#namespace = tgp_dynastic_cycle_events # #################################################################################### ### By Veronica Pazos ### tgp_dynastic_cycle_events.0001 - Tilt the scales towards Advancement ### tgp_dynastic_cycle_events.0010 - Disciple has a mental breakdown in Instability ### tgp_dynastic_cycle_events.0020 - Rowdy peasants steal food during Instability ### tgp_dynastic_cycle_events.0030 - In this time of Expansion you should become a Military Governor ### tgp_dynastic_cycle_events.0040 - Steward is interested in the Silk Road ### tgp_dynastic_cycle_events.0050 - Debate the Favoured Movement and get ahead of them #################################################################################### # ## Tilt the scales towards Advancement #scripted_trigger tgp_dynastic_cycle_events_0001_valid_servant = { # is_available_ai_adult = yes # is_lowborn = yes # has_any_court_position = no # is_councillor = no #} # #tgp_dynastic_cycle_events.0001 = { # type = character_event # title = tgp_dynastic_cycle_events.0001.t # desc = tgp_dynastic_cycle_events.0001.desc # left_portrait = { # character = root # animation = thinking # camera = camera_event_right_fully_away # } # right_portrait = { # character = scope:servant # animation = serving_tray # camera = camera_event_right_to_the_right # } # theme = dynastic_cycle # override_background = { reference = garden } # cooldown = { years = 10 } # # trigger = { # is_available_adult = yes # has_tgp_dlc_trigger = yes # government_has_flag = government_is_celestial # NOT = { # situation:dynastic_cycle ?= { # situation_current_phase = situation_dynastic_cycle_phase_stability_advancement # } # } # } # # immediate = { # situation:dynastic_cycle = { save_scope_as = my_situation } # top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement } # random_courtier = { # limit = { tgp_dynastic_cycle_events_0001_valid_servant = yes } # save_scope_as = servant # } # if = { # limit = { NOT = { exists = scope:servant } } # hidden_effect_new_object = { # create_character = { # template = servant_character # dynasty = none # location = root.location # culture = root.location.culture # faith = root.location.faith # gender_female_chance = 50 # save_scope_as = servant # } # add_courtier = scope:servant # scope:servant = { assign_quirk_effect = yes } # } # } # if = { # limit = { # any_relation = { # type = potential_friend # is_available_ai_adult = yes # count >= 1 # } # } # random_relation = { # type = potential_friend # limit = { is_available_ai_adult = yes } # save_scope_as = potential_friend # } # } # else_if = { # limit = { # any_relation = { # type = friend # is_available_ai_adult = yes # count >= 1 # } # } # random_relation = { # type = friend # limit = { is_available_ai_adult = yes } # save_scope_as = friend # } # } # } # # option = { # # name = tgp_dynastic_cycle_events.0001.aa # trigger = { # top_participant_group:dynastic_cycle ?= { # participant_group_type = advancement_movement # } # } # add_internal_flag = special # reason = movement # custom_tooltip = event_increase_movement_power_minor_effect_tooltip # scope:my_movement = { # event_change_movement_power_effect = { # VALUE = event_increase_movement_power_minor_value # } # } # situation:dynastic_cycle ?= { # if = { # limit = { # situation_top_has_catalyst = catalyst_event_advancement_medium_progress # } # trigger_situation_catalyst = { # catalyst = catalyst_event_advancement_medium_progress # character = root # } # } # } # stress_impact = { # ambitious = medium_stress_impact_loss # content = major_stress_impact_gain # } # ai_chance = { # base = 100 # modifier = { # has_trait = ambitious # factor = 2 # } # modifier = { # has_trait = content # factor = 0 # } # } # } # # option = { # Focus on friendos # name = tgp_dynastic_cycle_events.0001.a # if = { # limit = { # exists = scope:potential_friend # } # custom_tooltip = tgp_dynastic_cycle_events.0001.a.potential_friend # set_relation_friend = { # target = scope:potential_friend # reason = friend_together_in_preparation # } # } # else_if = { # limit = { # exists = scope:friend # } # custom_tooltip = tgp_dynastic_cycle_events.0001.a.potential_friend # change_influence = major_influence_gain # scope:friend = { change_influence = major_influence_gain } # } # else = { change_influence = medium_influence_gain } # stress_impact = { # gregarious = medium_stress_impact_loss # callous = major_stress_impact_gain # } # ai_chance = { # base = 100 # modifier = { # has_trait = gregarious # factor = 2 # } # modifier = { # has_trait = callous # factor = 0 # } # } # } # # option = { # Why wait? # name = tgp_dynastic_cycle_events.0001.b # add_character_modifier = { # modifier = tgp_advancement_focus_modifier # years = 20 # } # stress_impact = { # impatient = medium_stress_impact_loss # patient = major_stress_impact_gain # } # ai_chance = { # base = 100 # modifier = { # has_trait = deceitful # factor = 2 # } # modifier = { # has_trait = honest # factor = 0 # } # } # } # # option = { # We must focus on NOW # name = tgp_dynastic_cycle_events.0001.c # stress_impact = { # base = medium_stress_impact_loss # } # ai_chance = { # base = 100 # } # } #} # ## Disciple has a mental breakdown in Instability #scripted_trigger tgp_dynastic_cycle_events_0010_valid_disciple = { # is_available_ai_adult = yes # has_personality_dominant_trigger = no # has_a_stress_coping_trait_trigger = no #} # #tgp_dynastic_cycle_events.0010 = { # type = character_event # title = tgp_dynastic_cycle_events.0010.t # desc = tgp_dynastic_cycle_events.0010.desc # left_portrait = { # character = root # triggered_animation = { # trigger = { # has_personality_malicious_trigger = yes # } # animation = dismissal # } # animation = worry # } # right_portrait = { # character = scope:disciple # animation = stress # } # theme = dynastic_cycle # override_background = { reference = relaxing_room } # cooldown = { years = 10 } # # trigger = { # is_available_adult = yes # has_tgp_dlc_trigger = yes # government_has_flag = government_is_celestial # situation:dynastic_cycle ?= { # situation_current_phase = situation_dynastic_cycle_phase_instability # } # any_relation = { # type = disciple # tgp_dynastic_cycle_events_0010_valid_disciple = yes # } # } # # immediate = { # situation:dynastic_cycle = { save_scope_as = my_situation } # top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement } # random_relation = { # type = disciple # limit = { tgp_dynastic_cycle_events_0010_valid_disciple = yes } # weight = { # base = 1 # modifier = { # has_personality_emotional_trigger = yes # add = 10 # } # modifier = { # age <= 35 # add = 5 # } # } # save_scope_as = disciple # } # random_list = { # 1 = { # set_variable = { # name = stress_trait # value = flag:drunkard # } # } # 1 = { # set_variable = { # name = stress_trait # value = flag:flagellant # } # } # 1 = { # set_variable = { # name = stress_trait # value = flag:contrite # } # } # 1 = { # set_variable = { # name = stress_trait # value = flag:irritable # } # } # 1 = { # set_variable = { # name = stress_trait # value = flag:rakish # } # } # 1 = { # set_variable = { # name = stress_trait # value = flag:hashishiyah # } # } # } # } # # option = { # You gotta straighten up # name = tgp_dynastic_cycle_events.0010.a # switch = { # trigger = var:stress_trait # flag:drunkard = { # scope:disciple = { add_trait = drunkard } # } # flag:flagellant = { # scope:disciple = { add_trait = flagellant } # } # flag:contrite = { # scope:disciple = { add_trait = contrite } # } # flag:rakish = { # scope:disciple = { add_trait = rakish } # } # flag:hashishiyah = { # scope:disciple = { add_trait = hashishiyah } # } # } # scope:disciple = { add_stress = major_stress_impact_gain } # change_influence = medium_influence_gain # stress_impact = { # callous = medium_stress_impact_loss # compassionate = major_stress_impact_gain # } # ai_chance = { # base = 100 # modifier = { # has_trait = callous # factor = 2 # } # modifier = { # has_trait = compassionate # factor = 0 # } # } # } # # option = { # Comfort them # name = tgp_dynastic_cycle_events.0010.b # if = { # limit = { # can_add_hook = { # type = favor_hook # target = scope:disciple # } # } # add_hook = { # type = favor_hook # target = scope:disciple # } # } # scope:disciple = { add_stress = medium_stress_impact_loss } # stress_impact = { # compassionate = major_stress_impact_loss # callous = major_stress_impact_gain # sadistic = major_stress_impact_gain # } # ai_chance = { # base = 100 # modifier = { # OR = { # has_trait = callous # has_trait = sadistic # } # factor = 0 # } # modifier = { # has_trait = compassionate # factor = 2 # } # } # } # # option = { # Instability is actually good # name = tgp_dynastic_cycle_events.0010.c # gain_appropriate_lifestyle_medium_xp_effect = yes # scope:disciple = { # gain_appropriate_lifestyle_medium_xp_effect = yes # add_stress = medium_stress_impact_gain # } # stress_impact = { # content = medium_stress_impact_loss # } # ai_chance = { # base = 100 # modifier = { # has_trait = content # factor = 2 # } # } # } #} # ## Rowdy peasants steal food during instability #tgp_dynastic_cycle_events.0020 = { # type = character_event # title = tgp_dynastic_cycle_events.0020.t # desc = tgp_dynastic_cycle_events.0020.desc # left_portrait = { # character = root # animation = japanese_war_fan # camera = camera_event_very_left # } # right_portrait = { # character = scope:marshal # animation = relaxed_spear # } # theme = dynastic_cycle # override_background = { reference = throne_room } # cooldown = { years = 10 } # # trigger = { # is_available_adult = yes # has_tgp_dlc_trigger = yes # government_has_flag = government_is_celestial # situation:dynastic_cycle ?= { # situation_current_phase = situation_dynastic_cycle_phase_instability # } # any_held_county = { # county_control >= low_county_control # } # } # # immediate = { # situation:dynastic_cycle = { save_scope_as = my_situation } # top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement } # if = { # limit = { # exists = cp:councillor_marshal # cp:councillor_marshal = { is_available_healthy_ai_adult = yes } # } # cp:councillor_marshal = { save_scope_as = marshal } # } # else_if = { # limit = { # any_knight = { is_available_healthy_ai_adult = yes } # } # ordered_knight = { # limit = { is_available_healthy_ai_adult = yes } # order_by = martial # save_scope_as = marshal # } # } # else = { # hidden_effect_new_object = { # create_character = { # template = knight # dynasty = none # location = root.location # culture = root.location.culture # faith = root.location.faith # gender_female_chance = root_soldier_female_chance # save_scope_as = marshal # } # } # } # scope:marshal = { # assign_quirk_effect = yes # add_character_flag = need_military_outfit # hidden_effect = { # if = { # limit = { # NOR = { # is_courtier_of = root # is_vassal_of = root # } # # } # root = { add_courtier = prev } # } # } # } # random_held_county = { # limit = { county_control >= low_county_control } # change_county_control = major_county_control_loss # save_scope_as = peasant_county # } # } # # option = { # Execute them # name = tgp_dynastic_cycle_events.0020.a # trigger = { # has_focus = intrigue_intimidation_focus # } # reason = lifestyle_focus # add_internal_flag = special # add_dread = major_dread_gain # scope:peasant_county = { # add_county_modifier = { # modifier = tgp_executed_peasants_county_modifier # years = 10 # } # change_county_control = medium_county_control_gain # } # stress_impact = { # callous = medium_stress_impact_loss # compassionate = major_stress_impact_gain # } # ai_chance = { # base = 100 # modifier = { # has_trait = callous # factor = 2 # } # modifier = { # has_trait = compassionate # factor = 0 # } # } # } # # option = { # Pay money to make Increase County Control better # name = tgp_dynastic_cycle_events.0020.b # pay_treasury_or_gold = { # target = scope:marshal # value = major_treasury_or_gold_value # } # scope:peasant_county = { change_county_control = medium_county_control_gain } # stress_impact = { # greedy = major_stress_impact_gain # } # ai_chance = { # base = 100 # modifier = { # OR = { # has_trait = greedy # treasury_or_gold <= massive_treasury_or_gold_value # } # factor = 0 # } # } # } # # option = { # What can you do # name = tgp_dynastic_cycle_events.0020.c # stress_impact = { # lazy = medium_stress_impact_loss # diligent = medium_stress_impact_gain # } # ai_chance = { # base = 100 # modifier = { # has_trait = lazy # factor = 2 # } # modifier = { # has_trait = diligent # factor = 0 # } # } # } #} # ## In this