namespace = fp3_yearly ########EVENT INDEX############ #fp3_yearly.8037 - A Cure for Acedia (the Melancholia Chain) #fp3_yearly.8038 - Black Bile #fp3_yearly.8039 - Herbs & Humors #fp3_yearly.8040 - Psychic Potency #fp3_yearly.8041 - The Solace of Silence #fp3_yearly.8042 - The Undying Spirit #fp3_yearly.8043 - Remedies' End #fp3_yearly.8044 - The Light of the World #fp3_yearly.8045 - The Mysterious Bundle (Chess-Playing Monkey Chain) #fp3_yearly.8046 - Monkey Medicine #fp3_yearly.8047 - Feeling Better? #fp3_yearly.8048 - Hidden event, triggering toast about monkey's death #fp3_yearly.8050 - The Fate of the Dead #fp3_yearly.8051 - The Purest Fire #fp3_yearly.8052 - Chasing the Clouds #fp3_yearly.8053 - The Fire of Victory ################################## # A Cure for Acedia - the Melancholica chain # By Ola Jentzsch ################################### fp3_yearly.8037 = { #A Cure for Acedia type = character_event title = fp3_yearly.8037.t desc = fp3_yearly.8037.desc theme = mental_health left_portrait = { character = root animation = sadness } right_portrait = { character = scope:court_physician animation = personality_bold } lower_left_portrait = { character = scope:persian_polymath } override_background = { reference = corridor_night } trigger = { #standard sanity checks has_fp3_dlc_trigger = yes is_landed_or_landless_administrative = yes is_available = yes is_incapable = no has_contagious_deadly_disease_trigger = no root.capital_province = { geographical_region = world_persian_empire } OR = { has_trait = depressed_1 #non-genetic melancholia has_trait = depressed_genetic #or the genetic kind, but they won't be able to cure this one... } employs_court_position = court_physician_court_position any_court_position_holder = { type = court_physician_court_position is_available_healthy_ai_adult = yes NOT = { has_trait = arrogant } learning < excellent_skill_level #he can't be too smart for this story to work } } cooldown = { years = 50 } weight_multiplier = { #more likely to trigger if historical scholars can be used base = 0.4 modifier = { OR = { AND = { #for Rhazes current_year >= 895 current_year < 935 } AND = { #for Al-Akhwayni current_year >= 936 current_year < 983 } AND = { #for Avicenna current_year >= 1000 current_year < 1040 } } add = 1.6 } } immediate = { save_court_physician_as_effect = { SCOPE_NAME = court_physician } #so we can use him in the event if = { #This looks to see if one of two historical alchemists will be used in the event limit = { #their rough period of activity is_ai = no AND = { current_year >= 895 current_year < 935 } NOT = { exists = global_var:rhazes_created } #makes sure that he wasn't already spawned by any event elsewhere } create_character = { location = root.capital_province template = fp3_rhazes_template save_scope_as = persian_polymath #this saves him as a scope so we can get nice effects to bounce off him! } set_global_variable = rhazes_created } else_if = { #This looks to see if one of two historical alchemists will be used in the event limit = { #their rough period of activity is_ai = no AND = { current_year >= 936 current_year < 983 } NOT = { exists = global_var:al_akhwayni_created } #makes sure that he wasn't already spawned by any event elsewhere } create_character = { location = root.capital_province template = fp3_al_akhwayni_template save_scope_as = persian_polymath #this saves him as a scope so we can get nice effects to bounce off him! } set_global_variable = al_akhwayni_created } else_if = { limit = { #their rough period of activity is_ai = no AND = { current_year >= 1000 current_year < 1040 } NOT = { exists = global_var:avicenna_created } #makes sure that he wasn't already spawned by any event elsewhere } create_character = { location = root.capital_province template = fp3_avicenna_template save_scope_as = persian_polymath #this saves him as a scope so we can get nice effects to bounce off him! } set_global_variable = avicenna_created } else = { create_character = { age = { 32 50 } location = root.capital_province template = scholar_character trait = education_learning_3 trait = lifestyle_herbalist trait = lifestyle_physician random_traits_list = { count = 3 diligent = {} patient = {} cynical = {} humble = {} greedy = {} } random_traits_list = { #for flavor count = 1 lunatic_1 = {} deviant = {} lifestyle_mystic = {} hashishiyah = {} witch = {} } culture = culture:persian faith = root.faith save_scope_as = persian_polymath after_creation = { add_trait_xp = { trait = lifestyle_physician value = 100 } add_random_tiered_trait_xp_effect = { TRAIT = lifestyle_mystic