N3OW/events/dlc/ep1/ep1_fund_inspiration_events.txt
2026-01-06 14:25:21 +01:00

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Text

namespace = fund_inspiration
#########################
# MAINTENANCE EVENTS
# by Linnéa Thimrén, Sean Hughes & Bianca Savazzi
#########################
# You funded an inspiration (0001-1000)
# fund_inspiration.0001 - Fallback version
# fund_inspiration.0011 - Weapon (Chose what they make)
# fund_inspiration.0012 - Weapon (They know what they want to make)
# fund_inspiration.0021 - Armor (Decide type of armor)
# fund_inspiration.0022 - Armor (They choose armor type)
# fund_inspiration.0031 - Book (Choose subject)
# fund_inspiration.0032 - Book (They have a subject)
# fund_inspiration.0041 - Tapestry (Choose a subject)
# fund_inspiration.0042 - Tapestry (Subject already chosen)
# fund_inspiration.0051 - Adventurer (Choose destination)
# fund_inspiration.0052 - Adventurer (Destination already chosen)
# fund_inspiration.0061 - Artisan (Choose what they make)
# fund_inspiration.0062 - Artisan (They know what they want to make)
# fund_inspiration.0071 - Smith (Choose what they make)
# fund_inspiration.0072 - Smith (They know what they want to make)
# fund_inspiration.0081 - Alchemist (Choose what they make)
# fund_inspiration.0082 - Alchemist (They know what they want to make)
# Inspiration: complete! (1001-2000)
# fund_inspiration.1001 - Fallback version
# fund_inspiration.1011 - Weapon artifact
# fund_inspiration.1021 - Armor artifact
# fund_inspiration.1031 - Book artifact
# fund_inspiration.1041 - Weaver artifact
# fund_inspiration.1051 - Adventurer returns with artifact
# fund_inspiration.1061 - Artisan artifact
# fund_inspiration.1071 - Smith artifact
# fund_inspiration.1081 - Alchemy artifact
# Inspiration invalidated (9001-9999)
# fund_inspiration.9001 - The inspired character died
# fund_inspiration.9002 - The inspired character is imprisoned
# fund_inspiration.9003 - The inspired character is no longer courtier of sponsor
# fund_inspiration.9004 - Adventurer returns prematurely
# fund_inspiration.9005 - Sponsorship inheritance confirmation
#########################
# ONGOING EVENTS (2001-9000)
# by Linnéa Thimrén, Bianca Savazzi, Isabella Welch, and Claudia Baldassi
#########################
# fund_inspiration.2001 - Inspiration owner asks for more money
# fund_inspiration.2002 - Inspiration owner asks for more human material
# fund_inspiration.2003 - Previously inspiration owner helps current one in their creation
# fund_inspiration.2004 - A merchant selling high-quality materials is in town
# fund_inspiration.2005 - Smith (weapon/armor/smith) asks you to invest in a better forge
# fund_inspiration.2006 - A wise person visits
# fund_inspiration.2021 - Inspiration owner asks for more money (armor specific)
# fund_inspiration.3001 - Court Chaplain complains about book subject
# fund_inspiration.3011 - Book (Martial) - wanna nudge the content?
# fund_inspiration.3012 - Book (Diplomacy) - wanna nudge the content?
# fund_inspiration.3013 - Book (Learning) - wanna nudge the content?
# fund_inspiration.3014 - Book (Stewardship) - wanna nudge the content?
# fund_inspiration.3015 - Book (Intrigue) - wanna nudge the content?
# fund_inspiration.3030 - Book - Nemesis is no longer nemesis and you're writing about your hatred
# fund_inspiration.3031 - Book - Soulmate is no longer soulmate and you're writing about your love
# fund_inspiration.4001 - Weaver - Weaver is stealing clothes
# fund_inspiration.5011 - Adventurer - Choose your item-type
# fund_inspiration.5021 - Adventurer gets lost... this can be a good thing though
# fund_inspiration.6001 - Adventurer postcard from the Steppe
# fund_inspiration.6002 - Adventurer postcard from India
# fund_inspiration.6003 - Adventurer postcard from Africa
# fund_inspiration.6004 - Adventurer postcard from the Middle East
# fund_inspiration.6005 - Adventurer postcard from Europe
# fund_inspiration.6006 - Adventurer postcard from Asia Minor
# fund_inspiration.6100 - Artisan chest prototype
# fund_inspiration.6101 - Artisan box prototype
# fund_inspiration.6102 - Artisan sculpture prototype
# fund_inspiration.6103 - Artisan chest prototype
# fund_inspiration.6104 - Artisan cabinet prototype
# fund_inspiration.6105 - Ruler collected all of the prototype artisan furniture
# fund_inspiration.6200 - Weaver - Weaver is too much of a modernist
# fund_inspiration.6400 - Adventurer has been skulking in the tavern
# fund_inspiration.8001 - Alchemy (Metal) - what subtype?
# fund_inspiration.8011 - Alchemy - Get poisoned by a bad alchemist
# fund_inspiration.8012 - Alchemy - Church disproves of you employing an alchemist
# fund_inspiration.8013 - Alchemy - Find a book from alchemist Jabir ibn Hayyan
# fund_inspiration.8014 - Alchemy - Alchemist isn't producing anything
# fund_inspiration.8015 - Alchemy - Plead with alchemist to resurrect family member/friend
# fund_inspiration.8017 - Alchemy - Helping the court tutor
##########################################################################################
#only here for testing
#Give progress to random sponsored inspiration
fund_inspiration.9999 = {
type = character_event
title = fund_inspiration.9999.t
desc = fund_inspiration.9999.desc
theme = realm
orphan = yes
left_portrait = {
character = scope:recipient
animation = personality_honorable
}
immediate = {
}
#
option = {
name = fund_inspiration.9999.a
random_sponsored_inspiration = {
change_inspiration_progress = 20
}
}
}
#An effect used to clean up all variables etc. Should always be used in the "after" of a completion event!
scripted_effect inspiration_completion_removal_basic_effect = {
if = {
limit = { has_variable = book_artifact_subject }
remove_variable = book_artifact_subject
}
if = {
limit = { has_variable = book_artifact_topic }
remove_variable = book_artifact_topic
}
if = {
limit = { has_variable = book_topic_category }
remove_variable = book_topic_category
}
if = {
limit = { has_variable = book_subject_witch_scope }
remove_variable = book_subject_witch_scope
}
if = {
limit = { has_variable = quality }
remove_variable = quality
}
if = {
limit = { has_variable = wealth }
remove_variable = wealth
}
if = {
limit = { has_variable = book_content_quality }
remove_variable = book_content_quality
}
if = {
limit = { has_variable = animal_type }
remove_variable = animal_type
}
if = {
limit = { has_variable = book_topic_cat_name }
remove_variable = book_topic_cat_name
}
if = {
limit = { has_variable = book_topic_dog_name }
remove_variable = book_topic_dog_name
}
if = {
limit = { has_variable = book_topic_united_title }
remove_variable = book_topic_united_title
}
if = {
limit = { has_variable = book_topic_created_title }
remove_variable = book_topic_created_title
}
if = {
limit = { has_variable = book_topic_restored_title }
remove_variable = book_topic_restored_title
}
if = {
limit = { has_variable = relevant_title }
remove_variable = relevant_title
}
if = {
limit = { has_variable = artifact_tapestry_scene }
remove_variable = artifact_tapestry_scene
}
if = {
limit = { has_variable = adventure_artifact_location }
remove_variable = adventure_artifact_location
}
if = {
limit = { has_variable = artifact_weapon_type }
remove_variable = artifact_weapon_type
}
if = {
limit = { has_variable = artifact_armor_type }
remove_variable = artifact_armor_type
}
if = {
limit = { has_variable = artifact_artisan_type }
remove_variable = artifact_artisan_type
}
if = {
limit = { has_variable = adventure_destination }
remove_variable = adventure_destination
}
if = {
limit = { has_variable = artifact_smith_type }
remove_variable = artifact_smith_type
}
if = {
limit = { has_variable = adventure_type }
remove_variable = adventure_type
}
if = {
limit = { has_variable = local_artisan }
remove_variable = local_artisan
}
if = {
limit = { has_variable = wealth }
remove_variable = wealth
}
if = {
limit = { has_variable = quality }
remove_variable = quality
}
if = {
limit = { has_variable = artifact_quality }
remove_variable = artifact_quality
}
if = {
limit = { has_variable = artifact_dedication_var }
remove_variable = artifact_dedication_var
}
if = {
limit = { has_variable = artifact_dedication_a_var }
remove_variable = artifact_dedication_a_var
}
if = {
limit = { has_variable = artifact_dedication_b_var }
remove_variable = artifact_dedication_b_var
}
if = {
limit = { has_variable = artifact_dedication_d_var }
remove_variable = artifact_dedication_d_var
}
if = {
limit = { has_variable = artifact_dedication_e_var }
remove_variable = artifact_dedication_e_var
}
if = {
limit = { has_variable = artifact_dedication_f_var }
remove_variable = artifact_dedication_f_var
}
if = {
limit = { has_variable = artifact_dedication_g1_var }
remove_variable = artifact_dedication_g1_var
}
if = {
limit = { has_variable = artifact_dedication_g2_var }
remove_variable = artifact_dedication_g2_var
}
if = {
limit = { has_variable = artifact_dedication_h_var }
remove_variable = artifact_dedication_h_var
}
if = {
limit = { has_variable = artifact_inscribe_motto_var }
remove_variable = artifact_inscribe_motto_var
}
if = {
limit = { has_variable = gone_adventuring }
remove_variable = gone_adventuring
}
}
scripted_effect inspiration_completion_effect = {
if = {
limit = { exists = scope:owner }
scope:owner = {
inspiration_completion_removal_basic_effect = yes
}
}
if = {
limit = { exists = scope:inspiration_sponsor }
scope:inspiration_sponsor = {
inspiration_completion_removal_basic_effect = yes
}
}
if = {
limit = { exists = scope:inspiration_owner }
scope:inspiration_owner = {
inspiration_completion_removal_basic_effect = yes
# They might also have a bunch of blocker-flags saved from events
if = {
limit = { has_character_flag = had_event_fund_inspiration_2001 }
remove_character_flag = had_event_fund_inspiration_2001
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_2002 }
remove_character_flag = had_event_fund_inspiration_2002
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_2003 }
remove_character_flag = had_event_fund_inspiration_2003
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_2004 }
remove_character_flag = had_event_fund_inspiration_2004
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_2005 }
remove_character_flag = had_event_fund_inspiration_2005
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_2006 }
remove_character_flag = had_event_fund_inspiration_2006
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_2021 }
remove_character_flag = had_event_fund_inspiration_2021
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_3001 }
remove_character_flag = had_event_fund_inspiration_3001
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_3011 }
remove_character_flag = had_event_fund_inspiration_3011
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_3012 }
remove_character_flag = had_event_fund_inspiration_3012
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_3013 }
remove_character_flag = had_event_fund_inspiration_3013
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_3014 }
remove_character_flag = had_event_fund_inspiration_3014
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_3015 }
remove_character_flag = had_event_fund_inspiration_3015
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_3030 }
remove_character_flag = had_event_fund_inspiration_3030
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_3031 }
remove_character_flag = had_event_fund_inspiration_3031
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_4001 }
remove_character_flag = had_event_fund_inspiration_4001
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_5011 }
remove_character_flag = had_event_fund_inspiration_5011
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_5021 }
remove_character_flag = had_event_fund_inspiration_5021
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_6001 }
remove_character_flag = had_event_fund_inspiration_6001
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_6002 }
remove_character_flag = had_event_fund_inspiration_6002
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_6003 }
remove_character_flag = had_event_fund_inspiration_6003
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_6004 }
remove_character_flag = had_event_fund_inspiration_6004
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_6005 }
remove_character_flag = had_event_fund_inspiration_6005
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_6006 }
remove_character_flag = had_event_fund_inspiration_6006
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_8001 }
remove_character_flag = had_event_fund_inspiration_8001
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_8011 }
remove_character_flag = had_event_fund_inspiration_8011
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_8012 }
remove_character_flag = had_event_fund_inspiration_8012
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_8013 }
remove_character_flag = had_event_fund_inspiration_8013
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_8014 }
remove_character_flag = had_event_fund_inspiration_8014
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_8015 }
remove_character_flag = had_event_fund_inspiration_8015
}
if = {
limit = { has_character_flag = had_event_fund_inspiration_8017 }
remove_character_flag = had_event_fund_inspiration_8017
}
}
}
}
##################################################
# You funded an inspiration
# by Linnéa Thimrén and Bianca Savazzi
# 0001-1000
##################################################
# Fallback version - very generic
fund_inspiration.0001 = {
type = character_event
hidden = yes
immediate = {
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
}
send_interface_toast = {
title = fund_inspiration.0001.t
left_icon = scope:inspiration_owner
show_as_tooltip = {
fund_inspiration_effect = yes
}
}
}
}
#Fund Inspiration: Weapon - Choose your item
#By Bianca Savazzi
fund_inspiration.0011 = {
type = character_event
title = fund_inspiration.0001.t
desc = fund_inspiration.0011.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
trigger = {
scope:inspiration = {
has_inspiration_type = weapon_inspiration
}
scope:inspiration_owner = { NOT = { exists = var:artifact_weapon_type } }
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
assign_quirk_effect = yes
save_scope_as = recipient
}
}
# sword; close quarters to slash and pierce
option = {
name = fund_inspiration.0011.a
scope:inspiration_owner = {
random_list = { #What do they want to forge?
