namespace = mpo_jamukha_flavor ####################### # Become Blood Brothers with Temujin ####################### mpo_jamukha_flavor.0001 = { type = character_event title = mpo_jamukha_flavor.0001.t desc = mpo_jamukha_flavor.0001.desc theme = nomads override_background = { reference = mpo_campfire_steppe } left_portrait = { character = root animation = happiness camera = camera_event_very_left } right_portrait = { character = scope:temujin animation = inspect_weapon } trigger = { scope:temujin = { is_alive = yes NOR = { has_relation_blood_brother = root has_relation_rival = root } } is_alive = yes } immediate = { play_music_cue = "mx_cue_touching_moment" scope:temujin = { save_scope_as = blood_bro } } option = { # Yay name = mpo_jamukha_flavor.0001.a name = mpo_jamukha_flavor.0001.a.tt scope:temujin = { set_relation_blood_brother = { target = scope:jamukha reason = blood_brother_temujin_jamukha } } if = { limit = { NOR = { has_character_flag = had_warhorse_story any_owned_story = { story_type = story_cycle_martial_lifestyle_warhorse exists = var:story_cycle_horse_name } } scope:jamukha = { NOR = { has_character_flag = had_warhorse_story any_owned_story = { story_type = story_cycle_martial_lifestyle_warhorse exists = var:story_cycle_horse_name } } } } custom_tooltip = temujin_warhorse_jamukha_tt custom_tooltip = jamukha_warhorse_jamukha_tt hidden_effect = { start_warhorse_story_cycle_effect = yes scope:temujin = { start_warhorse_story_cycle_effect = yes } } } custom_tooltip = blood_brother_gains_hook_tt custom_tooltip = blood_brother_gains_hook_other_tt add_character_modifier = blood_brother_warrior_modifier scope:temujin = { add_character_modifier = blood_brother_warrior_modifier } stress_impact = { gregarious = medium_stress_impact_loss callous = medium_stress_impact_gain } ai_chance = { base = 100 } } option = { # Not a chance name = mpo_jamukha_flavor.0001.b add_dread = minor_dread_gain add_prestige = minor_prestige_gain scope:temujin = { add_opinion = { target = root modifier = disappointed_opinion opinion = -25 } } stress_impact = { base = minor_stress_impact_gain callous = medium_stress_impact_loss gregarious = medium_stress_impact_gain } ai_chance = { base = 0 } } } ####################### # You consider breaking free from Temujin ####################### scripted_effect mpo_jamukha_flavor_0010_jamukha_leaving_effect = { if = { limit = { is_vassal_of = scope:temujin } create_title_and_vassal_change = { type = independency save_scope_as = change add_claim_on_loss = no } becomes_independent = { change = scope:change } resolve_title_and_vassal_change = scope:change } else = { end_tributary = yes } add_truce_both_ways = { character = scope:temujin years = 5 name = temujin_jamukha_truce } if = { limit = { current_military_strength < scope:temujin.current_military_strength } domicile ?= { change_herd = { value = scope:temujin.domicile.herd multiply = 0.5 } } } if = { limit = { exists = scope:togrul } show_as_tooltip = { custom_tooltip = negotiate_togrul_alliance_effect_tooltip create_alliance = { target = scope:togrul allied_through_owner = root allied_through_target = scope:togrul } scope:togrul = { add_opinion = { target = scope:jamukha modifier = event_negotiated_alliance_opinion } } } } custom_tooltip = jamukha_temujin_response_warning_tt } scripted_trigger mpo_jamukha_flavor_0010_togrul_trigger = { is_ai = yes is_at_war = no is_alive = yes is_ruler = yes NOR = { is_at_war_with = root has_relation_rival = root is_vassal_of = scope:temujin } in_diplomatic_range = root NOT = { government_has_flag = government_is_herder } } mpo_jamukha_flavor.0010 = { type = character_event title = mpo_jamukha_flavor.0010.t desc = { desc = mpo_jamukha_flavor.0010.desc triggered_desc = { trigger = { exists = scope:togrul } desc = mpo_jamukha_flavor.0010.desc_togrul } } theme = nomads override_background = { reference = mpo_steppe_evening } left_portrait = { character = root animation = war_attacker camera = camera_event_very_left } right_portrait = { character = scope:temujin animation = dismissal camera = camera_event_very_right } lower_right_portrait = scope:togrul trigger = { character:125501 = { has_variable = had_mpo_temujin_flavor_0001 } is_alive = yes is_ruler = yes character:125501 = { is_alive = yes is_available = yes } OR = { is_vassal_of = character:125501 is_tributary_of = character:125501 } NOT = { is_at_war_with = character:125501 } } immediate = { save_scope_as = jamukha character:125501 = { save_scope_as = temujin } if = { limit = { character:303211 = { mpo_jamukha_flavor_0010_togrul_trigger = yes } } character:303211 = { save_scope_as = togrul } } else_if = { limit = { character:303211.house ?