namespace = tgp_japan_general #tgp_japan_general.9001 = { # type = character_event # title = tgp_japan_general.9001.t # desc = tgp_japan_general.9001.desc # theme = realm # # immediate = { # } # # option = { # name = tgp_japan_general.9001.a # } #} # #tgp_japan_general.9010 = { # type = character_event # title = tgp_japan_general.9010.t # desc = tgp_japan_general.9010.desc # theme = realm # # immediate = { # } # # option = { # name = tgp_japan_general.9010.a # } #} # INSTALL BLOC OUTCOME scripted_trigger tgp_japan_general_8800_trigger = { is_adult = yes is_ruler = no is_clergy = no is_faith_dominant_gender = yes is_incapable = no is_lowborn = no save_temporary_scope_as = potential_temp root = { any_held_title = { count = 0 place_in_line_of_succession = { target = scope:potential_temp value <= 3 } } } NOR = { scope:potential_temp = root.player_heir scope:potential_temp = root.primary_heir scope:family_1 ?= scope:potential_temp scope:family_2 ?= scope:potential_temp scope:family_3 ?= scope:potential_temp scope:fallback_1 ?= scope:potential_temp scope:fallback_2 ?= scope:potential_temp scope:fallback_3 ?= scope:potential_temp trigger_if = { limit = { exists = scope:potential_temp.house } OR = { scope:fallback_1.house ?= scope:potential_temp.house scope:fallback_2.house ?= scope:potential_temp.house } } } } scripted_effect tgp_japan_general_8800_scope_effect = { if = { limit = { exists = scope:$NAME$_2 } save_scope_as = $NAME$_3 } else_if = { limit = { exists = scope:$NAME$_1 } save_scope_as = $NAME$_2 } else = { save_scope_as = $NAME$_1 } tgp_japan_general_8800_portrait_effect = yes } scripted_effect tgp_japan_general_8800_portrait_effect = { if = { limit = { exists = scope:portrait_3 } # early out } else_if = { limit = { exists = scope:portrait_2 } save_scope_as = portrait_3 add_to_list = potential_list } else_if = { limit = { exists = scope:portrait_1 } save_scope_as = portrait_2 add_to_list = potential_list } else = { save_scope_as = portrait_1 add_to_list = potential_list } } scripted_effect tgp_japan_general_8800_grant_effect = { save_scope_as = recipient create_title_and_vassal_change = { type = conquest save_scope_as = change add_claim_on_loss = yes } #As this is just a county conquest, simply grab the designated county. every_in_list = { list = target_titles change_title_holder = { holder = scope:recipient change = scope:change } } if = { limit = { root.liege = { is_independent_ruler = no } } change_liege = { liege = root.liege change = scope:change } } resolve_title_and_vassal_change = scope:change root = { if = { limit = { can_add_hook = { target = scope:recipient type = loyalty_hook } } add_hook = { target = scope:recipient type = loyalty_hook } } } scope:recipient = { add_opinion = { target = root modifier = grateful_opinion opinion = 25 } if = { limit = { NOT = { government_has_flag = government_is_japan_feudal } } change_government = japan_feudal_government } if = { limit = { is_house_head = no } custom_tooltip = { text = tgp_japan_general.8800.cadet_tt add_character_flag = found_cadet_branch trigger_event = tgp_japan_decision.9001 } } house = { tgp_join_house_bloc_effect = { INVITER = root.house OPINION = flag:yes } set_variable = { name = bloc_expansion_won_forced_membership_var years = 5 } save_scope_as = new_house } root.house = { switch = { trigger = has_house_aspiration_parameter ceremony_cheaper_feasts = { #Ceremony scope:new_house = { set_house_aspiration = { type = ceremony level = 1 } } } determination_spymaster_task_find_secrets_efficiency = { #Determination scope:new_house = { scope:new_house = { set_house_aspiration = { type = determination level = 1 } } } } unlocks_japanese_manor_shrine = { #Humility scope:new_house = { scope:new_house = { set_house_aspiration = { type = humility level = 1 } } } } unlocks_japanese_manor_brewery = { #Prosperity scope:new_house = { scope:new_house = { set_house_aspiration = { type = prosperity level = 1 } } } } service_house_improved_educator_outcome_chance = { #Service scope:new_house = { scope:new_house = { set_house_aspiration = { type = service level = 1 } } } } unlocks_japanese_manor_armory = { #Strength scope:new_house = { scope:new_house = { set_house_aspiration = { type = strength level = 1 } } } } } } } every_in_list = { list = potential_list limit = { NOT = { this = scope:recipient } } custom = tgp_japan_general_8800_custom add_opinion = { target = scope:recipient modifier = annoyed_opinion opinion = -15 } } } tgp_japan_general.8800 = { type = character_event title = tgp_japan_general.8800.t desc = tgp_japan_general.8800.desc theme = war override_background = { reference = estate } left_portrait = { character = root animation = japanese_war_fan } lower_right_portrait = scope:portrait_3 lower_center_portrait = scope:portrait_2 lower_left_portrait = scope:portrait_1 override_background = { reference = throne_room_scope } immediate = { save_scope_as = winner scope:defender = { save_scope_as = loser } play_sound_effect = "event:/DLC/EP4/SFX/Stingers/Japan/tgp_mx_sting_adopting_feudal_government" house.house_confederation = { tgp_bloc_change_cohesion_effect = { VALUE = 5 ICON = scope:attacker REASON = install_bloc_member } } every_child = { limit = { tgp_japan_general_8800_trigger = yes } add_to_list = potential_family } every_sibling = { limit = { tgp_japan_general_8800_trigger = yes } add_to_list = potential_family } every_close_or_extended_family_member = { limit = { OR = { is_uncle_or_aunt_of = root is_nibling_of = root } tgp_japan_general_8800_trigger = yes } add_to_list = potential_family } every_close_or_extended_family_member = { limit = { is_nibling_of = root tgp_japan_general_8800_trigger = yes } add_to_list = potential_family } hidden_effect = { ordered_in_list = { list = potential_family order_by = "opinion(root)" tgp_japan_general_8800_scope_effect = { NAME = family } } } if = { limit = { NOT = { exists = scope:portrait_3 } } every_councillor = { limit = { NOT = { is_in_list = potential_family } tgp_japan_general_8800_trigger = yes } add_to_list = potential_fallback } every_knight = { limit = { NOT = { is_in_list = potential_family } tgp_japan_general_8800_trigger = yes } add_to_list = potential_fallback } every_courtier = { limit = { NOT = { is_in_list = potential_family } tgp_japan_general_8800_trigger = yes } add_to_list = potential_fallback } hidden_effect = { while = { count = 3 random_in_list = { list = potential_fallback limit = { is_house_head = yes tgp_japan_general_8800_trigger = yes } alternative_limit = { tgp_japan_general_8800_trigger = yes } weight = { base = 1 modifier = { add = "opinion(root)" } modifier = { is_councillor = yes add = 50 } modifier = { is_knight = yes add = 25 } } tgp_japan_general_8800_scope_effect = { NAME = fallback } } } if = { limit = { NOT = { exists = scope:fallback_1 } } create_character = { template = new_warrior_character gender_female_chance = root_faith_dominant_gender_adjusted_female_chance employer = root faith = root.faith culture = root.culture dynasty = generate gender_female_chance = root_soldier_female_chance save_scope_as = fallback_1 } } } } if = { limit = { NOT = { exists = scope:portrait_3 } } hidden_effect = { while = { count = 3 random_pool_guest = { limit = { is_house_head = yes tgp_japan_general_8800_trigger = yes } alternative_limit = { tgp_japan_general_8800_trigger = yes } weight = { base = 1 modifier = { add = "opinion(root)" } } tgp_japan_general_8800_scope_effect = { NAME = fallback } } } } } # EP3 Laamp possibility warning scope:defender = { ep3_war_loss_adventurer_tt_effect = yes } } option = { name = tgp_japan_general.8800.a trigger = { exists = scope:family_1 } scope:family_1 = { tgp_japan_general_8800_grant_effect = yes } ai_chance = { base = 10 opinion_modifier = { opinion_target = scope:family_1 multiplier = 1 } } } option = { name = tgp_japan_general.8800.b trigger = { exists = scope:family_2 } scope:family_2 = { tgp_japan_general_8800_grant_effect = yes } ai_chance = { base = 10 opinion_modifier = { opinion_target = scope:family_2 multiplier = 1 } } } option = { name = tgp_japan_general.8800.c trigger = { exists = scope:family_3 } scope:family_3 = { tgp_japan_general_8800_grant_effect = yes } ai_chance = { base = 10 opinion_modifier = { opinion_target = scope:family_3 multiplier = 1 } } } option = { name = tgp_japan_general.8800.e trigger = { exists = scope:fallback_1 calc_true_if = { amount < 3 exists = scope:family_1 exists = scope:family_2 exists = scope:family_3 } } scope:fallback_1 = { tgp_japan_general_8800_grant_effect = yes } ai_chance = { base = 10 opinion_modifier = { opinion_target = scope:fallback_1 multiplier = 1 } } } option = { name = tgp_japan_general.8800.f trigger = { exists = scope:fallback_2 calc_true_if = { amount < 3 exists = scope:family_1 exists = scope:family_2 exists = scope:family_3 exists = scope:fallback_1 } } scope:fallback_2 = { tgp_japan_general_8800_grant_effect = yes } ai_chance = { base = 10 opinion_modifier = { opinion_target = scope:fallback_2 multiplier = 1 } } } option = { name = tgp_japan_general.8800.g trigger = { exists = scope:fallback_3 calc_true_if = { amount < 3 exists = scope:family_1 exists = scope:family_2 exists = scope:family_3 exists = scope:fallback_1 exists = scope:fallback_2 } } scope:fallback_3 = { tgp_japan_general_8800_grant_effect = yes } ai_chance = { base = 10 opinion_modifier = { opinion_target = scope:fallback_3 multiplier = 1 } } } option = { name = tgp_japan_general.8800.h create_title_and_vassal_change = { type = conquest save_scope_as = change add_claim_on_loss = yes } #As this is just a county conquest, simply grab the designated county. every_in_list = { list = target_titles change_title_holder = { holder = root change = scope:change } } resolve_title_and_vassal_change = scope:change every_in_list = { list = potential_list limit = { is_ai = yes } custom = tgp_japan_general_8800_custom add_opinion = { target = root modifier = annoyed_opinion opinion = -25 } } ai_chance = { base = 300 modifier = { domain_limit_available <= 0 factor = 0 } } } } ## NEW CEREMONIAL EMPEROR NOTIFICATION scripted_effect tgp_new_ceremonial_liege_notification_effect = { $TITLE$ = { save_scope_as = ceremonial_title holder = { save_scope_as = ceremonial_liege } previous_holder = { save_scope_as = previous_holder } } hidden_effect = { every_player = { limit = { $TITLE$.var:ceremonial_title.holder.top_liege = top_liege } send_interface_message = { type = msg_liege_changed title = new_ceremonial_liege_message_title left_icon = scope:ceremonial_liege right_icon = scope:previous_holder custom_tooltip = new_ceremonial_liege_message_effect } } } } tgp_japan_general.9100 = { type = character_event title = tgp_japan_general.9100.t desc = { first_valid = { triggered_desc = { trigger = { exists = scope:murder } desc = tgp_japan_general.9100.desc_murdered } triggered_desc = { trigger = { scope:previous_holder = { is_alive = no } } desc = tgp_japan_general.9100.desc_dead } triggered_desc = { trigger = { scope:previous_holder = top_liege } desc = tgp_japan_general.9100.desc_joko } desc = tgp_japan_general.9100.desc_alive } desc = tgp_japan_general.9100.desc } theme = crown left_portrait = { character = root animation = war_over_tie } right_portrait = { character = top_liege animation = chancellor trigger = { NOT = { this = root } } } lower_right_portrait = scope:title.previous_holder override_background = { reference = throne_room } trigger = { exists = scope:previous_holder scope:title = { exists = var:ceremonial_title } NOR = { scope:transfer_type = flag:conquest scope:transfer_type = flag:conquest_claim } } immediate = { show_as_tooltip = { get_title = scope:title } if = { limit = { OR = { any_secret = { type = secret_murder secret_target = scope:previous_holder } scope:previous_holder ?= { is_alive = no killer ?= root } } } save_scope_value_as = { name = murder value = yes } } assign_quirk_effect = yes scope:title = { previous_holder ?