namespace = warhorse ########################################### # Name your warhorse # by Linnéa Thimrén # warhorse.0001 - Name your warhorse! Choose category # warhorse.0002 - Historical name # warhorse.0003 - Mythological name # warhorse.0004 - Common name # # Other events for your warhorse # by Linnéa Thimrén # warhorse.1001 - Buy new gear for your horse # warhorse.1101 - Stress reduction or prowess # warhorse.1201 - Your horse is sick! Pay gold or risk its death # warhorse.1301 - Another horse-enthusiast compliments your horse # warhorse.1401 - Your horse is cursed # # Breed your warhorse # by Linnéa Thimrén # 8001 - You trusted steed is getting old, you should consider breeding! (25-30 years) ########################################### ########################################### # Name your warhorse # 0001-0999 ########################################### #Name your warhorse warhorse.0001 = { type = character_event title = warhorse.0001.t desc = warhorse.0001.desc theme = martial_chivalry_focus override_background = { reference = courtyard } left_portrait = { character = root animation = standing_horse camera = camera_event_standing_with_horse_left } option = { #Historical name name = warhorse.0001.a trigger_event = warhorse.0002 } option = { #Mythological name name = warhorse.0001.b trigger_event = warhorse.0003 } option = { #Common name name = warhorse.0001.c trigger_event = warhorse.0004 } after = { if = { limit = { scope:story = { exists = var:story_cycle_horse_name } } remove_character_flag = is_in_naming_event } } } scripted_trigger warhorse_0002_steppe_trigger = { OR = { culture = { has_cultural_pillar = heritage_mongolic } culture = { has_cultural_pillar = heritage_turkic } faith.religion = faith:tengri_pagan.religion } } #Historical name warhorse.0002 = { type = character_event title = warhorse.0001.t desc = warhorse.0002.desc theme = martial_chivalry_focus override_background = { reference = market } left_portrait = { character = root animation = jockey_wave camera = camera_event_horse_left } option = { name = warhorse.0002.a trigger = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } OR = { faith = faith:catholic trigger_if = { limit = { is_landed = yes } capital_province = { geographical_region = world_europe } } culture = { has_cultural_pillar = heritage_frankish } culture = { has_cultural_pillar = heritage_central_germanic } } } hidden_effect = { scope:story= { set_variable = { #King Charlemagne's warhorse in The Song of Roland name = story_cycle_horse_name value = flag:tencendur } } } } option = { name = warhorse.0002.c trigger = { OR = { faith.religion = religion:hellenism_religion trigger_if = { limit = { is_landed = yes } capital_province = { geographical_region = world_europe_south } } trigger_if = { limit = { is_landed = yes } capital_province = { geographical_region = world_europe_west } } trigger_if = { limit = { is_landed = yes } capital_province = { geographical_region = world_middle_east_jerusalem } } trigger_if = { limit = { is_landed = yes } capital_province = { geographical_region = world_asia_minor } } culture = { has_cultural_pillar = heritage_latin } culture = { has_cultural_pillar = heritage_byzantine } } } hidden_effect = { scope:story= { set_variable = { #The cursed horse of Gnaeus Seius name = story_cycle_horse_name value = flag:seianian } } } } option = { name = warhorse.0002.d trigger = { faith.religion = religion:islam_religion } hidden_effect = { scope:story= { set_variable = { #The horse of Husayn ibn Ali name = story_cycle_horse_name value = flag:zuljanah } } } } option = { name = warhorse.0002.e trigger = { OR = { culture = { has_cultural_pillar = heritage_chinese } trigger_if = { limit = { is_landed = yes } capital_province = { OR = { geographical_region = world_tibet geographical_region = world_asia_china geographical_region = world_asia_korea geographical_region = world_asia_southeast } } } } } hidden_effect = { scope:story= { set_variable = { #The warlord Lü Bu's horse name = story_cycle_horse_name value = flag:red_hare } } } } option = { trigger = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } OR = { trigger_if = { limit = { is_landed = yes } capital_province = { geographical_region = world_europe_west } } culture = { has_cultural_pillar = heritage_frankish } culture = { has_cultural_pillar = heritage_central_germanic } culture = { has_cultural_pillar = heritage_latin } culture = { has_cultural_pillar = heritage_brythonic } culture = { has_cultural_pillar = heritage_iberian } culture = { has_cultural_pillar = heritage_west_germanic } } } name = warhorse.0002.f hidden_effect = { scope:story= { set_variable = { # The horse of Roland, general under Charlemagne name = story_cycle_horse_name value = flag:veillantif } } } } option = { trigger = { OR = { faith.religion = religion:hellenism_religion trigger_if = { limit = { is_landed = yes } capital_province = { geographical_region = world_europe_south } } trigger_if = { limit = { is_landed = yes } capital_province = { geographical_region = world_europe_west } } trigger_if = { limit = { is_landed = yes } capital_province = { geographical_region = world_middle_east_jerusalem } } trigger_if = { limit = { is_landed = yes } capital_province = { geographical_region = world_asia_minor } } culture = { has_cultural_pillar = heritage_latin } culture = { has_cultural_pillar = heritage_byzantine } } } name = warhorse.0002.g hidden_effect = { scope:story= { set_variable = { # The favorite horse of Emperor Caligula name = story_cycle_horse_name value = flag:incitatus } } } } #Moved to "historical" horses because close enough? And needs more steppe horses option = { name = warhorse.0003.aranjagaan trigger = { warhorse_0002_steppe_trigger = yes } hidden_effect = { scope:story= { set_variable = { #Jangar's mount in the Epic of Jangar name = story_cycle_horse_name value = flag:aranjagaan } } } } option = { name = warhorse.0003.aranzhale trigger = { warhorse_0002_steppe_trigger = yes } hidden_effect = { scope:story= { set_variable = { #Another of Jangar's horses in the Epic of Jangar name = story_cycle_horse_name value = flag:aranzhale } } } } option = { name = warhorse.0003.oyomaa trigger = { warhorse_0002_steppe_trigger = yes } hidden_effect = { scope:story= { set_variable = { #Mengen Shigshirge's mount in the Epic of Jangar name = story_cycle_horse_name value = flag:oyomaa } } } } option = { name = warhorse.0003.rakhsh trigger = { current_date > 1000 OR = { culture = { has_cultural_pillar = heritage_iranian } trigger_if = { limit = { is_landed = yes } capital_province = { geographical_region = world_middle_east_persia } } } } hidden_effect = { scope:story= { set_variable = { #From the Persian national epic Shahnameh name = story_cycle_horse_name value = flag:rakhsh } } } } #Moved to end for use as fallback option = { trigger = { warhorse_0002_steppe_trigger = no } name = warhorse.0002.b hidden_effect = { scope:story= { set_variable = { #Alexander the Great's horse name = story_cycle_horse_name value = flag:bucephalus } } } } option = { name = warhorse.0002.go_back trigger_event = warhorse.0001 } after = { if = { limit = { scope:story = { exists = var:story_cycle_horse_name } } remove_character_flag = is_in_naming_event } } } #Mythological warhorse.0003 = { type = character_event title = warhorse.0001.t desc = warhorse.0003.desc theme = martial_chivalry_focus override_background = { reference = wilderness } left_portrait = { character = root animation = jockey_gallop camera = camera_event_horse_very_left } option = { name = warhorse.0003.khiimori trigger = { warhorse_0002_steppe_trigger = yes } hidden_effect = { scope:story= { set_variable = { #The Wind Horse in Mongolic syncretic spirituality name = story_cycle_horse_name value = flag:khiimori } } } } option = { name = warhorse.0003.tulpar trigger = { warhorse_0002_steppe_trigger = yes } hidden_effect = { scope:story= { set_variable = { #A winged Turkic horse name = story_cycle_horse_name value = flag:tulpar } } } } option = { name = warhorse.0003.rlung_rta trigger = { OR = { faith = faith:lamaism culture = { has_cultural_pillar = heritage_tibetan } } } hidden_effect = { scope:story= { set_variable = { #The Wind Horse in Tibetan Buddhism name = story_cycle_horse_name value = flag:rlung_rta } } } } option = { name = warhorse.0003.jonon_khar trigger = { warhorse_0002_steppe_trigger = yes } hidden_effect = { scope:story= { set_variable = { #The origin story of the horsehead fiddle, a flying horse name = story_cycle_horse_name value = flag:jonon_khar } } } } option = { name = warhorse.0003.llamrei trigger = { trigger_if = { limit = { is_landed = yes } capital_province = { geographical_region = world_europe } } trigger_else_if = { limit = { exists = location } location = { geographical_region = world_europe } } trigger_else = { always = yes } } hidden_effect = { scope:story= { set_variable = { #Horse of King Arthur