namespace = ep3_travel_events ################################################## # EP3 Travel Events # by James Beaumont # # 8000-8009 To Belong Somewhere scripted_trigger ep3_travel_8000_valid_prince = { is_courtier_of = $PARENT$ is_adult = yes age <= 25 is_married = no could_marry_character_trigger = { CHARACTER = $CHILD$ } save_temporary_scope_as = temp_prospective_prince matching_gender_and_sexuality_trigger = { CHARACTER_1 = scope:temp_prospective_prince CHARACTER_2 = $CHILD$ } trait_compatibility = { target = $CHILD$ value >= medium_positive_trait_compatibility } } scripted_effect ep3_travel_8000_a = { scope:prince_parent = { add_courtier = scope:romantic_child } marry_on_realm_law = { SPOUSE_1 = scope:prospective_prince SPOUSE_2 = scope:romantic_child } } # To Belong Somewhere # Young adult child falls in love and wants to stop travelling with you ep3_travel_events.8000 = { type = character_event title = ep3_travel_events.8000.t desc = { desc = ep3_travel_events.8000.desc.intro first_valid = { triggered_desc = { trigger = { scope:romantic_child = { ai_boldness >= medium_positive_ai_value } } desc = ep3_travel_events.8000.desc.mid2.bold_child } desc = ep3_travel_events.8000.desc.mid2.timid_child } first_valid = { triggered_desc = { trigger = { OR = { has_relation_rival = scope:romantic_child opinion = { target = scope:romantic_child value = low_negative_opinion } } } desc = ep3_travel_events.8000.outro.dislikes_child } desc = ep3_travel_events.8000.outro } } theme = travel left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = callous has_trait = sadistic has_trait = family_first has_trait = diligent has_trait = stubborn } } animation = anger } triggered_animation = { trigger = { OR = { has_trait = compassionate has_trait = gallant } } animation = wedding_happy_cry } animation = worry } right_portrait = { character = scope:romantic_child triggered_animation = { trigger = { ai_boldness >= medium_positive_ai_value } animation = beg } triggered_animation = { trigger = { ai_boldness < medium_positive_ai_value } animation = sadness } } lower_right_portrait = { character = scope:prospective_prince } cooldown = { years = 75 } trigger = { has_government = landless_adventurer_government is_available_travelling = yes is_location_valid_for_travel_event_on_land = yes root.location.county.holder = { save_temporary_scope_as = temp_prince_parent } any_child = { is_courtier_of = root is_adult = yes age <= 25 # An adult but still young save_temporary_scope_as = temp_child scope:temp_prince_parent = { any_child = { ep3_travel_8000_valid_prince = { PARENT = scope:temp_prince_parent CHILD = scope:temp_child } } } } } immediate = { save_scope_as = laamp location = { save_scope_as = location county.holder = { save_scope_as = prince_parent } } random_child = { limit = { is_courtier_of = root is_adult = yes age <= 25 save_temporary_scope_as = temp_child scope:prince_parent = { any_child = { ep3_travel_8000_valid_prince = { PARENT = scope:prince_parent CHILD = scope:temp_child } } } } save_scope_as = romantic_child scope:prince_parent = { random_child = { limit = { ep3_travel_8000_valid_prince = { PARENT = scope:prince_parent CHILD = scope:romantic_child } } save_scope_as = prospective_prince } } } scope:romantic_child = { set_relation_soulmate = { target = scope:prospective_prince reason = soulmate_laamp_adventure } } } # Goodbye Susan option = { name = ep3_travel_events.8000.a show_as_tooltip = { ep3_travel_8000_a = yes } hidden_effect = { scope:prince_parent = { trigger_event = { id = ep3_travel_events.8001 days = 1 } } } scope:romantic_child = { progress_towards_friend_effect = { CHARACTER = root OPINION = 50 REASON = friend_let_me_go } } stress_impact = { callous = minor_stress_impact_gain sadistic = minor_stress_impact_gain family_first = minor_stress_impact_gain diligent = minor_stress_impact_gain stubborn = minor_stress_impact_gain content = minor_stress_impact_loss compassionate = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = -1.5 ai_compassion = 1.5 } } } # Convince the young prince/princess to come with you! option = { name = ep3_travel_events.8000.b trigger = { scope:prince_parent = { is_ai = yes } has_trait = eccentric } add_courtier = scope:prospective_prince marry_spouse_1_dominant = { SPOUSE_1 = scope:romantic_child SPOUSE_2 = scope:prospective_prince } scope:prince_parent = { progress_towards_rival_effect = { CHARACTER = root OPINION = -50 REASON = rival_laamp_stole_my_child } } scope:romantic_child = { progress_towards_friend_effect = { CHARACTER = root OPINION = 50 REASON = friend_let_me_go } } stress_impact = { content = minor_stress_impact_gain honest = minor_stress_impact_gain gallant = minor_stress_impact_gain compassionate = minor_stress_impact_loss deceitful = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = -1.5 ai_vengefulness = 1.5 ai_compassion = 1.5 } } } # Come along now child option = { name = ep3_travel_events.8000.c if = { limit = { scope:romantic_child = { ai_boldness >= medium_positive_ai_value } } reverse_add_opinion = { target = scope:romantic_child modifier = hate_opinion opinion = -25 } } else = { reverse_add_opinion = { target = scope:romantic_child modifier = disappointed_opinion opinion = -10 } } stress_impact = { content = minor_stress_impact_gain honest = minor_stress_impact_gain gallant = minor_stress_impact_gain compassionate = minor_stress_impact_loss deceitful = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1.5 ai_vengefulness = 1.5 ai_compassion = -1.5 } } } } # Roots of My Own # Holder response ep3_travel_events.8001 = { type = character_event title = ep3_travel_events.8001.t desc = ep3_travel_events.8001.desc theme = family left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = callous has_trait = sadistic has_trait = family_first has_trait = diligent has_trait = stubborn } } animation = anger } triggered_animation = { trigger = { OR = { has_trait = compassionate has_trait = gallant } } animation = wedding_happy_cry } animation = worry } right_portrait = { character = scope:prospective_prince animation = beg } lower_right_portrait = { character = scope:romantic_child } immediate = { show_as_tooltip = { scope:romantic_child = { set_relation_soulmate = { target = scope:prospective_prince reason = soulmate_laamp_adventure } } } } # A fine match! option = { name = ep3_travel_events.8001.a ep3_travel_8000_a = yes stress_impact = { callous = minor_stress_impact_gain sadistic = minor_stress_impact_gain family_first = minor_stress_impact_gain diligent = minor_stress_impact_gain stubborn = minor_stress_impact_gain content = minor_stress_impact_loss compassionate = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = -1.5 ai_compassion = 1.5 } } } # I forbid this wedding! option = { name = ep3_travel_events.8001.b if = { limit = { scope:prospective_prince = { ai_boldness >= medium_positive_ai_value } } reverse_add_opinion = { target = scope:prospective_prince modifier = hate_opinion opinion = -25 } } else = { reverse_add_opinion = { target = scope:prospective_prince modifier = disappointed_opinion opinion = -10 } } hidden_effect = { scope:laamp = { trigger_event = { id = ep3_travel_events.8002 days = 1 } } } stress_impact = { content = minor_stress_impact_gain honest = minor_stress_impact_gain gallant = minor_stress_impact_gain compassionate = minor_stress_impact_loss deceitful = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1.5 ai_vengefulness = 1.5 ai_compassion = -1.5 } } } } # In Another Time # Laamp notification ep3_travel_events.8002 = { type = character_event title = ep3_travel_events.8002.t desc = ep3_travel_events.8002.desc theme = family left_portrait = { character = root animation = disappointed } right_portrait = { character = scope:romantic_child animation = grief } # I'm sorry my dear option = { name = ep3_travel_events.8002.a reverse_add_opinion = { target = scope:romantic_child modifier = love_opinion opinion = 25 } } } # Won't Be Missed # Do some graverobbing? ep3_travel_events.8010 = { type = character_event title = ep3_travel_events.8010.t desc = ep3_travel_events.8010.desc theme = travel left_portrait = { character = root animation = survey } override_background = { reference = ce1_catacombs } cooldown = { years = 15 } trigger = { is_landless_ruler = yes is_available_travelling = yes location = { has_holding = no } is_location_valid_for_travel_event_on_land = yes } immediate = { location = { save_scope_as = location } } # Oh boy, goodies! option = { name = ep3_travel_events.8010.a duel = { skill = intrigue value = medium_skill_rating 25 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } min = 5 send_interface_toast = { title = ep3_travel_events.8010.a.win left_icon = root add_gold = medium_gold_value } } 25 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } min = 5 send_interface_toast = { title = ep3_travel_events.8010.a.lose left_icon = root reverse_add_opinion = { target = location.county.holder modifier = graverobber_opinion years = 20 } } } } stress_impact = { eccentric = medium_stress_impact_gain lazy = minor_stress_impact_gain ambitious = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1.5 ai_rationality = 1.5 ai_greed = 1.5 } } } # I'm not risking that! option = { name = ep3_travel_events.8010.b stress_impact = { content = minor_stress_impact_loss ambitious = minor_stress_impact_gain } add_piety = miniscule_piety_gain ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1.5 ai_rationality = -1.5 ai_greed = -1.5 } } } }