N3OW/events/dlc/ce1/legend_spread_events_veronica.txt
2026-01-06 14:25:21 +01:00

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Text

namespace = legend_spread_events
namespace = legend_debug
############################
## Legend Events
## 0001-1000
## by Veronica Pazos
############################
# legend_spread_events.0001 - Are you the true descendant of x?
# legend_spread_events.0010 - Did you really kill that monster?
# legend_spread_events.0020 - Someone in your court doubts you! Oh no!
# legend_spread_events.0030 - Grab a recent memory - add that to your legend
# legend_spread_events.0040 - Did you do this because of a begging peasant?
# legend_spread_events.0050 - Did you do this to honor a lady/lord?
# legend_spread_events.0060 - Rumours about a powerful vassal mocking your legend
# legend_spread_events.0070 - Someone arrives at your court impressed by your legend
# legend_spread_events.0080 - People are going on a pilgrimage to the location of your legend
##### DEBUG ######
legend_debug.0001 = {
orphan = yes
type = character_event
theme = legend
desc = legend_debug.0001.desc
option = {
create_legend_seed = {
type = heroic
quality = famed
chronicle = debug_legend
properties = {
beast = flag:bear
location = root.location
ancestor = character:159835
ancestor_flag = flag:ramses
antagonist = flag:vercingetorix
culture = root.culture
title = title:k_england
god = flag:germanic_high_god_name
original_region = geographical_region:world_middle_east_jerusalem
}
}
}
option = {
add_character_modifier = legend_spread_debug_modifier
}
}
# Do you wanna send children to praise your legend?
legend_spread_events.0001 = {
type = character_event
title = legend_spread_events.0001.t
desc = legend_spread_events.0001.desc
theme = legend
left_portrait = {
character = root
animation = personality_honorable
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
lower_center_portrait = {
character = scope:ancestor
}
lower_left_portrait = {
trigger = {
exists = scope:my_child
primary_title.tier = tier_county
}
character = scope:my_child
}
cooldown = { years = 5 }
override_background = { reference = study }
trigger = {
is_available_adult = yes
promoted_legend ?= {
legend_owner = root
exists = legend_property:ancestor
}
any_courtier = { #there's someone to tell you about this
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
save_scope_as = root_scope #save scope for loc
promoted_legend = {
save_scope_as = legend
legend_property:ancestor = { save_scope_as = ancestor }
}
if = {
limit = {
any_child = {
is_alive = yes
age <= 12
NOT = { is_primary_heir_of = root }
}
}
random_child = {
limit = {
is_alive = yes
age <= 12
NOT = { is_primary_heir_of = root }
}
save_scope_as = my_child
}
}
}
option = { #I am indeed
name = legend_spread_events.0001.a
duel = {
skills = { diplomacy intrigue }
value = high_skill_rating
50 = { #you convince people
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.0001.a.tt.success
send_interface_toast = {
title = legend_spread_events.0001.a.tt.success
left_icon = root
promoted_legend = {
change_legend_quality_effect = {
VALUE = medium_legend_quality_increase
}
}
}
}
# no one believes you
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.0001.a.tt.failure
send_interface_toast = {
title = legend_spread_events.0001.a.tt.failure
left_icon = root
promoted_legend = {
change_legend_quality_effect = {
VALUE = medium_legend_quality_decrease
}
}
}
}
}
stress_impact = {
content = medium_stress_impact_gain
humble = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = content
has_trait = humble
}
}
}
}
option = { #Let's keep it down
name = legend_spread_events.0001.b
every_vassal = {
custom = every_parochial_vassal
add_opinion = {
modifier = trust_opinion
opinion = 20
target = root
}
}
stress_impact = {
arrogant = major_stress_impact_gain
deceitful = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = arrogant
has_trait = deceitful
has_trait = ambitious
}
}
}
}
option = { #Send your own child
name = legend_spread_events.0001.c
trigger = {
exists = scope:my_child
primary_title.tier = tier_county
}
promoted_legend = {
change_legend_quality_effect = {
VALUE = minor_legend_quality_increase
}
}
every_vassal = {
custom = every_parochial_vassal
add_opinion = {
modifier = trust_opinion
opinion = 20
target = root
}
}
stress_impact = {
humble = medium_stress_impact_gain
content = medium_stress_impact_gain
arrogant = medium_stress_impact_gain #it's weird to have your child in the market
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = humble
has_trait = content
has_trait = arrogant
}
}
}
}
option = { #I am my own legend
name = legend_spread_events.0001.d
trigger = {
has_trait = arrogant
}
add_character_modifier = {
modifier = legend_my_own_ancestor_modifier
years = 25
}
stress_impact = {
humble = major_stress_impact_gain
content = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = humble
has_trait = content
}
}
modifier = {
factor = 2
has_trait = arrogant
}
}
}
}
# Did you kill that monster?
legend_spread_events.0010 = {
type = character_event
title = legend_spread_events.0010.t
desc = legend_spread_events.0010.desc
theme = legend
override_background = { reference = feast }
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = arrogant
has_trait = brave
has_trait = strong
has_trait = ambitious
}
}
animation = hero_flex
}
animation = personality_honorable
}
right_portrait = {
character = scope:bard
animation = instrument_active
}
cooldown = { years = 5 }
trigger = {
is_available_adult = yes
promoted_legend ?= {
legend_owner = root
exists = legend_property:beast #any legend featuring a beast
NOT = { has_variable = had_legends_0010 }
}
any_courtier = { #there's someone to tell you about this
this != root
is_available_ai_adult = yes
}
}
immediate = {
save_scope_as = root_scope #loc reasons
promoted_legend = {
set_variable = had_legends_0010
save_scope_as = legend
}
grab_appropriate_bard_effect = yes
}
option = { #Actually... I killed a dragon
name = legend_spread_events.0010.a
trigger = {
promoted_legend = {
NOT = {
legend_property:beast ?= flag:dragon
}
}
}
duel = {
skills = { diplomacy prowess } #would people believe you _can_ kill a dragon?
