################################### # CHINA CAREER EVENTS ################################### namespace = tgp_china_career ### EVENT LIST #################################################################### ## 0001 - Celestial Intro Event ## 0010 - A Meritorious Path ## 0020 - Hidden event for merit gain on succession ################################################################################### # Intro Event - Who are you playing as and what is your situation # Also acts as an introduction if you become a noble family in China tgp_china_career.0001 = { type = character_event title = tgp_china_career.0001.t desc = { desc = tgp_china_career.0001.desc first_valid = { triggered_desc = { trigger = { tgp_is_any_minister = yes } desc = tgp_china_career.0001.minister_desc } triggered_desc = { trigger = { is_landed = yes } desc = tgp_china_career.0001.landed_desc } desc = tgp_china_career.0001.unlanded_desc } } theme = merit override_background = { trigger = { OR = { vassal_contract_has_flag = celestial_province_military vassal_contract_has_flag = celestial_province_protectorate } } reference = courtyard } left_portrait = { character = root triggered_animation = { trigger = { OR = { vassal_contract_has_flag = celestial_province_military vassal_contract_has_flag = celestial_province_protectorate } } animation = relaxed_spear } animation = reading } cooldown = { days = 1 } trigger = { exists = top_liege this != top_liege top_liege = { government_has_flag = government_is_celestial } } immediate = { # Scopes save_scope_as = new_ruler house ?= { save_scope_as = ruler_family } top_liege = { save_scope_as = emperor } if = { limit = { tgp_is_any_minister = yes } primary_title = { save_scope_as = minister_title } } } option = { name = tgp_china_career.0001.a add_character_modifier = { modifier = tgp_merit_boost_modifier } } option = { name = tgp_china_career.0001.b add_character_modifier = { modifier = tgp_influence_boost_modifier } } } # A Meritorious Path - You advanced/gained a merit rank tgp_china_career.0010 = { type = character_event title = tgp_china_career.0010.t desc = { # Intro first_valid = { triggered_desc = { trigger = { merit_level = 1 } desc = tgp_china_career.0010.first_rank_desc } desc = tgp_china_career.0010.higher_rank_desc } # Additional descs for ranks granting access to new tiers first_valid = { triggered_desc = { trigger = { merit_level = 2 } desc = tgp_china_career.0010.duchy_desc } triggered_desc = { trigger = { merit_level = 5 # This is the highest rank for Meritocratic government_has_flag = government_is_celestial } desc = tgp_china_career.0010.kingdom_desc } triggered_desc = { trigger = { merit_level = 7 } desc = tgp_china_career.0010.empire_desc } triggered_desc = { trigger = { has_highest_merit_rank = yes } desc = tgp_china_career.0010.highest_rank } triggered_desc = { trigger = { OR = { merit_level = 3 merit_level = 4 merit_level = 6 merit_level = 8 } } desc = tgp_china_career.0010.higher_rank_unspecific } } } theme = merit left_portrait = { character = root animation = reading } # To prevent you from getting multiple events in case you gain several ranks cooldown = { days = 30 } trigger = { } immediate = { # Scopes save_scope_as = merit_char } option = { trigger = { NOT = { merit_level = 1 } } name = tgp_china_career.0010.aa add_character_modifier = { modifier = tgp_higher_ambitions_modifier years = 10 } } option = { trigger = { NOT = { merit_level = 1 } } name = tgp_china_career.0010.a add_stress = miniscule_stress_loss if = { limit = { has_character_modifier = tgp_higher_ambitions_modifier } remove_character_modifier = tgp_higher_ambitions_modifier } } option = { # Option for a civil career if you reach your first Merit Rank trigger = { merit_level = 1 } name = { trigger = { trigger_if = { limit = { has_variable = appointment_trait_override } var:appointment_trait_override != trait:education_stewardship_1 } trigger_else = { NOT = { has_trait_with_flag = civilian_province } } } text = tgp_china_career.0010.b1 } name = { trigger = { trigger_if = { limit = { has_variable = appointment_trait_override } var:appointment_trait_override = trait:education_stewardship_1 } trigger_else = { has_trait_with_flag = civilian_province } } text = tgp_china_career.0010.b2 } if = { limit = { trigger_if = { limit = { has_variable = appointment_trait_override } var:appointment_trait_override != trait:education_stewardship_1 } trigger_else = { NOT = { has_trait_with_flag = civilian_province } } } custom_tooltip = { text = change_to_civilian_career_desc set_variable = { name = appointment_trait_override value = trait:education_stewardship_1 } } } else = { custom_tooltip = keep_civilian_career_desc } add_stress = miniscule_stress_loss } option = { # Option for a military career if you reach your first Merit Rank trigger = { merit_level = 1 } name = { trigger = { trigger_if = { limit = { has_variable = appointment_trait_override } var:appointment_trait_override != trait:education_martial_1 } trigger_else = { NOT = { has_trait_with_flag = military_province } } } text = tgp_china_career.0010.c1 } name = { trigger = { trigger_if = { limit = { has_variable = appointment_trait_override } var:appointment_trait_override = trait:education_martial_1 } trigger_else = { has_trait_with_flag = military_province } } text = tgp_china_career.0010.c2 } if = { limit = { trigger_if = { limit = { has_variable = appointment_trait_override } var:appointment_trait_override != trait:education_martial_1 } trigger_else = { NOT = { has_trait_with_flag = military_province } } } custom_tooltip = { text = change_to_military_career_desc set_variable = { name = appointment_trait_override value = trait:education_martial_1 } } } else = { custom_tooltip = keep_military_career_desc } add_stress = miniscule_stress_loss } } # Hidden event for merit gain on succession tgp_china_career.0020 = { hidden = yes immediate = { send_interface_toast = { type = event_toast_effect_good title = merit_gained_on_succession left_icon = scope:meritorious_parent change_merit = { value = scope:meritorious_parent_merit multiply = { value = 0 house ?= { if = { limit = { has_house_aspiration_parameter = inherit_merit_bonus_4 } add = merit_gain_on_succession_4_value } else_if = { limit = { has_house_aspiration_parameter = inherit_merit_bonus_3 } add = merit_gain_on_succession_3_value } else_if = { limit = { has_house_aspiration_parameter = inherit_merit_bonus_2 } add = merit_gain_on_succession_2_value } else_if = { limit = { has_house_aspiration_parameter = inherit_merit_bonus_1 } add = merit_gain_on_succession_1_value } } } } } } } # Your Elder has died tgp_china_career.0030 = { type = character_event title = tgp_china_career.0030.t desc = tgp_china_career.0030.desc theme = death left_portrait = { character = root animation = grief } right_portrait = { character = scope:deceased_elder animation = dead } lower_left_portrait = { character = scope:superior_fellow_disciple animation = map_disbelief } lower_right_portrait = { character = scope:benchmark_new_disciple animation = disappointed } immediate = { if = { limit = { num_of_relation_disciple < disciples_limit_value any_in_list = { list = potential_new_disciples count >= 1 } } while = { limit = { num_of_relation_disciple < disciples_limit_value any_in_list = { list = potential_new_disciples count >= 1 NOT = { is_in_list = new_disciples } } } random_in_list = { list = potential_new_disciples limit = { NOT = { has_relation_elder = root } } add_to_list = new_disciples # for the tooltip } } random_in_list = { list = potential_new_disciples save_scope_as = benchmark_new_disciple } } } option = { name = tgp_china_career.0030.a custom_tooltip = { text = tgp_china_career.0030.a.tt open_interaction_window = { interaction = find_elder_interaction actor = root recipient = top_liege } } } option = { name = tgp_china_career.0030.b trigger = { exists = scope:deceased_elder.house.house_head this != scope:deceased_elder.house.house_head } pay_short_term_gold = { target = scope:deceased_elder.house.house_head gold = medium_gold_value } scope:deceased_elder.house = { change_house_relation_effect = { HOUSE = root.house VALUE = house_relation_improve_minor_value REASON = disciple_sent_condolences CHAR = root TARGET_CHAR = scope:deceased_elder TITLE = scope:dummy_gender } } change_merit = minor_merit_gain add_piety = minor_piety_gain ai_chance = { base = 0 # player only } } option = { name = tgp_china_career.0030.c trigger = { exists = scope:superior_fellow_disciple scope:superior_fellow_disciple = { opinion = { target = root value >= -10 } } } set_elder_relation_effect = { ELDER = scope:superior_fellow_disciple DISCIPLE = root MERIT = medium_merit_gain } ai_chance = { base = 0 # player only } } option = { name = tgp_china_career.0030.d trigger = { any_in_list = { list = new_disciples count >= 1 } } every_in_list = { list = new_disciples set_elder_relation_effect = { ELDER = root DISCIPLE = this MERIT = 0 } } change_merit = { value = 0 add = { value = medium_merit_gain multiply = list_size:new_disciples } } add_prestige = minor_prestige_value ai_chance = { base = 0 # player only } } }