namespace = legend_spread_events ############################ ## Legend Spread Events ## 8000-8999 ## by James Beaumont ############################ # legend_spread_events.8000 - I am descended from an ancient people, I must travel to their homelands to find evidence ############################ ## Ancient people ancestry tome ## 8000-8009 ## by James Beaumont ############################ # I am descended from an ancient people, I must travel to their homelands to find evidence legend_spread_events.8000 = { type = character_event title = legend_spread_events.8000.t desc = legend_spread_events.8000.desc theme = legend left_portrait = { character = root animation = personality_honorable } trigger = { is_available_adult = yes promoted_legend ?= { has_legend_chronicle = ancient_people NOT = { exists = var:had_lspe_8000 } } any_county_in_region = { region = promoted_legend.legend_property:original_region this.holder.top_liege != root.top_liege } } cooldown = { years = 25 } immediate = { grab_appropriate_chronicler_effect = yes promoted_legend = { save_scope_as = promoted_legend } random_county_in_region = { region = promoted_legend.legend_property:original_region limit = { this.holder.top_liege != root.top_liege } random_county_province = { save_scope_as = province_to_visit } } } option = { #A worthwhile expedition! name = legend_spread_events.8000.a custom_tooltip = { text = travel_to_tome_tt start_travel_plan = { destination = scope:province_to_visit return_trip = yes on_arrival_event = legend_spread_events.8002 on_travel_planner_cancel_event = legend_spread_events.8001 } promoted_legend = { set_variable = { name = had_lspe_8000 value = yes } } } stress_impact = { lazy = medium_stress_impact_gain # You want me to go all the way to X place? I'm staying here. } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 ai_honor = 1 } } } option = { # Sod that name = legend_spread_events.8000.b stress_impact = { content = medium_stress_impact_loss ambitious = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_honor = -1 } } } } # I foolishly cancelled my travel plan, the information is lost forever legend_spread_events.8001 = { type = character_event title = legend_spread_events.8001.t desc = legend_spread_events.8001.desc theme = legend override_background = { reference = wilderness } left_portrait = { character = root animation = admiration } option = { # Dangit name = legend_spread_events.8001.a ai_chance = { base = 100 } } } # I have arrived, let's look for that tome! legend_spread_events.8002 = { type = character_event title = legend_spread_events.8002.t desc = legend_spread_events.8002.desc theme = legend override_background = { reference = wilderness } left_portrait = { character = root animation = admiration } immediate = { current_travel_plan = { delay_travel_plan = { months = 1 } } } option = { # Let's seek it out name = legend_spread_events.8002.a show_as_unavailable = { always = yes } # Make scholars feel cool trigger = { NOT = { has_trait = scholar } } duel = { skills = { stewardship learning } value = decent_skill_rating # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } custom_tooltip = { text = you_find_the_tome_tt trigger_event = { id = legend_spread_events.8003 days = { 2 14 } } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } custom_tooltip = { text = you_fail_to_find_the_tome_tt trigger_event = { id = legend_spread_events.8004 days = { 2 14 } } } } } stress_impact = { patient = minor_stress_impact_loss impatient = minor_stress_impact_gain lazy = minor_stress_impact_gain wrathful = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_boldness = -0.5 # I'd rather smash } } } option = { # Smash my way through until I find what I'm looking for name = legend_spread_events.8002.b show_as_unavailable = { always = yes } # Make scholars feel cool trigger = { NOT = { has_trait = scholar } } duel = { skill = prowess value = high_skill_rating # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } custom_tooltip = { text = you_destroy_the_tome_tt send_interface_toast = { title = you_destroy_the_tome_tt left_icon = root add_stress = minor_stress_gain promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } current_travel_plan = { resume_travel_plan = yes } } } } # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 1 min = -49 } custom_tooltip = { text = you_find_the_tome_tt trigger_event = { id = legend_spread_events.8003 days = { 2 14 } } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } custom_tooltip = { text = you_fail_to_find_the_tome_tt trigger_event = { id = legend_spread_events.8004 days = { 2 14 } } } } } stress_impact = { impatient = minor_stress_impact_loss patient = minor_stress_impact_gain diligent = minor_stress_impact_gain calm = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 ai_boldness = 1 # SMASH! } } } option = { # There's so much else to see here! name = legend_spread_events.8002.c add_learning_lifestyle_xp = medium_lifestyle_xp add_character_modifier = { modifier = studying_ancient_cultures years = 10 } current_travel_plan = { resume_travel_plan = yes } stress_impact = { content = medium_stress_impact_loss patient = minor_stress_impact_loss impatient = minor_stress_impact_gain lazy = minor_stress_impact_gain wrathful = minor_stress_impact_gain ambitious = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.5 ai_boldness = -0.5 } } } option = { # I'm a scholar so I'm able to just find it instantly name = legend_spread_events.8002.d trigger = { has_trait = scholar } custom_tooltip = { text = you_find_the_tome_tt trigger_event = { id = legend_spread_events.8003 days = { 2 14 } } } stress_impact = { scholar = medium_stress_impact_loss patient = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_boldness = 1 ai_honor = 1 } } } } # I found the tome! :wahoohellyeah: legend_spread_events.8003 = { type = character_event title = legend_spread_events.8003.t desc = legend_spread_events.8003.desc theme = legend override_background = { reference = ce1_catacombs } left_portrait = { character = root animation = ecstasy } artifact = { target = scope:ancient_artifact position = lower_right_portrait } immediate = { add_prestige = major_prestige_gain promoted_legend = { change_legend_quality_effect = { VALUE = major_legend_quality_increase } } if = { limit = { artifacts_use_indian_books_trigger = no } if = { limit = { has_royal_court = yes } create_artifact = { name = ancient_culture_tome description = ancient_culture_tome_desc type = pedestal modifier = artifact_court_grandeur_baseline_add_4_modifier modifier = artifact_monthly_dynasty_prestige_1_modifier modifier = artifact_legend_spread_mult_5_modifier durability = 25 max_durability = 50 decaying = yes visuals = book generate_history = no quality = 100 wealth = 100 save_scope_as = ancient_artifact } } else = { create_artifact = { name = ancient_culture_tome description = ancient_culture_tome_desc type = journal modifier = artifact_court_grandeur_baseline_add_4_modifier modifier = artifact_monthly_dynasty_prestige_1_modifier modifier = artifact_legend_spread_mult_5_modifier durability = 25 max_durability = 50 decaying = yes visuals = book generate_history = no quality = 100 wealth = 100 save_scope_as = ancient_artifact } } } else = { if = { limit = { has_royal_court = yes } create_artifact = { name = ancient_culture_tome description = ancient_culture_tome_desc type = pedestal modifier = artifact_court_grandeur_baseline_add_4_modifier modifier = artifact_monthly_dynasty_prestige_1_modifier modifier = artifact_legend_spread_mult_5_modifier durability = 25 max_durability = 50 decaying = yes visuals = indian_book generate_history = no quality = 100 wealth = 100 save_scope_as = ancient_artifact } } else = { create_artifact = { name = ancient_culture_tome description = ancient_culture_tome_desc type = journal modifier = artifact_court_grandeur_baseline_add_4_modifier modifier = artifact_monthly_dynasty_prestige_1_modifier modifier = artifact_legend_spread_mult_5_modifier durability = 25 max_durability = 50 decaying = yes visuals = indian_book generate_history = no quality = 100 wealth = 100 save_scope_as = ancient_artifact } } } } option = { # Love that for me, time to go home tho name = legend_spread_events.8003.a current_travel_plan = { resume_travel_plan = yes } ai_chance = { base = 100 } } } # I didn't find the tome, but I did find this cool artifact legend_spread_events.8004 = { type = character_event title = legend_spread_events.8004.t desc = legend_spread_events.8004.desc theme = legend override_background = { reference = ce1_catacombs } left_portrait = { character = root animation = ecstasy } artifact = { target = scope:ancient_artifact position = lower_right_portrait } immediate = { add_prestige = major_prestige_gain promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } create_artifact = { name = ancient_culture_artifact description = ancient_culture_artifact_desc type = miscellaneous modifier = artifact_legend_spread_mult_1_modifier modifier = artifact_monthly_dynasty_prestige_1_modifier durability = 25 max_durability = 50 decaying = yes visuals = animal_figurine generate_history = no quality = 50 wealth = 50 save_scope_as = ancient_artifact } } option = { # Love that for me, time to go home tho name = legend_spread_events.8004.a current_travel_plan = { resume_travel_plan = yes } ai_chance = { base = 100 } } } ############################ ## Travel event, someone hears of your heroic legend and wants to duel you, travel event ## 8010 ## by James Beaumont ############################ legend_spread_events.8010 = { type = character_event title = legend_spread_events.8010.t desc = legend_spread_events.8010.desc theme = travel