10 = {
desc = fund_inspiration.0011.tooltip_dagger
set_variable = {
name = artifact_weapon_type
value = flag:artifact_weapon_type_dagger
}
custom_tooltip = fund_inspiration.0011.tooltip_dagger.tt
}
10 = {
desc = fund_inspiration.0011.tooltip_sword
set_variable = {
name = artifact_weapon_type
value = flag:artifact_weapon_type_sword
}
custom_tooltip = fund_inspiration.0011.tooltip_sword.tt
}
}
}
ai_chance = {
base = 50
modifier = {
add = 25
has_trait = brave
}
}
}
# axe or mace; blunt and smash
option = {
name = fund_inspiration.0011.b
scope:inspiration_owner = {
random_list = { #What do they want to forge?
10 = {
desc = fund_inspiration.0011.tooltip_axe
set_variable = {
name = artifact_weapon_type
value = flag:artifact_weapon_type_axe
}
custom_tooltip = fund_inspiration.0011.tooltip_axe.tt
}
10 = {
desc = fund_inspiration.0011.tooltip_hammer
set_variable = {
name = artifact_weapon_type
value = flag:artifact_weapon_type_hammer
}
custom_tooltip = fund_inspiration.0011.tooltip_hammer.tt
}
10 = {
desc = fund_inspiration.0011.tooltip_mace
set_variable = {
name = artifact_weapon_type
value = flag:artifact_weapon_type_mace
}
custom_tooltip = fund_inspiration.0011.tooltip_mace.tt
}
}
}
ai_chance = {
base = 50
modifier = {
add = 25
has_trait = strong
}
modifier = {
add = 25
has_trait = berserker
}
}
}
# spear; create distance
option = {
name = fund_inspiration.0011.c
scope:inspiration_owner = {
random_list = { #What do they want to forge?
10 = {
desc = fund_inspiration.0011.tooltip_spear
set_variable = {
name = artifact_weapon_type
value = flag:artifact_weapon_type_spear
}
custom_tooltip = fund_inspiration.0011.tooltip_spear.tt
}
}
}
ai_chance = {
base = 50
modifier = {
add = 25
has_trait = craven
}
modifier = {
add = 25
OR = {
has_intrigue_lifestyle_trait_trigger = yes
has_lifestyle = intrigue_lifestyle
}
}
}
}
# bow
option = {
name = fund_inspiration.0011.d
trigger = {
scope:inspiration_owner = { has_character_modifier = local_artisan_modifier }
}
custom_tooltip = {
text = fund_inspiration.0011.d.tt
scope:inspiration_owner = {
destroy_inspiration = inspiration
create_inspiration = bow_inspiration
}
sponsor_inspiration = scope:inspiration_owner.inspiration
}
ai_chance = {
base = 25
modifier = {
add = 50
has_trait = lifestyle_hunter
}
}
}
# default option of "do what you want"
option = {
name = fund_inspiration.0031.f
hidden_effect = { #If they haven't specified what they're gonna make we decide it here
set_weapon_artifact_type_effect = {
BASE_SCOPE = scope:inspiration_owner
NO_TYPE = no
}
}
custom_tooltip = fund_inspiration.they_decide_option_tt
ai_chance = {
base = 25
modifier = {
add = 25
has_trait = arbitrary
}
}
}
}
# Weapon - they know what they want to make
fund_inspiration.0012 = {
hidden = yes
trigger = {
scope:inspiration = {
has_inspiration_type = weapon_inspiration
inspiration_owner = { #They know what weapon they want to make
exists = var:artifact_weapon_type
}
}
}
immediate = {
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
}
send_interface_toast = {
title = fund_inspiration.0012.t
left_icon = scope:inspiration_owner
show_as_tooltip = {
fund_inspiration_effect = yes
}
}
}
}
# Armor - You can decide type of armor
scripted_trigger fund_inspiration_0021_option_mail_trigger = {
NOT = { exists = scope:armor_type_mail_option }
}
scripted_trigger fund_inspiration_0021_option_plate_trigger = {
NOT = { exists = scope:armor_type_plate_option }
}
scripted_trigger fund_inspiration_0021_option_scale_trigger = {
NOT = { exists = scope:armor_type_scale_option }
}
scripted_trigger fund_inspiration_0021_option_lamellar_trigger = {
NOT = { exists = scope:armor_type_lamellar_option }
}
scripted_trigger fund_inspiration_0021_option_laminar_trigger = {
NOT = { exists = scope:armor_type_laminar_option }
}
scripted_trigger fund_inspiration_0021_option_brigandine_trigger = {
NOT = { exists = scope:armor_type_brigandine_option }
}
scripted_effect fund_inspiration_0021_pick_options_to_show_effect = {
#What options do we show?
hidden_effect = {
random_list = {
60 = { #Fairly common everywhere
trigger = {
fund_inspiration_0021_option_mail_trigger = yes
}
artifact_armor_type_mail_modifier = yes
save_scope_value_as = {
name = armor_type_mail_option
value = yes
}
}
1 = { #Expensive
trigger = {
fund_inspiration_0021_option_plate_trigger = yes
scope:inspiration_owner = {
culture = { has_innovation = innovation_plate_armor }
}
}
artifact_armor_type_plate_modifier = yes
save_scope_value_as = {
name = armor_type_plate_option
value = yes
}
}
60 = { #Fairly common everywhere
trigger = {
fund_inspiration_0021_option_scale_trigger = yes
}
artifact_armor_type_scale_modifier = yes
save_scope_value_as = {
name = armor_type_scale_option
value = yes
}
}
1 = { #Expensive
trigger = {
fund_inspiration_0021_option_lamellar_trigger = yes
}
artifact_armor_type_lamellar_modifier = yes
save_scope_value_as = {
name = armor_type_lamellar_option
value = yes
}
}
1 = {
trigger = {
fund_inspiration_0021_option_laminar_trigger = yes
}
artifact_armor_type_laminar_modifier = yes
save_scope_value_as = {
name = armor_type_laminar_option
value = yes
}
}
0 = {
trigger = {
fund_inspiration_0021_option_brigandine_trigger = yes
}
artifact_armor_type_brigandine_modifier = yes
save_scope_value_as = {
name = armor_type_brigandine_option
value = yes
}
}
}
}
}
fund_inspiration.0021 = {
type = character_event
title = fund_inspiration.0001.t
desc = fund_inspiration.0021.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
trigger = {
scope:inspiration = {
has_inspiration_type = armor_inspiration
inspiration_owner = { #They haven't already decided what armor to make
NOT = { exists = var:artifact_armor_type }
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
}
show_as_tooltip = {
fund_inspiration_effect = yes
}
# What options should we show?
fund_inspiration_0021_pick_options_to_show_effect = yes
fund_inspiration_0021_pick_options_to_show_effect = yes
fund_inspiration_0021_pick_options_to_show_effect = yes
}
#Chain mail
option = {
name = fund_inspiration.0021.mail
trigger = {
exists = scope:armor_type_mail_option
}
custom_tooltip = fund_inspiration.0021.mail.tt
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_armor_type
value = flag:armor_type_mail
}
}
ai_chance = {
base = 10
artifact_armor_type_mail_modifier = yes
}
}
#Plate armor
option = {
name = fund_inspiration.0021.plate
trigger = {
exists = scope:armor_type_plate_option
}
custom_tooltip = fund_inspiration.0021.plate.tt
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_armor_type
value = flag:armor_type_plate
}
}
ai_chance = {
base = 10
artifact_armor_type_plate_modifier = yes
}
}
#Scale armor
option = {
name = fund_inspiration.0021.scale
trigger = {
exists = scope:armor_type_scale_option
}
custom_tooltip = fund_inspiration.0021.scale.tt
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_armor_type
value = flag:armor_type_scale
}
}
ai_chance = {
base = 10
artifact_armor_type_scale_modifier = yes
}
}
#Lamellar
option = {
name = fund_inspiration.0021.lamellar
trigger = {
exists = scope:armor_type_lamellar_option
}
custom_tooltip = fund_inspiration.0021.lamellar.tt
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_armor_type
value = flag:armor_type_lamellar
}
}
ai_chance = {
base = 10
artifact_armor_type_lamellar_modifier = yes
}
}
#Laminar
option = {
name = fund_inspiration.0021.laminar
trigger = {
exists = scope:armor_type_laminar_option
}
custom_tooltip = fund_inspiration.0021.laminar.tt
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_armor_type
value = flag:armor_type_laminar
}
}
ai_chance = {
base = 10
artifact_armor_type_laminar_modifier = yes
}
}
#Brigandine
option = {
name = fund_inspiration.0021.brigandine
trigger = {
exists = scope:armor_type_brigandine_option
}
custom_tooltip = fund_inspiration.0021.brigandine.tt
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_armor_type
value = flag:armor_type_brigandine
}
}
ai_chance = {
base = 10
artifact_armor_type_brigandine_modifier = yes
}
}
option = {
name = fund_inspiration.0031.f
custom_tooltip = fund_inspiration.they_decide_option_tt
set_armor_artifact_type_effect = {
BASE_SCOPE = scope:inspiration_owner
NO_TYPE = no
}
ai_chance = {
base = 0
}
}
}
# Armor - they know what they want to make
fund_inspiration.0022 = {
hidden = yes
trigger = {
scope:inspiration = {
has_inspiration_type = armor_inspiration
inspiration_owner = { #They know what armor they want to make
exists = var:artifact_armor_type
}
}
}
immediate = {
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
}
send_interface_toast = {
title = fund_inspiration.0022.t
left_icon = scope:inspiration_owner
show_as_tooltip = {
fund_inspiration_effect = yes
}
}
}
}
# Book - choose subject
# by Linnéa Thimrén
scripted_trigger fund_inspiration_0031_title_based_option_trigger = {
OR = {
AND = {
exists = global_var:flag_restored_roman_empire
global_var:flag_restored_roman_empire = root
NOT = { exists = scope:book_topic_restoration }
}
AND = {
exists = global_var:flag_restored_dumnonia
global_var:flag_restored_dumnonia = root
NOT = { exists = scope:book_topic_restoration }
}
AND = {
exists = global_var:flag_reformed_carolingian_empire
global_var:flag_reformed_carolingian_empire = root
NOT = { exists = scope:book_topic_restoration }
}
AND = {
exists = global_var:restore_holy_roman_empire_decision
global_var:restore_holy_roman_empire_decision = root
NOT = { exists = scope:book_topic_restoration }
}
AND = {
exists = global_var:unite_the_spanish_thrones_decision
global_var:unite_the_spanish_thrones_decision = root
exists = global_var:unite_the_spanish_thrones_decision_title
NOT = { exists = scope:book_topic_unification }
}
AND = {
exists = global_var:unite_the_slavs_decision
global_var:unite_the_slavs_decision = root
NOT = { exists = scope:book_topic_unification }
}
AND = {
exists = global_var:unite_the_southern_slavs_decision
global_var:unite_the_southern_slavs_decision = root
exists = global_var:unite_the_southern_slavs_decision_title
NOT = { exists = scope:book_topic_unification }
}
AND = {
exists = global_var:unite_the_western_slavs_decision
global_var:unite_the_western_slavs_decision = root
NOT = { exists = scope:book_topic_unification }
}
AND = {
exists = global_var:flag_unified_burgundy_kingdom
global_var:flag_unified_burgundy_kingdom = root
NOT = { exists = scope:book_topic_unification }
}
AND = {
exists = global_var:flag_unified_italian_empire
global_var:flag_unified_italian_empire = root
NOT = { exists = scope:book_topic_unification }
}
AND = {
exists = global_var:form_portugal_decision
global_var:form_portugal_decision = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_founded_kingdom_of_bosnia
global_var:flag_founded_kingdom_of_bosnia = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_created_armenian_empire
global_var:flag_created_armenian_empire = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_created_dai_viet_empire
global_var:flag_created_dai_viet_empire = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_created_majapahit_empire
global_var:flag_created_majapahit_empire = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_created_ryukyu_empire
global_var:flag_created_ryukyu_empire = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_created_siam_kingdom
global_var:flag_created_siam_kingdom = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_formed_rum_sultanate
global_var:flag_formed_rum_sultanate = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:create_israel_kingdom
global_var:create_israel_kingdom = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_created_outremer_empire
global_var:flag_created_outremer_empire = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_formed_switzerland_kingdom
global_var:flag_formed_switzerland_kingdom = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_formed_austria_kingdom
global_var:flag_formed_austria_kingdom = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_formed_kingdom_of_aragon
global_var:flag_formed_kingdom_of_aragon = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:form_toledo_decision
global_var:form_toledo_decision = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:found_kingdom_decision
global_var:found_kingdom_decision = root
exists = global_var:found_kingdom_decision_kingdom
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:found_empire_decision
global_var:found_empire_decision = root
exists = global_var:found_empire_decision_empire
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_restored_old_vasconia
global_var:flag_restored_old_vasconia = root
NOT = { exists = scope:book_topic_restoration }
}
}
}
scripted_trigger fund_inspiration_0031_dynasty_option_trigger = {
NOT = { exists = scope:dynasty_option }
exists = dynasty
}
scripted_trigger fund_inspiration_0031_education_option_trigger = {
NOT = { exists = scope:education_option }
OR = {
has_education_martial_trigger = yes
has_education_diplomacy_trigger = yes
has_education_stewardship_trigger = yes
has_education_learning_trigger = yes
has_education_intrigue_trigger = yes
}
}
scripted_trigger fund_inspiration_0031_lifestyle_option_trigger = {
NOT = { exists = scope:lifestyle_option }
OR = {
has_lifestyle_trait = yes
is_cannibal_trigger = yes
is_witch_trigger = yes
is_deviant_trigger = yes
has_trait = lunatic
}
}
scripted_trigger fund_inspiration_0031_focus_option_trigger = {
NOT = { exists = scope:focus_option }
OR = {
has_focus_martial = yes
has_focus_diplomacy = yes
has_focus_stewardship = yes
has_focus_intrigue = yes
has_focus_learning = yes
}
}
scripted_trigger fund_inspiration_0031_relationship_option_trigger = {
NOT = { exists = scope:relationship_option }
OR = {
any_relation = {
type = soulmate
this != scope:inspiration_owner
}
any_relation = {
type = nemesis
this != scope:inspiration_owner
}
}
}
scripted_trigger fund_inspiration_0031_mystical_animal_option_trigger = {
NOT = { exists = scope:mystical_animal_option }
has_character_modifier = hunt_mystical_animal_modifier
exists = var:hunted_mystical_animal
}
scripted_trigger fund_inspiration_0031_pet_option_trigger = {
NOT = { exists = scope:pet_option }
OR = { #You must have named them
AND = {
any_owned_story = {
type = story_cycle_pet_cat
}
exists = var:story_cycle_cat_name
}
AND = {
any_owned_story = {
type = story_cycle_pet_dog
}
exists = var:story_cycle_dog_name
}
}
calc_true_if = {
amount < 3
fund_inspiration_0031_title_based_option_trigger = yes
fund_inspiration_0031_dynasty_option_trigger = yes
fund_inspiration_0031_education_option_trigger = yes
fund_inspiration_0031_lifestyle_option_trigger = yes
fund_inspiration_0031_focus_option_trigger = yes
fund_inspiration_0031_relationship_option_trigger = yes
fund_inspiration_0031_mystical_animal_option_trigger = yes
}
}
scripted_trigger fund_inspiration_0031_skill_option_trigger = {
NOT = { exists = scope:skill_option }
calc_true_if = {
amount < 3
fund_inspiration_0031_title_based_option_trigger = yes
fund_inspiration_0031_dynasty_option_trigger = yes
fund_inspiration_0031_education_option_trigger = yes
fund_inspiration_0031_lifestyle_option_trigger = yes
fund_inspiration_0031_focus_option_trigger = yes
fund_inspiration_0031_relationship_option_trigger = yes
fund_inspiration_0031_mystical_animal_option_trigger = yes
fund_inspiration_0031_pet_option_trigger = yes
}
}
scripted_effect fund_inspiration_0031_pick_options_to_show_effect = {
#What options should we show?
