namespace = ep3_laamps #### # ep3_laamps.8000 The Truth # ep3_laamps.8010 Loyal Companion # ep3_laamps.8020 The Trip of a Lifetime # ep3_laamps.8030 A Rare Orepportunity # ep3_laamps.8040 Let Sleeping Dogs Lie # ep3_laamps.8050 Without Friends or Protection # ep3_laamps.8060 Nary a Drop # ep3_laamps.8070 Foreign Fruits # ep3_laamps.8080 A Strange Sailor # ep3_laamps.8090 The Distant Shores # by James Beaumont # The Truth # Come back to lands you claim, begin rallying support! # 8000 ep3_laamps.8000 = { type = character_event title = ep3_laamps.8000.t desc = { desc = ep3_laamps.8000.desc first_valid = { triggered_desc = { trigger = { num_sinful_traits >= 1 num_virtuous_traits < 1 } desc = ep3_laamps.8000.desc.outro.sinner } desc = ep3_laamps.8000.desc.outro } } theme = laamp left_portrait = { character = root animation = personality_bold } cooldown = { years = 25 } trigger = { has_government = landless_adventurer_government is_adult = yes is_available_allow_travelling = yes any_memory = { memory_type = lost_title_memory memory_age_years >= 10 var:landed_title = { tier >= tier_duchy save_temporary_scope_as = title_temp } } current_travel_plan.departure_location.county = { NOR = { target_is_de_jure_liege_or_above = scope:title_temp target_is_de_facto_liege_or_above = scope:title_temp } } exists = location.county location.county = { target_is_de_jure_liege_or_above = scope:title_temp OR = { root = { has_claim_on = prev } holder = { any_held_title = { is_de_facto_liege_or_above_target = root.location.county root = { has_claim_on = prev } } } holder = { any_liege_or_above = { any_held_title = { is_de_facto_liege_or_above_target = root.location.county root = { has_claim_on = prev } } } } } } } immediate = { if = { limit = { enable_debug_laamp_event_logging_toggle_trigger = yes } increment_global_variable_effect = { VAR = tally_nimbo_8000 VAL = 1 } } if = { limit = { location.county.holder = { any_held_title = { title_tier >= duchy is_de_facto_liege_or_above_target = root.location.county root = { has_claim_on = prev } } } } location.county.holder = { random_held_title = { title_tier >= duchy limit = { is_de_facto_liege_or_above_target = root.location.county root = { has_claim_on = prev } } holder = { save_scope_as = claim_holder } save_scope_as = claimed_land } } } else_if = { limit = { location.county.holder = { any_liege_or_above = { any_held_title = { is_de_facto_liege_or_above_target = root.location.county root = { has_claim_on = prev } } } } } location.county.holder = { random_liege_or_above = { limit = { any_held_title = { is_de_facto_liege_or_above_target = root.location.county root = { has_claim_on = prev } } } random_held_title = { limit = { is_de_facto_liege_or_above_target = root.location.county root = { has_claim_on = prev } } holder = { save_scope_as = claim_holder } save_scope_as = claimed_land } } } } else = { root.location.county = { holder = { save_scope_as = claim_holder } save_scope_as = claimed_land } } } option = { # I'm here to get my title back! name = ep3_laamps.8000.a add_character_modifier = { modifier = laamp_prepping_for_invasion years = 15 } reverse_add_opinion = { modifier = laamp_claimant_opinion target = scope:claim_holder years = 10 } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 1.5 } } } option = { # I'm just here to have a wander name = ep3_laamps.8000.b add_character_modifier = { modifier = laamp_familiar_lands years = 15 } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = -1.5 } } } } # The Loyal Companion # Adopt a puppy # 8010 # Loyal Companion ep3_laamps.8010 = { type = character_event title = ep3_laamps.8010.t desc = ep3_laamps.8010.desc theme = laamp override_background = { reference = terrain } left_portrait = { character = root animation = personality_compassionate } # Come along puppy option = { name = ep3_laamps.8010.a start_dog_story_cycle_effect = yes ai_chance = { base = 10 } } } # The Adventure of a Lifetime # Courtier at your location wants to join you # 8020 scripted_trigger valid_adventurous_character = { NOR = { # They got that adventuring spirit in em has_trait = craven has_trait = lazy # Don't steal people super important to the realm is_child_of = root.location.county.holder is_player_heir_of = root.location.county.holder is_consort_of = root.location.county.holder } # They're at least somewhat in control of their own life OR = { AND = { is_married = no is_concubine = no } AND = { is_married = yes is_female = yes matrilinear_marriage = yes } AND = { is_married = yes is_male = yes patrilinear_marriage = yes } } # Someone the player will care about has_any_high_skill_rating = yes # And make sure there's more than just animosity here. opinion = { target = root value >= -40 } NOT = { has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = root } } # Plus must be eligible for one of your officer positions. OR = { camp_officer_generator_pickable_trigger = { POS = second EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = quartermaster EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = armorer EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = chief_forager EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = master_thief EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = head_porter EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = head_groom EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = huntperson EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = kennelperson EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = chief_engineer EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = witness EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = person_haggler EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = camp_cook EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = master_bard EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = stooge EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = master_of_arms EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = light_cavalry_captain EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = camelry_captain EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = elephantry_captain EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = heavy_cavalry_captain EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = horse_archer_captain EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = archer_captain EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = heavy_infantry_captain EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = light_infantry_captain EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = pike_captain EMPLOYER = root } camp_officer_generator_pickable_trigger = { POS = master_of_spoils EMPLOYER = root } } } ep3_laamps.8020 = { type = character_event title = ep3_laamps.8020.t desc = ep3_laamps.8020.desc theme = laamp left_portrait = { character = root animation = schadenfreude } right_portrait = { character = scope:wouldbe_companion triggered_animation = { trigger = { ai_boldness <= ai_compassion } animation = beg } triggered_animation = { trigger = { ai_boldness > ai_compassion } animation = personality_bold } } cooldown = { years = 20 } trigger = { trigger_if = { limit = { is_ai = yes } static_group_filter = { group = ep3_laamps.8020 match = 0.2 } } has_government = landless_adventurer_government is_adult = yes is_available_allow_travelling = yes location.county.holder ?= { is_ai = yes any_courtier = { valid_adventurous_character = yes } } } immediate = { if = { limit = { enable_debug_laamp_event_logging_toggle_trigger = yes } increment_global_variable_effect = { VAR = tally_nimbo_8020 VAL = 1 } } location.county.holder = { save_scope_as = holder random_courtier = { limit = { valid_adventurous_character = yes } save_scope_as = wouldbe_companion camp_officer_generator_effect = { VAR = target EMPLOYER = root } } } } # Come with me option = { name = ep3_laamps.8020.a set_relation_friend = { target = scope:wouldbe_companion reason = friend_trip_of_a_lifetime } add_courtier = scope:wouldbe_companion reverse_add_opinion = { target = scope:wouldbe_companion modifier = grateful_opinion opinion = 100 } camp_officer_generator_assignment_effect = { VAR = target CANDIDATE = scope:wouldbe_companion EMPLOYER = root } stress_impact = { shy = minor_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 2.5 ai_sociability = 2.5 ai_honor = -2.5 } } } # I'll take you on gladly. option = { name = ep3_laamps.8020.a.2 add_courtier = scope:wouldbe_companion reverse_add_opinion = { target = scope:wouldbe_companion modifier = grateful_opinion opinion = 70 } add_prestige = minor_prestige_gain stress_impact = { shy = minor_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 1 ai_rationality = 2.5 ai_honor = -2.5 } } } option = { name = ep3_laamps.8020.b progress_towards_friend_effect = { REASON = friend_returned_my_companion CHARACTER = root.location.county.holder OPINION = default_friend_opinion } stress_impact = { gregarious = minor_stress_impact_gain ambitious = minor_stress_impact_gain stubborn = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = -2.5 ai_sociability = -2.5 ai_honor = 2.5 } } } } # A Rare Orepportunity # Local materials are high quality, use them to improve your artifact? # 8030 ep3_laamps.8030 = { type = character_event title = ep3_laamps.8030.t desc = ep3_laamps.8030.desc theme = laamp left_portrait = { character = root animation = war_over_tie } right_portrait = { character = scope:armorer animation = personality_bold } artifact = { target = scope:artifact position = lower_left_portrait } cooldown = { years = 15 } trigger = { has_government = landless_adventurer_government is_adult = yes is_available_allow_travelling = yes employs_court_position = armorer_camp_officer any_equipped_character_artifact = { OR = { artifact_slot_type = armor artifact_slot_type = primary_armament } } location = { OR = { is_mountainous_trigger = yes has_building_or_higher = royal_armory_01 has_building_or_higher = blacksmiths_01 } } } immediate = { if = { limit = { enable_debug_laamp_event_logging_toggle_trigger = yes } increment_global_variable_effect = { VAR = tally_nimbo_8030 VAL = 1 } } location = { save_scope_as = location } court_position:armorer_camp_officer = { save_scope_as = armorer } random_equipped_character_artifact = { limit = { OR = { artifact_slot_type = armor artifact_slot_type = primary_armament } } save_scope_as = artifact } } # Improve my artifact! option = { name = ep3_laamps.8030.a scope:armorer = { duel = { skill = stewardship value = medium_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } root = { send_interface_toast = { title = ep3_laamps.8030.a.win left_icon = scope:armorer right_icon = scope:artifact scope:artifact = { add_artifact_modifier = artifact_durable_materials_02 } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } root = { send_interface_toast = { title = ep3_laamps.8030.a.lose left_icon = scope:armorer right_icon = scope:artifact scope:artifact = { add_durability = -10 } } } } } } stress_impact = { craven = minor_stress_impact_gain humble = minor_stress_impact_gain fickle = minor_stress_impact_gain greedy = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 2.5 ai_sociability = 2.5 ai_rationality = 2.5 ai_greed = -2.5 } } } # Use the materials to repair my damaged artifacts option = { name = ep3_laamps.8030.b trigger = { any_character_artifact = { OR = { artifact_slot_type = armor artifact_slot_type = primary_armament } artifact_durability <= 75 } } every_character_artifact = { limit = { OR = { artifact_slot_type = armor artifact_slot_type = primary_armament } artifact_durability <= 75 } add_durability = 25 } stress_impact = { ambitious = minor_stress_impact_gain brave = minor_stress_impact_gain generous = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = -2.5 ai_sociability = -2.5 ai_rationality = 2.5 } } } # Gather the materials, and sell them! option = { name = ep3_laamps.8030.c add_gold = medium_gold_value stress_impact = { ambitious = minor_stress_impact_gain brave = minor_stress_impact_gain generous = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = -2.5 ai_sociability = -2.5 ai_greed = 2.5 } } } } # Let Sleeping Dogs Lie # A pregnant wolf is giving birth in one of your tents # 8040 ep3_laamps.8040 = { type = character_event title = ep3_laamps.8040.t desc = ep3_laamps.8040.desc theme = laamp override_background = { reference = bp1_bonfire } left_portrait = { character = root animation = shock } right_portrait = { character = scope:frightened_courtier animation = fear } cooldown = { years = 15 } trigger = { has_government = landless_adventurer_government is_adult = yes is_available_allow_travelling = yes location = { is_wooded_trigger = yes } any_courtier = { NOT = { is_child_of = root } } } immediate = { if = { limit = { enable_debug_laamp_event_logging_toggle_trigger = yes } increment_global_variable_effect = { VAR = tally_nimbo_8040 VAL = 1 } } random_courtier = { limit = { NOT = { is_child_of = root } } weight = { base = 1 modifier = { add = { subtract = ai_boldness } } } save_scope_as = frightened_courtier } } # Oh hush, I'll slay the beast option = { name = ep3_laamps.8040.a duel = { skill = prowess value = medium_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } min = 5 send_interface_toast = { title = ep3_laamps.8040.a.win left_icon = root add_prestige = major_prestige_gain if = { limit = { OR = { has_any_nickname = no has_bad_nickname = yes } } if = { limit = { is_ai = yes } random = { chance = 5 give_nickname = nick_wolf_slayer } } else = { give_nickname = nick_wolf_slayer } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } min = 5 send_interface_toast = { title = ep3_laamps.8040.a.lose left_icon = root add_prestige = minor_prestige_gain increase_wounds_effect = { REASON = wolf } } } } stress_impact = { brave = medium_stress_impact_loss craven = medium_stress_impact_gain humble = minor_stress_impact_gain compassionate = medium_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 2.5 ai_rationality = -2.5 } } } # Slay the mother and give the pups to my kids option = { name = ep3_laamps.8040.b trigger = { any_child = { is_courtier_of = root } } every_child = { limit = { is_courtier_of = root } custom = every_child_in_camp root = { progress_towards_friend_effect = { REASON = friend_gave_them_a_dog CHARACTER = prev OPINION = default_friend_opinion } } start_dog_story_cycle_effect = yes } if = { limit = { is_male = yes OR = { has_any_nickname = no has_bad_nickname = yes } } if = { limit = { is_ai = yes } random = { chance = 5 give_nickname = nick_wolf_father } } else = { give_nickname = nick_wolf_father } } else_if = { limit = { is_female = yes OR = { has_any_nickname = no has_bad_nickname = yes } } if = { limit = { is_ai = yes } random = { chance = 5 give_nickname = nick_wolf_mother } } else = { give_nickname = nick_wolf_mother } } stress_impact = { brave = minor_stress_impact_gain sadistic = medium_stress_impact_gain callous = minor_stress_impact_gain greedy = minor_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_sociability = 2.5 ai_rationality = 1.5 } } } # Looks like we have the beginnings of a kennel! option = { name = ep3_laamps.8040.c trigger = { domicile = { NOT = { has_domicile_building = baggage_train_kennel } } OR = { has_trait = eccentric has_trait = avaricious } } domicile = { if = { limit = { NOT = { has_domicile_building = baggage_train_01 } } add_domicile_building = baggage_train_01 } add_domicile_building = baggage_train_kennel } stress_impact = { brave = medium_stress_impact_gain sadistic = medium_stress_impact_gain callous = minor_stress_impact_gain generous = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_sociability = 2.5 ai_rationality = 1.5 } } } # We'll get you a new tent option = { name = ep3_laamps.8040.d stress_impact = { craven = medium_stress_impact_loss brave = medium_stress_impact_gain sadistic = minor_stress_impact_gain callous = minor_stress_impact_gain generous = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_sociability = 2.5 ai_rationality = 1.5 } } } } # Without Friends or Protection # A talented minority wishes to join you # 8050 scripted_trigger laamp_8050_valid_minority = { save_temporary_scope_as = courtier_to_check # Someone the player will care about has_any_high_skill_rating = yes # Ruling class hates their faith root.location.county.holder.faith = { faith_hostility_level = { target = scope:courtier_to_check.faith value >= faith_hostile_level } } OR = { root.location.county.holder = { OR = { has_trait = zealous has_trait = callous has_trait = sadistic has_trait = torturer has_trait = holy_warrior ai_zeal > ai_compassion } } # Locals hate their faith root.location.faith = { faith_hostility_level = { target = scope:courtier_to_check.faith value >= faith_hostile_level } } } } ep3_laamps.8050 = { type = character_event title = ep3_laamps.8050.t desc = { desc = ep3_laamps.8050.desc.intro first_valid = { triggered_desc = { trigger = { faith = scope:minority.faith } desc = ep3_laamps.8050.desc.mid.samefaith } triggered_desc = { trigger = { root.location.county.holder.faith = { faith_hostility_level = { target = root.faith value >= faith_hostile_level } } } desc = ep3_laamps.8050.desc.mid.alsohated } desc = ep3_laamps.8050.desc.mid.fallback } desc = ep3_laamps.8050.desc.outro } theme = laamp left_portrait = { character = root animation = personality_bold } right_portrait = { character = scope:minority animation = beg } lower_right_portrait = { character = root.location.county.holder } cooldown = { years = 15 } trigger = { has_government = landless_adventurer_government is_adult = yes is_available_allow_travelling = yes is_location_valid_for_travel_event_on_land = yes OR = { any_pool_character = { province = root.location laamp_8050_valid_minority = yes } AND = { location.county.holder = { is_ai = yes } location.county.holder = { any_courtier_or_guest = { laamp_8050_valid_minority = yes } } } } } immediate = { if = { limit = { enable_debug_laamp_event_logging_toggle_trigger = yes } increment_global_variable_effect = { VAR = tally_nimbo_8050 VAL = 1 } } if = { limit = { any_pool_character = { province = root.location laamp_8050_valid_minority = yes } } random_pool_character = { province = root.location limit = { laamp_8050_valid_minority = yes } weight = { base = 1 modifier = { add = 2 OR = { # Smaller religions unlikely to have a *homeland* to return to religion = religion:dualism_religion religion = religion:judaism_religion religion = religion:yazidi_religion religion = religion:zoroastrianism_religion religion = religion:zunism_religion } } } save_scope_as = minority } } else = { location.county.holder = { random_courtier_or_guest = { limit = { laamp_8050_valid_minority = yes } weight = { base = 1 modifier = { add = 2 OR = { # Smaller religions unlikely to have a *homeland* to return to religion = religion:dualism_religion religion = religion:judaism_religion religion = religion:yazidi_religion religion = religion:zoroastrianism_religion religion = religion:zunism_religion } } } save_scope_as = minority } } } } # Of course, join me as my companion! option = { name = ep3_laamps.8050.a set_relation_friend = { target = scope:minority reason = friend_trip_of_a_lifetime } add_courtier = scope:minority if = { limit = { scope:minority.faith = root.faith } add_piety = medium_piety_gain stress_impact = { callous = minor_stress_impact_gain sadistic = minor_stress_impact_gain shy = minor_stress_impact_gain } } else = { stress_impact = { zealous = medium_stress_impact_gain callous = minor_stress_impact_gain sadistic = minor_stress_impact_gain shy = minor_stress_impact_gain } } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 2.5 ai_sociability = 2.5 ai_rationality = 2.5 ai_honor = 2.5 ai_vengefulness = -2.5 ai_zeal = -2.5 } } } # I shall help you flee to safer lands option = { name = ep3_laamps.8050.b trigger = { culture = { this != scope:minority.culture } } scope:minority = { if = { limit = { is_pool_character = no } move_to_pool = yes } } root.culture = { change_cultural_acceptance = { target = scope:minority.culture value = minor_cultural_acceptance_gain desc = cultural_acceptance_fled_persecution } } if = { limit = { scope:minority.faith = root.faith } add_piety = medium_piety_gain stress_impact = { sadistic = medium_stress_impact_gain callous = minor_stress_impact_gain } } else = { stress_impact = { sadistic = medium_stress_impact_gain callous = minor_stress_impact_gain zealous = minor_stress_impact_gain } } ai_chance = { base = 10 ai_value_modifier = { ai_vengefulness = -2.5 ai_sociability = -2.5 ai_rationality = 2.5 ai_zeal = -2.5 } } } # Run home to your master now. Go on. Get. option = { name = ep3_laamps.8050.c #Oppression is fun, I guess if = { limit = { faith = root.location.county.holder.faith } add_piety = medium_piety_gain } else = { add_prestige = medium_prestige_gain } stress_impact = { gregarious = minor_stress_impact_gain stubborn = minor_stress_impact_gain callous = minor_stress_impact_loss } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = -2.5 ai_sociability = -2.5 ai_honor = 2.5 } } } } # Nary a Drop # Your water supplies spring a leak # 8060 ep3_laamps.8060 = { type = character_event title = ep3_laamps.8060.t desc = ep3_laamps.8060.desc theme = laamp left_portrait = { character = root animation = rage } right_portrait = { character = scope:idiot animation = beg } cooldown = { years = 15 } trigger = { has_government = landless_adventurer_government is_adult = yes is_available_allow_travelling = yes domicile ?= { domicile_location = { # Water should be precious is_desert_trigger = yes NOT = { terrain = oasis } } } } immediate = { if = { limit = { enable_debug_laamp_event_logging_toggle_trigger = yes } increment_global_variable_effect = { VAR = tally_nimbo_8060 VAL = 1 } } random_courtier = { weight = { base = 100 modifier = { add = { subtract = learning subtract = prowess } } # Clumsy modifier = { add = 50 has_trait = intellect_bad } # Clumsy modifier = { add = 50 has_trait = physique_bad } modifier = { factor = 0 is_adult = no } } save_scope_as = idiot } } # Quickly, we must find some! option = { name = ep3_laamps.8060.a duel = { skill = stewardship value = medium_skill_rating 50 = { desc = ep3_laamps.8060.a.win compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = ep3_laamps.8060.a.win left_icon = root domicile ?= { change_provisions = minor_provisions_gain } } } 50 = { desc = ep3_laamps.8060.a.lose compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = ep3_laamps.8060.a.lose left_icon = root domicile ?= { change_provisions = minor_provisions_loss } } } } stress_impact = { wrathful = medium_stress_impact_gain vengeful = medium_stress_impact_gain callous = minor_stress_impact_gain sadistic = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = -2.5 ai_sociability = 2.5 ai_rationality = 2.5 ai_honor = 2.5 ai_vengefulness = -5 } } } # Maybe we need to... recycle option = { name = ep3_laamps.8060.b trigger = { has_trait = eccentric } every_courtier = { custom = every_camp_member random = { chance = 15 contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = no } } } hidden_effect = { random = { chance = 15 contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = yes } } } stress_impact = { base = minor_stress_impact_gain arrogant = medium_stress_impact_gain wrathful = medium_stress_impact_gain vengeful = medium_stress_impact_gain callous = minor_stress_impact_gain sadistic = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = -2.5 ai_rationality = -2.5 ai_vengefulness = -5 } } } # You blundering imbecile! You fix this! option = { name = ep3_laamps.8060.c scope:idiot = { duel = { skill = stewardship value = medium_skill_rating 50 = { desc = ep3_laamps.8060.c.win compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } root = { send_interface_toast = { title = ep3_laamps.8060.c.win left_icon = root domicile ?= { change_provisions = minor_provisions_gain } } } } 50 = { desc = ep3_laamps.8060.c.lose compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } root = { send_interface_toast = { title = ep3_laamps.8060.c.lose left_icon = root domicile ?= { change_provisions = minor_provisions_loss } } } } } } stress_impact = { fickle = medium_stress_impact_gain humble = medium_stress_impact_gain compassionate = medium_stress_impact_gain calm = medium_stress_impact_gain vengeful = medium_stress_impact_loss wrathful = medium_stress_impact_loss callous = minor_stress_impact_loss sadistic = minor_stress_impact_loss } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 2.5 ai_rationality = 2.5 ai_vengefulness = 5 } } } # Time to ransack some local caravans option = { name = ep3_laamps.8060.d add_gold = medium_gold_value random = { chance = 15 send_interface_toast = { title = ep3_laamps.8060.d.lose left_icon = root right_icon = root.location.county.holder reverse_add_opinion = { modifier = theft_opinion target = root.location.county.holder } } } stress_impact = { fickle = medium_stress_impact_gain humble = medium_stress_impact_gain compassionate = medium_stress_impact_gain calm = medium_stress_impact_gain vengeful = medium_stress_impact_loss wrathful = medium_stress_impact_loss callous = minor_stress_impact_loss sadistic = minor_stress_impact_loss } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 2.5 ai_greed = 2.5 ai_vengefulness = 5 } } } # We can live without it option = { name = ep3_laamps.8060.e domicile = { change_provisions = medium_provisions_loss } stress_impact = { wrathful = medium_stress_impact_gain vengeful = medium_stress_impact_gain callous = minor_stress_impact_gain sadistic = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = -2.5 ai_sociability = 2.5 ai_rationality = -2.5 ai_honor = 2.5 ai_vengefulness = -5 } } } } # Foreign Fruits # You find some strange looking fruit, eat it? # 8070 ep3_laamps.8070 = { type = character_event title = ep3_laamps.8070.t desc = ep3_laamps.8070.desc theme = laamp left_portrait = { character = root animation = thinking } lower_left_portrait = { character = scope:forager } override_background = { reference = terrain_scope } cooldown = { years = 15 } trigger = { has_government = landless_adventurer_government is_adult = yes is_available_allow_travelling = yes location = { is_sea_province = no } domicile ?