override_background = { reference = wilderness } left_portrait = { character = root triggered_animation = { trigger = { ai_boldness >= medium_positive_boldness } animation = anger } triggered_animation = { trigger = { always = yes } animation = fear } } right_portrait = { character = scope:challenger animation = eccentric hide_info = yes # It's cooler this way } trigger = { exists = promoted_legend is_adult = yes promoted_legend = { legend_owner = root legend_type = legend_type:heroic } is_location_valid_for_travel_event_on_land = yes } cooldown = { years = 100 } immediate = { if = { limit = { any_pool_character = { province = root.location ai_boldness >= medium_positive_boldness ai_vengefulness >= medium_positive_vengefulness prowess >= high_skill_rating can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } random_pool_character = { province = root.location limit = { ai_boldness >= medium_positive_boldness ai_vengefulness >= medium_positive_vengefulness prowess >= high_skill_rating can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } save_scope_as = challenger } } else = { create_character = { location = this.location template = ce1_hooded_figure_template save_scope_as = challenger } } current_travel_plan = { delay_travel_plan = { months = 1 } } } option = { # Pick it up. name = legend_spread_events.8010.a custom_tooltip = legend_quality_if_wins_tt configure_start_single_combat_effect = { SC_INITIATOR = root SC_ATTACKER = scope:challenger SC_DEFENDER = root FATALITY = no FIXED = no LOCALE = tavern OUTPUT_EVENT = legend_spread_events.8011 INVALIDATION_EVENT = fp1_tbc.0021 } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_honor = 1 ai_energy = 0.1 } } } option = { # Run. name = legend_spread_events.8010.b add_prestige = medium_prestige_loss current_travel_plan = { resume_travel_plan = yes } stress_impact = { brave = medium_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 ai_honor = -1 ai_energy = -0.1 } } } } #SCE output events legend_spread_events.8011 = { hidden = yes type = character_event immediate = { if = { # Defeat limit = { scope:sc_victor = scope:challenger } trigger_event = legend_spread_events.8012 } else = { trigger_event = legend_spread_events.8013 } } } #Defeat legend_spread_events.8012 = { type = character_event title = legend_spread_events.8012.t desc = legend_spread_events.8012.desc theme = legend override_background = { reference = wilderness } left_portrait = { character = root animation = fear } right_portrait = { character = scope:challenger animation = schadenfreude hide_info = yes } immediate = { current_travel_plan = { resume_travel_plan = yes } } option = { # Damn name = legend_spread_events.8012.a trigger = { NOT = { has_trait = schemer } } show_as_unavailable = { always = yes } promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_decrease } } stress_impact = { ambitious = minor_stress_impact_gain arrogant = minor_stress_impact_gain vengeful = minor_stress_impact_gain } ai_chance = { base = 100 } } option = { # Damn, but also I'm sneaky name = legend_spread_events.8012.b trigger = { has_trait = schemer } stress_impact = { ambitious = minor_stress_impact_gain arrogant = minor_stress_impact_gain vengeful = minor_stress_impact_gain deceitful = minor_stress_impact_loss } ai_chance = { base = 100 } } } #Victory legend_spread_events.8013 = { type = character_event title = legend_spread_events.8013.t desc = legend_spread_events.8013.desc theme = legend override_background = { reference = wilderness } left_portrait = { character = root animation = schadenfreude } right_portrait = { character = scope:challenger animation = fear hide_info = yes } immediate = { current_travel_plan = { resume_travel_plan = yes } promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } } } option = { # Wahoo name = legend_spread_events.8013.a ai_chance = { base = 100 } } } ############################ ## Holy legend, accused of heresy ## 8020 ## by James Beaumont ############################ scripted_trigger valid_zealous_guy_trigger = { ai_boldness >= medium_positive_boldness ai_zeal >= low_positive_boldness learning >= medium_skill_rating } legend_spread_events.8020 = { type = character_event title = legend_spread_events.8020.t desc = legend_spread_events.8020.desc theme = legend override_background = { reference = throne_room } left_portrait = { character = root triggered_animation = { trigger = { ai_boldness >= medium_positive_boldness } animation = anger } animation = fear } right_portrait = { character = scope:challenger animation = rage } cooldown = { years = 15 } trigger = { promoted_legend ?= { legend_type = legend_type:holy } is_available_adult = yes OR = { any_courtier_or_guest = { valid_zealous_guy_trigger = yes } any_pool_character = { province = root.location valid_zealous_guy_trigger = yes } } } immediate = { if = { limit = { any_courtier_or_guest = { valid_zealous_guy_trigger = yes } } random_courtier_or_guest = { limit = { valid_zealous_guy_trigger = yes } save_scope_as = challenger } } else = { random_pool_character = { province = root.location limit = { valid_zealous_guy_trigger = yes } save_scope_as = challenger } } promoted_legend = { save_scope_as = legend } } option = { # Ah, you see, if you read this verse, clearly it's not heresy name = legend_spread_events.8020.c trigger = { has_trait = theologian } add_piety = medium_piety_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } } ai_chance = { base = 1000 } } option = { # Nonsense! name = legend_spread_events.8020.a duel = { skill = learning target = scope:challenger # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8020.a.win left_icon = root right_icon = scope:challenger add_piety = medium_piety_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8020.a.lose left_icon = root right_icon = scope:challenger add_stress = minor_stress_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_decrease } } } } } stress_impact = { humble = medium_stress_impact_gain honest = minor_stress_impact_gain cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 # I cannot be a heretic ai_honor = 1 ai_energy = 1 } } } option = { # Get out. name = legend_spread_events.8020.b add_piety = minor_piety_loss add_prestige = minor_prestige_gain scope:challenger = { select_and_move_to_pool_effect = yes } stress_impact = { base = minor_stress_impact_loss zealous = medium_stress_impact_gain diligent = minor_stress_impact_gain just = medium_stress_impact_gain arbitrary = medium_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -1 ai_boldness = -1 ai_energy = -1 } } } } ############################ ## Your kid wants to emulate your legend ## 8030 ## by James Beaumont ############################ scripted_trigger valid_for_legend_8030 = { child_not_infant_trigger = yes child_not_teen_trigger = yes location = root.location OR = { opinion = { target = root value >= high_positive_opinion } has_relation_friend = root } } legend_spread_events.8030 = { type = character_event title = legend_spread_events.8030.t desc = legend_spread_events.8030.desc theme = legend override_background = { reference = bp2_courtyard } left_portrait = { character = root animation = personality_bold } right_portrait = { character = scope:child animation = aggressive_wooden_sword } trigger = { promoted_legend ?= { legend_owner = root } is_available_adult = yes OR = { any_warden_hostage = { valid_for_legend_8030 = yes } any_child = { valid_for_legend_8030 = yes } any_relation = { type = ward valid_for_legend_8030 = yes } } } cooldown = { years = 15 } immediate = { random_list = { 10 = { trigger = { any_warden_hostage = { valid_for_legend_8030 = yes } } random_warden_hostage = { limit = { valid_for_legend_8030 = yes } save_scope_as = child } } 15 = { trigger = { any_child = { valid_for_legend_8030 = yes } } random_child = { limit = { valid_for_legend_8030 = yes } save_scope_as = child } } 10 = { trigger = { any_relation = { type = ward valid_for_legend_8030 = yes } } random_relation = { type = ward limit = { valid_for_legend_8030 = yes } save_scope_as = child } } } promoted_legend = { save_scope_as = legend } } option = { # Go sing my praises to the other kids! name = legend_spread_events.8030.a add_character_modifier = { modifier = kids_legend_modifier years = 10 } stress_impact = { humble = minor_stress_impact_gain gregarious = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 ai_energy = 1 } } } option = { # Use this as a bonding opportunity name = legend_spread_events.8030.b progress_towards_friend_effect = { CHARACTER = scope:child REASON = friend_legendary_tale OPINION = default_friend_opinion } if = { limit = { promoted_legend = { legend_type = legend_type:heroic } } scope:child = { add_martial_skill = 1 } } else_if = { limit = { promoted_legend = { legend_type = legend_type:holy } } scope:child = { add_learning_skill = 1 } } else_if = { limit = { promoted_legend = { legend_type = legend_type:legitimizing } } scope:child = { add_stewardship_skill = 1 } } stress_impact = { shy = minor_stress_impact_gain arrogant = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 1 } } } } ############################ ## Someone argues your ancestor was actually a bad dude ## 8040 ## by James Beaumont ############################ legend_spread_events.8040 = { type = character_event title = legend_spread_events.8040.t desc = legend_spread_events.8040.desc theme = legend left_portrait = { character = root triggered_animation = { trigger = { ai_boldness >= medium_positive_boldness } animation = anger } animation = fear } right_portrait = { character = scope:challenger animation = rage } lower_right_portrait = { character = scope:ancestor } trigger = { promoted_legend ?