hidden_effect = {
random_list = {
800 = { # Have I ever restored/unified/formed/created/founded a kingdom/empire/etc.?
trigger = {
fund_inspiration_0031_title_based_option_trigger = yes
}
if = {
limit = {
AND = {
exists = global_var:flag_restored_roman_empire
global_var:flag_restored_roman_empire = root
}
NOT = { exists = scope:book_topic_restoration }
}
save_scope_value_as = {
name = book_topic_restoration
value = yes
}
title:h_roman_empire = {
save_scope_as = restored_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_restored_dumnonia
global_var:flag_restored_dumnonia = root
}
NOT = { exists = scope:book_topic_restoration }
}
save_scope_value_as = {
name = book_topic_restoration
value = yes
}
title:k_cornwall = {
save_scope_as = restored_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_reformed_carolingian_empire
global_var:flag_reformed_carolingian_empire = root
}
NOT = { exists = scope:book_topic_restoration }
}
save_scope_value_as = {
name = book_topic_restoration
value = yes
}
title:e_france = {
save_scope_as = restored_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:restore_holy_roman_empire_decision
global_var:restore_holy_roman_empire_decision = root
}
NOT = { exists = scope:book_topic_restoration }
}
save_scope_value_as = {
name = book_topic_restoration
value = yes
}
title:e_hre = {
save_scope_as = restored_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:unite_the_spanish_thrones_decision
global_var:unite_the_spanish_thrones_decision = root
exists = global_var:unite_the_spanish_thrones_decision_title
}
NOT = { exists = scope:book_topic_unification }
}
save_scope_value_as = {
name = book_topic_unification
value = yes
}
global_var:unite_the_spanish_thrones_decision_title = {
save_scope_as = united_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:unite_the_slavs_decision
global_var:unite_the_slavs_decision = root
}
NOT = { exists = scope:book_topic_unification }
}
save_scope_value_as = {
name = book_topic_unification
value = yes
}
title:e_slavia = {
save_scope_as = united_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:unite_the_southern_slavs_decision
global_var:unite_the_southern_slavs_decision = root
exists = global_var:unite_the_southern_slavs_decision_title
}
NOT = { exists = scope:book_topic_unification }
}
save_scope_value_as = {
name = book_topic_unification
value = yes
}
global_var:unite_the_southern_slavs_decision_title = {
save_scope_as = united_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:unite_the_western_slavs_decision
global_var:unite_the_western_slavs_decision = root
exists = global_var:unite_the_western_slavs_decision_title
}
NOT = { exists = scope:book_topic_unification }
}
save_scope_value_as = {
name = book_topic_unification
value = yes
}
global_var:unite_the_western_slavs_decision_title = {
save_scope_as = united_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_unified_burgundy_kingdom
global_var:flag_unified_burgundy_kingdom = root
}
NOT = { exists = scope:book_topic_unification }
}
save_scope_value_as = {
name = book_topic_unification
value = yes
}
title:k_burgundy = {
save_scope_as = united_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_unified_italian_empire
global_var:flag_unified_italian_empire = root
}
NOT = { exists = scope:book_topic_unification }
}
save_scope_value_as = {
name = book_topic_unification
value = yes
}
title:e_italy = {
save_scope_as = united_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:form_portugal_decision
global_var:form_portugal_decision = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:k_portugal = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_founded_kingdom_of_bosnia
global_var:flag_founded_kingdom_of_bosnia = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:k_bosnia = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_created_armenian_empire
global_var:flag_created_armenian_empire = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:e_armenia = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_created_dai_viet_empire
global_var:flag_created_dai_viet_empire = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:e_viet = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_formed_rum_sultanate
global_var:flag_formed_rum_sultanate = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:k_rum = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:create_israel_kingdom
global_var:create_israel_kingdom = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:k_israel = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_created_outremer_empire
global_var:flag_created_outremer_empire = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:e_outremer = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_formed_switzerland_kingdom
global_var:flag_formed_switzerland_kingdom = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:k_switzerland = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_formed_austria_kingdom
global_var:flag_formed_austria_kingdom = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:k_austria = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_formed_kingdom_of_aragon
global_var:flag_formed_kingdom_of_aragon = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:k_aragon = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:found_kingdom_decision
global_var:found_kingdom_decision = root
exists = global_var:found_kingdom_decision_kingdom
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
global_var:found_kingdom_decision_kingdom = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:found_empire_decision
global_var:found_empire_decision = root
exists = global_var:found_empire_decision_empire
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
global_var:found_empire_decision_empire = {
save_scope_as = created_title
}
}
}
5 = { # Dynasty
trigger = {
fund_inspiration_0031_dynasty_option_trigger = yes
}
save_scope_value_as = {
name = dynasty_option
value = yes
}
}
10 = { # education trait
trigger = {
fund_inspiration_0031_education_option_trigger = yes
}
save_scope_value_as = {
name = education_option
value = yes
}
}
10 = { # lifestyle/misc stuff
trigger = {
fund_inspiration_0031_lifestyle_option_trigger = yes
}
save_scope_value_as = {
name = lifestyle_option
value = yes
}
random_list = { #What topic do we offer you?
10 = {
trigger = { has_trait = lifestyle_reveler }
save_scope_value_as = {
name = lifestyle_option_reveler
value = yes
}
}
10 = {
trigger = { has_trait = lifestyle_blademaster }
save_scope_value_as = {
name = lifestyle_option_blademaster
value = yes
}
}
10 = {
trigger = { has_trait = lifestyle_hunter }
save_scope_value_as = {
name = lifestyle_option_hunter
value = yes
}
}
10 = {
trigger = { has_trait = lifestyle_mystic }
save_scope_value_as = {
name = lifestyle_option_mystic
value = yes
}
}
10 = {
trigger = { has_trait = lifestyle_herbalist }
save_scope_value_as = {
name = lifestyle_option_herbalist
value = yes
}
}
10 = {
trigger = { has_trait = lifestyle_physician }
save_scope_value_as = {
name = lifestyle_option_physician
value = yes
}
}
10 = {
trigger = { is_cannibal_trigger = yes }
save_scope_value_as = {
name = lifestyle_option_cannibal
value = yes
}
}
10 = {
trigger = { is_witch_trigger = yes }
save_scope_value_as = {
name = lifestyle_option_witch
value = yes
}
}
10 = {
trigger = { is_deviant_trigger = yes }
save_scope_value_as = {
name = lifestyle_option_deviant
value = yes
}
}
10 = {
trigger = { has_trait = lunatic }
save_scope_value_as = {
name = lifestyle_option_lunatic
value = yes
}
}
10 = {
trigger = { has_trait = torturer }
save_scope_value_as = {
name = lifestyle_option_torturer
value = yes
}
}
}
}
10 = { # focus
trigger = {
fund_inspiration_0031_focus_option_trigger = yes
}
save_scope_value_as = {
name = focus_option
value = yes
}
}
5 = { # relationship
trigger = {
fund_inspiration_0031_relationship_option_trigger = yes
}
save_scope_value_as = {
name = relationship_option
value = yes
}
if = {
limit = {
any_relation = {
type = soulmate
this != scope:inspiration_owner
}
}
random_relation = {
type = soulmate
limit = {
this != scope:inspiration_owner
}
save_scope_as = relationship_scope
}
save_scope_value_as = {
name = relationship_option_soulmate
value = yes
}
}
else_if = {
limit = {
any_relation = {
type = nemesis
this != scope:inspiration_owner
}
}
random_relation = {
type = nemesis
limit = {
this != scope:inspiration_owner
}
save_scope_as = relationship_scope
}
save_scope_value_as = {
name = relationship_option_nemesis
value = yes
}
}
}
50 = { # mystical animal
trigger = {
fund_inspiration_0031_mystical_animal_option_trigger = yes
}
save_scope_value_as = {
name = mystical_animal_option
value = yes
}
set_variable = {
name = animal_type
value = root.var:hunted_mystical_animal
}
}
5 = { # pet (only if we don't have enough options already)
trigger = {
fund_inspiration_0031_pet_option_trigger = yes
}
save_scope_value_as = {
name = pet_option
value = yes
}
random_list = {
50 = {
trigger = {
any_owned_story = {
type = story_cycle_pet_cat
}
exists = var:story_cycle_cat_name
}
save_scope_value_as = {
name = pet_option_cat
value = yes
}
}
50 = {
trigger = {
any_owned_story = {
type = story_cycle_pet_dog
}
}
save_scope_value_as = {
name = pet_option_dog
value = yes
}
}
}
}
1 = { # skill (only if we don't have enough options already)