LEVEL_1 = yes LEVEL_3 = no } } } } } option = { name = fp3_yearly.8037.a remove_short_term_gold = medium_gold_value trigger_event = { id = fp3_yearly.8038 days = { 5 10 } } stress_impact = { content = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.5 ai_sociability = 0.5 } } } option = { name = fp3_yearly.8037.b stress_impact = { base = miniscule_stress_impact_loss content = miniscule_stress_impact_loss shy = miniscule_stress_impact_loss } ai_chance = { #most depressed AI would rather not deal with the situation base = 150 ai_value_modifier = { ai_energy = -0.9 ai_sociability = -0.5 } } } } fp3_yearly.8038 = { #Black Bile type = character_event title = fp3_yearly.8038.t desc = fp3_yearly.8038.desc theme = mental_health left_portrait = { character = root animation = sadness } right_portrait = { character = scope:persian_polymath animation = personality_rational } trigger = { is_available = yes is_incapable = no has_contagious_deadly_disease_trigger = no OR = { has_trait = depressed_1 #non-genetic melancholia has_trait = depressed_genetic #or the genetic kind, but they won't be able to cure this one... } exists = scope:persian_polymath scope:persian_polymath = { is_alive = yes } } immediate = { add_courtier = scope:persian_polymath hidden_effect = { scope:persian_polymath = { set_knight_status = forbid #this is to prevent him being auto-turned into a knight during his stay. The player can still make him a knight manually if they insist on it. } } } option = { name = fp3_yearly.8038.a add_character_modifier = { modifier = fp3_lackluster_diet_modifier years = 10 } if = { limit = { has_trait = comfort_eater } custom_tooltip = lackluster_diet.tt } trigger_event = { id = fp3_yearly.8039 days = { 200 400 } } stress_impact = { temperate = minor_stress_impact_loss gluttonous = major_stress_impact_gain comfort_eater = massive_stress_impact_gain gregarious = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.5 ai_sociability = 0.5 } } } option = { name = fp3_yearly.8038.b if = { limit = { OR = { exists = global_var:avicenna_created exists = global_var:rhazes_created exists = global_var:al_akhwayni_created } } scope:persian_polymath = { #Let's keep the historical characters around, if they were created move_to_pool = yes } } else = { scope:persian_polymath = { #otherwise, let's just have him disappear move_to_pool = yes silent_disappearance_effect = yes } } stress_impact = { lazy = minor_stress_impact_loss ambitious = minor_stress_impact_gain diligent = minor_stress_impact_gain stubborn = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.5 ai_sociability = 0.5 } } } } fp3_yearly.8039 = { #Herbs & Humors type = character_event title = fp3_yearly.8039.t desc = fp3_yearly.8039.desc theme = mental_health left_portrait = { character = root animation = sadness } right_portrait = { character = scope:persian_polymath animation = personality_cynical } trigger = { is_available = yes is_incapable = no has_contagious_deadly_disease_trigger = no OR = { has_trait = depressed_1 #non-genetic melancholia has_trait = depressed_genetic #or the genetic kind, but they won't be able to cure this one... } has_character_modifier = fp3_lackluster_diet_modifier exists = scope:persian_polymath scope:persian_polymath = { is_courtier_of = root } } option = { name = fp3_yearly.8039.a remove_character_modifier = fp3_lackluster_diet_modifier add_character_modifier = { modifier = fp3_herbal_remedies_modifier } trigger_event = { id = fp3_yearly.8040 days = { 200 400 } } stress_impact = { temperate = minor_stress_impact_gain content = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 ai_rationality = 1 } } } option = { name = fp3_yearly.8039.b trigger_event = { id = fp3_yearly.8040 days = { 200 400 } } stress_impact = { content = minor_stress_impact_loss temperate = minor_stress_impact_loss gluttonous = major_stress_impact_gain comfort_eater = massive_stress_impact_gain gregarious = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.5 ai_sociability = -0.1 } } } option = { name = fp3_yearly.8039.c if = { limit = { OR = { exists = global_var:avicenna_created exists = global_var:rhazes_created exists = global_var:al_akhwayni_created } } scope:persian_polymath = { #Let's keep the historical characters around, if they were created move_to_pool = yes } } else = { scope:persian_polymath = { #otherwise, let's just have him disappear move_to_pool = yes silent_disappearance_effect = yes } } stress_impact = { impatient = minor_stress_impact_loss wrathful = minor_stress_impact_loss ambitious = minor_stress_impact_gain patient = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -0.5 ai_vengefulness = 0.5 } } } } fp3_yearly.8040 = { #Psychic Potency type = character_event title = fp3_yearly.8040.t desc = fp3_yearly.8040.desc theme = mental_health left_portrait = { character = root animation = stress } right_portrait = { character = scope:persian_polymath animation = personality_compassionate } lower_left_portrait = { character = scope:court_chaplain } trigger = { is_available = yes is_incapable = no has_contagious_deadly_disease_trigger = no OR = { has_trait = depressed_1 #non-genetic melancholia has_trait = depressed_genetic #or the genetic kind, but they won't be able to cure this one... } exists = scope:persian_polymath scope:persian_polymath = { is_courtier_of = root } } immediate = { if = { limit = { exists = cp:councillor_court_chaplain cp:councillor_court_chaplain = { AND = { is_available_healthy_ai_adult = yes this != scope:persian_polymath } } } cp:councillor_court_chaplain = { save_scope_as = court_chaplain } } } option = { name = fp3_yearly.8040.a trigger = { AND = { has_religion = religion:islam_religion NOT = { has_character_modifier = fp3_sufi_initiate_modifier } } } trigger_event = { id = fp3_yearly.8041 days = { 5 15 } } stress_impact = { #none for this option } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 0.9 ai_boldness = 0.9 } } } option = { name = fp3_yearly.8040.b trigger = { exists = scope:court_chaplain } trigger_event = fp3_yearly.8042 stress_impact = { #none for this option } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 0.5 ai_sociability = 0.8 ai_compassion = 0.5 ai_vengefulness = -0.5 } } } option = { name = fp3_yearly.8040.c flavor = fp3_refusing_faith_treatment_flavor trigger_event = { id = fp3_yearly.8043 days = { 150 250 } } stress_impact = { zealous = medium_stress_impact_loss cynical = medium_stress_impact_gain humble = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_vengefulness = 0.5 } } } option = { name = fp3_yearly.8040.d if = { limit = { OR = { exists = global_var:avicenna_created exists = global_var:rhazes_created exists = global_var:al_akhwayni_created } } scope:persian_polymath = { #Let's keep the historical characters around, if they were created move_to_pool = yes } } else = { scope:persian_polymath = { #otherwise, let's just have him disappear move_to_pool = yes silent_disappearance_effect = yes } } stress_impact = { cynical = minor_stress_impact_loss impatient = minor_stress_impact_loss forgiving = medium_stress_impact_gain patient = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -0.5 ai_vengefulness = 1 } } } } ############################################################### # The Solace of Silence - by Ola Jentzsch ############################################################### fp3_yearly.8041 = { type = character_event title = fp3_yearly.8041.t desc = fp3_yearly.8041.desc theme = learning_theology_focus left_portrait = { character = scope:sufi_mystic animation = personality_zealous } right_portrait = { character = root animation = worry } override_background = { reference = relaxing_room } immediate = { if = { limit = { any_relation = { type = friend NOR = { this = scope:persian_polymath this = scope:court_chaplain } fp3_sufism_enthusiast_trigger = yes } } random_relation = { type = friend limit = { AND = { fp3_sufism_enthusiast_trigger = yes NOR = { this = scope:persian_polymath this = scope:court_chaplain } } } save_scope_as = sufi_mystic } } else_if = { limit = { any_relation = { type = lover NOR = { this = scope:persian_polymath this = scope:court_chaplain } fp3_sufism_enthusiast_trigger = yes } } random_relation = { type = lover limit = { AND = { fp3_sufism_enthusiast_trigger = yes NOR = { this = scope:persian_polymath this = scope:court_chaplain } } } save_scope_as = sufi_mystic } } else_if = { limit = { any_courtier_or_guest = { fp3_sufism_enthusiast_trigger = yes NOR = { this = scope:persian_polymath this = scope:court_chaplain } } } random_courtier_or_guest = { limit = { AND = { fp3_sufism_enthusiast_trigger = yes NOR = { this = scope:persian_polymath this = scope:court_chaplain } } } save_scope_as = sufi_mystic } } else = { create_character = { location = root.capital_province template = fp3_sufi_mystic gender_female_chance = root_faith_dominant_gender_female_chance culture = culture:persian save_scope_as = sufi_mystic after_creation = { hidden_effect = { root = { add_courtier = scope:sufi_mystic } } } } } hidden_effect = { scope:sufi_mystic = { add_character_modifier = { modifier = fp3_sufi_initiate_modifier #Unlocks the "Meditate in Seclusion" decision if