namespace = tgp_japan_yearly_events ########################################################## # Japan Yearly Events # tgp_japan_yearly_events - 1000-1999 # by Ariana Tranumn ########################################################## ########################################################## # 1000 - You see some Onibi, follow them or no? # 1010 - Two buddhist sects are fighting, and ask you to pick a side # 1020 - Your senses are playing tricks on you, and you encounter a new Yokai # 1030 - Praying at a shrine for future success # 1040 - You come across a red bridge # 1050 - You are accused of violating a dumb rule # 1060 - A prisoner requests to be mercy killed # 1070 - A temple in your realm has burned down # 1080 - Someone is fishing in the tsuri-dono # 1090 - Growing old with no heir # 1100 - You become guilty after killing some people # 1110 - An animal is seen near the shrine of a God # 1120 - You meet a warrior monk # 1130 - Your daughter expresses an interest in poetry # 1140 - You are stopped in Soryo lands as a Ritsuryo ruler # 1150 - The Emperor is passing through your realm, chance to gain favor or be mean # 1160 - You are offered a concubine from a rival house # 1170 - The prose that you're reading is of an unknown language # 1180 - You've been gifted a Bonsai tree for your garden # 1190 - You have a bad trait and you're making some decisions at night # 1220 - You've witnessed a miracle made by a Buddhist monk # 1230 - Fear of a low durability artifact coming to life (Yokai) # 1240 - A traveler poet visits court and can't read from right to left # 1250 - Being gifted a Kakejiku scroll (Wedding) ########################################################## # You see some Onibi, follow them or no? tgp_japan_yearly_events.1000 = { type = character_event title = tgp_japan_yearly_events.1000.t desc = tgp_japan_yearly_events.1000.desc theme = travel cooldown = { years = 10 } override_effect_2d = { reference = rain } override_background = { reference = wilderness } left_portrait = { character = root animation = interested } right_portrait = { trigger = { exists = scope:chaplain } character = scope:chaplain } trigger = { has_tgp_dlc_trigger = yes is_available_travelling_adult = yes is_location_valid_for_travel_event_on_land = yes is_valid_for_japan_events_trigger = yes location = { OR = { terrain = forest terrain = taiga terrain = mountains } } } immediate = { current_travel_plan = { random_entourage_character = { limit = { NOT = { has_trait = cynical } OR = { has_council_position = councillor_court_chaplain has_court_position = travel_leader_court_position } } save_scope_as = chaplain } } } weight_multiplier = { base = 10 modifier = { add = 20 OR = { current_season_spring = yes current_season_summer = yes } } modifier = { add = 5 short_term_gold <= minor_gold_value } } #Option A) Follow the Onibi! option = { name = tgp_japan_yearly_events.1000.a current_travel_plan = { delay_travel_plan = { days = 7 } } random_list = { 50 = { show_chance = no desc = tgp_japan_yearly_events.1000.a.tt.success send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1000.a.tt.success left_icon = root add_short_term_gold = minor_gold_value } } 50 = { show_chance = no desc = tgp_japan_yearly_events.1000.a.tt.failure send_interface_toast = { type = event_toast_effect_bad title = tgp_japan_yearly_events.1000.a.tt.failure left_icon = root add_stress = minor_stress_impact_gain random = { chance = 20 increase_wounds_no_death_effect = { REASON = lost_in_the_forest } } } } } stress_impact = { paranoid = minor_stress_impact_gain craven = minor_stress_impact_gain brave = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = -1 } modifier = { factor = 0 OR = { has_trait = craven has_trait = paranoid } } } } #Option B) Talk about Onibi! option = { name = tgp_japan_yearly_events.1000.b trigger = { exists = scope:chaplain } current_travel_plan = { delay_travel_plan = { days = 3 } } add_learning_lifestyle_xp = minor_lifestyle_xp scope:chaplain = { duel = { skills = { diplomacy learning } value = decent_skill_rating 70 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 } desc = tgp_japan_yearly_events.1000.b.tt.success root = { send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1000.b.tt.success left_icon = root right_icon = scope:chaplain add_character_modifier = { modifier = tgp_learned_from_onibi_modifier years = 3 } } } } 30 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 } desc = tgp_japan_yearly_events.1000.b.tt.failure min = 20 max = 90 root = { send_interface_toast = { type = event_toast_effect_bad title = tgp_japan_yearly_events.1000.b.tt.failure left_icon = root right_icon = scope:chaplain add_stress = minor_stress_gain } } } } } stress_impact = { paranoid = minor_stress_impact_loss craven = minor_stress_impact_loss impatient = minor_stress_impact_loss lazy = minor_stress_impact_gain } ai_chance = { base = 150 ai_value_modifier = { ai_rationality = 1 } modifier = { factor = 0 OR = { has_trait = lazy } } } } # Leave them be option = { name = tgp_japan_yearly_events.1000.c stress_impact = { paranoid = minor_stress_impact_loss craven = minor_stress_impact_loss lazy = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } modifier = { factor = 0 has_trait = brave } } } } # Two buddhist sects are fighting, and ask you to pick a side tgp_japan_yearly_events.1010 = { type = character_event title = tgp_japan_yearly_events.1010.t desc = tgp_japan_yearly_events.1010.desc theme = faith cooldown = { years = 10 } left_portrait = { character = root animation = chaplain } right_portrait = { character = scope:buddhist_councillor_1 animation = debating } lower_center_portrait = { character = scope:buddhist_councillor_2 } trigger = { has_tgp_dlc_trigger = yes is_available_adult = yes exists = cp:councillor_court_chaplain #find a councilor any_councillor = { faith = { religion = religion:buddhism_religion save_temporary_scope_as = buddhist_sect } } #find a councilor of a different sect any_councillor = { faith = { religion = religion:buddhism_religion this != scope:buddhist_sect } } } #probably more interesting if you are Buddhist yourself weight_multiplier = { base = 10 modifier = { add = 10 faith.religion = religion:buddhism_religion } } immediate = { #find chaplain to get mad if you do nothing cp:councillor_court_chaplain = { save_scope_as = chaplain } #find a councilor random_councillor = { limit = { faith = { religion = religion:buddhism_religion } } save_scope_as = buddhist_councillor_1 } random_councillor = { limit = { faith = { this != scope:buddhist_councillor_1.faith religion = religion:buddhism_religion } } save_scope_as = buddhist_councillor_2 } } # Option A) Sect A is correct option = { name = tgp_japan_yearly_events.1010.a if = { limit = { faith = scope:buddhist_councillor_1.faith } add_piety = medium_piety_gain } else = { custom_tooltip = tgp_japan_yearly_events.1010.a_discount set_variable = { name = japan_1010_discount value = scope:buddhist_councillor_1.faith } } every_vassal = { limit = { faith = scope:buddhist_councillor_1.faith } custom = every_buddhist_sect_1_vassal add_opinion = { modifier = pleased_opinion target = root opinion = 15 } } every_vassal = { limit = { faith = scope:buddhist_councillor_2.faith } custom = every_buddhist_sect_2_vassal add_opinion = { modifier = disappointed_opinion target = root opinion = -15 } } scope:buddhist_councillor_2.faith = { change_fervor = { value = 1 desc = fervor_gain_persecuted } } stress_impact = { cynical = minor_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 faith = scope:buddhist_councillor_2.faith } modifier = { factor = 2 AND = { faith = scope:buddhist_councillor_1.faith NOT = { has_trait = cynical } } } } } # Option B) Sect B is correct option = { name = tgp_japan_yearly_events.1010.b if = { limit = { faith = scope:buddhist_councillor_2.faith } add_piety = medium_piety_gain } else = { custom_tooltip = tgp_japan_yearly_events.1010.b_discount set_variable = { name = japan_1010_discount value = scope:buddhist_councillor_2.faith } } every_vassal = { limit = { faith = scope:buddhist_councillor_2.faith } custom = every_buddhist_sect_2_vassal add_opinion = { modifier = pleased_opinion target = root opinion = 15 } } every_vassal = { limit = { faith = scope:buddhist_councillor_1.faith } custom = every_buddhist_sect_1_vassal add_opinion = { modifier = disappointed_opinion target = root opinion = -15 } } scope:buddhist_councillor_1.faith = { change_fervor = { value = 1 desc = fervor_gain_persecuted } } stress_impact = { cynical = minor_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 faith = scope:buddhist_councillor_1.faith } modifier = { factor = 2 AND = { faith = scope:buddhist_councillor_2.faith NOT = { has_trait = cynical } } } } } # Option C) Let them fight, I don't care option = { name = tgp_japan_yearly_events.1010.c random = { chance = 50 send_interface_toast = { type = event_toast_effect_bad title = tgp_japan_yearly_events.1010.c.tt left_icon = root right_icon = scope:chaplain add_character_modifier = { modifier = tgp_buddhist_fighting_modifier years = 5 } } } scope:chaplain = { add_opinion = { modifier = disappointed_opinion target = root opinion = -15 } } stress_impact = { zealous = minor_stress_impact_gain cynical = minor_stress_impact_loss lazy = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 2 has_trait = cynical } modifier = { factor = 0 AND = { OR = { faith = scope:buddhist_councillor_2.faith faith = scope:buddhist_councillor_1.faith } has_trait = zealous } } modifier = { factor = 1.5 has_trait = lazy } } } } # Your senses are playing tricks on you, and you encounter a new Yokai tgp_japan_yearly_events.1020 = { type = character_event title = { desc = { first_valid = { triggered_desc = { trigger = { scope:yokai_legend = flag:siren } desc = tgp_japan_yearly_events.1020.t_siren } triggered_desc = { trigger = { scope:yokai_legend = flag:garden } desc = tgp_japan_yearly_events.1020.t_garden } triggered_desc = { trigger = { scope:yokai_legend = flag:shadow } desc = tgp_japan_yearly_events.1020.t_shadow } } } } desc = { first_valid = { triggered_desc = { trigger = { scope:yokai_legend = flag:siren } desc = tgp_japan_yearly_events.1020.desc_siren } triggered_desc = { trigger = { scope:yokai_legend = flag:garden } desc = tgp_japan_yearly_events.1020.desc_garden } triggered_desc = { trigger = { scope:yokai_legend = flag:shadow } desc = tgp_japan_yearly_events.1020.desc_shadow } } desc = tgp_japan_yearly_events.1020.desc_end } theme = unfriendly cooldown = { years = 25 } override_background = { trigger = { scope:yokai_legend = flag:garden } reference = garden } override_background = { trigger = { scope:yokai_legend = flag:siren } reference = bedchamber } override_background = { trigger = { scope:yokai_legend = flag:shadow } reference = alley_night } left_portrait = { character = root animation = disbelief } trigger = { has_tgp_dlc_trigger = yes is_available_adult = yes is_valid_for_japan_events_trigger = yes } weight_multiplier = { base = 10 modifier = { add = 10 OR = { has_trait = possessed has_trait = lunatic has_trait = witch } } modifier = { add = 5 stress_level >= 1 } modifier = { add = 10 stress_level >= 3 } modifier = { add = 5 has_character_modifier = tgp_burned_yokai_modifier } } immediate = { # Choose Yokai random_list = { 10 = { # Siren modifier = { add = 3 OR = { has_trait = lifestyle_poet has_trait = lustful } } modifier = { add = 3 has_focus_diplomacy = yes } save_scope_value_as = { name = yokai_legend value = flag:siren } } 10 = { # Garden modifier = { add = 3 OR = { has_trait = lifestyle_gardener has_trait = lifestyle_herbalist has_trait = lifestyle_mystic } } modifier = { add = 3 OR = { has_focus_learning = yes has_focus_stewardship = yes } } save_scope_value_as = { name = yokai_legend value = flag:garden } } 10 = { # Shadow modifier = { add = 3 OR = { has_trait = possessed has_trait = depressed_1 has_trait = lunatic } } modifier = { add = 3 OR = { has_focus_intrigue = yes has_focus_martial = yes } } save_scope_value_as = { name = yokai_legend value = flag:shadow } } } } # Option 1 option = { name = { text = { first_valid = { triggered_desc = { trigger = { scope:yokai_legend = flag:siren } desc = tgp_japan_yearly_events.1020.a_siren } triggered_desc = { trigger = { scope:yokai_legend = flag:garden } desc = tgp_japan_yearly_events.1020.a_garden } triggered_desc = { trigger = { scope:yokai_legend = flag:shadow } desc = tgp_japan_yearly_events.1020.a_shadow } } } } switch = { trigger = scope:yokai_legend flag:siren = { add_character_modifier = { modifier = tgp_siren_yokai_love_modifier years = 5 } stress_impact = { lustful = minor_stress_impact_loss } } flag:garden = { add_character_modifier = { modifier = tgp_garden_yokai_bloom_modifier years = 5 } if = { limit = { NOT = { has_trait = lifestyle_gardener } } random = { chance = 25 add_trait = lifestyle_gardener } } stress_impact = { lifestyle_gardener = minor_stress_impact_loss lifestyle_herbalist = minor_stress_impact_loss lifestyle_mystic = minor_stress_impact_loss } } flag:shadow = { add_character_modifier = { modifier = tgp_shadow_yokai_imitation_modifier years = 5 } stress_impact = { arrogant = minor_stress_impact_loss callous = minor_stress_impact_loss } } } ai_chance = { base = 100 modifier = { factor = 0 AND = { scope:yokai_legend = flag:siren has_trait = chaste } } modifier = { factor = 2 AND = { scope:yokai_legend = flag:siren has_trait = lustful } } modifier = { factor = 2 AND = { scope:yokai_legend = flag:garden OR = { has_trait = lifestyle_gardener has_focus_learning = yes } } } modifier = { factor = 2 AND = { scope:yokai_legend = flag:shadow OR = { has_trait = callous has_trait = arrogant has_focus_martial = yes } } } } } # Option 2 option = { name = { text = { first_valid = { triggered_desc = { trigger = { scope:yokai_legend = flag:siren } desc = tgp_japan_yearly_events.1020.b_siren } triggered_desc = { trigger = { scope:yokai_legend = flag:garden } desc = tgp_japan_yearly_events.1020.b_garden } triggered_desc = { trigger = { scope:yokai_legend = flag:shadow } desc = tgp_japan_yearly_events.1020.b_shadow } } } } switch = { trigger = scope:yokai_legend flag:siren = { add_character_modifier = { modifier = tgp_siren_yokai_prose_modifier years = 5 } if = { limit = { NOT = { has_trait = lifestyle_poet } } random = { chance = 25 add_trait = lifestyle_poet } } else = { add_trait_xp = { trait = lifestyle_poet value = 10 } } } flag:garden = { add_character_modifier = { modifier = tgp_garden_yokai_building_modifier years = 5 } stress_impact = { architect = minor_stress_impact_loss diligent = minor_stress_impact_loss } } flag:shadow = { add_character_modifier = { modifier = tgp_shadow_yokai_torch_modifier years = 5 } stress_impact = { paranoid = minor_stress_impact_loss } } } ai_chance = { base = 100 modifier = { factor = 2 AND = { scope:yokai_legend = flag:siren has_focus_diplomacy = yes } } modifier = { factor = 2 AND = { scope:yokai_legend = flag:garden OR = { has_trait = architect has_trait = diligent has_focus_stewardship = yes } } } modifier = { factor = 2 AND = { scope:yokai_legend = flag:shadow OR = { has_trait = paranoid has_focus_intrigue = yes } } } } } # Ignore it option = { name = tgp_japan_yearly_events.1020.c add_piety = major_piety_gain stress_impact = { base = miniscule_stress_impact_gain paranoid = minor_stress_impact_gain craven = minor_stress_impact_loss } ai_chance = { base = 0 } } } # You pray at a shrine for future success tgp_japan_yearly_events.1030 = { type = character_event title = tgp_japan_yearly_events.1030.t desc = tgp_japan_yearly_events.1030.desc theme = faith cooldown = { years = 15 } left_portrait = { character = root triggered_animation = { trigger = { faith.religion ?= religion:christianity_religion } animation = prayer } triggered_animation = { trigger = { NOT = { faith.religion ?= religion:christianity_religion } } animation = personality_zealous } } trigger = { has_tgp_dlc_trigger = yes is_available_adult = yes } # Pray for your health option = { name = tgp_japan_yearly_events.1030.a add_character_modifier = { modifier = tgp_shrine_health_modifier years = 5 } if = { limit = { has_trait = wounded } random = { chance = 25 if = { limit = { has_trait = wounded_1 } remove_trait = wounded_1 } else_if = { limit = { has_trait = wounded_2 } remove_trait = wounded_2 add_trait = wounded_1 } else_if = { limit = { has_trait = wounded_3 } remove_trait = wounded_3 add_trait = wounded_2 } } } stress_impact = { base = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 2 has_trait = wounded } } } # Pray for your heirs/dynasty option = { name = tgp_japan_yearly_events.1030.b add_character_modifier = { modifier = tgp_shrine_heir_modifier years = 5 } stress_impact = { family_first = minor_stress_impact_loss cynical = minor_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = family_first } } } # Pray for wealth option = { name = tgp_japan_yearly_events.1030.c add_character_modifier = { modifier = tgp_shrine_wealth_modifier years = 5 } stress_impact = { greedy = minor_stress_impact_loss cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } modifier = { factor = 2 short_term_gold <= minor_gold_value } } } # Pray for X Gods favor option = { name = tgp_japan_yearly_events.1030.d add_character_modifier = { modifier = tgp_shrine_piety_modifier years = 5 } add_piety = minor_piety_gain stress_impact = { zealous = minor_stress_impact_loss cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } } } option = { name = tgp_japan_yearly_events.1030.e trigger = { has_trait = cynical } stress_impact = { cynical = medium_stress_impact_loss } add_prestige = minor_prestige_gain ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -1 } } } } # You come across a red bridge tgp_japan_yearly_events.1040 = { type = character_event title = tgp_japan_yearly_events.1040.t desc = tgp_japan_yearly_events.1040.desc theme = travel cooldown = { years = 20 } left_portrait = { character = root animation = interested } override_background = { reference = bp3_riverside } trigger = { has_tgp_dlc_trigger = yes is_available_travelling_adult = yes is_location_valid_for_travel_event_on_land = yes location = { geographical_region = world_asia_japan is_riverside_province = yes } } # Treat it as a sacred place option = { name = tgp_japan_yearly_events.1040.a if = { limit = { OR = { religion = religion:shintoism_religion faith = { has_doctrine = special_doctrine_immaterial_harmony } } } add_piety = minor_piety_gain } else = { custom_tooltip = tgp_japan_yearly_events.1040.discount add_character_flag = tgp_japan_1040_discount } if = { limit = { has_trait = lifestyle_mystic } add_trait_xp = { trait = lifestyle_mystic value = 5 } } stress_impact = { base = minor_stress_impact_loss zealous = minor_stress_impact_loss cynical = minor_stress_impact_gain } current_travel_plan = { delay_travel_plan = { days = 7 } } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } } } # Forbid anyone from crossing before you option = { name = tgp_japan_yearly_events.1040.b add_prestige = minor_prestige_gain add_dread = minor_dread_gain current_travel_plan = { delay_travel_plan = { days = 14 } } stress_impact = { arrogant = medium_stress_impact_loss callous = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 2 has_trait = arrogant } } } # Go around it option = { name = tgp_japan_yearly_events.1040.c current_travel_plan = { delay_travel_plan = { days = 30 } } add_character_modifier = { modifier = tgp_traveling_safe_modifier years = 3 } stress_impact = { paranoid = medium_stress_impact_loss craven = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_trait = craven has_trait = paranoid } } } } } # You are accused of violating a dumb rule tgp_japan_yearly_events.1050 = { type = letter_event opening = { desc = tgp_japan_yearly_events.1050.opening } desc = { desc = tgp_japan_yearly_events.1050.desc random_valid = { desc = tgp_japan_yearly_events.1050.desc.a desc = tgp_japan_yearly_events.1050.desc.b desc = tgp_japan_yearly_events.1050.desc.c } desc = tgp_japan_yearly_events.1050.desc.outro } sender = scope:messenger cooldown = { years = 25 } trigger = { has_tgp_dlc_trigger = yes location = { geographical_region = world_asia_japan } is_independent_ruler = no short_term_gold >= minor_gold_value } immediate = { if = { limit = { exists = liege.cp:councillor_chancellor liege.cp:councillor_chancellor != root } liege.cp:councillor_chancellor = { save_scope_as = messenger } } else_if = { limit = { liege = { any_councillor = { count >=1 this != root } } } liege = { ordered_councillor = { limit = { this != root } order_by = diplomacy save_scope_as = messenger } } } else = { liege = { ordered_courtier = { order_by = diplomacy save_scope_as = messenger } } } } # Okay I guess option = { name = tgp_japan_yearly_events.1050.a pay_short_term_gold = { target = liege gold = minor_gold_value } add_character_modifier = { modifier = tgp_rule_follower_modifier years = 3 } liege = { add_opinion = { modifier = pleased_opinion target = root opinion = 15 } } stress_impact = { generous = medium_stress_impact_loss greedy = medium_stress_impact_gain craven = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 ai_rationality = -0.5 } } } # This rule doesn't even make sense option = { name = tgp_japan_yearly_events.1050.b duel = { skill = diplomacy target = scope:messenger desc = tgp_japan_yearly_events.1050.b.tt 100 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 } desc = tgp_japan_yearly_events.1050.tt.success send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1050.tt.success left_icon = root right_icon = scope:messenger stress_impact = { base = minor_stress_impact_loss greedy = minor_stress_impact_loss } add_prestige = minor_prestige_gain } } 35 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 } desc = tgp_japan_yearly_events.1050.tt.failure send_interface_toast = { type = event_toast_effect_bad title = tgp_japan_yearly_events.1050.tt.failure left_icon = root right_icon = scope:messenger pay_short_term_gold = { target = liege gold = minor_gold_value } stress_impact = { greedy = minor_stress_impact_gain } } } } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } modifier = { factor = 2 highest_skill = diplomacy } } } # Don't care not paying option = { name = tgp_japan_yearly_events.1050.c liege = { add_opinion = { modifier = angry_opinion target = root opinion = -15 } } random = { chance = 50 liege = { add_hook = { type = favor_hook target = root } } } stress_impact = { greedy = minor_stress_impact_loss brave = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 } } } } # A prisoner requests to be mercy killed tgp_japan_yearly_events.1060 = { type = character_event title = tgp_japan_yearly_events.1060.t desc = { desc = tgp_japan_yearly_events.1060.desc random_valid = { desc = tgp_japan_yearly_events.1060.desc_generic triggered_desc = { trigger = { scope:prisoner = { age >= 50 } } desc = tgp_japan_yearly_events.1060.desc_old } triggered_desc = { trigger = { scope:prisoner = { age <= 18 } } desc = tgp_japan_yearly_events.1060.desc_young } triggered_desc = { trigger = { scope:prisoner = { days_in_prison >= 400 } } desc = tgp_japan_yearly_events.1060.desc_young } triggered_desc = { trigger = { scope:prisoner = { OR = { has_character_modifier = recently_tortured has_trait = wounded } } } desc = tgp_japan_yearly_events.1060.desc_injured } } desc = tgp_japan_yearly_events.1060.desc_outro } theme = prison cooldown = { years = 30 } override_background = { trigger = { scope:prisoner = { is_in_prison_type = house_arrest } } reference = sitting_room } override_background = { trigger = { scope:prisoner = { is_in_prison_type = dungeon } } reference = dungeon } left_portrait = { character = scope:prisoner