= { legend_owner = root exists = legend_property:ancestor exists = legend_property:ancestor.culture # Make sure the ancestor is a character, not a flag legend_property:ancestor = { # There is a sinful trait your ancestor *doesn't* have this != root any_trait_in_category = { category = personality NOT = { prev = { has_trait = prev } } root.faith = { trait_is_sin = prev } } } } is_available_adult = yes OR = { any_courtier_or_guest = { valid_zealous_guy_trigger = yes } any_pool_character = { province = root.location valid_zealous_guy_trigger = yes } } } cooldown = { years = 15 } immediate = { if = { limit = { any_courtier_or_guest = { valid_zealous_guy_trigger = yes } } random_courtier_or_guest = { limit = { valid_zealous_guy_trigger = yes } save_scope_as = challenger } } else = { random_pool_character = { province = root.location limit = { valid_zealous_guy_trigger = yes } save_scope_as = challenger } } promoted_legend = { save_scope_as = legend legend_property:ancestor = { save_scope_as = ancestor } } if = { limit = { scope:ancestor = { any_trait_in_category = { # Using trait in category so it doesn't like make them Pregnant or something, as hilarious as that would be category = personality prev = { has_trait = prev } root.faith = { trait_is_virtue = prev } } } } scope:ancestor = { random_trait_in_category = { category = personality limit = { prev = { has_trait = prev } root.faith = { trait_is_virtue = prev } } save_scope_as = virtue_trait } } } else = { scope:ancestor = { random_trait_in_category = { category = personality limit = { prev = { has_trait = prev } NOT = { root.faith = { trait_is_sin = prev } } } save_scope_as = virtue_trait } } } scope:ancestor = { random_trait_in_category = { category = personality limit = { NOT = { prev = { has_trait = prev } } root.faith = { trait_is_sin = prev } } save_scope_as = sin_trait } } } option = { # Nonsense! name = legend_spread_events.8040.a duel = { skill = learning target = scope:challenger # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8040.a.win left_icon = root right_icon = scope:challenger add_piety = medium_piety_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8040.a.lose left_icon = root right_icon = scope:challenger add_stress = minor_stress_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_decrease } legend_property:ancestor = { remove_trait = scope:virtue_trait add_trait = scope:sin_trait } } } } } stress_impact = { humble = medium_stress_impact_gain honest = minor_stress_impact_gain cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_honor = 1 ai_energy = 1 } } } option = { # Get out. name = legend_spread_events.8040.b add_prestige = minor_prestige_gain add_piety = medium_piety_loss scope:challenger = { select_and_move_to_pool_effect = yes } stress_impact = { base = miniscule_stress_impact_loss wrathful = medium_stress_impact_loss calm = minor_stress_impact_gain zealous = medium_stress_impact_gain diligent = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -1 ai_boldness = -1 ai_energy = -1 } } } } ############################ ## Someone argues your ancestor was actually cooler than we thought ## 8050 ## by James Beaumont ############################ legend_spread_events.8050 = { type = character_event title = legend_spread_events.8050.t desc = legend_spread_events.8050.desc theme = legend left_portrait = { character = root animation = ecstasy } right_portrait = { character = scope:chronicler animation = personality_zealous } lower_right_portrait = { character = scope:ancestor } trigger = { promoted_legend ?= { legend_owner = root exists = legend_property:ancestor.culture # Make sure the ancestor is a character, not a flag legend_property:ancestor = { is_alive = no } legend_property:ancestor = { # There is a virtuous trait your ancestor *doesn't* have any_trait_in_category = { category = personality NOT = { prev = { has_trait = prev } } root.faith = { trait_is_virtue = prev } } # There is a trait they have which is not virtuous any_trait_in_category = { category = personality prev = { has_trait = prev } NOT = { root.faith = { trait_is_virtue = prev } } } } } is_available_adult = yes } cooldown = { years = 15 } immediate = { grab_appropriate_chronicler_effect = yes promoted_legend = { save_scope_as = legend legend_property:ancestor = { save_scope_as = ancestor random_trait_in_category = { category = personality limit = { NOT = { prev = { has_trait = prev } } root.faith = { trait_is_virtue = prev } } save_scope_as = virtue_trait } random_trait_in_category = { category = personality limit = { prev = { has_trait = prev } NOT = { root.faith = { trait_is_virtue = prev } } } save_scope_as = sin_trait } } } save_scope_as = root_scope } option = { # Cool, love that for us name = legend_spread_events.8050.a duel = { skill = learning value = very_high_skill_rating # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8050.a.win left_icon = root right_icon = scope:chronicler add_piety = medium_piety_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } legend_property:ancestor = { remove_trait = scope:sin_trait add_trait_force_tooltip = scope:virtue_trait } } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8050.a.lose left_icon = root right_icon = scope:chronicler add_stress = minor_stress_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_decrease } } } } } stress_impact = { humble = minor_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_honor = -1 } } } option = { # Hmm, maybe we can just talk about his virtuous actions instead? name = legend_spread_events.8050.b promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } stress_impact = { humble = minor_stress_impact_loss arrogant = medium_stress_impact_gain deceitful = medium_stress_impact_gain diligent = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 ai_honor = 1 } } } option = { # But what about me? name = legend_spread_events.8050.c add_prestige = medium_prestige_gain every_vassal = { vassal_stance = courtly custom = every_courtly_vassal add_opinion = { modifier = disrespect_opinion opinion = -15 target = root } } every_vassal = { vassal_stance = glory_hound custom = every_glory_hound_vassal add_opinion = { modifier = respect_opinion opinion = 15 target = root } } stress_impact = { humble = medium_stress_impact_gain arrogant = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_honor = -0.5 } } } } ############################ ## Yazgirid III was actually a Catholic, many people are saying this ## 8060 ## by James Beaumont ############################ legend_spread_events.8060 = { type = character_event title = legend_spread_events.8060.t desc = legend_spread_events.8060.desc theme = legend left_portrait = { character = root animation = ecstasy } right_portrait = { character = scope:chronicler animation = personality_zealous } lower_right_portrait = { character = scope:ancestor } trigger = { promoted_legend ?= { legend_owner = root exists = legend_property:ancestor.religion # Make sure the ancestor is a character, not a flag legend_property:ancestor = { religion != root.religion } } is_available_adult = yes } cooldown = { years = 15 } immediate = { grab_appropriate_chronicler_effect = yes promoted_legend = { save_scope_as = legend legend_property:ancestor = { save_scope_as = ancestor } } } option = { # It *must* be true! name = legend_spread_events.8060.a duel = { skill = learning value = high_skill_rating # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8060.a.win left_icon = root right_icon = scope:chronicler add_piety = medium_piety_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } legend_property:ancestor = { set_character_faith = root.faith } } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8060.a.lose left_icon = root right_icon = scope:chronicler add_stress = minor_stress_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_decrease } } } } } stress_impact = { humble = minor_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_honor = -1 } } } option = { # Hmm, maybe we can just talk about his virtuous actions instead? name = legend_spread_events.8060.b promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } stress_impact = { deceitful = medium_stress_impact_gain diligent = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 ai_honor = 1 } } } } ############################ ## Actually my legend happened in a holy site ## 8070 ## by James Beaumont ############################ legend_spread_events.8070 = { type = character_event title = legend_spread_events.8070.t desc = legend_spread_events.8070.desc theme = legend left_portrait = { character = root animation = admiration } right_portrait = { character = scope:chronicler animation = chancellor } trigger = { promoted_legend ?= { legend_owner = root exists = legend_property:location.county # Make sure the location is a province legend_property:location.county = { any_county_province = { barony = { NOT = { is_holy_site_of = root.faith } } } } } is_available_adult = yes } cooldown = { years = 15 } immediate = { grab_appropriate_chronicler_effect = yes promoted_legend = { save_scope_as = legend legend_property:location = { save_scope_as = location } } faith = { random_holy_site = { title_province = { save_scope_as = holy_site } } } } option = { # It *must* be true! name = legend_spread_events.8070.a duel = { skill = learning value = high_skill_rating # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8070.a.win left_icon = root right_icon = scope:chronicler add_piety = medium_piety_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } set_legend_property = { name = location target = scope:holy_site } } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8070.a.lose left_icon = root right_icon = scope:chronicler add_stress = minor_stress_gain promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } } } } stress_impact = { humble = minor_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_energy = 1 ai_honor = -1 } } } option = { # No, the existing location is just *like* a holy place name = legend_spread_events.8070.b promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } scope:location.county = { add_county_modifier = { modifier = legendary_holy_site years = 15 } } if = { limit = { scope:location.county.holder = { NOR = { this = root any_liege_or_above = { this = root } } } } root.capital_county = { add_county_modifier = { modifier = legendary_holy_site years = 15 } } } stress_impact = { deceitful = medium_stress_impact_gain diligent = minor_stress_impact_gain zealous = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 ai_honor = 1 } } } } ############################ ## I punched a bear ## 8080 ## by James Beaumont ############################ legend_spread_events.8080 = { type = character_event title = legend_spread_events.8080.t desc = legend_spread_events.8080.desc theme = legend_terrain left_portrait = { character = root animation = personality_bold } right_portrait = { character = scope:chronicler animation = marshal } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = hunt } is_available_adult = yes } cooldown = { years = 15 } immediate = { grab_appropriate_chronicler_effect = yes promoted_legend = { save_scope_as = legend } } option = { # Yes, it's true, I punched a bear. name = legend_spread_events.8080.a duel = { skills = { prowess intrigue } value = high_skill_rating # Crit success. 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8080.a.crit_win left_icon = root right_icon = scope:chronicler add_prestige = medium_prestige_gain promoted_legend = { change_legend_quality_effect = { VALUE = major_legend_quality_increase } set_legend_chapter = { name = hunt localization_key = legend_chapter_punched_animal_great } } } } # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8080.a.win left_icon = root right_icon = scope:chronicler add_prestige = minor_prestige_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } set_legend_chapter = { name = hunt localization_key = legend_chapter_punched_animal_good } } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8080.a.lose left_icon = root right_icon = scope:chronicler add_prestige = minor_prestige_loss add_stress = minor_stress_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_decrease } set_legend_chapter = { name = hunt localization_key = legend_chapter_punched_animal_bad } } } } # Crit failure. 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8080.a.crit_lose left_icon = root right_icon = scope:chronicler add_stress = minor_stress_gain add_prestige = medium_prestige_loss promoted_legend = { change_legend_quality_effect = { VALUE = major_legend_quality_decrease } set_legend_chapter = { name = hunt localization_key = legend_chapter_punched_animal_very_bad } } } } } stress_impact = { humble = minor_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_energy = 1 ai_honor = -1 } } } option = { # No, this is silly name = legend_spread_events.8080.b add_prestige = minor_prestige_gain if = { limit = { has_trait = lifestyle_hunter } add_trait_xp = { trait = lifestyle_hunter track = hunter value = minor_trait_xp } } else = { add_trait = lifestyle_hunter add_trait_xp = { trait = lifestyle_hunter track = hunter value = minor_trait_xp } } stress_impact = { deceitful = medium_stress_impact_gain diligent = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 ai_honor = 1 } } } } ############################ ## I was called to adventure by a magical spring ## 8090 ## by James Beaumont ############################ legend_spread_events.8090 = { type = character_event title = legend_spread_events.8090.t desc = legend_spread_events.8090.desc theme = legend left_portrait = { character = root animation = personality_bold } right_portrait = { character = scope:chronicler animation = personality_zealous } trigger = { promoted_legend ?= { legend_owner = root OR = { legend_quality = illustrious legend_quality = mythical } has_legend_chapter = opening } is_available_adult = yes any_sub_realm_barony = { title_province = { NOR = { terrain = desert terrain = desert_mountains } } } } cooldown = { years = 15 } immediate = { grab_appropriate_chronicler_effect = yes promoted_legend = { save_scope_as = legend } romance_target_gender_effect = { SCOPE_NAME = person_of_the_lake } random_sub_realm_barony = { limit = { title_province = { NOR = { terrain = desert terrain = desert_mountains } } } save_scope_as = watery_place } } option = { # Yes, it's true, I was given my mission by the wet woman name = legend_spread_events.8090.a duel = { skill = learning value = high_skill_rating # Crit success. 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8080.a.crit_win left_icon = root right_icon = scope:chronicler scope:watery_place.county = { add_county_modifier = { modifier = mysterious_sword_giver_great years = 15 } } promoted_legend = { change_legend_quality_effect = { VALUE = major_legend_quality_increase } set_legend_chapter = { name = opening localization_key = legend_chapter_person_of_lake_great } } } } # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8080.a.win left_icon = root right_icon = scope:chronicler scope:watery_place.county = { add_county_modifier = { modifier = mysterious_sword_giver years = 15 } } promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } set_legend_chapter = { name = opening localization_key = legend_chapter_person_of_lake_good } } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8080.a.lose left_icon = root right_icon = scope:chronicler add_stress = minor_stress_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_decrease } set_legend_chapter = { name = opening localization_key = legend_chapter_person_of_lake_bad } } } } # Crit failure. 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8080.a.crit_lose left_icon = root right_icon = scope:chronicler add_stress = minor_stress_gain promoted_legend = { change_legend_quality_effect = { VALUE = major_legend_quality_decrease } set_legend_chapter = { name = opening localization_key = legend_chapter_person_of_lake_very_bad } } } } } stress_impact = { humble = minor_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_energy = 1 ai_honor = -1 } } } option = { # No, this is silly name = legend_spread_events.8090.b promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } set_legend_chapter = { name = opening localization_key = legend_chapter_forged_own_path } } stress_impact = { deceitful = medium_stress_impact_gain diligent = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 ai_honor = 1 } } } } ############################ ## Your courtiers sense an evil presence ## 8100 ## by James Beaumont ############################ legend_spread_events.8100 = { type = character_event title = legend_spread_events.8100.t desc = legend_spread_events.8100.desc theme = legend override_background = { reference = corridor_night } left_portrait = { character = root triggered_animation = { trigger = { ai_boldness > medium_positive_ai_value } animation = personality_bold } animation = shock } right_portrait = { character = scope:superstitious_courtier animation = fear } artifact = { target = scope:witchy_artifact position = lower_center_portrait } trigger = { promoted_legend ?= { legend_owner = root legend_type = legend_type:holy } is_available_adult = yes faith = { has_doctrine_parameter = witchcraft_accepted # Covers both accepted and virtuous } # You have an artifact that is not already home to an evil spirit any_character_artifact = { NOT = { has_variable = imbued_with_evil_spirit } } } cooldown = { years = 15 } immediate = { get_superstitious_courtier_effect = yes promoted_legend = { save_scope_as = legend } # Get an artifact to imbue with the spirit random_character_artifact = { limit = { NOT = { has_variable = imbued_with_evil_spirit } } weight = { # Try to make it an artifact they care about base = 1 modifier = { add = 10 rarity = illustrious } modifier = { add = 5 rarity = famed } modifier = { add = 1 rarity = masterwork } modifier = { factor = 2 is_equipped = yes } } save_scope_as = witchy_artifact } } option = { # I know exactly what to do name = legend_spread_events.8100.c trigger = { has_trait = theologian } add_piety = minor_piety_gain scope:witchy_artifact = { add_artifact_modifier = artifact_dread_gain_mult_3_modifier set_artifact_description = possessed_artifact_desc set_variable = { name = imbued_with_evil_spirit value = yes } } promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } ai_chance = { base = 200 ai_value_modifier = { ai_zeal = 2 ai_rationality = 1 } } } option = { # I'm already full of demons, let's just add some more name = legend_spread_events.8100.d trigger = { OR = { has_trait = possessed_1 has_trait = possessed_genetic } } add_piety = major_piety_gain add_character_modifier = { modifier = ce1_evil_spirit years = 15 } promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } ai_chance = { base = 200 ai_value_modifier = { ai_zeal = 2 ai_rationality = -1 } } } option = { # Stay back everyone, I will capture the spirit in my artifact name = legend_spread_events.8100.a duel = { skill = learning value = high_skill_rating # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { factor = 0.75 is_witch_trigger = no } send_interface_toast = { title = legend_spread_events.8100.a.win left_icon = root scope:witchy_artifact = { add_artifact_modifier = artifact_dread_gain_mult_3_modifier set_artifact_description = possessed_artifact_desc set_variable = { name = imbued_with_evil_spirit value = yes } } if = { limit = { is_witch_trigger = no } add_trait = witch } promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8100.a.lose left_icon = root add_stress = minor_stress_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_decrease } } } } # Crit failure. 