger_event = legend_spread_events.5326 } 50 = { # They disagree desc = legend_spread_events.5325.c.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } custom_tooltip = legend_spread_events.5325.c.failure.tt trigger_event = legend_spread_events.5327 } } stress_impact = { greedy = miniscule_stress_impact_loss generous = minor_stress_impact_gain deceitful = miniscule_stress_impact_loss honest = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_greed = 1 } } } option = { # No thanks name = legend_spread_events.5325.d reverse_add_opinion = { target = scope:legend_person modifier = angry_opinion opinion = -10 } stress_impact = { humble = miniscule_stress_impact_loss arrogant = minor_stress_impact_gain content = miniscule_stress_impact_loss ambitious = minor_stress_impact_gain craven = miniscule_stress_impact_loss brave = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_energy = -0.5 } } } } legend_spread_events.5326 = { type = letter_event opening = { desc = legend_spread_events.5326.opening } desc = legend_spread_events.5326.desc sender = { character = scope:promoted_legend_owner animation = personality_honorable } option = { name = legend_spread_events.5326.a scope:promoted_legend_owner = { pay_short_term_gold = { target = root gold = minor_gold_value } } custom_tooltip = legend_spread_events.5325.stop_promoting stop_promoting_legend = yes set_promoted_legend = scope:promoted_legend } option = { name = legend_spread_events.5326.b reverse_add_opinion = { modifier = angry_opinion opinion = -20 target = scope:promoted_legend_owner } } } legend_spread_events.5327 = { type = letter_event opening = { desc = legend_spread_events.5327.opening } desc = legend_spread_events.5327.desc sender = { character = scope:promoted_legend_owner animation = dismissal } option = { name = legend_spread_events.5327.a add_stress = minor_stress_gain } } # Legend owner is evil; stop promoting? legend_spread_events.5330 = { type = character_event title = legend_spread_events.5330.t desc = legend_spread_events.5330.desc theme = legend left_portrait = { character = root animation = stress } right_portrait = { character = scope:promoted_legend_owner animation = anger } cooldown = { years = 25 } trigger = { #You have a legend and the legend owner is sinful any_legend = { any_legend_promoter = { #You are promoting that legend this = root } legend_owner = { num_sinful_traits >= 1 #They have at least one sinful trait save_temporary_scope_as = promoted_legend_owner_temp } save_temporary_scope_as = promoted_legend_temp } scope:promoted_legend_temp = { #Ensure they own the legend legend_owner = scope:promoted_legend_owner_temp } } immediate = { random_legend = { #Grab the legend you're promoting limit = { any_legend_promoter = { this = root } legend_owner = { num_sinful_traits >= 1 } } save_scope_as = promoted_legend } scope:promoted_legend.legend_owner = { save_scope_as = promoted_legend_owner } save_scope_as = root_scope } option = { # How dare they! I am a godly WomanMan! name = legend_spread_events.5330.a trigger = { OR = { scope:promoted_legend_owner = { #They're REALLY evil num_sinful_traits >= 2 } has_trait = zealous #Or you're really godly } NOT = { has_trait = cynical } } add_internal_flag = special promoted_legend = { add_legend_county_modifier = { modifier = legend_irreverent_immoral years = 10 } } if = { #Just to ensure human players don't get blindsided limit = { scope:promoted_legend_owner = { is_ai = yes } } scope:promoted_legend_owner = { add_character_modifier = { modifier = legend_wicked_ways years = 15 } } } stop_promoting_legend = yes every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = pleased_opinion opinion = 25 target = root } } reverse_add_opinion = { modifier = angry_opinion opinion = -20 target = scope:promoted_legend_owner } stress_impact = { zealous = minor_stress_impact_loss gregarious = minor_stress_impact_gain } ai_chance = { #Keep this low so we don't see non-player usage of it much if at all base = 15 ai_value_modifier = { ai_zeal = 1 } } } option = { # I have my own reputation to be thinking of name = legend_spread_events.5330.b stop_promoting_legend = yes add_piety = minor_piety_gain stress_impact = { zealous = miniscule_stress_impact_loss cynical = minor_stress_impact_gain ambitious = miniscule_stress_impact_loss content = miniscule_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_greed = 0.5 ai_sociability = -0.5 } } } option = { # I'll grin and bear it name = legend_spread_events.5330.c random = { chance = 20 send_interface_toast = { title = legend_spread_events.5330.c.success left_icon = root scope:promoted_legend_owner = { add_character_modifier = { modifier = legend_errors_exonerated years = 10 } } } } reverse_add_opinion = { target = scope:promoted_legend_owner modifier = pleased_opinion opinion = 30 } every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = angry_opinion opinion = -10 target = root } } stress_impact = { humble = miniscule_stress_impact_loss arrogant = minor_stress_impact_gain content = miniscule_stress_impact_loss ambitious = minor_stress_impact_gain craven = miniscule_stress_impact_loss brave = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_energy = -0.5 } } } } # Legend owner is very godly; promote more? # Counterpart to 5330 legend_spread_events.5335 = { type = character_event title = legend_spread_events.5335.t desc = legend_spread_events.5335.desc theme = legend left_portrait = { character = root animation = happiness } right_portrait = { character = scope:promoted_legend_owner animation = personality_zealous } cooldown = { years = 25 } trigger = { #You have a legend and the legend owner is virtuous any_legend = { any_legend_promoter = { #You are promoting that legend this = root } legend_owner = { num_virtuous_traits >= 1 #They have at least one virtuous trait save_temporary_scope_as = promoted_legend_owner_temp } save_temporary_scope_as = promoted_legend_temp } scope:promoted_legend_temp = { #Ensure they own the legend legend_owner = scope:promoted_legend_owner_temp } } immediate = { random_legend = { #Grab the legend you're promoting limit = { any_legend_promoter = { this = root } legend_owner = { num_virtuous_traits >= 1 } } save_scope_as = promoted_legend } scope:promoted_legend.legend_owner = { save_scope_as = promoted_legend_owner } save_scope_as = root_scope } option = { # I love them! name = legend_spread_events.5335.a trigger = { OR = { scope:promoted_legend_owner = { #They're REALLY godly num_virtuous_traits >= 2 } has_trait = zealous #Or you're really godly } NOT = { has_trait = cynical } } add_internal_flag = special promoted_legend = { add_legend_owner_modifier = { modifier = legend_saintly_sinless years = 15 } } add_piety = medium_piety_value every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = pleased_opinion opinion = 20 target = root } } stress_impact = { zealous = minor_stress_impact_loss cynical = medium_stress_impact_gain } ai_chance = { #Keep this low so we don't see non-player usage of it much if at all base = 15 ai_value_modifier = { ai_zeal = 1 } } } option = { # Use them to increase my fame name = legend_spread_events.5335.b add_prestige = minor_prestige_value promoted_legend = { add_legend_owner_modifier = { modifier = legend_principled_pious years = 10 } } stress_impact = { zealous = minor_stress_impact_gain cynical = miniscule_stress_impact_loss ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_greed = 1 ai_sociability = 0.5 } } } option = { # Perhaps I should learn from him? name = legend_spread_events.5335.c random = { chance = 20 send_interface_toast = { title = legend_spread_events.5335.c.success left_icon = root add_learning_skill = 1 } } reverse_add_opinion = { target = scope:promoted_legend_owner modifier = flattered_opinion opinion = 15 } every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = pleased_opinion opinion = 10 target = root } } stress_impact = { humble = medium_stress_impact_loss arrogant = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_energy = -1 } } } } ## Additional Spread Events # You are asked how the tale goes legend_spread_events.5400 = { type = character_event title = legend_spread_events.5400.t desc = legend_spread_events.5400.desc theme = legend left_portrait = { character = root animation = thinking } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { promoted_legend = { save_scope_as = promoted_legend } culture = { save_scope_as = root_culture } grab_appropriate_chronicler_effect = yes } option = { # Improve your legend name = legend_spread_events.5400.a duel = { skill = diplomacy value = high_skill_rating 50 = { # Your story is beautifully embellished compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.5400.a.majorsuccess promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } } } 50 = { # Your story is only somewhat embellished compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.5400.a.minorsuccess add_prestige = medium_prestige_value } } } stress_impact = { honest = miniscule_stress_impact_loss content = miniscule_stress_impact_loss deceitful = minor_stress_impact_gain ambitious = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_sociability = 1 } } } option = { # Invent a story to change your legend name = legend_spread_events.5400.b duel = { skills = { diplomacy intrigue } value = medium_skill_rating 50 = { # They believe you compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { # Nobody wants to disagree with you dread > 49 add = 5 } send_interface_toast = { title = legend_spread_events.5400.b.success add_intrigue_skill = 1 promoted_legend = { set_legend_chapter = { name = famous_deed localization_key = legend_chapter_silver_tongued } } } } 50 = { # They don't really believe you compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { # You're a crap liar has_trait = honest add = 5 } send_interface_toast = { title = legend_spread_events.5400.b.failure promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } promoted_legend = { set_legend_chapter = { name = famous_deed localization_key = legend_chapter_easily_captured } } } } } stress_impact = { deceitful = minor_stress_impact_loss honest = minor_stress_impact_gain ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 1 } } } option = { # Opt-out name = legend_spread_events.5400.c promoted_legend = { add_legend_owner_modifier = { modifier = legend_tolerant_trusting } } stress_impact = { trusting = miniscule_stress_impact_loss shy = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = 0.5 } } } } # You are