triggered_animation = { trigger = { scope:prisoner = { is_in_prison_type = house_arrest } } animation = prisonhouse } triggered_outfit = { trigger = { scope:prisoner = { is_in_prison_type = dungeon } } outfit_tags = { beggar_rags } } } right_portrait = { character = root animation = interested } trigger = { has_tgp_dlc_trigger = yes location = { geographical_region = world_asia_japan } any_prisoner = { age >= 14 is_ruler = no } } immediate = { random_prisoner = { limit = { age >= 14 is_ruler = no } weight = { base = 10 modifier = { add = 15 age >= 50 } modifier = { add = 10 has_character_modifier = recently_tortured } modifier = { add = 5 days_in_prison >= 400 } modifier = { add = -5 has_trait = patient } modifier = { add = -15 has_trait = brave } } save_scope_as = prisoner } } # Just kill them option = { name = tgp_japan_yearly_events.1060.a add_piety = minor_piety_gain scope:prisoner = { death = { death_reason = death_execution killer = root } } stress_impact = { base = minor_stress_impact_loss callous = minor_stress_impact_gain calm = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 0.5 ai_zeal = 1 } } } # Do something nice for them option = { name = tgp_japan_yearly_events.1060.b if = { limit = { scope:prisoner = { is_in_prison_type = dungeon } } scope:prisoner = { change_prison_type = house_arrest } } add_prestige = minor_prestige_gain scope:prisoner = { add_character_modifier = { modifier = tgp_attentive_care_modifier years = 5 } } stress_impact = { compassionate = minor_stress_impact_loss forgiving = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 } } } # Do something mean to them option = { name = tgp_japan_yearly_events.1060.c if = { limit = { scope:prisoner = { is_in_prison_type = house_arrest } } scope:prisoner = { change_prison_type = dungeon } } add_dread = minor_dread_gain scope:prisoner = { add_character_modifier = { modifier = tgp_neglected_modifier years = 5 } } stress_impact = { callous = minor_stress_impact_loss sadistic = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = -1 } } } # Simply ignore their request option = { name = tgp_japan_yearly_events.1060.d add_character_modifier = { modifier = tgp_law_defender years = 3 } scope:prisoner = { add_opinion = { modifier = disappointed_opinion target = root opinion = -15 } } stress_impact = { just = minor_stress_impact_loss lazy = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } } # A temple in your realm has burned down tgp_japan_yearly_events.1070 = { type = character_event title = tgp_japan_yearly_events.1070.t desc = tgp_japan_yearly_events.1070.desc theme = faith override_background = { reference = burning_building } cooldown = { years = 10 } left_portrait = { character = root } right_portrait = { character = scope:messenger } trigger = { has_tgp_dlc_trigger = yes is_valid_for_japan_events_trigger = yes any_sub_realm_county = { any_county_province = { has_building_or_higher = temple_01 } } } immediate = { if = { limit = { exists = cp:councillor_court_chaplain } cp:councillor_court_chaplain = { save_scope_as = messenger } } else_if = { limit = { exists = cp:councillor_chancellor } cp:councillor_chancellor = { save_scope_as = messenger } } else = { random_courtier = { save_scope_as = messenger } } random_sub_realm_county = { limit = { any_county_province = { has_building_or_higher = temple_01 } } random_county_province = { limit = { has_building_or_higher = temple_01 } save_scope_as = province } } } option = { name = tgp_japan_yearly_events.1070.a remove_short_term_gold = major_gold_value scope:province = { add_next_temple_tier_effect = yes } add_piety = minor_piety_gain add_character_modifier = { modifier = tgp_temple_builder_modifier years = 3 } stress_impact = { just = minor_stress_impact_loss zealous = medium_stress_impact_loss cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } } } option = { name = tgp_japan_yearly_events.1070.b scope:messenger = { add_opinion = { modifier = disappointed_opinion target = root opinion = -15 } } add_character_modifier = { modifier = tgp_rebuilder_modifier years = 3 } stress_impact = { lazy = minor_stress_impact_loss zealous = medium_stress_impact_gain cynical = medium_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -1 } } } option = { name = tgp_japan_yearly_events.1070.c trigger = { OR = { probably_superstitious = yes has_trait = just has_focus_intrigue = yes intrigue >= high_skill_rating } } custom_tooltip = tgp_japan_yearly_events.1070.c_tt trigger_event = { id = tgp_japan_yearly_events.1071 days = { 25 35 } } stress_impact = { paranoid = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } } # Follow up event tgp_japan_yearly_events.1071 = { type = character_event title = tgp_japan_yearly_events.1070.t desc = { desc = tgp_japan_yearly_events.1071.desc first_valid = { triggered_desc = { trigger = { scope:burn_reason = flag:yokai } desc = tgp_japan_yearly_events.1071.desc_yokai } triggered_desc = { trigger = { scope:burn_reason = flag:heretics } desc = tgp_japan_yearly_events.1071.desc_heretics } triggered_desc = { trigger = { scope:burn_reason = flag:rival } desc = tgp_japan_yearly_events.1071.desc_rival } triggered_desc = { trigger = { scope:burn_reason = flag:weather } desc = tgp_japan_yearly_events.1071.desc_weather } } } theme = realm left_portrait = { character = root animation = disbelief } right_portrait = { character = scope:messenger animation = storyteller } immediate = { random_list = { 10 = { save_scope_value_as = { name = burn_reason value = flag:yokai } } 10 = { save_scope_value_as = { name = burn_reason value = flag:heretics } } 10 = { trigger = { any_relation = { type = rival } } save_scope_value_as = { name = burn_reason value = flag:rival } random_relation = { type = rival save_scope_as = rival } } 10 = { save_scope_value_as = { name = burn_reason value = flag:weather } } } } # Do something option = { name = tgp_japan_yearly_events.1071.a remove_short_term_gold = minor_gold_value switch = { trigger = scope:burn_reason flag:yokai = { add_character_modifier = { modifier = tgp_burned_yokai_modifier years = 5 } stress_impact = { paranoid = minor_stress_impact_loss } } flag:weather = { add_character_modifier = { modifier = tgp_burned_weather_modifier years = 5 } stress_impact = { diligent = minor_stress_impact_loss } } flag:heretics = { add_character_modifier = { modifier = tgp_faith_defender_modifier years = 5 } stress_impact = { zealous = minor_stress_impact_loss } } flag:rival = { custom_tooltip = 1071_rival_tt set_variable = { name = tgp_1071_bonus value = scope:rival years = 2 } stress_impact = { vengeful = minor_stress_impact_loss } } } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } modifier = { factor = 2 AND = { has_trait = paranoid scope:burn_reason = flag:yokai } } modifier = { factor = 2 AND = { has_trait = zealous scope:burn_reason = flag:heretics } } } } # Do nothing option = { name = tgp_japan_yearly_events.1071.b stress_impact = { lazy = minor_stress_impact_loss calm = minor_stress_impact_loss diligent = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 } } } } # Someone is fishing in the tsuri-dono tgp_japan_yearly_events.1080 = { type = character_event title = tgp_japan_yearly_events.1080.t desc = tgp_japan_yearly_events.1080.desc theme = court cooldown = { years = 10 } override_background = { reference = garden } left_portrait = { character = root animation = interested } right_portrait = { character = scope:fisherman animation = survey } trigger = { has_tgp_dlc_trigger = yes is_available_adult = yes location = { geographical_region = world_asia_japan } is_landed = yes any_courtier_or_guest = { NOR = { is_close_or_extended_family_of = root has_any_bad_relationship_with_character_trigger = { CHARACTER = root } } is_available_adult = yes } } immediate = { random_courtier_or_guest = { limit = { is_available_adult = yes NOR = { is_close_or_extended_family_of = root has_any_bad_relationship_with_character_trigger = { CHARACTER = root } } } weight = { base = 10 modifier = { add = 15 intrigue >= decent_skill_rating } } save_scope_as = fisherman } } # Fish with them option = { name = tgp_japan_yearly_events.1080.a scope:fisherman = { add_opinion = { modifier = pleased_opinion target = root opinion = 15 } } add_character_modifier = { modifier = tgp_people_mingler_modifier years = 3 } stress_impact = { compassionate = minor_stress_impact_loss gregarious = medium_stress_impact_loss calm = medium_stress_impact_loss callous = minor_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 1 ai_compassion = 0.5 } } } # Seems odd? option = { name = tgp_japan_yearly_events.1080.b duel = { skill = intrigue target = scope:fisherman desc = tgp_japan_yearly_events.1080.b.tt 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 } desc = tgp_japan_yearly_events.1080.tt.success send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1080.tt.success left_icon = root right_icon = scope:fisherman stress_impact = { paranoid = minor_stress_impact_loss } if = { limit = { any_courtier = { any_secret = { NOT = { is_known_by = root } } } } custom_tooltip = { text = tgp_japan_yearly_events.1080.tt_secret random_courtier = { limit = { any_secret = { NOT = { is_known_by = root } } } random_secret = { limit = { NOT = { is_known_by = root } } reveal_to = root } } } } else = { add_character_modifier = { modifier = tgp_scheme_wary_modifier years = 3 } custom_tooltip = { text = tgp_japan_yearly_events.1080.tt_family every_close_family_member = { limit = { is_courtier_of = root } add_character_modifier = { modifier = tgp_scheme_wary_modifier years = 3 } } } } } } 59 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 } desc = tgp_japan_yearly_events.1080.tt.failure send_interface_toast = { type = event_toast_effect_bad title = tgp_japan_yearly_events.1080.tt.failure left_icon = root right_icon = scope:fisherman add_prestige = minor_prestige_loss scope:fisherman = { add_opinion = { modifier = insulted_opinion target = root opinion = -15 } } stress_impact = { paranoid = minor_stress_impact_gain } } } } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } modifier = { factor = 2 has_trait = paranoid } } } # Go away! option = { name = tgp_japan_yearly_events.1080.c if = { limit = { has_royal_court = yes } change_current_court_grandeur = medium_court_grandeur_gain } else = { add_dread = minor_dread_gain } scope:fisherman = { add_opinion = { modifier = annoyed_opinion target = root opinion = -15 } } every_vassal_or_below = { vassal_stance = courtly custom = every_courtly_vassal add_opinion = { modifier = impressed_opinion target = root opinion = 15 } } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_compassion = -0.5 } modifier = { factor = 2 has_trait = arrogant } } } } # Growing old with no heir tgp_japan_yearly_events.1090 = { type = character_event title = tgp_japan_yearly_events.1090.t desc = { desc = tgp_japan_yearly_events.1090.desc_intro first_valid = { triggered_desc = { # Children are dead trigger = { any_child = { even_if_dead = yes is_alive = no } } desc = tgp_japan_yearly_events.1090.desc_intro_dead } triggered_desc = { # No children trigger = { NOT = { any_child = { even_if_dead = yes } } } desc = tgp_japan_yearly_events.1090.desc_intro_none } } desc = tgp_japan_yearly_events.1090.desc } theme = court cooldown = { years = 25 } left_portrait = { character = root animation = disbelief } right_portrait = { character = scope:informer animation = stress } trigger = { has_tgp_dlc_trigger = yes is_available_adult = yes location = { geographical_region = world_asia_japan } is_ruler = yes trigger_if = { limit = { is_female = no } age >= 55 } trigger_else = { age >= 45 } any_held_title = { is_noble_family_title = yes NOT = { # No heirs are close family, or there are no heirs at all any_title_heir = { is_close_family_of = root } } } } immediate = { random_held_title = { limit = { is_noble_family_title = yes NOT = { # No heirs are close family, or there are no heirs at all any_title_heir = { is_close_family_of = root } } } save_scope_as = target_title } if = { limit = { exists = primary_spouse } primary_spouse = { save_scope_as = informer } } else_if = { limit = { exists = cp:councillor_chancellor } cp:councillor_chancellor = { save_scope_as = informer } } else = { random_courtier = { save_scope_as = informer } } if = { limit = { allowed_more_concubines = yes is_male = yes } create_character = { template = tgp_concubine_template location = root.location save_scope_as = new_concubine } } } weight_multiplier = { base = 10 modifier = { add = 15 is_female = yes } } # Try and make one? option = { name = tgp_japan_yearly_events.1090.a trigger = { is_male = yes } add_character_modifier = { modifier = tgp_fertility_boost_modifier years = 5 } if = { limit = { allowed_more_concubines = yes } random = { chance = 50 custom_tooltip = tgp_japan_yearly_events.1090.a_tt send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1090.a_tt left_icon = root right_icon = scope:new_concubine hidden_effect = { make_concubine = scope:new_concubine } } } } ai_chance = { base = 50 ai_value_modifier = { ai_rationality = 1 } modifier = { factor = 2 fertility <= low_fertility } } } # adopt an heir option = { name = tgp_japan_yearly_events.1090.b custom_tooltip = tgp_japan_yearly_events.1090.b_tt trigger = { NOT = { culture = { has_cultural_parameter = allows_adoption } } } if = { limit = { has_legitimacy = yes } add_legitimacy = medium_legitimacy_loss } else = { add_prestige = medium_prestige_loss } set_variable = { name = seeks_an_heir value = yes } ai_chance = { base = 0 } } # Rule as long as possible option = { name = { text = { first_valid = { triggered_desc = { trigger = { OR = { has_trait = lazy has_trait = arrogant has_trait = cynical } } desc = tgp_japan_yearly_events.1090.c_uncaring } desc = tgp_japan_yearly_events.1090.c } } } add_prestige = minor_prestige_loss add_character_modifier = { modifier = tgp_longer_life_modifier years = 10 } stress_impact = { base = minor_stress_impact_loss lazy = minor_stress_impact_loss cynical = minor_stress_impact_loss } ai_chance = { base = 25 ai_value_modifier = { ai_energy = -0.5 } modifier = { factor = 1.5 has_trait = cynical } modifier = { factor = 2 health <= poor_health } } } after = { scope:new_concubine ?= { silent_disappearance_ai_effect = yes } } } # You become guilty after killing some people tgp_japan_yearly_events.1100 = { type = character_event title = tgp_japan_yearly_events.1100.t desc = { desc = tgp_japan_yearly_events.1100.desc triggered_desc = { trigger = { exists = scope:victim_2 } desc = tgp_japan_yearly_events.1100.desc_2 } triggered_desc = { trigger = { exists = scope:victim_2 } desc = tgp_japan_yearly_events.1100.desc_3 } desc = tgp_japan_yearly_events.1100.desc_outro } theme = court cooldown = { years = 25 } left_portrait = { character = root animation = stress } right_portrait = { character = scope:victim } lower_center_portrait = { trigger = { exists = scope:victim_2 NOT = { exists = scope:victim_3 } } character = scope:victim_2 } lower_left_portrait = { trigger = { exists = scope:victim_2 exists = scope:victim_3 } character = scope:victim_2 } lower_right_portrait = { trigger = { exists = scope:victim_3 } character = scope:victim_3 } weight_multiplier = { base = 10 modifier = { add = 25 any_secret = { type = secret_murder can_be_exposed_by = root count > 1 } } } trigger = { has_tgp_dlc_trigger = yes is_available_adult = yes location = { geographical_region = world_asia_japan } NOT = { has_trait = callous } any_secret = { type = secret_murder can_be_exposed_by = root } } immediate = { random_secret = { type = secret_murder limit = { can_be_exposed_by = root } secret_target = { save_scope_as = victim } } random_secret = { type = secret_murder limit = { can_be_exposed_by = root NOT = { secret_target = scope:victim } } secret_target = { save_scope_as = victim_2 } } random_secret = { type = secret_murder limit = { can_be_exposed_by = root NOR = { secret_target = scope:victim secret_target = scope:victim_2 } } secret_target = { save_scope_as = victim_3 } } } # Confess your sins option = { name = tgp_japan_yearly_events.1100.a custom_tooltip = { text = tgp_japan_yearly_events.1100.a_tt every_secret = { type = secret_murder expose_secret = root } } stress_impact = { base = major_stress_impact_loss just = minor_stress_impact_loss honest = minor_stress_impact_loss compassionate = minor_stress_impact_loss deceitful = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = 1 } modifier = { factor = 2 has_trait = honest } } } # I can't let anyone know this option = { name = tgp_japan_yearly_events.1100.b custom_tooltip = tgp_japan_yearly_events.1100.b_tt add_character_flag = { flag = guilt_fever_murder_cd years = 5 } add_character_modifier = { modifier = tgp_guilt_fever_modifier years = 5 } stress_impact = { base = medium_stress_impact_gain deceitful = minor_stress_impact_loss paranoid = minor_stress_impact_loss just = minor_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -0.5 } modifier = { factor = 2 has_trait = paranoid } } } } # An animal is seen near the shrine of a God tgp_japan_yearly_events.1110 = { type = character_event title = tgp_japan_yearly_events.1110.t desc = tgp_japan_yearly_events.1110.desc theme = faith cooldown = { years = 10 } left_portrait = { character = root animation = admiration } trigger = { has_tgp_dlc_trigger = yes is_available_adult = yes religion = religion:shintoism_religion location.religion = religion:shintoism_religion } immediate = { create_artifact_animal_hide_effect = { OWNER = root HUNTER = root LEGENDARY = no ANIMAL = flag:stag } } # This is a sign to reflect option = { name = tgp_japan_yearly_events.1110.a add_character_modifier = { modifier = tgp_reflection_modifier years = 5 } stress_impact = { base = minor_stress_impact_gain zealous = minor_stress_impact_loss cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } modifier = { factor = 2 has_focus_learning = yes } } } # This is a sign of good fortune option = { name = tgp_japan_yearly_events.1110.b stress_impact = { base = miniscule_stress_impact_loss zealous = minor_stress_impact_loss cynical = minor_stress_impact_gain } random = { chance = 50 send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1110.b.tt left_icon = root add_short_term_gold = medium_gold_value } } stress_impact = { greedy = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } } } # Capture it as a trophy option = { name = tgp_japan_yearly_events.1110.c duel = { skill = prowess value = decent_skill_rating desc = tgp_japan_yearly_events.1110.c.tt 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 } desc = tgp_japan_yearly_events.1110.tt.success send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1110.tt.success left_icon = root scope:newly_created_artifact = { set_owner = root } add_piety = minor_piety_loss } } 59 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 } desc = tgp_japan_yearly_events.1110.tt.failure send_interface_toast = { type = event_toast_effect_bad title = tgp_japan_yearly_events.1110.tt.failure left_icon = root add_prestige = minor_prestige_loss } } } stress_impact = { craven = minor_stress_impact_gain zealous = minor_stress_impact_gain compassionate = minor_stress_impact_gain cynical = minor_stress_impact_loss greedy = minor_stress_impact_loss brave = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 ai_honor = -1 } } } } # You come across a warrior in your travels tgp_japan_yearly_events.1120 = { type = character_event title = tgp_japan_yearly_events.1120.t desc = { first_valid = { triggered_desc = { trigger = { location.county = { is_riverside_county = yes } } desc = tgp_japan_yearly_events.1120.desc_intro_river } desc = tgp_japan_yearly_events.1120.desc_intro } desc = tgp_japan_yearly_events.1120.desc } theme = travel cooldown = { years = 100 } left_portrait = { character = scope:strong_leader animation = rage } right_portrait = { character = scope:warrior_monk animation = aggressive_sword } trigger = { has_tgp_dlc_trigger = yes is_available_travelling_adult = yes is_location_valid_for_travel_event_on_land = yes location = { OR = { #anywhere with warrior monks, this is currently only Japan, but hopefully elsewhere going forward. county.culture = { has_cultural_tradition = tradition_tgp_warrior_monks } geographical_region = world_asia_japan } } has_government = japan_feudal_government } immediate = { save_scope_as = strong_leader create_character = { template = tgp_warrior_monk_template location = root.location save_scope_as = warrior_monk after_creation = { random = { chance = 50 add_trait = giant } } } } # Accept their challenge option = { name = { text = { first_valid = { triggered_desc = { trigger = { martial >= decent_skill_rating } desc = tgp_japan_yearly_events.1120.a_warrior } desc = tgp_japan_yearly_events.1120.a } } } add_prestige = minor_prestige_gain custom_tooltip = ep3_laamps.6001.b.two.tt configure_start_single_combat_effect = { SC_INITIATOR = scope:warrior_monk SC_ATTACKER = scope:warrior_monk SC_DEFENDER = root FATALITY = no FIXED = no LOCALE = terrain_scope OUTPUT_EVENT = tgp_japan_yearly_events.1121 INVALIDATION_EVENT = single_combat.1006 } stress_impact = { craven = medium_stress_impact_gain arrogant = minor_stress_impact_loss brave = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } modifier = { has_trait = craven factor = 0 } } } # Just join me, I'm super cool option = { name = tgp_japan_yearly_events.1120.b duel = { skill = diplomacy value = decent_skill_rating desc = tgp_japan_yearly_events.1120.b.tt 35 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 } min = 2 desc = tgp_japan_yearly_events.1120.tt.success send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1120.tt.success left_icon = root add_courtier = scope:warrior_monk } } 65 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 } min = 2 desc = tgp_japan_yearly_events.1120.tt.failure send_interface_toast = { type = event_toast_effect_bad title = tgp_japan_yearly_events.1120.tt.failure left_icon = root add_prestige = minor_prestige_loss } } } stress_impact = { calm = minor_stress_impact_loss compassionate = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 } } } # Guards, deal with him! option = { name = tgp_japan_yearly_events.1120.c trigger = { current_travel_plan = { has_travel_option = hire_experienced_mercenaries_option } } custom_tooltip = tgp_japan_yearly_events.1120.c_tt add_prestige = minor_prestige_loss add_dread = minor_dread_gain random = { chance = 50 scope:warrior_monk = { increase_wounds_no_death_effect = { REASON = fight } } } stress_impact = { impatient = minor_stress_impact_loss irritable = minor_stress_impact_loss callous = minor_stress_impact_loss arbitrary = minor_stress_impact_loss compassionate = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = -1 } modifier = { has_trait = compassionate factor = 0 } } } # No thx option = { name = tgp_japan_yearly_events.1120.d current_travel_plan = { delay_travel_plan = { days = 60 } } stress_impact = { brave = minor_stress_impact_gain } ai_chance = { base = 75 ai_value_modifier = { ai_energy = -1 } } } after = { scope:warrior_monk ?