time of Expansion you should become a Military Governor #tgp_dynastic_cycle_events.0030 = { # type = character_event # title = tgp_dynastic_cycle_events.0030.t # desc = tgp_dynastic_cycle_events.0030.desc # left_portrait = { # character = root # animation = frontend_center_idle # camera = camera_event_very_left # } # right_portrait = { # character = scope:marshal # animation = celebrate_spear # } # theme = dynastic_cycle # override_background = { reference = courtyard } # cooldown = { years = 10 } # # trigger = { # is_available_adult = yes # has_tgp_dlc_trigger = yes # government_has_flag = government_is_celestial # situation:dynastic_cycle ?= { # situation_current_phase = situation_dynastic_cycle_phase_stability_expansion # } # NOT = { has_trait_with_flag = military_province } # You are not a Military Governor # } # # immediate = { # situation:dynastic_cycle = { save_scope_as = my_situation } # top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement } # assign_quirk_effect = yes # if = { # limit = { # exists = cp:councillor_marshal # cp:councillor_marshal = { is_available_healthy_ai_adult = yes } # } # cp:councillor_marshal = { save_scope_as = marshal } # } # else_if = { # limit = { # any_knight = { is_available_healthy_ai_adult = yes } # } # ordered_knight = { # limit = { is_available_healthy_ai_adult = yes } # order_by = martial # save_scope_as = marshal # } # } # else = { # hidden_effect_new_object = { # create_character = { # template = knight # dynasty = none # location = root.location # culture = root.location.culture # faith = root.location.faith # gender_female_chance = root_soldier_female_chance # save_scope_as = marshal # } # } # } # scope:marshal = { # assign_quirk_effect = yes # add_character_flag = need_military_outfit # hidden_effect = { # if = { # limit = { NOT = { is_courtier_of = root } } # root = { add_courtier = prev } # } # } # } # } # # option = { # Let's do it!!! # name = tgp_dynastic_cycle_events.0030.a # custom_tooltip = { # text = change_to_military_career_desc # set_variable = { # name = appointment_trait_override # value = trait:education_martial_1 # } # } # add_martial_lifestyle_perk_points = 1 # add_martial_lifestyle_xp = massive_lifestyle_xp # stress_impact = { # base = major_stress_impact_gain # fickle = major_stress_impact_loss # arbitrary = major_stress_impact_loss # } # ai_chance = { # base = 100 # modifier = { # OR = { # has_trait = fickle # has_trait = arbitrary # } # factor = 2 # } # } # } # # option = { # Thank you but no # name = tgp_dynastic_cycle_events.0030.b # custom_tooltip = { # text = tgp_movement_events.0001.c.tt # give_random_commander_trait_effect = yes # } # stress_impact = { # diligent = major_stress_impact_loss # lazy = major_stress_impact_gain # } # ai_chance = { # base = 100 # modifier = { # has_trait = lazy # factor = 0 # } # modifier = { # has_trait = diligent # factor = 0 # } # } # } # # option = { # I am good thanks # name = tgp_dynastic_cycle_events.0030.c # change_merit = medium_merit_gain # stress_impact = { # content = medium_stress_impact_loss # lazy = medium_stress_impact_loss # fickle = medium_stress_impact_gain # } # ai_chance = { # base = 100 # modifier = { # OR = { # has_trait = content # has_trait = lazy # } # factor = 2 # } # modifier = { # has_trait = fickle # factor = 0 # } # } # } #} # ## Steward is interested in the Silk Road #tgp_dynastic_cycle_events.0040 = { # type = character_event # title = tgp_dynastic_cycle_events.0040.t # desc = tgp_dynastic_cycle_events.0040.desc # left_portrait = { # character = root # animation = interested # } # right_portrait = { # character = scope:steward # animation = steward # } # theme = dynastic_cycle # override_background = { reference = study } # cooldown = { years = 10 } # # trigger = { # is_available_adult = yes # has_tgp_dlc_trigger = yes # government_has_flag = government_is_celestial # exists = cp:councillor_steward # exists = situation:dynastic_cycle # exists = situation:silk_road_situation # culture = { culture_has_any_fascination = yes } # } # # weight_multiplier = { # base = 0.5 # modifier = { # situation:dynastic_cycle ?