namespace = ep3_camp_temperament #### # ep3_camp_temperament.0001-0009 - To Feed a Friend # ep3_camp_temperament.0010-0019 - In Every Corner # ep3_camp_temperament.0020-0029 - Hearsay # ep3_camp_temperament.0030-0039 - Mutiny # ep3_camp_temperament.0040-0049 - A Devoted Follower #### ################################################## # To Feed a Friend # by Veronica Pazos ################################################## # Your followers chip in with some Provisions if you're low ep3_camp_temperament.0001 = { type = character_event title = ep3_camp_temperament.0001.t desc = ep3_camp_temperament.0001.desc theme = laamp left_portrait = { character = root triggered_animation = { trigger = { has_trait = paranoid } animation = paranoia } triggered_animation = { trigger = { has_trait = callous } animation = dismissal } triggered_animation = { trigger = { OR = { has_trait = compassionate has_trait = trusting has_trait = gregarious } } animation = wedding_happy_cry } animation = happiness } right_portrait = { character = scope:potential_friend animation = toast_goblet } lower_center_portrait = scope:friend_2 lower_right_portrait = scope:friend_3 cooldown = { years = 10 } override_background = { reference = corridor_day } trigger = { has_domicile_temperament_high = yes domicile = { provisions <= provisions_privation_threshold_start } any_courtier = { is_available_healthy_ai_adult = yes has_good_opinion_of_root_trigger = yes count >= 3 } } immediate = { random_courtier = { limit = { is_available_healthy_ai_adult = yes has_good_opinion_of_root_trigger = yes } weight = { base = 1 modifier = { add = 5 has_relation_potential_friend = root } modifier = { add = 2 has_relation_friend = root } modifier = { add = 2 is_knight_of = root } modifier = { add = 2 has_any_court_position = yes } } save_scope_as = potential_friend } random_courtier = { limit = { is_available_healthy_ai_adult = yes this != scope:potential_friend has_good_opinion_of_root_trigger = yes } save_scope_as = friend_2 } random_courtier = { limit = { is_available_healthy_ai_adult = yes this != scope:potential_friend this != scope:friend_2 has_good_opinion_of_root_trigger = yes } save_scope_as = friend_3 } } option = { # Let's eat all together! name = ep3_camp_temperament.0001.a trigger = { has_trait = gregarious NOR = { has_trait = paranoid has_trait = callous } } every_courtier = { add_opinion = { target = root opinion = 20 modifier = grateful_opinion } } stress_impact = { gregarious = minor_stress_impact_loss disloyal = major_stress_impact_gain shy = major_stress_impact_gain gluttonous = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = shy has_trait = gluttonous has_trait = disloyal } } modifier = { factor = 2 has_trait = gregarious } } } option = { # You're out to get me name = ep3_camp_temperament.0001.b trigger = { OR = { has_trait = paranoid has_trait = callous } } rightfully_imprison_character_less_verbose_effect = { TARGET = scope:potential_friend IMPRISONER = root } add_dread = medium_dread_gain stress_impact = { paranoid = major_stress_impact_loss callous = major_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_trait = paranoid has_trait = callous } } } } option = { # Can we just sell them for some gold pls name = ep3_camp_temperament.0001.c add_gold = { value = medium_provisions_gain multiply = 0.1 } stress_impact = { greedy = medium_stress_impact_loss gregarious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = callous has_trait = paranoid has_trait = gregarious } } modifier = { factor = 2 has_trait = greedy } } } option = { # I treasure _you_ the most name = ep3_camp_temperament.0001.d trigger = { NOR = { has_trait = paranoid has_trait = callous } } progress_towards_friend_effect = { REASON = friend_treasured_more_than_food CHARACTER = scope:potential_friend OPINION = default_friend_opinion } stress_impact = { trusting = medium_stress_impact_loss compassionate = medium_stress_impact_loss callous = medium_stress_impact_gain paranoid = medium_stress_impact_gain deceitful = medium_stress_impact_gain shy = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = callous has_trait = paranoid has_trait = deceitful has_trait = shy } } modifier = { factor = 2 OR = { has_trait = deceitful has_trait = shy } } } } option = { # Thank you, amigos name = ep3_camp_temperament.0001.e domicile ?