value = high_skill_rating
40 = { #you convince people
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = {
has_trait = lifestyle_hunter
add = 5
}
modifier = {
has_trait = deceitful
add = 5
}
desc = legend_spread_events.0010.a.tt.success
send_interface_toast = {
title = legend_spread_events.0010.a.tt.success
left_icon = root
promoted_legend = {
set_legend_property = { name = beast target = flag:dragon }
}
add_character_modifier = {
modifier = legends_dragon_slayer
years = 25
}
if = {
limit = {
is_ai = yes
}
random = {
chance = 5
give_nickname = nick_the_dragonslayer
}
}
else = {
random = {
chance = 50
give_nickname = nick_the_dragonslayer
}
}
add_prestige = minor_prestige_gain
}
}
# no one believes you
60 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = {
has_trait = craven
add = 25
}
desc = legend_spread_events.0010.a.tt.failure
send_interface_toast = {
title = legend_spread_events.0010.a.tt.failure
left_icon = root
add_prestige = major_prestige_loss
}
}
}
stress_impact = {
honest = major_stress_impact_gain
humble = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = honest
has_trait = humble
}
}
modifier = {
factor = 2
has_trait = arrogant
}
}
}
option = { #I did but it was a GIGANTIC one
name = legend_spread_events.0010.b
trigger = {
promoted_legend = {
NOT = {
legend_property:beast ?= flag:huge_beast
}
}
}
duel = {
skills = { diplomacy prowess } #would people believe you _can_ kill a dragon?
value = medium_skill_rating
50 = { #you convince people
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = {
has_trait = lifestyle_hunter
add = 25
}
modifier = {
has_trait = strong
add = 5
}
modifier = {
has_trait = brave
add = 5
}
desc = legend_spread_events.0010.b.tt.success
send_interface_toast = {
title = legend_spread_events.0010.b.tt.success
left_icon = root
promoted_legend = {
set_legend_property = { name = beast target = flag:huge_beast }
}
add_prestige = minor_prestige_gain
}
}
# no one believes you
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = {
has_trait = craven
add = 10
}
desc = legend_spread_events.0010.a.tt.failure
send_interface_toast = {
title = legend_spread_events.0010.a.tt.failure
left_icon = root
add_prestige = medium_prestige_loss
}
}
}
stress_impact = {
humble = medium_stress_impact_gain
honest = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = humble
has_trait = honest
}
}
}
}
option = { #Let's keep it down
name = legend_spread_events.0010.c
every_vassal = {
custom = every_parochial_vassal
add_opinion = {
modifier = trust_opinion
opinion = 20
target = root
}
}
stress_impact = {
arrogant = major_stress_impact_gain
deceitful = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = arrogant
has_trait = deceitful
has_trait = ambitious
}
}
}
}
}
# Someone in your court doubts you
legend_spread_events.0020 = {
type = character_event
title = legend_spread_events.0020.t
desc = {
desc = legend_spread_events.0020.desc.intro
first_valid = {
triggered_desc = {
trigger = {
promoted_legend.legend_protagonist = root
}
desc = legend_spread_events.0020.desc.you_protag
}
desc = legend_spread_events.0020.desc.other_protag
}
desc = legend_spread_events.0020.desc.outro
}
theme = legend
override_background = { reference = corridor_day }
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = arrogant
has_trait = wrathful
}
}
animation = anger
}
animation = eavesdrop
}
right_portrait = {
character = scope:courtier
animation = scheme
}
cooldown = { years = 5 }
trigger = {
is_available = yes
is_landed = yes
promoted_legend ?= {
legend_owner = root
}
any_courtier = { #there's someone gossipping
is_standard_legend_spreading_courtier = yes
}
}
immediate = {
promoted_legend = {
legend_protagonist = { save_scope_as = protagonist }
}
random_courtier = {
limit = {
is_standard_legend_spreading_courtier = yes
}
save_scope_as = courtier
}
}
option = { #Punish them
name = legend_spread_events.0020.a
trigger = {
OR = {
has_trait = arrogant
has_trait = wrathful
has_trait = callous
has_trait = sadistic
}
}
add_dread = major_dread_gain
rightfully_imprison_character_less_verbose_effect = {
TARGET = scope:courtier
IMPRISONER = root
}
every_courtier_or_guest = {
custom = all_courtiers_and_guests
add_opinion = {
opinion = -10
target = root
modifier = cruelty_opinion
}
}
stress_impact = {
compassionate = major_stress_impact_gain
calm = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = compassionate
has_trait = calm
}
}
modifier = {
factor = 2
OR = {
has_trait = wrathful
has_trait = sadistic
}
}
}
}
option = { #Call them out
name = legend_spread_events.0020.b
duel = {
skill = diplomacy
target = scope:courtier
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.0020.b.tt.success
send_interface_toast = {
title = legend_spread_events.0020.b.tt.success
left_icon = scope:courtier
add_character_modifier = {
modifier = legend_put_out_rumors_modifier
years = 5
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.0020.b.tt.failure
send_interface_toast = {
title = legend_spread_events.0020.b.tt.failure
left_icon = scope:courtier
scope:courtier = {
add_opinion = {
opinion = -30
target = root
modifier = dismissive_opinion
}
}
}
}
}
stress_impact = {
humble = medium_stress_impact_gain
honest = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = humble
has_trait = honest
}
}
}
}
option = { #Ignore them
name = legend_spread_events.0020.c
add_character_modifier = {
modifier = legend_sus_rumors_modifier
years = 2
}
stress_impact = {
base = medium_stress_impact_loss
arrogant = medium_stress_impact_gain
wrathful = medium_stress_impact_gain
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = arrogant
has_trait = wrathful
has_trait = callous
has_trait = sadistic
}
}
}
}
}
# Do you wanna add this recent memory to your chronicle?
scripted_trigger is_legend_worthy_memory = {
has_memory_category = positive
OR = {
has_memory_category = war
has_memory_category = travel
has_memory_category = martial
has_memory_category = battle
has_memory_category = tournament
has_memory_category = nemesis
}
}
legend_spread_events.0030 = {
type = character_event
title = legend_spread_events.0030.t
desc = {
desc = legend_spread_events.0030.desc.intro
first_valid = {
triggered_desc = {
trigger = {
promoted_legend.legend_protagonist = root
}
desc = legend_spread_events.0030.desc.you_protag
}
desc = legend_spread_events.0030.desc.other_protag
}
}
theme = legend
override_background = { reference = study }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:chronicler
animation = page_flipping
}
cooldown = { years = 5 }
trigger = {
is_available = yes
promoted_legend ?= {
legend_owner = root
has_legend_chapter = {
name = extra_deed
}
NOT = { has_variable = had_legends_0030 }
}
any_memory = {
is_legend_worthy_memory = yes
}
any_courtier = { #chronicler backup
this != root
is_available_ai_adult = yes
}
}
weight_multiplier = {
base = 1
modifier = {
add = 1
any_memory = {
is_legend_worthy_memory = yes
}
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
promoted_legend = {
set_variable = {
name = had_legends_0030
years = 10
}
legend_protagonist = { save_scope_as = protagonist }
}
random_memory = {
limit = { is_legend_worthy_memory = yes }
weight = {
base = 1
modifier = {
add = 10
has_memory_category = major
}
modifier = {
add = 2
has_memory_category = battle
}
modifier = {
add = 2
has_memory_category = war
}
modifier = {
add = 1
has_memory_category = martial
}
}
save_scope_as = legend_memory
}
}
option = { #I already told you my legend once, didn't I?