= { domicile_location = { is_likely_to_contain_trees_trigger = yes } NOT = { provisions >= max_provisions } } } immediate = { domicile.domicile_location ?= { save_scope_as = background_terrain_scope } if = { limit = { enable_debug_laamp_event_logging_toggle_trigger = yes } increment_global_variable_effect = { VAR = tally_nimbo_8070 VAL = 1 } } court_position:chief_forager_camp_officer ?= { save_scope_as = forager } } # Forager, what say you? option = { name = ep3_laamps.8070.a trigger = { exists = scope:forager scope:forager = { aptitude = { court_position = chief_forager_camp_officer value >= 2 } } } domicile = { change_provisions = medium_provisions_gain } ai_chance = { # This is just the best option base = 1000 } } # Ah, I know these plants! option = { name = ep3_laamps.8070.b trigger = { has_trait = lifestyle_herbalist } domicile = { change_provisions = medium_provisions_gain } add_prestige = minor_prestige_gain ai_chance = { # This is the other best option base = 1000 } } # Let's just try... option = { name = ep3_laamps.8070.c random_list = { 75 = { send_interface_toast = { title = ep3_laamps.8070.c.win domicile = { change_provisions = medium_provisions_gain } } } 25 = { send_interface_toast = { title = ep3_laamps.8070.c.lose hidden_effect = { contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = yes } } every_courtier = { custom = every_camp_member contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = no } } } } } stress_impact = { craven = medium_stress_impact_gain diligent = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 2.5 ai_rationality = -2.5 } } } # I think we'll survive without them option = { name = ep3_laamps.8070.d stress_impact = { brave = medium_stress_impact_gain eccentric = medium_stress_impact_gain ambitious = minor_stress_impact_gain greedy = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = -2.5 ai_rationality = 2.5 } } } } # A Strange Sailor # You find Tom Baker sitting at a bar missing most of his body parts # 8080 scripted_trigger valid_weird_sailor = { is_adult = yes has_trait = eccentric has_any_high_skill_rating = yes would_be_valid_for_court_position = { court_position = quartermaster_camp_officer employer = root } } ep3_laamps.8080 = { type = character_event title = ep3_laamps.8080.t desc = { first_valid = { triggered_desc = { trigger = { location = { is_sea_province = yes } } desc = ep3_laamps.8080.desc.intro_sea } desc = ep3_laamps.8080.desc.intro } desc = ep3_laamps.8080.desc.outro } theme = laamp override_background = { reference = tavern } left_portrait = { character = root animation = laugh } right_portrait = { character = scope:sailor animation = eccentric } cooldown = { years = 15 } trigger = { has_government = landless_adventurer_government is_adult = yes is_available_allow_travelling = yes location = { OR = { is_coastal = yes any_neighboring_province = { is_river_province = yes } } } NOT = { employs_court_position = quartermaster_camp_officer } can_employ_court_position_type = quartermaster_camp_officer } immediate = { if = { limit = { enable_debug_laamp_event_logging_toggle_trigger = yes } increment_global_variable_effect = { VAR = tally_nimbo_8080 VAL = 1 } } root.location = { random_neighboring_province = { limit = { is_sea_province = no } save_scope_as = sailor_home } } hidden_effect = { random_pool_character = { province = scope:sailor_home limit = { valid_weird_sailor = yes } if = { limit = { has_permanent_physical_injury = no } add_trait = one_legged } save_scope_as = sailor } random_memory = { limit = { has_memory_category = positive has_memory_category = martial } save_scope_as = memory } } if = { limit = { NOT = { exists = scope:sailor } } create_character = { location = scope:sailor_home template = weird_sailor_template culture = scope:sailor_home.culture faith = scope:sailor_home.faith save_scope_as = sailor after_creation = { random_list = { 1 = { set_nickname_effect = { NICKNAME = nick_the_mad } } 1 = { set_nickname_effect = { NICKNAME = nick_the_red } } 1 = { set_nickname_effect = { NICKNAME = nick_the_drunkard } } 1 = { set_nickname_effect = { NICKNAME = nick_the_jolly } } 1 = { set_nickname_effect = { NICKNAME = nick_the_jovial } } 1 = { set_nickname_effect = { NICKNAME = nick_the_bellower } } 1 = { set_nickname_effect = { NICKNAME = nick_twistedbeard } } 1 = { set_nickname_effect = { NICKNAME = nick_foul_fart } } 1 = { set_nickname_effect = { NICKNAME = nick_the_flash } } 1 = { set_nickname_effect = { NICKNAME = nick_the_insane } } 1 = { set_nickname_effect = { NICKNAME = nick_ale_lover } } 1 = { set_nickname_effect = { NICKNAME = nick_the_gambler } } } } } } } # AAAAHHHHAAAAAAAAAAHAAHAAAAAAAAA... me laddy! option = { name = ep3_laamps.8080.a trigger = { has_trait = eccentric } set_relation_friend = { target = scope:sailor reason = friend_eccentric } add_courtier = scope:sailor camp_officer_grant_effect = { EMPLOYER = root POS = second CANDIDATE = scope:sailor } stress_impact = { eccentric = medium_stress_impact_loss shy = minor_stress_impact_loss cynical = medium_stress_impact_gain paranoid = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 2.5 ai_sociability = 2.5 ai_rationality = -10 } } } # Do... do you wanna come with me? option = { name = ep3_laamps.8080.b add_courtier = scope:sailor camp_officer_grant_effect = { EMPLOYER = root POS = quartermaster CANDIDATE = scope:sailor } pay_short_term_gold = { target = scope:sailor gold = minor_gold_value } stress_impact = { arrogant = medium_stress_impact_gain cynical = medium_stress_impact_gain shy = minor_stress_impact_gain paranoid = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 2.5 ai_sociability = 2.5 ai_rationality = -2.5 } modifier = { factor = 0 short_term_gold < minor_gold_value } } } # Try to out-macho him option = { name = ep3_laamps.8080.c duel = { skills = { martial diplomacy } target = scope:sailor 50 = { desc = ep3_laamps.8080.c.win compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = ep3_laamps.8080.c.win left_icon = root right_icon = scope:sailor add_prestige = medium_prestige_gain every_courtier = { custom = every_camp_member add_opinion = { modifier = impressed_opinion target = root opinion = 15 } } } } 50 = { desc = ep3_laamps.8080.c.lose compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = ep3_laamps.8080.c.lose left_icon = root right_icon = scope:sailor add_prestige = medium_prestige_loss } } } stress_impact = { humble = medium_stress_impact_gain gregarious = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 2.5 ai_sociability = 2.5 ai_rationality = -2.5 } } } # Get away from me you mad old sea dog option = { name = ep3_laamps.8080.d stress_impact = { humble = medium_stress_impact_gain gregarious = minor_stress_impact_gain eccentric = major_stress_impact_gain shy = minor_stress_impact_loss } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = -2.5 ai_sociability = -2.5 ai_rationality = 2.5 } } } } # The Distant Shores # You have an out-of-body experience in a strange land and question your identity # 8090 ep3_laamps.8090 = { type = character_event title = ep3_laamps.8090.t desc = { desc = ep3_laamps.8090.desc.intro first_valid = { triggered_desc = { trigger = { root.domicile.domicile_location = { OR = { geographical_region = world_europe geographical_region = world_asia_minor } } } desc = ep3_laamps.8090.desc.world_europe } triggered_desc = { trigger = { root.domicile.domicile_location = { geographical_region = world_middle_east } } desc = ep3_laamps.8090.desc.world_middle_east } triggered_desc = { trigger = { root.domicile.domicile_location = { geographical_region = world_india } } desc = ep3_laamps.8090.desc.world_india } triggered_desc = { trigger = { root.domicile.domicile_location = { geographical_region = world_africa } } desc = ep3_laamps.8090.desc.world_africa } triggered_desc = { trigger = { root.domicile.domicile_location = { geographical_region = world_steppe } } desc = ep3_laamps.8090.desc.world_steppe } triggered_desc = { trigger = { root.domicile.domicile_location = { geographical_region = world_tibet } } desc = ep3_laamps.8090.desc.world_tibet } triggered_desc = { trigger = { root.domicile.domicile_location = { geographical_region = world_burma } } desc = ep3_laamps.8090.desc.world_burma } triggered_desc = { trigger = { root.domicile.domicile_location = { geographical_region = world_asia_china } } desc = ep3_laamps.8090.desc.world_asia_china } triggered_desc = { trigger = { root.domicile.domicile_location = { geographical_region = world_asia_japan } } desc = ep3_laamps.8090.desc.world_asia_japan } triggered_desc = { trigger = { root.domicile.domicile_location = { geographical_region = world_asia_korea } } desc = ep3_laamps.8090.desc.world_asia_korea } triggered_desc = { trigger = { root.domicile.domicile_location = { geographical_region = world_asia_southeast } } desc = ep3_laamps.8090.desc.world_asia_southeast } } desc = ep3_laamps.8090.desc.outro } theme = laamp left_portrait = { character = root animation = admiration } override_background = { reference = market } cooldown = { years = 15 } trigger = { has_government = landless_adventurer_government is_adult = yes is_available_allow_travelling = yes is_location_valid_for_travel_event_on_land = yes OR = { AND = { root.domicile.domicile_location = { OR = { geographical_region = world_europe geographical_region = world_asia_minor } } NOR = { root.culture = { culture_overlaps_geographical_region = world_europe } root.culture = { culture_overlaps_geographical_region = world_asia_minor } } } AND = { root.domicile.domicile_location = { geographical_region = world_middle_east } NOT = { root.culture = { culture_overlaps_geographical_region = world_middle_east } } } AND = { root.domicile.domicile_location = { geographical_region = world_india } NOT = { root.culture = { culture_overlaps_geographical_region = world_india } } } AND = { root.domicile.domicile_location = { geographical_region = world_africa } NOT = { root.culture = { culture_overlaps_geographical_region = world_africa } } } AND = { root.domicile.domicile_location = { geographical_region = world_steppe } NOT = { root.culture = { culture_overlaps_geographical_region = world_steppe } } } AND = { root.domicile.domicile_location = { geographical_region = world_tibet } NOT = { root.culture = { culture_overlaps_geographical_region = world_tibet } } } AND = { root.domicile.domicile_location = { geographical_region = world_burma } NOT = { root.culture = { culture_overlaps_geographical_region = world_burma } } } AND = { root.domicile.domicile_location = { geographical_region = world_asia_china } NOT = { root.culture = { culture_overlaps_geographical_region = world_asia_china } } } AND = { root.domicile.domicile_location = { geographical_region = world_asia_japan } NOT = { root.culture = { culture_overlaps_geographical_region = world_asia_japan } } } AND = { root.domicile.domicile_location = { geographical_region = world_asia_korea } NOT = { root.culture = { culture_overlaps_geographical_region = world_asia_korea } } } AND = { root.domicile.domicile_location = { geographical_region = world_asia_southeast } NOT = { root.culture = { culture_overlaps_geographical_region = world_asia_southeast } } } } } immediate = { if = { limit = { enable_debug_laamp_event_logging_toggle_trigger = yes } increment_global_variable_effect = { VAR = tally_nimbo_8090 VAL = 1 } } root.domicile.domicile_location.county = { save_scope_as = county } root.domicile.domicile_location.county.culture = { save_scope_as = culture } } # Can a man not be both one culture AND another? option = { name = ep3_laamps.8090.a culture = { change_cultural_acceptance = { target = scope:culture value = medium_cultural_acceptance_gain desc = cultural_acceptance_distant_hero } } stress_impact = { arrogant = medium_stress_impact_gain stubborn = medium_stress_impact_gain gregarious = minor_stress_impact_gain eccentric = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = -2.5 ai_sociability = 2.5 ai_rationality = 2.5 } } } # I think it's time I embrace my place here option = { name = ep3_laamps.8090.b every_courtier = { custom = every_relative_in_camp_your_culture limit = { is_close_family_of = root culture = root.culture } set_culture = scope:culture } set_culture = scope:culture stress_impact = { gregarious = medium_stress_impact_loss eccentric = medium_stress_impact_loss arrogant = medium_stress_impact_gain stubborn = medium_stress_impact_gain cynical = medium_stress_impact_gain } ai_chance = { base = 0 # Player only } } # Maybe I should build a new home here! option = { name = ep3_laamps.8090.c add_character_modifier = { modifier = laamps_8090_preparing_invasion years = 15 } stress_impact = { gregarious = medium_stress_impact_gain humble = medium_stress_impact_gain compassionate = medium_stress_impact_gain just = medium_stress_impact_gain forgiving = medium_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 2.5 ai_sociability = -2.5 ai_rationality = -2.5 } } } } # LEGITIMIST SUPPORT NEGOTIATION EVENTS # Choose your title for support ep3_laamps.8101 = { type = character_event title = ep3_laamps.8101.t desc = ep3_laamps.8101.desc theme = diplomacy override_background = { reference = study } left_portrait = { character = root animation = debating } right_portrait = { character = scope:petitioned_ruler animation = admiration } trigger = { any_claim = { count > 1 tier >= tier_kingdom } NOT = { has_variable = legitimist_claimed_title } } immediate = { ordered_claim = { limit = { tier >= tier_kingdom } order_by = tier max = 4 # First title. if = { limit = { NOT = { exists = scope:title_1 } } save_scope_as = title_1 } # Second title. else_if = { limit = { NOT = { this = scope:title_1 exists = scope:title_2 } } save_scope_as = title_2 } # Third title. else_if = { limit = { NOT = { this = scope:title_1 this = scope:title_2 exists = scope:title_3 } } save_scope_as = title_3 } # Fourth title else_if = { limit = { NOT = { this = scope:title_1 this = scope:title_2 this = scope:title_3 exists = scope:title_4 } } save_scope_as = title_4 } } } on_trigger_fail = { trigger_event = ep3_laamps.8102 } option = { name = ep3_laamps.8101.a custom_tooltip = ep3_laamps.8101.a.desc trigger = { exists = scope:title_1 } scope:title_1 = { save_scope_as = claimed_title } ai_chance = { base = 100 } } option = { name = ep3_laamps.8101.b custom_tooltip = ep3_laamps.8101.a.desc trigger = { exists = scope:title_2 } scope:title_2 = { save_scope_as = claimed_title } } option = { name = ep3_laamps.8101.c custom_tooltip = ep3_laamps.8101.a.desc trigger = { exists = scope:title_3 } scope:title_3 = { save_scope_as = claimed_title } } option = { name = ep3_laamps.8101.d custom_tooltip = ep3_laamps.8101.a.desc trigger = { exists = scope:title_4 } scope:title_4 = { save_scope_as = claimed_title } } after = { trigger_event = ep3_laamps.8102 } } #Negotiations intro ep3_laamps.8102 = { type = character_event title = ep3_laamps.8102.t desc = ep3_laamps.8102.desc theme = diplomacy override_background = { reference = study } left_portrait = { character = root animation = debating } right_portrait = { character = scope:petitioned_ruler animation = bribing } immediate = { #save the claim if = { limit = { NOT = { exists = scope:claimed_title has_variable = legitimist_claimed_title } } random_claim = { limit = { tier >= tier_kingdom } save_scope_as = claimed_title } } scope:claimed_title.holder.capital_barony = { save_scope_as = capital_barony } if = { limit = { NOT = { has_variable = legitimist_claimed_title } } set_variable = { name = legitimist_claimed_title value = scope:claimed_title } } else = { var:legitimist_claimed_title = { save_scope_as = claimed_title } } #setup turns set_variable = { name = legitimist_turns value = { value = 4 if = { limit = { scope:claimed_title = { tier = tier_empire } } add = 4 } if = { limit = { scope:petitioned_ruler.faith = root.faith } add = { value = root.piety_level subtract = 2 max = 2 min = 0 } } add = { value = root.prestige_level subtract = 2 max = 2 min = 0 } add = { value = root.dynasty.dynasty_prestige_level subtract = 2 max = 3 min = 0 } } } #setup support and obligations level set_variable = { name = legitimist_support value = 1 } set_variable = { name = legitimist_obligations value = 2 } } option = { #Let us dicuss the deal-o name = ep3_laamps.8102.a custom_tooltip = ep3_laamps.8102.a.desc if = { limit = { is_ai = yes } change_variable = { name = legitimist_support add = 2 } change_variable = { name = legitimist_obligations add = 1 } } ai_chance = { base = 100 } } option = { #Try to dazzle them with brilliance - more turns name = ep3_laamps.8102.b trigger = { NOT = { has_relation_friend = scope:petitioned_ruler } } duel = { target = scope:petitioned_ruler skill = diplomacy 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } custom_tooltip = ep3_laamps.8102.b.desc send_interface_toast = { title = ep3_laamps.8102.b.success left_icon = scope:petitioned_ruler } change_variable = { name = legitimist_support add = 1 } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = ep3_laamps.8102.b.failure send_interface_toast = { title = ep3_laamps.8102.b.failure left_icon = scope:petitioned_ruler } add_prestige = medium_prestige_loss change_variable = { name = legitimist_turns subtract = 1 } } } } option = { #Or baffle them with bs - more turns name = ep3_laamps.8102.c trigger = { NOT = { has_relation_friend = scope:petitioned_ruler } } duel = { target = scope:petitioned_ruler skill = intrigue 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } custom_tooltip = ep3_laamps.8102.c.desc send_interface_toast = { title = ep3_laamps.8102.b.success left_icon = scope:petitioned_ruler } change_variable = { name = legitimist_turns add = 4 } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = ep3_laamps.8102.b.failure send_interface_toast = { title = ep3_laamps.8102.b.failure left_icon = scope:petitioned_ruler } add_prestige = medium_prestige_loss change_variable = { name = legitimist_turns subtract = 1 } } } } option = { #we are friends, more turns name = ep3_laamps.8102.d custom_tooltip = ep3_laamps.8102.d.desc trigger = { has_relation_friend = scope:petitioned_ruler } change_variable = { name = legitimist_turns add = 4 } change_variable = { name = legitimist_support add = 1 } } option = { #spend hook - more support! name = ep3_laamps.8102.e custom_tooltip = ep3_laamps.8102.e.desc trigger = { has_hook = scope:petitioned_ruler } remove_hook = { target = scope:petitioned_ruler } change_variable = { name = legitimist_support add = 2 } } after = { trigger_event = ep3_laamps.8103 } } #Negotiations for the level of support ep3_laamps.8103 = { type = character_event title = ep3_laamps.8103.t desc = { random_valid = { desc = ep3_laamps.8103.intro_1 desc = ep3_laamps.8103.intro_2 desc = ep3_laamps.8103.intro_3 } first_valid = { triggered_desc = { trigger = { var:legitimist_turns = 0 } desc = ep3_laamps.8103.no_more_turns_flavor } random_valid = { desc = ep3_laamps.8103.mid_1 desc = ep3_laamps.8103.mid_2 desc = ep3_laamps.8103.mid_3 } } desc = ep3_laamp.8103.turns_left first_valid = { triggered_desc = { trigger = { var:legitimist_support >= 6 } desc = ep3_laamps.8103.support_6 } triggered_desc = { trigger = { var:legitimist_support >= 5 } desc = ep3_laamps.8103.support_5 } triggered_desc = { trigger = { var:legitimist_support >= 4 } desc = ep3_laamps.8103.support_4 } triggered_desc = { trigger = { var:legitimist_support >= 3 } desc = ep3_laamps.8103.support_3 } triggered_desc = { trigger = { var:legitimist_support >= 2 } desc = ep3_laamps.8103.support_2 } triggered_desc = { trigger = { var:legitimist_support >= 1 } desc = ep3_laamps.8103.support_1 } } first_valid = { triggered_desc = { trigger = { var:legitimist_obligations = 1 } desc = ep3_laamps.8103.one_obligations } desc = ep3_laamps.8103.obligations } } theme = diplomacy override_background = { reference = study } left_portrait = { character = root animation = debating } right_portrait = { character = scope:petitioned_ruler animation = personality_forgiving } trigger = { var:legitimist_turns >= 1 } on_trigger_fail = { trigger_event = ep3_laamps.8105 } option = { #Moar troops! name = ep3_laamps.8103.a custom_tooltip = ep3_laamps.8103.a.desc trigger = { var:legitimist_support < 6 var:legitimist_turns >= 1 } change_variable = { name = legitimist_support add = 1 } change_variable = { name = legitimist_obligations add = 1 } trigger_event = ep3_laamps.8103 } option = { #Moar troops, but without obligations increase. harder with obligations/support imbalance name = ep3_laamps.8103.b trigger = { var:legitimist_support < 6 var:legitimist_turns >= 1 } duel = { target = scope:petitioned_ruler skill = diplomacy 60 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } custom_tooltip = ep3_laamps.8103.b.desc send_interface_toast = { title = ep3_laamps.8103.b.success left_icon = scope:petitioned_ruler } change_variable = { name = legitimist_support add = 1 } } 40 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { add = { value = var:legitimist_support add = 1 subtract = var:legitimist_obligations multiply = 10 } } desc = ep3_laamps.8103.b.failure send_interface_toast = { title = ep3_laamps.8103.b.failure left_icon = scope:petitioned_ruler } add_prestige = minor_prestige_loss } } trigger_event = ep3_laamps.8103 } option = { #Try to get the level of obligations down. harder with obligations/support imbalance name = ep3_laamps.8103.c custom_tooltip = ep3_laamps.8103.c.desc trigger = { var:legitimist_obligations > 1 var:legitimist_turns >= 1 } duel = { target = scope:petitioned_ruler skill = stewardship 70 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = ep3_laamps.8103.c.success send_interface_toast = { title = ep3_laamps.8103.c.success left_icon = scope:petitioned_ruler } change_variable = { name = legitimist_obligations subtract = 1 } } 30 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { add = { value = var:legitimist_support add = 1 subtract = var:legitimist_obligations multiply = 10 } } desc = ep3_laamps.8103.c.failure send_interface_toast = { title = ep3_laamps.8103.c.failure left_icon = scope:petitioned_ruler } add_prestige = minor_prestige_loss } } trigger_event = ep3_laamps.8103 } option = { #I'm good name = ep3_laamps.8103.d custom_tooltip = ep3_laamps.8103.d.desc trigger_event = ep3_laamps.8105 ai_chance = { base = 100 } } after = { change_variable = { name = legitimist_turns subtract = 1 } } } #End on negotiations - spit on it scripted_effect legitimist_support_add_effect = { add_gold = { value = 300 multiply = var:legitimist_support } spawn_army = { men_at_arms = { type = accolade_maa_vanguards stacks = { value = 2 multiply = var:legitimist_support } } men_at_arms = { type = accolade_maa_archers stacks = { value = 2 multiply = var:legitimist_support } } men_at_arms = { type = accolade_maa_lancers stacks = { value = var:legitimist_support min = 1 } } inheritable = no uses_supply = no location = root.location name = ep3_legitimist_army } scope:petitioned_ruler = { add_hook = { target = root type = favor_hook } } } ep3_laamps.8105 = { type = character_event title = ep3_laamps.8105.t desc = ep3_laamps.8105.desc theme = diplomacy override_background = { reference = study } left_portrait = { character = root animation = thinking } right_portrait = { character = scope:petitioned_ruler animation = toast_goblet } option = { #ask for time extension name = ep3_laamps.8105.a custom_tooltip = ep3_laamps.8105.invalidations_reasons custom_tooltip = ep3_laamps.8105.a.desc duel = { target = scope:petitioned_ruler skill = martial 60 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = ep3_laamps.8105.a.success send_interface_toast = { title = ep3_laamps.8105.a.success left_icon = scope:petitioned_ruler } trigger_event = { id = ep3_laamps.8106 years = 8 } } 40 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = ep3_laamps.8105.a.failure send_interface_toast = { title = ep3_laamps.8105.a.failure left_icon = scope:petitioned_ruler } trigger_event = { id = ep3_laamps.8106 years = 4 } add_prestige = medium_prestige_loss } } legitimist_support_add_effect = yes add_to_variable_list = { #used to handle root death name = legitimist_supporters target = scope:petitioned_ruler } scope:petitioned_ruler = { set_variable = { name = legitimist_obligations_left value = root.var:legitimist_obligations } } hidden_effect = { scope:task_contract = { complete_task_contract = success_standard } } } option = { #spit on it name = ep3_laamps.8105.b custom_tooltip = ep3_laamps.8105.invalidations_reasons custom_tooltip = ep3_laamps.8105.b.desc trigger_event = { id = ep3_laamps.8106 years = 4 } scope:petitioned_ruler = { set_variable = { name = legitimist_obligations_left value = root.var:legitimist_obligations } } add_prestige = medium_prestige_gain legitimist_support_add_effect = yes add_to_variable_list = { #used to handle root death name = legitimist_supporters target = scope:petitioned_ruler } hidden_effect = { scope:task_contract = { complete_task_contract = success_standard } } ai_chance = { base = 100 } } option = { #actually, nvm, byeeee name = ep3_laamps.8105.c custom_tooltip = ep3_laamps.8105.c.desc trigger_event = { id = ep3_laamps.8107 months = { 1 2 } } hidden_effect = { scope:task_contract = { complete_task_contract = failure_standard } } } after = { remove_variable = legitimist_turns remove_variable = legitimist_support remove_variable = legitimist_obligations } } scripted_effect ep3_laamps_8106_designate_targets_effect = { if = { limit = { NOT = { exists = scope:target_1 } } save_scope_as = target_1 } else_if = { limit = { NOT = { exists = scope:target_2 } } save_scope_as = target_2 } else_if = { limit = { NOT = { exists = scope:target_3 } } save_scope_as = target_3 } else_if = { limit = { NOT = { exists = scope:target_4 } } save_scope_as = target_4 } else_if = { limit = { NOT = { exists = scope:target_5 } } save_scope_as = target_5 } else_if = { limit = { NOT = { exists = scope:target_6 } } save_scope_as = target_6 } else_if = { limit = { NOT = { exists = scope:target_7 } } save_scope_as = target_7 } else_if = { limit = { NOT = { exists = scope:target_8 } } save_scope_as = target_8 } else_if = { limit = { NOT = { exists = scope:target_9 } } save_scope_as = target_9 } else_if = { limit = { NOT = { exists = scope:target_10 } } save_scope_as = target_10 } } #Reminder about the timer! ep3_laamps.8106 = { type = character_event title = ep3_laamps.8106.t desc = ep3_laamps.8106.desc theme = diplomacy override_background = { reference = army_camp } left_portrait = { character = root animation = personality_rational } right_portrait = { character = scope:petitioned_ruler animation = personality_vengeful } trigger = { government_has_flag = government_is_landless_adventurer has_realm_law = camp_purpose_legitimists NOT = { is_at_war = yes any_held_title = { this = scope:claimed_title } } scope:petitioned_ruler = { is_alive = yes is_landed = yes NOR = { is_imprisoned_by = root AND = { is_at_war = yes any_character_war = { OR = { primary_attacker = root primary_defender = root } } } } } } on_trigger_fail = { if = { limit = { is_at_war = yes } trigger_event = { #let us try again later id = ep3_laamps.8106 months = { 2 4 } } } else_if = { limit = { any_held_title = { this = scope:claimed_title } } trigger_event = { #payup buddy boi id = ep3_laamps.8111 months = { 18 20 } } } else_if = { limit = { scope:petitioned_ruler = { OR = { is_alive = no is_landed = no is_imprisoned_by = root AND = { is_at_war = yes any_character_war = { OR = { primary_attacker = root primary_defender = root } } } } } } trigger_event = { id = ep3_laamps.8110 } } else = { trigger_event = { #you failed id = ep3_laamps.8107 months = { 1 2 } } } } option = { #go to war name = ep3_laamps.8106.a flavor = ep3_laamps.8106.a.desc #it is ugly, but it seems there is no other way every_claim = { limit = { OR = { holder = scope:claimed_title.holder holder.top_liege = scope:claimed_title.holder } } ep3_laamps_8106_designate_targets_effect = yes } # Ugly war targeting. ## 10 targets. if = { limit = { exists = scope:target_10 } start_war = { casus_belli = claim_cb target = scope:claimed_title.holder claimant = root target_title = scope:target_1 target_title = scope:target_2 target_title = scope:target_3 target_title = scope:target_4 target_title = scope:target_5 target_title = scope:target_6 target_title = scope:target_7 target_title = scope:target_8 target_title = scope:target_9 target_title = scope:target_10 } } ## 09 targets. else_if = { limit = { exists = scope:target_9 } start_war = { casus_belli = claim_cb target = scope:claimed_title.holder claimant = root target_title = scope:target_1 target_title = scope:target_2 target_title = scope:target_3 target_title = scope:target_4 target_title = scope:target_5 target_title = scope:target_6 target_title = scope:target_7 target_title = scope:target_8 target_title = scope:target_9 } } ## 08 targets. else_if = { limit = { exists = scope:target_8 } start_war = { casus_belli = claim_cb target = scope:claimed_title.holder claimant = root target_title = scope:target_1 target_title = scope:target_2 target_title = scope:target_3 target_title = scope:target_4 target_title = scope:target_5 target_title = scope:target_6 target_title = scope:target_7 target_title = scope:target_8 } } ## 07 targets. else_if = { limit = { exists = scope:target_7 } start_war = { casus_belli = claim_cb target = scope:claimed_title.holder claimant = root target_title = scope:target_1 target_title = scope:target_2 target_title = scope:target_3 target_title = scope:target_4 target_title = scope:target_5 target_title = scope:target_6 target_title = scope:target_7 } } ## 06 targets. else_if = { limit = { exists = scope:target_6 } start_war = { casus_belli = claim_cb target = scope:claimed_title.holder claimant = root target_title = scope:target_1 target_title = scope:target_2 target_title = scope:target_3 target_title = scope:target_4 target_title = scope:target_5 target_title = scope:target_6 } } ## 05 targets. else_if = { limit = { exists = scope:target_5 } start_war = { casus_belli = claim_cb target = scope:claimed_title.holder claimant = root target_title = scope:target_1 target_title = scope:target_2 target_title = scope:target_3 target_title = scope:target_4 target_title = scope:target_5 } } ## 04 targets. else_if = { limit = { exists = scope:target_4 } start_war = { casus_belli = claim_cb target = scope:claimed_title.holder claimant = root target_title = scope:target_1 target_title = scope:target_2 target_title = scope:target_3 target_title = scope:target_4 } } ## 03 targets. else_if = { limit = { exists = scope:target_3 } start_war = { casus_belli = claim_cb target = scope:claimed_title.holder claimant = root target_title = scope:target_1 target_title = scope:target_2 target_title = scope:target_3 } } ## 02 targets. else_if = { limit = { exists = scope:target_2 } start_war = { casus_belli = claim_cb target = scope:claimed_title.holder claimant = root target_title = scope:target_1 target_title = scope:target_2 } } ## 01 targets. else_if = { limit = { exists = scope:target_1 } start_war = { casus_belli = claim_cb target = scope:claimed_title.holder claimant = root target_title = scope:target_1 } } ai_chance = { base = 100 } trigger_event = { id = ep3_laamps.8106 months = { 11 13 } } } option = { #ask for a delay name = ep3_laamps.8106.b custom_tooltip = ep3_laamps.8106.b.desc #diplo/martial duel - the time is not right for war you see #trigger this event after next 2 years #obligations increase if you don't succeed duel = { target = scope:petitioned_ruler skill = martial 60 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } custom_tooltip = ep3_laamps.8106.b.success send_interface_toast = { title = ep3_laamps.8106.b.success left_icon = scope:petitioned_ruler } } 40 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } custom_tooltip = ep3_laamps.8106.b.failure send_interface_toast = { title = ep3_laamps.8106.b.failure left_icon = scope:petitioned_ruler } scope:petitioned_ruler = { change_variable = { name = legitimist_obligations_left add = 1 } } trigger_event = { id = ep3_laamps.8106 years = 2 } } } } option = { #actually, nvm, I have other plans now name = ep3_laamps.8106.c custom_tooltip = ep3_laamps.8106.c.desc trigger_event = { id = ep3_laamps.8107 months = { 1 2 } } } } #Invalidation upon changing the camp type or becoming landed ep3_laamps.8107 = { type = letter_event opening = ep3_laamps.8107.t desc = ep3_laamps.8107.desc sender = scope:petitioned_ruler option = { #well, fate had another things in mind name = ep3_laamps.8107.a add_prestige_level = -1 if = { limit = { NOT = { has_relation_rival = scope:petitioned_ruler } } set_relation_rival = { target = scope:petitioned_ruler reason = rival_nithing } } scope:petitioned_ruler = { remove_variable = legitimist_obligations_left remove_character_flag = legitimist_supporter } add_to_variable_list = { name = legitimist_payed_supporters target = scope:petitioned_ruler } scope:petitioned_ruler = { remove_hook = { target = root } } } } #Obligations payment ep3_laamps.8108 = { type = character_event title = ep3_laamps.8108.t desc = ep3_laamps.8108.desc theme = stewardship override_background = { reference = study } left_portrait = { character = root animation = personality_rational } right_portrait = { character = scope:petitioned_ruler animation = personality_greedy } trigger = { scope:petitioned_ruler = { is_alive = yes is_landed = yes NOR = { is_imprisoned_by = root AND = { is_at_war = yes any_character_war = { OR = { primary_attacker = root primary_defender = root } } } } } } immediate = { add_to_variable_list = { #error suppresion name = legitimist_supporters target = root } } on_trigger_fail = { trigger_event = { id = ep3_laamps.8110 days = { 1 2 } } } option = { #gimmie ur lunch monies, pacta sunt servanta name = ep3_laamps.8108.a if = { limit = { scope:petitioned_ruler.var:legitimist_obligations_left > 1 } custom_tooltip = ep3_laamps.8108.payments_left } else = { custom_tooltip = ep3_laamps.8108.no_payments_left scope:petitioned_ruler = { remove_variable = legitimist_obligations_left remove_character_flag = legitimist_supporter } add_to_variable_list = { name = legitimist_payed_supporters target = scope:petitioned_ruler } scope:petitioned_ruler = { remove_hook = { target = root } } } if = { limit = { monthly_character_income <= 50 } custom_tooltip = ep3_laamps.8108.legitimist_too_poor } pay_short_term_gold = { target = scope:petitioned_ruler gold = { value = monthly_character_income multiply = 6 min = 300 } } add_legitimacy = medium_legitimacy_gain scope:petitioned_ruler = { change_variable = { name = legitimist_obligations_left subtract = 1 } } if = { limit = { scope:petitioned_ruler.var:legitimist_obligations_left > 1 } trigger_event = { id = ep3_laamps.8111 months = { 18 20 } } } ai_chance = { base = 100 } } option = { #Alas, I cannot pay you now, but I will in the future name = ep3_laamps.8108.b custom_tooltip = ep3_laamps.8108.b.desc duel = { target = scope:petitioned_ruler skill = stewardship 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = ep3_laamps.8108.b.success send_interface_toast = { title = ep3_laamps.8108.b.success left_icon = scope:petitioned_ruler } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = ep3_laamps.8108.b.failure send_interface_toast = { title = ep3_laamps.8108.b.failure left_icon = scope:petitioned_ruler add_legitimacy = medium_legitimacy_loss } } } trigger_event = { id = ep3_laamps.8111 months = { 6 7 } } if = { limit = { scope:petitioned_ruler.var:legitimist_obligations_left > 1 } custom_tooltip = ep3_laamps.8108.payments_left } else = { custom_tooltip = ep3_laamps.8108.no_payments_left } } option = { #GET REKKED name = ep3_laamps.8108.c custom_tooltip = ep3_laamps.8108.c.desc add_legitimacy = massive_legitimacy_loss add_prestige_level = -1 trigger_event = { id = ep3_laamps.8107 months = { 1 2 } } } } #you have died, but you still have obligations to pay - reminder - ??? ep3_laamps.8109 = { type = letter_event opening = ep3_laamps.8109.t desc = ep3_laamps.8109.desc sender = scope:petitioned_ruler option = { #gulp name = ep3_laamps.8109.a custom_tooltip = ep3_laamps.8109.a.desc trigger_event = { id = ep3_laamps.8111 months = { 6 7 } } } } #something has happened to your benefactor, the debt has disappeared in the midst of time ep3_laamps.8110 = { type = character_event title = ep3_laamps.8110.t desc = { desc = ep3_laamps.8110.desc_intro desc = { first_valid = { triggered_desc = { trigger = { scope:petitioned_ruler = { is_at_war = yes any_character_war = { OR = { primary_attacker = root primary_defender = root } } } } desc = ep3_laamps.8110.desc_war } triggered_desc = { trigger = { scope:petitioned_ruler = { is_imprisoned_by = root } } desc = ep3_laamps.8110.desc_imprisoned } triggered_desc = { trigger = { scope:petitioned_ruler = { is_alive = no killer ?= root } } desc = ep3_laamps.8110.desc_killer_root } triggered_desc = { trigger = { scope:petitioned_ruler = { is_alive = no } } desc = ep3_laamps.8110.desc_dead } triggered_desc = { trigger = { scope:petitioned_ruler = { is_landed = no } } desc = ep3_laamps.8110.desc_unlanded } } } desc = ep3_laamps.8110.desc_outro } theme = stewardship override_background = { reference = study } left_portrait = { character = root animation = manic } lower_right_portrait = { character = scope:petitioned_ruler } option = { #huzzah! name = ep3_laamps.8110.a stress_impact = { base = medium_stress_loss greedy = massive_stress_loss } add_to_variable_list = { name = legitimist_payed_supporters target = scope:petitioned_ruler } } } ep3_laamps.8111 = { hidden = yes immediate = { trigger_event = { id = ep3_laamps.8108 months = 6 } save_scope_value_as = { name = incoming_payment_value value = { value = monthly_character_income multiply = 6 min = 300 } } send_interface_toast = { type = event_toast_effect_bad title = ep3_laamps.8111.t left_icon = scope:petitioned_ruler custom_tooltip = ep3_laamps.8111.desc } } } #Interesting Personas LAAMP buildings assorted event ep3_laamps.8200 = { type = character_event title = ep3_laamps.8200.t desc = { random_valid = { triggered_desc = { trigger = { scope:char_spawn_type = flag:porters } #porters - himbos desc = ep3_laamps.8200.desc_1 } triggered_desc = { trigger = { scope:char_spawn_type = flag:fools } #capering fools - fools desc = ep3_laamps.8200.desc_2 } triggered_desc = { trigger = { scope:char_spawn_type = flag:locals } #hangers on - local ethos people desc = ep3_laamps.8200.desc_3 } } } theme = laamp left_portrait = { character = root triggered_animation = { trigger = { scope:char_spawn_type = flag:porters } animation = admiration } triggered_animation = { trigger = { scope:char_spawn_type = flag:fools } animation = laugh } triggered_animation = { trigger = { scope:char_spawn_type = flag:locals } animation = personality_rational } } right_portrait = { character = scope:new_person triggered_animation = { trigger = { scope:char_spawn_type = flag:porters } animation = hero_flex } triggered_animation = { trigger = { scope:char_spawn_type = flag:fools } animation = dancing } triggered_animation = { trigger = { scope:char_spawn_type = flag:locals } animation = beg } triggered_outfit = { trigger = { scope:char_spawn_type = flag:porters } outfit_tags = { beggar_rags } } triggered_outfit = { trigger = { scope:char_spawn_type = flag:fools } outfit_tags = { jester_outfit } } } override_background = { reference = bp1_bonfire } trigger = { NOT = { has_character_flag = had_ep3_laamps_8200 } has_government = landless_adventurer_government is_available_adult = yes domicile ?= { OR = { has_domicile_parameter = camp_recruit_porters_events has_domicile_parameter = camp_recruit_fool_events has_domicile_parameter = camp_recruit_locals_events } } } weight_multiplier = { base = 1 modifier = { add = 0.5 domicile ?= { has_domicile_parameter = camp_recruit_porters_events } } modifier = { add = 0.5 domicile ?= { has_domicile_parameter = camp_recruit_fool_events } } modifier = { add = 0.5 domicile ?= { has_domicile_parameter = camp_recruit_locals_events } } } immediate = { location = { save_scope_as = location } location.county = { save_scope_as = location_county } location.county.holder.top_liege = { save_scope_as = location_top_liege } if = { limit = { domicile ?= { has_domicile_parameter = camp_recruit_porters_events } } save_scope_value_as = { name = porters value = flag:porters } scope:porters = { add_to_temporary_list = spawn_type_selection } } if = { limit = { domicile ?= { has_domicile_parameter = camp_recruit_fool_events } } save_scope_value_as = { name = fools value = flag:fools } scope:fools = { add_to_temporary_list = spawn_type_selection } } if = { limit = { domicile ?= { has_domicile_parameter = camp_recruit_locals_events } } save_scope_value_as = { name = locals value = flag:locals } scope:locals = { add_to_temporary_list = spawn_type_selection } } random_in_list = { list = spawn_type_selection save_scope_as = char_spawn_type } if = { limit = { scope:char_spawn_type = flag:porters } #create a porter himbo create_character = { location = scope:location age = { 18 28 } random_traits_list = { count = 1 education_martial_prowess_2 = {} education_martial_prowess_3 = {} } random_traits_list = { count = 1 brave = {} diligent = {} humble = {} } random_traits_list = { honest = {} gregarious = {} trusting = {} compassionate = {} generous = {} calm = {} } random_traits_list = { count = 1 lustful = {} chaste = {} wrathful = {} arrogant = {} impatient = {} patient = {} impatient = {} ambitious = {} cynical = {} zealous = {} stubborn = {} } random_traits = no martial = { min_template_low_skill max_template_low_skill } prowess = { min_template_high_skill max_template_high_skill } faith = location.faith culture = location.culture gender_female_chance = { add = 25 } save_scope_as = new_person } hidden_effect = { scope:new_person = { random_list = { 2 = { add_trait = intellect_bad_2 add_trait = physique_good_1 add_trait = strong } 2 = { add_trait = strong } 2 = { add_trait = strong add_trait = giant } 2 = { add_trait = intellect_bad_1 add_trait = giant } 1 = { add_trait = giant add_trait = physique_good_2 add_trait = strong } } } } } else_if = { limit = { scope:char_spawn_type = flag:fools } create_character = { template = poet_template location = root.location save_scope_as = new_person } hidden_effect = { scope:new_person = { add_trait = fecund add_trait = lifestyle_traveler add_trait = loyal } } } else_if = { limit = { scope:char_spawn_type = flag:locals } create_character = { template = merchant_template location = root.location save_scope_as = new_person } hidden_effect = { scope:new_person = { random_list = { 8 = { add_trait = shrewd } 1 = { add_trait = intellect_good_1 } 1 = { add_trait = intellect_good_2 } } } } } add_character_flag = { flag = had_ep3_laamps_8200 years = 4 } } option = { #welcome, weary traveler name = ep3_laamps.8200.a add_courtier = scope:new_person add_character_flag = { flag = had_ep3_laamps_8200 years = 4 } ai_chance = 100 stress_impact = { compassionate = minor_stress_loss } } option = { #please go away name = ep3_laamps.8200.b add_character_flag = { flag = had_ep3_laamps_8200 years = 2 } scope:new_person = { silent_disappearance_effect = yes } stress_impact = { paranoid = medium_stress_loss shy = medium_stress_loss } } option = { #don't bother me again for the next 20 years! name = ep3_laamps.8200.c add_character_flag = { flag = had_ep3_laamps_8200 years = 20 } scope:new_person = { silent_disappearance_effect = yes } stress_impact = { wrathful = medium_stress_loss paranoid = major_stress_loss shy = major_stress_loss } } }