= { save_scope_as = previous_holder } save_scope_as = ceremonial_title holder = { house = { save_scope_as = ceremonial_house } save_scope_as = ceremonial_liege house = { save_scope_as = ceremonial_house } if = { limit = { government_is_japanese_trigger = yes } ### REVOKE ALL GOVERNORSHIPS IF TENNO NOT RESTORED if = { limit = { is_independent_ruler = no NOT = { has_global_variable = tenno_restored } } every_held_title = { limit = { tier >= tier_county is_landless_type_title = no is_noble_family_title = no NOT = { scope:title ?= this } } add_to_list = lost_titles } create_title_and_vassal_change = { type = conquest save_scope_as = title_change add_claim_on_loss = no } every_in_list = { list = lost_titles change_title_holder_include_vassals = { holder = root.top_liege change = scope:title_change } } resolve_title_and_vassal_change = scope:title_change } } ### CLEANUP RELEVANT TRAITS if = { limit = { has_trait = former_emperor } remove_trait = former_emperor } } } tgp_new_ceremonial_liege_notification_effect = { TITLE = scope:title } } option = { name = tgp_japan_general.9100.a } } ## BECOME CLOISTRED EMPEROR DECISION FOR CEREMONIAL EMPEROR REGENT tgp_japan_general.9120 = { type = character_event title = tgp_japan_general.9120.t desc = tgp_japan_general.9120.desc theme = crown left_portrait = { character = root animation = holding_hu } lower_left_portrait = { character = scope:emperor_player_heir trigger = { this != title:e_japan.previous_holder } } lower_right_portrait = { character = title:e_japan.previous_holder } trigger = { has_tgp_dlc_trigger = yes NOR = { has_global_variable = tenno_restored var:ascended_throne_reason ?= flag:conquest_claim var:ascended_throne_reason ?= flag:conquest } } on_trigger_fail = { trigger_event = tgp_japan_general.9100 } immediate = { player_heir = { save_scope_as = emperor_player_heir } } # Become Cloistered Emperor option = { name = tgp_japan_general.9120.a japan_clear_flavour_flags_effect = yes add_character_flag = joko_flag change_influence = major_influence_gain if = { limit = { NOT = { has_trait = devoted } } add_trait = devoted } if = { limit = { NOT = { has_trait = former_emperor } } add_trait = former_emperor } create_title_and_vassal_change = { type = appointment save_scope_as = title_change add_claim_on_loss = no } title:k_chrysanthemum_throne = { change_title_holder = { holder = scope:emperor_player_heir change = scope:title_change } } resolve_title_and_vassal_change = scope:title_change scope:emperor_player_heir = { add_character_flag = ceremonial_liege_flag } tgp_new_ceremonial_liege_notification_effect = { TITLE = title:k_chrysanthemum_throne } ai_chance = { base = 50 } } #Option B option = { name = tgp_japan_general.9120.b japan_clear_flavour_flags_effect = yes add_character_flag = ceremonial_liege_flag add_prestige = major_prestige_loss every_vassal = { custom = custom.every_vassal add_opinion = { target = root modifier = angry_opinion opinion = -25 } } custom_tooltip = tgp_japan_emperor_restoration_decision_faction_effect ai_chance = { base = 0 } } } # IMPERIAL POLICY NOTIFICATION tgp_japan_general.9300 = { type = character_event title = { first_valid = { triggered_desc = { trigger = { scope:liege = { has_realm_law = defense_mobilization_law } } desc = tgp_japan_general.9300.t.defense_mobilization_law } triggered_desc = { trigger = { scope:liege = { has_realm_law = disarmament_law } } desc = tgp_japan_general.9300.t.disarmament_law } triggered_desc = { trigger = { scope:liege = { has_realm_law = isolation_law } } desc = tgp_japan_general.9300.t.isolation_law } triggered_desc = { trigger = { scope:liege = { has_realm_law = imperial_expansion_law } } desc = tgp_japan_general.9300.t.imperial_expansion_law } triggered_desc = { trigger = { scope:liege = { has_realm_law = manor_reform_law } } desc = tgp_japan_general.9300.t.manor_reform_law } triggered_desc = { trigger = { scope:liege = { has_realm_law = bandit_crackdown_law } } desc = tgp_japan_general.9300.t.bandit_crackdown_law } } } desc = { first_valid = { triggered_desc = { trigger = { scope:liege ?