namespace = destiny_child ################################################## # The Child of Destiny # by Nick Meredith ################################################## #Lead-in event destiny_child.0001 = { type = character_event content_source = dlc_009 title = destiny_child.0001.t desc = destiny_child.0001.desc theme = family override_background = { reference = corridor_day } left_portrait = { character = root animation = thinking } right_portrait = { character = scope:destiny_child animation = personality_honorable } cooldown = { years = 100 } #Ensure we don't have too many children of destiny! trigger = { has_bp2_dlc_trigger = yes #Age check is_available_adult = yes #You are either a parent or guardian of a wondrous child OR = { any_warden_hostage = { age < 14 age > 9 NOR = { #Allowed to be physically weak, but not an idiot has_trait = intellect_bad has_trait = dull } } any_child = { age < 14 age > 9 NOR = { #Allowed to be physically weak, but not an idiot has_trait = intellect_bad has_trait = dull } save_temporary_scope_as = child_destiny } } } immediate = { if = { limit = { any_warden_hostage = { age < 14 age > 9 NOR = { has_trait = intellect_bad has_trait = dull } } } random_warden_hostage = { limit = { age < 14 age > 9 NOR = { has_trait = intellect_bad has_trait = dull } } save_scope_as = destiny_child } } else = { random_child = { limit = { age < 14 age > 9 NOR = { has_trait = intellect_bad has_trait = dull } } save_scope_as = destiny_child } } } #Yes, I think they are! option = { name = destiny_child.0001.a flavor = destiny_child.0001.a.tt scope:destiny_child = { add_character_modifier = { modifier = bp2_destined_modifier } set_variable = { name = destiny_child value = scope:destiny_child } } create_story = { type = story_destiny_child save_scope_as = story } random_owned_story = { type = story_destiny_child set_variable = { name = destiny_child value = scope:destiny_child } } stress_impact = { paranoid = minor_stress_impact_gain content = minor_stress_impact_gain lazy = minor_stress_impact_gain arrogant = minor_stress_impact_gain impatient = minor_stress_impact_gain patient = miniscule_stress_impact_loss ambitious = miniscule_stress_impact_loss diligent = miniscule_stress_impact_loss humble = miniscule_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_sociability = 0.5 } } } #What nonsense. option = { name = destiny_child.0001.b scope:destiny_child = { add_character_modifier = { modifier = bp2_stifled_potential_modifier years = 10 } } stress_impact = { paranoid = minor_stress_impact_loss content = miniscule_stress_impact_loss lazy = miniscule_stress_impact_loss arrogant = miniscule_stress_impact_loss impatient = miniscule_stress_impact_loss patient = minor_stress_impact_gain ambitious = minor_stress_impact_gain diligent = minor_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = -1 ai_sociability = -0.5 } } } } #Child is developing physically destiny_child.1000 = { type = character_event content_source = dlc_009 title = destiny_child.1000.t desc = destiny_child.1000.desc theme = physical_health override_background = { reference = courtyard } left_portrait = { character = root animation = admiration } right_portrait = { character = scope:destiny_child animation = marshal_wooden_sword } cooldown = { years = 10 } trigger = { has_bp2_dlc_trigger = yes #Age check is_available_adult = yes #Just to make sure it doesn't seem strange scope:destiny_child = { NOR = { has_trait = weak has_trait = physique_bad } } } #Yes, continue as you're doing! option = { name = destiny_child.1000.a scope:destiny_child = { add_trait = strong add_prowess_skill = 2 } stress_impact = { diligent = miniscule_stress_impact_loss ambitious = miniscule_stress_impact_loss strong = minor_stress_impact_loss lazy = minor_stress_impact_gain content = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_sociability = 0.5 } } } #Remember to be sensible option = { name = destiny_child.1000.b scope:destiny_child = { add_trait = athletic add_martial_skill = 2 } stress_impact = { diligent = minor_stress_impact_gain ambitious = minor_stress_impact_gain athletic = minor_stress_impact_loss lazy = miniscule_stress_impact_loss content = miniscule_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 ai_sociability = -0.5 } } } } #Child is debating religious scholars destiny_child.1005 = { type = character_event content_source = dlc_009 title = destiny_child.1005.t desc = destiny_child.1005.desc theme = learning override_background = { reference = garden } left_portrait = { character = root animation = personality_zealous } right_portrait = { character = scope:destiny_child animation = go_to_your_room } lower_right_portrait = { character = scope:realm_priest } cooldown = { years = 10 } trigger = { has_bp2_dlc_trigger = yes #Age check is_available_adult = yes OR = { cp:councillor_court_chaplain ?