name = legend_spread_events.0030.a
flavor = legend_spread_events.0030.a.flavor
trigger = {
OR = {
has_trait = stubborn
has_trait = lazy
}
}
add_character_modifier = {
modifier = legend_lazy_modifier
years = 5
}
stress_impact = {
lazy = major_stress_impact_loss
stubborn = major_stress_impact_loss
calm = medium_stress_impact_gain
ambitious = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = ambitious
has_trait = calm
}
}
modifier = {
factor = 2
OR = {
has_trait = lazy
has_trait = stubborn
}
}
}
}
option = { #Sure, replace it
name = legend_spread_events.0030.b
duel = {
skill = diplomacy
value = medium_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.0030.b.tt.success
send_interface_toast = {
title = legend_spread_events.0030.b.tt.success
left_icon = root
promoted_legend = {
if = {
limit = {
NOT = {
exists = var:extra_deed_memory
}
}
set_variable = {
name = extra_deed_memory
value = scope:legend_memory
}
}
set_legend_chapter = { name = extra_deed localization_key = legend_chapter_extra_deed_memory }
}
if = {
limit = { #people remember you actually did this
promoted_legend.legend_protagonist = root
}
add_character_modifier = {
modifier = legend_memory_deed_modifier
years = 5
}
}
else = {
add_prestige = minor_prestige_gain
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.0030.b.tt.failure
send_interface_toast = {
title = legend_spread_events.0030.b.tt.failure
left_icon = root
add_prestige = medium_prestige_loss
}
}
}
stress_impact = {
lazy = medium_stress_impact_gain
stubborn = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = lazy
has_trait = stubborn
}
}
}
}
option = { #Leave it as it is
name = legend_spread_events.0030.c
every_courtier_or_guest = {
limit = {
OR = {
has_trait = humble
has_trait = content
}
}
custom = humble_content_courtiers_and_guests
add_opinion = {
opinion = 20
target = root
modifier = pleased_opinion
}
}
stress_impact = {
humble = medium_stress_impact_loss
content = medium_stress_impact_loss
shy = major_stress_impact_loss
arrogant = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = humble
has_trait = content
has_trait = shy
}
}
modifier = {
factor = 2
OR = {
has_trait = arrogant
has_trait = ambitious
}
}
}
}
}
# Did you do this because a peasant begged you to?
legend_spread_events.0040 = {
type = character_event
title = legend_spread_events.0040.t
desc = {
desc = legend_spread_events.0040.desc.intro
first_valid = {
triggered_desc = {
trigger = {
promoted_legend.legend_protagonist = root
}
desc = legend_spread_events.0040.desc.you_protag
}
desc = legend_spread_events.0040.desc.other_protag
}
desc = legend_spread_events.0040.desc.outro
}
theme = legend
override_background = { reference = throne_room }
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = callous
has_trait = sadistic
}
}
animation = dismissal
}
animation = personality_honorable
}
right_portrait = {
character = scope:chronicler
animation = page_flipping
}
lower_center_portrait = {
trigger = {
exists = scope:chaplain
scope:chaplain != scope:chronicler
}
character = scope:chaplain
}
cooldown = { years = 5 }
trigger = {
is_available = yes
promoted_legend ?= {
legend_owner = root
OR = {
legend_type = legend_type:heroic
legend_type = legend_type:holy
}
has_legend_chapter = motivation
NOT = {
has_legend_chapter = {
name = motivation
localization_key = legend_chapter_motivation_peasant
}
}
NOT = { has_variable = had_legends_0040 }
}
any_courtier = { #chronicler backup
this != root
is_available_ai_adult = yes
}
}
weight_multiplier = {
base = 1
modifier = {
add = 0.5
promoted_legend ?= {
legend_owner = root
legend_type = legend_type:holy
}
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
promoted_legend = {
set_variable = had_legends_0040
legend_protagonist = { save_scope_as = protagonist }
}
save_scope_as = root_scope
cp:councillor_court_chaplain ?= { save_scope_as = chaplain }
}
option = { #I would _never_ let a peasant tell me what to do
name = legend_spread_events.0040.a
trigger = {
OR = {
has_trait = callous
has_trait = sadistic
}
}
promoted_legend = {
set_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_evil }
}
stress_impact = {
callous = major_stress_impact_loss
sadistic = major_stress_impact_loss
calm = medium_stress_impact_gain
compassionate = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = calm
has_trait = compassionate
}
}
modifier = {
factor = 2
OR = {
has_trait = callous
has_trait = sadistic
}
}
}
}
option = { #I sure did!
name = legend_spread_events.0040.b
duel = {
skill = diplomacy
value = medium_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.0040.b.tt.success