trigger = {
fund_inspiration_0031_skill_option_trigger = yes
}
save_scope_value_as = {
name = skill_option
value = yes
}
if = {
limit = {
highest_skill = martial
NOT = { has_education_martial_trigger = yes }
trigger_if = {
limit = {
exists = scope:focus_option
}
has_focus_martial = no
}
}
save_scope_value_as = {
name = skill_option_martial
value = yes
}
}
else_if = {
limit = {
highest_skill = diplomacy
NOT = { has_education_diplomacy_trigger = yes }
trigger_if = {
limit = {
exists = scope:focus_option
}
has_focus_diplomacy = no
}
}
save_scope_value_as = {
name = skill_option_diplomacy
value = yes
}
}
else_if = {
limit = {
highest_skill = stewardship
NOT = { has_education_stewardship_trigger = yes }
trigger_if = {
limit = {
exists = scope:focus_option
}
has_focus_stewardship = no
}
}
save_scope_value_as = {
name = skill_option_stewardship
value = yes
}
}
else_if = {
limit = {
highest_skill = intrigue
NOT = { has_education_intrigue_trigger = yes }
trigger_if = {
limit = {
exists = scope:focus_option
}
has_focus_intrigue = no
}
}
save_scope_value_as = {
name = skill_option_intrigue
value = yes
}
}
else_if = {
limit = {
highest_skill = learning
NOT = { has_education_learning_trigger = yes }
trigger_if = {
limit = {
exists = scope:focus_option
}
has_focus_learning = no
}
}
save_scope_value_as = {
name = skill_option_learning
value = yes
}
}
else = { #Fallback
random_list = {
1 = {
trigger = {
NOT = { has_education_martial_trigger = yes }
trigger_if = {
limit = {
exists = scope:focus_option
}
has_focus_martial = no
}
OR = { #Cannot be the lowest skill
martial > diplomacy
martial > stewardship
martial > intrigue
martial > learning
}
}
compare_modifier = {
value = martial
multiplier = 4
}
save_scope_value_as = {
name = skill_option_martial
value = yes
}
}
1 = {
trigger = {
NOT = { has_education_diplomacy_trigger = yes }
trigger_if = {
limit = {
exists = scope:focus_option
}
has_focus_diplomacy = no
}
OR = { #Cannot be the lowest skill
diplomacy > martial
diplomacy > stewardship
diplomacy > intrigue
diplomacy > learning
}
}
compare_modifier = {
value = diplomacy
multiplier = 4
}
save_scope_value_as = {
name = skill_option_diplomacy
value = yes
}
}
1 = {
trigger = {
NOT = { has_education_stewardship_trigger = yes }
trigger_if = {
limit = {
exists = scope:focus_option
}
has_focus_stewardship = no
}
OR = { #Cannot be the lowest skill
stewardship > martial
stewardship > diplomacy
stewardship > intrigue
stewardship > learning
}
}
compare_modifier = {
value = stewardship
multiplier = 4
}
save_scope_value_as = {
name = skill_option_stewardship
value = yes
}
}
1 = {
trigger = {
NOT = { has_education_intrigue_trigger = yes }
trigger_if = {
limit = {
exists = scope:focus_option
}
has_focus_intrigue = no
}
OR = { #Cannot be the lowest skill
intrigue > martial
intrigue > diplomacy
intrigue > stewardship
intrigue > learning
}
}
compare_modifier = {
value = intrigue
multiplier = 4
}
save_scope_value_as = {
name = skill_option_intrigue
value = yes
}
}
1 = {
trigger = {
NOT = { has_education_learning_trigger = yes }
trigger_if = {
limit = {
exists = scope:focus_option
}
has_focus_learning = no
}
OR = { #Cannot be the lowest skill
learning > martial
learning > diplomacy
learning > stewardship
learning > intrigue
}
}
compare_modifier = {
value = learning
multiplier = 4
}
save_scope_value_as = {
name = skill_option_learning
value = yes
}
}
}
}
}
}
}
}
fund_inspiration.0031 = {
type = character_event
title = fund_inspiration.0001.t
desc = fund_inspiration.0031.desc
theme = inspiration_complete
left_portrait = {
character = scope:inspiration_owner
triggered_animation = {
trigger = {
scope:inspiration = {
has_inspiration_type = book_inspiration
}
}
animation = writing
}
animation = personality_honorable
}
right_portrait = {
trigger = {
exists = scope:relationship_scope
}
character = scope:relationship_scope
}
trigger = {
scope:inspiration = {
has_inspiration_type = book_inspiration
inspiration_owner = { #They haven't already decided what to write about
NOT = { exists = var:book_subject }
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
assign_quirk_effect = yes
}
# We save a subject here so that the inspiration owner can come with a suggestion. It is not saved however.
set_book_subject_effect = {
BASE_SCOPE = scope:inspiration_owner
NO_SUBJECT = no
}
scope:inspiration_owner = {
if = { #To avoid tooltip errors
limit = {
exists = var:book_subject
}
var:book_subject = {
save_scope_as = subject
}
}
remove_variable = book_subject
}
show_as_tooltip = {
fund_inspiration_effect = yes
}
# What options should we show?
fund_inspiration_0031_pick_options_to_show_effect = yes
fund_inspiration_0031_pick_options_to_show_effect = yes
fund_inspiration_0031_pick_options_to_show_effect = yes
}
option = { #Education
name = fund_inspiration.0031.education
trigger = {
exists = scope:education_option
}
trait = education_martial_1
trait = education_martial_2
trait = education_martial_3
trait = education_martial_4
trait = education_martial_5
trait = education_diplomacy_1
trait = education_diplomacy_2
trait = education_diplomacy_3
trait = education_diplomacy_4
trait = education_diplomacy_5
trait = education_learning_1
trait = education_learning_2
trait = education_learning_3
trait = education_learning_4
trait = education_learning_5
trait = education_stewardship_1
trait = education_stewardship_2
trait = education_stewardship_3
trait = education_stewardship_4
trait = education_stewardship_5
trait = education_intrigue_1
trait = education_intrigue_2
trait = education_intrigue_3
trait = education_intrigue_4
trait = education_intrigue_5
if = {
limit = {
has_education_martial_trigger = yes
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:martial
}
}
}
else_if = {
limit = {
has_education_diplomacy_trigger = yes
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:diplomacy
}
}
}
else_if = {
limit = {
has_education_stewardship_trigger = yes
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:stewardship
}
}
}
else_if = {
limit = {
has_education_learning_trigger = yes
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:learning
}
}
}
else_if = {
limit = {
has_education_intrigue_trigger = yes
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:intrigue
}
}
}
custom_tooltip = fund_inspiration.you_decide_option_tt
ai_chance = {
base = 50
modifier = {
add = 25
has_education_martial_trigger = yes
martial > high_skill_rating
}
modifier = {
add = 25
has_education_diplomacy_trigger = yes
diplomacy > high_skill_rating
}
modifier = {
add = 25
has_education_stewardship_trigger = yes
stewardship > high_skill_rating
}
modifier = {
add = 25
has_education_learning_trigger = yes
learning > high_skill_rating
}
modifier = {
add = 25
has_education_intrigue_trigger = yes
intrigue > high_skill_rating
}
}
}
option = { #lifestyle/misc stuff
name = {
trigger = { exists = scope:lifestyle_option_reveler }
text = fund_inspiration.0031.lifestyle_reveler
}
name = {
trigger = { exists = scope:lifestyle_option_blademaster }
text = fund_inspiration.0031.lifestyle_blademaster
}
name = {
trigger = { exists = scope:lifestyle_option_hunter }
text = fund_inspiration.0031.lifestyle_hunter
}
name = {
trigger = { exists = scope:lifestyle_option_mystic }
text = fund_inspiration.0031.lifestyle_mystic
}
name = {
trigger = { exists = scope:lifestyle_option_torturer }
text = fund_inspiration.0031.lifestyle_torturer
}
name = {
trigger = { exists = scope:lifestyle_option_herbalist }
text = fund_inspiration.0031.lifestyle_herbalist
}
name = {
trigger = { exists = scope:lifestyle_option_physician }
text = fund_inspiration.0031.lifestyle_physician
}
name = {
trigger = { exists = scope:lifestyle_option_cannibal }
text = fund_inspiration.0031.lifestyle_cannibal
}
name = {
trigger = { exists = scope:lifestyle_option_witch }
text = fund_inspiration.0031.lifestyle_witch
}
name = {
trigger = { exists = scope:lifestyle_option_deviant }
text = fund_inspiration.0031.lifestyle_deviant
}
name = {
trigger = { exists = scope:lifestyle_option_lunatic }
text = fund_inspiration.0031.lifestyle_lunatic
}
trigger = {
exists = scope:lifestyle_option
}
trait = lifestyle_reveler
trait = lifestyle_blademaster
trait = lifestyle_hunter
trait = lifestyle_mystic
trait = lifestyle_herbalist
trait = torturer
trait = lifestyle_physician
trait = cannibal
trait = witch
trait = deviant
trait = lunatic_1
trait = lunatic_genetic
if = {
limit = {
exists = scope:lifestyle_option_reveler
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:reveler
}
}
}
else_if = {
limit = {
exists = scope:lifestyle_option_blademaster
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:blademaster
}
}
}
else_if = {
limit = {
exists = scope:lifestyle_option_hunter
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:hunter
}
}
}
else_if = {
limit = {
exists = scope:lifestyle_option_torturer
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:torturer
}
}
}
else_if = {
limit = {
exists = scope:lifestyle_option_mystic
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:mystic
}
}
}
else_if = {
limit = {
exists = scope:lifestyle_option_herbalist
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:herbalist
}
}
}
else_if = {
limit = {
exists = scope:lifestyle_option_physician
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:medicine
}
}
}
else_if = {
limit = {
exists = scope:lifestyle_option_cannibal
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:cannibal
}
# Can either be about recipes or more general about the consumption of human flesh
hidden_effect = {
random_list = {
50 = { #Undecided, for now
}
50 = {
set_variable = {
name = book_topic
value = flag:cannibal_recipes
}
}
}
}
#opinion hit for the more _out there_ choices
if = {
limit = {
NOT = { is_cannibal_trigger = yes }
}
add_opinion = {
target = root
modifier = scared_opinion
opinion = -20
}
}
}
#reveal secret to the writer if there is one
if = {
limit = {
any_secret = {
type = secret_cannibal
NOT = {
any_secret_knower = { this = scope:inspiration_owner }
}
}
}
random_secret = {
type = secret_cannibal
limit = {
NOT = {
any_secret_knower = { this = scope:inspiration_owner }
}
}
reveal_to = scope:inspiration_owner
}
}
}
else_if = {
limit = {
exists = scope:lifestyle_option_witch
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:witch
}
set_variable = {
name = book_subject_witch_scope
value = root
}
#opinion hit for the more _out there_ choices
if = {
limit = {
NOT = { is_witch_trigger = yes }
trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = root.faith GENDER_CHARACTER = root }
}
if = {
limit = {
OR = {
has_trait = zealous
piety_level >= high_piety_level
has_trait = faith_warrior
}
}
add_opinion = {
target = root
modifier = impious_opinion
opinion = -30
}
}
else = {
add_opinion = {
target = root
modifier = scared_opinion
opinion = -15
}
}
}
}
#reveal secret to the writer if there is one
if = {
limit = {
any_secret = {
type = secret_witch
NOT = {
any_secret_knower = { this = scope:inspiration_owner }
}
}
}
random_secret = {
type = secret_witch
limit = {
NOT = {
any_secret_knower = { this = scope:inspiration_owner }
}
}
reveal_to = scope:inspiration_owner
}
}
}
else_if = {
limit = {
exists = scope:lifestyle_option_deviant
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:deviant
}
#opinion hit for the more _out there_ choices
if = {
limit = {
NOT = { is_deviant_trigger = yes }
}
add_opinion = {
target = root
modifier = disgusted_opinion
opinion = -20
}
}
}
#reveal secret to the writer if there is one
if = {
limit = {
any_secret = {
type = secret_deviant
NOT = {
any_secret_knower = { this = scope:inspiration_owner }
}
}
}
random_secret = {
type = secret_deviant
limit = {
NOT = {
any_secret_knower = { this = scope:inspiration_owner }
}
}
reveal_to = scope:inspiration_owner
}
}
}
else_if = {
limit = {
exists = scope:lifestyle_option_lunatic
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:lunatic
}
}
}
custom_tooltip = fund_inspiration.you_decide_option_tt
ai_chance = {
base = 75
modifier = { # If it's hidden secrets it's rare that they write about it
add = -70
exists = scope:lifestyle_option_witch
NOT = { has_trait = witch }
trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = root.faith GENDER_CHARACTER = root }
}
modifier = { # If it's hidden secrets it's rare that they write about it
add = -70
exists = scope:lifestyle_option_deviant
NOT = { has_trait = deviant }
trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = root.faith GENDER_CHARACTER = root }
}
modifier = { # If it's hidden secrets it's rare that they write about it
add = -70
exists = scope:lifestyle_option_cannibal
NOT = { has_trait = cannibal }
trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = root.faith GENDER_CHARACTER = root }
}
modifier = { #However, the might if they're arrogant
add = 50
has_trait = arrogant
}
ai_value_modifier = {
ai_boldness = 0.25
}
}
}
option = { #Lifestyle Focus
name = fund_inspiration.0031.focus
trigger = {
exists = scope:focus_option
}
if = {
limit = {
has_focus_martial = yes
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:martial
}
}
}
else_if = {
limit = {
has_focus_diplomacy = yes
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:diplomacy
}
}
}
else_if = {
limit = {
has_focus_stewardship = yes
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:stewardship
}
}
}
else_if = {
limit = {
has_focus_learning = yes
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:learning
}
}
}
else_if = {
limit = {
has_focus_intrigue = yes
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:intrigue
}
}
}
custom_tooltip = fund_inspiration.you_decide_option_tt
ai_chance = {
base = 50
modifier = {
add = 25
has_focus_martial = yes
martial > high_skill_rating
}
modifier = {
add = 25
has_focus_diplomacy = yes
diplomacy > high_skill_rating
}
modifier = {
add = 25
has_focus_stewardship = yes
stewardship > high_skill_rating
}
modifier = {
add = 25
has_focus_learning = yes
learning > high_skill_rating
}
modifier = {
add = 25
has_focus_intrigue = yes
intrigue > high_skill_rating
}
}
}
option = { #Skill
name = {
trigger = { exists = scope:skill_option_martial }
text = fund_inspiration.0031.skill_option_martial
}
name = {