= { silent_disappearance_ai_effect = yes } } } # Outcome of the battle tgp_japan_yearly_events.1121 = { hidden = yes immediate = { if = { limit = { scope:sc_victor = scope:strong_leader scope:warrior_monk = { is_alive = yes } } scope:strong_leader = { send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1120.tt.success left_icon = scope:strong_leader right_icon = scope:warrior_monk scope:warrior_monk = { add_trait = loyal } add_courtier = scope:warrior_monk } } } } } scripted_trigger valid_child_1130 = { any_spouse = { count = 0 } OR = { diplomacy >= decent_skill_rating learning >= decent_skill_rating has_trait = education_diplomacy_3 has_trait = education_diplomacy_4 has_trait = education_diplomacy_5 has_trait = education_learning_3 has_trait = education_learning_4 has_trait = education_learning_5 } is_female = yes NOT = { has_trait = lifestyle_poet } age >= 13 age <= 26 is_available = yes } # Your daughter expresses an interest in poetry tgp_japan_yearly_events.1130 = { type = character_event title = tgp_japan_yearly_events.1130.t desc = tgp_japan_yearly_events.1130.desc theme = learning cooldown = { years = 15 } left_portrait = { character = root animation = interested } right_portrait = { character = scope:poet_daughter animation = storyteller } trigger = { has_tgp_dlc_trigger = yes is_available_adult = yes location = { geographical_region = world_asia_japan } has_government = japan_administrative_government any_child = { valid_child_1130 = yes } } immediate = { random_child = { limit = { valid_child_1130 = yes } weight = { base = 10 modifier = { add = 15 intrigue >= decent_skill_rating } modifier = { add = 5 OR = { has_trait = shy has_trait = chaste has_trait = ambitious } } } save_scope_as = poet_daughter } scope:poet_daughter = { add_trait = inappetetic } } # Encourage her writing option = { name = tgp_japan_yearly_events.1130.a add_prestige = minor_prestige_gain scope:poet_daughter = { add_stress = minor_stress_loss add_opinion = { modifier = grateful_opinion target = root opinion = 15 } duel = { skills = { diplomacy learning } value = decent_skill_rating desc = tgp_japan_yearly_events.1130.a.tt 10 = { compare_modifier = { value = scope:duel_value multiplier = 2 } desc = tgp_japan_yearly_events.1130.poet_critical root = { send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1130.poet_critical left_icon = root right_icon = scope:poet_daughter scope:poet_daughter = { add_trait = lifestyle_poet remove_trait = inappetetic } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 } desc = tgp_japan_yearly_events.1130.poet root = { send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1130.poet left_icon = root right_icon = scope:poet_daughter scope:poet_daughter = { add_trait = lifestyle_poet } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 } desc = tgp_japan_yearly_events.1130.nice_try send_interface_toast = { type = event_toast_effect_neutral title = tgp_japan_yearly_events.1130.nice_try left_icon = root right_icon = scope:poet_daughter scope:poet_daughter = { add_learning_skill = 3 } } } } add_character_modifier = { modifier = tgp_learning_poetry_modifier years = 5 } } if = { limit = { has_trait = lifestyle_poet } add_trait_xp = { trait = lifestyle_poet value = 5 } } stress_impact = { compassionate = minor_stress_impact_loss lifestyle_poet = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 } opinion_modifier = { opinion_target = scope:poet_daughter multiplier = 2 } modifier = { has_trait = lifestyle_poet factor = 2 } } } # This is so dumb she needs to be doing court stuff instead option = { name = tgp_japan_yearly_events.1130.b if = { limit = { has_royal_court = yes } change_current_court_grandeur = minor_court_grandeur_gain } else = { add_prestige = minor_prestige_gain } every_vassal_or_below = { vassal_stance = courtly custom = every_courtly_vassal add_opinion = { modifier = approval_opinion target = root opinion = 15 } } scope:poet_daughter = { add_stress = minor_stress_gain add_opinion = { modifier = disappointed_opinion target = root opinion = -15 } remove_trait = inappetetic add_diplomacy_skill = 1 } stress_impact = { diligent = minor_stress_impact_loss callous = minor_stress_impact_loss } ai_chance = { base = 100 opinion_modifier = { opinion_target = scope:poet_daughter multiplier = -2 } } } } # You are stopped in Soryo lands as a Ritsuryo ruler tgp_japan_yearly_events.1140 = { type = character_event title = tgp_japan_yearly_events.1140.t desc = tgp_japan_yearly_events.1140.desc theme = travel cooldown = { years = 15 } left_portrait = { character = root animation = worry } right_portrait = { character = scope:toll_warrior animation = war_defender } lower_center_portrait = scope:local_ruler trigger = { is_ai = no has_tgp_dlc_trigger = yes is_available_travelling_adult = yes is_location_valid_for_travel_event_on_land = yes location = { geographical_region = world_asia_japan county.holder = { has_government = japan_feudal_government any_knight = { is_available = yes count >= 1 } } } has_government = japan_administrative_government short_term_gold >= minor_gold_value OR = { house.house_head = root prestige_level >= 2 } is_independent_ruler = no tgp_is_ceremonial_liege_trigger = no } immediate = { location.county = { save_scope_as = local_county holder = { save_scope_as = local_ruler random_knight = { limit = { is_available = yes } save_scope_as = toll_warrior } } } } weight_multiplier = { base = 10 modifier = { add = 20 scope:local_ruler.house.house_head = scope:local_ruler } } # Pay the toll, but remember their names option = { name = tgp_japan_yearly_events.1140.a pay_short_term_gold = { target = scope:local_ruler gold = minor_gold_value } house = { change_house_relation_effect = { HOUSE = scope:local_ruler.house VALUE = house_relation_damage_minor_value REASON = conflict CHAR = root TARGET_CHAR = scope:local_ruler TITLE = scope:dummy_gender } } stress_impact = { calm = minor_stress_impact_loss honest = minor_stress_impact_loss just = minor_stress_impact_loss generous = minor_stress_impact_loss greedy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 } } } # Gaslight the guard option = { name = tgp_japan_yearly_events.1140.b duel = { skills = { diplomacy intrigue } target = scope:toll_warrior desc = tgp_japan_yearly_events.1140.b.tt 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 } desc = tgp_japan_yearly_events.1140.tt.success send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1140.tt.success left_icon = root add_prestige = medium_prestige_gain } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 } desc = tgp_japan_yearly_events.1140.tt.failure send_interface_toast = { type = event_toast_effect_bad title = tgp_japan_yearly_events.1140.tt.failure left_icon = root add_prestige = minor_prestige_loss current_travel_plan = { delay_travel_plan = { days = 45 } } } } } stress_impact = { greedy = minor_stress_impact_loss humble = minor_stress_impact_gain stubborn = minor_stress_impact_loss } ai_chance = { base = 75 ai_value_modifier = { ai_honor = -1 } modifier = { factor = 2 has_trait = deceitful } } } # Refuse to pay option = { name = tgp_japan_yearly_events.1140.c current_travel_plan = { delay_travel_plan = { days = 60 } } scope:local_ruler = { add_opinion = { modifier = angry_opinion target = root opinion = -15 } } house = { decrease_house_relation_level_effect = { HOUSE = scope:local_ruler.house REASON = conflict } } stress_impact = { arrogant = minor_stress_impact_loss greedy = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } opinion_modifier = { opinion_target = scope:local_ruler multiplier = -2 } } } } # The ruler of Japan is passing in your lands tgp_japan_yearly_events.1150 = { type = character_event title = tgp_japan_yearly_events.1150.t desc = tgp_japan_yearly_events.1150.desc theme = court cooldown = { years = 25 } override_background = terrain left_portrait = { character = root animation = survey camera = camera_event_center_away } lower_center_portrait = scope:emperor trigger = { has_tgp_dlc_trigger = yes is_available_adult = yes location = { geographical_region = world_asia_japan } title:e_japan.holder = { has_realm_law = japanese_bureaucracy_0 this != root } any_held_title = { tier = tier_county title:e_japan.holder.location.county = this } } immediate = { title:e_japan.holder = { save_scope_as = emperor location.county = { save_scope_as = emperor_location } } save_scope_as = local_ruler } # Option A) Send him some gold option = { name = tgp_japan_yearly_events.1150.a save_scope_value_as = { name = ruler_choice value = flag:gift } pay_short_term_gold = { target = scope:emperor gold = minor_gold_value } scope:emperor = { add_opinion = { modifier = pleased_opinion target = root opinion = 20 } } stress_impact = { generous = minor_stress_impact_loss greedy = minor_stress_impact_gain } ai_chance = { base = 75 ai_value_modifier = { ai_compassion = 1 ai_greed = -1 } opinion_modifier = { opinion_target = scope:emperor multiplier = 2 } modifier = { short_term_gold <= minor_gold_value factor = 0 } } } # Option B) Extend my hospitality option = { name = tgp_japan_yearly_events.1150.b flavor = tgp_japan_yearly_events.1150.b.flavor save_scope_value_as = { name = ruler_choice value = flag:hospitality } pay_short_term_gold = { target = scope:emperor gold = medium_gold_value } change_influence = minor_influence_gain add_prestige = minor_prestige_gain scope:emperor = { add_opinion = { modifier = pleased_opinion target = root opinion = 35 } } #Improve house relations house = { change_house_relation_effect = { HOUSE = scope:emperor.house VALUE = house_relation_improve_medium_value REASON = friend CHAR = root TARGET_CHAR = scope:emperor TITLE = scope:dummy_gender } } stress_impact = { gregarious = minor_stress_impact_loss generous = minor_stress_impact_loss greedy = minor_stress_impact_gain shy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 ai_greed = -1 } opinion_modifier = { opinion_target = scope:emperor multiplier = 2 } modifier = { short_term_gold <= medium_gold_value factor = 0 } } } #Option F) Slander him option = { name = tgp_japan_yearly_events.1150.f flavor = tgp_japan_yearly_events.1150.f.flavor add_intrigue_lifestyle_xp = medium_lifestyle_experience add_prestige = minor_prestige_loss #No need to see this if you're on good terms with the emperor trigger = { can_start_scheme = { type = slander target_character = scope:emperor } dislikes_character_trigger = { CHARACTER = scope:emperor } } save_scope_value_as = { name = ruler_choice value = flag:slander} if = { limit = { NOT = { any_scheme = { scheme_type = slander scheme_target_character = scope:emperor } } } #If we don't have a scheme, let's scheme with a boost start_scheme = { type = slander target_character = scope:emperor } } custom_tooltip = { text = tgp_japan_yearly_events.1150.f.tt random_scheme = { limit = { scheme_type = slander scheme_target_character = scope:emperor } add_scheme_modifier = { type = bided_my_time } } } stress_impact = { compassionate = minor_stress_impact_gain generous = minor_stress_impact_gain patient = minor_stress_impact_loss vengeful = medium_stress_impact_loss ambitious = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = -1 ai_greed = -1 } } } # Option C) Write him a poem! option = { name = tgp_japan_yearly_events.1150.c trigger = { has_trait = lifestyle_poet } save_scope_value_as = { name = ruler_choice value = flag:poem } scope:emperor = { add_opinion = { modifier = pleased_opinion target = root opinion = 20 } } add_trait_xp = { trait = lifestyle_poet value = 10 } add_character_modifier = { modifier = tgp_japan_poetic_to_the_powerful_modifier years = { 10 20 } } stress_impact = { compassionate = minor_stress_impact_loss gregarious = minor_stress_impact_loss lifestyle_poet = minor_stress_impact_loss } ai_chance = { base = 150 ai_value_modifier = { ai_compassion = 1 } opinion_modifier = { opinion_target = scope:emperor multiplier = 2 } } } # Option D) Send some men to mug him option = { name = tgp_japan_yearly_events.1150.d flavor = tgp_japan_yearly_events.1150.d.flavor save_scope_value_as = { name = ruler_choice value = flag:bandits } show_as_tooltip = { duel = { skill = martial value = decent_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 20 max = 90 } desc = japan_yearly_1151_bandits_win scope:local_ruler = { send_interface_toast = { title = japan_yearly_1151_success left_icon = scope:emperor right_icon = scope:local_ruler scope:emperor = { pay_short_term_gold = { GOLD = medium_gold_value TARGET = scope:local_ruler } } add_martial_lifestyle_xp = medium_lifestyle_xp } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 20 max = 90 } desc = japan_yearly_1151_bandits_lose scope:local_ruler = { send_interface_toast = { title = japan_yearly_1151_fails left_icon = scope:emperor right_icon = scope:local_ruler add_prestige = medium_prestige_loss } } } } #Emperor will maybe become rival scope:emperor = { #If possible it progresses rivalry if = { limit = { can_set_relation_rival_trigger = { CHARACTER = scope:local_ruler } } progress_towards_rival_effect = { REASON = rival_robbed_me CHARACTER = scope:local_ruler OPINION = default_rival_opinion } } #otherwise it makes them like you less else = { add_opinion = { target = scope:local_ruler modifier = humbled_opinion opinion = -40 } } } #This will cause strife with his house scope:local_ruler.house = { change_house_relation_effect = { HOUSE = scope:emperor.house VALUE = house_relation_damage_major_value REASON = conflict CHAR = scope:local_ruler TARGET_CHAR = scope:emperor TITLE = scope:dummy_gender } } } stress_impact = { compassionate = minor_stress_impact_gain callous = minor_stress_impact_loss greedy = minor_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_honor = -1 } opinion_modifier = { opinion_target = scope:emperor multiplier = -2 } } } after = { scope:emperor = { if = { limit = { scope:ruler_choice ?