send_interface_toast = {
title = legend_spread_events.0040.b.tt.success
left_icon = root
promoted_legend = {
set_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_peasant }
}
add_piety = medium_piety_gain
every_vassal_or_below = {
vassal_stance = courtly
custom = every_courtly_vassal
add_opinion = {
target = root
opinion = -10
modifier = disappointed_opinion
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.0040.b.tt.failure
send_interface_toast = {
title = legend_spread_events.0040.b.tt.failure
left_icon = root
if = {
limit = {
exists = cp:councillor_court_chaplain
}
cp:councillor_court_chaplain = {
add_opinion = {
target = root
opinion = -10
modifier = impious_opinion
}
}
}
else_if = {
limit = { promoted_legend.legend_type = legend_type:holy }
add_piety = medium_piety_loss
}
else = { add_piety = minor_piety_loss }
}
}
}
stress_impact = {
compassionate = major_stress_impact_loss
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
promoted_legend.legend_type = legend_type:holy
}
modifier = {
factor = 2
OR = {
has_trait = compassionate
has_trait = zealous
}
}
modifier = {
factor = 0
OR = {
has_trait = callous
has_trait = sadistic
}
}
}
}
option = { #Leave it as it is
name = legend_spread_events.0040.c
if = {
limit = {
promoted_legend.legend_type = legend_type:holy
}
add_piety = minor_piety_loss
}
else = {
add_piety = miniscule_piety_loss
}
stress_impact = {
zealous = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = zealous
has_trait = compassionate
}
}
}
}
}
# Did you do this to honor a fair lady/lord?
scripted_trigger 0050_valid_courtier = {
is_available_ai_adult = yes
is_close_family_or_spouse_of_root_trigger = no
is_attracted_to_gender_of = root
root = { is_attracted_to_gender_of = prev }
}
legend_spread_events.0050 = {
type = character_event
title = legend_spread_events.0050.t
desc = legend_spread_events.0050.desc
theme = legend
override_background = { reference = garden }
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = rakish
has_trait = lustful
has_trait = seducer
has_trait = deviant
}
}
animation = flirtation_left
}
triggered_animation = {
trigger = { has_trait = callous }
animation = dismissal
}
animation = laugh
}
right_portrait = {
character = scope:bard
animation = instrument_active
}
lower_left_portrait = {
trigger = { exists = scope:my_spouse }
character = scope:my_spouse
}
lower_right_portrait = scope:honored_lady
cooldown = { years = 5 }
trigger = {
is_available_adult = yes
promoted_legend ?= {
legend_owner = root
NOT = { has_variable = had_legends_0050 }
NOR = {
has_legend_chapter = {
name = motivation
localization_key = legend_chapter_motivation_spouse
}
has_legend_chapter = {
name = motivation
localization_key = legend_chapter_motivation_honor_lady
}
}
has_legend_chapter = motivation
legend_protagonist = root
}
any_courtier_or_guest = { #we have a lady
0050_valid_courtier = yes
count >= 2 #to make sure we also have a bard
}
}
weight_multiplier = {
base = 1
modifier = {
add = 0.25
OR = {
is_married = yes
has_trait = lustful
has_trait = seducer
has_trait = rakish
}
}
}
immediate = {
grab_appropriate_bard_effect = yes
promoted_legend = {
set_variable = had_legends_0050
}
if = {
limit = { is_married = yes }
random_spouse = {
weight = {
base = 1
modifier = {
add = 5
has_relation_soulmate = root
}
modifier = {
add = 3
primary_spouse = this
}
modifier = {
add = 1
has_relation_lover = root
}
}
save_scope_as = my_spouse
}
}
random_courtier_or_guest = {
limit = {
0050_valid_courtier = yes
this != scope:bard
}
weight = {
base = 1
modifier = {
add = 20
has_relation_soulmate = root
}
modifier = {
add = 10
has_relation_lover = root
}
modifier = {
add = 5
is_married = no
age >= root.age_minus_10
age <= root.age_plus_10
}
}
save_scope_as = honored_lady
}
}
option = { #Of course! To honor my spouse!
name = legend_spread_events.0050.a
trigger = {
is_married = yes
}
promoted_legend = {
set_legend_chapter = {
name = motivation
localization_key = legend_chapter_motivation_spouse
}
}
if = {
limit = {
can_set_relation_soulmate_trigger = { CHARACTER = scope:my_spouse }
scope:my_spouse = { #do they like you
opinion = {
target = root
value >= 50
}
}
}
set_relation_soulmate = {
reason = soulmate_legend_motivation
copy_reason = lover
target = scope:my_spouse
}
}
else = {
progress_towards_lover_effect = {
CHARACTER = scope:my_spouse
REASON = soulmate_legend_motivation
OPINION = default_lover_opinion
}
}
stress_impact = {
rakish = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = rakish
}
modifier = {
factor = 0
might_cheat_on_every_partner_trigger = no
}
}
}
option = { #That fair woman/man...
name = legend_spread_events.0050.b
duel = {
skill = intrigue
value = medium_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = {
has_trait = seducer
add = 10
}
modifier = {
scope:honored_lady = {
has_trait = lustful
}
add = 5
}
desc = legend_spread_events.0050.b.tt.success
send_interface_toast = {
title = legend_spread_events.0050.b.tt.success
left_icon = scope:honored_lady
promoted_legend = {
set_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_honor_lady }
}
if = {
limit = { has_focus_or_focus_trait_trigger = { FOCUS = intrigue_temptation_focus } }
add_intrigue_lifestyle_xp = major_lifestyle_xp
}
else = {
add_intrigue_lifestyle_xp = medium_lifestyle_xp
}
progress_towards_lover_effect = {
CHARACTER = scope:honored_lady
REASON = soulmate_legend_motivation
OPINION = default_lover_opinion
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = {
scope:honored_lady = {
OR = {
has_trait = chaste
has_trait = celibate
}
}
add = 10
}
desc = legend_spread_events.0050.b.tt.failure
send_interface_toast = {
title = legend_spread_events.0050.b.tt.failure
left_icon = scope:honored_lady
reverse_add_opinion = {
modifier = insulted_opinion
target = scope:honored_lady
opinion = -10
}
}
}
}
scope:my_spouse ?= {
add_opinion = {
target = root
modifier = disrespect_opinion
opinion = -25
}
}
stress_impact = {
seducer = major_stress_impact_loss
lustful = medium_stress_impact_loss
honest = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = honest
has_trait = compassionate
trigger_if = {
limit = { exists = scope:my_spouse }
NOT = {
might_cheat_on_partner_trigger = { PARTNER = scope:my_spouse }
}
}
}
}
modifier = {
