######################################### # TITLE SPECIFIC EVENTS # ######################################### namespace = title_event # 0001-0010: Title name changes, by Emil Tisander # 0011-0020: Asturias becomes Leon & Castille, by Ewan Cowhig Croft ######################################### # West Francia becomes France when no longer controlled by a Karling title_event.0001 = { type = character_event title = title_event_francia_name_change.title desc = title_event_francia_name_change.desc theme = crown right_portrait = root trigger = { scope:title = { this = title:k_france } NOR = { dynasty = { this = dynasty:25061 } # Not held by a Karling any_liege_or_above = { dynasty = { this = dynasty:25061 } # And does not have a liege that is a Karling } has_global_variable = west_francia_renamed } } immediate = { title:k_france = { save_scope_as = francia_title } set_global_variable = { name = west_francia_renamed value = yes } } option = { name = title_event_francia_name_change.a custom_tooltip = { text = title_event_francia_name_change.a_tt_1 title:k_france = { reset_title_name = yes # I.e. set_title_name = k_france } } } } # East Francia becomes Germany when no longer controlled by a Karling title_event.0002 = { type = character_event title = title_event_francia_name_change.title desc = title_event_francia_name_change.desc theme = crown right_portrait = root trigger = { scope:title = { this = title:k_east_francia } NOR = { dynasty = { this = dynasty:25061 } # Not held by a Karling any_liege_or_above = { dynasty = { this = dynasty:25061 } # And does not have a liege that is a Karling } has_global_variable = east_francia_renamed } } immediate = { title:k_east_francia = { save_scope_as = francia_title } set_global_variable = { name = east_francia_renamed value = yes } } option = { name = title_event_francia_name_change.a custom_tooltip = { text = title_event_francia_name_change.a_tt_2 title:k_east_francia = { set_title_name = k_germany } } } } ################################################## # Splitting the Crown # by Ewan Cowhig Croft # 0011 - 0020 ################################################## # Hidden management event to determine if we need to axe Asturias &, if we do, what notification events to send out afterwards. title_event.0011 = { hidden = yes trigger = { scope:title = title:k_castille title:k_asturias = { # Leon must be de jure part of Asturias, or else there's no reason to ever stop calling it Asturias. any_in_de_jure_hierarchy = { this = title:d_leon } } } immediate = { # Set up some scopes for easy reference. title:k_castille = { save_scope_as = castille holder = { save_scope_as = castille_char } } title:k_asturias = { save_scope_as = asturias if = { limit = { exists = holder } holder = { save_scope_as = leon_char } } } title:k_leon = { save_scope_as = leon } ## Plus one for backgrounds; we take this one to get the hilly backdrops of northern Iberia. province:1815 = { save_scope_as = background_terrain_scope } # Then fire off relevant notifications to scope:leon_char & scope:castille_char. ## If Asturias doesn't exist when Leon is created, we just send Castille one. if = { limit = { NOT = { exists = title:k_asturias.holder } } scope:castille_char = { trigger_event = title_event.0012 } } ## & if Leon & Castille are now held by the same char, they get another. else_if = { limit = { scope:leon_char = scope:castille_char } scope:castille_char = { trigger_event = title_event.0013 } } ## Otherwise, we send out the standard two-person configuration. else = { scope:leon_char = { trigger_event = title_event.0014 } scope:castille_char = { trigger_event = title_event.0015 } } # Finally, execute the effects. asturias_becomes_leon_and_castille_effect = yes } } # There is no Asturian King, but Castille now exists. title_event.0012 = { type = character_event title = title_event.0012.t desc = title_event.0012.desc theme = realm left_portrait = { character = scope:castille_char animation = personality_honorable } override_background = { reference = terrain_scope } immediate = { show_as_tooltip = { asturias_becomes_leon_and_castille_effect = yes } } # As it should be. option = { name = title_event.0012.a # No stress needed for a single-option notification event. ai_chance = { # No fine tweaking needed for the AI chance on a notification event. base = 100 } } } # The Asturian King is also King of Castille. title_event.0013 = { type = character_event title = title_event.0013.t desc = title_event.0013.desc theme = realm left_portrait = { character = scope:castille_char animation = personality_honorable } override_background = { reference = terrain_scope } immediate = { show_as_tooltip = { asturias_becomes_leon_and_castille_effect = yes } } # Two crowns are better than one! option = { name = title_event.0013.a # No stress needed for a single-option notification event. ai_chance = { # No fine tweaking needed for the AI chance on a notification event. base = 100 } } } # Leon POV: Asturias becomes Leon. title_event.0014 = { type = character_event title = title_event.0014.t desc = title_event.0014.desc theme = realm left_portrait = { character = scope:leon_char animation = anger } right_portrait = { character = scope:castille_char animation = personality_greedy } override_background = { reference = terrain_scope } immediate = { show_as_tooltip = { asturias_becomes_leon_and_castille_effect = yes } } # Splitters! option = { name = title_event.0014.a # No stress needed for the default option in a notification event. ai_chance = { # No fine tweaking needed for the AI chance on a notification event. base = 100 } } # We'll get those lands back some day... option = { name = title_event.0014.b # We only want to allow the mechanical effect options