= { change_provisions = medium_provisions_gain } stress_impact = { callous = medium_stress_impact_gain paranoid = medium_stress_impact_gain gregarious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { add = -50 OR = { has_trait = callous has_trait = paranoid has_trait = gregarious } } modifier = { factor = 3 domicile = { provisions <= provisions_privation_threshold_low } } } } } ################################################## # In Every Corner # by Veronica Pazos ################################################## # You suspect your enemies come from within your own camp ep3_camp_temperament.0010 = { type = character_event title = ep3_camp_temperament.0010.t desc = { desc = ep3_camp_temperament.0010.desc.intro first_valid = { triggered_desc = { trigger = { scope:enemy = { is_spouse_of = root } } desc = ep3_camp_temperament.0010.desc.spouse } triggered_desc = { trigger = { scope:enemy = { is_child_of = root } } desc = ep3_camp_temperament.0010.desc.child } triggered_desc = { trigger = { scope:enemy = { has_relation_friend = root } } desc = ep3_camp_temperament.0010.desc.friend } } } theme = laamp left_portrait = { character = root triggered_animation = { trigger = { has_trait = paranoid } animation = paranoia } triggered_animation = { trigger = { OR = { has_trait = callous has_trait = disloyal has_trait = wrathful has_trait = vengeful } } animation = anger } triggered_animation = { trigger = { OR = { has_trait = compassionate has_trait = trusting has_trait = gregarious } } animation = crying } animation = stress } right_portrait = { character = scope:enemy animation = go_to_your_room } cooldown = { years = 10 } override_background = { reference = corridor_night } override_effect_2d = { reference = rain } trigger = { has_domicile_temperament_low = yes any_courtier = { is_available_healthy_ai_adult = yes has_bad_opinion_of_root_trigger = yes } } immediate = { random_courtier = { limit = { is_available_healthy_ai_adult = yes has_bad_opinion_of_root_trigger = yes } weight = { # Let's grab someone interesting base = 1 modifier = { add = 5 is_spouse_of = root } modifier = { add = 5 is_child_of = root } modifier = { add = 2 has_relation_friend = root } modifier = { add = 2 has_really_bad_opinion_of_root_trigger = yes } } save_scope_as = enemy } } option = { # Et tu, Brute? name = ep3_camp_temperament.0010.a flavor = { first_valid = { triggered_desc = { trigger = { # These people would know Latin location = { geographical_region = world_europe } } desc = ep3_camp_temperament.0010.a.flavor } } } trigger = { scope:enemy = { OR = { is_spouse_of = root is_child_of = root } } } add_internal_flag = special custom_tooltip = ep3_camp_temperament_0010_tt set_variable = { name = et_tu_brute_var value = scope:enemy } add_character_modifier = { modifier = ep3_heartbreak_modifier years = 15 } stress_impact = { base = minor_stress_impact_gain # Always stressful to be betrayed by a close family member } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = compassionate has_trait = forgiving } } modifier = { factor = 2 has_trait = vengeful } } } option = { # I'll pay you and shut up name = ep3_camp_temperament.0010.b trigger = { has_trait = ambitious NOT = { has_trait = vengeful } } pay_short_term_gold = { target = scope:enemy gold = minor_gold_value } scope:enemy = { add_opinion = { target = root modifier = bribed_opinion opinion = 15 } } every_courtier = { limit = { this != scope:enemy } add_opinion = { target = root modifier = reputation_opinion opinion = 10 } } stress_impact = { ambitious = minor_stress_impact_loss greedy = medium_stress_impact_gain vengeful = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_trait = generous has_trait = callous } } modifier = { factor = 0 OR = { has_trait = greedy has_trait = vengeful gold <= medium_gold_value } } } } option = { # It's a PLOT name = ep3_camp_temperament.0010.c trigger = { has_trait = vengeful NOT = { has_trait = ambitious } } add_character_modifier = { modifier = ep3_determined_modifier years = 5 } stress_impact = { calm = medium_stress_impact_gain compassionate = medium_stress_impact_gain forgiving = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = calm has_trait = compassionate has_trait = forgiving } } modifier = { factor = 2 has_trait = vengeful } } } option = { # I'll give them some food to placate them name = ep3_camp_temperament.0010.d trigger = { NOT = { has_trait = vengeful } } domicile ?= { change_provisions = minor_provisions_loss } every_courtier = { add_opinion = { target = root modifier = grateful_opinion opinion = 10 } } stress_impact = { vengeful = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = vengeful has_trait = greedy has_trait = wrathful } } modifier = { factor = 2 OR = { has_trait = compassionate has_trait = forgiving domicile ?= { provisions <= provisions_privation_threshold_start } } } } } option = { # Opt out name = ep3_camp_temperament.0010.e stress_impact = { vengeful = medium_stress_impact_gain wrathful = medium_stress_impact_gain } ai_chance = { base = 100 } } } ################################################## # Hearsay # by Veronica Pazos ################################################## scripted_effect ep3_camp_temperament_0020_secret_effect = { custom_tooltip = ep3_camp_temperament_0020_d_tt hidden_effect = { send_interface_toast = { title = ep3_camp_temperament_0020_d_tt left_icon = scope:secret_owner scope:secret = { reveal_to = root } } } } # Follower reveals secret from province holder or holder's liege ep3_camp_temperament.0020 = { type = character_event title = ep3_camp_temperament.0020.t desc = ep3_camp_temperament.0020.desc theme = laamp left_portrait = { character = root triggered_animation = { trigger = { has_trait = deceitful } animation = schadenfreude } triggered_animation = { trigger = { OR = { has_trait = journaller has_trait = lifestyle_poet has_trait = violet_poet } } animation = happiness } animation = interested } right_portrait = { character = scope:secret_giver animation = throne_room_bow_1 } lower_right_portrait = scope:secret_owner cooldown = { years = 10 } trigger = { has_domicile_temperament_high = yes any_courtier = { is_available_healthy_ai_adult = yes } OR = { # Holder or holder's liege have a secret domicile.domicile_location.county.holder ?= { any_secret = { NOT = { is_known_by = root } } } domicile.domicile_location.county.holder.top_liege ?= { any_secret = { NOT = { is_known_by = root } } } } } immediate = { random_list = { 1 = { trigger = { domicile.domicile_location.county.holder ?= { any_secret = { NOT = { is_known_by = root } } } } domicile.domicile_location.county.holder = { save_scope_as = secret_owner random_secret = { limit = { NOT = { is_known_by = root } } save_scope_as = secret } } } 1 = { trigger = { domicile.domicile_location.county.holder.top_liege ?= { any_secret = { NOT = { is_known_by = root } } } } domicile.domicile_location.county.holder.top_liege = { save_scope_as = secret_owner random_secret = { limit = { NOT = { is_known_by = root } } save_scope_as = secret } } } } random_courtier = { limit = { is_available_healthy_ai_adult = yes } weight = { # Find someone relevant base = 1 modifier = { add = 2 intrigue > medium_skill_rating } modifier = { add = 2 has_any_court_position = yes } modifier = { add = 1 OR = { has_trait = lustful has_trait = rakish } } } save_scope_as = secret_giver } } option = { # I need to write this down name = ep3_camp_temperament.0020.a trigger = { OR = { has_trait = journaller has_trait = lifestyle_poet has_trait = violet_poet } } ep3_camp_temperament_0020_secret_effect = yes add_character_modifier = { modifier = ep3_inspired_by_life years = 15 } stress_impact = { journaller = medium_stress_impact_loss lifestyle_poet = medium_stress_impact_loss violet_poet = medium_stress_impact_loss deceitful = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = deceitful } modifier = { factor = 2 OR = { has_trait = journaller has_trait = lifestyle_poet has_trait = violet_poet } } } } option = { # Yummy yummy tasty gossip name = ep3_camp_temperament.0020.b trigger = { has_trait = deceitful } ep3_camp_temperament_0020_secret_effect = yes random_list = { 1 = { scope:secret_giver = { add_intrigue_skill = 1 } } 1 = { scope:secret_giver = { add_intrigue_skill = 2 } } 1 = { scope:secret_giver = { add_intrigue_skill = 3 } } } stress_impact = { callous = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = callous } } } option = { # What were you doing slacking around huh name = ep3_camp_temperament.0020.c trigger = { can_add_hook = { target = scope:secret_giver type = strong_prostitute_blackmail_hook } } add_hook = { target = scope:secret_giver type = strong_prostitute_blackmail_hook } stress_impact = { diligent = medium_stress_impact_loss lustful = medium_stress_impact_gain rakish = medium_stress_impact_gain trusting = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = lustful has_trait = rakish has_trait = trusting } } modifier = { factor = 2 has_trait = diligent } } } option = { # Tell me at once! name = ep3_camp_temperament.0020.d trigger = { # You have access to a better version of this option NOR = { has_trait = journaller has_trait = lifestyle_poet has_trait = violet_poet has_trait = deceitful } } ep3_camp_temperament_0020_secret_effect = yes stress_impact = { compassionate = medium_stress_impact_loss patient = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = patient } modifier = { factor = 2 has_trait = compassionate } } } option = { # Secrets are evil name = ep3_camp_temperament.0020.e add_piety = minor_piety_gain stress_impact = { zealous = medium_stress_impact_loss deceitful = medium_stress_impact_gain callous = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = deceitful has_trait = callous } } modifier = { factor = 2 has_trait = zealous } } } } ################################################## # Mutiny! # by Veronica Pazos ################################################## # A follower tries to lead a mutiny against you ep3_camp_temperament.0030 = { type = character_event title = ep3_camp_temperament.0030.t desc = { desc = ep3_camp_temperament.0030.desc.intro first_valid = { triggered_desc = { trigger = { domicile ?= { provisions <= provisions_privation_threshold_low } } desc = ep3_camp_temperament.0030.desc.no_food } desc = ep3_camp_temperament.0030.desc.other } desc = ep3_camp_temperament.0030.desc.outro } theme = laamp left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = compassionate has_trait = craven } } animation = worry } triggered_animation = { trigger = { OR = { has_trait = arrogant has_trait = wrathful has_trait = vengeful has_trait = callous } } animation = anger } animation = stress } right_portrait = { character = scope:cocky_follower animation = chess_cocky } lower_left_portrait = { trigger = { has_trait = craven NOR = { has_trait = vengeful has_trait = wrathful has_trait = callous } exists = scope:bus_follower } character = scope:bus_follower } cooldown = { years = 10 } override_background = { reference = bp1_bonfire } trigger = { has_domicile_temperament_low = yes any_courtier = { is_available_healthy_ai_adult = yes has_bad_opinion_of_root_trigger = yes } } weight_multiplier = { #More likely to happen if they're starving base = 1 modifier = { factor = 2 domicile ?= { provisions <= provisions_privation_threshold_low } } } immediate = { random_courtier = { limit = { is_available_healthy_ai_adult = yes has_bad_opinion_of_root_trigger = yes } weight = { # Let's grab someone interesting base = 1 modifier = { add = 5 OR = { has_trait = gluttonous has_trait = comfort_eater } root.domicile ?= { provisions <= provisions_privation_threshold_low } } modifier = { add = 2 is_spouse_of = root } modifier = { add = 2 is_child_of = root } modifier = { add = 2 has_really_bad_opinion_of_root_trigger = yes } } save_scope_as = cocky_follower } every_courtier = { limit = { # Including the cocky guy is_available_healthy_ai_adult = yes has_bad_opinion_of_root_trigger = yes } add_to_list = mutiniers } if = { limit = { any_courtier = { is_available_healthy_ai_adult = yes this != scope:cocky_follower } } random_courtier = { limit = { is_available_healthy_ai_adult = yes this != scope:cocky_follower } weight = { base = 1 modifier = { add = 5 has_court_position = second_camp_officer } modifier = { add = 2 has_any_court_position = yes } } save_scope_as = bus_follower } } } option = { # It was actually this guy's fault name = ep3_camp_temperament.0030.a trigger = { has_trait = craven NOR = { has_trait = vengeful has_trait = wrathful has_trait = callous } exists = scope:bus_follower # If there's someone to actually throw under the bus } scope:bus_follower = { increase_wounds_effect = { REASON = beaten } } stress_impact = { craven = minor_stress_impact_loss deceitful = minor_stress_impact_loss brave = major_stress_impact_gain wrathful = major_stress_impact_gain } ai_chance = { base = 0 # Don't get people beaten up for no reason modifier = { add = 200 has_trait = craven } } } option = { # I'm gonna beat you up name = ep3_camp_temperament.0030.b trigger = { has_trait = wrathful NOR = { has_trait = craven has_trait = calm has_trait = temperate } } duel = { skill = prowess target = scope:cocky_follower 50 = { desc = ep3_camp_temperament.0030.b.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } send_interface_toast = { title = ep3_camp_temperament.0030.b.success left_icon = root right_icon = scope:cocky_follower scope:cocky_follower = { death = { death_reason = death_beaten } } } } 50 = { desc = ep3_camp_temperament.0030.b.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } send_interface_toast = { title = ep3_camp_temperament.0030.b.failure left_icon = root right_icon = scope:cocky_follower increase_wounds_no_death_effect = { REASON = beaten } } } } stress_impact = { base = medium_stress_impact_gain wrathful = major_stress_impact_loss compassionate = major_stress_impact_gain calm = major_stress_impact_gain } ai_chance = { base = 0 modifier = { add = 200 has_trait = wrathful } } } option = { # You said what name = ep3_camp_temperament.0030.c reason = dread trigger = { dread >= 75 NOT = { has_trait = craven } } # This should be enough reward scope:cocky_follower = { give_nickname = nick_brown_cheeks add_character_modifier = { #Forever modifier = ep3_poopy_pants } } # But we'll give you something else, I guess every_courtier = { limit = { this != scope:cocky_follower NOR = { has_trait = brave has_trait = callous } } add_opinion = { target = root opinion = 5 modifier = respect_opinion } } add_dread = minor_dread_gain stress_impact = { vengeful = medium_stress_impact_loss calm = major_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 has_trait = vengeful } } } option = { # You can go if you want to name = ep3_camp_temperament.0030.d every_in_list = { list = mutiniers save_temporary_scope_as = followers_to_leave root = { remove_courtier_or_guest = scope:followers_to_leave } } every_courtier = { limit = { is_available_healthy_ai_adult = yes NOT = { is_in_list = mutiniers } } add_opinion = { target = root opinion = 10 modifier = benevolent_to_mutiniers_opinion } } stress_impact = { calm = medium_stress_impact_loss temperate = medium_stress_impact_loss compassionate = medium_stress_impact_loss trusting = medium_stress_impact_loss callous = medium_stress_impact_gain wrathful = medium_stress_impact_gain vengeful = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = wrathful has_trait = vengeful } } modifier = { factor = 2 OR = { has_trait = calm has_trait = temperate has_trait = compassionate has_trait = trusting } } } } option = { # Take the money and shut up name = ep3_camp_temperament.0030.e pay_short_term_gold = { target = scope:cocky_follower gold = medium_gold_value } every_courtier = { limit = { is_available_healthy_ai_adult = yes has_bad_opinion_of_root_trigger = yes } add_opinion = { target = root opinion = 10 modifier = pleased_opinion } } stress_impact = { greedy = medium_stress_impact_gain wrathful = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { add = -50 OR = { has_trait = greedy has_trait = wrathful gold <= medium_gold_value } } } } } ################################################## # A Devoted Follower # by Veronica Pazos ################################################## scripted_trigger ep3_camp_temperament_0040_valid_scheme_trigger = { scheme_owner = root exists = scheme_target_character any_scheme_agent_slot = { } NOR = { scheme_target_character = $FOLLOWER$ any_scheme_agent_character = { this = $FOLLOWER$ } } } # Your follower offers themselves as an agent for your scheme ep3_camp_temperament.0040 = { type = character_event title = ep3_camp_temperament.0040.t desc = ep3_camp_temperament.0040.desc theme = laamp left_portrait = { character = root triggered_animation = { trigger = { has_trait = arrogant } animation = hero_flex } triggered_animation = { trigger = { has_trait = humble } animation = shame } triggered_animation = { trigger = { OR = { intrigue >= high_skill_rating has_focus = intrigue_skulduggery_focus has_trait = deceitful } } animation = scheme } animation = interested } right_portrait = { character = scope:follower animation = admiration } lower_right_portrait = scope:target cooldown = { years = 10 } override_background = { reference = corridor_day } trigger = { has_domicile_temperament_high = yes any_courtier = { is_available_healthy_ai_adult = yes has_good_opinion_of_root_trigger = yes save_temporary_scope_as = follower_temp root = { any_scheme = { ep3_camp_temperament_0040_valid_scheme_trigger = { FOLLOWER = scope:follower_temp } } } } } immediate = { random_dummy_gender_soldier_effect = { SCOPE_NAME = dummy_gender } random_courtier = { limit = { is_available_healthy_ai_adult = yes has_good_opinion_of_root_trigger = yes save_temporary_scope_as = follower_temp root = { any_scheme = { ep3_camp_temperament_0040_valid_scheme_trigger = { FOLLOWER = scope:follower_temp } save_temporary_scope_as = scheme_temp } } } weight = { base = 2 modifier = { add = 2 has_trait = eccentric } modifier = { add = 1 has_trait = gregarious } modifier = { add = 1 diplomacy >= medium_skill_rating } modifier = { add = -1 is_close_family_of = root } } save_scope_as = follower assign_quirk_effect = yes set_variable = { name = devotee_agent_var value = root } } scope:scheme_temp = { save_scope_as = my_scheme scheme_target_character = { save_scope_as = target } } } option = { # You're right, I'm great name = ep3_camp_temperament.0040.a trigger = { prestige_level >= 3 NOR = { intrigue >= high_skill_rating has_focus = intrigue_skulduggery_focus } } add_character_modifier = { modifier = ep3_arrogant_schemer_modifier years = 15 } stress_impact = { arrogant = major_stress_impact_loss gregarious = medium_stress_impact_loss humble = major_stress_impact_gain shy = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 OR = { has_trait = arrogant has_trait = gregarious } } modifier = { factor = 0 OR = { has_trait = humble has_trait = shy } } } } option = { # I'll do the job myself name = ep3_camp_temperament.0040.b trigger = { OR = { intrigue >= high_skill_rating has_focus = intrigue_skulduggery_focus } } scope:my_scheme = { if = { limit = { scheme_agent_charges < opportunity_cap_value } change_opportunities = 1 } add_scheme_modifier = { type = ep3_self_employed_scheme_modifier } } stress_impact = { arrogant = major_stress_impact_loss deceitful = medium_stress_impact_loss calm = medium_stress_impact_gain temperate = medium_stress_impact_gain humble = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = calm has_trait = temperate has_trait = humble } } modifier = { factor = 2 OR = { has_trait = arrogant has_trait = deceitful } } } } option = { # What a great friend you are name = ep3_camp_temperament.0040.c progress_towards_friend_effect = { REASON = friend_my_biggest_fan CHARACTER = scope:follower OPINION = default_friend_opinion } stress_impact = { gregarious = medium_stress_impact_loss trusting = medium_stress_impact_loss callous = medium_stress_impact_gain shy = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = callous has_trait = shy } } modifier = { factor = 2 OR = { has_trait = gregarious has_trait = trusting } } } } option = { # Sure, join in! name = ep3_camp_temperament.0040.d custom_tooltip = { text = ep3_camp_temperament.0040.d.tt scope:my_scheme = { add_agent_slot = agent_devotee random_scheme_agent_slot = { limit = { is_agent_slot_type = agent_devotee is_filled = no } save_scope_as = slot scope:follower = { add_to_agent_slot = scope:slot } } } } ai_chance = { base = 200 # Best option for the AI } } option = { # Just stay there and admire me name = ep3_camp_temperament.0040.e add_prestige = minor_prestige_gain stress_impact = { arrogant = major_stress_impact_loss humble = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = humble } modifier = { # If AI is running low on Prestige factor = 2 prestige <= medium_prestige_value } } } }