trigger = { exists = scope:skill_option_diplomacy }
text = fund_inspiration.0031.skill_option_diplomacy
}
name = {
trigger = { exists = scope:skill_option_stewardship }
text = fund_inspiration.0031.skill_option_stewardship
}
name = {
trigger = { exists = scope:skill_option_learning }
text = fund_inspiration.0031.skill_option_learning
}
name = {
trigger = { exists = scope:skill_option_intrigue }
text = fund_inspiration.0031.skill_option_intrigue
}
trigger = {
exists = scope:skill_option
}
if = {
limit = {
exists = scope:skill_option_martial
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:martial
}
}
}
else_if = {
limit = {
exists = scope:skill_option_diplomacy
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:diplomacy
}
}
}
else_if = {
limit = {
exists = scope:skill_option_stewardship
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:stewardship
}
}
}
else_if = {
limit = {
exists = scope:skill_option_learning
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:learning
}
}
}
else_if = {
limit = {
exists = scope:skill_option_intrigue
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:intrigue
}
}
}
custom_tooltip = fund_inspiration.you_decide_option_tt
ai_chance = { # Kinda a fallback option, so we don't want the AI choosing this too often
base = 10
}
}
option = { #Relationship
name = {
trigger = { exists = scope:relationship_option_soulmate }
text = fund_inspiration.0031.relationship_soulmate
}
name = {
trigger = { exists = scope:relationship_option_nemesis }
text = fund_inspiration.0031.relationship_nemesis
}
trigger = {
exists = scope:relationship_option
exists = scope:relationship_scope
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:relationship
}
if = {
limit = {
exists = scope:relationship_option_soulmate
}
set_variable = {
name = book_topic
value = flag:soulmate
}
}
else = {
set_variable = {
name = book_topic
value = flag:nemesis
}
}
set_variable = {
name = book_topic_relationship
value = scope:relationship_scope
}
}
custom_tooltip = fund_inspiration.you_decide_option_tt
ai_chance = {
base = 0
#My opinion of them
opinion_modifier = {
trigger = {
exists = scope:relationship_option_soulmate
}
opinion_target = scope:relationship_scope
}
opinion_modifier = {
trigger = {
exists = scope:relationship_option_nemesis
}
opinion_target = scope:relationship_scope
multiplier = -0.25
}
#Their opinion of me
opinion_modifier = {
trigger = {
exists = scope:relationship_option_soulmate
}
who = scope:relationship_scope
opinion_target = root
}
opinion_modifier = {
trigger = {
exists = scope:relationship_option_nemesis
}
who = scope:relationship_scope
opinion_target = root
multiplier = -0.25
}
ai_value_modifier = {
trigger = {
exists = scope:relationship_option_nemesis
}
ai_vengefulness = 0.5
}
}
}
option = { #Dynasty
name = fund_inspiration.0031.dynasty
trigger = {
exists = scope:dynasty_option
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:dynasty
}
set_variable = {
name = book_topic
value = flag:dynasty
}
}
custom_tooltip = fund_inspiration.you_decide_option_tt
ai_chance = {
base = 25
modifier = {
add = 50
has_trait = arrogant
}
modifier = {
add = 25
has_trait = ambitious
}
modifier = { #more likely if you have a _cool_ dynasty
add = 25
dynasty = {
dynasty_prestige >= medium_dynasty_prestige_value
}
}
ai_value_modifier = {
ai_greed = 0.25
}
}
}
option = { #Mystical animal
name = fund_inspiration.0031.mystical_animal
trigger = {
exists = scope:mystical_animal_option
exists = var:animal_type
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:mystical_animal
}
}
remove_variable = animal_type
custom_tooltip = fund_inspiration.you_decide_option_tt
ai_chance = {
base = 10 #Not common if you don't have the personality for it
modifier = {
add = 50
has_trait = lifestyle_hunter
}
modifier = {
add = 25
OR = {
has_trait = lunatic
has_trait = vengeful
has_trait = arrogant
}
}
ai_value_modifier = {
ai_energy = 0.25
ai_rationality = -0.5
}
}
}
option = { #Pet
name = {
trigger = { exists = scope:pet_option_cat }
text = fund_inspiration.0031.pet_option_cat
}
name = {
trigger = { exists = scope:pet_option_dog }
text = fund_inspiration.0031.pet_option_dog
}
trigger = {
exists = scope:pet_option
}
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = flag:animals
}
if = {
limit = {
exists = scope:pet_option_cat
}
set_variable = {
name = book_topic
value = flag:animals_your_cat
}
set_variable = {
name = book_topic_cat_name
value = root.var:story_cycle_cat_name
}
}
else = {
set_variable = {
name = book_topic
value = flag:animals_your_dog
}
set_variable = {
name = book_topic_dog_name
value = root.var:story_cycle_dog_name
}
}
}
custom_tooltip = fund_inspiration.you_decide_option_tt
ai_chance = {
base = 0 #Not something the AI will do unless they're a kid
modifier = {
add = 100
is_adult = no
}
}
}
option = { # Unification
name = fund_inspiration.0031.c
trigger = {
exists = scope:book_topic_unification
}
scope:inspiration_owner = {
if = {
limit = {
scope:united_title.tier >= tier_empire
}
set_variable = {
name = book_subject
value = flag:empire
}
}
else = {
set_variable = {
name = book_subject
value = flag:kingdom
}
}
set_variable = {
name = book_topic
value = flag:unification
}
set_variable = {
name = book_topic_united_title
value = scope:united_title
}
}
custom_tooltip = fund_inspiration.you_decide_option_tt
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = 0.75
}
modifier = {
add = 25
has_trait = arrogant
}
modifier = {
add = 25
scope:united_title.tier >= tier_empire
}
}
}
option = { # Formed/created/founded
name = fund_inspiration.0031.d
trigger = {
exists = scope:book_topic_creation
}
scope:inspiration_owner = {
if = {
limit = {
scope:created_title.tier >= tier_empire
}
set_variable = {
name = book_subject
value = flag:empire
}
}
else = {
set_variable = {
name = book_subject
value = flag:kingdom
}
}
set_variable = {
name = book_topic
value = flag:creation
}
set_variable = {
name = book_topic_created_title
value = scope:created_title
}
}
custom_tooltip = fund_inspiration.you_decide_option_tt
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = 0.75
}
modifier = {
add = 25
has_trait = arrogant
}
modifier = {
add = 25
scope:created_title.tier >= tier_empire
}
}
}
option = { # Restored
name = fund_inspiration.0031.e
trigger = {
exists = scope:book_topic_restoration
}
scope:inspiration_owner = {
if = {
limit = {
scope:restored_title.tier >= tier_empire
}
set_variable = {
name = book_subject
value = flag:empire
}
}
else = {
set_variable = {
name = book_subject
value = flag:kingdom
}
}
set_variable = {
name = book_topic
value = flag:restoration
}
set_variable = {
name = book_topic_restored_title
value = scope:restored_title
}
}
custom_tooltip = fund_inspiration.you_decide_option_tt
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = 0.75
}
modifier = {
add = 25
has_trait = arrogant
}
modifier = {
add = 25
scope:restored_title.tier >= tier_empire
}
}
}
option = { #I don't care!
name = fund_inspiration.0031.f
scope:subject = {
scope:inspiration_owner = {
set_variable = {
name = book_subject
value = prev
}
}
}
custom_tooltip = fund_inspiration.they_decide_option_tt
ai_chance = {
base = 0
}
}
}
# Book - they have a subject
# by Linnéa Thimrén
fund_inspiration.0032 = {
hidden = yes
trigger = {
scope:inspiration = {
has_inspiration_type = book_inspiration
inspiration_owner = { #They have already decided what to write about
exists = var:book_subject
}
}
}
immediate = {
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
}
send_interface_toast = {
title = fund_inspiration.0032.t
left_icon = scope:inspiration_owner
show_as_tooltip = {
fund_inspiration_effect = yes
}
}
hidden_effect = {
if = { # If they're a witch and you're funding their questionable projects they might try to recruit you
limit = {
OR = {
scope:inspiration_owner.var:book_subject = flag:medicine
scope:inspiration_owner.var:book_subject = flag:witch
}
scope:inspiration_owner = {
is_witch_trigger = yes
can_start_scheme = {
type = convert_to_witchcraft
target_character = root
}
}
is_witch_trigger = no
}
random = {
chance = 50
modifier = {
add = 25
trigger = {
scope:inspiration_owner.var:book_subject = flag:witch
}
}
scope:inspiration_owner = {
start_scheme = {
type = convert_to_witchcraft
target_character = root
}
}
}
}
}
}
}
# Tapestry - Choose a Subject
# by Sean Hughes
fund_inspiration.0041 = {
type = character_event
title = fund_inspiration.0001.t
desc = fund_inspiration.0041.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
trigger = {
scope:inspiration = {
has_inspiration_type = weaver_inspiration
}
scope:inspiration_owner = {
NOR = {
exists = var:artifact_tapestry_scene
has_variable = banner_commission
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
}
random_list = {
pick = 3
unique = yes
999 = { # A tribute to my victory at [location].
trigger = {
exists = var:epic_battle_location
exists = var:epic_loser
}
save_scope_value_as = {
name = option_battle
value = yes
}
}
10 = { # Something Abstract
trigger = {
faith_is_aniconic_trigger = yes
}
ai_value_modifier = {
ai_zeal = 0.2
}
modifier = {
add = {
value = learning
subtract = decent_skill_rating
}
}
save_scope_value_as = {
name = option_abstract
value = yes
}
}
10 = { # Something showcasing the untamed beauty of nature
save_scope_value_as = {
name = option_nature
value = yes
}
modifier = {
add = {
value = prowess
subtract = decent_skill_rating
}
}
}
10 = { # Something that illustrates the history of the realm
trigger = {
faith_is_aniconic_trigger = no
}
save_scope_value_as = {
name = option_history
value = yes
}
modifier = {
add = {
value = diplomacy
subtract = decent_skill_rating
}
}
}
10 = { # Something representing life in the realm
trigger = {
faith_is_aniconic_trigger = no
}
save_scope_value_as = {
name = option_life
value = yes
}
modifier = {
add = {
value = stewardship
subtract = decent_skill_rating
}
}
}
}
}
option = { # A tribute to my victory at [location].
trigger = {
exists = scope:option_battle
exists = var:epic_battle_location
exists = var:epic_loser
}
name = fund_inspiration.0041.option_battle
hidden_effect = {
scope:inspiration_owner = {
set_variable = {
name = artifact_tapestry_scene
value = flag:battle
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 2
ai_honor = 1
}
modifier = {
add = 100
has_trait = brave
}
modifier = {
add = 50
has_trait = education_martial
}
modifier = {
factor = 0
has_trait = craven
}
}
}
option = { # Something Abstract
trigger = {
exists = scope:option_abstract
faith_is_aniconic_trigger = yes
}
name = fund_inspiration.0041.option_abstract
hidden_effect = {
random_list = {
40 = {
scope:inspiration_owner = {
set_variable = {
name = artifact_tapestry_scene
value = flag:geometric_patterns
}
}
}
60 = {
trigger = { scope:inspiration_owner = { religion = religion:islam_religion } }
scope:inspiration_owner = {
set_variable = {
name = artifact_tapestry_scene
value = flag:calligraphic
}
}
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 2
}
modifier = {
add = {
value = learning
subtract = decent_skill_rating
multiply = 10
}
}
}
}
option = { # Something showcasing the untamed beauty of nature
trigger = {
exists = scope:option_nature
}
name = fund_inspiration.0041.option_nature
hidden_effect = {
random_list = {
33 = {
trigger = { NOT = { faith = { has_doctrine_parameter = pacifist_opinion_active } } }
modifier = {
has_trait = lifestyle_hunter
factor = 4 # 66% chance if hunter, 33% chance otherwise
}
scope:inspiration_owner = {
set_variable = {
name = artifact_tapestry_scene
value = flag:hunt
}
}
}
33 = {
trigger = { NOT = { faith = { has_doctrine_parameter = pacifist_opinion_active } } }
scope:inspiration_owner = {
set_variable = {
name = artifact_tapestry_scene
value = flag:animals
}
}
}
33 = {
scope:inspiration_owner = {
set_variable = {
name = artifact_tapestry_scene
value = flag:garden
}
}
}
}
}
ai_chance = {
base = 100
modifier = {
add = 400
has_trait = witch
}
}
}
option = { # Something that illustrates the history of the realm
trigger = {
exists = scope:option_history
faith_is_aniconic_trigger = no
}
name = fund_inspiration.0041.option_history
hidden_effect = {
random_list = {
50 = {
trigger = {
culture = {
OR = {
has_cultural_tradition = tradition_seafaring
has_cultural_tradition = tradition_maritime_mercantilism
}
}
}
scope:inspiration_owner = {
set_variable = {
name = artifact_tapestry_scene
value = flag:ships
}
}
}
25 = {
scope:inspiration_owner = {
set_variable = {
name = artifact_tapestry_scene
value = flag:historical
}
}
}
25 = {
scope:inspiration_owner = {
set_variable = {
name = artifact_tapestry_scene
value = flag:coronation
}
}
}
}
}
ai_chance = {
base = 100
modifier = {
add = 200
has_trait = arrogant
}
modifier = {
add = {
value = diplomacy
subtract = decent_skill_rating
multiply = 10
}
}
}
}
option = { # Something representing life in the realm
trigger = {
exists = scope:option_life
faith_is_aniconic_trigger = no
}
name = fund_inspiration.0041.option_life
hidden_effect = {
random_list = {
33 = {
scope:inspiration_owner = {
set_variable = {
name = artifact_tapestry_scene
value = flag:bucolic
}
}
}
33 = {
scope:inspiration_owner = {
set_variable = {
name = artifact_tapestry_scene
value = flag:banquet
}
}
}
33 = {
scope:inspiration_owner = {
set_variable = {
name = artifact_tapestry_scene
value = flag:hearing
}
}
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
}
modifier = {
add = {
value = stewardship
subtract = decent_skill_rating
multiply = 10
}
}
}
}
after = {
custom_tooltip = fund_inspiration.you_decide_option_tt
}
}
# Tapestry - Subject already chosen
# by Sean Hughes
fund_inspiration.0042 = {
hidden = yes
trigger = {
scope:inspiration = {
has_inspiration_type = weaver_inspiration
inspiration_owner = { #They know what tapestry they want to make
exists = var:artifact_tapestry_scene
}
}
}
immediate = {
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
}
send_interface_toast = {
title = fund_inspiration.0042.t
left_icon = scope:inspiration_owner
show_as_tooltip = {
fund_inspiration_effect = yes
}
}
}
}
# Banner - Choose a Subject
# by Joe Parkin
fund_inspiration.0043 = {
type = character_event
title = fund_inspiration.0001.t
desc = fund_inspiration.0043.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