= root scope:ceremonial_liege != root } desc = tgp_japan_general.9300.restored_emperor } triggered_desc = { trigger = { scope:ceremonial_liege ?= root scope:liege != root } desc = tgp_japan_general.9300.ceremonial_liege } triggered_desc = { trigger = { scope:ceremonial_liege ?= root scope:liege = root } desc = tgp_japan_general.9300.restored_emperor } triggered_desc = { trigger = { scope:ceremonial_liege != scope:liege } desc = tgp_japan_general.9300.vassal_ceremonial } desc = tgp_japan_general.9300.vassal } desc = tgp_japan_general.9300.outro first_valid = { triggered_desc = { trigger = { scope:liege = { has_realm_law = defense_mobilization_law } } desc = tgp_japan_general.9300.defense_mobilization_law } triggered_desc = { trigger = { scope:liege = { has_realm_law = disarmament_law } } desc = tgp_japan_general.9300.disarmament_law } triggered_desc = { trigger = { scope:liege = { has_realm_law = isolation_law } } desc = tgp_japan_general.9300.isolation_law } triggered_desc = { trigger = { scope:liege = { has_realm_law = imperial_expansion_law } } desc = tgp_japan_general.9300.imperial_expansion_law } triggered_desc = { trigger = { scope:liege = { has_realm_law = manor_reform_law } } desc = tgp_japan_general.9300.manor_reform_law } triggered_desc = { trigger = { scope:liege = { has_realm_law = bandit_crackdown_law } } desc = tgp_japan_general.9300.bandit_crackdown_law } } } theme = crown left_portrait = { character = scope:liege animation = writing } right_portrait = { character = scope:ceremonial_liege animation = holding_hu trigger = { NOT = { this = scope:liege } } } override_background = { reference = throne_room_scope } immediate = { play_sound_effect = "event:/DLC/EP4/SFX/Stingers/Japan/tgp_mx_sting_restoring_japanese_emperor" tgp_save_realm_ceremonial_liege_effect = yes if = { limit = { tgp_realm_has_ceremonial_liege_trigger = no } save_scope_as = ceremonial_liege save_scope_as = liege } scope:ceremonial_liege ?= { save_scope_as = background_throne_room_scope } scope:liege = { if = { limit = { NOT = { exists = scope:background_throne_room_scope } } save_scope_as background_throne_room_scope } } } option = { name = { trigger = { scope:liege = { has_realm_law = disarmament_law } government_has_flag = government_is_japan_feudal } text = tgp_japan_general.9300.a.disarmament_soryo } name = { text = tgp_japan_general.9300.a } scope:liege = { show_as_tooltip = { switch = { trigger = has_realm_law defense_mobilization_law = { add_realm_law = defense_mobilization_law } disarmament_law = { add_realm_law = disarmament_law } isolation_law = { add_realm_law = isolation_law } imperial_expansion_law = { add_realm_law = imperial_expansion_law } manor_reform_law = { add_realm_law = manor_reform_law } bandit_crackdown_law = { add_realm_law = bandit_crackdown_law } } } } } } #scripted stuff for Eradicate House cb post war events tgp_japan_general.9550 #valid courtiers to kill scripted_trigger tgp_japan_soryo_eradicate_cb_valid_courtier = { NOR = { scope:loser_spouse ?= this scope:loser_heir ?= this is_close_family_of = scope:loser } } #valid house members to kill scripted_trigger tgp_japan_soryo_eradicate_cb_valid_family = { NOT = { scope:loser_heir ?= this } OR = { is_close_family_of = scope:loser is_spouse_of = scope:loser } } #If loser isn't house head (i.e. has no manor), their heir becomes a landless adventurer. If not we move their manor to a friendly lord's land. scripted_effect tgp_japan_soryo_eradicate_cb_heir_go_to_savior = { scope:loser_heir ?