namespace = bp2_yearly bp2_yearly.4000 = { type = character_event content_source = dlc_009 title = bp2_yearly.4000.t desc = bp2_yearly.4000.desc theme = pregnancy override_background = { reference = bedchamber } left_portrait = { character = root animation = newborn } lower_center_portrait = { character = scope:char_father } lower_right_portrait = { character = scope:char_mother } trigger = { has_bp2_dlc_trigger = yes is_playable_character = yes is_available_adult = yes is_physically_able_adult = yes any_memory = { memory_type = first_born } any_memory = { count = 2 memory_type = relative_died any_memory_participant = { is_parent_of = root } has_variable = childhood_memory } any_child = { count = 1 } } immediate = { random_child = { save_scope_as = first_babby } father = { save_scope_as = char_father } mother = { save_scope_as = char_mother } } weight_multiplier = { base = 1 } option = { # I promise, I will not abandon you, my child name = bp2_yearly.4000.a trigger = { NOR = { has_trait = callous has_trait = sadistic has_trait = cynical } } flavor = bp2_yearly.4000.a.flavor add_character_modifier = { modifier = parental_conviction years = 10 } stress_impact = { base = medium_stress_gain } ai_chance = { base = 0 ai_value_modifier = { ai_honor = tiny_chance_impact_positive_ai_value ai_compassion = tiny_chance_impact_positive_ai_value } } } option = { #the world is harsh and cruel, how sad name = bp2_yearly.4000.b trigger = { NOT = { has_trait = compassionate } } flavor = bp2_yearly.4000.b.flavor stress_impact = { base = medium_stress_loss cynical = minor_stress_loss callous = minor_stress_loss } ai_chance = { base = 100 ai_value_modifier = { ai_honor = tiny_chance_impact_negative_ai_value ai_compassion = tiny_chance_impact_negative_ai_value } } } option = { #religious option name = bp2_yearly.4000.c add_piety = medium_piety_gain stress_impact = { zealous = medium_stress_loss patient = minor_stress_loss cynical = medium_stress_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = tiny_chance_impact_positive_ai_value } } } } bp2_yearly.4001 = { type = character_event content_source = dlc_009 title = bp2_yearly.4001.t desc = bp2_yearly.4001.desc theme = prison override_background = { reference = dungeon } left_portrait = { character = root animation = thinking } right_portrait = { character = scope:imprisoned_murderer animation = prisondungeon override_imprisonment_visuals = yes triggered_outfit = { remove_default_outfit = no outfit_tags = { beggar_rags } } } lower_center_portrait = { character = scope:murdered_relative } trigger = { has_bp2_dlc_trigger = yes any_memory = { memory_type = relative_died any_memory_participant = { exists = this.killer killer = { is_imprisoned_by = root } } has_variable = childhood_memory } } immediate = { random_memory = { memory_type = relative_died limit = { has_variable = childhood_memory any_memory_participant = { killer = { is_imprisoned_by = root } } } random_memory_participant = { save_scope_as = murdered_relative } } scope:murdered_relative.killer = { save_scope_as = imprisoned_murderer } } option = { #haha, kill the prisoner, gain vengeful, gain piety if vengeful is a virtue name = bp2_yearly.4001.a execute_prisoner_effect = { VICTIM = scope:imprisoned_murderer EXECUTIONER = root } if = { limit = { NOR = { has_trait = vengeful number_of_personality_traits > 3 } } random_list = { 25 = { add_trait = vengeful } 75 = { } } } else_if = { limit = { has_trait = vengeful } add_character_modifier = { modifier = delayed_justive_stress years = 10 } } if = { limit = { root.faith = { trait_is_virtue = vengeful } } add_character_modifier = { modifier = delayed_justice_piety years = 10 } } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = medium_chance_impact_positive_ai_value ai_compassion = medium_chance_impact_negative_ai_value } } } option = { #show mercy, add compassionate, release the prisoner, gain piety if compassionate is a virtue name = bp2_yearly.4001.b scope:imprisoned_murderer = { release_from_prison = yes } if = { limit = { NOR = { has_trait = forgiving number_of_personality_traits > 3 } } random_list = { 25 = { add_trait = forgiving } 75 = { } } } else_if = { limit = { has_trait = forgiving } add_character_modifier = { modifier = delayed_justive_stress years = 10 } } if = { limit = { root.faith = { trait_is_virtue = forgiving } } add_character_modifier = { modifier = delayed_justice_piety years = 10 } } ai_chance = { base = 0 ai_value_modifier = { ai_vengefulness = medium_chance_impact_negative_ai_value ai_compassion = tiny_chance_impact_positive_ai_value } } } } bp2_yearly.4002 = { #drunkard type = character_event content_source = dlc_009 title = bp2_yearly.4002.t desc = bp2_yearly.4002.desc theme = healthcare override_background = { reference = bp1_wine_cellar } left_portrait = { character = root animation = drink } lower_center_portrait = { character = scope:first_aa_relative } lower_right_portrait = { character = scope:second_aa_relative } trigger = { has_bp2_dlc_trigger = yes is_available_adult = yes has_trait = drunkard any_memory = { count >= 2 memory_type = relative_died has_variable = childhood_memory any_memory_participant = { death_reason = death_drinking_passive } } } immediate = { random_memory = { memory_type = relative_died limit = { has_variable = childhood_memory any_memory_participant = { death_reason = death_drinking_passive } } random_memory_participant = { save_scope_as = first_aa_relative } } random_memory = { memory_type = relative_died limit = { has_variable = childhood_memory any_memory_participant = { death_reason = death_drinking_passive this != scope:first_aa_relative } } random_memory_participant = { save_scope_as = second_aa_relative } } } weight_multiplier = { base = 1 } option = { #aaah, alcoholism bad name = bp2_yearly.4002.a remove_trait = drunkard add_character_modifier = { modifier = drinking_stop years = 5 } stress_impact = { base = major_stress_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_positive_ai_value ai_rationality = tiny_chance_impact_positive_ai_value } } } option = { #drink more name = bp2_yearly.4002.b stress_impact = { base = medium_stress_loss } add_character_modifier = { modifier = drinking_binge years = 5 } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_negative_ai_value ai_rationality = tiny_chance_impact_negative_ai_value } } } } bp2_yearly.4003 = { #became a ruler at young age type = character_event content_source = dlc_009 title = bp2_yearly.4003.t desc = bp2_yearly.4003.desc theme = realm left_portrait = { character = root animation = thinking } right_portrait = { character = scope:child_ruler animation = worry } cooldown = { years = 10 } trigger = { has_bp2_dlc_trigger = yes highest_held_title_tier >= tier_duchy any_held_title = { count > 1 title_tier = county is_landless_type_title = no } any_memory = { memory_type = ascended_throne_memory has_variable = childhood_memory save_temporary_scope_as = throne_memory_temp root = { any_child = { age >= 10 age = { value = root.age subtract = scope:throne_memory_temp.memory_age_years } root = { has_relation_ward = prev } is_landed = no save_temporary_scope_as = child_ruler_temp } } memory_age_years = { value = root.age subtract = scope:child_ruler_temp.age } } } immediate = { random_held_title = { title_tier = county limit = { this != root.capital_county is_landless_type_title = no } save_scope_as = giveaway_county } random_memory = { memory_type = ascended_throne_memory limit = { has_variable = childhood_memory save_temporary_scope_as = throne_memory_temp root = { any_child = { age = { value = root.age subtract = scope:throne_memory_temp.memory_age_years } root = { has_relation_ward = prev } is_landed = no save_temporary_scope_as = child_ruler_temp } } memory_age_years = { value = root.age subtract = scope:child_ruler_temp.age } } save_scope_as = throne_memory } random_child = { limit = { age >= 10 age = { value = root.age subtract = scope:throne_memory.memory_age_years } root = { has_relation_ward = prev } is_landed = no } save_scope_as = child_ruler } } weight_multiplier = { base = 1 } option = { #nah, child will learn more by my side name = bp2_yearly.4003.b scope:child_ruler = { add_opinion = { modifier = thankful_opinion opinion = 20 target = root } stress_impact = { base = medium_stress_loss } } random_list = { 5 = { send_interface_toast = { title = bp2_yearly.4003.t left_icon = scope:child_ruler scope:child_ruler = { add_stewardship_skill = 2 } } } 5 = { send_interface_toast = { title = bp2_yearly.4003.t left_icon = scope:child_ruler scope:child_ruler = { add_stewardship_skill = 1 } } } } stress_impact = { compassionate = minor_stress_loss } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = tiny_chance_impact_positive_ai_value } } } option = { #yes, give away name = bp2_yearly.4003.a create_title_and_vassal_change = { type = granted save_scope_as = title_change add_claim_on_loss = no } scope:giveaway_county = { change_title_holder = { holder = scope:child_ruler change = scope:title_change } } resolve_title_and_vassal_change = scope:title_change scope:child_ruler = { add_opinion = { modifier = abandoned_opinion opinion = -20 target = root } stress_impact = { base = minor_stress_gain } } send_interface_toast = { title = bp2_yearly.4003.t left_icon = scope:child_ruler scope:child_ruler = { add_stewardship_skill = 4 } } stress_impact = { compassionate = minor_stress_gain callous = minor_stress_loss } ai_chance = { base = 0 } } option = { #can't afford to lose my county! name = bp2_yearly.4003.c add_character_modifier = { modifier = focused_on_realm years = 4 } ai_chance = { base = 200 ai_value_modifier = { ai_greed = tiny_chance_impact_positive_ai_value ai_rationality = tiny_chance_impact_positive_ai_value } } } } bp2_yearly.4010 = { #child parent is at least Illustrious type = character_event content_source = dlc_009 title = bp2_yearly.4010.t desc = bp2_yearly.4010.desc theme = crown left_portrait = { character = root animation = admiration } right_portrait = { character = scope:famous_parent animation = personality_honorable } cooldown = { years = 50 } #Fired from on_death for parent, which also saves: #scope:famous_parent #var:parent_fame_lvl trigger = { NOR = { #double safeguard that only one event chain can happen has_character_flag = bp2_prestige_piety_chain government_has_flag = government_is_mandala } } immediate = { add_character_flag = bp2_prestige_piety_chain } option = { #humble switch to arrogant trigger = { has_trait = humble } name = bp2_yearly.4010.a remove_trait = humble add_trait = arrogant stress_impact = { base = major_stress_gain } add_character_modifier = { modifier = famed_parent_lvl_1 } hidden_effect = { trigger_event = { id = bp2_yearly.4011 years = { 2 4 } } } ai_chance = { #don't want too many AI, stressed, arrogant chars, do we base = 0 } } option = { #yeah, you go papa! I will be like you one day! trigger = { NOR = { has_trait = content has_trait = humble } } name = bp2_yearly.4010.b add_character_modifier = { modifier = famed_parent_lvl_1 } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_positive_ai_value ai_boldness = tiny_chance_impact_positive_ai_value } } hidden_effect = { trigger_event = { id = bp2_yearly.4011 years = { 2 4 } } } } option = { #it's fine I guess trigger = { NOR = { has_trait = ambitious has_trait = arrogant } } name = bp2_yearly.4010.c add_character_modifier = { modifier = famed_parent_opt_out_base years = 10 } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_negative_ai_value ai_boldness = tiny_chance_impact_negative_ai_value } } } } bp2_yearly.4011 = { #the parent has been dead for a while type = character_event content_source = dlc_009 title = bp2_yearly.4011.t desc = bp2_yearly.4011.desc theme = crown left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = arrogant has_trait = ambitious } } animation = personality_bold } triggered_animation = { trigger = { always = yes } animation = grief } } lower_right_portrait = { character = scope:famous_dead_parent } trigger = { has_bp2_dlc_trigger = yes is_available_adult = yes any_memory = { memory_type = famed_parent_became_very_famous any_memory_participant = { is_alive = no } } has_variable = parent_fame_lvl has_character_modifier = famed_parent_lvl_1 } immediate = { random_memory = { memory_type = famed_parent_became_very_famous random_memory_participant = { save_scope_as = famous_dead_parent } } remove_character_modifier = famed_parent_lvl_1 } on_trigger_fail = { #If the trigger fails because we were not an available adult