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8100.a.crit_lose left_icon = root if = { limit = { NOT = { has_trait = possessed } } add_trait = possessed_1 } promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_decrease } } } } } stress_impact = { craven = medium_stress_impact_gain callous = minor_stress_impact_gain witch = minor_stress_impact_loss # I live for this shit } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_boldness = 1 } } } option = { # Zoinks! I'm outta here scoob name = legend_spread_events.8100.b stress_impact = { arrogant = medium_stress_impact_gain witch = medium_stress_impact_gain brave = medium_stress_impact_gain zealous = minor_stress_impact_gain craven = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 } } } } ############################ ## Your artifact is drenched in the blood of infidels ## 8110 ## by James Beaumont ############################ legend_spread_events.8110 = { type = character_event title = legend_spread_events.8110.t desc = legend_spread_events.8110.desc theme = legend left_portrait = { character = root animation = personality_bold } right_portrait = { character = scope:courtier_1 animation = personality_rational } lower_right_portrait = { character = scope:courtier_2 } cooldown = { years = 15 } trigger = { is_available_adult = yes faith = { has_doctrine_parameter = great_holy_wars_active } promoted_legend ?= { legend_owner = root legend_type = legend_type:holy } # You have an artifact that does not already have this modifier any_character_artifact = { artifact_slot_type = primary_armament NOT = { has_variable = blood_of_infidels } } any_courtier_or_guest = { count >= 2 is_adult = yes } # You have a memory where you beat up an infidel any_memory = { memory_type = battle_won_memory exists = memory_participant:loser save_temporary_scope_as = temp_memory root.faith = { faith_hostility_level = { target = scope:temp_memory.memory_participant:loser.faith value >= faith_hostile_level } } } } immediate = { promoted_legend = { save_scope_as = legend } # Get an artifact to attach the memory to random_character_artifact = { limit = { artifact_slot_type = primary_armament NOT = { has_variable = blood_of_infidels } } weight = { # Try to make it an artifact they care about base = 1 modifier = { add = 10 rarity = illustrious } modifier = { add = 5 rarity = famed } modifier = { add = 1 rarity = masterwork } modifier = { factor = 2 is_equipped = yes } } save_scope_as = infidel_weapon } # Get the memory random_memory = { memory_type = battle_won_memory limit = { exists = memory_participant:loser save_temporary_scope_as = temp_memory root.faith = { faith_hostility_level = { target = scope:temp_memory.memory_participant:loser.faith value >= faith_hostile_level } } } memory_participant:loser = { save_scope_as = loser } save_scope_as = memory } random_courtier_or_guest = { limit = { is_adult = yes } weight = { base = 1 modifier = { add = { subtract = ai_zeal } } } save_scope_as = courtier_1 } random_courtier_or_guest = { limit = { is_adult = yes this != scope:courtier_1 } weight = { base = 1 modifier = { add = ai_zeal } } save_scope_as = courtier_2 } } option = { # Yeah, that totally happened! Fr fr no cap name = legend_spread_events.8110.a duel = { skills = { learning martial } value = high_skill_rating # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8110.a.win left_icon = root scope:infidel_weapon = { add_artifact_modifier = artifact_legend_spread_mult_2_modifier add_artifact_modifier = artifact_monthly_piety_gain_mult_2_modifier set_artifact_description = infidel_artifact_desc set_variable = { name = blood_of_infidels value = yes } } promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8110.a.lose left_icon = root add_stress = minor_stress_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_decrease } } } } } stress_impact = { honest = medium_stress_impact_gain callous = minor_stress_impact_loss sadistic = minor_stress_impact_loss zealous = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_boldness = 1 ai_honor = -1 ai_compassion = -1 } } } option = { # Nah, this did not happen name = legend_spread_events.8110.b stress_impact = { arrogant = medium_stress_impact_gain deceitful = medium_stress_impact_gain zealous = minor_stress_impact_gain honest = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 } } } option = { # How about I have it engraved with the real story of the battle? name = legend_spread_events.8110.c reason = prestige_level trigger = { prestige_level >= very_high_prestige_level } scope:infidel_weapon = { add_artifact_modifier = artifact_legend_spread_mult_1_modifier set_artifact_description = ce1_battle_artifact_desc set_variable = { name = blood_of_infidels value = yes } } promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } ai_chance = { base = 200 ai_value_modifier = { ai_zeal = 1 ai_boldness = 1 ai_honor = 1 ai_rationality = 1 ai_compassion = -1 } } } } ############################ ## Go visit someone outside of your diplo range ## 8120-8129 ## by James Beaumont ############################ # Call to adventure legend_spread_events.8120 = { type = character_event title = legend_spread_events.8120.t desc = legend_spread_events.8120.desc theme = legend left_portrait = { character = root animation = personality_honorable } right_portrait = { character = scope:chronicler animation = chancellor } lower_right_portrait = { character = scope:distant_liege } cooldown = { years = 50 } trigger = { is_available_adult = yes promoted_legend = { legend_owner = root legend_type = legend_type:heroic } # There must be a ruler outside of diplo range any_ruler = { top_liege = { is_ai = yes NOT = { in_diplomatic_range = root } primary_title = { is_mercenary_company = no } capital_province = { squared_distance = { target = root.capital_province value <= squared_distance_massive # Don't walk from Iceland to Burma } } any_courtier_or_guest = { is_adult = yes } } } } immediate = { promoted_legend = { save_scope_as = legend } random_ruler = { limit = { top_liege = { is_ai = yes NOT = { in_diplomatic_range = root } primary_title = { is_mercenary_company = no } capital_province = { squared_distance = { target = root.capital_province value <= squared_distance_massive } } any_courtier_or_guest = { is_adult = yes } } } top_liege = { capital_province = { save_scope_as = distant_location } primary_title = { save_scope_as = distant_title } save_scope_as = distant_liege } } grab_appropriate_chronicler_effect = yes } option = { #A worthwhile expedition! name = legend_spread_events.8120.a custom_tooltip = { text = travel_to_distant_land_tt start_travel_plan = { destination = scope:distant_location return_trip = yes on_arrival_event = legend_spread_events.8122 on_travel_planner_cancel_event = legend_spread_events.8121 } } stress_impact = { lazy = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 ai_honor = 1 } } } option = { # Sod that name = legend_spread_events.8120.b stress_impact = { content = medium_stress_impact_loss ambitious = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_honor = -1 } } } } # I foolishly cancelled my travel plan legend_spread_events.8121 = { type = character_event title = legend_spread_events.8121.t desc = legend_spread_events.8121.desc theme = legend override_background = { reference = wilderness } left_portrait = { character = root animation = stress } option = { # Dangit name = legend_spread_events.8121.a ai_chance = { base = 100 } } } # I have arrived, what do I want? legend_spread_events.8122 = { type = character_event title = legend_spread_events.8122.t desc = { desc = legend_spread_events.8122.desc.intro first_valid = { triggered_desc = { trigger = { scope:distant_location.county = { any_this_title_or_de_jure_above = { this = title:k_sweden } } } desc = legend_spread_events.8122.desc.disappointing.sweden } triggered_desc = { trigger = { scope:distant_location = { has_holding_type = tribal_holding } } desc = legend_spread_events.8122.desc.disappointing.tribal } triggered_desc = { trigger = { scope:distant_location.county = { development_level <= bad_development_level title_province = { is_wetland_trigger = yes } } } desc = legend_spread_events.8122.desc.disappointing.wet } triggered_desc = { trigger = { scope:distant_location.county = { development_level <= bad_development_level title_province = { is_drylands_or_desert_trigger = yes } } } desc = legend_spread_events.8122.desc.disappointing.dry } triggered_desc = { trigger = { scope:distant_location.county = { development_level <= bad_development_level } } desc = legend_spread_events.8122.desc.disappointing.fallback } triggered_desc = { trigger = { scope:distant_location.county = { development_level > great_development_level } } desc = legend_spread_events.8122.desc.not_disappointing } triggered_desc = { trigger = { scope:distant_location.county = { development_level > good_development_level } } desc = legend_spread_events.8122.desc.slightly_disappointing } triggered_desc = { trigger = { scope:distant_location.county = { development_level > bad_development_level } } desc = legend_spread_events.8122.desc.somewhat_disappointing } } desc = legend_spread_events.8122.desc.bridge first_valid = { triggered_desc = { trigger = { scope:distant_courtier = { # Viking adventurers and such culture = root.culture } } desc = legend_spread_events.8122.desc.outro.same_culture } triggered_desc = { trigger = { scope:distant_courtier = { religion = root.religion } } desc = legend_spread_events.8122.desc.outro.same_religion } desc = legend_spread_events.8122.desc.outro.fallback } } theme = legend left_portrait = { character = root animation = admiration } right_portrait = { character = scope:distant_courtier animation = thinking } lower_right_portrait = { character = scope:distant_knight } lower_center_portrait = { character = scope:distant_liege } immediate = { scope:distant_liege = { random_courtier_or_guest = { limit = { is_adult = yes } save_scope_as = distant_courtier } random_knight ?