= { is_available_ai_adult = yes location = root.location } any_court_position_holder = { type = camp_priest_camp_officer is_available_ai_adult = yes location = root.location } } } immediate = { cp:councillor_court_chaplain ?= { save_scope_as = realm_priest } if = { limit = { NOT = { exists = scope:realm_priest } } random_court_position_holder = { type = camp_priest_camp_officer save_scope_as = realm_priest } } } #Really push yourself! option = { name = destiny_child.1005.a if = { limit = { scope:destiny_child = { NOT = { has_trait = shrewd } } } scope:destiny_child = { random = { chance = 75 add_trait = shrewd } } } else = { scope:destiny_child = { random = { chance = 75 add_learning_skill = 4 } } } stress_impact = { diligent = miniscule_stress_impact_loss ambitious = miniscule_stress_impact_loss zealous = minor_stress_impact_loss lazy = minor_stress_impact_gain content = minor_stress_impact_gain cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_sociability = 0.5 } } } #You should be a warrior first! option = { name = destiny_child.1005.b scope:destiny_child = { add_learning_skill = -1 add_martial_skill = { 1 2 } add_prowess_skill = { 1 2 } } reverse_add_opinion = { target = scope:realm_priest modifier = disappointed_opinion opinion = -30 } stress_impact = { brave = miniscule_stress_impact_loss cynical = minor_stress_impact_loss wrathful = miniscule_stress_impact_loss craven = minor_stress_impact_gain zealous = medium_stress_impact_gain calm = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -1 ai_sociability = -0.5 } } } #Keep it up option = { name = destiny_child.1005.c scope:destiny_child = { add_learning_skill = 2 add_stress = minor_stress_loss } stress_impact = { diligent = miniscule_stress_impact_gain ambitious = miniscule_stress_impact_gain zealous = medium_stress_impact_gain lazy = miniscule_stress_impact_loss content = miniscule_stress_impact_loss cynical = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 ai_sociability = 1 } } } } #They offer advice on military strategy destiny_child.1010 = { type = character_event content_source = dlc_009 title = destiny_child.1010.t desc = destiny_child.1010.desc theme = martial override_background = { reference = study } left_portrait = { character = root animation = throne_room_one_handed_passive_2 } right_portrait = { character = scope:destiny_child animation = thinking } lower_right_portrait = { character = scope:marshal } cooldown = { years = 10 } trigger = { has_bp2_dlc_trigger = yes #Age check is_available_adult = yes OR = { root.cp:councillor_marshal ?= { location = root.location is_available_ai_adult = yes } any_court_position_holder = { type = second_camp_officer is_available_ai_adult = yes } } } immediate = { if = { limit = { exists = root.cp:councillor_marshal } cp:councillor_marshal = { save_scope_as = marshal } } else = { random_court_position_holder = { type = second_camp_officer save_scope_as = marshal } } } #Well done! But there is another way... option = { name = destiny_child.1010.a trigger = { OR = { martial > 15 has_trait = education_martial_4 has_trait = education_martial_5 } } flavor = destiny_child.1010.a.tt scope:destiny_child = { add_martial_skill = { 3 5 } } stress_impact = { base = miniscule_stress_impact_loss brave = miniscule_stress_impact_loss diligent = miniscule_stress_impact_loss fickle = miniscule_stress_impact_loss craven = minor_stress_impact_gain lazy = minor_stress_impact_gain stubborn = minor_stress_impact_gain strategist = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_energy = 1 } } } #My goodness, they're right! option = { name = destiny_child.1010.b trigger = { NOR = { martial > 15 has_trait = education_martial_4 } } scope:destiny_child = { add_martial_skill = { 2 4 } } stress_impact = { brave = miniscule_stress_impact_loss diligent = miniscule_stress_impact_loss fickle = miniscule_stress_impact_loss craven = minor_stress_impact_gain lazy = minor_stress_impact_gain stubborn = minor_stress_impact_gain strategist = minor_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 0.5 ai_honor = 1 } } } #Go over it with me again? option = { name = destiny_child.1010.c scope:destiny_child = { add_martial_skill = { 1 2 } } add_character_modifier = { modifier = bp2_destiny_tutor_modifier years = 20 } add_martial_lifestyle_xp = minor_lifestyle_experience stress_impact = { paranoid = minor_stress_impact_loss content = miniscule_stress_impact_loss lazy = miniscule_stress_impact_loss arrogant = miniscule_stress_impact_loss impatient = miniscule_stress_impact_loss patient = minor_stress_impact_gain ambitious = minor_stress_impact_gain diligent = minor_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 ai_sociability = 1 } } } } #You find the child practicing the blade with a knight destiny_child.1015 = { type = character_event content_source = dlc_009 title = destiny_child.1015.t desc = destiny_child.1015.desc theme = martial override_background = { reference = courtyard } left_portrait = { character = root animation = scheme } right_portrait = { character = scope:destiny_child animation = sword_coup_degrace } lower_right_portrait = { character = scope:knight } cooldown = { years = 10 } trigger = { has_bp2_dlc_trigger = yes #Age check is_available_adult = yes any_knight = { location = root.location is_available_ai_adult = yes } } immediate = { random_knight = { limit = { location = root.location is_available_ai_adult = yes } save_scope_as = knight } } #Push yourself. You must achieve greatness! option = { name = destiny_child.1015.a scope:destiny_child = { duel = { skill = prowess target = scope:knight 50 = { #They push themselves to new heights compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = destiny_child.1015.a.success send_interface_toast = { title = destiny_child.1015.a.success left_icon = root right_icon = scope:destiny_child scope:destiny_child = { add_prowess_skill = { 2 4 } } } } 40 = { #They exert themselves too hard and injure themselves compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = destiny_child.1015.a.failure send_interface_toast = { title = destiny_child.1015.a.failure left_icon = root right_icon = scope:destiny_child scope:destiny_child = { increase_wounds_effect = { REASON = accident } } } } 10 = { #They are woefully short of standards and gain something potentially nasty compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = destiny_child.1015.a.critfailure send_interface_toast = { title = destiny_child.1015.a.critfailure left_icon = root right_icon = scope:destiny_child scope:destiny_child = { random_list = { 1 = { add_trait = scarred } 1 = { add_trait = disfigured } 1 = { apply_maimed_trait_and_modifier_effect = yes } } progress_towards_rival_effect = { REASON = rival_pushed_too_far CHARACTER = root OPINION = default_rival_opinion } } } } } } stress_impact = { humble = miniscule_stress_impact_loss content = miniscule_stress_impact_loss lazy = miniscule_stress_impact_loss diligent = minor_stress_impact_gain ambitious = minor_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 ai_energy = -0.5 } } } #Here, let me teach you option = { name = destiny_child.1015.b duel = { skill = prowess value = high_skill_rating 50 = { #You teach them even better than the knight would compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = destiny_child.1015.b.success send_interface_toast = { title = destiny_child.1015.b.success left_icon = root right_icon = scope:destiny_child add_stress = minor_stress_loss scope:destiny_child = { add_prowess_skill = { 3 5 } } } } 50 = { #Your skills already pale next to the chosen one's compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = destiny_child.1015.b.failure send_interface_toast = { title = destiny_child.1015.b.failure left_icon = root right_icon = scope:destiny_child add_stress = minor_stress_gain scope:destiny_child = { add_prowess_skill = -1 } } } } stress_impact = { humble = minor_stress_impact_gain content = minor_stress_impact_gain lazy = minor_stress_impact_gain diligent = miniscule_stress_impact_loss ambitious = miniscule_stress_impact_loss arrogant = miniscule_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_energy = 1 } } } #Keep at it, you two, and a penny for [knight's] troubles! option = { name = destiny_child.1015.c scope:destiny_child = { add_prowess_skill = { 1 2 } } pay_short_term_gold = { target = scope:knight gold = 15 } reverse_add_opinion = { target = scope:knight modifier = grateful_opinion opinion = 15 } stress_impact = { humble = miniscule_stress_impact_loss gregarious = miniscule_stress_impact_loss generous = miniscule_stress_impact_loss arrogant = minor_stress_impact_gain shy = minor_stress_impact_gain greedy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 ai_greed = -1 } } } } #They learn from a midwife or physician destiny_child.1020 = { type = character_event content_source = dlc_009 title = destiny_child.1020.t desc = destiny_child.1020.desc theme = physical_health left_portrait = { character = root animation = thinking } right_portrait = { character = scope:destiny_child animation = throne_room_conversation_1 } lower_right_portrait = { character = scope:herbalist } lower_left_portrait = { character = scope:physician } cooldown = { years = 10 } trigger = { has_bp2_dlc_trigger = yes #Age check is_available_adult = yes #You have a court physician court_position:court_physician_court_position ?= { location = root.location } #Ensure landed is_landed = yes } immediate = { court_position:court_physician_court_position = { save_scope_as = physician } if = { limit = { any_courtier_or_guest = { location = root.location is_available_ai_adult = yes has_trait = lifestyle_herbalist scope:physician != this } } random_courtier_or_guest = { limit = { location = root.location is_available_ai_adult = yes has_trait = lifestyle_herbalist scope:physician != this } save_scope_as = herbalist } } else = { create_character = { template = servant_character dynasty = none location = root.capital_province gender_female_chance = 50 save_scope_as = herbalist after_creation = { add_character_flag = created } } scope:herbalist = { add_trait = lifestyle_herbalist } } } #Your time with the physician could be time well spent option = { name = destiny_child.1020.a scope:destiny_child = { add_trait = lifestyle_physician add_learning_skill = 2 } stress_impact = { trusting = minor_stress_impact_gain paranoid = miniscule_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 } } } #Herbalism is an interesting area of research! option = { name = destiny_child.1020.b scope:destiny_child = { add_trait = lifestyle_herbalist add_learning_skill = 2 } stress_impact = { trusting = miniscule_stress_impact_loss paranoid = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.5 } } } #Just... don't let it take too much time away from your studies option = { name = destiny_child.1020.c scope:destiny_child = { random = { chance = 25 add_trait = lifestyle_herbalist } random = { chance = 25 add_trait = lifestyle_physician } random_list = { 1 = { add_diplomacy_skill = { 1 2 } } 1 = { add_martial_skill = { 1 2 } } 1 = { add_stewardship_skill = { 1 2 } } 1 = { add_intrigue_skill = { 1 2 } } } } stress_impact = { diligent = miniscule_stress_impact_loss lazy = minor_stress_impact_gain impatient = miniscule_stress_impact_loss patient = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_honor = 0.5 } } } after = { scope:herbalist = { silent_disappearance_ai_if_created_effect = yes } } } #A great knight has heard of your child's ability and wants to meet them destiny_child.1025 = { type = character_event content_source = dlc_009 title = destiny_child.1025.t desc = destiny_child.1025.desc theme = martial override_background = { reference = courtyard } left_portrait = { character = root animation = thinking } right_portrait = { character = scope:famous_knight animation = jockey_idle camera = camera_event_horse_right } lower_center_portrait = { character = scope:destiny_child } cooldown = { years = 10 } trigger = { has_bp2_dlc_trigger = yes #Age check is_available_adult = yes } immediate = { create_character = { template = new_commander_character dynasty = none culture = root.culture faith = root.faith location = root.location gender_female_chance = root_soldier_female_chance save_scope_as = famous_knight } hidden_effect = { scope:famous_knight = { add_trait = tourney_participant random_list = { 1 = { add_trait_xp = { trait = tourney_participant track = horse value = { integer_range = { min = 50 max = 75 } } } } 1 = { add_trait_xp = { trait = tourney_participant track = bow value = { integer_range = { min = 50 max = 75 } } } } 1 = { add_trait_xp = { trait = tourney_participant track = foot value = { integer_range = { min = 50 max = 75 } } } } } } } } #STAY AWAY! option = { name = destiny_child.1025.a trigger = { has_trait = paranoid } scope:destiny_child = { add_character_modifier = { modifier = watchful_modifier days = watchful_modifier_duration } } reverse_add_opinion = { target = scope:destiny_child modifier = disappointed_opinion opinion = -15 } reverse_add_opinion = { target = scope:famous_knight modifier = annoyed_opinion opinion = -25 } stress_impact = { base = major_stress_impact_loss #Throw Paranoid a bit of a bone content = miniscule_stress_impact_loss lazy = miniscule_stress_impact_loss arrogant = miniscule_stress_impact_loss ambitious = minor_stress_impact_gain diligent = minor_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 ai_sociability = -1 } } } #Train them? A wonderful idea! option = { name = destiny_child.1025.b scope:destiny_child = { add_trait = tourney_participant } if = { limit = { scope:famous_knight = { has_trait_xp = { trait = tourney_participant track = horse value >= 70 } } } scope:destiny_child = { add_trait_xp = { trait = tourney_participant track = horse value = { integer_range = { min = 25 max = 75 } } } } } else_if = { limit = { scope:famous_knight = { has_trait_xp = { trait = tourney_participant track = bow value >= 70 } } } scope:destiny_child = { add_trait_xp = { trait = tourney_participant track = bow value = { integer_range = { min = 25 max = 75 } } } } } else = { scope:destiny_child = { add_trait_xp = { trait = tourney_participant track = foot value = { integer_range = { min = 25 max = 75 } } } } } stress_impact = { ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain diligent = miniscule_stress_impact_loss lazy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_sociability = 0.5 } } } #Perhaps the knight can stay? option = { name = destiny_child.1025.c add_courtier = scope:famous_knight scope:destiny_child = { add_prowess_skill = 1 } stress_impact = { generous = miniscule_stress_impact_loss greedy = minor_stress_impact_gain gregarious = miniscule_stress_impact_loss shy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.5 ai_sociability = 1 } } } after = { scope:famous_knight = { silent_disappearance_ai_effect = yes } } } #You designate the child as your primary heir destiny_child.1030 = { type = character_event content_source = dlc_009 title = destiny_child.1030.t desc = destiny_child.1030.desc theme = family left_portrait = { character = root animation = stress } right_portrait = { character = scope:destiny_child animation = personality_honorable } lower_center_portrait = { character = scope:current_heir } cooldown = { years = 10 } trigger = { has_bp2_dlc_trigger = yes #Age check is_available_adult = yes #Ensure you are actually their liege and they aren't your primary heir any_heir = { has_variable = destiny_child NOT = { is_primary_heir_of = root } } any_heir = { is_primary_heir_of = root NOT = { has_variable = destiny_child } } #Ensure you can't already just switch 'em NOT = { has_realm_law = crown_authority_3 } } immediate = { random_heir = { limit = { is_primary_heir_of = root this != scope:destiny_child } save_scope_as = current_heir } } #Try to work them into position option = { name = destiny_child.1030.a trigger = { OR = { intrigue > 15 has_trait = schemer } } duel = { skill = intrigue value = decent_skill_rating 50 = { #You subtly shift them into position compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = destiny_child.1030.a.success send_interface_toast = { title = designate_heir_interaction_notification left_icon = root right_icon = scope:destiny_child set_designated_heir = scope:destiny_child } } 50 = { #You