trigger = {
scope:inspiration = {
has_inspiration_type = weaver_inspiration
inspiration_owner = { has_variable = banner_commission }
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
}
}
option = { # Title
name = fund_inspiration.0043.option_title
scope:inspiration_owner = {
set_variable = {
name = artifact_banner_type
value = flag:title
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_honor = 1
ai_boldness = -0.5
}
}
}
option = { # House
name = fund_inspiration.0043.option_house
scope:inspiration_owner = {
set_variable = {
name = artifact_banner_type
value = flag:house
}
}
ai_chance = {
base = 25
modifier = {
factor = 2
house.house_head = root
}
modifier = {
factor = 0.5
any_character_artifact = {
exists = var:banner_house
var:banner_house = root.house
}
}
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = { # Dynasty
name = fund_inspiration.0043.option_dynasty
trigger = {
AND = {
OR = {
this = dynasty.dynast # Dynasty Head
any_parent = { # Parent landless
employer = prev
dynasty = prev.dynasty
this = dynasty.dynast
}
}
NOR = {
any_artifact = {
trigger_if = {
limit = { exists = var:banner_dynasty }
var:banner_dynasty = root.dynasty
}
trigger_else = { always = no }
OR = {
artifact_owner = root
artifact_owner = { in_diplomatic_range = root }
}
}
any_inspiration = {
inspiration_sponsor.dynasty = root.dynasty
inspiration_owner = {
has_variable = banner_commission
trigger_if = {
limit = { exists = var:artifact_banner_type }
var:artifact_banner_type = flag:dynasty
}
trigger_else = { always = no }
}
}
}
}
}
scope:inspiration_owner = {
set_variable = {
name = artifact_banner_type
value = flag:dynasty
}
}
custom_tooltip = fund_inspiration.0043.option_dynasty_tt
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
}
}
}
after = {
custom_tooltip = fund_inspiration.you_decide_option_tt
}
}
# Wall Hanging - choose tapestry or banner
fund_inspiration.0044 = {
type = character_event
title = fund_inspiration.0044.t
desc = fund_inspiration.0044.desc
theme = realm
override_background = {
reference = study
}
left_portrait = {
character = scope:antiquarian
animation = steward
}
option = { # Tapestry
name = fund_inspiration.0044.option_tapestry
ai_chance = {
base = 25
ai_value_modifier = {
ai_honor = 1
}
}
}
option = { # Banner
name = fund_inspiration.0044.option_banner
scope:local_artisan = { set_variable = banner_commission }
ai_chance = {
base = 5
ai_value_modifier = {
ai_boldness = 1
}
}
}
after = {
scope:local_artisan = {
create_inspiration = weaver_inspiration
inspiration = {
save_scope_as = this_inspiration
}
if = {
# To avoid false-positives during tooltip generation.
limit = { exists = scope:this_inspiration }
root = { sponsor_inspiration = scope:this_inspiration }
}
}
custom_tooltip = fund_inspiration.you_decide_tapestry_option_tt
}
}
# Adventurer - Choose destination
# By Bianca Savazzi and Linnéa Thimrén
# What options should we show?
scripted_effect fund_inspiration_0051_pick_options_to_show_effect = {
hidden_effect = {
random_list = {
1 = {
# Africa
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_africa
}
}
NOT = { exists = scope:africa_option }
}
save_scope_value_as = {
name = africa_option
value = yes
}
}
1 = {
# West Africa
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_africa_west
}
}
NOT = { exists = scope:africa_west_option }
}
save_scope_value_as = {
name = africa_west_option
value = yes
}
}
1 = {
# North Africa
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_africa_north
}
}
NOT = { exists = scope:africa_north_option }
}
save_scope_value_as = {
name = africa_north_option
value = yes
}
}
1 = {
# East Africa
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_africa_east
}
}
NOT = { exists = scope:africa_east_option }
}
save_scope_value_as = {
name = africa_east_option
value = yes
}
}
1 = {
# Europe
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_europe
}
}
NOT = { exists = scope:europe_option }
}
save_scope_value_as = {
name = europe_option
value = yes
}
}
1 = {
# North Europe
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_europe_north
}
}
NOT = { exists = scope:europe_north_option }
}
save_scope_value_as = {
name = europe_north_option
value = yes
}
}
1 = {
# South Europe
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_europe_south
}
}
NOT = { exists = scope:europe_south_option }
}
save_scope_value_as = {
name = europe_south_option
value = yes
}
}
1 = {
# West Europe
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_europe_west
}
}
NOT = { exists = scope:europe_west_option }
}
save_scope_value_as = {
name = europe_west_option
value = yes
}
}
1 = {
# East Europe
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_europe_east
}
}
NOT = { exists = scope:europe_east_option }
}
save_scope_value_as = {
name = europe_east_option
value = yes
}
}
1 = {
# Middle East
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_middle_east
}
}
NOT = { exists = scope:middle_east_option }
}
save_scope_value_as = {
name = middle_east_option
value = yes
}
}
1 = {
# Middle East - Jerusalem
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_middle_east_jerusalem
}
}
NOT = { exists = scope:middle_east_jerusalem_option }
}
save_scope_value_as = {
name = middle_east_jerusalem_option
value = yes
}
}
1 = {
# Middle East - Arabia
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_middle_east_arabia
}
}
NOT = { exists = scope:middle_east_arabia_option }
}
save_scope_value_as = {
name = middle_east_arabia_option
value = yes
}
}
1 = {
# Middle East - Persia
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_middle_east_persia
}
}
NOT = { exists = scope:middle_east_persia_option }
}
save_scope_value_as = {
name = middle_east_persia_option
value = yes
}
}
1 = {
# India
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_india
}
}
NOT = { exists = scope:india_option }
}
save_scope_value_as = {
name = india_option
value = yes
}
}
1 = {
# India - Deccan
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_india_deccan
}
}
NOT = { exists = scope:india_deccan_option }
}
save_scope_value_as = {
name = india_deccan_option
value = yes
}
}
1 = {
# India - Bengal
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_india_bengal
}
}
NOT = { exists = scope:india_bengal_option }
}
save_scope_value_as = {
name = india_bengal_option
value = yes
}
}
1 = {
# India - Rajastan
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_india_rajastan
}
}
NOT = { exists = scope:india_rajastan_option }
}
save_scope_value_as = {
name = india_rajastan_option
value = yes
}
}
1 = {
# The Steppe
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_steppe
}
}
NOT = { exists = scope:steppe_option }
}
save_scope_value_as = {
name = steppe_option
value = yes
}
}
1 = {
# The Steppe - West
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_steppe_west
}
}
NOT = { exists = scope:steppe_west_option }
}
save_scope_value_as = {
name = steppe_west_option
value = yes
}
}
1 = {
# The Steppe - East
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_steppe_east
}
}
NOT = { exists = scope:steppe_east_option }
}
save_scope_value_as = {
name = steppe_east_option
value = yes
}
}
1 = {
# The Steppe - Tarim
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_steppe_tarim
}
}
NOT = { exists = scope:steppe_tarim_option }
}
save_scope_value_as = {
name = steppe_tarim_option
value = yes
}
}
1 = {
# Asia - Minor
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_asia_minor
}
}
NOT = { exists = scope:asia_minor_option }
}
save_scope_value_as = {
name = asia_minor_option
value = yes
}
}
1 = {
# Burma
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_burma
}
}
NOT = { exists = scope:burma_option }
}
save_scope_value_as = {
name = burma_option
value = yes
}
}
1 = {
# Tibet
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_tibet
}
}
NOT = { exists = scope:tibet_option }
}
save_scope_value_as = {
name = tibet_option
value = yes
}
}
1 = {
# East Asia
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_asia_china
}
}
NOT = { exists = scope:east_asia_option }
}
save_scope_value_as = {
name = east_asia_option
value = yes
}
}
1 = {
# China
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_asia_china
}
}
NOT = { exists = scope:china_option }
}
save_scope_value_as = {
name = china_option
value = yes
}
}
1 = {
# Korea
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_asia_korea
}
}
NOT = { exists = scope:korea_option }
}
save_scope_value_as = {
name = korea_option
value = yes
}
}
1 = {
# Japan
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_asia_japan
}
}
NOT = { exists = scope:japan_option }
}
save_scope_value_as = {
name = japan_option
value = yes
}
}
1 = {
# Southeast Asia
trigger = {
scope:inspiration_owner = {
adventurer_potential_destination_distance_check = {
REGION = world_asia_southeast
}
}
NOT = { exists = scope:southeast_asia_option }
}
save_scope_value_as = {
name = southeast_asia_option
value = yes
}
}
}
}
}
scripted_effect fund_adventure_inspiration_start_effect = {
hidden_effect = {
if = { #Should always exists, but we add this check to avoid the tooltip errors
limit = {
exists = $ADVENTURER$.var:adventure_destination
}
get_adventure_inspiration_start_location = { ADVENTURER = $ADVENTURER$ } #To save the location so we can use it in the effect
}
if = { #Should always exists, but we add this check to avoid the tooltip errors
limit = {
exists = scope:location
exists = scope:location.title_province
}
start_adventure_effect = {
ADVENTURER = $ADVENTURER$
LOCATION = scope:location.title_province
}
}
}
}
fund_inspiration.0051 = {
type = character_event
title = fund_inspiration.0001.t
desc = fund_inspiration.0051.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
trigger = {
scope:inspiration = {
has_inspiration_type = adventure_inspiration
inspiration_owner = { #They haven't already decided where to go
NOT = { exists = var:adventure_destination }
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
assign_quirk_effect = yes
save_scope_as = recipient
}
show_as_tooltip = {
fund_inspiration_effect = yes
}
fund_inspiration_0051_pick_options_to_show_effect = yes
fund_inspiration_0051_pick_options_to_show_effect = yes
fund_inspiration_0051_pick_options_to_show_effect = yes
}
option = { #africa
name = fund_inspiration.0051.africa
trigger = { exists = scope:africa_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:africa
}
}
ai_chance = {
base = 50
}
}
option = { #africa_west
name = fund_inspiration.0051.africa_west
trigger = { exists = scope:africa_west_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:africa_west
}
}
ai_chance = {
base = 50
}
}
option = { #africa_north
name = fund_inspiration.0051.africa_north
trigger = { exists = scope:africa_north_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:africa_north
}
}
ai_chance = {
base = 50
}
}
option = { #africa_east
name = fund_inspiration.0051.africa_east
trigger = { exists = scope:africa_east_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:africa_east
}
}
ai_chance = {
base = 50
}
}
option = { #europe
name = fund_inspiration.0051.europe
trigger = { exists = scope:europe_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:europe
}
}
ai_chance = {
base = 50
}
}
option = { #europe_north
name = fund_inspiration.0051.europe_north
trigger = { exists = scope:europe_north_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:europe_north
}
}
ai_chance = {
base = 50
}
}
option = { #europe_south
name = fund_inspiration.0051.europe_south
trigger = { exists = scope:europe_south_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:europe_south
}
}
ai_chance = {
base = 50
}
}
option = { #europe_west
name = fund_inspiration.0051.europe_west
trigger = { exists = scope:europe_west_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:europe_west
}
}
ai_chance = {
base = 50
}
}
option = { #europe_east
name = fund_inspiration.0051.europe_east
trigger = { exists = scope:europe_east_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:europe_east
}
}
ai_chance = {
base = 50
}
}
option = { #middle_east
name = fund_inspiration.0051.middle_east
trigger = { exists = scope:middle_east_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:middle_east
}
}
ai_chance = {
base = 50
}
}
option = { #middle_east_jerusalem
name = fund_inspiration.0051.middle_east_jerusalem
trigger = { exists = scope:middle_east_jerusalem_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:middle_east_jerusalem
}
}
ai_chance = {
base = 50
}
}
option = { #middle_east_arabia
name = fund_inspiration.0051.middle_east_arabia
trigger = { exists = scope:middle_east_arabia_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:middle_east_arabia
}
}
ai_chance = {
base = 50
}
}
option = { #middle_east_persia
name = fund_inspiration.0051.middle_east_persia
trigger = { exists = scope:middle_east_persia_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:middle_east_persia
}
}
ai_chance = {
base = 50
}
}
option = { #india
name = fund_inspiration.0051.india
trigger = { exists = scope:india_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:india
}
}
ai_chance = {
base = 50
}
}
option = { #india_deccan
name = fund_inspiration.0051.india_deccan
trigger = { exists = scope:india_deccan_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:india_deccan
}
}
ai_chance = {
base = 50
}
}
option = { #india_bengal
name = fund_inspiration.0051.india_bengal
trigger = { exists = scope:india_bengal_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:india_bengal
}
}
ai_chance = {
base = 50
}
}
option = { #india_rajastan
name = fund_inspiration.0051.india_rajastan
trigger = { exists = scope:india_rajastan_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:india_rajastan
}
}
ai_chance = {
base = 50
}
}
option = { #steppe
name = fund_inspiration.0051.steppe
trigger = { exists = scope:steppe_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:steppe
}
}
ai_chance = {
base = 50
}
}
option = { #steppe_west
name = fund_inspiration.0051.steppe_west
trigger = { exists = scope:steppe_west_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:steppe_west
}
}
ai_chance = {
base = 50
}
}
option = { #steppe_east
name = fund_inspiration.0051.steppe_east
trigger = { exists = scope:steppe_east_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:steppe_east
}
}
ai_chance = {
base = 50
}
}
option = { #steppe_tarim
name = fund_inspiration.0051.steppe_tarim
trigger = { exists = scope:steppe_tarim_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:steppe_tarim
}
}
ai_chance = {
base = 50
}
}
option = { #asia_minor
name = fund_inspiration.0051.asia_minor
trigger = { exists = scope:asia_minor_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:asia_minor
}
}
ai_chance = {
base = 50
}
}
option = { #burma
name = fund_inspiration.0051.burma
trigger = { exists = scope:burma_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:burma
}
}
ai_chance = {
base = 50
}
}
option = { #tibet
name = fund_inspiration.0051.tibet
trigger = { exists = scope:tibet_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:tibet
}
}
ai_chance = {
base = 50
}
}
option = { #East Asia
name = fund_inspiration.0051.east_asia
trigger = { exists = scope:east_asia_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:east_asia
}
}
ai_chance = {
base = 50
}
}
option = { #China
name = fund_inspiration.0051.china
trigger = { exists = scope:china_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:china
}
}
ai_chance = {
base = 50
}
}
option = { #Korea
name = fund_inspiration.0051.korea
trigger = { exists = scope:korea_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:korea
}
}
ai_chance = {
base = 50
}
}
option = { #Japan
name = fund_inspiration.0051.japan
trigger = { exists = scope:japan_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:japan
}
}
ai_chance = {
base = 50
}
}
option = { #Southeast Asia
name = fund_inspiration.0051.southeast_asia
trigger = { exists = scope:southeast_asia_option }
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = adventure_destination
value = flag:southeast_asia
}
}
ai_chance = {
base = 50
}
}
option = { #Go where you want to go!