= { # situation_current_phase = situation_dynastic_cycle_phase_stability_advancement # } # add = 1.5 # } # modifier = { # is_ai = yes # factor = 0.2 # } # } # # immediate = { # situation:dynastic_cycle = { save_scope_as = my_situation } # situation:silk_road_situation = { save_scope_as = silk_road_situation } # top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement } # assign_quirk_effect = yes # cp:councillor_steward = { # assign_quirk_effect = yes # save_scope_as = steward # } # } # # option = { # Special option if it's Advancement phase # name = tgp_dynastic_cycle_events.0040.a # trigger = { # situation:dynastic_cycle ?= { # situation_current_phase = situation_dynastic_cycle_phase_stability_advancement # } # } # add_internal_flag = special # reason = advancement_phase # pay_treasury_or_gold = { # target = scope:steward # value = medium_treasury_or_gold_value # } # add_stewardship_lifestyle_xp = minor_lifestyle_xp # add_character_modifier = { # modifier = tgp_silk_road_advancement_modifier # years = 15 # } # stress_impact = { # greedy = medium_stress_impact_loss # } # ai_chance = { # base = 50 # modifier = { # OR = { # has_trait = greedy # has_lifestyle = stewardship_lifestyle # } # factor = 2 # } # } # } # # option = { # Invest! # name = tgp_dynastic_cycle_events.0040.b # pay_treasury_or_gold = { # target = scope:steward # value = medium_treasury_or_gold_value # } # culture = { add_fascination_progress = 2.5 } # stress_impact = { # avaricious = medium_stress_impact_loss # } # ai_chance = { # base = 50 # modifier = { # has_trait = greedy # treasury_or_gold <= major_treasury_or_gold_value # factor = 0 # } # } # } # # option = { # I am good thanks # name = tgp_dynastic_cycle_events.0040.c # # stress_impact = { # avaricious = medium_stress_impact_gain # } # ai_chance = { # base = 200 # modifier = { # has_trait = greedy # factor = 2 # } # modifier = { # has_trait = avaricious # factor = 0.5 # } # } # } #} # ## Debate the Favoured Movement and get ahead of them #tgp_dynastic_cycle_events.0050 = { # type = character_event # title = tgp_dynastic_cycle_events.0050.t # desc = tgp_dynastic_cycle_events.0050.desc # left_portrait = { # character = root # animation = disapproval # } # theme = dynastic_cycle # override_background = { reference = study } # cooldown = { years = 10 } # # trigger = { # is_available_adult = yes # has_tgp_dlc_trigger = yes # government_has_flag = government_is_celestial # is_any_movement_member_not_undecided = yes # You are part of a Movement # situation:dynastic_cycle ?= { # You are not the Favoured Movement # any_participant_group = { # exists = var:movement_favored # NOT = { participant_group_has_character = root } # } # } # NOT = { has_variable = tgp_debate_discount_var } # } # # weight_multiplier = { # base = 1 # modifier = { # is_any_movement_leader = yes # add = 1 # } # } # # immediate = { # situation:dynastic_cycle = { # save_scope_as = my_situation # random_participant_group = { # limit = { # has_variable = movement_favored # } # save_scope_as = favored_movement # } # } # top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement } # top_liege = { save_scope_as = top_liege } # } # # option = { # Get discount to Debate # name = tgp_dynastic_cycle_events.0050.a # custom_tooltip = { # text = tgp_debate_discount_var_tt # set_variable = { # name = tgp_debate_discount_var # years = 5 # } # } # stress_impact = { # greedy = medium_stress_impact_loss # } # ai_chance = { # base = 50 # modifier = { # is_any_movement_leader = yes # add = 50 # } # } # } # # option = { # Just get some Movement Power # name = tgp_dynastic_cycle_events.0050.b # custom_tooltip = event_increase_movement_power_medium_effect_tooltip # scope:my_movement = { # event_change_movement_power_effect = { # VALUE = event_increase_movement_power_medium_value # } # } # stress_impact = { # arrogant = medium_stress_impact_gain # } # ai_chance = { # base = 100 # modifier = { # has_trait = arrogant # factor = 0 # } # } # } # # option = { # Focus on yourself # name = tgp_dynastic_cycle_events.0050.c # change_influence = medium_influence_gain # stress_impact = { # humble = medium_stress_impact_gain # } # ai_chance = { # base = 100 # modifier = { # has_trait = humble # factor = 0 # } # } # } #} #