namespace = ep2_locale_events # You flex to impress someone # by Veronica Pazos scripted_trigger ep2_locale_events_5020_valid_lover = { this != root is_ai = yes is_alive = yes OR = { has_relation_lover = root is_spouse_of = root } activity_is_valid_tournament_contestant = no } ep2_locale_events.5020 = { type = activity_event title = ep2_locale_events.5020.t desc = ep2_locale_events.5020.desc theme = tournament_grounds left_portrait = { character = root animation = marshal } right_portrait = { character = scope:impressed_lover animation = flirtation } lower_center_portrait = scope:impressed_rival cooldown = { years = 1 } trigger = { activity_is_competing_trigger = yes scope:activity = { has_active_locale = tournament_locale_tournament_grounds any_attending_character = { # lover ep2_locale_events_5020_valid_lover = yes } any_guest_subset_current_phase = { # rival name = contestant is_ai = yes is_healthy = yes this != root } } activity_tournament_prowess_contest_trigger = yes } immediate = { if = { limit = { has_activity_intent = woo_attendee_intent intent_target ?= { is_alive = yes } } intent_target = { save_scope_as = impressed_lover } } else = { scope:activity = { random_attending_character = { limit = { ep2_locale_events_5020_valid_lover = yes } weight = { base = 1 modifier = { add = 100 is_spouse_of = root } modifier = { add = 2 has_relation_soulmate = root } } save_scope_as = impressed_lover } } } scope:activity = { random_guest_subset_current_phase = { name = contestant limit = { is_ai = yes is_healthy = yes this != root activity_is_competing_trigger = yes } weight = { base = 1 modifier = { add = 100 has_relation_rival = root } activity_recurring_character_weight_modifier = { VALUE = 50 } } save_scope_as = impressed_rival } } } weight_multiplier = { base = 1 modifier = { factor = 2 OR = { has_activity_intent = win_contest_intent has_activity_intent = woo_attendee_intent } } } # Impress your lover option = { name = ep2_locale_events.5020.a duel = { skill = prowess value = average_skill_rating 50 = { desc = ep2_locale_events.5020.a.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } send_interface_toast = { title = ep2_locale_events.5020.a.success left_icon = root right_icon = scope:impressed_lover if = { limit = { NOT = { has_relation_wedding_good_fertility = scope:impressed_lover } } custom_tooltip = { text = ep2_locale_events.5020.a.success.tt set_relation_wedding_good_fertility = scope:impressed_lover } } else = { add_character_modifier = { modifier = tournament_ground_flexing years = 10 } } } } 50 = { desc = ep2_locale_events.5020.a.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } send_interface_toast = { title = ep2_locale_events.5020.a.failure left_icon = root right_icon = scope:impressed_lover } } } stress_impact = { humble = medium_stress_impact_gain callous = medium_stress_impact_gain vengeful = medium_stress_impact_gain sadistic = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = humble has_trait = callous has_trait = vengeful has_trait = sadistic } } } } # Impress your rival option = { name = ep2_locale_events.5020.b duel = { skill = prowess target = scope:impressed_rival 50 = { desc = ep2_locale_events.5020.b.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } send_interface_toast = { title = ep2_locale_events.5020.b.success left_icon = root right_icon = scope:impressed_rival scope:impressed_rival = { activity_tournament_change_contestant_score_effect = { SCORE = decrease_major } } } } 50 = { desc = ep2_locale_events.5020.b.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } send_interface_toast = { title = ep2_locale_events.5020.b.failure left_icon = root right_icon = scope:impressed_rival add_prestige = minor_prestige_loss } } } stress_impact = { calm = medium_stress_impact_gain humble = medium_stress_impact_gain lustful = medium_stress_impact_gain forgiving = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = humble has_trait = calm has_trait = forgiving has_trait = lustful } } } } # I'm doing this for MYSELF option = { name = ep2_locale_events.5020.c trigger = { activity_is_competing_trigger = yes } activity_tournament_change_contestant_score_effect = { SCORE = increase_minor } stress_impact = { arrogant = medium_stress_impact_gain vengeful = medium_stress_impact_gain lustful = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = arrogant has_trait = vengeful has_trait = lustful } } } } } # Two moons appear in the sky, based on the accounts of John of Worcester 1106 # by Veronica Pazos scripted_effect ep2_locale_events_1520_superstitious_effect = { if = { limit = { NOT = { has_character_modifier = bp1_superstition_modifier } is_ai = no } random = { chance = 50 send_interface_toast = { title = ep2_locale_events.1520.superstitious left_icon = root add_character_modifier = bp1_superstition_modifier } } } } ep2_locale_events.1520 = { type = activity_event title = ep2_locale_events.1520.t desc = ep2_locale_events.1520.desc theme = tournament_locale_temple left_portrait = { character = root triggered_animation = { trigger = { has_trait = cynical } animation = disbelief } animation = admiration } right_portrait = { character = scope:tournament_priest animation = shock } cooldown = { years = 5 } override_background = { reference = temple } trigger = { scope:activity = { has_active_locale = tournament_locale_religious_building } NOT = { has_variable = had_1520_var } #once in a lifetime } immediate = { set_variable = had_1520_var if = { limit = { scope:activity = { exists = var:tournament_priest var:tournament_priest = { is_alive = yes } } } scope:activity = { var:tournament_priest = { save_scope_as = tournament_priest } } } else = { scope:activity = { random_attending_character = { limit = { this != root is_ai = yes is_adult = yes NOT = { has_trait = cynical } } weight = { base = 1 modifier = { add = 5 has_trait = zealous } modifier = { add = 5 has_trait = paranoid } } save_scope_as = tournament_priest } } } } weight_multiplier = { base = 1 modifier = { factor = 2 OR = { has_trait = paranoid has_trait = zealous } } } # It means that I'll win option = { name = ep2_locale_events.1520.a if = { limit = { activity_is_competing_trigger = yes } activity_tournament_change_contestant_score_effect = { SCORE = increase_major } } else = { add_martial_lifestyle_xp = major_lifestyle_xp } ep2_locale_events_1520_superstitious_effect = yes stress_impact = { humble = medium_stress_impact_gain cynical = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_lifestyle = martial_lifestyle has_activity_intent = win_contest_intent } } modifier = { factor = 0 OR = { has_trait = humble has_trait = cynical } } } } # It means that I'm gonna get money - round as a coin! option = { name = ep2_locale_events.1520.b add_stewardship_lifestyle_xp = major_lifestyle_xp ep2_locale_events_1520_superstitious_effect = yes stress_impact = { generous = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_trait = greedy has_trait = avaricious has_lifestyle = stewardship_lifestyle } } modifier = { factor = 0 has_trait = generous } } } # It's two beheaded people option = { name = ep2_locale_events.1520.c add_intrigue_lifestyle_xp = major_lifestyle_xp ep2_locale_events_1520_superstitious_effect = yes stress_impact = { compassionate = medium_stress_impact_gain gregarious = medium_stress_impact_gain calm = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_trait = callous has_trait = sadistic has_lifestyle = intrigue_lifestyle } } modifier = { factor = 0 OR = { has_trait = compassionate has_trait = gregarious has_trait = calm } } } } # I know what this is option = { name = ep2_locale_events.1520.d trigger = { learning >= high_skill_rating } show_as_unavailable = { learning < high_skill_rating } add_character_modifier = tournament_astronomy_modifier #forever stress_impact = { ambitious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 learning >= high_skill_rating } modifier = { factor = 0 has_trait = ambitious } } } # It means nothing option = { name = ep2_locale_events.1520.e stress_impact = { base = medium_stress_impact_loss cynical = major_stress_impact_loss paranoid = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = cynical } modifier = { factor = 0 has_trait = paranoid } } } } # People at the camp are falling ill # by Veronica Pazos ep2_locale_events.3010 = { type = activity_event title = ep2_locale_events.3010.t desc = ep2_locale_events.3010.desc theme = tournament_locale_camp left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = cynical has_trait = callous has_trait = sadistic } } animation = schadenfreude } animation = disbelief } right_portrait = { character = scope:alerted_physician animation = disgust } cooldown = { years = 1 } override_background = { reference = army_camp } trigger = { scope:activity = { has_active_locale = tournament_locale_visitor_camp any_attending_character = { this != root activity_is_valid_tournament_contestant = yes count >= 2 #there's someone to investigate, and someone to approve in the follow up } } } immediate = { if = { limit = { scope:activity = { any_attending_character = { this != ROOT has_court_position = court_physician_court_position } } } scope:activity = { random_attending_character = { limit = { this != ROOT has_court_position = court_physician_court_position } save_scope_as = alerted_physician } } } else = { scope:activity = { ordered_attending_character = { limit = { this != root } order_by = { value = learning if = { limit = { has_trait = lifestyle_physician } add = 15 } if = { limit = { has_trait = whole_of_body } add = 10 } if = { limit = { has_trait = lifestyle_herbalist } add = 5 } } save_scope_as = alerted_physician } } } } weight_multiplier = { base = 1 modifier = { factor = 2 scope:activity = { any_attending_character = { this != ROOT has_court_position = court_physician_court_position } } } } # There must be an explanation option = { name = ep2_locale_events.3010.a scope:alerted_physician = { duel = { skill = learning value = average_skill_rating 50 = { desc = ep2_locale_events.3010.a.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } root = { send_interface_toast = { title = ep2_locale_events.3010.a.success right_icon = scope:alerted_physician custom_tooltip = { text = ep2_locale_events.3010.a.success.tt trigger_event = ep2_locale_events.3011 } } } } 50 = { desc = ep2_locale_events.3010.a.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } root = { send_interface_toast = { title = ep2_locale_events.3010.a.failure right_icon = scope:alerted_physician } } } } } stress_impact = { callous = medium_stress_impact_gain sadistic = medium_stress_impact_gain paranoid = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = callous has_trait = sadistic has_trait = paranoid } } } } # It's a curse! option = { name = ep2_locale_events.3010.b flavor = ep2_locale_events.3010.b.flavor if = { limit = { activity_is_competing_trigger = yes } activity_tournament_change_contestant_score_effect = { SCORE = increase_medium } } else = { add_character_modifier = { modifier = tournament_not_cursed_modifier years = 10 } } add_piety = minor_piety_loss stress_impact = { cynical = medium_stress_impact_gain compassionate = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = cynical has_trait = compassionate } } modifier = { factor = 0.5 OR = { has_trait = calm has_trait = paranoid } } } } # If paranoid you think someone is sabotaging the tournament and coming for you option = { name = ep2_locale_events.3010.c trigger = { has_trait = paranoid } add_character_modifier = { modifier = tournament_not_cursed_modifier years = 10 } stress_impact = { paranoid = major_stress_impact_loss #you caught them calm = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = calm has_trait = cynical } } } } # Well, not my problem option = { name = ep2_locale_events.3010.d if = { limit = { OR = { has_trait = callous has_trait = sadistic } } add_dread = minor_dread_gain } stress_impact = { base = minor_stress_impact_loss callous = major_stress_impact_loss sadistic = major_stress_impact_loss gregarious = medium_stress_impact_gain compassionate = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = compassionate has_trait = gregarious } } } } } #You discover people dumping their waste into the stream scripted_effect ep2_locale_events_3011_warning_effect = { if = { limit = { scope:activity = { any_attending_character = { this != root activity_is_valid_tournament_contestant = yes } } } scope:activity = { random_attending_character = { limit = { this != root activity_is_valid_tournament_contestant = yes } weight = { base = 1 modifier = { add = 100 is_powerful_vassal_of = root } modifier = { add = 50 is_vassal_of = root } } add_opinion = { target = root modifier = grateful_opinion opinion = 25 } save_scope_as = vassal_1 } } } if = { limit = { scope:activity = { any_attending_character = { this != root activity_is_valid_tournament_contestant = yes this != scope:vassal_1 } } } scope:activity = { random_attending_character = { limit = { this != root activity_is_valid_tournament_contestant = yes this != scope:vassal_1 } weight = { base = 1 modifier = { add = 100 is_powerful_vassal_of = root } modifier = { add = 50 is_vassal_of = root } } add_opinion = { target = root modifier = grateful_opinion opinion = 25 } save_scope_as = vassal_2 } } } if = { limit = { scope:activity = { any_attending_character = { this != root activity_is_valid_tournament_contestant = yes this != scope:vassal_1 this != scope:vassal_2 } } } scope:activity = { random_attending_character = { limit = { this != root activity_is_valid_tournament_contestant = yes this != scope:vassal_1 this != scope:vassal_2 } weight = { base = 1 modifier = { add = 100 is_powerful_vassal_of = root } modifier = { add = 50 is_vassal_of = root } } add_opinion = { target = root modifier = grateful_opinion opinion = 25 } save_scope_as = vassal_3 } } } } ep2_locale_events.3011 = { type = activity_event title = ep2_locale_events.3011.t desc = ep2_locale_events.3011.desc theme = tournament_locale_camp left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = callous has_trait = sadistic } } animation = schadenfreude } animation = disgust } right_portrait = { character = scope:alerted_physician animation = laugh } override_background = { reference = army_camp } # Tell them to stop option = { name = ep2_locale_events.3011.a ep2_locale_events_3011_warning_effect = yes stress_impact = { ambitious = medium_stress_impact_gain callous = medium_stress_impact_gain sadistic = medium_stress_impact_gain just = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = ambitious has_trait = callous has_trait = sadistic has_trait = just } } } } # Let them go on so you can win option = { name = { trigger = { scope:activity = { any_guest_subset_current_phase = { #participating name = contestant this = root } } } text = ep2_locale_events.3011.b.contestant } name = { trigger = { exists = scope:contest_champion } text = ep2_locale_events.3011.b.champion } name = { trigger = { scope:activity = { NOT = { any_guest_subset_current_phase = { name = contestant this = root } } } NOT = { exists = scope:contest_champion } } text = ep2_locale_events.3011.b } if = { limit = { activity_is_competing_trigger = yes } activity_tournament_change_contestant_score_effect = { SCORE = increase_medium } } else_if = { limit = { exists = scope:contest_champion scope:contest_champion = { activity_is_competing_trigger = yes } } scope:contest_champion = { activity_tournament_change_contestant_score_effect = { SCORE = increase_medium } } } else = { if = { limit = { has_lifestyle = intrigue_lifestyle } add_intrigue_lifestyle_xp = medium_lifestyle_xp } add_character_modifier = { modifier = tournament_not_cursed_modifier years = 20 } } stress_impact = { compassionate = medium_stress_impact_gain gregarious = medium_stress_impact_gain ambitious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = compassionate has_trait = gregarious has_trait = ambitious } } modifier = { factor = 1.5 has_trait = arrogant } } } } # Do you wanna buy new horseshoes? # by Veronica Pazos ep2_locale_events.3510 = { type = activity_event title = ep2_locale_events.3510.t desc = ep2_locale_events.3510.desc theme = tournament_locale_forge left_portrait = { character = root animation = thinking } right_portrait = { character = scope:farrier animation = marshal } artifact = { target = scope:horseshoe_artifact position = lower_center_portrait } cooldown = { years = 1 } override_background = { reference = armory } trigger = { scope:activity = { has_active_locale = tournament_locale_artisans OR = { has_current_phase = tournament_phase_joust has_current_phase = tournament_phase_melee has_current_phase = tournament_phase_horse_race } exists = var:tournament_farrier var:tournament_farrier = { is_alive = yes } } } immediate = { scope:activity = { var:tournament_farrier = { save_scope_as = farrier } } hidden_effect = { scope:farrier = { create_artifact = { name = good_luck_horseshoe_artifact description = good_luck_horseshoe_artifact_desc type = miscellaneous visuals = small_box modifier = artifact_stress_gain_2_modifier save_scope_as = horseshoe_artifact } } } } weight_multiplier = { base = 1 modifier = { factor = 2 scope:activity = { any_guest_subset_current_phase = { #you're participating name = contestant this = root } } } } # Buy them for you option = { name = ep2_locale_events.3510.a if = { limit = { activity_is_competing_trigger = yes } activity_tournament_change_contestant_score_effect = { SCORE = increase_major } } else = { add_martial_lifestyle_xp = medium_lifestyle_xp if = { limit = { is_ai = no } random_list = { 10 = { send_interface_toast = { title = ep2_locale_events.3510.a.prowess left_icon = root add_prowess_skill = 1 } } 5 = { send_interface_toast = { title = ep2_locale_events.3510.a.martial left_icon = root add_martial_skill = 1 } } 10 = { send_interface_toast = { title = ep2_locale_events.3510.a.prestige left_icon = root add_prestige = minor_prestige_gain } } } } } pay_short_term_gold = { target = scope:farrier gold = { value = minor_gold_value max = 15 } } stress_impact = { humble = medium_stress_impact_gain greedy = medium_stress_impact_gain generous = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = humble has_trait = greedy has_trait = generous } } } } # Buy them for your knights option = { name = ep2_locale_events.3510.b add_character_modifier = { modifier = tournament_new_horseshoes_modifier years = 20 } every_active_accolade = { custom = custom.every_acclaimed_knight add_glory = minor_glory_gain } if = { limit = { activity_is_competing_trigger = yes } activity_tournament_change_contestant_score_effect = { SCORE = decrease_medium } } pay_short_term_gold = { target = scope:farrier gold = { value = medium_gold_value max = 25 } } stress_impact = { ambitious = medium_stress_impact_gain arrogant = medium_stress_impact_gain greedy = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = ambitious has_trait = arrogant has_trait = greedy } } modifier = { factor = 1.5 OR = { has_trait = generous has_trait = gregarious } } } } # They're good luck! option = { name = ep2_locale_events.3510.c scope:horseshoe_artifact = { set_owner = root } pay_short_term_gold = { target = scope:farrier gold = { value = minor_gold_value max = 5 } } stress_impact = { paranoid = medium_stress_impact_loss cynical = medium_stress_impact_gain ambitious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = cynical has_trait = ambitious } } modifier = { factor = 1.5 OR = { has_trait = paranoid has_trait = arrogant } } } } # Nah option = { name = ep2_locale_events.3510.d stress_impact = { paranoid = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = paranoid } modifier = { factor = 0.5 OR = { has_trait = arrogant has_trait = ambitious } } } } } # Visit to the local churchyard # by Veronica Pazos ep2_locale_events.1530 = { type = activity_event title = ep2_locale_events.1530.t desc = { desc = ep2_locale_events.1530.desc.intro first_valid = { triggered_desc = { trigger = { age <= 25 } desc = ep2_locale_events.1530.desc.young } triggered_desc = { trigger = { age >= 26 age <= 40 } desc = ep2_locale_events.1530.desc.middle } triggered_desc = { trigger = { age > 40 } desc = ep2_locale_events.1530.desc.old } } } theme = tournament_locale_temple left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = cynical has_trait = callous } } animation = boredom } triggered_animation = { trigger = { has_trait = deviant } animation = flirtation_left } animation = personality_honorable } cooldown = { years = 1 } override_background = { reference = temple } trigger = { scope:activity = { has_active_locale = tournament_locale_religious_building } } weight_multiplier = { base = 1 modifier = { factor = 2 learning >= high_skill_rating } modifier = { factor = 2 scope:activity = { has_current_phase = tournament_phase_recital } } modifier = { factor = 1.5 piety_level >= medium_piety_level } } # Try to find an ancestor option = { name = ep2_locale_events.1530.a trigger = { exists = dynasty } random_list = { 10 = { #you find someone desc = ep2_locale_events.1530.a.success show_chance = no modifier = { factor = 2 location.culture = root.culture } modifier = { factor = 2 exists = dynasty dynasty.dynasty_prestige_level <= low_dynasty_prestige_level } send_interface_toast = { title = ep2_locale_events.1530.a.success left_icon = root dynasty ?