= { save_scope_as = distant_knight } } current_travel_plan = { delay_travel_plan = { months = 2 } } create_character_memory = { type = ce1_travelled_far_away participants = { distant_realm = scope:distant_liege } } } option = { # I want to see how people fight here name = legend_spread_events.8122.a trigger = { exists = scope:distant_liege } custom_tooltip = legend_quality_if_wins_tt configure_start_single_combat_effect = { SC_INITIATOR = root SC_ATTACKER = root SC_DEFENDER = scope:distant_knight FATALITY = no FIXED = no LOCALE = tavern OUTPUT_EVENT = legend_spread_events.8123 INVALIDATION_EVENT = fp1_tbc.0021 } stress_impact = { craven = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_honor = 1 } } } option = { # I want to talk about my cool legend with your liege name = legend_spread_events.8122.b duel = { skill = diplomacy target = scope:distant_liege # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8122.b.success left_icon = root promoted_legend = { change_legend_quality_effect = { VALUE = major_legend_quality_increase } } current_travel_plan = { resume_travel_plan = yes } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8122.b.failure left_icon = root add_stress = minor_stress_gain promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } current_travel_plan = { resume_travel_plan = yes } } } } stress_impact = { shy = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 1 ai_honor = 1 } } } option = { # I want to bring something cool back home name = legend_spread_events.8122.c if = { limit = { capital_county.holder = root } capital_county = { add_county_modifier = { modifier = legendary_item years = 15 } } } add_character_modifier = { modifier = legendary_item_personal years = 10 } current_travel_plan = { resume_travel_plan = yes } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = -1 ai_boldness = -1 } } } } #SCE output events legend_spread_events.8123 = { hidden = yes type = character_event immediate = { if = { # Defeat limit = { scope:sc_victor = scope:distant_knight } trigger_event = legend_spread_events.8124 } else = { trigger_event = legend_spread_events.8125 } } } # I lost :( legend_spread_events.8124 = { type = character_event title = legend_spread_events.8124.t desc = legend_spread_events.8124.desc theme = legend override_background = { reference = wilderness } left_portrait = { character = root animation = stress } right_portrait = { character = scope:distant_knight triggered_animation = { trigger = { var:signature_weapon = flag:axe } animation = celebrate_axe } triggered_animation = { trigger = { var:signature_weapon = flag:mace } animation = celebrate_mace } triggered_animation = { trigger = { var:signature_weapon = flag:sword } animation = celebrate_sword } triggered_animation = { trigger = { var:signature_weapon = flag:dagger } animation = celebrate_dagger } triggered_animation = { trigger = { var:signature_weapon = flag:spear } animation = celebrate_spear } triggered_animation = { trigger = { var:signature_weapon = flag:hammer } animation = celebrate_hammer } animation = marshal } option = { # Dangit name = legend_spread_events.8124.a promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } current_travel_plan = { resume_travel_plan = yes } ai_chance = { base = 100 } } } # I won :D legend_spread_events.8125 = { type = character_event title = legend_spread_events.8125.t desc = legend_spread_events.8125.desc theme = legend override_background = { reference = wilderness } left_portrait = { character = root triggered_animation = { trigger = { var:signature_weapon = flag:axe } animation = celebrate_axe } triggered_animation = { trigger = { var:signature_weapon = flag:mace } animation = celebrate_mace } triggered_animation = { trigger = { var:signature_weapon = flag:sword } animation = celebrate_sword } triggered_animation = { trigger = { var:signature_weapon = flag:dagger } animation = celebrate_dagger } triggered_animation = { trigger = { var:signature_weapon = flag:spear } animation = celebrate_spear } triggered_animation = { trigger = { var:signature_weapon = flag:hammer } animation = celebrate_hammer } animation = marshal } right_portrait = { character = scope:distant_knight animation = stress } immediate = { promoted_legend = { change_legend_quality_effect = { VALUE = major_legend_quality_increase } } } option = { # Neato! name = legend_spread_events.8125.a current_travel_plan = { resume_travel_plan = yes } ai_chance = { base = 100 } } option = { # Come back with me! name = legend_spread_events.8125.b current_travel_plan = { resume_travel_plan = yes } add_courtier = scope:distant_knight root.current_travel_plan = { add_companion = scope:distant_knight } scope:distant_knight = { add_character_flag = { flag = blocked_from_leaving years = 10 } if = { limit = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } custom_tooltip = ignores_gender_army_rules_tt add_character_modifier = ignores_gender_army_rules } } if = { limit = { can_employ_court_position_type = champion_court_position } court_position_grant_effect = { EMPLOYER = root CANDIDATE = scope:distant_knight POS = champion } } else_if = { limit = { can_employ_court_position_type = bodyguard_court_position } court_position_grant_effect = { EMPLOYER = root CANDIDATE = scope:distant_knight POS = bodyguard } } ai_chance = { base = 0 } } } ############################ ## My ancestor was visited by angels ## 8130 ## by James Beaumont ############################ legend_spread_events.8130 = { type = character_event title = legend_spread_events.8130.t desc = legend_spread_events.8130.desc theme = legend left_portrait = { character = root animation = personality_honorable } right_portrait = { character = scope:chronicler animation = chancellor } trigger = { is_available_adult = yes promoted_legend = { legend_type = legend_type:legitimizing exists = legend_property:title } root != house.house_founder house.house_founder = { is_alive = no } religion_has_angels_trigger = yes } cooldown = { years = 15 } immediate = { promoted_legend = { save_scope_as = legend legend_property:title = { save_scope_as = legend_title } } house.house_founder = { save_scope_as = founder } grab_appropriate_chronicler_effect = yes } option = { # Yes, this definitely happened name = legend_spread_events.8130.a duel = { skill = learning value = high_skill_rating # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8130.a.win left_icon = root right_icon = scope:chronicler add_piety = medium_piety_gain house = { add_house_modifier = { modifier = angelic_founder years = 15 } } promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8130.a.lose left_icon = root right_icon = scope:chronicler add_stress = minor_stress_gain promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_decrease } } } } } stress_impact = { humble = minor_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_energy = 1 ai_honor = -1 } } } option = { # Sod that name = legend_spread_events.8130.b add_piety = minor_piety_gain stress_impact = { base = miniscule_stress_impact_loss content = medium_stress_impact_loss ambitious = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_honor = -1 } } } } ############################ ## What a cool battle, time to add it to my legend ## 8140 ## by James Beaumont ############################ # Hidden setup event legend_spread_events.8140 = { scope = combat_side hidden = yes trigger = { # Only for promoted legend owners who are their own protagonists side_primary_participant.promoted_legend.legend_protagonist ?= side_primary_participant # Only if you commanded the army yourself side_commander = side_primary_participant enemy_side.side_primary_participant = { is_landed = yes # Killing peasants is not very legendary } } cooldown = { years = 15 } weight_multiplier = { base = 1 modifier = { side_primary_participant = { has_royal_court = yes has_court_type = court_warlike } add = 1 } modifier = { # More likely for crusades and such side_primary_participant = { is_in_ongoing_great_holy_war = yes } add = 1 } } immediate = { if = { limit = { exists = enemy_side.side_commander } enemy_side.side_commander = { save_scope_as = enemy_commander } } if = { limit = { exists = side_commander } side_commander = { save_scope_as = friendly_commander } } enemy_side.side_primary_participant = { save_scope_as = enemy_battle_owner } combat.location = { save_scope_as = combat_location } side_primary_participant = { trigger_event = { id = legend_spread_events.8141 } } } } legend_spread_events.8141 = { type = character_event title = legend_spread_events.8141.t desc = legend_spread_events.8141.desc theme = battle left_portrait = { character = root animation = celebrate_sword } trigger = { # based on where the scope is set, they might not exist when the event is fired exists = scope:enemy_commander exists = scope:friendly_commander NOT = { exists = promoted_legend.var:8141_commander } promoted_legend = { has_legend_chapter = famous_deed } } immediate = { promoted_legend = { save_scope_as = legend } } option = { # A nice addition to my legend name = legend_spread_events.8141.a promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } set_variable = { # For loc name = 8141_commander value = scope:enemy_commander } set_legend_chapter = { name = famous_deed localization_key = legend_chapter_great_battle } } } option = { # No, there are far greater things for my legend to be about name = legend_spread_events.8141.b add_character_modifier = { modifier = ce1_legendary_battle years = 15 } } } ############################ ## Wanna know how I got these scars? Activity event ## 8150 ## by James Beaumont ############################ legend_spread_events.8150 = { type = activity_event title = legend_spread_events.8150.t desc = legend_spread_events.8150.desc theme = legend left_portrait = { character = root animation = sadness } right_portrait = { character = scope:intrigued_guest animation = thinking } trigger = { exists = promoted_legend promoted_legend.legend_protagonist = root has_permanent_physical_injury = yes promoted_legend = { has_legend_chapter = famous_deed } } cooldown = { years = 15 } weight_multiplier = { base = 1 modifier = { add = 1 has_activity_intent = spread_legend_intent } } immediate = { root = { save_scope_as = root_scope } if = { # Prioritise the stop host for tours limit = { exists = scope:stop_host_scope } scope:stop_host_scope = { save_scope_as = intrigued_guest } } else = { scope:activity = { random_attending_character = { limit = { is_ai = yes is_adult = yes } weight = { base = 1 modifier = { # Curious about you add = 10 has_trait = gregarious } modifier = { # Not big on the whole "This could be offensive" thing add = 2 NOT = { has_trait = compassionate } } } save_scope_as = intrigued_guest } } } } option = { # A story I will take to my grave name = legend_spread_events.8150.c trigger = { has_trait = gallant } promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } set_legend_chapter = { name = famous_deed localization_key = legend_chapter_mysterious_injury } } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 } } } option = { # I got this injury fighting a mighty beast! name = legend_spread_events.8150.a duel = { skills = { martial learning } target = scope:intrigued_guest # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8080.a.win left_icon = root right_icon = scope:intrigued_guest add_piety = medium_prestige_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } set_legend_chapter = { name = famous_deed localization_key = legend_chapter_battled_mighty_beast_good } } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8080.a.lose left_icon = root right_icon = scope:intrigued_guest add_stress = minor_stress_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_decrease } set_legend_chapter = { name = famous_deed localization_key = legend_chapter_battled_mighty_beast_bad } } } } } stress_impact = { humble = minor_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -1 ai_energy = 1 ai_honor = -0.5 } } } option = { # I was attacked when evangelising the faith name = legend_spread_events.8150.b trigger = { # Must believe in evangelism to an extent faith = { NOT = { has_doctrine = doctrine_pluralism_pluralistic } } } duel = { skill = learning target = scope:intrigued_guest # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8080.a.win left_icon = root right_icon = scope:intrigued_guest add_piety = medium_prestige_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } set_legend_chapter = { name = famous_deed localization_key = legend_chapter_injured_evangelising_good } } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8080.a.lose left_icon = root right_icon = scope:intrigued_guest add_stress = minor_stress_gain promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_decrease } set_legend_chapter = { name = famous_deed localization_key = legend_chapter_injured_evangelising_bad } } } } } stress_impact = { humble = minor_stress_impact_gain honest = minor_stress_impact_gain cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_energy = 1 ai_honor = -0.5 } } } option = { # No, the memories are too painful name = legend_spread_events.8150.d every_vassal = { vassal_stance = glory_hound custom = every_glory_hound_vassal add_opinion = { modifier = respect_opinion target = root opinion = 15 } } stress_impact = { base = minor_stress_impact_loss shy = minor_stress_impact_loss reclusive = minor_stress_impact_loss paranoid = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -1 ai_energy = -1 ai_honor = 1 } } } after = { add_character_flag = legend_spread_events_8160 } } ############################ ## I woo'd the love of my life ## 8160 ## by James Beaumont ############################ legend_spread_events.8160 = { type = character_event title = legend_spread_events.8160.t desc = legend_spread_events.8160.desc theme = legend override_background = { reference = study } left_portrait = { character = root animation = flirtation } right_portrait = { character = scope:soulmate animation = flirtation } trigger = { exists = promoted_legend promoted_legend.legend_protagonist = root NOR = { exists = promoted_legend.var:8160_soulmate has_character_flag = legend_spread_events_8160 } promoted_legend = { has_legend_chapter = additional_deed } } cooldown = { years = 15 } immediate = { promoted_legend = { save_scope_as = legend } } option = { # Yes, our love will be legendary name = legend_spread_events.8160.a promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } set_variable = { name = 8160_soulmate value = scope:soulmate } set_legend_chapter = { name = additional_deed localization_key = legend_chapter_love } } reverse_add_opinion = { modifier = flattered_opinion target = scope:soulmate opinion = 15 } stress_impact = { # My legend is about meeeee arrogant = minor_stress_impact_gain callous = minor_stress_impact_gain sadistic = minor_stress_impact_gain honest = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 } } } option = { # No, this is about me :) name = legend_spread_events.8160.b reverse_add_opinion = { modifier = insult_opinion target = scope:soulmate opinion = -15 } add_character_modifier = { modifier = ce1_heartthrob years = 15 } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 } } } } ############################ ## W-wait, I'm gonna die one day?? ## 8170 ## by James Beaumont ############################ legend_spread_events.8170 = { type = character_event title = legend_spread_events.8170.t desc = { desc = legend_spread_events.8170.desc.intro first_valid = { triggered_desc = { trigger = { religion = religion:taoism_religion } desc = legend_spread_events.8170.desc.mid.taoist } triggered_desc = { trigger = { faith = { has_doctrine_parameter = reincarnation_events_active } } desc = legend_spread_events.8170.desc.mid.reincarnation } desc = legend_spread_events.8170.desc.mid.fallback } desc = legend_spread_events.8170.desc.outro } theme = legend override_background = { reference = corridor_night } left_portrait = { character = root animation = fear } cooldown = { years = 100 } trigger = { exists = promoted_legend promoted_legend.legend_protagonist = root is_immortal = no # We don't use immortality in the base game, this is here to make life easier for modders age >= 30 promoted_legend = { has_legend_chapter = motivation } } weight_multiplier = { base = 1 modifier = { add = 2 religion = religion:taoism_religion } modifier = { add = 2 health <= poor_health } modifier = { # Contemplate mortality more as you get older add = { value = age divide = 50 } } modifier = { # Comfortable with dying factor = 0.5 OR = { has_trait = content has_trait = humble has_trait = brave has_trait = zealous } } modifier = { # Terrified of dying factor = 1.5 OR = { has_trait = ambitious has_trait = arrogant has_trait = craven has_trait = cynical } } modifier = { # Faith believes dying is good actually factor = 0.1 faith = { has_doctrine_parameter = consolamentum_active } } } immediate = { promoted_legend = { save_scope_as = legend } } option = { # Y-yes, I must become immortal! name = legend_spread_events.8170.a promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } set_legend_chapter = { name = motivation localization_key = legend_chapter_immortal } } add_character_modifier = { modifier = ce1_immortal years = 15 } hidden_effect = { add_character_flag = quest_for_immortality } stress_impact = { content = minor_stress_impact_gain humble = minor_stress_impact_gain brave = minor_stress_impact_gain zealous = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 ai_boldness = 1 } } } option = { # Pfshhhhh, legends never die name = { trigger = { has_trait = eccentric } text = legend_spread_events.8170.b.chess } name = { trigger = { NOT = { has_trait = eccentric } } text = legend_spread_events.8170.b.fallback } add_character_modifier = { modifier = ce1_level_headed years = 5 } stress_impact = { ambitious = minor_stress_impact_gain arrogant = minor_stress_impact_gain craven = minor_stress_impact_gain cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 } } } after = { trigger_event = { id = legend_spread_events.8172 months = { 1 3 } } } } #Follow-up, my little kid looks just like ME! legend_spread_events.8171 = { type = character_event title = legend_spread_events.8171.t desc = legend_spread_events.8171.desc theme = legend left_portrait = { character = root animation = shock } right_portrait = { character = scope:child animation = happiness } cooldown = { years = 5 } trigger = { exists = promoted_legend promoted_legend.legend_protagonist = root is_immortal = no has_character_flag = quest_for_immortality NOT = { exists = promoted_legend.var:8171_child } promoted_legend = { has_legend_chapter = conclusion } } immediate = { promoted_legend = { save_scope_as = legend } } option = { # My song is ending, but the story never