factor = 2
OR = {
has_trait = lustful
has_trait = seducer
}
}
}
}
option = { #Leave it as it is
name = legend_spread_events.0050.c
add_prestige = minor_prestige_gain
scope:my_spouse ?= {
add_opinion = {
modifier = pleased_opinion
opinion = 5
target = root
}
}
stress_impact = {
base = medium_stress_impact_loss
lustful = major_stress_impact_gain
seducer = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = lustful
has_trait = seducer
}
}
}
}
}
#Rumors about a powerful vassal mocking you
legend_spread_events.0060 = {
type = character_event
title = legend_spread_events.0060.t
desc = {
desc = legend_spread_events.0060.desc.intro
first_valid = {
triggered_desc = {
trigger = {
promoted_legend.legend_protagonist = root
}
desc = legend_spread_events.0060.desc.you_protag
}
desc = legend_spread_events.0060.desc.other_protag
}
desc = legend_spread_events.0060.desc.outro
}
theme = legend
override_background = { reference = throne_room }
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = wrathful
has_trait = arrogant
has_trait = deceitful
has_trait = stubborn
}
}
animation = anger
}
animation = dismissal
}
right_portrait = {
character = scope:courtier
animation = worry
}
lower_center_portrait = scope:bad_vassal
cooldown = { years = 5 }
trigger = {
is_available_adult = yes
promoted_legend ?= {
legend_owner = root
}
any_courtier_or_guest = {
is_standard_legend_spreading_courtier = yes
}
any_powerful_vassal = {
is_available_ai_adult = yes
opinion = {
target = root
value <= -20
}
}
}
weight_multiplier = {
base = 1
modifier = {
add = 0.25
any_powerful_vassal = {
is_available_ai_adult = yes
opinion = {
target = root
value <= -75
}
}
}
}
immediate = {
random_courtier_or_guest = {
limit = { is_standard_legend_spreading_courtier = yes }
weight = {
base = 1
modifier = {
add = 2
has_any_good_relationship_with_root_trigger = yes
}
}
save_scope_as = courtier
}
random_powerful_vassal = {
limit = {
is_available_ai_adult = yes
opinion = {
target = root
value <= -20
}
}
weight = {
base = 1
modifier = {
add = 10
has_relation_nemesis = root
}
modifier = {
add = 5
has_relation_rival = root
}
modifier = {
add = 2
opinion = {
target = root
value <= -50
}
}
}
save_scope_as = bad_vassal
}
}
option = { #Seethe
name = legend_spread_events.0060.a
progress_towards_rival_effect = {
CHARACTER = scope:bad_vassal
REASON = rival_mocked_legend
OPINION = -20
}
stress_impact = {
base = medium_stress_impact_loss
wrathful = massive_stress_impact_loss
calm = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = wrathful
}
modifier = {
factor = 0
OR = {
has_trait = calm
has_trait = forgiving
}
}
}
}
option = { #Try to put out the rumors
name = legend_spread_events.0060.b
duel = {
skills = { diplomacy intrigue }
target = scope:bad_vassal
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.0060.b.tt.success
send_interface_toast = {
title = legend_spread_events.0060.b.tt.success
left_icon = scope:bad_vassal
add_character_modifier = {
modifier = legend_no_mocking_modifier
years = 5
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.0060.b.tt.failure
send_interface_toast = {
title = legend_spread_events.0060.b.tt.failure
left_icon = scope:bad_vassal
add_character_modifier = {
modifier = legend_extra_mocking_modifier
years = 5
}
}
}
}
stress_impact = {
wrathful = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = wrathful
has_trait = arrogant
}
}
}
}
option = { #Turn it back on them
name = legend_spread_events.0060.c
trigger = {
intrigue >= high_skill_rating
}
scope:bad_vassal = {
add_character_modifier = {
modifier = not_believable_modifier
years = 10
}
}
stress_impact = {
base = medium_stress_impact_loss
callous = medium_stress_impact_loss
deceitful = medium_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = callous
has_trait = deceitful
}
}
}
}
option = { #Didn't hear anything
name = legend_spread_events.0060.d
stress_impact = {
base = minor_stress_impact_loss
calm = medium_stress_impact_loss
forgiving = medium_stress_impact_loss
wrathful = major_stress_impact_gain
arrogant = major_stress_impact_gain
vengeful = major_stress_impact_gain
callous = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = calm
has_trait = forgiving
}
}
modifier = {
factor = 0
OR = {
has_trait = wrathful
has_trait = arrogant
has_trait = callous
has_trait = vengeful
}
}
}
}
}
#Someone sings your legend at a party - doubts
#Start of event chain
scripted_effect trigger_appropriate_breakdown_effect = {
if = {
limit = {
promoted_legend.legend_type = legend_type:holy
}
trigger_event = {
id = legend_spread_events.0072
days = { 10 20 }
}
}
else_if = {
limit = {
promoted_legend.legend_type = legend_type:heroic
}
trigger_event = {
id = legend_spread_events.0073
days = { 10 20 }
}
}
else = { #Legitimizing
trigger_event = {
id = legend_spread_events.0074
days = { 10 20 }
}
}
}
legend_spread_events.0070 = {
type = character_event
title = legend_spread_events.0070.t
desc = legend_spread_events.0070.desc
theme = legend
override_background = { reference = feast }
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = arrogant
has_trait = callous
has_trait = ambitious
}
}
animation = personality_honorable
}
triggered_animation = {
trigger = {
OR = {
has_trait = humble
has_trait = depressed_genetic
has_trait = depressed_1
}
}
animation = grief
}
animation = worry
}
right_portrait = {
character = scope:bard
animation = instrument_active
}
cooldown = { years = 25 }
trigger = {
is_available_adult = yes
promoted_legend ?= {
legend_owner = root
}
any_courtier_or_guest = {
is_standard_legend_spreading_courtier = yes
}
}
weight_multiplier = {
base = 1
}
immediate = {
grab_appropriate_bard_effect = yes
}
option = { #I am the very best like no one ever was
name = legend_spread_events.0070.a
trigger = {
OR = {
has_trait = arrogant
has_trait = callous
has_trait = ambitious
}
}
set_variable = legend_chain_arrogant_var
custom_tooltip = legend_spread_events.0070.a.tt
add_prestige = minor_prestige_gain
trigger_event = {
id = legend_spread_events.0071
days = { 10 20 }
}
stress_impact = {
base = medium_stress_impact_loss
depressed_1 = major_stress_impact_gain
depressed_genetic = major_stress_impact_gain
humble = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = arrogant
has_trait = ambitious
