namespace = legend_spread_events namespace = legend_debug ############################ ## Legend Events ## 0001-1000 ## by Veronica Pazos ############################ # legend_spread_events.0001 - Are you the true descendant of x? # legend_spread_events.0010 - Did you really kill that monster? # legend_spread_events.0020 - Someone in your court doubts you! Oh no! # legend_spread_events.0030 - Grab a recent memory - add that to your legend # legend_spread_events.0040 - Did you do this because of a begging peasant? # legend_spread_events.0050 - Did you do this to honor a lady/lord? # legend_spread_events.0060 - Rumours about a powerful vassal mocking your legend # legend_spread_events.0070 - Someone arrives at your court impressed by your legend # legend_spread_events.0080 - People are going on a pilgrimage to the location of your legend ##### DEBUG ###### legend_debug.0001 = { orphan = yes type = character_event theme = legend desc = legend_debug.0001.desc option = { create_legend_seed = { type = heroic quality = famed chronicle = debug_legend properties = { beast = flag:bear location = root.location ancestor = character:159835 ancestor_flag = flag:ramses antagonist = flag:vercingetorix culture = root.culture title = title:k_england god = flag:germanic_high_god_name original_region = geographical_region:world_middle_east_jerusalem } } } option = { add_character_modifier = legend_spread_debug_modifier } } # Do you wanna send children to praise your legend? legend_spread_events.0001 = { type = character_event title = legend_spread_events.0001.t desc = legend_spread_events.0001.desc theme = legend left_portrait = { character = root animation = personality_honorable } right_portrait = { character = scope:chronicler animation = chancellor } lower_center_portrait = { character = scope:ancestor } lower_left_portrait = { trigger = { exists = scope:my_child primary_title.tier = tier_county } character = scope:my_child } cooldown = { years = 5 } override_background = { reference = study } trigger = { is_available_adult = yes promoted_legend ?= { legend_owner = root exists = legend_property:ancestor } any_courtier = { #there's someone to tell you about this this != root is_available_ai_adult = yes } } immediate = { grab_appropriate_chronicler_effect = yes save_scope_as = root_scope #save scope for loc promoted_legend = { save_scope_as = legend legend_property:ancestor = { save_scope_as = ancestor } } if = { limit = { any_child = { is_alive = yes age <= 12 NOT = { is_primary_heir_of = root } } } random_child = { limit = { is_alive = yes age <= 12 NOT = { is_primary_heir_of = root } } save_scope_as = my_child } } } option = { #I am indeed name = legend_spread_events.0001.a duel = { skills = { diplomacy intrigue } value = high_skill_rating 50 = { #you convince people compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.0001.a.tt.success send_interface_toast = { title = legend_spread_events.0001.a.tt.success left_icon = root promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_increase } } } } # no one believes you 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.0001.a.tt.failure send_interface_toast = { title = legend_spread_events.0001.a.tt.failure left_icon = root promoted_legend = { change_legend_quality_effect = { VALUE = medium_legend_quality_decrease } } } } } stress_impact = { content = medium_stress_impact_gain humble = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = content has_trait = humble } } } } option = { #Let's keep it down name = legend_spread_events.0001.b every_vassal = { custom = every_parochial_vassal add_opinion = { modifier = trust_opinion opinion = 20 target = root } } stress_impact = { arrogant = major_stress_impact_gain deceitful = medium_stress_impact_gain ambitious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = arrogant has_trait = deceitful has_trait = ambitious } } } } option = { #Send your own child name = legend_spread_events.0001.c trigger = { exists = scope:my_child primary_title.tier = tier_county } promoted_legend = { change_legend_quality_effect = { VALUE = minor_legend_quality_increase } } every_vassal = { custom = every_parochial_vassal add_opinion = { modifier = trust_opinion opinion = 20 target = root } } stress_impact = { humble = medium_stress_impact_gain content = medium_stress_impact_gain arrogant = medium_stress_impact_gain #it's weird to have your child in the market } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = humble has_trait = content has_trait = arrogant } } } } option = { #I am my own legend name = legend_spread_events.0001.d trigger = { has_trait = arrogant } add_character_modifier = { modifier = legend_my_own_ancestor_modifier years = 25 } stress_impact = { humble = major_stress_impact_gain content = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = humble has_trait = content } } modifier = { factor = 2 has_trait = arrogant } } } } # Did you kill that monster? legend_spread_events.0010 = { type = character_event title = legend_spread_events.0010.t desc = legend_spread_events.0010.desc theme = legend override_background = { reference = feast } left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = arrogant has_trait = brave has_trait = strong has_trait = ambitious } } animation = hero_flex } animation = personality_honorable } right_portrait = { character = scope:bard animation = instrument_active } cooldown = { years = 5 } trigger = { is_available_adult = yes promoted_legend ?= { legend_owner = root exists = legend_property:beast #any legend featuring a beast NOT = { has_variable = had_legends_0010 } } any_courtier = { #there's someone to tell you about this this != root is_available_ai_adult = yes } } immediate = { save_scope_as = root_scope #loc reasons promoted_legend = { set_variable = had_legends_0010 save_scope_as = legend } grab_appropriate_bard_effect = yes } option = { #Actually... I killed a dragon name = legend_spread_events.0010.a trigger = { promoted_legend = { NOT = { legend_property:beast ?= flag:dragon } } } duel = { skills = { diplomacy prowess } #would people believe you _can_ kill a dragon? value = high_skill_rating 40 = { #you convince people compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { has_trait = lifestyle_hunter add = 5 } modifier = { has_trait = deceitful add = 5 } desc = legend_spread_events.0010.a.tt.success send_interface_toast = { title = legend_spread_events.0010.a.tt.success left_icon = root promoted_legend = { set_legend_property = { name = beast target = flag:dragon } } add_character_modifier = { modifier = legends_dragon_slayer years = 25 } if = { limit = { is_ai = yes } random = { chance = 5 give_nickname = nick_the_dragonslayer } } else = { random = { chance = 50 give_nickname = nick_the_dragonslayer } } add_prestige = minor_prestige_gain } } # no one believes you 60 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { has_trait = craven add = 25 } desc = legend_spread_events.0010.a.tt.failure send_interface_toast = { title = legend_spread_events.0010.a.tt.failure left_icon = root add_prestige = major_prestige_loss } } } stress_impact = { honest = major_stress_impact_gain humble = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = honest has_trait = humble } } modifier = { factor = 2 has_trait = arrogant } } } option = { #I did but it was a GIGANTIC one name = legend_spread_events.0010.b trigger = { promoted_legend = { NOT = { legend_property:beast ?= flag:huge_beast } } } duel = { skills = { diplomacy prowess } #would people believe you _can_ kill a dragon? value = medium_skill_rating 50 = { #you convince people compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { has_trait = lifestyle_hunter add = 25 } modifier = { has_trait = strong add = 5 } modifier = { has_trait = brave add = 5 } desc = legend_spread_events.0010.b.tt.success send_interface_toast = { title = legend_spread_events.0010.b.tt.success left_icon = root promoted_legend = { set_legend_property = { name = beast target = flag:huge_beast } } add_prestige = minor_prestige_gain } } # no one believes you 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { has_trait = craven add = 10 } desc = legend_spread_events.0010.a.tt.failure send_interface_toast = { title = legend_spread_events.0010.a.tt.failure left_icon = root add_prestige = medium_prestige_loss } } } stress_impact = { humble = medium_stress_impact_gain honest = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = humble has_trait = honest } } } } option = { #Let's keep it down name = legend_spread_events.0010.c every_vassal = { custom = every_parochial_vassal add_opinion = { modifier = trust_opinion opinion = 20 target = root } } stress_impact = { arrogant = major_stress_impact_gain deceitful = medium_stress_impact_gain ambitious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = arrogant has_trait = deceitful has_trait = ambitious } } } } } # Someone in your court doubts you legend_spread_events.0020 = { type = character_event title = legend_spread_events.0020.t desc = { desc = legend_spread_events.0020.desc.intro first_valid = { triggered_desc = { trigger = { promoted_legend.legend_protagonist = root } desc = legend_spread_events.0020.desc.you_protag } desc = legend_spread_events.0020.desc.other_protag } desc = legend_spread_events.0020.desc.outro } theme = legend override_background = { reference = corridor_day } left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = arrogant has_trait = wrathful } } animation = anger } animation = eavesdrop } right_portrait = { character = scope:courtier animation = scheme } cooldown = { years = 5 } trigger = { is_available = yes is_landed = yes promoted_legend ?= { legend_owner = root } any_courtier = { #there's someone gossipping is_standard_legend_spreading_courtier = yes } } immediate = { promoted_legend = { legend_protagonist = { save_scope_as = protagonist } } random_courtier = { limit = { is_standard_legend_spreading_courtier = yes } save_scope_as = courtier } } option = { #Punish them name = legend_spread_events.0020.a trigger = { OR = { has_trait = arrogant has_trait = wrathful has_trait = callous has_trait = sadistic } } add_dread = major_dread_gain rightfully_imprison_character_less_verbose_effect = { TARGET = scope:courtier IMPRISONER = root } every_courtier_or_guest = { custom = all_courtiers_and_guests add_opinion = { opinion = -10 target = root modifier = cruelty_opinion } } stress_impact = { compassionate = major_stress_impact_gain calm = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = compassionate has_trait = calm } } modifier = { factor = 2 OR = { has_trait = wrathful has_trait = sadistic } } } } option = { #Call them out name = legend_spread_events.0020.b duel = { skill = diplomacy target = scope:courtier 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.0020.b.tt.success send_interface_toast = { title = legend_spread_events.0020.b.tt.success left_icon = scope:courtier add_character_modifier = { modifier = legend_put_out_rumors_modifier years = 5 } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.0020.b.tt.failure send_interface_toast = { title = legend_spread_events.0020.b.tt.failure left_icon = scope:courtier scope:courtier = { add_opinion = { opinion = -30 target = root modifier = dismissive_opinion } } } } } stress_impact = { humble = medium_stress_impact_gain honest = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = humble has_trait = honest } } } } option = { #Ignore them name = legend_spread_events.0020.c add_character_modifier = { modifier = legend_sus_rumors_modifier years = 2 } stress_impact = { base = medium_stress_impact_loss arrogant = medium_stress_impact_gain wrathful = medium_stress_impact_gain callous = medium_stress_impact_gain sadistic = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = arrogant has_trait = wrathful has_trait = callous has_trait = sadistic } } } } } # Do you wanna add this recent memory to your chronicle? scripted_trigger is_legend_worthy_memory = { has_memory_category = positive OR = { has_memory_category = war has_memory_category = travel has_memory_category = martial has_memory_category = battle has_memory_category = tournament has_memory_category = nemesis } } legend_spread_events.0030 = { type = character_event title = legend_spread_events.0030.t desc = { desc = legend_spread_events.0030.desc.intro first_valid = { triggered_desc = { trigger = { promoted_legend.legend_protagonist = root } desc = legend_spread_events.0030.desc.you_protag } desc = legend_spread_events.0030.desc.other_protag } } theme = legend override_background = { reference = study } left_portrait = { character = root animation = thinking } right_portrait = { character = scope:chronicler animation = page_flipping } cooldown = { years = 5 } trigger = { is_available = yes promoted_legend ?= { legend_owner = root has_legend_chapter = { name = extra_deed } NOT = { has_variable = had_legends_0030 } } any_memory = { is_legend_worthy_memory = yes } any_courtier = { #chronicler backup this != root is_available_ai_adult = yes } } weight_multiplier = { base = 1 modifier = { add = 1 any_memory = { is_legend_worthy_memory = yes } } } immediate = { grab_appropriate_chronicler_effect = yes promoted_legend = { set_variable = { name = had_legends_0030 years = 10 } legend_protagonist = { save_scope_as = protagonist } } random_memory = { limit = { is_legend_worthy_memory = yes } weight = { base = 1 modifier = { add = 10 has_memory_category = major } modifier = { add = 2 has_memory_category = battle } modifier = { add = 2 has_memory_category = war } modifier = { add = 1 has_memory_category = martial } } save_scope_as = legend_memory } } option = { #I already told you my legend once, didn't I? name = legend_spread_events.0030.a flavor = legend_spread_events.0030.a.flavor trigger = { OR = { has_trait = stubborn has_trait = lazy } } add_character_modifier = { modifier = legend_lazy_modifier years = 5 } stress_impact = { lazy = major_stress_impact_loss stubborn = major_stress_impact_loss calm = medium_stress_impact_gain ambitious = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = ambitious has_trait = calm } } modifier = { factor = 2 OR = { has_trait = lazy has_trait = stubborn } } } } option = { #Sure, replace it name = legend_spread_events.0030.b duel = { skill = diplomacy value = medium_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.0030.b.tt.success send_interface_toast = { title = legend_spread_events.0030.b.tt.success left_icon = root promoted_legend = { if = { limit = { NOT = { exists = var:extra_deed_memory } } set_variable = { name = extra_deed_memory value = scope:legend_memory } } set_legend_chapter = { name = extra_deed localization_key = legend_chapter_extra_deed_memory } } if = { limit = { #people remember you actually did this promoted_legend.legend_protagonist = root } add_character_modifier = { modifier = legend_memory_deed_modifier years = 5 } } else = { add_prestige = minor_prestige_gain } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.0030.b.tt.failure send_interface_toast = { title = legend_spread_events.0030.b.tt.failure left_icon = root add_prestige = medium_prestige_loss } } } stress_impact = { lazy = medium_stress_impact_gain stubborn = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = lazy has_trait = stubborn } } } } option = { #Leave it as it is name = legend_spread_events.0030.c every_courtier_or_guest = { limit = { OR = { has_trait = humble has_trait = content } } custom = humble_content_courtiers_and_guests add_opinion = { opinion = 20 target = root modifier = pleased_opinion } } stress_impact = { humble = medium_stress_impact_loss content = medium_stress_impact_loss shy = major_stress_impact_loss arrogant = medium_stress_impact_gain ambitious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = humble has_trait = content has_trait = shy } } modifier = { factor = 2 OR = { has_trait = arrogant has_trait = ambitious } } } } } # Did you do this because a peasant begged you to? legend_spread_events.0040 = { type = character_event title = legend_spread_events.0040.t desc = { desc = legend_spread_events.0040.desc.intro first_valid = { triggered_desc = { trigger = { promoted_legend.legend_protagonist = root } desc = legend_spread_events.0040.desc.you_protag } desc = legend_spread_events.0040.desc.other_protag } desc = legend_spread_events.0040.desc.outro } theme = legend override_background = { reference = throne_room } left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = callous has_trait = sadistic } } animation = dismissal } animation = personality_honorable } right_portrait = { character = scope:chronicler animation = page_flipping } lower_center_portrait = { trigger = { exists = scope:chaplain scope:chaplain != scope:chronicler } character = scope:chaplain } cooldown = { years = 5 } trigger = { is_available = yes promoted_legend ?= { legend_owner = root OR = { legend_type = legend_type:heroic legend_type = legend_type:holy } has_legend_chapter = motivation NOT = { has_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_peasant } } NOT = { has_variable = had_legends_0040 } } any_courtier = { #chronicler backup this != root is_available_ai_adult = yes } } weight_multiplier = { base = 1 modifier = { add = 0.5 promoted_legend ?= { legend_owner = root legend_type = legend_type:holy } } } immediate = { grab_appropriate_chronicler_effect = yes promoted_legend = { set_variable = had_legends_0040 legend_protagonist = { save_scope_as = protagonist } } save_scope_as = root_scope cp:councillor_court_chaplain ?= { save_scope_as = chaplain } } option = { #I would _never_ let a peasant tell me what to do name = legend_spread_events.0040.a trigger = { OR = { has_trait = callous has_trait = sadistic } } promoted_legend = { set_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_evil } } stress_impact = { callous = major_stress_impact_loss sadistic = major_stress_impact_loss calm = medium_stress_impact_gain compassionate = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = calm has_trait = compassionate } } modifier = { factor = 2 OR = { has_trait = callous has_trait = sadistic } } } } option = { #I sure did! name = legend_spread_events.0040.b duel = { skill = diplomacy value = medium_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.0040.b.tt.success send_interface_toast = { title = legend_spread_events.0040.b.tt.success left_icon = root promoted_legend = { set_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_peasant } } add_piety = medium_piety_gain every_vassal_or_below = { vassal_stance = courtly custom = every_courtly_vassal add_opinion = { target = root opinion = -10 modifier = disappointed_opinion } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.0040.b.tt.failure send_interface_toast = { title = legend_spread_events.0040.b.tt.failure left_icon = root if = { limit = { exists = cp:councillor_court_chaplain } cp:councillor_court_chaplain = { add_opinion = { target = root opinion = -10 modifier = impious_opinion } } } else_if = { limit = { promoted_legend.legend_type = legend_type:holy } add_piety = medium_piety_loss } else = { add_piety = minor_piety_loss } } } } stress_impact = { compassionate = major_stress_impact_loss callous = medium_stress_impact_gain sadistic = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 promoted_legend.legend_type = legend_type:holy } modifier = { factor = 2 OR = { has_trait = compassionate has_trait = zealous } } modifier = { factor = 0 OR = { has_trait = callous has_trait = sadistic } } } } option = { #Leave it as it is name = legend_spread_events.0040.c if = { limit = { promoted_legend.legend_type = legend_type:holy } add_piety = minor_piety_loss } else = { add_piety = miniscule_piety_loss } stress_impact = { zealous = medium_stress_impact_gain compassionate = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = zealous has_trait = compassionate } } } } } # Did you do this to honor a fair lady/lord? scripted_trigger 0050_valid_courtier = { is_available_ai_adult = yes is_close_family_or_spouse_of_root_trigger = no is_attracted_to_gender_of = root root = { is_attracted_to_gender_of = prev } } legend_spread_events.0050 = { type = character_event title = legend_spread_events.0050.t desc = legend_spread_events.0050.desc theme = legend override_background = { reference = garden } left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = rakish has_trait = lustful has_trait = seducer has_trait = deviant } } animation = flirtation_left } triggered_animation = { trigger = { has_trait = callous } animation = dismissal } animation = laugh } right_portrait = { character = scope:bard animation = instrument_active } lower_left_portrait = { trigger = { exists = scope:my_spouse } character = scope:my_spouse } lower_right_portrait = scope:honored_lady cooldown = { years = 5 } trigger = { is_available_adult = yes promoted_legend ?= { legend_owner = root NOT = { has_variable = had_legends_0050 } NOR = { has_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_spouse } has_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_honor_lady } } has_legend_chapter = motivation legend_protagonist = root } any_courtier_or_guest = { #we have a lady 0050_valid_courtier = yes count >= 2 #to make sure we also have a bard } } weight_multiplier = { base = 1 modifier = { add = 0.25 OR = { is_married = yes has_trait = lustful has_trait = seducer has_trait = rakish } } } immediate = { grab_appropriate_bard_effect = yes promoted_legend = { set_variable = had_legends_0050 } if = { limit = { is_married = yes } random_spouse = { weight = { base = 1 modifier = { add = 5 has_relation_soulmate = root } modifier = { add = 3 primary_spouse = this } modifier = { add = 1 has_relation_lover = root } } save_scope_as = my_spouse } } random_courtier_or_guest = { limit = { 0050_valid_courtier = yes this != scope:bard } weight = { base = 1 modifier = { add = 20 has_relation_soulmate = root } modifier = { add = 10 has_relation_lover = root } modifier = { add = 5 is_married = no age >= root.age_minus_10 age <= root.age_plus_10 } } save_scope_as = honored_lady } } option = { #Of course! To honor my spouse! name = legend_spread_events.0050.a trigger = { is_married = yes } promoted_legend = { set_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_spouse } } if = { limit = { can_set_relation_soulmate_trigger = { CHARACTER = scope:my_spouse } scope:my_spouse = { #do they like you opinion = { target = root value >= 50 } } } set_relation_soulmate = { reason = soulmate_legend_motivation copy_reason = lover target = scope:my_spouse } } else = { progress_towards_lover_effect = { CHARACTER = scope:my_spouse REASON = soulmate_legend_motivation OPINION = default_lover_opinion } } stress_impact = { rakish = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = rakish } modifier = { factor = 0 might_cheat_on_every_partner_trigger = no } } } option = { #That fair woman/man... name = legend_spread_events.0050.b duel = { skill = intrigue value = medium_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { has_trait = seducer add = 10 } modifier = { scope:honored_lady = { has_trait = lustful } add = 5 } desc = legend_spread_events.0050.b.tt.success send_interface_toast = { title = legend_spread_events.0050.b.tt.success left_icon = scope:honored_lady promoted_legend = { set_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_honor_lady } } if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = intrigue_temptation_focus } } add_intrigue_lifestyle_xp = major_lifestyle_xp } else = { add_intrigue_lifestyle_xp = medium_lifestyle_xp } progress_towards_lover_effect = { CHARACTER = scope:honored_lady REASON = soulmate_legend_motivation OPINION = default_lover_opinion } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { scope:honored_lady = { OR = { has_trait = chaste has_trait = celibate } } add = 10 } desc = legend_spread_events.0050.b.tt.failure send_interface_toast = { title = legend_spread_events.0050.b.tt.failure left_icon = scope:honored_lady reverse_add_opinion = { modifier = insulted_opinion target = scope:honored_lady opinion = -10 } } } } scope:my_spouse ?= { add_opinion = { target = root modifier = disrespect_opinion opinion = -25 } } stress_impact = { seducer = major_stress_impact_loss lustful = medium_stress_impact_loss honest = medium_stress_impact_gain compassionate = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = honest has_trait = compassionate trigger_if = { limit = { exists = scope:my_spouse } NOT = { might_cheat_on_partner_trigger = { PARTNER = scope:my_spouse } } } } } modifier = { factor = 2 OR = { has_trait = lustful has_trait = seducer } } } } option = { #Leave it as it is name = legend_spread_events.0050.c add_prestige = minor_prestige_gain scope:my_spouse ?