name = fund_inspiration.0051.d
custom_tooltip = fund_inspiration.they_decide_option_tt
set_adventure_location_effect = {
BASE_SCOPE = scope:inspiration_owner
NO_DESTINATION = no
}
ai_chance = {
base = 5
modifier = {
add = 25
OR = {
has_trait = arbitrary
has_trait = lazy
}
}
}
}
}
# Adventure - Destination already chosen
# by Linnéa Thimrén
fund_inspiration.0052 = {
hidden = yes
trigger = {
scope:inspiration = {
has_inspiration_type = adventure_inspiration
inspiration_owner = { #They have already decided where to go
exists = var:adventure_destination
}
}
}
immediate = {
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
set_variable = gone_adventuring
}
send_interface_toast = {
title = fund_inspiration.0052.t
left_icon = scope:inspiration_owner
show_as_tooltip = {
fund_inspiration_effect = yes
}
}
}
}
# Adventure maintenance, to make sure the inspiration progresses and to trigger the completion event
scripted_effect fund_adventure_inspiration_travel_progress_effect = {
if = { # Africa
limit = {
var:adventure_destination = flag:africa
}
random_county_in_region = {
region = world_africa
title_province = { save_scope_as = location }
}
}
else_if = { # West Africa
limit = {
var:adventure_destination = flag:africa_west
}
random_county_in_region = {
region = world_africa_west
title_province = { save_scope_as = location }
}
}
else_if = { # North Africa
limit = {
var:adventure_destination = flag:africa_north
}
random_county_in_region = {
region = world_africa_north
title_province = { save_scope_as = location }
}
}
else_if = { # East Africa
limit = {
var:adventure_destination = flag:africa_east
}
random_county_in_region = {
region = world_africa_east
title_province = { save_scope_as = location }
}
}
else_if = { # Europe
limit = {
var:adventure_destination = flag:europe
}
random_county_in_region = {
region = world_europe
title_province = { save_scope_as = location }
}
}
else_if = { # North Europe
limit = {
var:adventure_destination = flag:europe_north
}
random_county_in_region = {
region = world_europe_north
title_province = { save_scope_as = location }
}
}
else_if = { # South Europe
limit = {
var:adventure_destination = flag:europe_south
}
random_county_in_region = {
region = world_europe_south
title_province = { save_scope_as = location }
}
}
else_if = { # West Europe
limit = {
var:adventure_destination = flag:europe_west
}
random_county_in_region = {
region = world_europe_west
title_province = { save_scope_as = location }
}
}
else_if = { # East Europe
limit = {
var:adventure_destination = flag:europe_east
}
random_county_in_region = {
region = world_europe_east
title_province = { save_scope_as = location }
}
}
else_if = { # Middle East
limit = {
var:adventure_destination = flag:middle_east
}
random_county_in_region = {
region = world_middle_east
title_province = { save_scope_as = location }
}
}
else_if = { # Middle East - Jerusalem
limit = {
var:adventure_destination = flag:middle_east_jerusalem
}
random_county_in_region = {
region = world_middle_east_jerusalem
title_province = { save_scope_as = location }
}
}
else_if = { # Middle East - Arabia
limit = {
var:adventure_destination = flag:middle_east_arabia
}
random_county_in_region = {
region = world_middle_east_arabia
title_province = { save_scope_as = location }
}
}
else_if = { # Middle East - Persia
limit = {
var:adventure_destination = flag:middle_east_persia
}
random_county_in_region = {
region = world_middle_east_persia
title_province = { save_scope_as = location }
}
}
else_if = { # India
limit = {
var:adventure_destination = flag:india
}
random_county_in_region = {
region = world_india
title_province = { save_scope_as = location }
}
}
else_if = { # India - Deccan
limit = {
var:adventure_destination = flag:india_deccan
}
random_county_in_region = {
region = world_india_deccan
title_province = { save_scope_as = location }
}
}
else_if = { # India - Bengal
limit = {
var:adventure_destination = flag:india_bengal
}
random_county_in_region = {
region = world_india_bengal
title_province = { save_scope_as = location }
}
}
else_if = { # India - Rajastan
limit = {
var:adventure_destination = flag:india_rajastan
}
random_county_in_region = {
region = world_india_rajastan
title_province = { save_scope_as = location }
}
}
else_if = { # The Steppe
limit = {
var:adventure_destination = flag:steppe
}
random_county_in_region = {
region = world_steppe
title_province = { save_scope_as = location }
}
}
else_if = { # The Steppe - West
limit = {
var:adventure_destination = flag:steppe_west
}
random_county_in_region = {
region = world_steppe_west
title_province = { save_scope_as = location }
}
}
else_if = { # The Steppe - East
limit = {
var:adventure_destination = flag:steppe_east
}
random_county_in_region = {
region = world_steppe_east
title_province = { save_scope_as = location }
}
}
else_if = { # The Steppe - Tarim
limit = {
var:adventure_destination = flag:steppe_tarim
}
random_county_in_region = {
region = world_steppe_tarim
title_province = { save_scope_as = location }
}
}
else_if = { # Asia - Minor
limit = {
var:adventure_destination = flag:asia_minor
}
random_county_in_region = {
region = world_asia_minor
title_province = { save_scope_as = location }
}
}
else_if = { # Burma
limit = {
var:adventure_destination = flag:burma
}
random_county_in_region = {
region = world_burma
title_province = { save_scope_as = location }
}
}
else_if = { # Tibet
limit = {
var:adventure_destination = flag:tibet
}
random_county_in_region = {
region = world_tibet
title_province = { save_scope_as = location }
}
}
else_if = { # China
limit = {
var:adventure_destination = flag:east_asia
}
random_county_in_region = {
region = world_asia_east
title_province = { save_scope_as = location }
}
}
else_if = { # China
limit = {
var:adventure_destination = flag:china
}
random_county_in_region = {
region = world_asia_china
title_province = { save_scope_as = location }
}
}
else_if = { # Japan
limit = {
var:adventure_destination = flag:japan
}
random_county_in_region = {
region = world_asia_japan
title_province = { save_scope_as = location }
}
}
else_if = { # Korea
limit = {
var:adventure_destination = flag:korea
}
random_county_in_region = {
region = world_asia_korea
title_province = { save_scope_as = location }
}
}
else_if = { # Southeast Asia
limit = {
var:adventure_destination = flag:southeast_asia
}
random_county_in_region = {
region = world_asia_southeast
title_province = { save_scope_as = location }
}
}
scope:inspiration_owner = {
set_location = {
location = scope:location
stick_to_location = yes
}
}
}
# Triggered from on_progress_increased in the adventurer inspiration script - to mimic progress happening over the years
# by Linnéa Thimrén
fund_inspiration.0053 = {
hidden = yes
trigger = {
inspiration ?= {
has_inspiration_type = adventure_inspiration
inspiration_sponsor ?= { is_alive = yes }
inspiration_progress < 10
}
}
immediate = {
fund_adventure_inspiration_travel_progress_effect = yes #Adventurer moves on to a new location in the targeted region.
}
}
# Adventure - Fallback to end it all if it's been going on for too long. Triggered from start_adventure_effect
# by Linnéa Thimrén
fund_inspiration.0054 = {
hidden = yes
trigger = {
inspiration ?= {
has_inspiration_type = adventure_inspiration
inspiration_sponsor ?= { is_alive = yes }
}
}
on_trigger_fail = { #If something has gone wrong we do some cleanup
if = {
limit = { exists = scope:inspiration }
save_scope_as = inspiration_owner
inspiration_completion_effect = yes
if = {
limit = { exists = scope:inspiration.inspiration_sponsor }
scope:inspiration.inspiration_sponsor = { end_inspiration_sponsorship = scope:inspiration }
}
}
}
immediate = {
# Send adventurer back home
scope:inspiration_owner = {
set_location_to_default = yes
}
#Finish the inspiration
inspiration = { change_inspiration_progress = 10 }
}
}
# Artisan - Choose what they make
scripted_trigger fund_inspiration_0061_option_chest_trigger = {
NOT = { exists = scope:artisan_type_chest_option }
}
scripted_trigger fund_inspiration_0061_option_box_trigger = {
NOT = { exists = scope:artisan_type_box_option }
}
scripted_trigger fund_inspiration_0061_option_sculpture_trigger = {
NOT = { exists = scope:artisan_type_sculpture_option }
}
scripted_trigger fund_inspiration_0061_option_cabinet_trigger = {
NOT = { exists = scope:artisan_type_cabinet_option }
}
scripted_trigger fund_inspiration_0061_option_throne_trigger = {
NOT = { exists = scope:artisan_type_throne_option }
}
scripted_trigger fund_inspiration_0061_option_scientific_apparatus_trigger = {
# Currently the only available apparatus is DLC-locked - mildly rework this trigger if we add more.
has_fp2_dlc_trigger = yes
# We need to verify that the character is eligible
eligible_for_scientific_apparatus_armillary_sphere_trigger = { CHARACTER = root }
NOT = { exists = scope:artisan_type_scientific_apparatus_option }
}
scripted_trigger fund_inspiration_0061_option_urn_trigger = {
NOT = { exists = scope:artisan_type_urn_option }
}
scripted_trigger fund_inspiration_0061_option_icon_trigger = {
NOT = { exists = scope:artisan_type_icon_option }
faith_is_aniconic_trigger = no
}
scripted_effect fund_inspiration_0061_pick_options_to_show_effect = {
#What options do we show?