as RP-outlets for players. trigger = { is_ai = no } progress_towards_rival_effect = { REASON = rival_lands_stolen CHARACTER = scope:castille_char OPINION = default_rival_opinion } stress_impact = { forgiving = minor_stress_impact_gain } ai_chance = { # No fine tweaking needed for the AI chance on a notification event. base = 100 } } # Huzzah! A whole _kingdom_ of comrades! option = { name = title_event.0014.c # We only want to allow the mechanical effect options as RP-outlets for players. trigger = { is_ai = no } progress_towards_friend_effect = { REASON = friend_castille_leon CHARACTER = scope:castille_char OPINION = default_friend_opinion } stress_impact = { vengeful = minor_stress_impact_gain } ai_chance = { # No fine tweaking needed for the AI chance on a notification event. base = 100 } } } # Castille POV: Asturias becomes Leon. title_event.0015 = { type = character_event title = title_event.0015.t desc = title_event.0015.desc theme = realm left_portrait = { character = scope:castille_char animation = happiness } right_portrait = { character = scope:leon_char animation = anger } override_background = { reference = terrain_scope } immediate = { show_as_tooltip = { asturias_becomes_leon_and_castille_effect = yes } } # Power is back where it should always have been. option = { name = title_event.0015.a # No stress needed for the default option in a notification event. ai_chance = { # No fine tweaking needed for the AI chance on a notification event. base = 100 } } # Today, Castille. Tomorrow, _Leon_. option = { name = title_event.0015.b # We only want to allow the mechanical effect options as RP-outlets for players. trigger = { is_ai = no } scope:leon_char = { progress_towards_rival_effect = { REASON = rival_leon_formed CHARACTER = scope:castille_char OPINION = default_rival_opinion } } stress_impact = { forgiving = minor_stress_impact_gain } ai_chance = { # No fine tweaking needed for the AI chance on a notification event. base = 100 } } # We may be divided in rule, but we're united by blood! option = { name = title_event.0015.c # We only want to allow the mechanical effect options as RP-outlets for players. trigger = { is_ai = no } scope:leon_char = { progress_towards_friend_effect = { REASON = friend_castille_leon CHARACTER = scope:castille_char OPINION = default_friend_opinion } } stress_impact = { vengeful = minor_stress_impact_gain } ai_chance = { # No fine tweaking needed for the AI chance on a notification event. base = 100 } } } # Ascended Throne memory maintenance title_event.9900 = { type = character_event hidden = yes cooldown = { days = 1 } trigger = { is_landless_adventurer = no any_in_list = { variable = new_titles } } immediate = { if = { limit = { is_target_in_variable_list = { name = new_titles target = root.primary_title } } primary_title = { save_scope_as = new_primary_title } } else = { ordered_in_list = { variable = new_titles order_by = tier save_scope_as = new_primary_title } } if = { limit = { exists = scope:new_primary_title.previous_holder } scope:new_primary_title.previous_holder = { save_scope_as = flavor } } else = { save_scope_as = flavor } create_character_memory = { type = ascended_throne_memory participants = { flavor_character = scope:flavor } } set_variable = { name = title_count value = -1 } every_in_list = { variable = new_titles save_temporary_scope_as = title_temp scope:new_memory = { add_to_variable_list = { name = new_titles target = scope:title_temp } } root = { change_variable = { name = title_count add = 1 } } } scope:new_memory = { set_variable = { name = title_count value = root.var:title_count } set_variable = { name = landed_title value = scope:new_primary_title } set_variable = { name = reason value = scope:real_transfer_type } #Only children should get childhood memories if = { limit = { root = { is_adult = no } } set_variable = childhood_memory } # Bonus scopes if = { limit = { exists = root.var:ascended_throne_extra } set_variable = { name = ascended_throne_extra value = root.var:ascended_throne_extra } root = { remove_variable = ascended_throne_extra } } } clear_variable_list = new_titles remove_variable = title_count } } #Lost title memory maintenance title_event.9901 = { type = character_event hidden = yes cooldown = { days = 1 } immediate = { ordered_in_list = { variable = lost_titles order_by = tier save_scope_as = highest_old_title } create_character_memory = { type = lost_title_memory participants = { new_holder = scope:new_holder } } set_variable = { name = title_count value = -1 } every_in_list = { variable = lost_titles save_temporary_scope_as = title_temp scope:new_memory = { add_to_variable_list = { name = lost_titles target = scope:title_temp } } root = { change_variable = { name = title_count add = 1 } } } scope:new_memory = { set_variable = { name = title_count value = root.var:title_count } set_variable = { name = landed_title value = scope:highest_old_title } set_variable = { name = reason value = scope:real_transfer_type } #Only children should get childhood memories if = { limit = { root = { is_adult = no } } set_variable = childhood_memory } # Bonus scopes if = { limit = { exists = root.var:ascended_throne_extra } set_variable = { name = ascended_throne_extra value = root.var:ascended_throne_extra } root = { remove_variable = ascended_throne_extra } } } clear_variable_list = new_titles remove_variable = title_count } } # Make sure newbie adventurers aren't locked out of their camp. title_event.9911 = { type = character_event hidden = yes trigger = { government_has_flag = government_is_landless_adventurer NOR = { is_commanding_army = yes exists = involved_activity is_travelling = yes is_imprisoned = yes } } immediate = { set_location_to_default = yes } }