name = story_cycle_horse_name value = flag:llamrei } } } } option = { name = warhorse.0003.sleipnir trigger = { faith = { religion_tag = germanic_religion } } hidden_effect = { scope:story= { set_variable = { #Horse of Oden name = story_cycle_horse_name value = flag:sleipnir } } } } option = { name = warhorse.0003.uchchaihshravas trigger = { faith = { religion_tag = hinduism_religion } } hidden_effect = { scope:story= { set_variable = { #Horse of Surya (and Bali) name = story_cycle_horse_name value = flag:uchchaihshravas } } } } option = { name = warhorse.0003.dadhi_kra trigger = { faith = { religion_tag = hinduism_religion } } hidden_effect = { scope:story= { set_variable = { #Personification of the morning Sun name = story_cycle_horse_name value = flag:dadhi_kra } } } } option = { name = warhorse.0003.devadatta trigger = { faith = { religion_tag = hinduism_religion } } hidden_effect = { scope:story= { set_variable = { #Horse of Kalki name = story_cycle_horse_name value = flag:devadatta } } } } option = { name = warhorse.0003.keshi trigger = { faith = { religion_tag = hinduism_religion } } hidden_effect = { scope:story= { set_variable = { #Horse of Kalki name = story_cycle_horse_name value = flag:keshi } } } } option = { name = warhorse.0003.kanthaka trigger = { faith = { religion_tag = buddhism_religion } } hidden_effect = { scope:story= { set_variable = { #Horse of Siddhartha name = story_cycle_horse_name value = flag:kanthaka } } } } option = { name = warhorse.0003.haizum trigger = { faith = { religion_tag = islam_religion } } hidden_effect = { scope:story= { set_variable = { #Horse of the archangel Gabriel (Jibril) name = story_cycle_horse_name value = flag:haizum } } } } option = { name = warhorse.0003.buraq trigger = { faith = { religion_tag = islam_religion } } hidden_effect = { scope:story= { set_variable = { #Horse of certain prophets name = story_cycle_horse_name value = flag:buraq } } } } option = { name = warhorse.0003.burko trigger = { culture = { has_cultural_pillar = heritage_east_slavic } } hidden_effect = { scope:story= { set_variable = { #Magical horse in Russian folklore name = story_cycle_horse_name value = flag:burko } } } } option = { trigger = { warhorse_0002_steppe_trigger = no } name = warhorse.0003.balius hidden_effect = { scope:story= { set_variable = { #Horse of Achilles name = story_cycle_horse_name value = flag:balius } } } } option = { trigger = { warhorse_0002_steppe_trigger = no } name = warhorse.0003.xanthos hidden_effect = { scope:story= { set_variable = { #Horse of Achilles name = story_cycle_horse_name value = flag:xanthos } } } } option = { trigger = { warhorse_0002_steppe_trigger = no } name = warhorse.0003.boreas hidden_effect = { scope:story= { set_variable = { #God of the north wind name = story_cycle_horse_name value = flag:boreas } } } } option = { name = warhorse.0002.go_back trigger_event = warhorse.0001 } after = { if = { limit = { scope:story = { exists = var:story_cycle_horse_name } } remove_character_flag = is_in_naming_event } } } #Common warhorse.0004 = { type = character_event title = warhorse.0001.t desc = warhorse.0004.desc theme = martial_chivalry_focus override_background = { reference = wilderness } left_portrait = { character = root animation = jockey_idle camera = camera_event_horse_extreme_closeup_left } option = { name = warhorse.0004.a hidden_effect = { scope:story= { set_variable = { name = story_cycle_horse_name value = flag:charger } } } } option = { trigger = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } } name = warhorse.0004.b hidden_effect = { scope:story= { set_variable = { name = story_cycle_horse_name value = flag:abbot } } } } option = { name = warhorse.0004.c hidden_effect = { scope:story= { set_variable = { name = story_cycle_horse_name value = flag:prancer } } } } option = { name = warhorse.0004.courser hidden_effect = { scope:story= { set_variable = { name = story_cycle_horse_name value = flag:courser } } } } option = { name = warhorse.0004.d trigger = { has_trait = lunatic } hidden_effect = { scope:story= { set_variable = { name = story_cycle_horse_name value = flag:glitterhoof } } } } option = { name = warhorse.0002.go_back trigger_event = warhorse.0001 } after = { if = { limit = { scope:story = { exists = var:story_cycle_horse_name } } remove_character_flag = is_in_naming_event } } } ########################################### # Other events for your warhorse # 1001-1999 ########################################### #Pay gold to get a better modifier #Buy new gear for your horse warhorse.1001 = { type = character_event title = warhorse.1001.t desc = warhorse.1001.desc theme = martial_chivalry_focus override_background = { reference = courtyard } left_portrait = { character = root animation = standing_horse camera = camera_event_standing_with_horse_left } trigger = { NOT = { has_character_flag = had_warhorse_1001_event root.var:warhorse_modifier_level >= 2 #Update if we add more levels later } minor_gold_value_trigger = yes any_owned_story = { type = story_cycle_martial_lifestyle_warhorse } } immediate = { add_character_flag = { flag = had_warhorse_1001_event days = 1825 } if = { limit = { has_royal_court = yes employs_court_position = master_of_horse_court_position any_court_position_holder = { type = master_of_horse_court_position is_available_ai_adult = yes } } random_court_position_holder = { type = master_of_horse_court_position limit = { is_available_ai_adult = yes } save_scope_as = m_horse } } } option = { #Strength name = warhorse.1001.a remove_short_term_gold = minor_gold_value save_scope_value_as = { name = horse_skill_to_level value = flag:strength } trigger_event = { id = warhorse.1002 days = { 7 9 } } ai_chance = { base = 50 } } option = { #Agility name = warhorse.1001.b remove_short_term_gold = minor_gold_value save_scope_value_as = { name = horse_skill_to_level value = flag:agility } trigger_event = { id = warhorse.1002 days = { 7 9 } } ai_chance = { base = 50 } } option = { #Endurance name = warhorse.1001.c remove_short_term_gold = minor_gold_value save_scope_value_as = { name = horse_skill_to_level value = flag:endurance } trigger_event = { id = warhorse.1002 days = { 7 9 } } ai_chance = { base = 50 } } option = { #Fierceness name = warhorse.1001.d remove_short_term_gold = minor_gold_value save_scope_value_as = { name = horse_skill_to_level value = flag:fierceness } trigger_event = { id = warhorse.1002 days = { 7 9 } } ai_chance = { base = 50 } } option = { #Master of Horse name = warhorse.1001.f trigger = { exists = scope:m_horse } custom_tooltip = warhorse.1001.f.tt scope:m_horse = { add_opinion = { target = root modifier = pleased_opinion opinion = 15 } } hidden_effect = { random_list = { 50 = { # nothing happens modifier = { scope:m_horse.aptitude:master_of_horse_court_position = 4 factor = 0.1 } modifier = { scope:m_horse.aptitude:master_of_horse_court_position = 3 factor = 0.2 } modifier = { scope:m_horse.aptitude:master_of_horse_court_position = 2 factor = 0.3 } modifier = { scope:m_horse.aptitude:master_of_horse_court_position = 1 factor = 0.5 } send_interface_toast = { title = warhorse.1001.f.failure left_icon = scope:m_horse custom_tooltip = warhorse.1001.f.failure.tt } } 5 = { #Your master of the horse makes your horse better save_scope_value_as = { name = horse_skill_to_level value = flag:strength } trigger_event = { id = warhorse.1002 days = { 7 9 } } } 5 = { #Your master of the horse makes your horse better save_scope_value_as = { name = horse_skill_to_level value = flag:agility } trigger_event = { id = warhorse.1002 days = { 7 9 } } } 5 = { #Your master of the horse makes your horse better save_scope_value_as = { name = horse_skill_to_level value = flag:endurance } trigger_event = { id = warhorse.1002 days = { 7 9 } } } 5 = { #Your master of the horse makes your horse better save_scope_value_as = { name = horse_skill_to_level value = flag:fierceness } trigger_event = { id = warhorse.1002 days = { 7 9 } } } } } ai_chance = { base = 70 } } option = { #Nah name = warhorse.1001.e custom_tooltip = warhorse.1001.e.tt ai_chance = { base = 0 ai_value_modifier = { ai_greed = 0.75 } } } } #My horse is cooler now! warhorse.1002 = { type = character_event title = warhorse.1001.t desc = warhorse.1002.desc theme = martial_chivalry_focus override_background = { reference = terrain } left_portrait = { character = root animation = jockey_victory camera = camera_event_horse_left } immediate = { level_horse_modifier_effect = yes } option = { name = warhorse.1002.a } } #Stress reduction or prowess warhorse.1101 = { type = character_event title = warhorse.1101.t desc = warhorse.1101.desc theme = martial_chivalry_focus override_background = { reference = courtyard } left_portrait = { character = root animation = standing_horse camera = camera_event_standing_with_horse_left } trigger = { NOT = { has_character_flag = had_warhorse_1101_event } stress > medium_stress_gain } weight_multiplier = { base = 1 modifier = { add = 0.25 stress > 75 } } immediate = { add_character_flag = { flag = had_warhorse_1101_event days = 1825 } } option = { #Practice cool battle stuff name = warhorse.1101.a add_character_modifier = { modifier = horse_practice_modifier years = 5 } stress_impact = { base = minor_stress_gain diligent = medium_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_energy = 0.5 } } } option = { #Ride leisurely name = warhorse.1101.b stress_impact = { base = medium_stress_loss lazy = minor_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_rationality = 0.5 } } } } #Your horse is sick! Pay gold or risk its death (end of story) warhorse.1201 = { type = character_event title = warhorse.1201.t desc = warhorse.1201.desc theme = martial_chivalry_focus override_background = { reference = alley_night } left_portrait = { character = root animation = horse_exhausted camera = camera_event_horse_very_left } override_effect_2d = { reference = rain } trigger = { NOT = { has_character_flag = had_warhorse_1201_event } } immediate = { add_character_flag = { flag = had_warhorse_1201_event days = 1825 } } option = { #I'll pay whatever! name = warhorse.1201.a remove_short_term_gold = minor_gold_value stress_impact = { greedy = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = 0.75 } } } option = { #no name = warhorse.1201.b random_list = { 50 = { desc = warhorse.1201.b_good show_chance = no custom_tooltip = warhorse.1201.b.tt send_interface_toast = { title = warhorse.1201.b_good } } 50 = { desc = warhorse.1201.b_bad show_chance = no send_interface_toast = { title = warhorse.1201.b_bad show_as_tooltip = { remove_horse_story_modifiers_effect = yes } } scope:story = { hidden_effect = { end_story = yes } } } } stress_impact = { compassionate = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_rationality = 0.25 ai_greed = 0.25 } } } } #Another horse-enthusiast compliments your horse warhorse.1301 = { type = character_event title = warhorse.1301.t desc = warhorse.1301.desc theme = martial_chivalry_focus override_background = { reference = garden } left_portrait = { character = root animation = standing_horse camera = camera_event_standing_with_horse_left } right_portrait = { character = scope:horse_vassal animation = admiration camera = camera_event_very_right } trigger = { NOT = { has_character_flag = had_warhorse_1301_event } any_vassal = { is_available_healthy_ai_adult = yes OR = { any_owned_story = { type = story_cycle_martial_lifestyle_warhorse } has_lifestyle = martial_lifestyle has_court_position = master_of_horse_court_position } } } immediate = { add_character_flag = { flag = had_warhorse_1301_event days = 1825 } random_vassal = { limit = { is_available_healthy_ai_adult = yes is_powerful_vassal = yes any_owned_story = { type = story_cycle_martial_lifestyle_warhorse } } alternative_limit = { is_available_healthy_ai_adult = yes has_court_position = master_of_horse_court_position } alternative_limit = { is_available_healthy_ai_adult = yes is_powerful_vassal = yes has_lifestyle = martial_lifestyle } alternative_limit = { is_available_healthy_ai_adult = yes any_owned_story = { type = story_cycle_martial_lifestyle_warhorse } } alternative_limit = { is_available_healthy_ai_adult = yes has_lifestyle = martial_lifestyle } save_scope_as = horse_vassal } } option = { #Let them ride name = warhorse.1301.a reverse_add_opinion = { target = scope:horse_vassal modifier = friendliness_opinion opinion = 20 } if = { limit = { #They can't handle the horse has_character_modifier = horse_fierceness_modifier scope:horse_vassal = { prowess < medium_skill_rating } } random = { chance = 50 scope:horse_vassal = { increase_wounds_effect = { REASON = horse_riding_accident } } } custom_tooltip = warhorse.1301.a.tt } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = 0.5 } } } option = { #Don't let them ride name = warhorse.1301.b add_prestige = medium_prestige_gain ai_chance = { base = 50 ai_value_modifier = { ai_vengefulness = 0.25 ai_greed = 0.25 } } } } ################ #Your horse is cursed ################ #They give you the chills warhorse.1401 = { type = character_event title = warhorse.1401.t desc = warhorse.1401.desc theme = martial_chivalry_focus override_background = { reference = bp1_bonfire } left_portrait = { character = root animation = jockey_idle camera = camera_event_horse_extreme_closeup_left } trigger = { NOT = { has_character_flag = had_warhorse_1401_event } scope:story = { exists = var:story_cycle_horse_name var:story_cycle_horse_name = flag:seianian } } weight_multiplier = { base = 1 } immediate = { add_character_flag = { flag = had_warhorse_1401_event days = 1825 } } option = { name = warhorse.1401.a custom_tooltip = warhorse.1401.a.tt trigger_event = { id = warhorse.1402 days = { 30 60 } } } option = { name = warhorse.1401.b show_as_tooltip = { remove_horse_story_modifiers_effect = yes } scope:story = { hidden_effect = { end_story = yes } } stress_impact = { base = minor_stress_loss } } } #The horse has injured you warhorse.1402 = { type = character_event title = warhorse.1401.t desc = warhorse.1402.desc theme = martial_chivalry_focus override_background = { reference = army_camp } left_portrait = { character = root animation = horse_exhausted camera = camera_event_horse_left_forward } immediate = { add_character_modifier = { modifier = cursed_horse_modifier years = 5 } } option = { name = warhorse.1402.a random = { chance = 25 show_as_tooltip = { death = { death_reason = death_horse_riding_accident } } trigger_event = { id = warhorse.1499 days = { 30 60 } } } } option = { name = warhorse.1402.b show_as_tooltip = { remove_horse_story_modifiers_effect = yes } scope:story = { hidden_effect = { end_story = yes } } } } #The horse kills you... warhorse.1499 = { type = character_event title = warhorse.1401.t desc = warhorse.1499.desc theme = martial_chivalry_focus override_effect_2d = { reference = rain trigger = { location = { has_winter_trigger = no graphical_wilderness_desert_trigger = no } } } override_background = { reference = wilderness } left_portrait = { character = root animation = throne_room_kneel_1 } option = { name = warhorse.1499.a death = { death_reason = death_horse_riding_accident } } } ########################################### # Breed your warhorse # 8001-8999 ########################################### #You trusted steed is getting old, you should consider breeding! (25-30 years) warhorse.8001 = { type = character_event title = warhorse.8001.t desc = warhorse.8001.desc theme = martial_chivalry_focus override_background = { reference = garden } left_portrait = { character = root animation = standing_horse camera = camera_event_standing_with_horse_left } immediate = { } option = { #Strength name = warhorse.8001.a remove_short_term_gold = minor_gold_value save_scope_value_as = { name = horse_skill_to_level value = flag:strength } trigger_event = { #A new horse is born! id = warhorse.8002 days = { 30 60 } } ai_chance = { base = 10 } } option = { #Agility name = warhorse.8001.b remove_short_term_gold = minor_gold_value save_scope_value_as = { name = horse_skill_to_level value = flag:agility } trigger_event = { #A new horse is born! id = warhorse.8002 days = { 30 60 } } ai_chance = { base = 10 } } option = { #Endurance name = warhorse.8001.c remove_short_term_gold = minor_gold_value save_scope_value_as = { name = horse_skill_to_level value = flag:endurance } trigger_event = { #A new horse is born! id = warhorse.8002 days = { 30 60 } } ai_chance = { base = 10 } } option = { #Fierceness name = warhorse.8001.d remove_short_term_gold = minor_gold_value save_scope_value_as = { name = horse_skill_to_level value = flag:fierceness } trigger_event = { #A new horse is born! id = warhorse.8002 days = { 30 60 } } ai_chance = { base = 10 } } option = { #Nah name = warhorse.8001.e trigger_event = { #Horse dies id = warhorse.8003 days = { 30 60 } } ai_chance = { base = 0 } } } #A new horse is born! warhorse.8002 = { type = character_event title = warhorse.8002.t desc = warhorse.8002.desc theme = martial_chivalry_focus override_background = { reference = courtyard } left_portrait = { character = root animation = personality_compassionate } immediate = { level_horse_modifier_effect = yes } option = { name = warhorse.8002.a } after = { scope:story = { #To start over with the new horse remove_variable = story_cycle_horse_name remove_variable = horse_gender assign_horse_gender_effect = { GENDER = random } } } } #Horse dies warhorse.8003 = { type = character_event title = warhorse.8001.t desc = warhorse.8003.desc theme = martial_chivalry_focus override_background = { reference = garden } left_portrait = { character = root animation = sadness } immediate = { } option = { name = warhorse.8003.a show_as_tooltip = { remove_horse_story_modifiers_effect = yes } scope:story = { hidden_effect = { end_story = yes } } } }