namespace = martial_authority ################################################## #Martial Authority Lifestyle events # 5000 - You visit some baronies or go partying. # 8000 - Your child joins a tourney ################################################## ################################################## # Touring the Backwaters # by Ewan Cowhig Croft # 5000 ################################################## scripted_trigger martial_authority_5000_minor_barons = { is_available = yes highest_held_title_tier = tier_barony is_powerful_vassal = no } scripted_trigger martial_authority_5000_powerful_vassal = { is_available = yes is_at_war = no NOT = { has_relation_rival = root } } #You visit some baronies or go partying with an important vassal. #by Ewan Cowhig Croft martial_authority.5000 = { type = character_event title = martial_authority.5000.t desc = { first_valid = { triggered_desc = { trigger = { OR = { faith = { religion_tag = christianity_religion } faith = { religion_tag = dualism_religion } faith = { religion_tag = islam_religion } faith = { religion_tag = hellenism_religion } faith = { religion_tag = judaism_religion } faith = { religion_tag = zoroastrianism_religion } faith = { religion_tag = zunism_religion } faith = { religion_tag = hinduism_religion } } } desc = martial_authority.5000.authoritative_religion.desc } desc = martial_authority.5000.relaxed_religion.desc } } theme = martial_authority_focus left_portrait = { character = root animation = stress } right_portrait = { character = scope:party_vassal animation = beg } lower_left_portrait = scope:baron_1 lower_center_portrait = scope:baron_2 lower_right_portrait = scope:baron_3 trigger = { is_at_war = no NOT = { has_character_flag = had_event_martial_control_5000 } any_vassal = { martial_authority_5000_minor_barons = yes save_temporary_scope_as = tmp_baron_1 } any_vassal = { martial_authority_5000_minor_barons = yes primary_title.county != scope:tmp_baron_1.primary_title.county save_temporary_scope_as = tmp_baron_2 } any_vassal = { martial_authority_5000_minor_barons = yes NOR = { primary_title.county = scope:tmp_baron_1.primary_title.county primary_title.county = scope:tmp_baron_2.primary_title.county } } any_powerful_vassal = { martial_authority_5000_powerful_vassal = yes } } weight_multiplier = { base = 1 upweight_for_focus_modifier = { FOCUS = martial_authority_focus } downweight_for_focus_modifier = { FOCUS = martial_chivalry_focus } downweight_for_focus_modifier = { FOCUS = martial_strategy_focus } } immediate = { add_character_flag = { flag = had_event_martial_control_5000 days = 1825 } every_vassal = { limit = {martial_authority_5000_minor_barons = yes } add_to_list = baron_initial_list } random_in_list = { list = baron_initial_list limit = { primary_title.county.county_control < full_county_control } alternative_limit = { always = yes } weight = { base = 1 modifier = { add = { value = 120 subtract = primary_title.county.county_control } } } save_scope_as = baron_1 scope:baron_1 = { primary_title.county = { save_scope_as = baron_1_lands } } add_to_list = baron_final_list } random_in_list = { list = baron_initial_list limit = { NOR = { this = scope:baron_1 primary_title.county = scope:baron_1.primary_title.county } primary_title.county.county_control < full_county_control } alternative_limit = { this != scope:baron_1 } weight = { base = 1 modifier = { add = { value = 120 subtract = primary_title.county.county_control } } } save_scope_as = baron_2 scope:baron_2 = { primary_title.county = { save_scope_as = baron_2_lands } } add_to_list = baron_final_list } random_in_list = { list = baron_initial_list limit = { NOR = { this = scope:baron_1 primary_title.county = scope:baron_1.primary_title.county this = scope:baron_2 primary_title.county = scope:baron_2.primary_title.county } primary_title.county.county_control < full_county_control } alternative_limit = { NOR = { this = scope:baron_1 this = scope:baron_2 } } weight = { base = 1 modifier = { add = { value = 120 subtract = primary_title.county.county_control } } } save_scope_as = baron_3 scope:baron_3 = { primary_title.county = { save_scope_as = baron_3_lands } } add_to_list = baron_final_list } random_powerful_vassal = { limit = { martial_authority_5000_powerful_vassal = yes has_relation_potential_friend = root NOR = { this = scope:baron_1 this = scope:baron_2 this = scope:baron_3 } } alternative_limit = { martial_authority_5000_powerful_vassal = yes NOR = { this = scope:baron_1 this = scope:baron_2 this = scope:baron_3 } } save_scope_as = party_vassal } } option = { name = martial_authority.5000.a every_in_list = { list = baron_final_list custom = martial_authority.5000.a.characters_baron_final_list add_opinion = { modifier = pleased_opinion opinion = 30 target = root } } #Effects separated for purely aesthetic reasons. every_in_list = { list = baron_final_list custom = martial_authority.5000.a.land_baron_final_list primary_title.county = { change_county_control = 30 add_county_modifier = { modifier = authority_central_control_modifier years = 15 } } } stress_impact = { lazy = medium_stress_impact_gain } ai_chance = { base = 100 ai_energy_target_modifier = { VALUE = 100 } ai_honor_target_modifier = { VALUE = 50 } } } option = { name = martial_authority.5000.b progress_towards_friend_effect = { CHARACTER = scope:party_vassal OPINION = 0 REASON = friend_attended_party } scope:party_vassal = { add_opinion = { modifier = pleased_opinion opinion = 20 target = root } } every_in_list = { list = baron_final_list custom = martial_authority.5000.a.characters_baron_final_list add_opinion = { modifier = insult_opinion opinion = -30 target = root } } stress_impact = { shy = medium_stress_impact_gain temperate = minor_stress_impact_gain } ai_chance = { base = 100 ai_energy_target_modifier = { VALUE = -100 } ai_honor_target_modifier = { VALUE = -50 } } } } ################################################## # Child Tourney # by Isabella Welch # 8000 ################################################## martial_authority.8000 = { type = character_event title = martial_authority.8000.t desc = martial_authority.8000.desc theme = martial_authority_focus left_portrait = { character = root animation = dismissal } right_portrait = { character = player_heir animation = personality_bold } override_background = { reference = army_camp } trigger = { NOR = { has_character_flag = had_event_martial_authority_8000 has_dlc_feature = tours_and_tournaments } exists = player_heir root = { is_parent_of = player_heir } player_heir = { age > 4 age < 13 NOR = { has_trait = humble has_trait = shy has_trait = craven has_trait = compassionate has_trait = disfigured has_trait = one_legged has_trait = incapable AND = { has_trait = brave has_trait = arrogant has_trait = wrathful } } is_ai = yes number_of_personality_traits < personality_trait_limit } any_knight = { count > 2 is_ai = yes } exists = cp:councillor_marshal cp:councillor_marshal = { is_ai = yes is_available = yes } } weight_multiplier = { base = 1 } immediate = { root = { add_character_flag = had_event_martial_authority_8000 } cp:councillor_marshal = { save_scope_as = marshal } player_heir = { save_scope_as = fighting_child } } option = { #Order your warriors to pull their punches name = martial_authority.8000.a ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 ai_boldness = 2 } } random_list = { 60 = { scope:fighting_child = { random_list = { 10 = { trigger = { NOT = { has_trait = brave} } root = { send_interface_toast = { left_icon = scope:fighting_child title = martial_authority_child_trait_gain scope:fighting_child = { add_trait = brave } } } #hidden_effect = { # root = { # send_interface_toast = { # left_icon = scope:fighting_child # title = martial_authority_child_t#rait_gain# # show_as_t#ooltip = { scope:#fighting_#child = { add_tra#it = #brave } }# # }# # } #} #add_trait = brave } 10 = { trigger = { NOT = { has_trait = arrogant } } root = { send_interface_toast = { left_icon = scope:fighting_child title = martial_authority_child_trait_gain scope:fighting_child = { add_trait = arrogant } } } } 10 = { trigger = { NOT = { has_trait = wrathful } } root = { send_interface_toast = { left_icon = scope:fighting_child title = martial_authority_child_trait_gain scope:fighting_child = { add_trait = wrathful } } } } } } } 40 = { desc = martial_authority.8000.tt custom_tooltip = martial_authority.8000.a.tt trigger_event = { id = martial_authority.8100 days = { 3 4 } } } } } option = { name = martial_authority.8000.b ai_chance = { base = 100 ai_value_modifier = { ai_rationality = -2 ai_boldness = 2 } } random_list = { 10 = { desc = martial_authority.8000.tt modifier = { factor = 2 scope:fighting_child = { has_trait = brave } } scope:fighting_child = { add_martial_skill = 2 } trigger_event = { id = martial_authority.8100 days = { 3 4 } } } 30 = { desc = martial_authority.8000.tt.failure modifier = { factor = 2 scope:fighting_child = { OR = { has_trait = clubfooted has_trait = hunchbacked has_trait = dwarf has_trait = incapable has_trait = blind has_trait = one_eyed has_trait = disfigured } } } scope:fighting_child = { custom_tooltip = martial_authority.8000_injury hidden_effect = { random_list = { 10 = { trigger = { NOT = { has_trait = one_eyed } } add_trait = one_eyed hidden_effect = { root = { send_interface_toast = { left_icon = scope:fighting_child title = martial_authority_one_eyed_child_title custom_tooltip = martial_authority_one_eyed_child } } } } 10 = { trigger = { NOT = { has_trait = disfigured } } add_trait = disfigured hidden_effect = { root = { send_interface_toast = { left_icon = scope:fighting_child title = martial_authority_disfigured_child_title custom_tooltip = martial_authority_disfigured_child } } } } } } } } 30 = { desc = martial_authority.8000.tt.failure custom_tooltip = martial_authority_unremarkable_child hidden_effect = { send_interface_toast = { left_icon = scope:fighting_child title = martial_authority_unremarkable_child_title custom_tooltip = martial_authority_unremarkable_child } } } } } option = { name = martial_authority.8000.c trigger = { scope:fighting_child = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } scope:fighting_child = { add_opinion = { target = root opinion = -15 modifier = neglected_opinion } } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.5 } } } option = { name = martial_authority.8000.d trigger = { scope:fighting_child = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } scope:fighting_child = { add_opinion = { target = root opinion = -15 modifier = neglected_opinion } } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.5 } } } } martial_authority.8100 = { # Your heir kills one of your knights type = character_event title = martial_authority.8000.t desc = martial_authority.8100.desc theme = martial_authority_focus left_portrait = { character = scope:marshal animation = worry } right_portrait = { character = scope:fighting_child animation = happiness } lower_left_portrait = { character = scope:murdered_knight } override_background = { reference = army_camp } trigger = { any_knight = { is_available = yes is_ai = yes this != scope:marshal } scope:marshal = { is_available = yes } scope:fighting_child = { is_available = yes } } weight_multiplier = { base = 1 } immediate = { random_knight = { limit = { is_available = yes is_ai = yes this != scope:marshal } weight = { base = 1 modifier = { add = 8 prowess <15 } modifier = { add = 20 prowess <10 } } save_scope_as = murdered_knight } player_heir = { add_trait = lifestyle_blademaster if = { limit = { NOR = { has_trait = wrathful has_trait = sadistic } } add_stress = major_stress_gain } } scope:murdered_knight = { death = { killer = scope:fighting_child death_reason = death_duel } } every_knight = { custom = custom.every_knight add_opinion = { target = scope:fighting_child opinion = -40 modifier = hate_opinion } } scope:marshal = { add_opinion = { target = scope:fighting_child opinion = -40 modifier = hate_opinion } } } option = { #Good work! name = martial_authority.8100.a add_dread = medium_dread_gain scope:fighting_child = { add_opinion = { target = root opinion = 30 modifier = supportive_parent } } scope:marshal = { add_opinion = { target = root opinion = -10 modifier = insult_opinion } } every_knight = { custom = custom.every_knight add_opinion = { target = root opinion = -20 modifier = insult_opinion } } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 } } } option = { #Good god! name = martial_authority.8100.c add_dread = medium_dread_loss scope:marshal = { add_opinion = { target = root opinion = 5 modifier = respect_opinion } } every_knight = { custom = custom.every_knight add_opinion = { target = root opinion = 5 modifier = respect_opinion } } scope:fighting_child = { add_opinion = { target = root opinion = -15 modifier = insult_opinion } } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 3 } } } }