you are a ruler } } } } option = { name = fp3_yearly.8041.a duel = { skill = learning value = medium_skill_rating 20 = { compare_modifier = { value = scope:duel_value multiplier = 2 } root = { send_interface_toast = { title = learning_muraqaba_toast.success left_icon = root custom_tooltip = fp3_unlock_meditation.tt add_character_modifier = { modifier = fp3_sufi_initiate_modifier #Unlocks the "Meditate in Seclusion" decision if you are a ruler } } } } 20 = { compare_modifier = { value = scope:duel_value multiplier = -1 } root = { send_interface_toast = { title = learning_muraqaba_toast.failure left_icon = root add_learning_lifestyle_xp = minor_lifestyle_experience } } } } scope:sufi_mystic = { add_opinion = { target = root modifier = trusted_friend_opinion } } trigger_event = { id = fp3_yearly.8043 days = { 150 250 } } stress_impact = { #while the stress mods here are low, note that they stack with the base modifier base = medium_stress_impact_gain zealous = minor_stress_impact_loss patient = minor_stress_impact_loss arrogant = medium_stress_impact_gain paranoid = minor_stress_impact_gain callous = medium_stress_impact_gain lazy = minor_stress_impact_gain content = minor_stress_impact_gain cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 0.5 ai_boldness = 0.5 ai_energy = 0.5 ai_zeal = 1 } } } option = { name = fp3_yearly.8041.b scope:sufi_mystic = { add_opinion = { target = root modifier = disappointed_opinion opinion = -15 } } trigger_event = { id = fp3_yearly.8043 days = { 150 250 } } stress_impact = { base = minor_stress_impact_loss zealous = medium_stress_impact_gain ambitious = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -0.5 ai_boldness = -0.5 ai_zeal = -0.5 } } } } ##### The Undying Spirit ##### fp3_yearly.8042 = { #The Undying Spirit type = character_event title = fp3_yearly.8042.t desc = fp3_yearly.8042.desc theme = faith left_portrait = { character = root animation = worry } right_portrait = { character = scope:court_chaplain animation = chancellor } trigger = { is_available = yes is_incapable = no has_contagious_deadly_disease_trigger = no OR = { has_trait = depressed_1 #non-genetic melancholia has_trait = depressed_genetic #or the genetic kind, but they won't be able to cure this one... } exists = scope:court_chaplain } option = { name = fp3_yearly.8042.a scope:court_chaplain = { add_opinion = { target = root modifier = trusted_me_opinion opinion = 15 } } add_character_modifier = { modifier = focused_reading_modifier years = 10 } trigger_event = { id = fp3_yearly.8043 days = { 150 250 } } stress_impact = { base = minor_stress_impact_gain arrogant = medium_stress_impact_gain impatient = medium_stress_impact_gain dull = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.5 ai_rationality = 0.5 ai_zeal = 0.5 } } } option = { name = fp3_yearly.8042.b scope:court_chaplain = { add_opinion = { target = root modifier = trusted_me_opinion opinion = 15 } } add_character_modifier = { modifier = fp3_worshipping_in_solitude_modifier years = 10 } trigger_event = { id = fp3_yearly.8043 days = { 150 250 } } stress_impact = { gregarious = medium_stress_impact_gain cynical = medium_stress_impact_gain impatient = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.5 ai_rationality = 0.5 ai_zeal = 0.5 } } } option = { name = fp3_yearly.8042.c scope:court_chaplain = { add_opinion = { target = root modifier = disappointed_opinion opinion = -15 } } trigger_event = { id = fp3_yearly.8043 days = { 150 250 } } stress_impact = { base = minor_stress_impact_loss humble = minor_stress_impact_gain patient = medium_stress_impact_gain trusting = medium_stress_impact_gain zealous = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -0.5 ai_vengefulness = 0.5 } } } } ##### Remedies' End ##### fp3_yearly.8043 = { type = character_event title = fp3_yearly.8043.t desc = fp3_yearly.8043.desc theme = mental_health left_portrait = { character = root animation = sadness } right_portrait = { character = scope:persian_polymath animation = personality_coward } override_background = { reference = study } trigger = { is_available = yes is_incapable = no has_contagious_deadly_disease_trigger = no OR = { has_trait = depressed_1 #non-genetic melancholia has_trait = depressed_genetic #or the genetic kind, but they won't be able to cure this one... } exists = scope:persian_polymath scope:persian_polymath = { is_courtier_of = root } } option = { name = fp3_yearly.8043.a flavor = fp3_polymath_stays_flavor remove_short_term_gold = medium_gold_value hidden_effect = { if = { limit = { has_trait = depressed_1 } random = { chance = 