ends. name = legend_spread_events.8171.a promoted_legend = { change_legend_quality_effect = { VALUE = major_legend_quality_increase } set_variable = { name = 8171_child value = scope:child } set_legend_chapter = { name = conclusion localization_key = legend_chapter_immortal_child_conclusion } } stress_impact = { ambitious = minor_stress_impact_gain arrogant = minor_stress_impact_gain craven = minor_stress_impact_gain cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 ai_boldness = 1 } } } } #Follow-up, meet your maker legend_spread_events.8172 = { type = character_event title = legend_spread_events.8172.t desc = legend_spread_events.8172.desc theme = legend left_portrait = { character = root animation = shock } right_portrait = { character = scope:old_you animation = personality_zealous outfit_tags = { nightgown } hide_info = yes } override_effect_2d = fog cooldown = { years = 5 } trigger = { exists = promoted_legend promoted_legend.legend_protagonist = root has_character_flag = quest_for_immortality NOT = { religion = religion:taoism_religion } is_immortal = no promoted_legend = { has_legend_chapter = conclusion } } immediate = { promoted_legend = { save_scope_as = legend } create_character = { template = bp1_doppelganger_template dynasty = none location = root.capital_province save_scope_as = old_you } scope:old_you = { set_age = 100 } } option = { # Go be human name = legend_spread_events.8172.a flavor = legend_spread_events.8172.a.flavor promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } set_legend_chapter = { name = conclusion localization_key = legend_chapter_accept_mortality_conclusion } } add_character_modifier = { modifier = ce1_accepted_mortality years = 25 } stress_impact = { base = major_stress_impact_loss ambitious = minor_stress_impact_gain arrogant = minor_stress_impact_gain craven = minor_stress_impact_gain cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 ai_boldness = 1 } } } option = { # Not today matey name = legend_spread_events.8172.b flavor = legend_spread_events.8172.b.flavor promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } set_legend_chapter = { name = conclusion localization_key = legend_chapter_confronted_creator_conclusion } } add_character_modifier = { modifier = ce1_will_to_live years = 15 } stress_impact = { ambitious = minor_stress_impact_loss arrogant = minor_stress_impact_loss craven = minor_stress_impact_loss cynical = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 ai_boldness = -1 } } } option = { # I'm ready name = legend_spread_events.8172.c flavor = legend_spread_events.8172.c.flavor trigger = { has_trait = content OR = { health <= poor_health age >= 65 } } promoted_legend = { change_legend_quality_effect = { VALUE = major_legend_quality_increase } set_legend_chapter = { name = conclusion localization_key = legend_chapter_accept_mortality_conclusion } } death = { death_reason = death_peaceful } stress_impact = { base = massive_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 ai_boldness = 1 } } } after = { scope:old_you = { silent_disappearance_effect = yes } } } ############################ ## You killed my father, prepare to die ## 8180 ## by James Beaumont ############################ legend_spread_events.8180 = { type = character_event title = legend_spread_events.8180.t desc = legend_spread_events.8180.desc theme = legend left_portrait = { character = root animation = anger } lower_left_portrait = { character = scope:dead_parent } lower_right_portrait = { character = scope:killer } trigger = { exists = promoted_legend promoted_legend.legend_protagonist = root NOT = { exists = var:8180_revenge_quest } any_parent = { even_if_dead = yes killer ?= { is_alive = yes } NOT = { # I killed my father. Prepare to- wait... killer = root } } promoted_legend = { has_legend_chapter = motivation } } cooldown = { years = 25 } weight_multiplier = { base = 1 modifier = { factor = 10 has_trait = vengeful } modifier = { factor = 0.1 has_trait = forgiving } } immediate = { random_parent = { even_if_dead = yes limit = { killer ?= { is_alive = yes } killer != root } save_scope_as = dead_parent killer = { save_scope_as = killer } } promoted_legend = { save_scope_as = legend } } option = { # My revenge quest begins name = legend_spread_events.8180.a promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } set_legend_chapter = { name = motivation localization_key = legend_chapter_revenge_quest } } if = { limit = { NOT = { has_relation_rival = scope:killer } } set_relation_rival = { target = scope:killer reason = rival_murdered_parent } } custom_tooltip = { text = 8180_bonus_if_you_kill_tt set_variable = { name = 8180_revenge_quest value = scope:killer } scope:killer = { set_variable = { # To trigger the event name = 8180_marked_for_death value = root } } } stress_impact = { forgiving = minor_stress_impact_gain craven = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_boldness = 1 } } } option = { # This does not define me name = legend_spread_events.8180.b add_character_modifier = { modifier = ce1_forgiveness years = 15 } stress_impact = { base = major_stress_impact_gain forgiving = major_stress_impact_loss compassionate = major_stress_impact_loss just = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = -1 ai_boldness = -1 ai_honor = 1 } } } } # Revenge complete! legend_spread_events.8181 = { type = character_event title = legend_spread_events.8181.t desc = { desc = legend_spread_events.8181.desc.intro first_valid = { triggered_desc = { # Did I kill them, or did they just die? trigger = { scope:killer.killer = root } desc = legend_spread_events.8181.desc.mid.murder } desc = legend_spread_events.8181.desc.mid.fallback } desc = legend_spread_events.8181.desc.outro } theme = legend left_portrait = { character = root animation = anger } right_portrait = { character = scope:killer } trigger = { exists = promoted_legend promoted_legend.legend_protagonist = root exists = var:8180_revenge_quest promoted_legend = { has_legend_chapter = conclusion } } immediate = { var:8180_revenge_quest = { save_scope_as = killer } promoted_legend = { save_scope_as = legend } random_parent = { even_if_dead = yes limit = { killer ?= scope:killer } save_scope_as = dead_parent } } option = { # My revenge quest begins name = legend_spread_events.8181.a promoted_legend = { if = { limit = { scope:killer.killer = root } change_legend_quality_effect = { VALUE = major_legend_quality_increase } set_legend_chapter = { name = conclusion localization_key = legend_chapter_revenge_quest_complete } } else = { set_legend_chapter = { name = conclusion localization_key = legend_chapter_revenge_quest_divine_justice } } } remove_variable = 8180_revenge_quest stress_impact = { base = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_boldness = 1 } } } } ############################ ## I was raised by LocalAnimal ## 8190 ## by James Beaumont ############################ legend_spread_events.8190 = { type = character_event title = legend_spread_events.8190.t desc = legend_spread_events.8190.desc theme = legend left_portrait = { character = root animation = personality_bold } right_portrait = { character = scope:chronicler animation = marshal } trigger = { promoted_legend ?= { legend_owner = root has_legend_chapter = opening } is_available_adult = yes has_trait = eccentric NOT = { exists = promoted_legend.var:animal_parent } any_parent = { is_alive = yes } } cooldown = { years = 15 } immediate = { grab_appropriate_chronicler_effect = yes promoted_legend = { save_scope_as = legend } select_local_animal_effect = { TYPE = dangerous } random_parent = { limit = { is_alive = yes } save_scope_as = parent } } option = { # Yes, it's true, I was raised by wolves name = legend_spread_events.8190.a duel = { skills = { prowess learning } value = high_skill_rating # Success. 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8190.a.win left_icon = root right_icon = scope:chronicler add_piety = medium_prestige_gain promoted_legend = { set_variable = { name = animal_parent value = root.var:animal_type } change_legend_quality_effect = { VALUE = medium_legend_quality_increase } set_legend_chapter = { name = opening localization_key = legend_chapter_raised_by_animal } } } } # Failure. 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8190.a.lose left_icon = root right_icon = scope:chronicler add_stress = minor_stress_gain promoted_legend = { root = { select_local_animal_effect = { TYPE = small } } set_variable = { name = animal_parent value = root.var:animal_type } change_legend_quality_effect = { VALUE = medium_legend_quality_decrease } set_legend_chapter = { name = opening localization_key = legend_chapter_raised_by_animal } } } } # Crit failure. 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = legend_spread_events.8190.a.crit_lose left_icon = root right_icon = scope:chronicler add_stress = minor_stress_gain promoted_legend = { root = { select_local_animal_effect = { TYPE = harmless } } set_variable = { name = animal_parent value = root.var:animal_type } change_legend_quality_effect = { VALUE = major_legend_quality_decrease } set_legend_chapter = { name = opening localization_key = legend_chapter_raised_by_animal } } } } } stress_impact = { humble = minor_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_energy = 1 ai_honor = -1 } } } option = { # No, this is silly name = legend_spread_events.8190.b if = { limit = { exists = scope:parent } reverse_add_opinion = { modifier = angry_opinion target = scope:parent opinion = -20 } } stress_impact = { base = minor_stress_impact_loss deceitful = medium_stress_impact_gain diligent = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 ai_honor = 1 } } } }