has_trait = callous
}
}
modifier = {
factor = 0
OR = {
has_trait = depressed_1
has_trait = depressed_genetic
has_trait = humble
}
}
}
}
option = { #I'm having a mental breakdown help
name = legend_spread_events.0070.b
trigger = {
NOR = {
has_trait = humble
has_trait = depressed_genetic
has_trait = depressed_1
}
}
trigger_appropriate_breakdown_effect = yes
custom_tooltip = legend_spread_events.0070.a.tt
add_piety = minor_piety_gain
stress_impact = {
arrogant = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
callous = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = arrogant
has_trait = ambitious
has_trait = callous
}
}
}
}
option = { #Im having a _really_ bad mental breakdown help
name = legend_spread_events.0070.c
trigger = {
OR = {
has_trait = humble
has_trait = depressed_genetic
has_trait = depressed_1
}
}
custom_tooltip = legend_spread_events.0070.a.tt
set_variable = legend_chain_depressed_var
trigger_appropriate_breakdown_effect = yes
stress_impact = {
base = medium_stress_impact_loss
arrogant = major_stress_impact_gain
ambitious = major_stress_impact_gain
callous = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = arrogant
has_trait = ambitious
has_trait = callous
}
}
}
}
option = { #It's not that bad
name = legend_spread_events.0070.d
custom_tooltip = legend_spread_events.0070.a.tt
add_prestige = minor_prestige_gain
trigger_event = {
id = legend_spread_events.0071
days = { 10 20 }
}
stress_impact = {
base = medium_stress_impact_gain
depressed_1 = major_stress_impact_gain
depressed_genetic = major_stress_impact_gain
humble = major_stress_impact_gain
arrogant = medium_stress_impact_loss
ambitious = medium_stress_impact_loss
callous = medium_stress_impact_loss
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = depressed_1
has_trait = depressed_genetic
has_trait = humble
}
}
}
}
}
scripted_trigger legend_spread_events_0071_promoter_trigger = {
is_physically_able_adult = yes
number_of_personality_traits_in_common = {
target = root
value >= 1
}
NOT = { exists = promoted_legend }
}
# You're feeling pretty good about your legend
legend_spread_events.0071 = {
type = character_event
title = legend_spread_events.0071.t
desc = {
desc = legend_spread_events.0071.desc.intro
first_valid = {
triggered_desc = {
trigger = { has_variable = legend_chain_arrogant_var }
desc = legend_spread_events.0071.desc.mid.arrogant
}
desc = legend_spread_events.0071.desc.mid
}
first_valid = {
triggered_desc = {
trigger = {
exists = scope:promoter
}
desc = legend_spread_events.0071.desc.promoter
}
desc = legend_spread_events.0071.desc.fallback
}
}
theme = legend_terrain
left_portrait = {
character = root
animation = hero_flex
camera = camera_event_very_left
}
right_portrait = {
trigger = { exists = scope:promoter }
character = scope:promoter
animation = admiration
camera = camera_event_right
}
lower_right_portrait = {
trigger = { exists = scope:other_promoter }
character = scope:other_promoter
}
immediate = {
save_scope_as = root_scope
random_neighboring_and_across_water_top_liege_realm_owner = {
limit = { legend_spread_events_0071_promoter_trigger = yes }
weight = {
base = 1
modifier = {
add = 10
has_any_good_relationship_with_root_trigger = yes
}
modifier = {
add = -5
primary_title = { is_head_of_faith = yes }
}
}
save_scope_as = promoter
}
if = {
limit = { NOT = { exists = scope:promoter } }
random_vassal = {
limit = { legend_spread_events_0071_promoter_trigger = yes }
weight = {
base = 1
modifier = {
add = 10
has_any_good_relationship_with_root_trigger = yes
}
modifier = {
add = 5
is_powerful_vassal_of = root
}
}
save_scope_as = promoter
}
}
if = {
limit = { NOT = { exists = scope:promoter } }
random_courtier = {
limit = { legend_spread_events_0071_promoter_trigger = yes }
weight = {
base = 1
modifier = {
add = 10
has_any_good_relationship_with_root_trigger = yes
}
}
save_scope_as = promoter
}
}
random_neighboring_and_across_water_top_liege_realm_owner = {
limit = {
legend_spread_events_0071_promoter_trigger = yes
this != scope:promoter
}
weight = {
base = 1
modifier = {
add = 10
has_any_good_relationship_with_root_trigger = yes
}
modifier = {
add = -5
primary_title = { is_head_of_faith = yes }
}
}
save_scope_as = other_promoter
}
if = {
limit = { NOT = { exists = scope:other_promoter } }
random_vassal = {
limit = {
legend_spread_events_0071_promoter_trigger = yes
this != scope:promoter
}
weight = {
base = 1
modifier = {
add = 10
has_any_good_relationship_with_root_trigger = yes
}
modifier = {
add = 5
is_powerful_vassal_of = root
}
}
save_scope_as = other_promoter
}
}
if = {
limit = { NOT = { exists = scope:other_promoter } }
random_courtier = {
limit = {
legend_spread_events_0071_promoter_trigger = yes
this != scope:promoter
}
weight = {
base = 1
modifier = {
add = 10
has_any_good_relationship_with_root_trigger = yes
}
}
save_scope_as = other_promoter
}
}
}
option = { #Convince this guy to be a promoter
name = legend_spread_events.0071.a
trigger = {
exists = scope:promoter
}
scope:promoter = {
set_promoted_legend = root.promoted_legend
add_opinion = {
modifier = impressed_opinion
target = root
opinion = 25
}
}
stress_impact = {
gregarious = medium_stress_impact_loss
ambitious = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = gregarious
}
modifier = {
factor = 0
has_trait = ambitious
}
}
}
option = { #Convince this other guy
name = legend_spread_events.0071.b
trigger = { exists = scope:other_promoter }
scope:other_promoter = {
set_promoted_legend = root.promoted_legend
add_opinion = {
modifier = impressed_opinion
target = root
opinion = 25
}
}
stress_impact = {
gregarious = medium_stress_impact_loss
ambitious = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = gregarious
}
modifier = {
factor = 0
OR = {
has_trait = ambitious
has_trait = arrogant
}
}
}
}
option = { #Try to convince your vassals you're cool instead
name = legend_spread_events.0071.c
every_vassal = {
vassal_stance = parochial
custom = every_parochial_vassal
add_opinion = {
modifier = impressed_opinion
target = root
opinion = 50
}
}
stress_impact = {
humble = medium_stress_impact_gain
ambitious = medium_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = humble
}
modifier = {
factor = 2
has_trait = ambitious
}
}
}