asked whether the tales of a mythical beast are true legend_spread_events.5405 = { type = character_event title = legend_spread_events.5405.t desc = legend_spread_events.5405.desc theme = legend left_portrait = { character = root animation = thinking } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = discovery legend_protagonist = root } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { promoted_legend = { save_scope_as = promoted_legend } grab_appropriate_chronicler_effect = yes set_up_regional_mythical_creature_effect = yes } option = { # Of course it was! name = legend_spread_events.5405.a duel = { skills = { diplomacy learning } value = high_skill_rating 50 = { # They buy it compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.5405.a.success promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_mythical_beast } change_legend_quality_effect = { VALUE = medium_legend_quality_increase } } } } 50 = { # They don't buy it compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.5405.a.failure promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_decrease } } } } } stress_impact = { deceitful = miniscule_stress_impact_loss content = minor_stress_impact_gain honest = minor_stress_impact_gain ambitious = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_sociability = 1 } } } option = { # That's nonsense: here's what I DID see, though... name = legend_spread_events.5405.b duel = { skill = intrigue value = high_skill_rating 50 = { # You make up a new creature on the spot compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { # Nobody wants to disagree with you dread > 49 add = 5 } modifier = { # You're a good liar has_trait = deceitful add = 5 } send_interface_toast = { title = legend_spread_events.5405.b.success add_intrigue_skill = 1 add_prestige = minor_prestige_gain promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_new_myth } } } } 50 = { # What? That's ridiculous compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { # You're a crap liar has_trait = honest add = 5 } send_interface_toast = { title = legend_spread_events.5405.b.failure promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } add_prestige = medium_prestige_loss } } } stress_impact = { deceitful = minor_stress_impact_loss honest = minor_stress_impact_gain ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 1 } } } option = { # Who can say? So many wondrous things I saw... name = legend_spread_events.5405.c promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } stress_impact = { honest = miniscule_stress_impact_loss deceitful = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } } # You are asked what lies in the ocean depths legend_spread_events.5410 = { type = character_event title = legend_spread_events.5410.t desc = legend_spread_events.5410.desc theme = legend left_portrait = { character = root animation = personality_honorable } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = discovery legend_protagonist = root } any_courtier = { is_available_ai_adult = yes } } immediate = { promoted_legend = { save_scope_as = promoted_legend } grab_appropriate_chronicler_effect = yes } option = { # The tales of the Vinland were true! name = legend_spread_events.5410.a trigger = { AND = { culture = { has_cultural_pillar = heritage_north_germanic } current_year >= 1000 #Use a rough estimate of when rumours of Vinland were beginning to propagate } } flavor = legend_spread_events.5410.a.flavor duel = { skills = { diplomacy learning } value = medium_skill_rating 50 = { # They buy it compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.5410.a.success promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_vinland } } promoted_legend = { change_legend_quality_effect = { VALUE = major_legend_quality_increase } } } } 50 = { # They don't buy it compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.5410.a.failure add_prestige = medium_prestige_loss } } } stress_impact = { ambitious = miniscule_stress_impact_loss arbitrary = miniscule_stress_impact_loss content = minor_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = -0.5 } } } option = { # There were mighty sea monsters! name = legend_spread_events.5410.b promoted_legend = { set_legend_chapter = { name = discovery localization_key = legend_chapter_sea_monsters } } add_character_modifier = { modifier = sea_monsters_modifier years = 15 } stress_impact = { deceitful = minor_stress_impact_loss honest = minor_stress_impact_gain ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 1 } } } option = { # Who can say? So many wondrous things I saw... name = legend_spread_events.5410.c promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } stress_impact = { honest = miniscule_stress_impact_loss deceitful = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } option = { # There's nothing there, boy! name = legend_spread_events.5410.d if = { limit = { NOT = { has_trait = lifestyle_traveler } } add_trait = lifestyle_traveler } add_trait_xp = { trait = lifestyle_traveler track = danger value = { 5 15 } } stress_impact = { honest = miniscule_stress_impact_loss deceitful = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 } } } } # Is your tale one of nobles or common folk? legend_spread_events.5415 = { type = character_event title = legend_spread_events.5415.t desc = legend_spread_events.5415.desc theme = legend left_portrait = { character = root animation = thinking } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { promoted_legend ?