fail to do it quietly compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = destiny_child.1030.a.failure send_interface_toast = { title = designate_heir_interaction_notification left_icon = root right_icon = scope:destiny_child set_designated_heir = scope:destiny_child add_tyranny = medium_tyranny_gain add_prestige = medium_prestige_loss every_vassal = { vassal_stance = courtly custom = every_courtly_vassal add_opinion = { modifier = angry_opinion opinion = -40 target = root } } } } } stress_impact = { ambitious = miniscule_stress_impact_loss content = medium_stress_impact_gain deceitful = miniscule_stress_impact_loss honest = minor_stress_impact_gain patient = minor_stress_impact_loss impatient = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 ai_energy = 0.5 } } } #Designate them your heir option = { name = destiny_child.1030.b set_designated_heir = scope:destiny_child add_tyranny = medium_tyranny_gain add_prestige = major_prestige_loss every_vassal = { limit = { NOT = { has_vassal_stance = courtly } } custom = all_vassals add_opinion = { modifier = suspicion_opinion opinion = -40 target = root } } every_vassal = { vassal_stance = courtly custom = every_courtly_vassal add_opinion = { modifier = angry_opinion opinion = -60 target = root } } reverse_add_opinion = { target = scope:destiny_child modifier = grateful_opinion opinion = 35 } stress_impact = { ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain patient = minor_stress_impact_gain impatient = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_sociability = 0.5 } } } #Leave it as it is option = { name = destiny_child.1030.c flavor = destiny_child.1030.c.tt if = { limit = { scope:current_heir = { is_ai = yes } } scope:current_heir = { add_stewardship_skill = { 1 2 } } } scope:destiny_child = { add_intrigue_skill = { 2 3 } } stress_impact = { ambitious = miniscule_stress_impact_loss content = minor_stress_impact_gain patient = miniscule_stress_impact_loss impatient = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 ai_compassion = 0.5 } } } } #The destiny child is being fawned over by their peers destiny_child.1035 = { type = character_event content_source = dlc_009 title = destiny_child.1035.t desc = { desc = destiny_child.1035.desc triggered_desc = { trigger = { scope:destiny_child = { NOR = { is_attracted_to_gender_of = scope:flirter_1 is_attracted_to_gender_of = scope:flirter_2 } } } desc = destiny_child.1035.notinterested } triggered_desc = { trigger = { scope:destiny_child = { OR = { is_attracted_to_gender_of = scope:flirter_1 is_attracted_to_gender_of = scope:flirter_2 } } } desc = destiny_child.1035.interested } } theme = love left_portrait = { character = root animation = thinking } right_portrait = { character = scope:destiny_child animation = flirtation } lower_center_portrait = { character = scope:flirter_1 } lower_right_portrait = { character = scope:flirter_2 } cooldown = { years = 10 } trigger = { has_bp2_dlc_trigger = yes #Standard checks check is_available_adult = yes location = capital_province #To ensure the pool triggers work #Make sure destiny child is old enough for this not to be weird scope:destiny_child = { age > 12 } #Ensure landed is_landed = yes } immediate = { create_character = { template = servant_character age = { 12 15 } dynasty = none location = root.location gender_female_chance = scope:destiny_child.marriage_gender_adjusted_female_chance save_scope_as = flirter_1 } create_character = { template = servant_character age = { 12 15 } dynasty = none location = root.location gender_female_chance = scope:destiny_child.marriage_gender_adjusted_female_chance save_scope_as = flirter_2 } hidden_effect = { #Tooltip doesn't like this for some reason scope:flirter_1 = { set_relation_crush = scope:destiny_child } scope:flirter_2 = { set_relation_crush = scope:destiny_child } } } #Destiny child seems taken with the first one! option = { name = destiny_child.1035.a trigger = { scope:destiny_child = { is_attracted_to_gender_of = scope:flirter_1 } } if = { limit = { scope:destiny_child = { AND = { number_of_personality_traits < childhood_personality_trait_gain_limit NOR = { has_trait = lustful has_trait = chaste } } } } random = { chance = 50 scope:destiny_child = { add_trait = lustful } } } add_courtier = scope:flirter_1 scope:destiny_child = { set_relation_crush = scope:flirter_1 } reverse_add_opinion = { target = scope:flirter_1 modifier = grateful_opinion opinion = 35 } stress_impact = { lustful = miniscule_stress_impact_loss chaste = minor_stress_impact_gain compassionate = miniscule_stress_impact_loss callous = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.5 ai_sociability = 1 } } } #Destiny child seems taken with the second one! option = { name = destiny_child.1035.b trigger = { scope:destiny_child = { is_attracted_to_gender_of = scope:flirter_2 } } if = { limit = { scope:destiny_child = { AND = { number_of_personality_traits < childhood_personality_trait_gain_limit NOR = { has_trait = lustful has_trait = chaste } } } } random = { chance = 50 scope:destiny_child = { add_trait = lustful } } } add_courtier = scope:flirter_2 scope:destiny_child = { set_relation_crush = scope:flirter_2 } reverse_add_opinion = { target = scope:flirter_2 modifier = grateful_opinion opinion = 35 } stress_impact = { lustful = miniscule_stress_impact_loss chaste = minor_stress_impact_gain compassionate = miniscule_stress_impact_loss callous = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.5 ai_sociability = 1 } } } #It's good that you don't let it get to you option = { name = destiny_child.1035.c trigger = { scope:destiny_child = { NOR = { is_attracted_to_gender_of = scope:flirter_1 is_attracted_to_gender_of = scope:flirter_2 } } } if = { limit = { scope:destiny_child = { AND = { number_of_personality_traits < childhood_personality_trait_gain_limit NOR = { has_trait = diligent has_trait = lazy } } } } random = { chance = 75 scope:destiny_child = { add_trait = diligent } } } reverse_add_opinion = { target = scope:destiny_child modifier = confusedly_appreciative_opinion opinion = 20 } stress_impact = { base = miniscule_stress_impact_loss lustful = minor_stress_impact_gain chaste = miniscule_stress_impact_loss callous = miniscule_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.5 ai_compassion = 1 } } } #Kid, you gotta concentrate! option = { name = destiny_child.1035.d flavor = destiny_child.1035.d.tt if = { limit = { scope:destiny_child = { AND = { number_of_personality_traits < childhood_personality_trait_gain_limit NOR = { has_trait = lustful has_trait = chaste } } } } random = { chance = 50 scope:destiny_child = { add_trait = chaste } } } random = { chance = 25 scope:destiny_child = { add_diplomacy_skill = 1 } } random = { chance = 25 scope:destiny_child = { add_stewardship_skill = 1 } } random = { chance = 25 scope:destiny_child = { add_learning_skill = 1 } } reverse_add_opinion = { target = scope:destiny_child modifier = disappointed_opinion opinion = -15 } stress_impact = { lustful = medium_stress_impact_gain chaste = minor_stress_impact_loss compassionate = minor_stress_impact_gain callous = miniscule_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 ai_sociability = -1 } } } after = { scope:flirter_1 = { silent_disappearance_ai_effect = yes } scope:flirter_2 = { silent_disappearance_ai_effect = yes } } } #Destiny child becomes an adult destiny_child.9999 = { type = character_event content_source = dlc_009 title = destiny_child.9999.t desc = destiny_child.9999.desc theme = family left_portrait = { character = root animation = admiration } right_portrait = { character = scope:destiny_child animation = personality_honorable } override_background = { reference = council_chamber } trigger = { has_bp2_dlc_trigger = yes } immediate = { if = { limit = { scope:destiny_child = { has_character_modifier = bp2_destined_modifier } } scope:destiny_child = { remove_character_modifier = bp2_destined_modifier } } random_owned_story = { type = story_destiny_child end_story = yes } } #End story cycle option = { name = destiny_child.9999.a scope:destiny_child = { add_character_modifier = bp2_tool_of_fate_modifier } scope:destiny_child = { add_diplomacy_skill = { 2 4 } add_martial_skill = { 2 4 } add_stewardship_skill = { 2 4 } add_intrigue_skill = { 2 4 } add_learning_skill = { 2 4 } } scope:destiny_child = { remove_variable = destiny_child } stress_impact = { base = medium_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 } } } }