option = { #I don't care about anyone's opinion but MY OWN
name = legend_spread_events.0071.d
if = {
limit = {
has_variable = legend_chain_arrogant_var
}
promoted_legend = {
add_legend_owner_modifier = {
modifier = legend_chain_arrogant_modifier
}
}
}
else = {
promoted_legend = {
add_legend_owner_modifier = {
modifier = legend_chain_kinda_arrogant_modifier
}
}
}
stress_impact = {
arrogant = medium_stress_impact_loss
callous = medium_stress_impact_loss
deceitful = medium_stress_impact_loss
humble = medium_stress_impact_gain
gregarious = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = humble
has_trait = gregarious
}
}
modifier = {
factor = 2
OR = {
has_trait = callous
has_trait = deceitful
has_trait = arrogant
}
}
}
}
}
# You're feeling pretty bad about your legend - Holy
legend_spread_events.0072 = {
type = character_event
title = legend_spread_events.0072.t
desc = {
desc = legend_spread_events.0072.desc.intro
first_valid = {
triggered_desc = {
trigger = { has_variable = legend_chain_depressed_var }
desc = legend_spread_events.0072.desc.mid.depressed
}
desc = legend_spread_events.0072.desc.mid.fallback
}
first_valid = {
triggered_desc = {
trigger = {
exists = scope:praying_vassal
}
desc = legend_spread_events.0072.desc.vassal
}
desc = legend_spread_events.0072.desc.fallback
}
}
theme = legend
override_background = { reference = temple }
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = humble
has_trait = depressed_genetic
has_trait = depressed_1
}
}
animation = worry
}
animation = prayer
}
right_portrait = {
trigger = { exists = scope:praying_vassal }
character = scope:praying_vassal
animation = personality_zealous
}
lower_center_portrait = {
trigger = { exists = scope:bishop }
character = scope:bishop
}
weight_multiplier = {
base = 1
}
immediate = {
save_scope_as = root_scope
if = {
limit = {
any_vassal = {
is_physically_able_adult = yes
ai_zeal > 0
NOT = { exists = promoted_legend }
NOT = { has_council_position = councillor_court_chaplain }
}
}
random_vassal = {
limit = {
is_physically_able_adult = yes
ai_zeal > 0
NOT = { exists = promoted_legend }
NOT = { has_council_position = councillor_court_chaplain }
}
weight = {
base = 1
modifier = {
add = 10
is_powerful_vassal_of = root
}
modifier = {
add = 5
has_any_good_relationship_with_root_trigger = yes
}
modifier = {
add = 5
has_trait = zealous
}
}
save_scope_as = praying_vassal
}
}
if = {
limit = {
exists = cp:councillor_court_chaplain
}
cp:councillor_court_chaplain = { save_scope_as = bishop }
}
}
option = { #Think about god
name = legend_spread_events.0072.a
promoted_legend = {
add_legend_owner_modifier = {
modifier = legend_chain_zealous_modifier
}
}
stress_impact = {
zealous = major_stress_impact_loss
cynical = medium_stress_impact_gain
gregarious = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = zealous
}
modifier = {
factor = 0
OR = {
has_trait = gregarious
has_trait = ambitious
has_trait = cynical
}
}
}
}
option = { #Convince this guy that's also praying here
name = legend_spread_events.0072.b
trigger = {
exists = scope:praying_vassal
}
scope:praying_vassal = {
set_promoted_legend = root.promoted_legend
add_opinion = {
modifier = impressed_opinion
target = root
opinion = 25
}
}
stress_impact = {
gregarious = medium_stress_impact_loss
ambitious = medium_stress_impact_gain
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = gregarious
}
modifier = {
factor = 0
OR = {
has_trait = ambitious
has_trait = zealous
}
}
}
}
option = { #Try to convince your vassals you're cool instead
name = legend_spread_events.0072.c
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = impressed_opinion
target = root
opinion = 50
}
}
if = { #if you don't have another option we give you a bit of extra piety
limit = {
NOT = { exists = scope:praying_vassal }
}
add_piety = minor_piety_gain
}
stress_impact = {
humble = medium_stress_impact_gain
zealous = medium_stress_impact_gain
ambitious = medium_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = humble
has_trait = zealous
}
}
modifier = {
factor = 2
has_trait = ambitious
}
}
}
option = { #I don't care about anyone's opinion but my chaplain's
name = legend_spread_events.0072.d
trigger = {
exists = scope:bishop
}
scope:bishop = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 50
}
}
stress_impact = {
zealous = medium_stress_impact_loss
callous = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = callous
has_trait = arrogant
has_trait = ambitious
}
}
}
}
}
# You're feeling pretty bad about your legend - Heroic
legend_spread_events.0073 = {
type = character_event
title = legend_spread_events.0073.t
desc = {
desc = legend_spread_events.0073.desc.intro
first_valid = {
triggered_desc = {
trigger = { has_variable = legend_chain_depressed_var }
desc = legend_spread_events.0073.desc.mid.depressed
}
desc = legend_spread_events.0073.desc.mid.fallback
}
first_valid = {
triggered_desc = {
trigger = {
exists = scope:fighting_vassal
}
desc = legend_spread_events.0073.desc.vassal
}
desc = legend_spread_events.0073.desc.fallback
}
}
theme = legend_terrain
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = humble
has_trait = depressed_genetic
has_trait = depressed_1
}
}
animation = grief
}
animation = worry
}
right_portrait = {
trigger = { exists = scope:fighting_vassal }
character = scope:fighting_vassal
animation = marshal
}
lower_center_portrait = {
trigger = { exists = scope:marshal }
character = scope:marshal
}
weight_multiplier = {
base = 1
}
immediate = {
save_scope_as = root_scope
if = {
limit = {
any_vassal = {
is_physically_able_adult = yes
OR = {
ai_boldness > 0
ai_energy > 0
}
NOT = { exists = promoted_legend }
NOT = { has_council_position = councillor_marshal }
}
}
random_vassal = {
limit = {
is_physically_able_adult = yes
OR = {
ai_boldness > 0
ai_energy > 0
}
NOT = { exists = promoted_legend }
NOT = { has_council_position = councillor_marshal }
}
weight = {
base = 1
modifier = {
add = 10
is_powerful_vassal_of = root
}
modifier = {
add = 5
has_any_good_relationship_with_root_trigger = yes
}
modifier = {
add = 5
has_trait = brave
}
}
save_scope_as = fighting_vassal
}
}
if = {
limit = {
exists = cp:councillor_marshal
}
cp:councillor_marshal = { save_scope_as = marshal }
}
}
option = { #Think about heroic battles