= { if = { limit = { NOT = { exists = scope:loser.domicile } has_dlc_feature = roads_to_power } create_landless_adventurer_title_effect = { REASON = flag:eradicate FLAVOR_CHAR = scope:winner } } else = { custom_tooltip = { text = tgp_japan_soryo_eradicate_cb_heir_move_manor_to_savior_tt scope:loser.domicile = { move_domicile = scope:savior.capital_province } } } } } #If loser successfully flees and isn't house head (i.e. has no manor), they becomes a landless adventurer. If not we move their manor to a friendly lord's land. scripted_effect tgp_japan_soryo_eradicate_cb_loser_go_to_savior = { if = { limit = { NOT = { exists = scope:loser.domicile } has_dlc_feature = roads_to_power } create_landless_adventurer_title_effect = { REASON = flag:eradicate FLAVOR_CHAR = scope:winner } } else_if = { limit = { exists = scope:savior } custom_tooltip = { text = tgp_japan_soryo_eradicate_cb_heir_move_to_savior_tt scope:loser.domicile = { move_domicile = scope:savior.capital_province } } } else = { custom_tooltip = { text = tgp_japan_soryo_eradicate_cb_heir_move_to_cap_tt scope:loser.domicile = { move_domicile = scope:loser_heir.top_liege.capital_province } } } } #Loser kills loser's family to avoid dishonor scripted_effect tgp_japan_soryo_eradicate_cb_kill_family = { scope:loser = { every_courtier = { custom = every_close_family_house_member_in_court custom_tooltip = is_killed_by_you_and_you_kill_self limit = { OR = { AND = { house = scope:loser.house is_close_family_of = scope:loser } is_spouse_of = scope:loser } NOT = { this = scope:loser_heir } } hidden_effect = { death = { death_reason = death_avoid_dishonor killer = scope:winner } } } } } #Winner kills loser's family scripted_effect tgp_japan_soryo_eradicate_cb_kill_house = { scope:loser = { every_courtier = { custom = every_house_member_in_court limit = { OR = { is_spouse_of = scope:loser house = scope:loser.house } NOT = { scope:loser_heir ?= this } } death = { death_reason = death_eradicated killer = scope:winner } } house = { every_house_member = { custom = every_house_member_mad add_opinion = { modifier = eradicated_my_house_opinion target = scope:winner } } } } } #You lost Eradicate House cb war tgp_japan_general.9550 tgp_japan_general.9550 = { type = character_event title = tgp_japan_general.9550.t window = big_event_window desc = { first_valid = { #You started it, but lost triggered_desc = { trigger = { scope:loser = scope:attacker } desc = tgp_japan_general.9550.desc.intro.a } #You were attacked desc = tgp_japan_general.9550.desc.intro.b } desc = tgp_japan_general.9550.desc first_valid = { #You are alone triggered_desc = { trigger = { NOR = { exists = scope:loser_spouse exists = scope:loser_heir } } desc = tgp_japan_general.9550.desc.alone } #you are with your family desc = tgp_japan_general.9550.desc.fam } desc = tgp_japan_general.9550.desc.end } theme = death override_background = { reference = corridor_night } #war loser left_portrait = { character = scope:loser animation = beg } #spouse center_portrait = { trigger = { exists = scope:loser_spouse } character = scope:loser_spouse animation = crying } #heir right_portrait = { trigger = { exists = scope:loser_heir } character = scope:loser_heir animation = disbelief } #killed courtiers lower_left_portrait = { trigger = { exists = scope:dead_courtier_1 } character = scope:dead_courtier_1 } lower_center_portrait = { trigger = { exists = scope:dead_courtier_2 } character = scope:dead_courtier_2 } lower_right_portrait = { trigger = { exists = scope:dead_courtier_3 } character = scope:dead_courtier_3 } immediate = { save_scope_as = loser if = { limit = { scope:loser = scope:attacker } scope:defender = { save_scope_as = winner } } else = { scope:attacker = { save_scope_as = winner } } #Find close family if they exist #spouse scope:loser.primary_spouse ?= { save_scope_as = loser_spouse } #heir scope:loser.player_heir ?