= { this != flag:slander } } trigger_event = { id = tgp_japan_yearly_events.1151 days = 1 } } } } } # Response for the Emperor tgp_japan_yearly_events.1151 = { type = character_event theme = travel title = tgp_japan_yearly_events.1151.t desc = { desc = tgp_japan_yearly_events.1151.desc first_valid = { triggered_desc = { trigger = { scope:ruler_choice = flag:bandits } desc = tgp_japan_yearly_events.1151.desc_bandits } triggered_desc = { trigger = { scope:ruler_choice = flag:hospitality } desc = tgp_japan_yearly_events.1151.desc_hospitality } triggered_desc = { trigger = { scope:ruler_choice = flag:poem } desc = tgp_japan_yearly_events.1151.desc_poem } triggered_desc = { trigger = { scope:ruler_choice = flag:gift } desc = tgp_japan_yearly_events.1151.desc_gift } } } left_portrait = { character = root triggered_animation = { trigger = { scope:ruler_choice = flag:bandits } animation = anger } animation = thinking } right_portrait = { character = scope:messenger triggered_animation = { trigger = { scope:ruler_choice = flag:bandits } animation = aggressive_sword } animation = storyteller } lower_center_portrait = scope:local_ruler immediate = { scope:local_ruler = { random_courtier = { limit = { is_available_adult = yes } save_scope_as = messenger } } if = { limit = { scope:ruler_choice = flag:gift } show_as_tooltip = { scope:local_ruler = { pay_short_term_gold = { target = scope:emperor gold = minor_gold_value } } } } } #Option A) Gesture is impressive! option = { name = tgp_japan_yearly_events.1151.a trigger = { OR = { scope:ruler_choice ?= flag:poem scope:ruler_choice ?= flag:hospitality scope:ruler_choice ?= flag:gift } } add_prestige = minor_prestige_gain add_stress = minor_stress_loss #If you enjoy hospitality it takes time if = { limit = { scope:ruler_choice ?= flag:hospitality } current_travel_plan = { delay_travel_plan = { days = 14 } } } scope:local_ruler = { send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1151.tt_good.success left_icon = scope:local_ruler right_icon = scope:emperor add_prestige = medium_prestige_gain if = { limit = { OR = { house.house_head = this prestige_level >= 2 } house != scope:emperor.house } house = { increase_house_relation_level_effect = { HOUSE = scope:emperor.house REASON = gift } } } else = { progress_towards_friend_effect = { REASON = friend_nice_gesture CHARACTER = scope:emperor OPINION = 0 } } } } stress_impact = { arrogant = minor_stress_impact_gain callous = minor_stress_impact_gain fickle = minor_stress_impact_gain generous = minor_stress_impact_loss humble = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } modifier = { factor = 0 has_trait = arrogant has_trait = callous has_trait = fickle } } } #Option B) Poem / Gesture is not that good option = { name = tgp_japan_yearly_events.1151.b trigger = { OR = { scope:ruler_choice ?= flag:poem scope:ruler_choice ?= flag:hospitality scope:ruler_choice ?= flag:gift } } add_prestige = miniscule_prestige_gain scope:local_ruler = { send_interface_toast = { type = event_toast_effect_neutral title = tgp_japan_yearly_events.1151.tt_good.failure left_icon = scope:local_ruler right_icon = scope:emperor add_prestige = miniscule_prestige_gain } } stress_impact = { arrogant = minor_stress_impact_loss callous = minor_stress_impact_loss fickle = minor_stress_impact_loss generous = minor_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } modifier = { factor = 0 has_trait = generous has_trait = humble } } } #Option C) Fight off the bandits / don't fall for the intimidation option = { name = tgp_japan_yearly_events.1151.c_bandits trigger = { scope:ruler_choice = flag:bandits } duel = { skill = martial value = decent_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 20 max = 90 } desc = japan_yearly_1151_bandits_win scope:local_ruler = { send_interface_toast = { title = japan_yearly_1151_success left_icon = scope:emperor right_icon = scope:local_ruler scope:emperor = { pay_short_term_gold = { GOLD = medium_gold_value TARGET = scope:local_ruler } } add_martial_lifestyle_xp = medium_lifestyle_xp } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 20 max = 90 } desc = japan_yearly_1151_bandits_lose scope:local_ruler = { send_interface_toast = { title = japan_yearly_1151_fails left_icon = scope:emperor right_icon = scope:local_ruler add_prestige = medium_prestige_loss } } } } stress_impact = { brave = minor_stress_impact_loss vengeful = minor_stress_impact_loss craven = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } opinion_modifier = { opinion_target = scope:local_ruler multiplier = -2 } modifier = { factor = 0 has_trait = craven } } } #Option C) Just give the bandits some gold / walk away to avoid conflict option = { name = tgp_japan_yearly_events.1151.d_bandits trigger = { scope:ruler_choice = flag:bandits } add_prestige = minor_prestige_loss if = { limit = { scope:ruler_choice = flag:bandits } scope:local_ruler = { send_interface_toast = { type = event_toast_effect_good title = japan_yearly_1151_success left_icon = scope:local_ruler right_icon = scope:emperor scope:emperor = { pay_short_term_gold = { target = scope:local_ruler gold = minor_gold_value } } } } } else = { scope:local_ruler = { send_interface_toast = { type = event_toast_effect_good title = japan_yearly_1151_success left_icon = scope:local_ruler right_icon = scope:emperor add_dread = miniscule_dread_gain } } current_travel_plan = { delay_travel_plan = { days = 14 } } } stress_impact = { brave = minor_stress_impact_gain calm = minor_stress_impact_loss craven = minor_stress_impact_loss lazy = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 } modifier = { factor = 2 has_trait = craven } } } after = { if = { limit = { scope:ruler_choice = flag:bandits } #Emperor will maybe become rival scope:emperor = { #If possible it progresses rivalry if = { limit = { can_set_relation_rival_trigger = { CHARACTER = scope:local_ruler } } progress_towards_rival_effect = { REASON = rival_robbed_me CHARACTER = scope:local_ruler OPINION = default_rival_opinion } } #otherwise it makes them like you less else = { add_opinion = { target = scope:local_ruler modifier = humbled_opinion opinion = -40 } } } if = { limit = { OR = { scope:ruler_choice = flag:bandits scope:ruler_choice = flag:slander } } #This will cause strife with his house scope:local_ruler.house = { change_house_relation_effect = { HOUSE = scope:emperor.house VALUE = house_relation_damage_major_value REASON = conflict CHAR = scope:local_ruler TARGET_CHAR = scope:emperor TITLE = scope:dummy_gender } } } } } } scripted_trigger is_suitable_spouse_or_concubine_tgp_japan_1160 = { liege ?= house.house_head liege = { is_ai = yes # sanity check so as to not yeet a player's courtier } is_available_ai_adult = yes is_ruler = no # this would be weirder otherwise OR = { can_marry_character_trigger = { CHARACTER = root } can_become_concubine_of_character_trigger = { CHARACTER = root } } root = { is_attracted_to_gender_of = prev } } # You are offered a spouse/concubine to mend house relations tgp_japan_yearly_events.1160 = { type = character_event title = { first_valid = { triggered_desc = { trigger = { OR = { has_trait = cannibal any_secret = { type = secret_cannibal } } } desc = tgp_japan_yearly_events.cannibal.1160.t } desc = tgp_japan_yearly_events.1160.t } } desc = tgp_japan_yearly_events.1160.desc theme = court cooldown = { years = 15 } left_portrait = { character = root animation = personality_honorable camera = camera_event_center_pointing_forward } right_portrait = { character = scope:new_concubine animation = flirtation } lower_center_portrait = scope:feuding_house.house_head trigger = { is_at_war = no has_tgp_dlc_trigger = yes is_available_adult = yes exists = house house.house_head = root house = { any_house_relation = { OR = { has_house_relation_level = feud has_house_relation_level = rivalry has_house_relation_level = quarrel } any_relation_house = { this != root.house house_head = { is_available_ai_adult = yes is_at_war = no opinion = { target = root value >= 0 # there should be at least some reason they want to improve relations } } any_house_member = { is_suitable_spouse_or_concubine_tgp_japan_1160 = yes } } } } OR = { allowed_more_spouses = yes allowed_more_concubines = yes } } immediate = { house = { random_house_relation = { limit = { OR = { has_house_relation_level = feud has_house_relation_level = rivalry has_house_relation_level = quarrel } any_relation_house = { this != root.house house_head = { is_available_ai_adult = yes is_at_war = no opinion = { target = root value >= 0 # there should be at least some reason they want to improve relations } } any_house_member = { is_suitable_spouse_or_concubine_tgp_japan_1160 = yes } } } random_relation_house = { limit = { this != root.house house_head = { is_available_ai_adult = yes is_at_war = no opinion = { target = root value >= 0 } } any_house_member = { is_suitable_spouse_or_concubine_tgp_japan_1160 = yes } } save_scope_as = feuding_house } } } scope:feuding_house = { random_house_member = { limit = { is_suitable_spouse_or_concubine_tgp_japan_1160 = yes } save_scope_as = new_concubine } } } # I'll take her option = { name = tgp_japan_yearly_events.1160.a if = { limit = { allowed_more_spouses = yes } marry = scope:new_concubine } else_if = { limit = { allowed_more_concubines = yes } make_concubine = scope:new_concubine } scope:feuding_house = { change_house_relation_effect = { HOUSE = root.house VALUE = house_relation_improve_medium_value REASON = gift CHAR = scope:feuding_house.house_head TARGET_CHAR = root TITLE = scope:dummy_gender } } stress_impact = { paranoid = minor_stress_impact_gain vengeful = minor_stress_impact_gain calm = minor_stress_impact_loss lustful = minor_stress_impact_loss forgiving = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } modifier = { factor = 2 OR = { has_trait = forgiving has_trait = lustful } } modifier = { factor = 0 has_trait = paranoid } } } # send her back option = { name = tgp_japan_yearly_events.1160.b add_prestige = minor_prestige_gain scope:feuding_house.house_head = { add_opinion = { modifier = insulted_opinion target = root opinion = -15 } } ai_chance = { base = 100 } } # This is a spy, kill her! option = { name = tgp_japan_yearly_events.1160.c trigger = { has_trait_malicious_trigger = yes NOR = { has_trait = cannibal any_secret = { type = secret_cannibal } } } scope:new_concubine = { death = { death_reason = death_execution killer = root } } house ?