namespace = tgp_travel_danger_events #You encounter an orphan while traveling trough an area struck by natural disaster tgp_travel_danger_events.0001 = { type = character_event title = tgp_travel_danger_events.0001.t desc = { desc = tgp_travel_danger_events.0001.intro #Triggered desc based on success first_valid = { triggered_desc ={ trigger = { location = { county = { any_county_situation = { situation_type = natural_disaster_flood } } } } desc = tgp_travel_danger_events.0001.flood } triggered_desc ={ trigger = { location = { county = { any_county_situation = { situation_type = natural_disaster_earthquake } } } } desc = tgp_travel_danger_events.0001.earthquake } } desc = tgp_travel_danger_events.0001.desc } theme = travel_danger override_background = { trigger = { location = { geographical_region = world_asia county = { any_county_situation = { situation_type = natural_disaster_earthquake } } } } reference = tgp_ruined_holding } override_background = { trigger = { location = { geographical_region = world_asia county = { any_county_situation = { situation_type = natural_disaster_flood } } } } reference = tgp_overflowing_river } override_background = { trigger = { location = { NOT = { geographical_region = world_asia } county = { any_county_situation = { situation_type = natural_disaster_earthquake } } } } reference = burning_building } override_background = { trigger = { location = { NOT = { geographical_region = world_asia } county = { any_county_situation = { situation_type = natural_disaster_flood } } } } reference = bp3_riverside } override_effect_2d = { trigger = { scope:disaster_situation = { situation_type = natural_disaster_earthquake } } reference = smoke } override_effect_2d = { trigger = { scope:disaster_situation = { situation_type = natural_disaster_flood } } reference = rain } left_portrait = { character = root triggered_animation = { trigger = { has_trait_benevolent_trigger = yes } animation = stunned } triggered_animation = { trigger = { has_trait_malicious_trigger = yes } animation = dismissal } animation = disbelief camera = camera_event_scheme_left } right_portrait = { character = scope:peasant_character_child animation = sadness camera = camera_event_right_pointing_left } cooldown = { years = 20 } trigger = { is_location_valid_for_travel_event_on_land = yes is_available_travelling_adult = yes location = { county = { any_county_situation = { tgp_natural_disaster_situation_is_disaster_trigger = yes } } } } immediate = { location.county = { random_county_situation = { limit = { tgp_natural_disaster_situation_is_disaster_trigger = yes } save_scope_as = disaster_situation } } if = { limit = { any_pool_character = { province = root.location age = { 8 12 } has_trait = diligent faith = root.location.faith culture = root.location.culture } } random_pool_character = { province = root.location limit = { age = { 8 12 } has_trait = diligent faith = root.location.faith culture = root.location.culture } save_scope_as = peasant_character_child } } else = { create_character = { template = peasant_child_character age = { 8 12 } trait = diligent faith = root.location.faith culture = root.location.culture location = root.location save_scope_as = peasant_character_child } } scope:peasant_character_child = { remove_character_flag ?= peasant_outfit } } #Send men to clear the rubble option = { name = tgp_travel_danger_events.0001.a current_travel_plan = { delay_travel_plan = { days = 10 } } if = { limit = { government_allows = merit } change_merit = medium_merit_gain } else = { add_prestige = medium_prestige_gain } stress_impact = { impatient = medium_stress_impact_gain compassionate = medium_stress_impact_loss } scope:peasant_character_child = { if = { limit = { is_pool_character = no } silent_disappearance_ai_effect = yes } } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 ai_vengefulness = -1 } modifier = { factor = 0 has_trait = impatient } } } #Take the child on as a ward option = { name = tgp_travel_danger_events.0001.b trigger = { num_of_relation_ward < 2 } show_as_tooltip = { add_courtier = scope:peasant_character_child } hidden_effect = { scope:peasant_character_child = { add_to_court_and_entourage_effect = yes } } scope:peasant_character_child = { set_relation_guardian = root } if = { limit = { root.current_travel_plan = { any_entourage_character = { has_trait = compassionate } } } root.current_travel_plan = { every_entourage_character = { custom = custom.every_compassionate_entourage_character limit = { has_trait = compassionate } add_opinion = { target = root modifier = impressed_by_kindness opinion = 15 } } } } if = { limit = { faith = { trait_is_virtue = compassionate } } add_piety = medium_piety_gain } stress_impact = { callous = major_stress_impact_gain sadistic = major_stress_impact_gain compassionate = major_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 ai_vengefulness = -1 } modifier = { factor = 5 has_trait = compassionate } modifier = { factor = 5 OR = { has_trait = wrathful has_trait = callous has_trait = sadistic } } } } #Ignore the child option = { name = tgp_travel_danger_events.0001.c current_travel_plan ?= { add_destination_progress = { days = 5 } } scope:peasant_character_child = { if = { limit = { is_pool_character = no } silent_disappearance_ai_effect = yes } } stress_impact = { compassionate = major_stress_impact_gain impatient = major_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = -1 ai_vengefulness = 1 } modifier = { factor = 0 has_trait = compassionate } } } }