namespace = mpo_hunt # mpo_hunt.0001 - Teach your child how to hunt something small # mpo_hunt.0010 - A bird of prey tries to attack someone you care about # mpo_hunt.0020 - You try to keep a wolf cub pet # mpo_hunt.0030 - You find some lost herd ####################### # Teach your child how to hunt something small ####################### scripted_trigger mpo_hunt_0001_child_trigger = { is_child_of = root age >= 6 age <= 16 } mpo_hunt.0001 = { type = activity_event title = mpo_hunt.0001.t desc = mpo_hunt.0001.desc theme = hunt_activity left_portrait = { character = root animation = anger } center_portrait = { character = scope:child triggered_animation = { trigger = { has_trait = craven } animation = worry } animation = hunting_shortbow_rest_arrow_default camera = camera_event_left } cooldown = { years = 1 } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic involved_activity = { any_attending_character = { mpo_hunt_0001_child_trigger = yes } } } immediate = { involved_activity = { save_scope_as = activity } involved_activity = { random_attending_character = { limit = { mpo_hunt_0001_child_trigger = yes } weight = { base = 1 modifier = { add = 10 is_primary_heir_of = root } } save_scope_as = child } } } option = { # Do it yourself name = mpo_hunt.0001.a trigger = { prowess >= 15 } add_prestige = medium_prestige_gain stress_impact = { brave = major_stress_impact_loss craven = major_stress_impact_gain lazy = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = brave } modifier = { factor = 0 OR = { has_trait = craven has_trait = lazy } } } } option = { # Encourage child name = mpo_hunt.0001.b duel = { skill = diplomacy value = medium_skill_rating 50 = { # Child feels confident compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } min = 5 desc = mpo_hunt.0001.b.tt.success send_interface_toast = { title = mpo_hunt.0001.b.tt.success left_icon = scope:child scope:child = { add_prowess_skill = 1 } } } 50 = { # Child fails compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } min = 5 desc = mpo_hunt.0001.b.tt.failure send_interface_toast = { title = mpo_hunt.0001.b.tt.failure left_icon = scope:child add_stress = major_stress_gain # You're a failure as a parent } } } stress_impact = { gregarious = medium_stress_impact_loss callous = medium_stress_impact_gain sadistic = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = gregarious } modifier = { factor = 0 OR = { has_trait = callous has_trait = sadistic } } } } option = { # Show child how to do it name = mpo_hunt.0001.c duel = { skill = martial value = high_skill_rating 10 = { # Child mega wins desc = mpo_hunt.0001.c.tt.crit_success send_interface_toast = { title = mpo_hunt.0001.c.tt.crit_success left_icon = scope:child scope:child = { add_prowess_skill = 2 } involved_activity = { every_attending_character = { limit = { NOT = { this = scope:child } NOT = { this = root } } add_opinion = { modifier = respect_opinion opinion = 10 target = scope:child } } } } } 50 = { # Child feels confident compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } min = 5 desc = mpo_hunt.0001.b.tt.success send_interface_toast = { title = mpo_hunt.0001.b.tt.success left_icon = scope:child scope:child = { add_prowess_skill = 1 } } } 50 = { # Child fails compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } min = 5 desc = mpo_hunt.0001.b.tt.failure send_interface_toast = { title = mpo_hunt.0001.b.tt.failure left_icon = scope:child add_prestige = minor_prestige_loss } } } stress_impact = { calm = medium_stress_impact_gain ambitious = medium_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 2 has_trait = ambitious } modifier = { factor = 0 has_trait = calm } } } option = { # Let's get out of here name = mpo_hunt.0001.d hunt_activity_success_change_effect = { CHANGE = increase_medium } stress_impact = { diligent = medium_stress_impact_loss ambitious = medium_stress_impact_gain brave = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = diligent } modifier = { factor = 0 OR = { has_trait = ambitious has_trait = brave } } } } } ####################### # A bird of prey tries to attack someone you care about ####################### scripted_trigger mpo_hunt_0010_target_trigger = { is_adult = yes NOR = { this = root has_relation_friend = root has_relation_lover = root } } scripted_effect mpo_hunt_0010_success_effect = { if = { limit = { has_activity_intent = impose_obedience_intent } scope:target = { add_opinion = { target = root modifier = obedience_opinion } } complete_activity_intent = yes } else_if = { limit = { scope:target = { is_attracted_to_gender_of = root might_cheat_on_every_partner_trigger = yes } is_attracted_to_gender_of = scope:target } set_relation_lover = { reason = lover_hunt_impressed target = scope:target } } else = { set_relation_friend = { reason = friend_hunt_impressed target = scope:target } } } mpo_hunt.0010 = { type = activity_event title = mpo_hunt.0010.t desc = mpo_hunt.0010.desc theme = hunt_activity left_portrait = { character = root animation = horse_archer_aggressive camera = camera_event_horse_left } right_portrait = { character = scope:target animation = horse_exhausted camera = camera_event_horse_right } cooldown = { years = 1 } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic involved_activity ?= { any_attending_character = { mpo_hunt_0010_target_trigger = yes } } } weight_multiplier = { base = 1 modifier = { add = 5 OR = { has_activity_intent = befriend_attendee_intent has_activity_intent = woo_attendee_intent has_activity_intent = impose_obedience_intent } } } immediate = { involved_activity = { save_scope_as = activity } if = { limit = { has_activity_intent = impose_obedience_intent intent_target ?= { is_alive = yes NOT = { is_obedient_to = root } } } intent_target = { save_scope_as = target } } else_if = { limit = { has_activity_intent = befriend_attendee_intent intent_target ?= { is_alive = yes NOT = { has_relation_friend = root } } } intent_target = { save_scope_as = target } } else_if = { limit = { has_activity_intent = woo_attendee_intent intent_target ?= { is_alive = yes NOT = { has_relation_lover = root } } } intent_target = { save_scope_as = target } } else = { involved_activity = { random_attending_character = { limit = { mpo_hunt_0010_target_trigger = yes } save_scope_as = target } } } } option = { # You destroy this thing name = mpo_hunt.0010.a show_as_unavailable = { always = yes } trigger = { has_trait_xp = { trait = lifestyle_hunter track = falconer value >= 25 } } add_prestige = medium_prestige_gain add_trait_xp = { trait = lifestyle_hunter track = falconer value = medium_trait_xp } stress_impact = { arrogant = medium_stress_impact_loss humble = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = humble } modifier = { factor = 2 has_trait = arrogant } } } option = { # Fight the bird and take all credit name = mpo_hunt.0010.b duel = { skill = prowess value = medium_skill_rating 50 = { # You shoot it compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } min = 5 desc = mpo_hunt.0010.b.tt.success send_interface_toast = { title = mpo_hunt.0010.b.tt.success left_icon = root add_prestige = minor_prestige_gain } } 50 = { # Fail compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } min = 5 desc = mpo_hunt.0010.b.tt.failure send_interface_toast = { title = mpo_hunt.0010.b.tt.failure left_icon = root add_prestige = medium_prestige_loss } } 10 = { # Fail a lot compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } min = 5 desc = mpo_hunt.0010.b.tt.crit_failure send_interface_toast = { title = mpo_hunt.0010.b.tt.crit_failure left_icon = root increase_wounds_no_death_effect = { REASON = wild_animal } add_prestige = medium_prestige_loss } } } stress_impact = { humble = medium_stress_impact_gain arrogant = medium_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 2 has_trait = arrogant } modifier = { factor = 0 has_trait = humble } } } option = { # I will defend you! name = mpo_hunt.0010.c duel = { skill = prowess value = medium_skill_rating 50 = { # You win compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } min = 5 desc = mpo_hunt.0010.c.tt.success send_interface_toast = { title = mpo_hunt.0010.c.tt.success left_icon = scope:target mpo_hunt_0010_success_effect = yes } } 50 = { # Fail compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } min = 5 desc = mpo_hunt.0010.b.tt.crit_failure send_interface_toast = { title = mpo_hunt.0010.b.tt.crit_failure left_icon = scope:target increase_wounds_no_death_effect = { REASON = wild_animal } } } } stress_impact = { brave = major_stress_impact_loss compassionate = medium_stress_impact_loss callous = medium_stress_impact_gain sadistic = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_trait = brave has_trait = compassionate } } modifier = { factor = 0 OR = { has_trait = callous has_trait = sadistic } } } } option = { # Let's get out of here name = mpo_hunt.0010.d scope:target = { increase_wounds_no_death_effect = { REASON = wild_animal } } stress_impact = { sadistic = medium_stress_impact_loss callous = medium_stress_impact_loss compassionate = major_stress_impact_gain gregarious = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_trait = sadistic has_trait = callous } } modifier = { factor = 0 OR = { has_trait = compassionate has_trait = calm } } } } } ####################### # You find a wolf cub ####################### scripted_trigger mpo_hunt_0020_zud_season_trigger = { situation:the_great_steppe = { OR = { any_situation_sub_region = { sub_region_current_phase = situation_steppe_white_zud_season situation_sub_region_has_county = root.location.county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_cold_zud_season situation_sub_region_has_county = root.location.county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_havsarsan_zud_season situation_sub_region_has_county = root.location.county } } } } mpo_hunt.0020 = { type = activity_event title = mpo_hunt.0020.t desc = { desc = mpo_hunt.0020.desc.intro first_valid = { triggered_desc = { trigger = { mpo_hunt_0020_zud_season_trigger = yes } desc = mpo_hunt.0020.desc.zud } desc = mpo_hunt.0020.desc.normal } } theme = hunt_activity left_portrait = { character = root animation = horse_surveying camera = camera_event_horse_left } center_portrait = { character = scope:companion animation = horse_archer_idle camera = camera_event_horse_left } cooldown = { years = 1 } artifact = { target = scope:newly_created_artifact position = lower_right_portrait trigger = { mpo_hunt_0020_zud_season_trigger = yes } } widget = { is_shown = { mpo_hunt_0020_zud_season_trigger = yes } gui = "event_window_widget_vfx_snowstorm" container = "foreground_shader_vfx_container" } weight_multiplier = { base = 1 modifier = { factor = 2 mpo_hunt_0020_zud_season_trigger = yes } } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic involved_activity ?= { any_attending_character = { is_adult = yes NOT = { this = root } } } involved_activity.activity_host ?= this } immediate = { involved_activity = { save_scope_as = activity random_attending_character = { limit = { is_adult = yes NOT = { this = root } } save_scope_as = companion get_quirk_character_effect = yes } } if = { limit = { has_royal_court = yes } hidden_effect_new_object = { create_artifact = { name = artifact_wolf_pelt_name creator = root description = artifact_wolf_pelt_desc visuals = large_animal_hide type = animal_hide_big modifier = artifact_dread_gain_mult_1_modifier modifier = artifact_monthly_prestige_gain_per_dread_add_1_modifier wealth = 25 quality = 50 save_scope_as = newly_created_artifact } } } else = { hidden_effect_new_object = { create_artifact = { name = artifact_wolf_pelt_name creator = root description = artifact_wolf_pelt_desc visuals = large_animal_hide type = miscellaneous modifier = artifact_dread_gain_mult_1_modifier modifier = artifact_monthly_prestige_gain_per_dread_add_1_modifier wealth = 25 quality = 50 save_scope_as = newly_created_artifact } } } } option = { # If it's snowy you can just take it name = mpo_hunt.0020.a trigger = { mpo_hunt_0020_zud_season_trigger = yes } add_internal_flag = special show_as_tooltip = { scope:newly_created_artifact = { set_owner = root } } stress_impact = { brave = major_stress_impact_loss craven = major_stress_impact_gain lazy = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = brave } modifier = { factor = 0 OR = { has_trait = craven has_trait = lazy } } } } option = { # Kill the mama wolf name = mpo_hunt.0020.b trigger = { mpo_hunt_0020_zud_season_trigger = no } duel = { skill = prowess value = high_skill_rating 50 = { # You kill her compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } min = 5 desc = mpo_hunt.0020.b.tt.success send_interface_toast = { title = mpo_hunt.0020.b.tt.success left_icon = root add_prestige = medium_prestige_gain if = { limit = { OR = { has_any_nickname = no has_bad_nickname = yes } } if = { limit = { is_ai = yes } random = { chance = 5 give_nickname = nick_wolf_slayer } } else = { give_nickname = nick_wolf_slayer } } } } 50 = { # Fail compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } min = 5 desc = mpo_hunt.0020.b.tt.failure send_interface_toast = { title = mpo_hunt.0020.b.tt.failure left_icon = root add_prestige = minor_prestige_gain # You still fought a wolf increase_wounds_effect = { REASON = wolf } } } } stress_impact = { gregarious = medium_stress_impact_loss callous = medium_stress_impact_gain sadistic = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = gregarious } modifier = { factor = 0 OR = { has_trait = callous has_trait = sadistic } } } } option = { # Try to steal the cub name = mpo_hunt.0020.c trigger = { NOT = { has_character_modifier = exotic_pet_wolf } mpo_hunt_0020_zud_season_trigger = no } duel = { skill = intrigue value = high_skill_rating 50 = { # You kill her compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } min = 5 desc = mpo_hunt.0020.c.tt.success send_interface_toast = { title = mpo_hunt.0020.c.tt.success left_icon = root add_character_modifier = exotic_pet_wolf } } 50 = { # Fail compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } min = 5 desc = mpo_hunt.0020.b.tt.failure send_interface_toast = { title = mpo_hunt.0020.b.tt.failure left_icon = root increase_wounds_effect = { REASON = wolf } } } } stress_impact = { calm = medium_stress_impact_gain ambitious = medium_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 2 has_trait = ambitious } modifier = { factor = 0 has_trait = calm } } } option = { # I'm good name = mpo_hunt.0020.d hunt_activity_success_change_effect = { CHANGE = increase_minor } hidden_effect = { destroy_artifact = scope:newly_created_artifact } stress_impact = { diligent = medium_stress_impact_loss ambitious = medium_stress_impact_gain brave = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = diligent } modifier = { factor = 0 OR = { has_trait = ambitious has_trait = brave } } } } } ####################### # You find a banished warrior ####################### scripted_trigger mpo_hunt_0030_warrior_trigger = { is_adult = yes can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } mpo_hunt.0030 = { type = activity_event title = mpo_hunt.0030.t desc = mpo_hunt.0030.desc theme = hunt_activity left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = callous has_trait = sadistic } } animation = schadenfreude } triggered_animation = { trigger = { has_trait = paranoid } animation = paranoia } animation = thinking } right_portrait = { character = scope:warrior animation = severelywounded } lower_right_portrait = scope:other_ruler cooldown = { years = 1 } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic any_neighboring_and_across_water_top_liege_realm_owner = { NOT = { this = root } } } immediate = { involved_activity = { save_scope_as = activity } random_neighboring_and_across_water_top_liege_realm_owner = { limit = { NOT = { this = root } } save_scope_as = other_ruler } if = { limit = { any_pool_character = { province = root.location mpo_hunt_0030_warrior_trigger = yes } } random_pool_character = { province = root.location limit = { mpo_hunt_0030_warrior_trigger = yes } save_scope_as = warrior } } else = { create_character = { template = knight dynasty = none location = root.location culture = scope:other_ruler.capital_county.culture faith = scope:other_ruler.capital_county.faith gender_female_chance = root_soldier_female_chance save_scope_as = warrior } } } option = { # There must be a reason why you got banished name = mpo_hunt.0030.a trigger = { OR = { has_trait = callous has_trait = paranoid has_trait = sadistic } } add_dread = minor_dread_gain rightfully_imprison_character_less_verbose_effect = { TARGET = scope:warrior IMPRISONER = root } stress_impact = { callous = major_stress_impact_loss sadistic = major_stress_impact_loss paranoid = major_stress_impact_loss compassionate = major_stress_impact_gain just = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_trait = callous has_trait = sadistic has_trait = paranoid } } modifier = { factor = 0 OR = { has_trait = compassionate has_trait = just } } } } option = { # Recruit them name = mpo_hunt.0030.b add_courtier = scope:warrior scope:warrior = { add_to_activity = scope:activity } scope:other_ruler = { add_opinion = { target = root modifier = annoyed_opinion opinion = -10 } } stress_impact = { callous = medium_stress_impact_gain sadistic = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = callous has_trait = sadistic } } } } option = { # Give them some money name = mpo_hunt.0030.c pay_short_term_gold = { target = scope:warrior gold = tiny_gold_value } add_piety = minor_piety_gain stress_impact = { greedy = medium_stress_impact_gain zealous = medium_stress_impact_loss generous = medium_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_trait = generous has_trait = zealous } } modifier = { factor = 0 has_trait = greedy } } } option = { # Bye name = mpo_hunt.0030.d stress_impact = { arrogant = medium_stress_impact_loss compassionate = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = arrogant } modifier = { factor = 0 has_trait = compassionate } } } } #Your horses are lean from the chase mpo_hunt.0040 = { type = activity_event title = mpo_hunt.0040.t desc = mpo_hunt.0040.desc theme = hunt_activity left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = callous has_trait = sadistic } } animation = schadenfreude } triggered_animation = { trigger = { has_trait = paranoid } animation = paranoia } animation = standing_horse camera = camera_event_standing_with_horse_left } right_portrait = { character = scope:other_hunter animation = horse_exhausted camera = camera_event_horse_right } cooldown = { years = 1 } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic } immediate = { involved_activity = { save_scope_as = activity } location = { save_scope_as = root_location } scope:activity = { random_attending_character = { limit = { NOT = { this = root } } save_scope_as = other_hunter } } } #We can still stalk our prey option = { trigger = { has_trait = lifestyle_hunter } name = mpo_hunt.0040.a add_trait_xp = { trait = lifestyle_hunter track = hunter value = 15 } stress_impact = { patient = miniscule_stress_impact_loss lazy = minor_stress_impact_gain impatient = minor_stress_impact_gain arrogant = miniscule_stress_impact_gain } ai_chance = { base = 150 ai_value_modifier = { ai_rationality = 1 } modifier = { OR = { has_trait = lazy has_trait = impatient has_trait = arrogant } factor = 0 } } } #The locals will trade with us for more horses option = { name = mpo_hunt.0040.b hunt_activity_success_change_effect = { CHANGE = increase_minor } remove_short_term_gold = minor_gold_value stress_impact = { gregarious = miniscule_stress_impact_loss paranoid = miniscule_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 1 } modifier = { OR = { has_trait = paranoid gold < medium_gold_value } factor = 0 } } } #They will be tired, but we will have our prize option = { name = mpo_hunt.0040.c hunt_activity_success_change_effect = { CHANGE = increase_minor } if = { limit = { NOT = { has_character_modifier = mpo_lean_horses_hunt_modifier } } add_character_modifier = { modifier = mpo_lean_horses_hunt_modifier years = 5 } } else = { domicile = { change_herd = minor_herd_loss } } stress_impact = { diligent = miniscule_stress_impact_loss content = minor_stress_impact_gain craven = miniscule_stress_impact_gain compassionate = miniscule_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_compassion = -1 } modifier = { OR = { has_trait = content has_trait = conqueror has_trait = greatest_of_khans } factor = 0 } } } #We don't need to tire the horses option = { name = mpo_hunt.0040.d hunt_activity_success_change_effect = { CHANGE = decrease_minor } stress_impact = { content = miniscule_stress_impact_loss ambitious = minor_stress_impact_gain diligent = miniscule_stress_impact_gain } ai_chance = { base = 25 ai_value_modifier = { ai_energy = -1 ai_greed = -1 } modifier = { has_trait = ambitious factor = 0 } } } } # Local hunters seek to aid you mpo_hunt.0050 = { type = activity_event title = mpo_hunt.0050.t desc = mpo_hunt.0050.desc theme = hunt_activity left_portrait = { character = root animation = horse_archer_aggressive camera = camera_event_horse_left } right_portrait = { character = scope:hunter animation = jockey_wave camera = camera_event_horse_right } cooldown = { years = 1 } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic location = { OR = { terrain = desert_mountains terrain = mountains terrain = hills terrain = forest terrain = taiga terrain = desert terrain = wetlands terrain = jungle } } } immediate = { involved_activity = { save_scope_as = activity } location = { save_scope_as = root_location } hidden_effect = { create_character = { template = hunter_template location = root.location culture = root.location.culture faith = root.location.faith save_scope_as = hunter } scope:hunter = { if = { limit = { has_dlc_feature = tours_and_tournaments } add_trait = tourney_participant add_trait_xp = { trait = tourney_participant track = horse value = 30 } add_trait_xp = { trait = tourney_participant track = bow value = 30 } } } } } #Pack up your families, you belong to my tribe now option = { trigger = { has_education_diplomacy_trigger = yes } name = mpo_hunt.0050.a hunt_activity_success_change_effect = { CHANGE = increase_minor } #Add characters add_courtier = scope:hunter pay_short_term_gold = { target = scope:hunter gold = miniscule_gold_value } add_hook = { target = scope:hunter type = obligation_hook } custom_tooltip = obligation_hook_tt stress_impact = { generous = miniscule_stress_impact_loss } } #We'll give you horses if you help us option = { name = mpo_hunt.0050.b hunt_activity_success_change_effect = { CHANGE = increase_minor } domicile = { change_herd = miniscule_herd_loss } stress_impact = { ambitious = miniscule_stress_impact_loss stubborn = miniscule_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.5 } modifier = { factor = 0 domicile = { herd <= minor_herd_value } } } } #Rob them option = { name = mpo_hunt.0050.c flavor = mpo_hunt.0050.c.flavor duel = { skill = prowess target = scope:hunter # Kick his poor ass 55 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 # Always give _some_ chance. min = -54 } modifier = { add = 10 scope:activity = { has_activity_option = { category = hunt_option_party_size option = hunt_party_size_normal } } } modifier = { add = 20 scope:activity = { has_activity_option = { category = hunt_option_party_size option = hunt_party_size_many } } } desc = mpo_hunt.0050.c.tt.success send_interface_toast = { type = event_toast_effect_good title = mpo_hunt.0050.c.tt.success left_icon = root scope:hunter = { death = { death_reason = death_fight killer = root } } add_treasury_or_gold = minor_treasury_or_gold_value if = { limit = { has_trait = tourney_participant } add_trait_xp = { trait = tourney_participant track = horse value = 10 } add_trait_xp = { trait = tourney_participant track = bow value = 10 } } else_if = { limit = { has_dlc_feature = tours_and_tournaments } add_trait = tourney_participant add_trait_xp = { trait = tourney_participant track = horse value = 5 } add_trait_xp = { trait = tourney_participant track = bow value = 5 } } else = { add_martial_lifestyle_xp = miniscule_lifestyle_xp } } } # Wow this boyo ain't soft 45 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -44 } desc = mpo_hunt.0050.c.tt.failure send_interface_toast = { type = event_toast_effect_bad title = mpo_hunt.0050.c.tt.failure left_icon = root increase_wounds_effect = { REASON = fight } } } } stress_impact = { greedy = miniscule_stress_impact_loss craven = minor_stress_impact_gain generous = miniscule_stress_impact_gain compassionate = miniscule_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_compassion = -1 } modifier = { factor = 2 prowess >= extremely_high_skill_rating } modifier = { factor = 0.5 OR = { prowess < decent_skill_rating highest_held_title_tier >= tier_kingdom } } modifier = { factor = 0 OR = { has_trait = craven prowess < average_skill_rating } } } } #Piss off, we don't need you option = { name = mpo_hunt.0050.d add_prestige = miniscule_prestige_gain stress_impact = { arrogant = miniscule_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 ai_greed = -0.5 } } } after = { if = { limit = { scope:hunter = { NOT = { is_courtier_of = root } } } scope:hunter = { silent_disappearance_effect = yes } } } } # MARMOTS EVERYWHERE mpo_hunt.0060 = { type = activity_event title = mpo_hunt.0060.t desc = mpo_hunt.0060.desc theme = hunt_activity left_portrait = { character = root animation = hunting_knife_start camera = camera_event_left_forward } right_portrait = { character = scope:other_hunter animation = horse_archer_aggressive camera = camera_event_horse_right_facing_left } cooldown = { years = 1 } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic location = { OR = { geographical_region = world_steppe_west geographical_region = world_steppe_central geographical_region = world_steppe_east geographical_region = world_siberia } NOR = { terrain = desert terrain = oasis } } } immediate = { involved_activity = { save_scope_as = activity } location = { save_scope_as = root_location } scope:activity = { ordered_attending_character = { order_by = prowess limit = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } NOT = { this = root } } save_scope_as = other_hunter } } } #I know just who can move all this fur... option = { trigger = { stewardship >= high_skill_rating has_lifestyle = stewardship_lifestyle } name = mpo_hunt.0060.a add_treasury_or_gold = major_treasury_or_gold_value add_stewardship_lifestyle_xp = minor_lifestyle_xp stress_impact = { greedy = miniscule_stress_impact_loss impatient = miniscule_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { } } } #PYay! Kill them all! option = { name = mpo_hunt.0060.b add_treasury_or_gold = medium_treasury_or_gold_value stress_impact = { greedy = miniscule_stress_impact_loss diligent = miniscule_stress_impact_gain impatient = miniscule_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { } } } #Ignore them and focus on the quarry option = { name = mpo_hunt.0060.c hunt_activity_success_change_effect = { CHANGE = increase_minor } stress_impact = { impatient = miniscule_stress_impact_loss greedy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { } } } }