namespace = fp3_clan ########EVENT INDEX############ #fp3_clan.8000 - Usury against Unity, by Ola Jentzsch #fp3_clan.8001 - Clan Quarrel, by Ola Jentzsch #fp3_clan.8002 - Bonds of Faith, by Ola Jentzsch #fp3_clan.8003 - The Power of a Name, by Ola Jentzsch #fp3_clan.8004 - Bonds of Fear, by Ola Jentzsch #fp3_clan.8005 - A Proper Position, by Ola Jentzsch #fp3_clan.8006 - Small Spies, by Ola Jentzsch scripted_trigger fp3_usury_trigger = { ai_compassion <= low_positive_ai_value OR = { has_trait = greedy has_trait = deceitful ai_greed > medium_positive_ai_value } } scripted_trigger concerned_character_trigger = { fp3_usury_trigger = no house != root.house is_available_ai_adult = yes OR = { opinion = { target = scope:usurer value < 25 } AND = { faith = { trait_is_sin = greedy } ai_zeal >= medium_positive_ai_value } ai_greed < medium_positive_ai_value } } scripted_trigger usurer_character_trigger = { is_available_ai_adult = yes NOR = { this = root is_liege_or_above_of = root } fp3_usury_trigger = yes } fp3_clan.8000 = { # Usury against Unity type = character_event title = fp3_clan.8000.t desc = fp3_clan.8000.desc theme = corruption left_portrait = { character = root animation = disbelief triggered_animation = { trigger = { OR = { has_trait = vengeful has_trait = wrathful AND = { faith = { trait_is_sin = greedy } has_trait = zealous } } } animation = anger } } right_portrait = { character = scope:usurer animation = personality_greedy triggered_animation = { trigger = { ai_boldness < low_positive_ai_value } animation = beg } } lower_left_portrait = { character = scope:concerned_one } trigger = { has_fp3_dlc_trigger = yes is_landed = yes government_has_flag = government_is_clan house ?= { prev = house_head house_unity_value >= critical_house_unity any_house_unity_member = { usurer_character_trigger = yes save_temporary_scope_as = usurer } } any_vassal_or_below = { concerned_character_trigger = yes } faith = { NOT = { has_doctrine_parameter = unreformed } } } cooldown = { years = 25 } immediate = { house = { random_house_unity_member = { limit = { usurer_character_trigger = yes } save_scope_as = usurer } } random_vassal_or_below = { limit = { concerned_character_trigger = yes } weight = { base = 1 modifier = { factor = 10 OR = { has_relation_friend = root is_powerful_vassal_of = root is_child_of = root has_council_position = councillor_spouse AND = { has_council_position = councillor_steward employer = root } } } } save_scope_as = concerned_one } hidden_effect = { scope:usurer = { add_gold = major_gold_value } } } option = { name = fp3_clan.8000.a scope:usurer = { hard_imprison_character_effect = { TARGET = this IMPRISONER = root } add_opinion = { target = root modifier = imprisoned_me } } custom_tooltip = fp3_relations_reaction_to_imprisonment.tt hidden_effect = { scope:usurer = { every_close_family_member = { limit = { this != root } if = { limit = { this != root opinion = { target = scope:usurer value > 25 } } add_opinion = { target = root modifier = imprisoned_family_member } } } } every_vassal = { if = { limit = { opinion = { target = scope:usurer value > 25 } } add_opinion = { target = root modifier = fp3_wrongful_imprisonment_opinion } } } } scope:concerned_one = { add_opinion = { target = root modifier = pleased_opinion opinion = 20 } } hidden_effect = { #his ill-gotten gains seep back to his debtors, so the player can't cheese it and steal them by banishing him scope:usurer = { remove_short_term_gold = major_gold_value } } if = { limit = { faith = { OR = { trait_is_sin = greedy trait_is_virtue = generous } } } add_piety = medium_piety_gain } else = { add_dread = minor_dread_gain } add_clan_unity_interaction_effect = { CHARACTER = root TARGET = scope:usurer VALUE = medium_unity_loss DESC = clan_unity_imprisoned_usurer.desc REVERSE_NON_HOUSE_TARGET = no } stress_impact = { arbitrary = medium_stress_impact_loss just = minor_stress_impact_gain trusting = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 ai_vengefulness = 1 ai_zeal = 1 ai_compassion = -1 } } } option = { name = fp3_clan.8000.b scope:usurer = { pay_short_term_gold = { gold = medium_gold_value target = root } } scope:usurer = { add_opinion = { target = root modifier = extorted_me_opinion } } stress_impact = { greedy = medium_stress_impact_loss honest = medium_stress_impact_gain generous = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 ai_honor = -0.5 } } } option = { name = fp3_clan.8000.c add_clan_unity_interaction_effect = { CHARACTER = root TARGET = scope:usurer VALUE = minor_unity_gain DESC = clan_unity_defended_usurer.desc REVERSE_NON_HOUSE_TARGET = no } scope:concerned_one = { add_opinion = { target = root modifier = disappointed_opinion opinion = -20 } } stress_impact = { forgiving = minor_stress_impact_loss trusting = medium_stress_impact_loss zealous = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 0.5 ai_boldness = 0.5 ai_vengefulness = 0.5 ai_honor = -1 } } } } scripted_trigger bickerer_2_character_trigger = { is_available_ai_adult = yes NOT = { this ?= scope:$SCOPE$ } opinion = { target ?= scope:$SCOPE$ value < $VALUE$ } } fp3_clan.8001 = { #Clan Quarrel type = character_event title = fp3_clan.8001.t desc = { desc = fp3_clan.8001_beginning first_valid = { triggered_desc = { trigger = { faith = { NOT = { has_doctrine_parameter = unreformed } } OR = { scope:bickerer_1 = { ai_zeal >= high_positive_ai_value NOT = { has_trait = cynical } } scope:bickerer_2 = { ai_zeal >= medium_positive_ai_value NOT = { has_trait = cynical } } } } desc = fp3_clan.8001_faith_schism } desc = fp3_clan.8001_generic_fallback } } theme = diplomacy_family_focus left_portrait = { character = scope:bickerer_1 animation = disgust triggered_animation = { trigger = { OR = { has_trait = vengeful has_trait = wrathful has_trait = zealous ai_vengefulness >= high_positive_ai_value } } animation = war_over_win } } right_portrait = { character = scope:bickerer_2 animation = disapproval triggered_animation = { trigger = { OR = { has_trait = vengeful has_trait = wrathful has_trait = zealous ai_vengefulness >= high_positive_ai_value } } animation = anger } } lower_left_portrait = { character = root } trigger = { has_fp3_dlc_trigger = yes is_landed = yes government_has_flag = government_is_clan is_house_head = yes house = { house_unity_value > critical_house_unity any_house_unity_member = { is_available_ai_adult = yes NOT = { ai_vengefulness < low_positive_ai_value } save_temporary_scope_as = bickerer_1_temp house = { any_house_unity_member = { this != scope:bickerer_1_temp is_available_adult = yes opinion = { target = scope:bickerer_1_temp value < 20 } } } } any_house_unity_member = { bickerer_2_character_trigger = { VALUE = 20 SCOPE = bickerer_1_temp } } } } cooldown = { years = 10 } immediate = { house = { random_house_unity_member = { limit = { is_available_ai_adult = yes NOT = { ai_vengefulness < low_positive_ai_value } save_temporary_scope_as = bickerer_1_temp house = { any_house_unity_member = { this != scope:bickerer_1_temp is_available_adult = yes opinion = { target = scope:bickerer_1_temp value < 20 } } } } save_scope_as = bickerer_1 } random_house_unity_member = { limit = { is_available_ai_adult = yes this != scope:bickerer_1 } weight = { base = 1 modifier = { factor = 10 OR = { has_relation_rival = scope:bickerer_1 bickerer_2_character_trigger = { VALUE = 0 SCOPE = bickerer_1 } } } } save_scope_as = bickerer_2 } } if = { limit = { scope:bickerer_1 = { NOT = { has_relation_rival = scope:bickerer_2 } } } scope:bickerer_1 = { progress_towards_rival_effect = { CHARACTER = scope:bickerer_2 REASON = rival_generic_history OPINION = -25 } } } } option = { name = fp3_clan.8001.a duel = { skill = diplomacy target = scope:bickerer_1 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 max = 40 min = -40 } desc = fp3_clan.8001.a.success send_interface_toast = { title = fp3_clan.8001.a.success.tt left_icon = root add_clan_unity_interaction_effect = { CHARACTER = root TARGET = scope:bickerer_1 VALUE = medium_unity_gain DESC = clan_unity_mediated_btw_clan_members.desc REVERSE_NON_HOUSE_TARGET = no } add_prestige = minor_prestige_gain } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 max = 40 min = -40 } desc = fp3_clan.8001.a.failure send_interface_toast = { title = fp3_clan.8001.a.failure.tt left_icon = root add_clan_unity_interaction_effect = { CHARACTER = root TARGET = scope:bickerer_1 VALUE = minor_unity_loss DESC = clan_unity_caused_rift.desc REVERSE_NON_HOUSE_TARGET = no } } } } stress_impact = { forgiving = medium_stress_impact_loss callous = medium_stress_impact_gain shy = minor_stress_impact_gain paranoid = medium_stress_impact_gain arbitrary = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 1 ai_honor = 0.5 ai_rationality = 0.5 ai_energy = 0.5 } } } option = { name = fp3_clan.8001.b flavor = fp3_clan_making_conflict_worse_flavor duel = { skill = intrigue target = scope:bickerer_1 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 max = 40 min = -40 } desc = fp3_clan.8001.b.success send_interface_toast = { title = fp3_clan.8001.b.success.tt left_icon = root add_clan_unity_interaction_effect = { CHARACTER = root TARGET = scope:bickerer_1 VALUE = medium_unity_loss DESC = clan_unity_caused_rift.desc REVERSE_NON_HOUSE_TARGET = no } add_prestige = minor_prestige_gain if = { limit = { scope:bickerer_1 = { NOT = { has_relation_rival = scope:bickerer_2 } } } scope:bickerer_1 = { progress_towards_rival_effect = { CHARACTER = scope:bickerer_2 REASON = rival_generic_history OPINION = -25 } } } if = { limit = { has_lifestyle = intrigue_lifestyle } add_intrigue_lifestyle_xp = minor_lifestyle_experience } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 max = 40 min = -40 } desc = fp3_clan.8001.b.failure send_interface_toast = { title = fp3_clan.8001.b.failure.tt left_icon = root add_prestige = minor_prestige_loss } } } stress_impact = { compassionate = medium_stress_impact_gain honest = major_stress_impact_gain just = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 ai_honor = -1 ai_vengefulness = 0.5 } } } option = { name = fp3_clan.8001.c trigger = { OR = { has_trait = diligent has_trait = paranoid } } stress_impact = { diligent = minor_stress_impact_loss compassionate = medium_stress_impact_gain just = medium_stress_impact_gain paranoid = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_sociability = -0.7 ai_rationality = 0.5 } } } option = { name = fp3_clan.8001.d trigger = { NOR = { has_trait = diligent has_trait = paranoid } } stress_impact = { base = minor_stress_impact_loss lazy = minor_stress_impact_loss content = minor_stress_impact_loss ambitious = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 ai_sociability = -0.5 ai_rationality = 0.5 } } } } scripted_trigger fp3_vassal_8002_trigger = { is_available_ai_adult = yes is_powerful_vassal_of = root faith = root.faith opinion = { target = root value < 50 } } fp3_clan.8002 = { #Bonds of Faith type = character_event title = fp3_clan.8002.t desc = fp3_clan.8002.desc theme = faith left_portrait = { character = root animation = stress triggered_animation = { trigger = { OR = { has_trait = cynical has_trait = stubborn has_trait = wrathful has_trait = vengeful has_trait = arrogant } } animation = personality_cynical } } right_portrait = { character = scope:chaplain animation = personality_rational triggered_animation = { trigger = { OR = { scope:chaplain = { has_dread_level_towards = { target = root level >= 2 } } ai_boldness <= low_negative_ai_value } } animation = personality_coward } } lower_left_portrait = { character = scope:clan_member } trigger = { has_fp3_dlc_trigger = yes government_has_flag = government_is_clan OR = { num_sinful_traits >= 1 piety_level < 3 } scriptedtests_piety_income <= 2 house = { house_unity_value < very_high_house_unity any_house_unity_member = { fp3_vassal_8002_trigger = yes } } exists = cp:councillor_court_chaplain cp:councillor_court_chaplain = { is_available_ai_adult = yes NOR = { has_trait = arrogant opinion = { target = root value < -30 } } } } cooldown = { years = 10 } immediate = { house = { random_house_unity_member = { limit = { fp3_vassal_8002_trigger = yes } weight = { base = 1 modifier = { factor = 10 ai_zeal >= high_positive_ai_value } modifier = { factor = 10 opinion = { target = root value < 0 } } } save_scope_as = clan_member } } cp:councillor_court_chaplain = { save_scope_as = chaplain } } option = { name = fp3_clan.8002.a add_character_modifier = { modifier = fp3_praying_too_much_modifier years = 10 } add_clan_unity_interaction_effect = { CHARACTER = root TARGET = scope:clan_member VALUE = minor_unity_gain DESC = clan_unity_proved_pious.desc REVERSE_NON_HOUSE_TARGET = no } scope:chaplain = { add_opinion = { target = root modifier = took_my_advice_opinion opinion = 20 } } stress_impact = { zealous = minor_stress_impact_loss humble = medium_stress_impact_loss diligent = minor_stress_impact_gain arrogant = massive_stress_impact_gain cynical = major_stress_impact_gain impatient = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.3 ai_rationality = 0.5 ai_zeal = 0.7 } } } option = { name = fp3_clan.8002.b trigger = { #this is a bit of an arbitrary exclusion; just to make sure that noone gets more than four options NOR = { intrigue >= high_skill_rating has_trait = deceitful has_trait = cynical } } add_piety = medium_piety_gain remove_short_term_gold = medium_gold_value add_clan_unity_interaction_effect = { CHARACTER = root TARGET = scope:clan_member VALUE = minor_unity_gain DESC = clan_unity_founded_worshipful_house.desc REVERSE_NON_HOUSE_TARGET = no } scope:chaplain = { add_opinion = { target = root modifier = pleased_opinion opinion = 10 } } stress_impact = { generous = medium_stress_impact_loss greedy = medium_stress_impact_gain content = minor_stress_impact_gain cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 ai_rationality = 0.5 ai_zeal = 0.2 } } } option = { name = fp3_clan.8002.c flavor = fp3_pretending_to_be_pious_flavor trigger = { OR = { intrigue >= high_skill_rating has_trait = deceitful has_trait = cynical } } duel = { skill = intrigue value = average_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 max = 40 min = -40 } desc = fp3_clan.8002.b.success send_interface_toast = { title = fp3_clan.8002.b.success.tt left_icon = root add_clan_unity_interaction_effect = { CHARACTER = root TARGET = scope:clan_member VALUE = minor_unity_gain DESC = clan_unity_proved_pious.desc REVERSE_NON_HOUSE_TARGET = no } add_piety = minor_piety_gain } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 max = 40 min = -40 } desc = fp3_clan.8002.b.failure send_interface_toast = { title = fp3_clan.8002.b.failure.tt left_icon = root add_piety = medium_piety_loss } } } scope:chaplain = { add_opinion = { target = root modifier = disappointed_opinion opinion = -20 } } stress_impact = { deceitful = medium_stress_impact_loss arrogant = medium_stress_impact_loss zealous = major_stress_impact_gain honest = massive_stress_impact_gain humble = medium_stress_impact_gain just = medium_stress_impact_gain diligent = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 ai_sociability = 0.7 ai_rationality = 0.9 ai_vengefulness = 0.7 ai_zeal = -1 } } } option = { name = fp3_clan.8002.d trigger = { scope:clan_member = { has_dread_level_towards = { target = root level >= 1 } } } add_clan_unity_interaction_effect = { CHARACTER = root TARGET = scope:clan_member VALUE = minor_unity_loss DESC = clan_unity_threatened_clan_member.desc REVERSE_NON_HOUSE_TARGET = no } scope:chaplain = { add_opinion = { target = root modifier = fp3_went_too_far_opinion } } scope:clan_member = { add_opinion = { target = root modifier = fp3_fearing_retribution_opinion opinion = -30 } } stress_impact = { vengeful = medium_stress_impact_loss forgiving = major_stress_impact_gain craven = minor_stress_impact_gain paranoid = medium_stress_impact_gain humble = medium_stress_impact_gain compassionate = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.7 ai_vengefulness = 1 ai_compassion = -1 ai_honor = -0.5 } } } option = { name = fp3_clan.8002.e stress_impact = { honest = medium_stress_impact_loss deceitful = medium_stress_impact_gain ambitious = medium_stress_impact_gain paranoid = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 ai_honor = 0.5 ai_rationality = 0.5 } } } } fp3_clan.8003 = { #The Power of a Name type = character_event title = fp3_clan.8003.t desc = { first_valid = { triggered_desc = { trigger = { dread >= 50 } desc = fp3_clan.8003_fear_opening } triggered_desc = { trigger = { faith.religious_head = { opinion = { target = root value >= 50 } } } desc = fp3_clan.8003_respect_opening } } desc = fp3_clan.8003_ending } theme = faith override_background = { reference = throne_room } left_portrait = { character = root animation = personality_honorable triggered_animation = { trigger = { OR = { has_trait = loyal has_trait = greedy has_trait = arrogant has_trait = zealous has_trait = trusting } } animation = happiness } } right_portrait = { character = scope:hof_emissary animation = chancellor } lower_left_portrait = { character = scope:righteous_caliph } trigger = { has_fp3_dlc_trigger = yes is_landed = yes has_religion = religion:islam_religion trigger_if = { limit = { government_has_flag = government_is_clan } house = { house_unity_value > decent_house_unity } } exists = faith.religious_head exists = faith.religious_head.location prestige_level >= 3 OR = { faith.religious_head = { opinion = { target = root value >= 50 } } dread >= 50 } faith.religious_head = { #If he already has a hook on you, there's no need for him to bestow upon you this honor NOR = { this = root has_hook = root } } OR = { #You must either be independent, or a vassal of the HoF, or have him as your direct vassal top_liege = this faith.religious_head = { is_liege_or_above_of = root } any_vassal = { this = root.faith.religious_head } } } cooldown = { years = 25 } immediate = { faith.religious_head = { location = { save_scope_as = caliphal_location } save_scope_as = righteous_caliph } create_character = { #this is the head of faith's emissary age = { 25 75 } location = root.capital_province faith = root.faith.religious_head.faith gender_female_chance = root_faith_dominant_gender_female_chance #could be female, if given the right context. trait = diplomat template = priest_character_template save_scope_as = hof_emissary #this saves him as a scope so we can get nice effects to bounce off him! } } option = { name = fp3_clan.8003.a trigger = { NOR = { has_trait = shy has_trait = humble } } add_character_modifier = { modifier = fp3_honored_by_the_faithful_modifier years = 10 } if = { limit = { OR = { faith.religious_head = { is_liege_or_above_of = root } any_vassal = { this = root.faith.religious_head } } } add_piety = major_piety_gain } else = { add_piety = minor_piety_gain } scope:righteous_caliph = { add_hook = { type = favor_hook target = root } } stress_impact = { paranoid = minor_stress_impact_gain zealous = medium_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 ai_boldness = 1 ai_rationality = -0.4 } } } option = { name = fp3_clan.8003.b trigger = { OR = { has_trait = shy has_trait = humble } } add_piety = medium_piety_gain stress_impact = { zealous = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.7 ai_rationality = 1 ai_vengefulness = 0.5 } } } option = { name = fp3_clan.8003.c stress_impact = { humble = major_stress_impact_loss content = medium_stress_impact_loss ambitious = major_stress_impact_gain arrogant = medium_stress_impact_gain greedy = minor_stress_impact_gain zealous = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 ai_boldness = 0.5 ai_honor = 1 } } } } scripted_trigger clan_member_paranoia_trigger = { is_available_healthy_ai_adult = yes NOR = { has_council_position = councillor_spymaster has_court_position = master_assassin_court_position } OR = { AND = { OR = { #we're looking for someone with ambition has_trait = ambitious has_trait = deceitful has_trait = greedy } NOT = { opinion = { target = root value >= 25 } } } opinion = { #or just someone who dislikes root target = root value < 0 } } } fp3_clan.8004 = { #Bonds of Fear type = character_event title = fp3_clan.8004.t desc = fp3_clan.8004.desc theme = dread left_portrait = { character = root animation = personality_cynical triggered_animation = { trigger = { OR = { has_trait = callous has_trait = vengeful has_trait = arbitrary has_trait = sadistic has_trait = deceitful } } animation = personality_dishonorable } } right_portrait = { character = scope:murder_enthusiast animation = spymaster } lower_left_portrait = { character = scope:clan_member } trigger = { has_fp3_dlc_trigger = yes government_has_flag = government_is_clan house = { NOR = { house_unity_value > very_high_house_unity house_unity_value < critical_house_unity } house_head = root any_house_unity_member = { clan_member_paranoia_trigger = yes } } OR = { AND = { exists = cp:councillor_spymaster cp:councillor_spymaster = { is_available_healthy_ai_adult = yes NOT = { ai_compassion >= low_positive_ai_value } } } AND = { employs_court_position = master_assassin_court_position any_court_position_holder = { type = master_assassin_court_position is_available_healthy_ai_adult = yes NOT = { ai_compassion >= low_positive_ai_value } } } } } cooldown = { years = 10 } immediate = { if = { limit = { employs_court_position = master_assassin_court_position any_court_position_holder = { has_court_position = master_assassin_court_position is_available_healthy_ai_adult = yes NOT = { ai_compassion >= low_positive_ai_value } } } random_court_position_holder = { limit = { has_court_position = master_assassin_court_position is_available_healthy_ai_adult = yes NOT = { ai_compassion >= low_positive_ai_value } } save_scope_as = murder_enthusiast } } else_if = { limit = { exists = cp:councillor_spymaster cp:councillor_spymaster = { is_available_healthy_ai_adult = yes NOT = { ai_compassion >= low_positive_ai_value } } } cp:councillor_spymaster = { save_scope_as = murder_enthusiast } } house = { random_house_unity_member = { limit = { clan_member_paranoia_trigger = yes has_relation_rival = scope:murder_enthusiast } alternative_limit = { clan_member_paranoia_trigger = yes is_powerful_vassal_of = root } alternative_limit = { clan_member_paranoia_trigger = yes is_close_family_of = root } alternative_limit = { clan_member_paranoia_trigger = yes is_claimant = yes } alternative_limit = { clan_member_paranoia_trigger = yes can_be_knight_trigger = { ARMY_OWNER = root } } alternative_limit = { clan_member_paranoia_trigger = yes } save_scope_as = clan_member } } } option = { name = fp3_clan.8004.a #murder some peepl scope:murder_enthusiast = { duel = { skill = intrigue value = scope:clan_member.intrigue 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 max = 40 min = -40 } desc = fp3_clan.8004.a.success root = { send_interface_toast = { title = fp3_clan.8004.a.success.tt left_icon = root add_clan_unity_interaction_effect = { CHARACTER = root TARGET = scope:clan_member VALUE = medium_unity_gain DESC = clan_unity_scared_into_sub.desc REVERSE_NON_HOUSE_TARGET = no } add_dread = medium_dread_gain add_character_modifier = { modifier = fp3_rule_by_fear_modifier years = 20 } scope:clan_member = { if = { limit = { ai_boldness < high_positive_ai_value } add_opinion = { target = root modifier = scared_opinion opinion = -10 } } else = { add_opinion = { target = root modifier = fp3_murdered_my_servants_opinion opinion = -30 } } } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 max = 40 min = -40 } desc = fp3_clan.8004.a.failure root = { send_interface_toast = { title = fp3_clan.8004.a.failure.tt left_icon = root add_clan_unity_interaction_effect = { CHARACTER = root TARGET = scope:clan_member VALUE = minor_unity_loss DESC = clan_unity_failed_scary.desc REVERSE_NON_HOUSE_TARGET = no } add_dread = minor_dread_gain if = { limit = { root.faith = { NOR = { has_doctrine_parameter = adherents_more_likely_to_join_schemes has_doctrine = doctrine_kinslaying_accepted } } } add_piety_level = -1 } scope:clan_member = { if = { limit = { ai_boldness < high_positive_ai_value NOT = { has_relation_rival = root } } add_opinion = { target = root modifier = scared_opinion opinion = -10 } } else_if = { limit = { NOT = { has_relation_rival = root } } root = { progress_towards_rival_effect = { CHARACTER = scope:clan_member REASON = rival_murdered_servants OPINION = -25 } } } else = { add_opinion = { target = root modifier = fp3_murdered_my_servants_opinion opinion = -30 } } } } } } } } scope:murder_enthusiast = { add_opinion = { target = root modifier = pleased_opinion opinion = 30 } } stress_impact = { deceitful = minor_stress_impact_loss callous = minor_stress_impact_loss compassionate = massive_stress_impact_gain just = major_stress_impact_gain forgiving = medium_stress_impact_gain honest = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_boldness = 0.5 ai_greed = 0.5 ai_honor = -1 ai_compassion = -1 } } } option = { #you know what...there's no need to be discreet. name = fp3_clan.8004.b add_clan_unity_interaction_effect = { CHARACTER = root TARGET = scope:clan_member VALUE = minor_unity_loss DESC = clan_unity_murdered_servants.desc REVERSE_NON_HOUSE_TARGET = no } add_dread = major_dread_gain if = { limit = { root.faith = { NOR = { has_doctrine_parameter = adherents_more_likely_to_join_schemes has_doctrine = doctrine_kinslaying_accepted } } } root = { add_piety_level = -1 } } scope:clan_member = { if = { limit = { ai_boldness < high_positive_ai_value NOT = { has_relation_rival = root } } add_opinion = { target = root modifier = scared_opinion opinion = -10 } } else_if = { limit = { NOT = { has_relation_rival = root } } root = { progress_towards_rival_effect = { CHARACTER = scope:clan_member REASON = rival_murdered_servants OPINION = -25 } } } else = { add_opinion = { target = root modifier = fp3_murdered_my_servants_opinion opinion = -30 } } } stress_impact = { compassionate = massive_stress_impact_gain just = major_stress_impact_gain forgiving = medium_stress_impact_gain honest = medium_stress_impact_gain callous = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_boldness = 1 ai_rationality = -0.8 ai_compassion = -1 } } } option = { name = fp3_clan.8004.c #be horrified scope:murder_enthusiast = { add_opinion = { target = root modifier = disappointed_opinion opinion = -20 } } stress_impact = { sadistic = major_stress_impact_gain callous = major_stress_impact_gain paranoid = medium_stress_impact_gain forgiving = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 ai_compassion = 1 ai_rationality = 0.3 ai_vengefulness = -1 ai_boldness = -0.3 } } } } ################################### # A Proper Position, by Ola Jentzsch ################################### scripted_trigger clan_harem_intrigue_parent_trigger = { is_available_adult = yes is_courtier = yes NOT = { has_trait = content has_trait = craven } any_child = { count > 0 clan_harem_intrigue_child_trigger = yes } } scripted_trigger clan_harem_intrigue_child_trigger = { is_available_child = yes age > 5 NOT = { is_primary_heir_of = root } fp3_proper_gender_for_dynastic_ambition_trigger = yes any_heir_title = { count < 1 tier >= tier_county } } fp3_clan.8005 = { #A Proper Position type = character_event title = fp3_clan.8005.t desc = fp3_clan.8005.desc theme = crown left_portrait = { character = scope:ambitious_consort animation = disapproval triggered_animation = { trigger = { ai_vengefulness >= medium_positive_ai_value } animation = schadenfreude } triggered_animation = { trigger = { ai_boldness < low_positive_ai_value } animation = beg } } right_portrait = { character = root animation = personality_cynical } lower_left_portrait = { character = scope:empowered_child } lower_center_portrait = { character = scope:heir_parent } lower_right_portrait = { character = scope:heir_child } trigger = { has_fp3_dlc_trigger = yes government_has_flag = government_is_clan NOT = { house = { house_unity_value > very_high_house_unity } } any_held_title = { title_tier = county is_landless_type_title = no this != root.capital_county } domain_size > 4 any_consort = { clan_harem_intrigue_parent_trigger = yes save_temporary_scope_as = consort_1 any_child = { clan_harem_intrigue_child_trigger = yes } NOT = { any_child = { is_primary_heir_of = root } } } any_consort = { this != scope:consort_1 is_available_adult = yes is_courtier = yes any_child = { is_child_of = root is_primary_heir_of = root } } } cooldown = { years = 10 } immediate = { save_scope_as = special_root_scope #this is used to trigger a player-facing toast in the hidden follow-up event random_consort = { limit = { clan_harem_intrigue_parent_trigger = yes any_child = { clan_harem_intrigue_child_trigger = yes } NOT = { any_child = { is_primary_heir_of = root } } } random_child = { limit = { clan_harem_intrigue_child_trigger = yes } save_scope_as = empowered_child } save_scope_as = ambitious_consort } random_consort = { limit = { this != scope:ambitious_consort is_available_adult = yes is_courtier = yes any_child = { is_child_of = root is_primary_heir_of = root } } random_child = { limit = { this != scope:empowered_child is_child_of = root is_primary_heir_of = root } save_scope_as = heir_child } save_scope_as = heir_parent } random_held_title = { title_tier = county limit = { is_landless_type_title = no this != root.capital_county } save_scope_as = title_to_grant } scope:ambitious_consort = { progress_towards_rival_effect = { CHARACTER = scope:heir_parent REASON = rival_harem_intrigue OPINION = -25 } } } option = { name = fp3_clan.8005.a trigger = { #if you're a certain personality, you can scare them into submission OR = { dread >= high_dread has_trait = vengeful has_trait = wrathful has_trait = arbitrary } } add_dread = minor_dread_gain scope:ambitious_consort = { if = { limit = { OR = { ai_vengefulness >= medium_positive_ai_value ai_boldness >= medium_positive_ai_value } } add_opinion = { target = root opinion = -40 modifier = angry_opinion } scope:ambitious_consort = { progress_towards_rival_effect = { CHARACTER = scope:heir_parent REASON = rival_harem_intrigue OPINION = -25 } } } else = { add_opinion = { target = root opinion = -25 modifier = scared_opinion } } } stress_impact = { wrathful = minor_stress_impact_loss calm = major_stress_impact_gain compassionate = medium_stress_impact_gain generous = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_compassion = -1 ai_greed = 0.4 } } } option = { #Give the child the title name = fp3_clan.8005.b flavor = original_heir_upset_flavor scope:title_to_grant.current_heir = { add_opinion = { target = root opinion = -30 modifier = angry_opinion } } create_title_and_vassal_change = { type = granted save_scope_as = change } scope:title_to_grant = { change_title_holder = { holder = scope:empowered_child change = scope:change } } resolve_title_and_vassal_change = scope:change scope:empowered_child = { hidden_effect = { trigger_event = { id = fp3_clan.8007 years = { 2 4 } } } custom_tooltip = fp3_empowered_child.tt } scope:ambitious_consort = { add_opinion = { target = root opinion = 30 modifier = happy_opinion } } stress_impact = { generous = medium_stress_impact_loss greedy = medium_stress_impact_gain ambitious = minor_stress_impact_gain stubborn = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.6 ai_compassion = 0.4 ai_honor = 0.4 } } } option = { #A bit young for a court position, don't you think? name = fp3_clan.8005.d trigger = { scope:empowered_child = { age <= 10 } } scope:ambitious_consort = { progress_towards_rival_effect = { CHARACTER = scope:heir_parent REASON = rival_harem_intrigue OPINION = -25 } add_opinion = { target = root opinion = -30 modifier = angry_opinion } } stress_impact = { generous = minor_stress_impact_gain craven = minor_stress_impact_gain trusting = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.8 ai_compassion = -0.2 } } } option = { #Reassure her name = fp3_clan.8005.e duel = { skill = diplomacy value = scope:ambitious_consort.diplomacy 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 max = 40 min = -40 } modifier = { add = 100 scope:ambitious_consort = { opinion = { target = root value > 50 } } } modifier = { add = 50 scope:ambitious_consort = { has_trait = trusting } } desc = fp3_clan.8005.e.success send_interface_toast = { title = fp3_clan.8005.e.success.tt left_icon = root add_clan_unity_interaction_effect = { CHARACTER = root TARGET = scope:ambitious_consort VALUE = minor_unity_gain DESC = clan_unity_promise_inheritance.desc REVERSE_NON_HOUSE_TARGET = no } scope:ambitious_consort = { add_opinion = { target = root opinion = 20 modifier = trust_opinion } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 max = 40 min = -40 } desc = fp3_clan.8005.e.failure send_interface_toast = { title = fp3_clan.8005.e.failure.tt left_icon = root scope:ambitious_consort = { add_opinion = { target = root opinion = -30 modifier = angry_opinion } } scope:ambitious_consort = { progress_towards_rival_effect = { CHARACTER = scope:heir_parent REASON = rival_harem_intrigue OPINION = -25 } } } } } stress_impact = { wrathful = medium_stress_impact_gain arrogant = medium_stress_impact_gain callous = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 0.7 ai_honor = 0.4 ai_sociability = 1 ai_vengefulness = -1 } } } } ################################### # Smaller Spies, by Ola Jentzsch ################################### scripted_trigger suitable_spy_child_trigger = { is_child_of = root is_available_child = yes is_courtier_of = root age >= 7 age <= 14 OR = { has_trait = curious has_trait = rowdy has_trait = charming has_trait = deceitful has_trait = paranoid has_trait = callous } NOT = { is_primary_heir_of = root } } scripted_trigger assassin_spymaster_trigger = { is_available_healthy_ai_adult = yes ai_compassion <= low_positive_ai_value } fp3_clan.8006 = { type = character_event title = fp3_clan.8006.t desc = fp3_clan.8006.desc theme = intrigue_skulduggery_focus left_portrait = { character = scope:sneaky_child animation = disapproval triggered_animation = { trigger = { AND = { ai_compassion < low_positive_ai_value ai_vengefulness >= low_positive_ai_value } } animation = personality_callous } triggered_animation = { trigger = { ai_compassion >= low_positive_ai_value } animation = paranoia } } right_portrait = { character = scope:paranoia_enthusiast animation = scheme triggered_animation = { trigger = { ai_vengefulness >= medium_positive_ai_value } animation = schadenfreude } } lower_left_portrait = { character = root } cooldown = { years = 10 } trigger = { has_fp3_dlc_trigger = yes government_has_flag = government_is_clan house = { house_unity_value <= mediocre_house_unity any_house_unity_member = { #checking that a decent amount of other adult clan members exists, this event wouldn't make sense otherwise is_adult = yes count >= 4 } } any_child = { is_available_ai = yes suitable_spy_child_trigger = yes } OR = { AND = { exists = cp:councillor_spymaster cp:councillor_spymaster = { assassin_spymaster_trigger = yes } } AND = { employs_court_position = master_assassin_court_position any_court_position_holder = { type = master_assassin_court_position assassin_spymaster_trigger = yes } } } } immediate = { random_child = { limit = { is_available_ai = yes suitable_spy_child_trigger = yes } save_scope_as = sneaky_child } if = { limit = { employs_court_position = master_assassin_court_position any_court_position_holder = { has_court_position = master_assassin_court_position assassin_spymaster_trigger = yes } } random_court_position_holder = { limit = { has_court_position = master_assassin_court_position assassin_spymaster_trigger = yes } save_scope_as = paranoia_enthusiast } } else_if = { limit = { exists = cp:councillor_spymaster cp:councillor_spymaster = { assassin_spymaster_trigger = yes } } cp:councillor_spymaster = { save_scope_as = paranoia_enthusiast } } scope:sneaky_child = { if = { limit = { any_relation = { type = guardian } } random_relation = { type = guardian save_scope_as = little_sneakys_guardian } } } } option = { name = fp3_clan.8006.a add_clan_unity_interaction_effect = { CHARACTER = root TARGET = scope:sneaky_child VALUE = minor_unity_gain DESC = clan_unity_asserted_child_status.desc REVERSE_NON_HOUSE_TARGET = no } scope:paranoia_enthusiast = { add_opinion = { target = root opinion = -10 modifier = disappointed_opinion } } scope:sneaky_child = { add_opinion = { target = root opinion = -30 modifier = fp3_denied_me_an_opportunity_opinion } } stress_impact = { ambitious = minor_stress_impact_gain paranoid = minor_stress_impact_gain deceitful = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 ai_sociability = 1 ai_vengefulness = -1 ai_boldness = 0.5 } } } option = { name = fp3_clan.8006.b add_clan_unity_interaction_effect = { CHARACTER = root TARGET = scope:sneaky_child VALUE = minor_unity_loss DESC = clan_unity_let_child_become_spy.desc REVERSE_NON_HOUSE_TARGET = no } add_character_modifier = { modifier = fp3_minor_child_spy_network_modifier years = 15 } if = { limit = { exists = scope:little_sneakys_guardian scope:little_sneakys_guardian = { OR = { is_ai = yes this = root } this != scope:paranoia_enthusiast } } scope:sneaky_child = { remove_relation_guardian = scope:little_sneakys_guardian } } scope:sneaky_child = { if = { limit = { OR = { num_of_relation_guardian < 1 any_relation = { type = guardian OR = { is_ai = yes this = root } this != scope:paranoia_enthusiast } } } set_relation_guardian = scope:paranoia_enthusiast add_intrigue_skill = 1 } else = { add_intrigue_skill = 1 } } scope:sneaky_child = { add_opinion = { target = root opinion = 20 modifier = happy_opinion } } scope:paranoia_enthusiast = { add_opinion = { target = root opinion = 15 modifier = took_my_advice_opinion } } stress_impact = { compassionate = medium_stress_impact_gain honest = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = 0.3 ai_sociability = 0.3 ai_vengefulness = 1 ai_honor = -0.5 ai_compassion = -0.8 } } } option = { name = fp3_clan.8006.c pay_short_term_gold = { target = scope:paranoia_enthusiast gold = minor_gold_value } add_character_modifier = { modifier = fp3_minor_child_spy_network_modifier years = 15 } scope:sneaky_child = { add_opinion = { target = root opinion = -30 modifier = fp3_denied_me_an_opportunity_opinion } } stress_impact = { deceitful = minor_stress_impact_gain greedy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 ai_compassion = 1 ai_rationality = 0.5 ai_vengefulness = -1 ai_boldness = -0.5 } } } } scripted_effect random_skill_chance_effect = { send_interface_toast = { title = fp3_8007_studies_pay_off_toast left_icon = scope:empowered_child scope:empowered_child = { add_stewardship_skill = 1 add_$SKILL_2$_skill = 1 } } } fp3_clan.8007 = { #Hidden event to set up child's traits hidden = yes trigger = { has_fp3_dlc_trigger = yes exists = scope:empowered_child any_held_title = { this = scope:title_to_grant } } immediate = { random_list = { 25 = { random_skill_chance_effect = { SKILL_2 = martial } } 25 = { random_skill_chance_effect = { SKILL_2 = diplomacy } } 25 = { random_skill_chance_effect = { SKILL_2 = learning } } 25 = { random_skill_chance_effect = { SKILL_2 = intrigue } } } } }