we queue the event again. if = { limit = { is_available_adult = yes } trigger_event = { id = bp2_yearly.4011 days = 180 } } } option = { #how sad, time to get out from the shadow trigger = { var:parent_fame_lvl > prestige_level } name = bp2_yearly.4011.a add_character_modifier = { modifier = famed_parent_lvl_2 } hidden_effect = { trigger_event = { id = bp2_yearly.4012 years = { 2 3 } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_positive_ai_value ai_boldness = tiny_chance_impact_positive_ai_value } } } option = { #actually, I am content. opt out from chain trigger = { var:parent_fame_lvl > prestige_level NOR = { has_trait = arrogant has_trait = ambitious } } name = bp2_yearly.4011.b add_character_modifier = { modifier = famed_parent_opt_out_base years = 10 } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_negative_ai_value ai_boldness = tiny_chance_impact_negative_ai_value } } } option = { # I am as good as parent and I am content. opt out from the chain trigger = { var:parent_fame_lvl <= prestige_level NOR = { has_trait = ambitious has_trait = arrogant } } name = bp2_yearly.4011.c add_character_modifier = { modifier = famed_parent_opt_out_base years = 10 } stress_impact = { base = medium_stress_loss } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_negative_ai_value ai_boldness = tiny_chance_impact_negative_ai_value } } } option = { # I am as good as parent but I can be better! trigger = { var:parent_fame_lvl <= prestige_level } name = bp2_yearly.4011.d stress_impact = { base = minor_stress_gain ambitious = minor_stress_loss arrogant = minor_stress_loss } add_character_modifier = { modifier = famed_parent_lvl_2 } hidden_effect = { trigger_event = { id = bp2_yearly.4012 years = { 1 2 } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_positive_ai_value ai_boldness = tiny_chance_impact_positive_ai_value } } } } bp2_yearly.4012 = { #prestige vibe check type = character_event content_source = dlc_009 title = bp2_yearly.4012.t desc = bp2_yearly.4012.desc theme = crown left_portrait = { character = root animation = personality_bold } lower_right_portrait = { character = scope:dead_famous_parent } immediate = { remove_character_modifier = famed_parent_lvl_2 } option = { #there is still much to do trigger = { var:parent_fame_lvl > prestige_level } name = bp2_yearly.4012.a stress_impact = { base = minor_stress_gain ambitious = minor_stress_gain arrogant = minor_stress_gain } add_character_modifier = { modifier = famed_parent_lvl_3 } hidden_effect = { trigger_event = { id = bp2_yearly.4013 years = { 2 3 } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_positive_ai_value ai_boldness = tiny_chance_impact_positive_ai_value } } } option = { #ah, why bother trigger = { var:parent_fame_lvl > prestige_level NOR = { has_trait = ambitious has_trait = arrogant } } name = bp2_yearly.4012.b add_character_modifier = { modifier = famed_parent_opt_out_base } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_negative_ai_value ai_boldness = tiny_chance_impact_negative_ai_value } } } option = { #I am as good as parent and I am content. opt out from the chain. Ambitious can opt out trigger = { var:parent_fame_lvl <= prestige_level } name = bp2_yearly.4012.c stress_impact = { base = minor_stress_loss ambitious = medium_stress_gain arrogant = medium_stress_gain } add_character_modifier = { modifier = famed_parent_opt_out_base } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_negative_ai_value ai_boldness = tiny_chance_impact_negative_ai_value } } } option = { #moaaar prestige trigger = { var:parent_fame_lvl <= prestige_level } name = bp2_yearly.4012.d stress_impact = { base = minor_stress_gain ambitious = minor_stress_loss arrogant = minor_stress_loss } add_character_modifier = { modifier = famed_parent_lvl_3 } hidden_effect = { trigger_event = { id = bp2_yearly.4013 years = { 1 2 } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_positive_ai_value ai_boldness = tiny_chance_impact_positive_ai_value } } } } bp2_yearly.4013 = { #conclusion type = character_event content_source = dlc_009 title = bp2_yearly.4013.t desc = { first_valid = { triggered_desc = { trigger = { var:parent_fame_lvl > prestige_level } desc = bp2_yearly.4013.desc_failure } triggered_desc = { trigger = { var:parent_fame_lvl <= prestige_level } desc = bp2_yearly.4013.desc_success } } } theme = crown left_portrait = { character = root triggered_animation = { trigger = { var:parent_fame_lvl <= prestige_level } animation = ecstasy } triggered_animation = { trigger = { var:parent_fame_lvl > prestige_level } animation = shame } } lower_right_portrait = { character = scope:dead_famous_parent } immediate = { remove_character_modifier = famed_parent_lvl_3 } option = { #you are kinda failure, even after trying so hard, you get stress trigger = { var:parent_fame_lvl > prestige_level } name = bp2_yearly.4013.a stress_impact = { base = medium_stress_gain ambitious = medium_stress_gain arrogant = medium_stress_gain } ai_chance = { base = 100 #if this option shows, it is the only one } } option = { #you have succeeded, now chill name = bp2_yearly.4013.b trigger = { var:parent_fame_lvl <= prestige_level } stress_impact = { base = medium_stress_loss ambitious = major_stress_gain arrogant = major_stress_gain } add_character_modifier = { modifier = famed_parent_opt_out_advanced } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_negative_ai_value ai_boldness = tiny_chance_impact_negative_ai_value } modifier = { factor = 0 has_trait = ambitious } modifier = { factor = 0 has_trait = arrogant } } } option = { #you have succeeded, MOAR PRESTIGE name = bp2_yearly.4013.c trigger = { var:parent_fame_lvl <= prestige_level } stress_impact = { base = medium_stress_gain ambitious = medium_stress_loss arrogant = medium_stress_loss } add_character_modifier = { modifier = famed_parent_conclusion } ai_chance = { base = 0 modifier = { add = 100 has_trait = ambitious } modifier = { add = 100 has_trait = arrogant } } } } bp2_yearly.4020 = { #child parent is at least Devoted Icon type = character_event content_source = dlc_009 title = bp2_yearly.4020.t desc = bp2_yearly.4020.desc theme = faith left_portrait = { character = root animation = admiration } right_portrait = { character = scope:pious_parent animation = personality_zealous } #Fired from on_death which also provides: #scope:pious_parent #parent_piety_lvl trigger = { NOR = { #double safeguard that only one event chain can happen has_character_flag = bp2_prestige_piety_chain government_has_flag = government_is_mandala } } immediate = { add_character_flag = bp2_prestige_piety_chain } option = { #yeah, you go papa! I will be like you one day! trigger = { NOR = { has_trait = content has_trait = cynical } } name = bp2_yearly.4020.b add_character_modifier = { modifier = pious_parent_lvl_1 } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_positive_ai_value ai_boldness = tiny_chance_impact_positive_ai_value ai_zeal = tiny_chance_impact_positive_ai_value } } hidden_effect = { trigger_event = { id = bp2_yearly.4021 years = { 2 4 } } } } option = { #it's fine I guess trigger = { NOR = { has_trait = ambitious has_trait = zealous } } name = bp2_yearly.4020.c add_character_modifier = { modifier = pious_parent_opt_out_base years = 10 } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_negative_ai_value ai_boldness = tiny_chance_impact_negative_ai_value ai_zeal = tiny_chance_impact_positive_ai_value } } } } bp2_yearly.4021 = { #the parent has been dead for a while type = character_event content_source = dlc_009 title = bp2_yearly.4021.t desc = bp2_yearly.4021.desc theme = faith left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = ambitious has_trait = zealous } } animation = personality_zealous } triggered_animation = { trigger = { always = yes } animation = grief } } lower_right_portrait = { character = scope:pious_dead_parent } trigger = { has_bp2_dlc_trigger = yes is_available_adult = yes has_variable = parent_piety_lvl has_character_modifier = pious_parent_lvl_1 } on_trigger_fail = { #If it failed because we were not available we queue the event again. if = { limit = { is_available_adult = no } trigger_event = { id = bp2_yearly.4021 days = 180 } } } immediate = { random_memory = { memory_type = pious_parent_became_very_pious random_memory_participant = { save_scope_as = pious_dead_parent } } remove_character_modifier = pious_parent_lvl_1 } option = { #how sad, time to get out from the shadow trigger = { var:parent_piety_lvl > piety_level } name = bp2_yearly.4021.a add_character_modifier = { modifier = pious_parent_lvl_2 } hidden_effect = { trigger_event = { id = bp2_yearly.4022 years = { 2 3 } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_positive_ai_value ai_boldness = tiny_chance_impact_positive_ai_value ai_zeal = tiny_chance_impact_positive_ai_value } } } option = { #actually, I am content. opt out from chain trigger = { var:parent_piety_lvl > piety_level NOR = { has_trait = ambitious has_trait = zealous } } name = bp2_yearly.4021.b add_character_modifier = { modifier = pious_parent_opt_out_base years = 10 } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_negative_ai_value ai_boldness = tiny_chance_impact_negative_ai_value ai_zeal = tiny_chance_impact_negative_ai_value } } } option = { # I am as good as parent and I am content. opt out from the chain trigger = { var:parent_piety_lvl <= piety_level NOR = { has_trait = ambitious has_trait = zealous } } name = bp2_yearly.4021.c stress_impact = { base = medium_stress_loss } add_character_modifier = { modifier = pious_parent_opt_out_base years = 10 } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_negative_ai_value ai_boldness = tiny_chance_impact_negative_ai_value ai_zeal = tiny_chance_impact_negative_ai_value } } } option = { # I am as good as parent but I can be better! trigger = { var:parent_piety_lvl <= piety_level } name = bp2_yearly.4021.d stress_impact = { base = minor_stress_gain ambitious = medium_stress_loss zealous = medium_stress_loss } add_character_modifier = { modifier = pious_parent_lvl_2 } hidden_effect = { trigger_event = { id = bp2_yearly.4022 years = { 1 2 } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_positive_ai_value ai_boldness = tiny_chance_impact_positive_ai_value ai_zeal = tiny_chance_impact_positive_ai_value } } } } bp2_yearly.4022 = { #piety vibe check type = character_event content_source = dlc_009 title = bp2_yearly.4022.t desc = bp2_yearly.4022.desc theme = faith left_portrait = { character = root animation = personality_zealous } lower_right_portrait = { character = scope:pious_dead_parent } immediate = { remove_character_modifier = pious_parent_lvl_2 } option = { #there is still much to do trigger = { var:parent_piety_lvl > piety_level } name = bp2_yearly.4022.a stress_impact = { base = minor_stress_gain ambitious = minor_stress_gain zealous = minor_stress_gain } add_character_modifier = { modifier = pious_parent_lvl_3 } hidden_effect = { trigger_event = { id = bp2_yearly.4023 years = { 2 3 } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_positive_ai_value ai_boldness = tiny_chance_impact_positive_ai_value ai_zeal = tiny_chance_impact_positive_ai_value } } } option = { #ah, why bother trigger = { var:parent_piety_lvl > piety_level NOR = { has_trait = ambitious has_trait = zealous } } name = bp2_yearly.4022.b add_character_modifier = { modifier = pious_parent_opt_out_base } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_negative_ai_value ai_boldness = tiny_chance_impact_negative_ai_value ai_zeal = tiny_chance_impact_negative_ai_value } } } option = { #I am as good as parent and I am content. opt out from the chain. Ambitious can opt out trigger = { var:parent_piety_lvl <= piety_level } name = bp2_yearly.4022.c stress_impact = { base = minor_stress_loss ambitious = major_stress_gain zealous = major_stress_gain } add_character_modifier = { modifier = pious_parent_opt_out_base } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_negative_ai_value ai_boldness = tiny_chance_impact_negative_ai_value ai_Zeal = tiny_chance_impact_negative_ai_value } } } option = { #moaaar piety trigger = { var:parent_piety_lvl <= piety_level } name = bp2_yearly.4022.d stress_impact = { base = minor_stress_gain ambitious = minor_stress_loss zealous = minor_stress_loss } add_character_modifier = { modifier = pious_parent_lvl_3 } hidden_effect = { trigger_event = { id = bp2_yearly.4023 years = { 1 2 } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_positive_ai_value ai_boldness = tiny_chance_impact_positive_ai_value ai_zeal = tiny_chance_impact_positive_ai_value } } } } bp2_yearly.4023 = { #conclusion type = character_event content_source = dlc_009 title = bp2_yearly.4023.t desc = { first_valid = { triggered_desc = { trigger = { var:parent_piety_lvl > piety_level } desc = bp2_yearly.4023.desc_failure } triggered_desc = { trigger = { var:parent_piety_lvl <= piety_level } desc = bp2_yearly.4023.desc_success } } } theme = crown left_portrait = { character = root triggered_animation = { trigger = { var:parent_piety_lvl <= piety_level } animation = ecstasy } triggered_animation = { trigger = { var:parent_piety_lvl > piety_level } animation = shame } } lower_right_portrait = { character = scope:dead_pious_parent } immediate = { remove_character_modifier = pious_parent_lvl_3 } option = { #you are kinda failure, even after trying so hard, you get stress trigger = { var:parent_piety_lvl > piety_level } name = bp2_yearly.4023.a stress_impact = { base = medium_stress_gain ambitious = minor_stress_gain zealous = minor_stress_gain } ai_chance = { base = 100 #if this option shows, it is the only one } } option = { #you have succeeded, now chill name = bp2_yearly.4023.b trigger = { var:parent_piety_lvl <= piety_level } stress_impact = { base = medium_stress_loss ambitious = medium_stress_gain zealous = medium_stress_gain } add_character_modifier = { modifier = pious_parent_opt_out_advanced } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_negative_ai_value ai_boldness = tiny_chance_impact_negative_ai_value ai_zeal = tiny_chance_impact_negative_ai_value } modifier = { factor = 0 has_trait = ambitious } modifier = { factor = 0 has_trait = zealous } } } option = { #you have succeeded, MOAR PIETY name = bp2_yearly.4023.c trigger = { var:parent_piety_lvl <= piety_level } stress_impact = { base = medium_stress_gain ambitious = medium_stress_loss zealous = medium_stress_loss } add_character_modifier = { modifier = pious_parent_conclusion } ai_chance = { base = 0 modifier = { add = 100 has_trait = ambitious } modifier = { add = 100 has_trait = zealous } } } } bp2_yearly.4030 = { #While commanding army in winter province, you are struck with first sunlight memory from childhood type = character_event content_source = dlc_009 title = bp2_yearly.4030.t desc = bp2_yearly.4030.desc content_source = dlc_009 theme = war override_background = { reference = ep2_hunt_snowy_forest } widget = { gui = "event_window_widget_vfx_snow" container = "foreground_shader_vfx_container" } left_portrait = { character = root animation = personality_honorable } right_portrait = { character = scope:frosty_knight animation = anger } cooldown = { years = 20 } trigger = { has_bp2_dlc_trigger = yes exists = scope:army is_playable_character = yes #Not for mercenaries is_in_army = yes commanding_army ?= scope:army location ?= { has_province_modifier = winter_harsh_modifier trigger_if = { limit = { exists = county } county.holder.top_liege != root.top_liege } } any_knight = { is_in_army = yes location = root.location } } immediate = { location = { save_scope_as = winter_location } random_knight = { limit = { is_in_army = yes location = root.location } save_scope_as = frosty_knight } } option = { #warm yourself with memories name = bp2_yearly.4030.a add_character_modifier = { modifier = memory_of_sunlight_personal years = 4 } stress_impact = { base = minor_stress_loss shy = medium_stress_loss } ai_chance = { base = 50 ai_value_modifier = { ai_honor = tiny_chance_impact_negative_ai_value } } } option = { #speech, speech, speech! name = bp2_yearly.4030.b flavor = bp2_yearly.4030.b.flavor add_character_modifier = { modifier = memory_of_sunlight_shared years = 4 } stress_impact = { shy = minor_stress_gain brave = minor_stress_loss } ai_chance = { base = 100 ai_value_modifier = { ai_honor = tiny_chance_impact_positive_ai_value } } } option = { #winter soldier trigger = { has_trait = winter_soldier } name = bp2_yearly.4030.c send_interface_toast = { title = bp2_yearly.4030.c.tt left_icon = root random_list = { 1 = { add_martial_skill = 1 } 1 = { add_prowess_skill = 2 } 1 = { add_martial_lifestyle_xp = medium_lifestyle_xp } } } ai_chance = { base = 400 } } } bp2_yearly.4031 = { #you where imprisoned as a child, and guess what? You are imprisoned as an adult. Congratulations! type = character_event content_source = dlc_009 title = bp2_yearly.4031.t content_source = dlc_009 desc = { desc = bp2_yearly.4031.desc_first first_valid = { triggered_desc = { trigger = { scope:new_imp != scope:old_imp } desc = bp2_yearly.4031.desc_base } triggered_desc = { trigger = { scope:new_imp = scope:old_imp } desc = bp2_yearly.4031.desc_same_captor } } desc = bp2_yearly.4031.desc_last } theme = prison override_background = { trigger = { OR = { scope:bg_override_char = { has_government = landless_adventurer_government } is_in_prison_type = dungeon } } reference = dungeon } override_background = { trigger = { NOR = { scope:bg_override_char = { has_government = landless_adventurer_government } is_in_prison_type = dungeon } } reference = relaxing_room } left_portrait = { character = root triggered_animation = { trigger = { is_in_prison_type = house_arrest } animation = prisonhouse } triggered_animation = { trigger = { is_in_prison_type = dungeon } animation = prisondungeon } override_imprisonment_visuals = yes } lower_left_portrait = scope:old_imp lower_right_portrait = { character = scope:imprisoner trigger = { scope:imprisoner != scope:old_imp } } cooldown = { years = 10 } trigger = { has_bp2_dlc_trigger = yes is_imprisoned = yes any_memory = { memory_type = imprisoned has_variable = childhood_memory } } immediate = { imprisoner = { save_scope_as = new_imp save_scope_as = bg_override_char } random_memory = { memory_type = imprisoned limit = { has_variable = childhood_memory } random_memory_participant = { save_scope_as = old_imp } } } option = { #use that memory to escape name = bp2_yearly.4031.a flavor = bp2_yearly.4031.a.flavor add_character_modifier = { modifier = childhood_prison_escape years = 10 } custom_tooltip = bp2_yearly.4031.a.ct stress_impact = { brave = minor_stress_loss stubborn = minor_stress_loss impatient = minor_stress_loss arrogant = minor_stress_loss patient = minor_stress_gain craven = minor_stress_gain paranoid = minor_stress_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_positive_ai_value } } } option = { #use that memory to endure name = bp2_yearly.4031.b flavor = bp2_yearly.4031.b.flavor add_character_modifier = { modifier = childhood_prison_endure years = 10 } stress_impact = { patient = minor_stress_loss craven = minor_stress_loss trusting = minor_stress_loss humble = minor_stress_loss impatient = minor_stress_gain brave = minor_stress_gain stubborn = minor_stress_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_negative_ai_value } } } } bp2_yearly.4032 = { type = character_event content_source = dlc_009 title = bp2_yearly.4032.t desc = bp2_yearly.4032.desc content_source = dlc_009 theme = hostage left_portrait = { character = root animation = grief } right_portrait = { character = scope:hostage_kiddo animation = jockey_idle camera = camera_event_horse_right } #Fired from on_hostage_taken which also saves: #scope:hostage_kiddo #scope:childhood_hostage_memory immediate = { add_character_flag = bp2_hostage_blues var:hostage_mem = { memory_participant:home_court = { save_scope_as = tru_papa } memory_participant:warden = { save_scope_as = new_papa } } var:hostage_kid = { save_scope_as = hostage_kiddo } } option = { #Dynasty Motto child! name = bp2_yearly.4032.a dynasty = { add_dynasty_prestige = minor_dynasty_prestige_gain } scope:hostage_kiddo = { add_opinion = { target = root modifier = abandoned_opinion opinion = -20 } } stress_impact = { compassionate = medium_stress_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_negative_ai_value ai_rationality = tiny_chance_impact_positive_ai_value } } } option = { #You will return, as I did name = bp2_yearly.4032.b scope:hostage_kiddo = { add_character_modifier = { modifier = generational_hostage years = 8 } } stress_impact = { compassionate = medium_stress_loss } ai_chance = { base = 100 ai_value_modifier = { ai_energy = tiny_chance_impact_positive_ai_value ai_rationality = tiny_chance_impact_positive_ai_value } } } after = { remove_variable = hostage_mem remove_variable = hostage_kid } }