= { add_opinion = { modifier = pleased_opinion opinion = 5 target = root } } stress_impact = { base = medium_stress_impact_loss lustful = major_stress_impact_gain seducer = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = lustful has_trait = seducer } } } } } #Rumors about a powerful vassal mocking you legend_spread_events.0060 = { type = character_event title = legend_spread_events.0060.t desc = { desc = legend_spread_events.0060.desc.intro first_valid = { triggered_desc = { trigger = { promoted_legend.legend_protagonist = root } desc = legend_spread_events.0060.desc.you_protag } desc = legend_spread_events.0060.desc.other_protag } desc = legend_spread_events.0060.desc.outro } theme = legend override_background = { reference = throne_room } left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = wrathful has_trait = arrogant has_trait = deceitful has_trait = stubborn } } animation = anger } animation = dismissal } right_portrait = { character = scope:courtier animation = worry } lower_center_portrait = scope:bad_vassal cooldown = { years = 5 } trigger = { is_available_adult = yes promoted_legend ?= { legend_owner = root } any_courtier_or_guest = { is_standard_legend_spreading_courtier = yes } any_powerful_vassal = { is_available_ai_adult = yes opinion = { target = root value <= -20 } } } weight_multiplier = { base = 1 modifier = { add = 0.25 any_powerful_vassal = { is_available_ai_adult = yes opinion = { target = root value <= -75 } } } } immediate = { random_courtier_or_guest = { limit = { is_standard_legend_spreading_courtier = yes } weight = { base = 1 modifier = { add = 2 has_any_good_relationship_with_root_trigger = yes } } save_scope_as = courtier } random_powerful_vassal = { limit = { is_available_ai_adult = yes opinion = { target = root value <= -20 } } weight = { base = 1 modifier = { add = 10 has_relation_nemesis = root } modifier = { add = 5 has_relation_rival = root } modifier = { add = 2 opinion = { target = root value <= -50 } } } save_scope_as = bad_vassal } } option = { #Seethe name = legend_spread_events.0060.a progress_towards_rival_effect = { CHARACTER = scope:bad_vassal REASON = rival_mocked_legend OPINION = -20 } stress_impact = { base = medium_stress_impact_loss wrathful = massive_stress_impact_loss calm = medium_stress_impact_gain forgiving = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = wrathful } modifier = { factor = 0 OR = { has_trait = calm has_trait = forgiving } } } } option = { #Try to put out the rumors name = legend_spread_events.0060.b duel = { skills = { diplomacy intrigue } target = scope:bad_vassal 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = legend_spread_events.0060.b.tt.success send_interface_toast = { title = legend_spread_events.0060.b.tt.success left_icon = scope:bad_vassal add_character_modifier = { modifier = legend_no_mocking_modifier years = 5 } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = legend_spread_events.0060.b.tt.failure send_interface_toast = { title = legend_spread_events.0060.b.tt.failure left_icon = scope:bad_vassal add_character_modifier = { modifier = legend_extra_mocking_modifier years = 5 } } } } stress_impact = { wrathful = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = wrathful has_trait = arrogant } } } } option = { #Turn it back on them name = legend_spread_events.0060.c trigger = { intrigue >= high_skill_rating } scope:bad_vassal = { add_character_modifier = { modifier = not_believable_modifier years = 10 } } stress_impact = { base = medium_stress_impact_loss callous = medium_stress_impact_loss deceitful = medium_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = callous has_trait = deceitful } } } } option = { #Didn't hear anything name = legend_spread_events.0060.d stress_impact = { base = minor_stress_impact_loss calm = medium_stress_impact_loss forgiving = medium_stress_impact_loss wrathful = major_stress_impact_gain arrogant = major_stress_impact_gain vengeful = major_stress_impact_gain callous = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_trait = calm has_trait = forgiving } } modifier = { factor = 0 OR = { has_trait = wrathful has_trait = arrogant has_trait = callous has_trait = vengeful } } } } } #Someone sings your legend at a party - doubts #Start of event chain scripted_effect trigger_appropriate_breakdown_effect = { if = { limit = { promoted_legend.legend_type = legend_type:holy } trigger_event = { id = legend_spread_events.0072 days = { 10 20 } } } else_if = { limit = { promoted_legend.legend_type = legend_type:heroic } trigger_event = { id = legend_spread_events.0073 days = { 10 20 } } } else = { #Legitimizing trigger_event = { id = legend_spread_events.0074 days = { 10 20 } } } } legend_spread_events.0070 = { type = character_event title = legend_spread_events.0070.t desc = legend_spread_events.0070.desc theme = legend override_background = { reference = feast } left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = arrogant has_trait = callous has_trait = ambitious } } animation = personality_honorable } triggered_animation = { trigger = { OR = { has_trait = humble has_trait = depressed_genetic has_trait = depressed_1 } } animation = grief } animation = worry } right_portrait = { character = scope:bard animation = instrument_active } cooldown = { years = 25 } trigger = { is_available_adult = yes promoted_legend ?= { legend_owner = root } any_courtier_or_guest = { is_standard_legend_spreading_courtier = yes } } weight_multiplier = { base = 1 } immediate = { grab_appropriate_bard_effect = yes } option = { #I am the very best like no one ever was name = legend_spread_events.0070.a trigger = { OR = { has_trait = arrogant has_trait = callous has_trait = ambitious } } set_variable = legend_chain_arrogant_var custom_tooltip = legend_spread_events.0070.a.tt add_prestige = minor_prestige_gain trigger_event = { id = legend_spread_events.0071 days = { 10 20 } } stress_impact = { base = medium_stress_impact_loss depressed_1 = major_stress_impact_gain depressed_genetic = major_stress_impact_gain humble = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_trait = arrogant has_trait = ambitious has_trait = callous } } modifier = { factor = 0 OR = { has_trait = depressed_1 has_trait = depressed_genetic has_trait = humble } } } } option = { #I'm having a mental breakdown help name = legend_spread_events.0070.b trigger = { NOR = { has_trait = humble has_trait = depressed_genetic has_trait = depressed_1 } } trigger_appropriate_breakdown_effect = yes custom_tooltip = legend_spread_events.0070.a.tt add_piety = minor_piety_gain stress_impact = { arrogant = medium_stress_impact_gain ambitious = medium_stress_impact_gain callous = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = arrogant has_trait = ambitious has_trait = callous } } } } option = { #Im having a _really_ bad mental breakdown help name = legend_spread_events.0070.c trigger = { OR = { has_trait = humble has_trait = depressed_genetic has_trait = depressed_1 } } custom_tooltip = legend_spread_events.0070.a.tt set_variable = legend_chain_depressed_var trigger_appropriate_breakdown_effect = yes stress_impact = { base = medium_stress_impact_loss arrogant = major_stress_impact_gain ambitious = major_stress_impact_gain callous = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = arrogant has_trait = ambitious has_trait = callous } } } } option = { #It's not that bad name = legend_spread_events.0070.d custom_tooltip = legend_spread_events.0070.a.tt add_prestige = minor_prestige_gain trigger_event = { id = legend_spread_events.0071 days = { 10 20 } } stress_impact = { base = medium_stress_impact_gain depressed_1 = major_stress_impact_gain depressed_genetic = major_stress_impact_gain humble = major_stress_impact_gain arrogant = medium_stress_impact_loss ambitious = medium_stress_impact_loss callous = medium_stress_impact_loss } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = depressed_1 has_trait = depressed_genetic has_trait = humble } } } } } scripted_trigger legend_spread_events_0071_promoter_trigger = { is_physically_able_adult = yes number_of_personality_traits_in_common = { target = root value >= 1 } NOT = { exists = promoted_legend } } # You're feeling pretty good about your legend legend_spread_events.0071 = { type = character_event title = legend_spread_events.0071.t desc = { desc = legend_spread_events.0071.desc.intro first_valid = { triggered_desc = { trigger = { has_variable = legend_chain_arrogant_var } desc = legend_spread_events.0071.desc.mid.arrogant } desc = legend_spread_events.0071.desc.mid } first_valid = { triggered_desc = { trigger = { exists = scope:promoter } desc = legend_spread_events.0071.desc.promoter } desc = legend_spread_events.0071.desc.fallback } } theme = legend_terrain left_portrait = { character = root animation = hero_flex camera = camera_event_very_left } right_portrait = { trigger = { exists = scope:promoter } character = scope:promoter animation = admiration camera = camera_event_right } lower_right_portrait = { trigger = { exists = scope:other_promoter } character = scope:other_promoter } immediate = { save_scope_as = root_scope random_neighboring_and_across_water_top_liege_realm_owner = { limit = { legend_spread_events_0071_promoter_trigger = yes } weight = { base = 1 modifier = { add = 10 has_any_good_relationship_with_root_trigger = yes } modifier = { add = -5 primary_title = { is_head_of_faith = yes } } } save_scope_as = promoter } if = { limit = { NOT = { exists = scope:promoter } } random_vassal = { limit = { legend_spread_events_0071_promoter_trigger = yes } weight = { base = 1 modifier = { add = 10 has_any_good_relationship_with_root_trigger = yes } modifier = { add = 5 is_powerful_vassal_of = root } } save_scope_as = promoter } } if = { limit = { NOT = { exists = scope:promoter } } random_courtier = { limit = { legend_spread_events_0071_promoter_trigger = yes } weight = { base = 1 modifier = { add = 10 has_any_good_relationship_with_root_trigger = yes } } save_scope_as = promoter } } random_neighboring_and_across_water_top_liege_realm_owner = { limit = { legend_spread_events_0071_promoter_trigger = yes this != scope:promoter } weight = { base = 1 modifier = { add = 10 has_any_good_relationship_with_root_trigger = yes } modifier = { add = -5 primary_title = { is_head_of_faith = yes } } } save_scope_as = other_promoter } if = { limit = { NOT = { exists = scope:other_promoter } } random_vassal = { limit = { legend_spread_events_0071_promoter_trigger = yes this != scope:promoter } weight = { base = 1 modifier = { add = 10 has_any_good_relationship_with_root_trigger = yes } modifier = { add = 5 is_powerful_vassal_of = root } } save_scope_as = other_promoter } } if = { limit = { NOT = { exists = scope:other_promoter } } random_courtier = { limit = { legend_spread_events_0071_promoter_trigger = yes this != scope:promoter } weight = { base = 1 modifier = { add = 10 has_any_good_relationship_with_root_trigger = yes } } save_scope_as = other_promoter } } } option = { #Convince this guy to be a promoter name = legend_spread_events.0071.a trigger = { exists = scope:promoter } scope:promoter = { set_promoted_legend = root.promoted_legend add_opinion = { modifier = impressed_opinion target = root opinion = 25 } } stress_impact = { gregarious = medium_stress_impact_loss ambitious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = gregarious } modifier = { factor = 0 has_trait = ambitious } } } option = { #Convince this other guy name = legend_spread_events.0071.b trigger = { exists = scope:other_promoter } scope:other_promoter = { set_promoted_legend = root.promoted_legend add_opinion = { modifier = impressed_opinion target = root opinion = 25 } } stress_impact = { gregarious = medium_stress_impact_loss ambitious = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = gregarious } modifier = { factor = 0 OR = { has_trait = ambitious has_trait = arrogant } } } } option = { #Try to convince your vassals you're cool instead name = legend_spread_events.0071.c every_vassal = { vassal_stance = parochial custom = every_parochial_vassal add_opinion = { modifier = impressed_opinion target = root opinion = 50 } } stress_impact = { humble = medium_stress_impact_gain ambitious = medium_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 has_trait = humble } modifier = { factor = 2 has_trait = ambitious } } } option = { #I don't care about anyone's opinion but MY OWN name = legend_spread_events.0071.d if = { limit = { has_variable = legend_chain_arrogant_var } promoted_legend = { add_legend_owner_modifier = { modifier = legend_chain_arrogant_modifier } } } else = { promoted_legend = { add_legend_owner_modifier = { modifier = legend_chain_kinda_arrogant_modifier } } } stress_impact = { arrogant = medium_stress_impact_loss callous = medium_stress_impact_loss deceitful = medium_stress_impact_loss humble = medium_stress_impact_gain gregarious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = humble has_trait = gregarious } } modifier = { factor = 2 OR = { has_trait = callous has_trait = deceitful has_trait = arrogant } } } } } # You're feeling pretty bad about your legend - Holy legend_spread_events.0072 = { type = character_event title = legend_spread_events.0072.t desc = { desc = legend_spread_events.0072.desc.intro first_valid = { triggered_desc = { trigger = { has_variable = legend_chain_depressed_var } desc = legend_spread_events.0072.desc.mid.depressed } desc = legend_spread_events.0072.desc.mid.fallback } first_valid = { triggered_desc = { trigger = { exists = scope:praying_vassal } desc = legend_spread_events.0072.desc.vassal } desc = legend_spread_events.0072.desc.fallback } } theme = legend override_background = { reference = temple } left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = humble has_trait = depressed_genetic has_trait = depressed_1 } } animation = worry } animation = prayer } right_portrait = { trigger = { exists = scope:praying_vassal } character = scope:praying_vassal animation = personality_zealous } lower_center_portrait = { trigger = { exists = scope:bishop } character = scope:bishop } weight_multiplier = { base = 1 } immediate = { save_scope_as = root_scope if = { limit = { any_vassal = { is_physically_able_adult = yes ai_zeal > 0 NOT = { exists = promoted_legend } NOT = { has_council_position = councillor_court_chaplain } } } random_vassal = { limit = { is_physically_able_adult = yes ai_zeal > 0 NOT = { exists = promoted_legend } NOT = { has_council_position = councillor_court_chaplain } } weight = { base = 1 modifier = { add = 10 is_powerful_vassal_of = root } modifier = { add = 5 has_any_good_relationship_with_root_trigger = yes } modifier = { add = 5 has_trait = zealous } } save_scope_as = praying_vassal } } if = { limit = { exists = cp:councillor_court_chaplain } cp:councillor_court_chaplain = { save_scope_as = bishop } } } option = { #Think about god name = legend_spread_events.0072.a promoted_legend = { add_legend_owner_modifier = { modifier = legend_chain_zealous_modifier } } stress_impact = { zealous = major_stress_impact_loss cynical = medium_stress_impact_gain gregarious = medium_stress_impact_gain ambitious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = zealous } modifier = { factor = 0 OR = { has_trait = gregarious has_trait = ambitious has_trait = cynical } } } } option = { #Convince this guy that's also praying here name = legend_spread_events.0072.b trigger = { exists = scope:praying_vassal } scope:praying_vassal = { set_promoted_legend = root.promoted_legend add_opinion = { modifier = impressed_opinion target = root opinion = 25 } } stress_impact = { gregarious = medium_stress_impact_loss ambitious = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = gregarious } modifier = { factor = 0 OR = { has_trait = ambitious has_trait = zealous } } } } option = { #Try to convince your vassals you're cool instead name = legend_spread_events.0072.c every_vassal = { vassal_stance = zealot custom = every_zealot_vassal add_opinion = { modifier = impressed_opinion target = root opinion = 50 } } if = { #if you don't have another option we give you a bit of extra piety limit = { NOT = { exists = scope:praying_vassal } } add_piety = minor_piety_gain } stress_impact = { humble = medium_stress_impact_gain zealous = medium_stress_impact_gain ambitious = medium_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = humble has_trait = zealous } } modifier = { factor = 2 has_trait = ambitious } } } option = { #I don't care about anyone's opinion but my chaplain's name = legend_spread_events.0072.d trigger = { exists = scope:bishop } scope:bishop = { add_opinion = { target = root modifier = pleased_opinion opinion = 50 } } stress_impact = { zealous = medium_stress_impact_loss callous = medium_stress_impact_gain arrogant = medium_stress_impact_gain ambitious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = callous has_trait = arrogant has_trait = ambitious } } } } } # You're feeling pretty bad about your legend - Heroic legend_spread_events.0073 = { type = character_event title = legend_spread_events.0073.t desc = { desc = legend_spread_events.0073.desc.intro first_valid = { triggered_desc = { trigger = { has_variable = legend_chain_depressed_var } desc = legend_spread_events.0073.desc.mid.depressed } desc = legend_spread_events.0073.desc.mid.fallback } first_valid = { triggered_desc = { trigger = { exists = scope:fighting_vassal } desc = legend_spread_events.0073.desc.vassal } desc = legend_spread_events.0073.desc.fallback } } theme = legend_terrain left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = humble has_trait = depressed_genetic has_trait = depressed_1 } } animation = grief } animation = worry } right_portrait = { trigger = { exists = scope:fighting_vassal } character = scope:fighting_vassal animation = marshal } lower_center_portrait = { trigger = { exists = scope:marshal } character = scope:marshal } weight_multiplier = { base = 1 } immediate = { save_scope_as = root_scope if = { limit = { any_vassal = { is_physically_able_adult = yes OR = { ai_boldness > 0 ai_energy > 0 } NOT = { exists = promoted_legend } NOT = { has_council_position = councillor_marshal } } } random_vassal = { limit = { is_physically_able_adult = yes OR = { ai_boldness > 0 ai_energy > 0 } NOT = { exists = promoted_legend } NOT = { has_council_position = councillor_marshal } } weight = { base = 1 modifier = { add = 10 is_powerful_vassal_of = root } modifier = { add = 5 has_any_good_relationship_with_root_trigger = yes } modifier = { add = 5 has_trait = brave } } save_scope_as = fighting_vassal } } if = { limit = { exists = cp:councillor_marshal } cp:councillor_marshal = { save_scope_as = marshal } } } option = { #Think about heroic battles name = legend_spread_events.0073.a promoted_legend = { add_legend_owner_modifier = { modifier = legend_chain_army_modifier } } stress_impact = { calm = medium_stress_impact_gain wrathful = medium_stress_impact_loss brave = medium_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_trait = wrathful has_trait = brave } } modifier = { factor = 0 has_trait = calm } } } option = { #Convince this guy that's also hanging out here name = legend_spread_events.0073.b trigger = { exists = scope:fighting_vassal } scope:fighting_vassal = { set_promoted_legend = root.promoted_legend add_opinion = { modifier = impressed_opinion target = root opinion = 25 } } stress_impact = { gregarious = medium_stress_impact_loss ambitious = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = gregarious } modifier = { factor = 0 OR = { has_trait = ambitious has_trait = zealous } } } } option = { #Try to convince your vassals you're cool instead name = legend_spread_events.0073.c every_vassal = { vassal_stance = glory_hound custom = every_glory_hound_vassal add_opinion = { modifier = impressed_opinion target = root opinion = 50 } } if = { #if you don't have another option we give you a bit of extra prestige limit = { NOT = { exists = scope:fighting_vassal } } add_prestige = minor_prestige_gain } stress_impact = { ambitious = medium_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 2 has_trait = ambitious } } } option = { #I don't care about anyone's opinion but my marshal's name = legend_spread_events.0073.d trigger = { exists = scope:marshal } promoted_legend = { add_legend_owner_modifier = { modifier = legend_chain_marshal_modifier } } scope:marshal = { add_opinion = { target = root modifier = pleased_opinion opinion = 50 } } stress_impact = { callous = medium_stress_impact_gain arrogant = medium_stress_impact_gain ambitious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = callous has_trait = arrogant has_trait = ambitious } } } } } # You're feeling pretty bad about your legend - Legitimizing legend_spread_events.0074 = { type = character_event title = legend_spread_events.0074.t desc = { desc = legend_spread_events.0074.desc.intro first_valid = { triggered_desc = { trigger = { has_variable = legend_chain_depressed_var } desc = legend_spread_events.0074.desc.mid.depressed } desc = legend_spread_events.0074.desc.mid.fallback } first_valid = { triggered_desc = { trigger = { exists = scope:wise_vassal } desc = legend_spread_events.0074.desc.vassal } } first_valid = { triggered_desc = { trigger = { exists = scope:spouse } desc = legend_spread_events.0074.desc.spouse } desc = legend_spread_events.0074.desc.fallback } } theme = legend override_background = { reference = ce1_catacombs } left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = humble has_trait = depressed_genetic has_trait = depressed_1 } } animation = grief } animation = worry } right_portrait = { trigger = { exists = scope:wise_vassal } character = scope:wise_vassal animation = personality_honorable } lower_left_portrait = { trigger = { exists = scope:spouse } character = scope:spouse } lower_right_portrait = { trigger = { exists = scope:chancellor } character = scope:chancellor } immediate = { save_scope_as = root_scope if = { limit = { any_vassal = { is_physically_able_adult = yes OR = { ai_sociability > 0 ai_compassion > 0 } NOT = { exists = promoted_legend } NOT = { has_council_position = councillor_chancellor } } } random_vassal = { limit = { is_physically_able_adult = yes OR = { ai_sociability > 0 ai_compassion > 0 } NOT = { exists = promoted_legend } NOT = { has_council_position = councillor_chancellor } } weight = { base = 1 modifier = { add = 10 is_powerful_vassal_of = root } modifier = { add = 5 has_any_good_relationship_with_root_trigger = yes } modifier = { add = 5 OR = { has_trait = shrewd has_trait = intellect_good } } } save_scope_as = wise_vassal } } if = { limit = { exists = cp:councillor_chancellor } cp:councillor_chancellor = { save_scope_as = chancellor } } if = { limit = { any_spouse = { } } random_spouse = { weight = { base = 1 modifier = { add = 10 OR = { has_relation_lover = root has_relation_soulmate = root } } modifier = { add = 5 this = root.primary_spouse } } save_scope_as = spouse } } } option = { #Think about your spouse name = legend_spread_events.0074.a trigger = { exists = scope:spouse } add_character_modifier = { modifier = legend_chain_spouse_modifier years = 25 } stress_impact = { callous = medium_stress_impact_gain sadistic = medium_stress_impact_gain compassionate = medium_stress_impact_loss lustful = medium_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_trait = lustful has_trait = compassionate } } modifier = { factor = 0 OR = { has_trait = callous has_trait = sadistic } } } } option = { #Convince this guy that's also hanging out here name = legend_spread_events.0074.b trigger = { exists = scope:wise_vassal } scope:wise_vassal = { set_promoted_legend = root.promoted_legend add_opinion = { modifier = impressed_opinion target = root opinion = 25 } } stress_impact = { gregarious = medium_stress_impact_loss ambitious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = gregarious } modifier = { factor = 0 OR = { has_trait = ambitious has_trait = compassionate has_trait = lustful } } } } option = { #Try to convince your vassals you're cool instead name = legend_spread_events.0074.c trigger = { any_vassal = { } } every_vassal = { vassal_stance = courtly custom = every_courtly_vassal add_opinion = { modifier = impressed_opinion target = root opinion = 50 } } if = { #if you don't have another option we give you a bit of extra prestige limit = { NOR = { exists = scope:wise_vassal exists = scope:spouse } } add_prestige = minor_prestige_gain } stress_impact = { } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = callous has_trait = deceitful } } } } option = { #I don't care about anyone's opinion but my chancellor's name = legend_spread_events.0074.d trigger = { exists = scope:chancellor } promoted_legend = { add_legend_owner_modifier = { modifier = legend_chain_chancellor_modifier } } scope:chancellor = { add_opinion = { target = root modifier = pleased_opinion opinion = 50 } } stress_impact = { callous = medium_stress_impact_gain arrogant = medium_stress_impact_gain ambitious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = callous has_trait = arrogant has_trait = ambitious } } } } }