namespace = bp2_yearly # bp2_yearly.3000 - Asserting yourself in your studies or loafing ################################ # What's a Study Day Worth? # # by Claudia Baldassi # # bp2_yearly.3000 # ################################ # Asserting yourself in your studies or loafing bp2_yearly.3000 = { type = character_event content_source = dlc_009 title = bp2_yearly.3000.t desc = { first_valid = { triggered_desc = { trigger = { exists = scope:educator } desc = bp2_yearly.3000.desc } desc = bp2_yearly.3000.desc_no_educator } desc = bp2_yearly.3000.desc_ending } theme = education left_portrait = { character = root animation = boredom } right_portrait = { trigger = { exists = scope:educator } character = scope:educator animation = personality_rational } cooldown = { years = 10 } #Should not happen more than once for the same child trigger = { has_bp2_dlc_trigger = yes age >= 8 is_available_child = yes has_education_focus_trigger = yes OR = { exists = warden any_relation = { type = guardian location = root.location } exists = liege AND = { top_liege = this employs_court_position = court_tutor_court_position } any_parent = { is_alive = yes location = root.location } } } weight_multiplier = { base = 1 } immediate = { if = { limit = { is_hostage = yes location = warden.location } warden = { save_scope_as = educator } } else_if = { limit = { any_relation = { type = guardian location = root.location } } random_relation = { type = guardian limit = { location = root.location } save_scope_as = educator } } else_if = { limit = { exists = liege root.liege = { employs_court_position = court_tutor_court_position court_position:court_tutor_court_position = { location = root.location } } } root.liege.court_position:court_tutor_court_position = { save_scope_as = educator } } else_if = { limit = { top_liege = this employs_court_position = court_tutor_court_position court_position:court_tutor_court_position = { location = root.location } } court_position:court_tutor_court_position = { save_scope_as = educator } } else_if = { limit = { any_parent = { is_alive = yes location = root.location } } random_parent = { limit = { is_alive = yes location = root.location } save_scope_as = educator } } else_if = { limit = { exists = liege } liege = { save_scope_as = educator } } } # Option A: study hard option = { name = bp2_yearly.3000.a if = { limit = { has_focus = education_diplomacy } add_diplomacy_skill = 1 } else_if = { limit = { has_focus = education_martial } add_martial_skill = 1 } else_if = { limit = { has_focus = education_stewardship } add_stewardship_skill = 1 } else_if = { limit = { has_focus = education_intrigue } add_intrigue_skill = 1 } else_if = { limit = { has_focus = education_learning } add_learning_skill = 1 } hidden_effect = { education_point_acquisition_effect = yes } custom_tooltip = bp2_yearly.3000.a.tt stress_impact = { base = medium_stress_impact_gain diligent = medium_stress_impact_loss lazy = minor_stress_impact_gain } ai_chance = { base = 100 modifier = { has_trait = diligent add = 100 } modifier = { has_trait = lazy add = -100 } modifier = { has_trait = curious add = 100 } modifier = { has_trait = pensive add = 150 } } } # Option B: study a bit option = { name = bp2_yearly.3000.b hidden_effect = { education_point_acquisition_effect = yes } custom_tooltip = bp2_yearly.3000.a.tt stress_impact = { base = minor_stress_impact_gain diligent = minor_stress_impact_loss lazy = minor_stress_impact_gain } ai_chance = { base = 100 modifier = { has_trait = diligent add = 50 } modifier = { has_trait = lazy add = -50 } modifier = { has_trait = curious add = 50 } modifier = { has_trait = pensive add = 75 } } } # Option C: play option = { name = bp2_yearly.3000.c add_prowess_skill = 1 stress_impact = { base = minor_stress_impact_loss diligent = major_stress_impact_gain pensive = major_stress_impact_gain } ai_chance = { base = 100 modifier = { has_trait = diligent add = -100 } modifier = { has_trait = lazy add = 100 } modifier = { has_trait = pensive add = -75 } modifier = { has_trait = rowdy add = 100 } } } } ################################ # SheHe Knows This Room # # by Claudia Baldassi # # bp2_yearly.3010 # ################################ # Child returns home: This home is unfamiliar to me: parent POV bp2_yearly.3010 = { type = character_event content_source = dlc_009 title = bp2_yearly.3010.t desc = bp2_yearly.3010.desc theme = hostage left_portrait = { character = root animation = worry } right_portrait = { character = scope:child animation = sadness } override_background = { reference = corridor_day } cooldown = { years = 20 } trigger = { has_bp2_dlc_trigger = yes is_available_adult = yes is_landless_adventurer = no any_child = { age >= 12 location = root.location NOT = { has_relation_ward = root } # Your ward grew up here any_memory = { memory_type = hostage_returned_hostage memory_age_years <= 1 } any_memory = { memory_type = hostage_created_hostage memory_age_years >= 6 } } } weight_multiplier = { base = 1 modifier = { add = 1 has_trait = compassionate } } immediate = { # for the responding event save_scope_as = parent random_child = { limit = { any_memory = { memory_type = hostage_returned_hostage memory_age_years <= 1 } any_memory = { memory_type = hostage_created_hostage memory_age_years >= 6 } age >= 12 location = root.location } save_scope_as = child } } # Option A: I wanna help option = { name = bp2_yearly.3010.a scope:child = { add_character_flag = helpful_parent_flag add_opinion = { target = scope:parent modifier = feel_accepted_opinion opinion = 20 } trigger_event = bp2_yearly.3011 } stress_impact = { callous = medium_stress_impact_gain fickle = medium_stress_impact_gain paranoid = medium_stress_impact_gain content = minor_stress_impact_gain lazy = minor_stress_impact_gain } ai_chance = { base = 100 } } # Option B: he'll manage option = { name = bp2_yearly.3010.b scope:child = { add_opinion = { target = root modifier = ignored_opinion opinion = -15 } scope:child = { trigger_event = bp2_yearly.3011 } } stress_impact = { compassionate = medium_stress_impact_gain gregarious = medium_stress_impact_gain family_first = medium_stress_impact_gain patient = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { has_trait = callous add = 50 } } } } # Child returns home: This home is unfamiliar to me: child POV bp2_yearly.3011 = { type = character_event content_source = dlc_009 title = bp2_yearly.3011.t desc = { desc = bp2_yearly.3011.desc first_valid = { triggered_desc = { trigger = { has_character_flag = helpful_parent_flag } desc = bp2_yearly.3011.desc_parent } desc = bp2_yearly.3011.desc_no_parent } } theme = hostage left_portrait = { character = root animation = sadness } right_portrait = { character = scope:parent animation = worry } override_background = { reference = corridor_day } # Option A: accept you're a stranger now option = { name = bp2_yearly.3011.a if = { limit = { has_character_flag = helpful_parent_flag } scope:parent = { send_interface_toast = { title = bp2_yearly.3010.a.tt left_icon = scope:child scope:child = { add_character_modifier = { modifier = bp2_stranger_at_home_modifier years = 30 } } } } } else = { add_character_modifier = { modifier = bp2_stranger_at_home_modifier years = 30 } } stress_impact = { gregarious = medium_stress_impact_gain humble = medium_stress_impact_gain patient = minor_stress_impact_gain pensive = medium_stress_impact_loss bossy = medium_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 0.5 } modifier = { has_trait = pensive add = 100 } modifier = { has_trait = bossy add = 100 } } } # Option B: try to integrate again option = { name = bp2_yearly.3011.b if = { limit = { has_character_flag = helpful_parent_flag } scope:parent = { send_interface_toast = { title = bp2_yearly.3010.b.tt left_icon = scope:child scope:child = { add_character_modifier = { modifier = bp2_stranger_no_more_modifier years = 30 } } } } } else = { add_character_modifier = { modifier = bp2_stranger_no_more_modifier years = 30 } } stress_impact = { stubborn = major_stress_impact_gain lazy = medium_stress_impact_gain reclusive = medium_stress_impact_gain arrogant = medium_stress_impact_gain wrathful = minor_stress_impact_gain impatient = minor_stress_impact_gain charming = medium_stress_impact_loss curious = medium_stress_impact_loss } ai_chance = { base = 100 modifier = { has_character_flag = helpful_parent_flag add = 100 } modifier = { has_trait = lazy add = -50 } modifier = { has_trait = reclusive add = -50 } modifier = { has_trait = charming add = 100 } modifier = { has_trait = curious add = 100 } ai_value_modifier = { ai_energy = -0.5 } } } after = { if = { limit = { has_character_flag = helpful_parent_flag } remove_character_flag = helpful_parent_flag } } }