namespace = NEOW_travel_event NEOW_travel_event.0001 = { # Zone Rouge Death Zone type = character_event title = NEOW_travel_event.0001.t desc = NEOW_travel_event.0001.desc theme = travel_danger left_portrait = { character = root.current_travel_plan.travel_leader animation = thinking } right_portrait = { character = root animation = worry } cooldown = { days = 10 } trigger = { is_travelling = yes is_location_valid_for_travel_event_on_land = yes location = { barony = { has_building_with_flag = { flag = travel_point_of_interest_zone_rouge }} } } immediate = { play_music_cue = "mx_cue_negative" } option = { #You get lost name = NEOW_travel_event.0001.a random_list = { 50 = { modifier = { has_trait = paranoid add = 5 } modifier = { has_trait = patient add = 5 } modifier = { has_trait = strong add = 5 } modifier = { has_trait = craven add = 10 } modifier = { has_trait = lifestyle_traveler add = 10 } modifier = { has_trait = shrewd add = 20 } modifier = { has_trait = adventurer add = 35 } modifier = { has_trait = intellect_good_1 factor = 1.1 } modifier = { has_trait = intellect_good_2 factor = 1.25 } modifier = { has_trait = intellect_good_3 factor = 1.5 } modifier = { has_trait = physique_good_1 factor = 1.1 } modifier = { has_trait = physique_good_2 factor = 1.25 } modifier = { has_trait = physique_good_3 factor = 1.5 } modifier = { culture = { OR = { has_cultural_pillar = heritage_mosellic has_cultural_pillar = heritage_west_germanic has_cultural_pillar = heritage_central_germanic has_cultural_pillar = heritage_french has_cultural_pillar = heritage_anglo_frisian has_cultural_pillar = heritage_brythonic has_cultural_pillar = heritage_rhaeto_helvetic } } factor = 2 } custom_tooltip = { text = travel.zr_safe } send_interface_toast = { title = travel.zr_survived left_icon = root stress_impact = { diligent = minor_stress_impact_loss brave = medium_stress_impact_loss impatient = major_stress_impact_loss lazy = minor_stress_impact_gain craven = medium_stress_impact_gain patient = major_stress_impact_gain } } } 30 = { modifier = { has_trait = brave add = 2 } modifier = { has_trait = impatient add = 5 } modifier = { has_trait = fickle add = 5 } modifier = { has_trait = spindly add = 5 } modifier = { has_trait = weak add = 5 } modifier = { has_trait = bleeder add = 10 } modifier = { has_trait = dull add = 10 } modifier = { has_trait = intellect_bad_1 factor = 1.1 } modifier = { has_trait = intellect_bad_2 factor = 1.25 } modifier = { has_trait = intellect_bad_3 factor = 1.5 } modifier = { has_trait = physique_bad_1 factor = 1.1 } modifier = { has_trait = physique_bad_2 factor = 1.25 } modifier = { has_trait = physique_bad_3 factor = 1.5 } send_interface_toast = { title = travel.zr_survived left_icon = root if = { limit = { has_trait = wounded_3 } title = travel.zr_death custom_tooltip = { text = travel.zr_death } death = { death_reason = death_mine_explosion } } else_if = { limit = { has_trait = wounded_2 } custom_tooltip = { text = travel.zr_very_badly_wounded } stress_impact = { brave = minor_stress_impact_loss impatient = medium_stress_impact_loss craven = minor_stress_impact_gain patient = medium_stress_impact_gain } change_trait_rank = { trait = wounded rank = 1 max = 3 } } else_if = { limit = { has_trait = wounded_1 } custom_tooltip = { text = travel.zr_badly_wounded } stress_impact = { diligent = minor_stress_impact_loss brave = medium_stress_impact_loss impatient = major_stress_impact_loss lazy = minor_stress_impact_gain craven = medium_stress_impact_gain patient = major_stress_impact_gain } change_trait_rank = { trait = wounded rank = 1 max = 3 } } else = { custom_tooltip = { text = travel.zr_wounded } stress_impact = { diligent = minor_stress_impact_loss brave = medium_stress_impact_loss impatient = major_stress_impact_loss lazy = minor_stress_impact_gain craven = medium_stress_impact_gain patient = major_stress_impact_gain } add_trait = wounded_1 } } } 15 = { modifier = { has_trait = brave add = 2 } modifier = { has_trait = impatient add = 5 } modifier = { has_trait = fickle add = 5 } modifier = { has_trait = spindly add = 5 } modifier = { has_trait = weak add = 15 } modifier = { has_trait = bleeder add = 20 } modifier = { has_trait = dull add = 10 } modifier = { has_trait = intellect_bad_1 factor = 1.1 } modifier = { has_trait = intellect_bad_2 factor = 1.25 } modifier = { has_trait = intellect_bad_3 factor = 1.5 } modifier = { has_trait = physique_bad_1 factor = 1.1 } modifier = { has_trait = physique_bad_2 factor = 1.25 } modifier = { has_trait = physique_bad_3 factor = 1.5 } send_interface_toast = { title = travel.zr_survived left_icon = root if = { limit = { has_trait = wounded_3 } title = travel.zr_death custom_tooltip = { text = travel.zr_death } death = { death_reason = death_mine_explosion } } else_if = { limit = { has_trait = wounded_2 } title = travel.zr_death custom_tooltip = { text = travel.zr_death } death = { death_reason = death_mine_explosion } } else_if = { limit = { has_trait = wounded_1 } title = travel.zr_very_badly_wounded custom_tooltip = { text = travel.zr_very_badly_wounded } stress_impact = { brave = minor_stress_impact_loss impatient = medium_stress_impact_loss craven = minor_stress_impact_gain patient = medium_stress_impact_gain } change_trait_rank = { trait = wounded rank = 2 max = 3 } } else = { title = travel.zr_badly_wounded custom_tooltip = { text = travel.zr_badly_wounded } stress_impact = { diligent = minor_stress_impact_loss brave = medium_stress_impact_loss impatient = major_stress_impact_loss lazy = minor_stress_impact_gain craven = medium_stress_impact_gain patient = major_stress_impact_gain } add_trait = wounded_2 } } } 5 = { modifier = { has_trait = brave add = 10 } modifier = { has_trait = impatient add = 5 } modifier = { has_trait = fickle add = 5 } modifier = { has_trait = spindly add = 5 } modifier = { has_trait = weak add = 20 } modifier = { has_trait = bleeder add = 50 } modifier = { has_trait = dull add = 20 } modifier = { has_trait = intellect_bad_1 factor = 1.1 } modifier = { has_trait = intellect_bad_2 factor = 1.25 } modifier = { has_trait = intellect_bad_3 factor = 1.5 } modifier = { has_trait = physique_bad_1 factor = 1.1 } modifier = { has_trait = physique_bad_2 factor = 1.25 } modifier = { has_trait = physique_bad_3 factor = 1.5 } custom_tooltip = { text = travel.zr_death } send_interface_toast = { title = travel.zr_death left_icon = root death = { death_reason = death_mine_explosion } } } } ai_chance = { base = 20 } } option = { #You find a better way name = NEOW_travel_event.0001.b trigger = { OR = { has_trait = adventurer has_trait_xp = { trait = lifestyle_traveler track = danger value >= 90 } } } custom_tooltip = { text = travel.zr_escaped } stress_impact = { brave = minor_stress_impact_gain impatient = medium_stress_impact_gain craven = minor_stress_impact_loss patient = medium_stress_impact_loss } add_prestige = 150 send_interface_toast = { title = travel.zr_survived left_icon = root } current_travel_plan = { delay_travel_plan = { days = 7 } } ai_chance = { base = 100 } } option = { #You take the losses and turn back name = NEOW_travel_event.0001.c custom_tooltip = { text = travel.zr_escaped_long_way } stress_impact = { diligent = minor_stress_impact_gain brave = medium_stress_impact_gain impatient = major_stress_impact_gain lazy = minor_stress_impact_loss craven = medium_stress_impact_loss patient = major_stress_impact_loss } add_prestige = -150 send_interface_toast = { title = travel.zr_survived left_icon = root } current_travel_plan = { delay_travel_plan = { months = 1 } } ai_chance = { base = 80 } } }