= { add_dynasty_prestige = medium_dynasty_prestige_value } } } 20 = { #you don't desc = ep2_locale_events.1530.a.failure show_chance = no modifier = { factor = 2 dynasty.dynasty_prestige_level >= high_dynasty_prestige_level } send_interface_toast = { title = ep2_locale_events.1530.a.failure left_icon = root add_prestige = minor_prestige_loss } } } stress_impact = { zealous = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = zealous } modifier = { factor = 0 prestige <= minor_prestige_value } } } # Reflect option = { name = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } text = ep2_locale_events.1530.b.christian } name = { trigger = { NOT = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } } text = ep2_locale_events.1530.b.fallback } add_piety = medium_piety_gain stress_impact = { cynical = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = cynical has_trait = arrogant } } modifier = { factor = 2 piety_level >= medium_piety_level } } } # Practice for a recital option = { name = ep2_locale_events.1530.c trigger = { scope:activity = { has_current_phase = tournament_phase_recital } activity_is_competing_trigger = yes } activity_tournament_change_contestant_score_effect = { SCORE = increase_major } stress_impact = { lifestyle_poet = medium_stress_impact_loss zealous = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_trait = ambitious has_trait = arrogant has_trait = lifestyle_poet } } modifier = { factor = 0 has_trait = zealous } } } # If you're a deviant you... well option = { name = ep2_locale_events.1530.d trigger = { has_trait = deviant } stress_impact = { base = major_stress_impact_loss zealous = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = zealous } modifier = { factor = 2 has_trait = deviant } modifier = { factor = 0.5 OR = { has_trait = compassionate has_trait = calm has_trait = ambitious } } } } } # Ask the weaponsmith to improve your weapon # by Veronica Pazos ep2_locale_events.4540 = { type = activity_event title = ep2_locale_events.4540.t desc = { desc = ep2_locale_events.4540.desc.intro first_valid = { triggered_desc = { trigger = { scope:activity = { any_guest_subset_current_phase = { #you're participating name = contestant this = root } } } desc = ep2_locale_events.4540.desc.contestant } triggered_desc = { trigger = { scope:activity = { NOT = { any_guest_subset_current_phase = { name = contestant this = root } } } } desc = ep2_locale_events.4540.desc.fallback } } desc = ep2_locale_events.4540.desc.outro } theme = tournament_locale_forge left_portrait = { character = root animation = personality_honorable } right_portrait = { character = scope:weaponsmith animation = marshal } artifact = { target = scope:my_weapon position = lower_center_portrait } cooldown = { years = 1 } override_background = { reference = armory } trigger = { scope:activity = { has_active_locale = tournament_locale_artisans exists = var:tournament_weaponsmith var:tournament_weaponsmith = { is_alive = yes } } any_character_artifact = { #you have a weapon artifact_slot_type = primary_armament } } immediate = { scope:activity = { var:tournament_weaponsmith = { save_scope_as = weaponsmith } } if = { limit = { #equipped artifacts first any_equipped_character_artifact = { artifact_slot_type = primary_armament } } random_equipped_character_artifact = { limit = { artifact_slot_type = primary_armament } save_scope_as = my_weapon } } else_if = { #then unequipped but illustrious limit = { any_character_artifact = { artifact_slot_type = primary_armament rarity = illustrious } } random_character_artifact = { limit = { artifact_slot_type = primary_armament rarity = illustrious } save_scope_as = my_weapon } } else = { #then random random_character_artifact = { limit = { artifact_slot_type = primary_armament } save_scope_as = my_weapon } } } weight_multiplier = { base = 1 modifier = { factor = 2 scope:activity = { any_guest_subset_current_phase = { #you're participating name = contestant this = root } } } } # Sharpen sword option = { name = ep2_locale_events.4540.a custom_tooltip = ep2_locale_events.4540.a.tt pay_short_term_gold = { target = scope:weaponsmith gold = { value = medium_gold_value max = 20 } } scope:my_weapon = { set_artifact_description = ep2_locale_events_artifact_sharp_desc add_artifact_modifier = artifact_tournament_sharpened_blade_modifier } stress_impact = { greedy = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = zealous