50 trigger_event = { id = fp3_yearly.8044 days = { 300 500 } } } } } stress_impact = { greedy = minor_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 0.5 ai_sociability = 1 ai_boldness = -0.7 } } } option = { name = fp3_yearly.8043.b hidden_effect = { if = { limit = { has_trait = depressed_1 } random = { chance = 50 trigger_event = { id = fp3_yearly.8044 days = { 300 500 } } } } } scope:persian_polymath = { #at this juncture, we want to keep the polymath around, and not disappeared, so the next event can trigger move_to_pool = yes } stress_impact = { vengeful = minor_stress_impact_loss generous = minor_stress_impact_gain patient = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 0.5 ai_vengefulness = 1 } } } } ##### The Light of the World ##### fp3_yearly.8044 = { type = character_event title = fp3_yearly.8044.t desc = fp3_yearly.8044.desc theme = mental_health left_portrait = { character = root animation = happiness } override_background = { reference = wilderness } trigger = { is_available = yes is_incapable = no has_contagious_deadly_disease_trigger = no has_trait = depressed_1 #non-genetic melancholia exists = scope:persian_polymath } immediate = { remove_trait = depressed_1 } option = { name = fp3_yearly.8044.a stress_impact = { base = medium_stress_impact_loss } } } ################################## # The Mysterious Bundle # By Ola Jentzsch ################################### fp3_yearly.8045 = { #The Mysterious Bundle (sick monkey chain) type = character_event title = fp3_yearly.8045.t desc = fp3_yearly.8045.desc theme = pet left_portrait = { character = root animation = admiration } right_portrait = { character = scope:buzina_enthusiast animation = newborn } lower_center_portrait = scope:court_physician override_background = { reference = fp3_courtyard_night } trigger = { has_fp3_dlc_trigger = yes is_landed = yes root.capital_province = { geographical_region = world_persian_empire } is_available = yes # Following checks that they are of the right age to play board games can_start_board_game_eligibility_checks_trigger = yes employs_tax_collector = yes any_tax_collector = { is_available_healthy_ai_adult = yes opinion = { target = root value >= 0 } save_temporary_scope_as = tax_collector_temp } employs_court_position = court_physician_court_position any_court_position_holder = { type = court_physician_court_position is_available_healthy_ai_adult = yes this != scope:tax_collector_temp } NOR = { has_character_flag = had_event_fp3_yearly_8045 has_character_modifier = fp3_chess_playing_monkey_modifier has_character_modifier = fp3_sickly_monkey_modifier culture = { has_cultural_parameter = may_challenge_to_board_games } } } immediate = { add_character_flag = had_event_fp3_yearly_8045 random_tax_collector = { limit = { is_available_healthy_ai_adult = yes opinion = { target = root value >= 0 } } save_scope_as = buzina_enthusiast } save_court_physician_as_effect = { SCOPE_NAME = court_physician } } option = { #My court physician can nurse her name = fp3_yearly.8045.a flavor = sick_monkey_flavor_desc scope:buzina_enthusiast = { add_opinion = { target = root modifier = grateful_opinion opinion = 15 } } custom_tooltip = playing_with_monkey.tt add_character_modifier = { modifier = fp3_sickly_monkey_modifier years = 10 } trigger_event = { id = fp3_yearly.8046 days = { 1 2 } } stress_impact = { compassionate = minor_stress_impact_loss generous = minor_stress_impact_loss arrogant = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.5 ai_sociability = 0.5 ai_vengefulness = -0.3 } modifier = { factor = 0 has_trait = arrogant } } } option = { # You got yourself into this mess, you can handle it name = fp3_yearly.8045.b add_prestige = minor_prestige_gain scope:buzina_enthusiast = { add_opinion = { target = root modifier = was_scolded_opinion opinion = -15 } add_character_flag = { flag = fp3_inspired_tax_collector years = 10 } custom_tooltip = fp3_inspired_tax_collector } stress_impact = { compassionate = minor_stress_impact_gain arrogant = medium_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 0.5 ai_sociability = 0.2 ai_boldness = 0.3 ai_energy = 0.7 } modifier = { has_trait = compassionate factor = 0 } } } option = { # Opt-out name = fp3_yearly.8045.c stress_impact = { compassionate = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = -0.5 ai_energy = -0.5 ai_boldness = -0.9 } } } } fp3_yearly.8046 = { #Buzina type = character_event title = fp3_yearly.8046.t desc = fp3_yearly.8046.desc theme = medicine left_portrait = { character = root animation = worry } right_portrait = { character = scope:court_physician animation = newborn } trigger = { is_available = yes is_incapable = no has_contagious_deadly_disease_trigger = no has_character_modifier = fp3_sickly_monkey_modifier exists = scope:court_physician } option = { name = fp3_yearly.8046.a flavor = fp3_wait_and_see.tt remove_short_term_gold = minor_gold_value custom_tooltip = monkey_recover_better_chances_tt hidden_effect = { random_list = { 80 = { trigger_event = { id = fp3_yearly.8047 days = { 30 100 } } } 20 = { trigger_event = { id = fp3_yearly.8048 days = { 100 200 } } } } } stress_impact = { compassionate = minor_stress_impact_loss generous = minor_stress_impact_loss greedy = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 0.5 ai_rationality = 1 ai_greed = -0.5 } } } option = { name = fp3_yearly.8046.b flavor = fp3_wait_and_see.tt hidden_effect = { random_list = { 50 = { trigger_event = { id = fp3_yearly.8047 days = { 30 100 } } } 50 = { trigger_event = { id = fp3_yearly.8048 days = { 100 200 } } } } } stress_impact = { greedy = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } } } } fp3_yearly.8047 = { type = character_event title = fp3_yearly.8047.t desc = fp3_yearly.8047.desc theme = pet left_portrait = { character = root animation = chess_cocky } right_portrait = { character = scope:court_physician animation = newborn } trigger = { has_character_modifier = fp3_sickly_monkey_modifier } immediate = { remove_character_modifier = fp3_sickly_monkey_modifier } option = { name = fp3_yearly.8047.a add_character_modifier = { modifier = fp3_chess_playing_monkey_modifier years = 15 } custom_tooltip = playing_chess_with_monkey.tt } } fp3_yearly.8048 = { hidden = yes trigger = { has_character_modifier = fp3_sickly_monkey_modifier } immediate = { root = { send_interface_toast = { title = monkey_died_from_sickness_toast left_icon = root remove_character_modifier = fp3_sickly_monkey_modifier } } } } ################################## # The Fate of the Dead # By Ola Jentzsch ################################### fp3_yearly.8050 = { #The Fate of the Dead type = character_event title = fp3_yearly.8050.t desc = { first_valid = { triggered_desc = { trigger = { has_religion = religion:zoroastrianism_religion } desc = fp3_yearly.8050_zoroastrian.desc } desc = fp3_yearly.8050_unzoroastrian.desc } first_valid = { triggered_desc = { trigger = { current_year < 950 } desc = fp3_yearly.8050_early_period.desc } desc = fp3_yearly.8050_late_period.desc } } theme = skull override_background = { reference = temple } left_portrait = { character = root animation = thinking } right_portrait = { character = scope:dakhma_enthusiast animation = personality_bold } lower_left_portrait = { character = scope:architect } cooldown = { years = 5 } weight_multiplier = { #more likely if root is zoroastrian base = 0.4 modifier = { has_religion = religion:zoroastrianism_religion add = 0.6 } } trigger = { #standard sanity checks has_fp3_dlc_trigger = yes is_ruler = yes is_available_healthy_adult = yes root.capital_province = { geographical_region = world_persian_empire } any_held_county = { faith = { religion_tag = zoroastrianism_religion } county_control <= 75 any_county_province = { has_holding_type = castle_holding has_special_building_slot = no has_special_building = no NOR = { has_building = tower_of_silence_01 has_building = event_tower_of_silence_01 } } } exists = cp:councillor_court_chaplain cp:councillor_court_chaplain = { is_available_healthy_ai_adult = yes } } immediate = { cp:councillor_court_chaplain = { save_scope_as = dakhma_enthusiast } if = { limit = { employs_court_position = royal_architect_court_position any_court_position_holder = { has_court_position = royal_architect_court_position is_available_healthy_ai_adult = yes } } random_court_position_holder = { limit = { has_court_position = royal_architect_court_position is_available_healthy_ai_adult = yes } save_scope_as = architect } } random_held_county = { limit = { faith = { religion_tag = zoroastrianism_religion } county_control < 75 any_county_province = { has_holding_type = castle_holding has_special_building_slot = no has_special_building = no NOR = { has_building = tower_of_silence_01 has_building = event_tower_of_silence_01 } } } random_county_province = { limit = { has_holding_type = castle_holding has_special_building_slot = no has_special_building = no } save_scope_as = dakhma_province } save_scope_as = dakhma_county } } option = { name = fp3_yearly.8050.a flavor = fp3_cheap_architecture_flavor trigger = { exists = scope:architect } remove_treasury_or_gold = medium_treasury_or_gold_value