name = legend_spread_events.0073.a
promoted_legend = {
add_legend_owner_modifier = {
modifier = legend_chain_army_modifier
}
}
stress_impact = {
calm = medium_stress_impact_gain
wrathful = medium_stress_impact_loss
brave = medium_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = wrathful
has_trait = brave
}
}
modifier = {
factor = 0
has_trait = calm
}
}
}
option = { #Convince this guy that's also hanging out here
name = legend_spread_events.0073.b
trigger = {
exists = scope:fighting_vassal
}
scope:fighting_vassal = {
set_promoted_legend = root.promoted_legend
add_opinion = {
modifier = impressed_opinion
target = root
opinion = 25
}
}
stress_impact = {
gregarious = medium_stress_impact_loss
ambitious = medium_stress_impact_gain
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = gregarious
}
modifier = {
factor = 0
OR = {
has_trait = ambitious
has_trait = zealous
}
}
}
}
option = { #Try to convince your vassals you're cool instead
name = legend_spread_events.0073.c
every_vassal = {
vassal_stance = glory_hound
custom = every_glory_hound_vassal
add_opinion = {
modifier = impressed_opinion
target = root
opinion = 50
}
}
if = { #if you don't have another option we give you a bit of extra prestige
limit = {
NOT = { exists = scope:fighting_vassal }
}
add_prestige = minor_prestige_gain
}
stress_impact = {
ambitious = medium_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = ambitious
}
}
}
option = { #I don't care about anyone's opinion but my marshal's
name = legend_spread_events.0073.d
trigger = {
exists = scope:marshal
}
promoted_legend = {
add_legend_owner_modifier = {
modifier = legend_chain_marshal_modifier
}
}
scope:marshal = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 50
}
}
stress_impact = {
callous = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = callous
has_trait = arrogant
has_trait = ambitious
}
}
}
}
}
# You're feeling pretty bad about your legend - Legitimizing
legend_spread_events.0074 = {
type = character_event
title = legend_spread_events.0074.t
desc = {
desc = legend_spread_events.0074.desc.intro
first_valid = {
triggered_desc = {
trigger = { has_variable = legend_chain_depressed_var }
desc = legend_spread_events.0074.desc.mid.depressed
}
desc = legend_spread_events.0074.desc.mid.fallback
}
first_valid = {
triggered_desc = {
trigger = {
exists = scope:wise_vassal
}
desc = legend_spread_events.0074.desc.vassal
}
}
first_valid = {
triggered_desc = {
trigger = {
exists = scope:spouse
}
desc = legend_spread_events.0074.desc.spouse
}
desc = legend_spread_events.0074.desc.fallback
}
}
theme = legend
override_background = { reference = ce1_catacombs }
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = humble
has_trait = depressed_genetic
has_trait = depressed_1
}
}
animation = grief
}
animation = worry
}
right_portrait = {
trigger = { exists = scope:wise_vassal }
character = scope:wise_vassal
animation = personality_honorable
}
lower_left_portrait = {
trigger = { exists = scope:spouse }
character = scope:spouse
}
lower_right_portrait = {
trigger = { exists = scope:chancellor }
character = scope:chancellor
}
immediate = {
save_scope_as = root_scope
if = {
limit = {
any_vassal = {
is_physically_able_adult = yes
OR = {
ai_sociability > 0
ai_compassion > 0
}
NOT = { exists = promoted_legend }
NOT = { has_council_position = councillor_chancellor }
}
}
random_vassal = {
limit = {
is_physically_able_adult = yes
OR = {
ai_sociability > 0
ai_compassion > 0
}
NOT = { exists = promoted_legend }
NOT = { has_council_position = councillor_chancellor }
}
weight = {
base = 1
modifier = {
add = 10
is_powerful_vassal_of = root
}
modifier = {
add = 5
has_any_good_relationship_with_root_trigger = yes
}
modifier = {
add = 5
OR = {
has_trait = shrewd
has_trait = intellect_good
}
}
}
save_scope_as = wise_vassal
}
}
if = {
limit = {
exists = cp:councillor_chancellor
}
cp:councillor_chancellor = { save_scope_as = chancellor }
}
if = {
limit = {
any_spouse = { }
}
random_spouse = {
weight = {
base = 1
modifier = {
add = 10
OR = {
has_relation_lover = root
has_relation_soulmate = root
}
}
modifier = {
add = 5
this = root.primary_spouse
}
}
save_scope_as = spouse
}
}
}
option = { #Think about your spouse
name = legend_spread_events.0074.a
trigger = { exists = scope:spouse }
add_character_modifier = {
modifier = legend_chain_spouse_modifier
years = 25
}
stress_impact = {
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
compassionate = medium_stress_impact_loss
lustful = medium_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = lustful
has_trait = compassionate
}
}
modifier = {
factor = 0
OR = {
has_trait = callous
has_trait = sadistic
}
}
}
}
option = { #Convince this guy that's also hanging out here
name = legend_spread_events.0074.b
trigger = {
exists = scope:wise_vassal
}
scope:wise_vassal = {
set_promoted_legend = root.promoted_legend
add_opinion = {
modifier = impressed_opinion
target = root
opinion = 25
}
}
stress_impact = {
gregarious = medium_stress_impact_loss
ambitious = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = gregarious
}
modifier = {
factor = 0
OR = {
has_trait = ambitious
has_trait = compassionate
has_trait = lustful
}
}
}
}
option = { #Try to convince your vassals you're cool instead
name = legend_spread_events.0074.c
trigger = {
any_vassal = { }
}
every_vassal = {
vassal_stance = courtly
custom = every_courtly_vassal
add_opinion = {
modifier = impressed_opinion
target = root
opinion = 50
}
}
if = { #if you don't have another option we give you a bit of extra prestige
limit = {
NOR = {
exists = scope:wise_vassal
exists = scope:spouse
}
}
add_prestige = minor_prestige_gain
}
stress_impact = {
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = callous
has_trait = deceitful
}
}
}
}
option = { #I don't care about anyone's opinion but my chancellor's
name = legend_spread_events.0074.d
trigger = {
exists = scope:chancellor
}
promoted_legend = {
add_legend_owner_modifier = {
modifier = legend_chain_chancellor_modifier
}
}
scope:chancellor = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 50
}
}
stress_impact = {
callous = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = callous
has_trait = arrogant
has_trait = ambitious
}
}
}
}
}