= { change_house_relation_effect = { HOUSE = scope:feuding_house VALUE = house_relation_damage_medium_value REASON = killed CHAR = root TARGET_CHAR = scope:new_concubine TITLE = scope:dummy_gender } } scope:feuding_house.house_head = { add_opinion = { modifier = insulted_opinion target = root opinion = -30 } } stress_impact = { paranoid = minor_stress_impact_loss callous = medium_stress_impact_loss vengeful = major_stress_impact_loss just = minor_stress_impact_gain calm = medium_stress_impact_gain compassionate = major_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_rationality = -1 ai_compassion = -1 } } } # This is a spy, eat her! (Cannibal option) option = { name = tgp_japan_yearly_events.1160.d trigger = { OR = { has_trait = cannibal any_secret = { type = secret_cannibal } } } add_character_modifier = { modifier = feast_good_food_modifier years = 10 } unknown_cannibal_murder_effect = { VICTIM = scope:new_concubine MURDERER = root } stress_impact = { base = major_stress_impact_loss paranoid = minor_stress_impact_loss callous = medium_stress_impact_loss vengeful = major_stress_impact_loss just = minor_stress_impact_gain calm = medium_stress_impact_gain compassionate = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = -1 } } } } # The poetry you're reading is in a language you're unfamiliar with tgp_japan_yearly_events.1170 = { type = character_event title = tgp_japan_yearly_events.1170.t desc = tgp_japan_yearly_events.1170.desc theme = diplomacy cooldown = { years = 15 } override_background = { reference = study } left_portrait = { character = root animation = reading } lower_center_portrait = scope:foreign_ruler trigger = { has_tgp_dlc_trigger = yes is_available_adult = yes location = { geographical_region = world_asia_japan } knows_language = language_japonic #Find a country lead by a Chinese or Korean speaker and confirm you don't speak the language in question any_neighboring_and_across_water_top_liege_realm_owner = { OR = { AND = { knows_language = language_chinese root = { NOT = { knows_language = language_chinese } } } AND = { knows_language = language_korean root = { NOT = { knows_language = language_korean } } } } } } immediate = { #Find a country lead by a Chinese or Korean speaker and confirm you don't speak the language in question random_neighboring_and_across_water_top_liege_realm_owner = { limit = { OR = { AND = { knows_language = language_chinese root = { NOT = { knows_language = language_chinese } } } AND = { knows_language = language_korean root = { NOT = { knows_language = language_korean } } } } } save_scope_as = foreign_ruler } } weight_multiplier = { base = 10 modifier = { add = 5 has_trait = lifestyle_poet } modifier = { add = 5 has_trait = lifestyle_mystic } modifier = { add = 10 has_focus_learning = yes } } # Option A) Learn the language option = { name = tgp_japan_yearly_events.1170.a trigger = { can_start_scheme = { type = learn_language target_character = scope:foreign_ruler } } start_scheme = { target_character = scope:foreign_ruler type = learn_language } custom_tooltip = diplomacy_family.2250.b.tt hidden_effect = { random_scheme = { type = learn_language limit = { scheme_target_character = scope:foreign_ruler } add_scheme_modifier = { type = extra_success_chance_modifier } } } stress_impact = { calm = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } # Option B) Tell this guy his poets are bad option = { name = tgp_japan_yearly_events.1170.b add_prestige = minor_prestige_gain scope:foreign_ruler.culture = { change_cultural_acceptance = { target = root.culture value = minor_cultural_acceptance_loss desc = cultural_acceptance_loss_event } } stress_impact = { impatient = minor_stress_impact_loss irritable = minor_stress_impact_loss arrogant = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 } opinion_modifier = { opinion_target = scope:foreign_ruler multiplier = -2 } } } # Option C) This was a pleasant diversion! option = { name = tgp_japan_yearly_events.1170.c if = { limit = { has_trait = lifestyle_mystic } add_trait_xp = { trait = lifestyle_mystic value = 5 } } add_learning_lifestyle_xp = minor_lifestyle_xp stress_impact = { lifestyle_poet = minor_stress_impact_loss calm = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = -1 } } } } # You've been gifted a Bonsai tree for your garden tgp_japan_yearly_events.1180 = { type = character_event title = tgp_japan_yearly_events.1180.t desc = tgp_japan_yearly_events.1180.desc theme = court cooldown = { years = 15 } override_background = { reference = garden } left_portrait = { character = root animation = schadenfreude } right_portrait = { character = scope:gardener animation = schadenfreude } trigger = { has_tgp_dlc_trigger = yes is_available_adult = yes is_valid_for_japan_events_trigger = yes any_courtier = { has_court_position = court_gardener_court_position } } immediate = { #Find your gardener random_courtier = { limit = { has_court_position = court_gardener_court_position } save_scope_as = gardener } } # This tree represents stability! option = { name = tgp_japan_yearly_events.1180.a add_stress = minor_stress_loss add_character_modifier = { modifier = tgp_stability_tree_modifier years = 10 } ai_chance = { base = 100 } } # It has spiritual value option = { name = tgp_japan_yearly_events.1180.b add_piety = minor_piety_gain pay_short_term_gold = { target = scope:gardener gold = miniscule_gold_value } add_character_flag = { flag = had_bonsai_tree_event years = 10 } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } } } # I want to shape it myself option = { name = tgp_japan_yearly_events.1180.c if = { limit = { has_trait = lifestyle_gardener } add_trait_xp = { trait = lifestyle_gardener value = 2 } } else = { add_trait = lifestyle_gardener } ai_chance = { base = 100 } } } # You have a bad trait and you're making some decisions at night tgp_japan_yearly_events.1190 = { type = character_event title = tgp_japan_yearly_events.1190.t desc = { random_valid = { triggered_desc = { trigger = { OR = { has_trait = irritable has_trait = impatient } } desc = tgp_japan_yearly_events.1190.desc_annoyed } triggered_desc = { trigger = { has_trait = drunkard } desc = tgp_japan_yearly_events.1020.desc_drunk } triggered_desc = { trigger = { learning <= low_skill_rating } desc = tgp_japan_yearly_events.1020.desc_dumb } } desc = tgp_japan_yearly_events.1190.desc } theme = court cooldown = { years = 15 } override_background = { reference = bedchamber } left_portrait = { character = root animation = wedding_drunk } trigger = { has_tgp_dlc_trigger = yes is_landed = yes is_available_adult = yes OR = { has_trait = irritable has_trait = impatient has_trait = drunkard learning <= low_skill_rating } NOR = { has_trait = temperate has_trait = diligent learning >= high_skill_rating } any_held_title = { title_tier = county this != root.capital_county } } weight_multiplier = { base = 10 modifier = { add = 5 stress_level >= 1 } modifier = { add = 10 stress_level >= 2 } modifier = { add = 15 stress_level >= 3 } } # Ok i gotta stop this for real option = { name = tgp_japan_yearly_events.1190.a stress_impact = { base = major_stress_impact_gain lazy = minor_stress_impact_gain } random = { chance = 50 add_prestige = minor_prestige_gain if = { limit = { has_trait = irritable } remove_trait = irritable } else_if = { limit = { has_trait = impatient } remove_trait = impatient } else_if = { limit = { has_trait = drunkard } remove_trait = drunkard } else_if = { limit = { learning <= low_skill_rating } add_learning_skill = 5 } } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } # I should probably offload my responsibilities option = { name = tgp_japan_yearly_events.1190.b stress_impact = { base = medium_stress_impact_loss arrogant = minor_stress_impact_gain lazy = minor_stress_impact_loss } random_list = { 1 = { trigger = { exists = cp:councillor_chancellor } cp:councillor_chancellor = { add_diplomacy_skill = 2 } } 1 = { trigger = { exists = cp:councillor_court_chaplain } cp:councillor_court_chaplain = { add_learning_skill = 2 } } 1 = { trigger = { exists = cp:councillor_marshal } cp:councillor_marshal = { add_martial_skill = 2 } } 1 = { trigger = { exists = cp:councillor_steward } cp:councillor_steward = { add_stewardship_skill = 2 } } 1 = { trigger = { exists = cp:councillor_spymaster } cp:councillor_spymaster = { add_intrigue_skill = 2 } } } add_prestige = minor_prestige_loss add_dread = medium_dread_loss ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 } } } # I don't care about my vices option = { name = tgp_japan_yearly_events.1190.c stress_impact = { base = major_stress_impact_loss lazy = minor_stress_impact_loss } random = { chance = 50 custom_tooltip = tgp_japan_yearly_events.1190.c_tt hidden_effect = { random_held_title = { title_tier = county limit = { this != root.capital_county } change_county_control = { value = medium_county_control_loss } } } } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 } } } } # A courtier has witnessed a miracle tgp_japan_yearly_events.1220 = { type = character_event title = tgp_japan_yearly_events.1220.t desc = { desc = tgp_japan_yearly_events.1220.desc first_valid = { triggered_desc = { trigger = { scope:miracle = flag:wealth } desc = tgp_japan_yearly_events.1220.desc_wealth } triggered_desc = { trigger = { scope:miracle = flag:health } desc = tgp_japan_yearly_events.1220.desc_health } triggered_desc = { trigger = { scope:miracle = flag:knowledge } desc = tgp_japan_yearly_events.1220.desc_knowledge } } } theme = faith cooldown = { years = 10 } override_background = { trigger = { scope:miracle = flag:knowledge } reference = study } override_background = { trigger = { scope:miracle = flag:health } reference = bedchamber } left_portrait = { character = root animation = interested } right_portrait = { character = scope:miracle_recipient animation = admiration } lower_center_portrait = scope:monk trigger = { has_tgp_dlc_trigger = yes is_available_adult = yes faith = { religion = religion:buddhism_religion } location = { faith = { religion = religion:buddhism_religion } } learning_lifestyle_unlockable_perks >= 1 any_courtier_or_guest = { is_of_major_or_minor_interest_trigger = { CHARACTER = root } is_available_adult = yes NOT = { has_trait = cynical } } } immediate = { random_list = { # Fortified Health 10 = { trigger = { any_courtier_or_guest = { has_any_illness = yes is_available_adult = yes NOT = { has_trait = cynical } is_of_major_or_minor_interest_trigger = { CHARACTER = root } } } save_scope_value_as = { name = miracle value = flag:health } random_courtier_or_guest = { limit = { has_any_illness = yes is_available_adult = yes NOT = { has_trait = cynical } is_of_major_or_minor_interest_trigger = { CHARACTER = root } } save_scope_as = miracle_recipient random_character_trait = { limit = { has_trait_flag = illness } save_scope_as = target_trait } remove_trait = scope:target_trait } } 10 = { # Miracle of Wealth trigger = { any_courtier_or_guest = { is_of_major_or_minor_interest_trigger = { CHARACTER = root } is_available_adult = yes NOT = { has_trait = cynical } } } save_scope_value_as = { name = miracle value = flag:wealth } random_courtier_or_guest = { limit = { is_of_major_or_minor_interest_trigger = { CHARACTER = root } is_available_adult = yes NOT = { has_trait = cynical } } weight = { base = 10 modifier = { add = 10 short_term_gold > minor_gold_value } } save_scope_as = miracle_recipient add_short_term_gold = massive_gold_value } } 10 = { # Miracle of Knowledge trigger = { any_courtier_or_guest = { is_of_major_or_minor_interest_trigger = { CHARACTER = root } is_available_adult = yes NOT = { has_trait = cynical } } } save_scope_value_as = { name = miracle value = flag:knowledge } random_courtier_or_guest = { limit = { is_of_major_or_minor_interest_trigger = { CHARACTER = root } is_available_adult = yes NOT = { has_trait = cynical } } weight = { base = 10 modifier = { add = 10 learning > low_skill_rating } } save_scope_as = miracle_recipient add_learning_skill = 8 } } } create_character = { template = monk_character_template location = root.location gender_female_chance = 0 save_scope_as = monk } } # Option A) Seek out the monk option = { name = tgp_japan_yearly_events.1220.a if = { limit = { scope:miracle = flag:wealth } custom_tooltip = tgp_japan_yearly_events.1220.tt_wealth } switch = { trigger = scope:miracle flag:wealth = { send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1220.tt left_icon = root add_short_term_gold = minor_gold_value } } flag:knowledge = { send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1220.tt left_icon = root add_learning_skill = 1 } } flag:health = { if = { limit = { has_any_illness = yes } random_character_trait = { limit = { has_trait_flag = illness } save_scope_as = target_trait } remove_trait = scope:target_trait } else = { add_character_modifier = { modifier = tgp_health_resistance_modifier years = 3 } } } } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } } } # Option B) You seek out a logical explanation option = { name = tgp_japan_yearly_events.1220.b if = { limit = { has_trait = lifestyle_mystic } add_trait_xp = { trait = lifestyle_mystic value = 5 } } else = { random = { chance = 50 add_trait = lifestyle_mystic } } stress_impact = { cynical = medium_stress_impact_loss zealous = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -1 } } } # Option C) I must learn his ways option = { name = tgp_japan_yearly_events.1220.c stress_impact = { cynical = minor_stress_impact_loss zealous = minor_stress_impact_gain } duel = { skill = learning value = decent_skill_rating desc = tgp_japan_yearly_events.1220.c.tt 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 } desc = tgp_japan_yearly_events.1220.tt_win send_interface_toast = { type = event_toast_effect_good title = tgp_japan_yearly_events.1220.tt_win left_icon = root right_icon = scope:monk add_learning_lifestyle_perk_points = 1 } } 59 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 } desc = tgp_japan_yearly_events.1220.tt_lose send_interface_toast = { type = event_toast_effect_bad title = tgp_japan_yearly_events.1220.tt_lose left_icon = root right_icon = scope:monk add_learning_lifestyle_xp = 150 } } } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = -1 ai_rationality = 1 } } } after = { scope:monk = { silent_disappearance_ai_effect = yes } } } # Fear of a low durability artifact coming to life (Yokai) # Chance to repair artifact for low price tgp_japan_yearly_events.1230 = { type = character_event title = tgp_japan_yearly_events.1230.t desc = tgp_japan_yearly_events.1230.desc theme = court cooldown = { years = 10 } left_portrait = { character = root animation = fear } artifact = { target = scope:cursed_artifact position = lower_right_portrait } trigger = { has_tgp_dlc_trigger = yes is_available_adult = yes is_valid_for_japan_events_trigger = yes any_character_artifact = { artifact_durability <= 20 } } immediate = { random_character_artifact = { limit = { artifact_durability <= 20 } save_scope_as = cursed_artifact } } # Mend it, immediately. option = { name = tgp_japan_yearly_events.1230.a trigger = { short_term_gold >= minor_gold_value } show_as_unavailable = { always = yes } stress_impact = { paranoid = minor_stress_impact_gain zealous = minor_stress_impact_loss } remove_short_term_gold = minor_gold_value scope:cursed_artifact = { add_durability = { value = { add = artifact_max_durability subtract = artifact_durability } } } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } modifier = { has_trait = paranoid factor = 0 } } } # Just burn it honestly option = { name = tgp_japan_yearly_events.1230.b add_dread = minor_dread_loss add_prestige = medium_prestige_loss destroy_artifact = scope:cursed_artifact stress_impact = { base = miniscule_stress_impact_loss paranoid = minor_stress_impact_loss lifestyle_mystic = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { has_trait = paranoid factor = 2 } } } # Ok? option = { name = { text = { first_valid = { triggered_desc = { trigger = { has_trait = cynical } desc = tgp_japan_yearly_events.1230.c_cynical } desc = tgp_japan_yearly_events.1230.c } } } stress_impact = { base = minor_stress_impact_gain paranoid = medium_stress_impact_gain cynical = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } modifier = { has_trait = cynical factor = 2 } modifier = { has_trait = paranoid factor = 0 } } } } scripted_trigger is_valid_ruler_1220 = { NOT = { this = root } culture = { save_temporary_scope_as = culture_temp NOR = { # no languages that have vertical script has_cultural_pillar = language_japonic has_cultural_pillar = language_chinese has_cultural_pillar = language_korean has_cultural_pillar = language_mongolic has_cultural_pillar = language_vietnamese has_cultural_pillar = language_khitan root = { knows_language_of_culture = scope:culture_temp } } } in_diplomatic_range = root } # 1240 - A traveler poet visits court and can't read from right to left tgp_japan_yearly_events.1240 = { type = character_event title = tgp_japan_yearly_events.1240.t desc = tgp_japan_yearly_events.1240.desc theme = court cooldown = { years = 15 } left_portrait = { character = root animation = interested } right_portrait = { character = scope:traveler animation = page_flipping } trigger = { has_tgp_dlc_trigger = yes is_available_adult = yes OR = { knows_language = language_japonic knows_language = language_chinese } any_independent_ruler = { is_valid_ruler_1220 = yes } } immediate = { # Get a random county that isn't of chinese/japanese/korean random_independent_ruler = { limit = { is_valid_ruler_1220 = yes } save_scope_as = ref_ruler } create_character = { template = travel_messenger culture = scope:ref_ruler.culture faith = scope:ref_ruler.faith location = root.location save_scope_as = traveler after_creation = { add_trait = lifestyle_poet } } } # Teach him how to read properly please option = { name = tgp_japan_yearly_events.1240.a add_prestige = minor_prestige_gain scope:traveler = { learn_language_of_culture = root.culture } add_courtier = scope:traveler scope:traveler = { add_opinion = { modifier = grateful_opinion target = root opinion = 15 } } stress_impact = { greedy = minor_stress_impact_gain lifestyle_poet = minor_stress_impact_loss compassionate = minor_stress_impact_loss gregarious = minor_stress_impact_loss } ai_chance = { base = 75 ai_value_modifier = { ai_compassion = 1 ai_greed = -1 } } } # Make fun of him option = { name = tgp_japan_yearly_events.1240.b scope:traveler = { add_opinion = { modifier = disappointed_opinion target = root opinion = -15 } } stress_impact = { base = medium_stress_impact_loss compassionate = minor_stress_impact_gain callous = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = -1 } modifier = { add = 15 stress_level >= 1 } modifier = { add = 25 stress_level >= 2 } modifier = { add = 50 stress_level >= 3 } } } # Try to learn his language option = { name = tgp_japan_yearly_events.1240.c trigger = { learning >= decent_skill_rating } show_as_unavailable = { always = yes } learn_language_of_culture = scope:traveler.culture scope:traveler.culture = { change_cultural_acceptance = { target = root.culture value = minor_cultural_acceptance_gain desc = cultural_acceptance_gain_event } } stress_impact = { base = medium_stress_impact_gain lifestyle_poet = minor_stress_impact_loss patient = minor_stress_impact_loss } add_character_modifier = { modifier = tgp_cultural_appreciation_modifier years = 10 } ai_chance = { base = 150 modifier = { add = -15 stress_level >= 1 } modifier = { add = -25 stress_level >= 2 } modifier = { add = -50 stress_level >= 3 } } } after = { scope:traveler = { silent_disappearance_ai_effect = yes } } } # 1250 - Being gifted a Kakejiku scroll (Wedding) tgp_japan_yearly_events.1250 = { type = activity_event title = tgp_japan_yearly_events.1250.t desc = tgp_japan_yearly_events.1250.desc theme = wedding_ceremony_activity cooldown = { years = 15 } trigger = { is_valid_for_japan_events_trigger = yes #DLC check. has_ep2_dlc_trigger = yes has_tgp_dlc_trigger = yes location = involved_activity.activity_location OR = { involved_activity.special_guest:spouse_1 = root involved_activity.special_guest:spouse_2 = root } } left_portrait = { character = involved_activity.special_guest:spouse_1 animation = love } right_portrait = { character = scope:scroll_gifter animation = obsequious_bow } center_portrait = { character = involved_activity.special_guest:spouse_2 animation = interested } artifact = { target = scope:artifact_scroll position = lower_right_portrait } weight_multiplier = { base = 10 modifier = { add = 20 has_trait = lifestyle_poet } } immediate = { add_character_flag = busy_in_wgathering_event involved_activity = { random_attending_character = { weight = { base = 5 modifier = { add = 25 has_relation_friend = root } modifier = { add = 25 is_close_family_of = root } modifier = { factor = 2 OR = { has_trait = compassionate has_trait = generous } } } save_scope_as = scroll_gifter add_character_flag = busy_in_wgathering_event } } progress_towards_friend_effect = { CHARACTER = scope:scroll_gifter OPINION = 15 REASON = friend_supportive_at_wedding } create_artifact = { name = artifact_kakejiku_scroll_name description = placeholder modifier = artifact_placeholder_modifier type = miscellaneous visuals = scroll wealth = 65 quality = 65 save_scope_as = artifact_scroll history = { type = created_before_history } } random_list = { 50 = { # The Crane modifier = { add = 10 OR = { has_trait = calm has_trait = content has_trait = chaste } } save_scope_value_as = { name = scroll_story value = flag:crane } } 50 = { # The Friends modifier = { add = 25 OR = { has_trait = gregarious has_trait = zealous } } save_scope_value_as = { name = scroll_story value = flag:friends } } 50 = { # The Sword modifier = { add = 25 OR = { has_trait = just has_trait = vengeful } } save_scope_value_as = { name = scroll_story value = flag:sword } } } scope:artifact_scroll = { add_artifact_history = { type = given actor = scope:scroll_gifter recipient = root } set_owner = root hidden_effect = { remove_artifact_modifier = artifact_placeholder_modifier } switch = { trigger = scope:scroll_story flag:sword = { set_artifact_description = artifact_kakejiku_scroll_sword_desc add_artifact_modifier = artifact_martial_2_modifier add_artifact_modifier = artifact_monthly_tyranny_2_modifier add_artifact_modifier = artifact_prowess_2_modifier } flag:friends = { set_artifact_description = artifact_kakejiku_scroll_friends_desc add_artifact_modifier = artifact_diplomacy_3_modifier add_artifact_modifier = artifact_monthly_prestige_add_3_modifier add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_1_modifier } flag:crane = { set_artifact_description = artifact_kakejiku_scroll_crane_desc add_artifact_modifier = artifact_learning_3_modifier add_artifact_modifier = artifact_health_gain_2_modifier add_artifact_modifier = artifact_stress_gain_4_modifier } } } } # Hang it in our chambers option = { name = tgp_japan_yearly_events.1250.a scope:artifact_scroll = { add_artifact_modifier = artifact_fertility_gain_2_modifier } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } modifier = { factor = 1.5 OR = { has_trait = lustful has_trait = shy } } } } # Place it where everyone can see option = { name = tgp_japan_yearly_events.1250.b scope:artifact_scroll = { add_artifact_modifier = artifact_powerful_vassal_opinion_5_modifier } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 } modifier = { factor = 1.5 OR = { has_trait = gregarious has_trait = arrogant } } } } # Keep it safe in a box option = { name = tgp_japan_yearly_events.1250.c scope:artifact_scroll = { add_artifact_modifier = artifact_monthly_prestige_add_3_modifier } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 } } } }