= { legend_owner = root } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { promoted_legend = { save_scope_as = promoted_legend legend_protagonist = { save_scope_as = protagonist } } grab_appropriate_chronicler_effect = yes } option = { # It's all about the nobles, baby name = legend_spread_events.5415.a promoted_legend = { add_legend_owner_modifier = { modifier = legend_nobles_noted years = 15 } } stress_impact = { content = miniscule_stress_impact_loss humble = miniscule_stress_impact_loss ambitious = minor_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = -1 } } } option = { # It's about the common man! name = legend_spread_events.5415.b promoted_legend = { add_legend_county_modifier = { modifier = legend_commoners_celebrated years = 15 } } stress_impact = { ambitious = miniscule_stress_impact_loss arrogant = miniscule_stress_impact_loss content = minor_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = 1 } } } option = { # It's about the protag themselves, duh name = { trigger = { promoted_legend = { legend_protagonist = root } } text = legend_spread_events.5415.c.protag } name = { trigger = { NOT = { promoted_legend = { legend_protagonist = root } } } text = legend_spread_events.5415.c } promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } } if = { limit = { promoted_legend = { legend_protagonist = root } } add_prestige = minor_prestige_gain } stress_impact = { arrogant = minor_stress_impact_loss humble = minor_stress_impact_gain stubborn = minor_stress_impact_loss fickle = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_greed = 1 } } } } # You supposedly drank a mighty ogre under the table # Inspired by Kuba Potapczyk # As in, he suggested the event, not that he's an ogre # ...necessarily legend_spread_events.5420 = { type = character_event title = legend_spread_events.5420.t desc = legend_spread_events.5420.desc theme = legend left_portrait = { character = root animation = toast } right_portrait = { character = scope:chronicler animation = chancellor } cooldown = { years = 20 } trigger = { drinks_alcohol_trigger = yes promoted_legend ?= { legend_owner = root legend_protagonist = root } any_courtier = { this != root is_available_ai_adult = yes } } immediate = { promoted_legend = { save_scope_as = promoted_legend } grab_appropriate_chronicler_effect = yes } option = { # I'LL SHOW YOU RIGHT NOW name = legend_spread_events.5420.a duel = { skill = prowess value = high_skill_rating 50 = { #Chronicler is convinced compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { # You're a drunkard has_trait = drunkard add = 15 } modifier = { # You're a legend mate has_trait = lifestyle_reveler add = 10 } modifier = { # You'll drink anything has_trait = gluttonous add = 5 } desc = legend_spread_events.5420.a.success send_interface_toast = { title = legend_spread_events.5420.a.success left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = major_legend_quality_increase } } } } 50 = { # People are unconvinced compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5420.a.failure send_interface_toast = { title = legend_spread_events.5420.a.failure left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } add_character_modifier = { modifier = legend_hangover_modifier years = 3 } } } } stress_impact = { arrogant = minor_stress_impact_loss gluttonous = minor_stress_impact_loss humble = minor_stress_impact_gain temperate = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_greed = 1 } } } option = { # You'll just have to believe me name = legend_spread_events.5420.b duel = { skill = diplomacy value = very_high_skill_rating 50 = { #Chronicler is convinced compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { # You're a drunkard has_trait = drunkard add = 7 } modifier = { # You're a legend mate has_trait = lifestyle_reveler add = 4 } modifier = { # You'll drink anything has_trait = gluttonous add = 2 } desc = legend_spread_events.5420.b.success send_interface_toast = { title = legend_spread_events.5420.b.success left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } } } 50 = { # Chronicler is unconvinced compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.5420.b.failure send_interface_toast = { title = legend_spread_events.5420.b.failure left_icon = root right_icon = scope:chronicler promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } } } } stress_impact = { humble = miniscule_stress_impact_loss temperate = miniscule_stress_impact_loss arrogant = minor_stress_impact_gain gluttonous = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = -0.5 } } } option = { # I'm not warmed up :( name = legend_spread_events.5420.c random = { chance = 20 send_interface_toast = { title = legend_spread_events.5420.c.tt left_icon = root add_character_modifier = { modifier = legend_shy_drinker years = 10 } } } stress_impact = { arrogant = medium_stress_impact_gain stubborn = minor_stress_impact_gain humble = minor_stress_impact_loss fickle = miniscule_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_honor = -1 } } } }