= { any_house_member = { mpo_jamukha_flavor_0010_togrul_trigger = yes } } } character:303211.house ?= { ordered_house_member = { order_by = current_military_strength limit = { mpo_jamukha_flavor_0010_togrul_trigger = yes } save_scope_as = togrul } } } else = { capital_county.empire ?= { ordered_de_jure_county_holder = { order_by = current_military_strength limit = { highest_held_title_tier <= tier_duchy mpo_jamukha_flavor_0010_togrul_trigger = yes } save_scope_as = togrul } } } } #I want to leave Temujin and take Togrul as an ally option = { name = mpo_jamukha_flavor.0010.a show_as_tooltip = { mpo_jamukha_flavor_0010_jamukha_leaving_effect = yes } scope:temujin = { trigger_event = mpo_temujin_flavor.0010 add_opinion = { target = root modifier = betrayal_opinion opinion = -40 } } ai_chance = { base = 100 } } #I want to stay with Temujin and be friends forever option = { name = mpo_jamukha_flavor.0010.b add_character_modifier = { modifier = jamukha_chose_loyalty_modifier years = 5 } scope:temujin = { add_opinion = { target = root modifier = loyalty_opinion opinion = 30 } } stress_impact = { base = miniscule_stress_impact_gain } ai_chance = { base = 0 } } on_trigger_fail = { # Jamukha becomes your rival anyways if you've migrated away if = { limit = { is_independent_ruler = yes NOT = { is_tributary_of = scope:temujin } } hidden_effect = { scope:temujin = { trigger_event = { days = { 360 420 } id = mpo_temujin_flavor.0020 } } } } } } ####################### # Temujin becomes your rival -- now you must kill him ####################### mpo_jamukha_flavor.0020 = { type = character_event title = mpo_jamukha_flavor.0020.t desc = mpo_jamukha_flavor.0020.desc theme = nomads override_background = { reference = mpo_campfire_steppe } left_portrait = { character = root animation = threatening camera = camera_event_very_left } right_portrait = { character = scope:temujin animation = aggressive_sword outfit_tags = { nightgown } camera = camera_event_very_right } window = scheme_successful_event_no_text immediate = { play_music_cue = "mx_cue_murder" custom_tooltip = jamukha_temujin_no_more_positive_tt custom_tooltip = jamukha_temujin_rivals_tt custom_tooltip = mpo_temujin_flavor.0020.cb.tt if = { limit = { current_military_strength < scope:temujin.current_military_strength } domicile ?= { change_herd = { value = scope:temujin.domicile.herd multiply = 1.5 } } add_prestige = major_prestige_gain # For MAA maintenance, mainly custom_tooltip = jamukha_gain_from_defectors_tt } } option = { # You who I once called brother name = mpo_jamukha_flavor.0020.a reason = blood_brother add_internal_flag = special trigger = { has_character_flag = was_temujins_bro } custom_tooltip = { text = mpo_jamukha_flavor.0020.a_war_win set_variable = temujin_jamukha_war_var } add_character_modifier = { modifier = temujin_jamukha_war_modifier years = 5 } stress_impact = { base = medium_stress_impact_gain } ai_chance = { base = 100 } } option = { # Murderrrrrrr name = mpo_jamukha_flavor.0020.b custom_tooltip = { text = mpo_jamukha_flavor.0020.b_murder set_variable = { name = temujin_jamukha_murder_var value = scope:temujin } } stress_impact = { deceitful = massive_stress_impact_loss sadistic = massive_stress_impact_loss } ai_chance = { base = 0 } } option = { # I'm going to crush your skull name = mpo_jamukha_flavor.0020.c trigger = { NOT = { has_relation_blood_brother = scope:jamukha } } add_character_modifier = { modifier = temujin_jamukha_war_smaller_modifier years = 5 } stress_impact = { wrathful = massive_stress_impact_loss vengeful = massive_stress_impact_loss } ai_chance = { base = 100 } } }