has_trait = greedy } } } } # Inscribe a carving - prayer option = { name = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } text = ep2_locale_events.4540.b.christian } name = { trigger = { NOT = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } } text = ep2_locale_events.4540.b.fallback } pay_short_term_gold = { target = scope:weaponsmith gold = { value = medium_gold_value max = 20 } } scope:my_weapon = { set_artifact_description = ep2_locale_events_artifact_prayer_desc add_artifact_modifier = artifact_monthly_piety_7_modifier } stress_impact = { cynical = medium_stress_impact_gain greedy = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = cynical has_trait = greedy has_trait = arrogant } } } } # Inscribe your motto option = { name = ep2_locale_events.4540.c pay_short_term_gold = { target = scope:weaponsmith gold = { value = medium_gold_value max = 20 } } scope:my_weapon = { set_artifact_description = ep2_locale_events_artifact_motto_desc add_artifact_modifier = artifact_monthly_prestige_7_modifier } stress_impact = { greedy = medium_stress_impact_gain humble = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = greedy has_trait = zealous has_trait = humble } } } } # Nah Im fine option = { name = ep2_locale_events.4540.d stress_impact = { ambitious = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = ambitious has_trait = arrogant } } } } } # Bet on a game of cards, based on a 15th c. card game / Repeatable # by Veronica Pazos scripted_trigger ep2_locale_events_1060_valid_gambler = { this != ROOT is_physically_able_ai_adult = yes NOT = { has_trait = temperate } } scripted_effect ep2_locale_events_1060_betting_effect = { random_list = { 50 = { desc = ep2_locale_events.1060.a.success show_chance = no send_interface_toast = { title = ep2_locale_events.1060.a.success left_icon = root add_gold = { value = tiny_gold_value max = 5 multiply = 2 } } } 50 = { desc = ep2_locale_events.1060.a.failure show_chance = no send_interface_toast = { title = ep2_locale_events.1060.a.failure left_icon = root } } } pay_short_term_gold = { target = scope:tournament_gambler gold = { value = tiny_gold_value max = 5 } } } ep2_locale_events.1060 = { type = activity_event title = ep2_locale_events.1060.t desc = ep2_locale_events.1060.desc theme = tournament_locale_tavern left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = diligent has_trait = temperate has_trait = zealous } } animation = dismissal } animation = laugh } right_portrait = { character = scope:tournament_gambler animation = chess_cocky } override_background = { reference = tavern } trigger = { scope:activity = { has_active_locale = tournament_locale_tavern any_attending_character = { ep2_locale_events_1060_valid_gambler = yes } } } immediate = { scope:activity = { random_attending_character = { limit = { ep2_locale_events_1060_valid_gambler = yes } weight = { base = 1 modifier = { add = 5 has_trait = arbitrary } modifier = { add = 2 has_trait = profligate } } save_scope_as = tournament_gambler } } } weight_multiplier = { base = 1 modifier = { factor = 2 has_trait = arbitrary } modifier = { factor = 2 has_activity_intent = reduce_stress_intent } } # Bet that you have a higher card option = { name = ep2_locale_events.1060.a ep2_locale_events_1060_betting_effect = yes stress_impact = { base = medium_stress_impact_loss arbitrary = medium_stress_impact_loss greedy = medium_stress_impact_gain temperate = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = temperate has_trait = greedy has_trait = zealous can_make_expensive_purchase_trigger = { PRICE = minor_gold_value } } } } } # Bet that you have a lower card option = { name = ep2_locale_events.1060.b ep2_locale_events_1060_betting_effect = yes stress_impact = { base = medium_stress_impact_loss arbitrary = medium_stress_impact_loss greedy = medium_stress_impact_gain temperate = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = temperate has_trait = greedy has_trait = zealous can_make_expensive_purchase_trigger = { PRICE = minor_gold_value } } } } } # Don't bet option = { name = ep2_locale_events.1060.c add_piety = minor_piety_gain stress_impact = { arbitrary = medium_stress_impact_gain profligate = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = greedy has_trait = zealous has_trait = humble } } } } }