= { if = { limit = { is_courtier_of = scope:loser } save_scope_as = loser_heir } } #Find courtiers to kill ordered_courtier = { limit = { tgp_japan_soryo_eradicate_cb_valid_courtier = yes } #the more they like you the more it hurts order_by = "opinion(root)" max = 3 #always put this when there is a max or it will be unhappy who knows why check_range_bounds = no if = { limit = { exists = scope:dead_courtier_2 } save_scope_as = dead_courtier_3 } else_if = { limit = { exists = scope:dead_courtier_1 } save_scope_as = dead_courtier_2 } else = { save_scope_as = dead_courtier_1 } death = { death_reason = death_eradicated killer = scope:winner } } #Find savior for you or your heir to flee to the lands of top_liege = { ordered_vassal = { limit = { NOT = { this = scope:loser } is_landed = yes highest_held_title_tier > tier_barony } order_by = "opinion(root)" save_scope_as = savior } } } #1) kill yourself (and family) to maintain honor option = { name = { text = { first_valid = { #alone triggered_desc = { trigger = { NOT = { exists = scope:loser_spouse exists = scope:loser_heir } } desc = tgp_japan_general.9550.a.alone } #if you have family desc = tgp_japan_general.9550.a.fam } } } flavor = { first_valid = { #alone triggered_desc = { trigger = { NOT = { exists = scope:loser_spouse exists = scope:loser_heir } } desc = tgp_japan_general.9550.a.alone.flavor } #fam desc = tgp_japan_general.9550.a.fam.flavor } } #Heir sets up manor in land of savior show_as_tooltip = { tgp_japan_soryo_eradicate_cb_heir_go_to_savior = yes tgp_japan_soryo_eradicate_cb_kill_family = yes #then kill yourself death = { death_reason = death_avoid_dishonor } } house = { add_house_modifier = { modifier = house_eradicated_suicide_modifier years = house_eradicated_duration_value } } save_scope_as = suicide ai_chance = { base = 0} } #2) attempt to flee (lose honor but maybe keep life) option = { name = tgp_japan_general.9550.b flavor = tgp_japan_general.9550.b.flavor duel = { skill = intrigue value = high_skill_rating #If you win you escape and move your manor to a friendly lord's land or if you don't have manor you become an adventurer 5 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } modifier = { add = { value = prowess subtract = average_skill_rating } } modifier = { add = 1.5 has_character_modifier = childhood_prison_escape } desc = tgp_japan_general.9550.b.success send_interface_toast = { title = tgp_japan_general.9550.b.success left_icon = scope:loser right_icon = scope:winner tgp_japan_soryo_eradicate_cb_loser_go_to_savior = yes } save_scope_as = flee_success } 15 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } modifier = { add = 2.5 OR = { has_trait = weak has_trait = craven has_trait = physique_bad_1 } } modifier = { add = 5 OR = { has_trait = physique_bad_2 has_trait = physique_bad_3 } } desc = tgp_japan_general.9550.b.failure show_as_tooltip = { death = { death_reason = death_eradicated killer = scope:winner } tgp_japan_soryo_eradicate_cb_kill_house = yes } send_interface_toast = { title = tgp_japan_general.9550.b.failure left_icon = scope:loser right_icon = scope:winner } } } stress_impact = { brave = minor_stress_impact_gain craven = minor_stress_impact_loss } ai_chance = { base = 0} house = { add_house_modifier = { modifier = house_eradicated_modifier years = house_eradicated_duration_value } } } #3) put yourself to the mercy of your captor (AI only option so you can execute them) option = { name = tgp_japan_general.9550.c #only for AI trigger = { is_ai = yes } ai_chance = { base = 100} house = { add_house_modifier = { modifier = house_eradicated_modifier years = house_eradicated_duration_value } } } after = { scope:winner = { trigger_event = tgp_japan_general.9551 } } } #You won eradicate house cb war tgp_japan_general.9551 = { type = character_event window = big_event_window title = tgp_japan_general.9551.t desc = { first_valid = { #if you capture loser triggered_desc = { trigger = { NOR = { exists = scope:flee_success exists = scope:suicide } } desc = tgp_japan_general.9551.desc.intro } #intro for alt desc = tgp_japan_general.9551.desc.alt.intro } first_valid = { #if loser suicides triggered_desc = { trigger = { exists = scope:suicide } desc = tgp_japan_general.9551.desc.alt.suicide } #if loser escapes triggered_desc = { trigger = { exists = scope:flee_success } desc = tgp_japan_general.9551.desc.alt.escape } } #outro for alt triggered_desc = { trigger = { OR = { exists = scope:flee_success exists = scope:suicide } } desc = tgp_japan_general.9551.desc.alt.outro } } theme = battle override_effect_2d = { reference = flies } #root winner left_portrait = { character = scope:winner triggered_animation = { trigger = { NOR = { exists = scope:flee_success exists = scope:suicide } } #off with his head! animation = chudan_no_kamae } #I didn't get to kill him! animation = anger camera = camera_event_center_coronation_kneeling } #loser right_portrait = { trigger = { NOR = { exists = scope:flee_success exists = scope:suicide } } character = scope:loser animation = anger camera = camera_event_near_angle_345_close } #freshly killed loser house members lower_left_portrait = { trigger = { exists = scope:portrait } character = scope:portrait } lower_center_portrait = { trigger = { exists = scope:dead_loser_family_2 } character = scope:dead_loser_family_2 } lower_right_portrait = { trigger = { exists = scope:dead_loser_family_3 } character = scope:dead_loser_family_3 } immediate = { #find loser's region scope:loser.capital_county.empire = { save_scope_as = loser_region } if = { limit = { exists = scope:suicide } tgp_japan_soryo_eradicate_cb_heir_go_to_savior = yes tgp_japan_soryo_eradicate_cb_kill_family = yes } #take land tgp_japan_soryo_eradicate_cb_transfer_effect = yes if = { limit = { exists = scope:suicide } scope:loser = { death = { death_reason = death_avoid_dishonor killer = scope:winner } } } scope:loser_heir ?= { #make loser_heir and nemesis or rival friends if = { limit = { can_set_relation_nemesis_trigger = { CHARACTER = scope:winner } } set_relation_nemesis = { reason = nemesis_killed_family target = scope:winner } } else_if = { limit = { can_set_relation_rival_trigger = { CHARACTER = scope:winner } } set_relation_rival = { reason = nemesis_killed_family target = scope:winner } } #make loser_heir and savior friends if = { limit = { can_set_relation_friend_trigger = { CHARACTER = scope:winner } } set_relation_friend = { reason = friend_eradication_save target = scope:savior } } } #grab some of the loser's house members to kill right away to help set the mood scope:loser = { ordered_courtier = { limit = { tgp_japan_soryo_eradicate_cb_valid_family = yes } order_by = "opinion(scope:loser)" max = 3 check_range_bounds = no if = { limit = { exists = scope:dead_loser_family_2 } save_scope_as = dead_loser_family_3 } else_if = { limit = { exists = scope:dead_loser_family_1 } save_scope_as = dead_loser_family_2 } else = { save_scope_as = dead_loser_family_1 } death = { death_reason = death_eradicated killer = scope:winner } } } if = { limit = { OR = { exists = scope:suicide exists = scope:flee_success } } scope:loser = { save_scope_as = portrait } } else = { scope:dead_loser_family_1 ?= { save_scope_as = portrait } } } #1) Execute loser and eradicate the house! option = { name = tgp_japan_general.9551.a flavor = tgp_japan_general.9551.a.flavor show_as_tooltip = { scope:loser = { death = { death_reason = death_avoid_dishonor killer = scope:winner } } } #kill house tgp_japan_soryo_eradicate_cb_kill_house = yes add_dread = medium_dread_gain house = { add_house_modifier = { modifier = rival_eradicated_modifier years = house_eradicated_duration_value } } #kill loser if = { limit = { NOT = { exists = scope:suicide } } scope:loser = { death = { death_reason = death_eradicated killer = scope:winner } } } } } # Event to force the historical birth of Emperor Antoku for Genpei content tgp_japan_general.9910 = { type = character_event hidden = yes trigger = { has_tgp_dlc_trigger = yes } immediate = { add_trait = pregnant set_variable = { name = historical_pregnancy value = flag:antoku years = 1 # fallback cleanup } set_variable = { name = historical_pregnancy_start value = 430048 # ~1178.3.15 } add_character_flag = { flag = birth_will_go_smoothly years = 1 # fallback cleanup } trigger_event = { id = birth.0001 days = 82 # 1178.12.22 } # Error suppression show_as_tooltip = { trigger_event = tgp_japan_general.9910 } } }