scope:dakhma_province = { hidden_effect = { add_special_building_slot = event_tower_of_silence_01 } add_special_building = event_tower_of_silence_01 } scope:architect = { duel = { skill = learning value = average_skill_rating 20 = { compare_modifier = { value = scope:duel_value multiplier = 2 } root = { send_interface_toast = { title = building_a_dakhma.success left_icon = scope:architect custom_tooltip = fp3_silence_architecture_success_toast scope:dakhma_county = { change_county_control = 15 } if = { limit = { OR = { faith = { religion_tag = zoroastrianism_religion } faith = { has_doctrine_parameter = sky_burials_active } } } add_piety = major_piety_gain } else = { add_character_modifier = { modifier = fp3_promoting_zoroastrianism_modifier years = 20 } } } } } 20 = { compare_modifier = { value = scope:duel_value multiplier = -1 } root = { send_interface_toast = { title = building_a_dakhma.failure left_icon = scope:architect custom_tooltip = fp3_silence_architecture_failure_toast scope:dakhma_county = { add_county_modifier = { modifier = fp3_bad_tower_of_silence_county_modifier years = 20 } } } } } } } stress_impact = { ambitious = minor_stress_impact_loss greedy = minor_stress_impact_loss trusting = medium_stress_impact_loss content = medium_stress_impact_gain generous = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.7 ai_boldness = 0.7 ai_vengefulness = -0.3 } } } option = { name = fp3_yearly.8050.b remove_treasury_or_gold = major_treasury_or_gold_value scope:dakhma_province = { hidden_effect = { add_special_building_slot = event_tower_of_silence_01 } add_special_building = event_tower_of_silence_01 } scope:dakhma_county = { change_county_control = 15 } if = { #if you're zoroastrian or like sky burials in general, you earn piety for this, otherwise you might get an opinion bonus from zoroastrian subjects limit = { OR = { faith = { religion_tag = zoroastrianism_religion } faith = { has_doctrine_parameter = sky_burials_active } } } add_piety = medium_piety_gain } else = { custom_tooltip = fp3_zoroastrian_courtiers_and_vassals_happy hidden_effect = { every_courtier_or_guest = { if = { limit = { AND = { faith = { religion_tag = zoroastrianism_religion } ai_zeal >= low_positive_ai_value } } } add_opinion = { target = root opinion = 15 modifier = fp3_built_a_dakhma_opinion } } every_vassal = { if = { limit = { AND = { faith = { religion_tag = zoroastrianism_religion } ai_zeal >= low_positive_ai_value } } } add_opinion = { target = root opinion = 15 modifier = fp3_built_a_dakhma_opinion } } } } stress_impact = { generous = medium_stress_impact_loss greedy = major_stress_impact_gain callous = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.9 ai_compassion = 0.7 ai_rationality = 0.3 } } } option = { name = fp3_yearly.8050.c trigger = { NOT = { faith = { religion_tag = zoroastrianism_religion } } } scope:dakhma_enthusiast = { add_opinion = { target = root opinion = -15 modifier = disappointed_opinion } } stress_impact = { zealous = minor_stress_impact_loss compassionate = medium_stress_impact_gain generous = medium_stress_impact_gain cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = -1 ai_rationality = -0.5 ai_vengefulness = 1 ai_zeal = 1 } } } option = { #zoroastrian variant option, with slightly different stress gains and AI weights name = fp3_yearly.8050.d trigger = { faith = { religion_tag = zoroastrianism_religion } } scope:dakhma_enthusiast = { add_opinion = { target = root opinion = -15 modifier = disappointed_opinion } } stress_impact = { zealous = medium_stress_impact_gain compassionate = medium_stress_impact_gain generous = medium_stress_impact_gain cynical = minor_stress_impact_loss greedy = medium_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = -0.5 ai_zeal = -1 ai_greed = 1 ai_vengefulness = 1 } } } } ################################## # The Purest Fire # By Ola Jentzsch and Lucas Ribeiro Rodrigues ################################### fp3_yearly.8051 = { #The Purest Fire type = character_event title = fp3_yearly.8051.t desc = { desc = fp3_yearly.8051_opening.desc random_valid = { desc = fp3_yearly.8051_torrential_rain desc = fp3_yearly.8051_earthquake desc = fp3_yearly.8051_sandstorm desc = fp3_yearly.8051_gust_of_wind desc = fp3_yearly.8051_islamic_zealots desc = fp3_yearly.8051_invisible_hand } desc = fp3_yearly.8051_ending.desc } theme = faith left_portrait = { character = root animation = personality_honorable triggered_animation = { trigger = { OR = { has_trait = ambitious has_trait = zealous has_trait = arrogant } } animation = personality_zealous } } right_portrait = { character = scope:magi animation = worry } cooldown = { years = 5 } trigger = { #standard sanity checks has_fp3_dlc_trigger = yes is_ruler = yes is_available_healthy_adult = yes root.capital_province = { geographical_region = world_persian_empire } faith = { religion_tag = zoroastrianism_religion } any_held_county = { faith = { religion_tag = zoroastrianism_religion } any_county_province = { has_holding_type = church_holding } } faith.religious_head != root NOT = { has_character_modifier = fp3_blessed_by_fire_modifier } #this would make some of the rewards redundant OR = { AND = { exists = root.faith.religious_head root.faith.religious_head = { is_available_healthy_ai_adult = yes opinion = { target = root value > 0 } } } AND = { exists = cp:councillor_court_chaplain cp:councillor_court_chaplain = { is_available_healthy_ai_adult = yes opinion = { target = root value > 0 } } } } } immediate = { random_held_county = { limit = { faith = { religion_tag = zoroastrianism_religion } any_county_province = { has_holding_type = church_holding } } } if = { limit = { exists = root.faith.religious_head root.faith.religious_head = { is_available_healthy_ai_adult = yes opinion = { target = root value > 0 } } } root.faith.religious_head = { save_scope_as = magi } } else = { cp:councillor_court_chaplain = { save_scope_as = magi } } } option = { name = fp3_yearly.8051.a scope:magi = { add_opinion = { target = root opinion = 20 modifier = happy_opinion } } custom_tooltip = fp3_yearly.8051_chasing_lightning.tt hidden_effect = { random_list = { 75 = { trigger_event = { id = fp3_yearly.8052 days = { 25 100 } } } 25 = { trigger_event = { id = fp3_yearly.8053 days = { 25 100 } } } } } stress_impact = { ambitious = medium_stress_impact_loss content = medium_stress_impact_gain cynical = medium_stress_impact_gain lazy = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.7 ai_zeal = 1 ai_rationality = -1 } } } option = { name = fp3_yearly.8051.b remove_short_term_gold = medium_gold_value add_piety = medium_piety_gain scope:magi = { add_opinion = { target = root opinion = 10 modifier = pleased_opinion } } stress_impact = { ambitious = minor_stress_impact_gain lazy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.7 ai_zeal = 1 ai_rationality = -1 } } } option = { name = fp3_yearly.8051.c scope:magi = { add_opinion = { target = root opinion = -15 modifier = disappointed_opinion } } stress_impact = { cynical = minor_stress_impact_loss generous = medium_stress_impact_gain ambitious = medium_stress_impact_gain zealous = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 0.7 ai_rationality = 0.4 ai_zeal = -1 ai_energy = -0.5 } } } } fp3_yearly.8052 = { type = character_event title = fp3_yearly.8052.t desc = fp3_yearly.8052.desc theme = faith left_portrait = { character = root animation = sadness triggered_animation = { trigger = { OR = { has_trait = temperate has_trait = patient has_trait = calm } } animation = stress } } override_background = { reference = wilderness } trigger = { is_available = yes is_incapable = no has_contagious_deadly_disease_trigger = no } option = { name = fp3_yearly.8052.a flavor = fp3_give_up_the_quest.flavor remove_short_term_gold = medium_gold_value add_piety = medium_piety_gain stress_impact = { base = medium_stress_gain patient = minor_stress_impact_loss impatient = minor_stress_impact_gain lazy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_zeal = 0.5 ai_boldness = 0.5 ai_rationality = -1 } } } option = { name = fp3_yearly.8052.b flavor = fp3_give_up_the_quest.flavor stress_impact = { impatient = minor_stress_impact_loss lazy = minor_stress_impact_loss content = minor_stress_impact_loss ambitious = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 ai_zeal = 0.5 ai_boldness = -0.5 ai_rationality = 1 } } } } fp3_yearly.8053 = { type = character_event title = fp3_yearly.8053.t desc = fp3_yearly.8053.desc theme = faith left_portrait = { character = root animation = lantern triggered_animation = { trigger = { OR = { has_trait = zealous has_trait = ambitious has_trait = calm } } animation = disbelief } } override_background = { reference = wilderness } trigger = { is_available = yes is_incapable = no has_contagious_deadly_disease_trigger = no } option = { name = fp3_yearly.8053.a add_character_modifier = { modifier = fp3_blessed_by_fire_modifier years = 15 } stress_impact = { base = medium_stress_loss zealous = minor_stress_impact_loss humble = minor_stress_impact_loss trusting = minor_stress_impact_loss arrogant = minor_stress_impact_gain cynical = minor_stress_impact_gain } ai_chance = { base = 100 } } }