hidden_effect = {
random_list = {
10 = {
trigger = {
fund_inspiration_0061_option_chest_trigger = yes
}
save_scope_value_as = {
name = artisan_type_chest_option
value = yes
}
}
10 = {
trigger = {
fund_inspiration_0061_option_box_trigger = yes
}
save_scope_value_as = {
name = artisan_type_box_option
value = yes
}
}
10 = {
trigger = {
fund_inspiration_0061_option_sculpture_trigger = yes
}
save_scope_value_as = {
name = artisan_type_sculpture_option
value = yes
}
}
10 = {
trigger = {
fund_inspiration_0061_option_cabinet_trigger = yes
}
save_scope_value_as = {
name = artisan_type_cabinet_option
value = yes
}
}
10 = {
trigger = {
fund_inspiration_0061_option_throne_trigger = yes
}
save_scope_value_as = {
name = artisan_type_throne_option
value = yes
}
}
# DLC options get a boost to make them more visible.
50 = {
trigger = {
fund_inspiration_0061_option_scientific_apparatus_trigger = yes
}
save_scope_value_as = {
name = artisan_type_scientific_apparatus_option
value = yes
}
}
10 = {
trigger = {
fund_inspiration_0061_option_urn_trigger = yes
}
save_scope_value_as = {
name = artisan_type_urn_option
value = yes
}
}
50 = {
trigger = {
fund_inspiration_0061_option_icon_trigger = yes
}
save_scope_value_as = {
name = artisan_type_icon_option
value = yes
}
}
}
}
}
fund_inspiration.0061 = {
type = character_event
title = fund_inspiration.0001.t
desc = fund_inspiration.0061.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
trigger = {
scope:inspiration = {
has_inspiration_type = artisan_inspiration
inspiration_owner = { #They haven't already decided what to make
NOT = { exists = var:artifact_artisan_type }
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
}
show_as_tooltip = {
fund_inspiration_effect = yes
}
# What options should we show?
fund_inspiration_0061_pick_options_to_show_effect = yes
fund_inspiration_0061_pick_options_to_show_effect = yes
fund_inspiration_0061_pick_options_to_show_effect = yes
}
#Chest
option = {
name = fund_inspiration.0061.chest
trigger = {
exists = scope:artisan_type_chest_option
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_artisan_type
value = flag:artisan_type_chest
}
}
ai_chance = {
base = 10
}
}
#Box
option = {
name = fund_inspiration.0061.box
trigger = {
exists = scope:artisan_type_box_option
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_artisan_type
value = flag:artisan_type_box
}
}
ai_chance = {
base = 10
}
}
#Sculpture
option = {
name = fund_inspiration.0061.sculpture
trigger = {
exists = scope:artisan_type_sculpture_option
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_artisan_type
value = flag:artisan_type_sculpture
}
}
ai_chance = {
base = 10
}
}
#Cabinet
option = {
name = fund_inspiration.0061.cabinet
trigger = {
exists = scope:artisan_type_cabinet_option
scope:inspiration_owner = {
NOR = {
artifact_use_indian_building_visuals_trigger = yes
artifact_use_mena_building_visuals_trigger = yes
}
}
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_artisan_type
value = flag:artisan_type_cabinet
}
}
ai_chance = {
base = 10
}
}
#Diwan
option = {
name = fund_inspiration.0061.diwan
trigger = {
exists = scope:artisan_type_cabinet_option
scope:inspiration_owner = { artifact_use_indian_building_visuals_trigger = yes }
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_artisan_type
value = flag:artisan_type_cabinet
}
}
ai_chance = {
base = 10
}
}
#Table
option = {
name = fund_inspiration.0061.table
trigger = {
exists = scope:artisan_type_cabinet_option
scope:inspiration_owner = { artifact_use_mena_building_visuals_trigger = yes }
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_artisan_type
value = flag:artisan_type_cabinet
}
}
ai_chance = {
base = 10
}
}
#Throne
option = {
name = fund_inspiration.0061.throne
trigger = {
exists = scope:artisan_type_throne_option
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_artisan_type
value = flag:artisan_type_throne
}
}
ai_chance = {
base = 10
modifier = {
factor = 0
OR = {
any_character_artifact = { # Has a fantastic item already
artifact_slot_type = throne
rarity = illustrious
}
AND = { # Have a lot of artifacts already, and the inspired person isn't even very good
scope:inspiration_owner = {
artisan_inspiration_average_skill_value < high_inspiration_skill
}
any_character_artifact = {
count >= 2
artifact_slot_type = throne
}
}
}
}
}
}
#Scientific Apparatus
option = {
name = fund_inspiration.0061.scientific_apparatus
trigger = {
exists = scope:artisan_type_scientific_apparatus_option
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
roll_scientific_apparatus_effect = { CHARACTER = root }
set_variable = {
name = artifact_artisan_type
value = flag:artisan_type_scientific_apparatus
}
}
ai_chance = {
base = 10
}
}
#Urn
option = {
name = fund_inspiration.0061.urn
trigger = {
exists = scope:artisan_type_urn_option
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_artisan_type
value = flag:artisan_type_urn
}
}
ai_chance = {
base = 10
}
}
#Icon
option = {
name = fund_inspiration.0061.icon
trigger = {
exists = scope:artisan_type_icon_option
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_artisan_type
value = flag:artisan_type_icon
}
}
ai_chance = {
base = 10
}
}
}
# Artisan - they know what they want to make
# by Linnéa Thimrén
fund_inspiration.0062 = {
hidden = yes
trigger = {
scope:inspiration = {
has_inspiration_type = artisan_inspiration
inspiration_owner = { #They have already decided what to make
exists = var:artifact_artisan_type
}
}
}
immediate = {
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
}
send_interface_toast = {
title = fund_inspiration.0062.t
left_icon = scope:inspiration_owner
show_as_tooltip = {
fund_inspiration_effect = yes
}
}
}
}
# Smith - Choose what they make
# by Linnéa Thimrén
scripted_trigger fund_inspiration_0071_option_brooch_trigger = {
NOT = { exists = scope:smith_type_brooch_option }
}
scripted_trigger fund_inspiration_0071_option_regalia_trigger = {
NOT = { exists = scope:smith_type_regalia_option }
}
scripted_trigger fund_inspiration_0071_option_crown_trigger = {
NOT = { exists = scope:smith_type_crown_option }
}
scripted_trigger fund_inspiration_0071_option_goblet_trigger = {
NOT = { exists = scope:smith_type_goblet_option }
}
scripted_trigger fund_inspiration_0071_option_aquamanile_trigger = {
has_fp2_dlc_trigger = yes
NOT = { exists = scope:smith_type_aquamanile_option }
# These occurred in other faiths too, so we don't restrict their religious usage, but were much more ubiquitous in Islam.
religion = religion:islam_religion
}
scripted_trigger fund_inspiration_0071_option_incense_burner_sculpture_trigger = {
has_fp3_dlc_trigger = yes
NOT = { exists = scope:smith_type_incense_burner_sculpture_option }
# These occurred in other faiths too, so we don't restrict their religious usage, but were much more ubiquitous in Islam.
religion = religion:islam_religion
}
scripted_effect fund_inspiration_0071_pick_options_to_show_effect = {
#What options do we show?
hidden_effect = {
random_list = {
10 = {
trigger = {
fund_inspiration_0071_option_brooch_trigger = yes
}
save_scope_value_as = {
name = smith_type_brooch_option
value = yes
}
}
10 = {
trigger = {
fund_inspiration_0071_option_regalia_trigger = yes
}
save_scope_value_as = {
name = smith_type_regalia_option
value = yes
}
}
10 = {
trigger = {
fund_inspiration_0071_option_crown_trigger = yes
}
save_scope_value_as = {
name = smith_type_crown_option
value = yes
}
}
10 = {
trigger = {
fund_inspiration_0071_option_goblet_trigger = yes
}
save_scope_value_as = {
name = smith_type_goblet_option
value = yes
}
}
# DLC options get a boost to make them more visible.
50 = {
trigger = {
fund_inspiration_0071_option_aquamanile_trigger = yes
}
save_scope_value_as = {
name = smith_type_aquamanile_option
value = yes
}
}
50 = {
trigger = {
fund_inspiration_0071_option_incense_burner_sculpture_trigger = yes
}
save_scope_value_as = {
name = smith_type_incense_burner_sculpture_option
value = yes
}
}
}
}
}
fund_inspiration.0071 = {
type = character_event
title = fund_inspiration.0001.t
desc = fund_inspiration.0071.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
trigger = {
scope:inspiration = {
has_inspiration_type = smith_inspiration
inspiration_owner = { #They haven't already decided what to make
NOT = { exists = var:artifact_smith_type }
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
}
show_as_tooltip = {
fund_inspiration_effect = yes
}
# What options should we show?
fund_inspiration_0071_pick_options_to_show_effect = yes
fund_inspiration_0071_pick_options_to_show_effect = yes
fund_inspiration_0071_pick_options_to_show_effect = yes
}
#Brooch
option = {
name = fund_inspiration.0071.brooch
trigger = {
exists = scope:smith_type_brooch_option
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_smith_type
value = flag:smith_type_brooch
}
}
ai_chance = {
base = 10
modifier = {
factor = 0
OR = {
any_character_artifact = { # Has a fantastic item already
artifact_slot_type = miscellaneous
rarity = illustrious
}
AND = { # Have a lot of artifacts already, and the inspired person isn't even very good
scope:inspiration_owner = {
smith_inspiration_average_skill_value < high_inspiration_skill
}
any_character_artifact = {
count >= 4
artifact_slot_type = miscellaneous
}
}
}
}
}
}
#Regalia
option = {
name = fund_inspiration.0071.regalia
trigger = {
exists = scope:smith_type_regalia_option
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_smith_type
value = flag:smith_type_regalia
}
}
ai_chance = {
base = 10
modifier = {
factor = 0
OR = {
any_character_artifact = { # Has a fantastic item already
artifact_slot_type = regalia
rarity = illustrious
}
AND = { # Have a lot of artifacts already, and the inspired person isn't even very good
scope:inspiration_owner = {
smith_inspiration_average_skill_value < high_inspiration_skill
}
any_character_artifact = {
count >= 2
artifact_slot_type = regalia
}
}
}
}
}
}
#Crown
option = {
name = fund_inspiration.0071.crown
trigger = {
exists = scope:smith_type_crown_option
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_smith_type
value = flag:smith_type_crown
}
}
ai_chance = {
base = 10
modifier = {
factor = 0
OR = {
any_character_artifact = { # Has a fantastic item already
artifact_slot_type = helmet
rarity = illustrious
}
AND = { # Have a lot of artifacts already, and the inspired person isn't even very good
scope:inspiration_owner = {
smith_inspiration_average_skill_value < high_inspiration_skill
}
any_character_artifact = {
count >= 2
artifact_slot_type = helmet
}
}
}
}
}
}
#Goblet
option = {
name = fund_inspiration.0071.goblet
trigger = {
exists = scope:smith_type_goblet_option
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_smith_type
value = flag:smith_type_goblet
}
}
ai_chance = {
base = 10
}
}
#Aquamanile
option = {
name = fund_inspiration.0071.aquamanile
trigger = {
exists = scope:smith_type_aquamanile_option
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_smith_type
value = flag:smith_type_aquamanile
}
}
ai_chance = {
base = 10
}
}
#Incense Burner Sculpture
option = {
name = fund_inspiration.0071.incense_burner_sculpture
trigger = {
exists = scope:smith_type_incense_burner_sculpture_option
}
custom_tooltip = fund_inspiration.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_smith_type
value = flag:smith_type_incense_burner_sculpture
}
}
ai_chance = {
base = 10
}
}
}
# Smith - they know what they want to make
# by Linnéa Thimrén
fund_inspiration.0072 = {
hidden = yes
trigger = {
scope:inspiration = {
has_inspiration_type = smith_inspiration
inspiration_owner = { #They have already decided what to make
exists = var:artifact_smith_type
}
}
}
immediate = {
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
}
send_interface_toast = {
title = fund_inspiration.0072.t
left_icon = scope:inspiration_owner
show_as_tooltip = {
fund_inspiration_effect = yes
}
}
}
}
# Alchemy - Choose what they make
# by Linnéa Thimrén
scripted_trigger fund_inspiration_0081_option_elixirs_trigger = {
NOT = { exists = scope:alchemy_type_elixirs }
}
scripted_trigger fund_inspiration_0081_option_metals_trigger = {
NOT = { exists = scope:alchemy_type_metals }
}
scripted_trigger fund_inspiration_0081_option_panacea_trigger = {
NOT = { exists = scope:alchemy_type_panacea }
}
scripted_trigger fund_inspiration_0081_option_immortality_trigger = {
NOT = { exists = scope:alchemy_type_immortality }
}
scripted_effect fund_inspiration_0081_pick_options_to_show_effect = {
#What options do we show?
hidden_effect = {
random_list = {
10 = {
trigger = {
fund_inspiration_0081_option_elixirs_trigger = yes
}
save_scope_value_as = {
name = alchemy_type_elixirs
value = yes
}
}
10 = {
trigger = {
fund_inspiration_0081_option_metals_trigger = yes
}
save_scope_value_as = {
name = alchemy_type_metals
value = yes
}
}
10 = {
trigger = {
fund_inspiration_0081_option_panacea_trigger = yes
}
save_scope_value_as = {
name = alchemy_type_panacea
value = yes
}
}
10 = {
trigger = {
fund_inspiration_0081_option_immortality_trigger = yes
}
save_scope_value_as = {
name = alchemy_type_immortality
value = yes
}
}
}
}
}
fund_inspiration.0081 = {
type = character_event
title = fund_inspiration.0001.t
desc = fund_inspiration.0081.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
trigger = {
scope:inspiration = {
has_inspiration_type = alchemy_inspiration
inspiration_owner = { #They haven't already decided what to make
NOT = { exists = var:artifact_alchemy_type }
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
assign_quirk_effect = yes
}
show_as_tooltip = {
fund_inspiration_effect = yes
}
# What options should we show?
fund_inspiration_0081_pick_options_to_show_effect = yes
fund_inspiration_0081_pick_options_to_show_effect = yes
fund_inspiration_0081_pick_options_to_show_effect = yes
}
#Elixir
option = {
name = fund_inspiration.0081.elixirs
trigger = {
exists = scope:alchemy_type_elixirs
}
custom_tooltip = fund_inspiration.0081.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_alchemy_type
value = flag:alchemy_type_elixirs
}
}
ai_chance = {
base = 10
modifier = {
add = 10
has_trait = scholar
}
ai_value_modifier = {
ai_boldness = 0.15
ai_rationality = 0.5
}
}
}
#Metals
option = {
name = fund_inspiration.0081.metals
trigger = {
exists = scope:alchemy_type_metals
}
custom_tooltip = fund_inspiration.0081.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_alchemy_type
value = flag:alchemy_type_metals
}
}
ai_chance = {
base = 10
modifier = {
add = 15
has_lifestyle = learning_lifestyle
}
ai_value_modifier = {
ai_greed = 0.25
ai_rationality = 0.15
ai_boldness = 0.1
}
}
}
#Panacea
option = {
name = fund_inspiration.0081.panacea
trigger = {
exists = scope:alchemy_type_panacea
}
custom_tooltip = fund_inspiration.0081.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_alchemy_type
value = flag:alchemy_type_panacea
}
}
ai_chance = {
base = 10
modifier = {
add = 25
has_trait = lifestyle_physician
}
modifier = {
add = 15
has_lifestyle = learning_lifestyle
}
ai_value_modifier = {
ai_zeal = 0.25
ai_rationality = 0.25
ai_boldness = -0.15
ai_greed = -0.15
}
}
}
#Immortality
option = {
name = fund_inspiration.0081.immortality
trigger = {
exists = scope:alchemy_type_immortality
}
custom_tooltip = fund_inspiration.0081.you_decide_option_tt
scope:inspiration_owner = {
set_variable = {
name = artifact_alchemy_type
value = flag:alchemy_type_immortality
}
}
ai_chance = {
base = 10
modifier = {
add = 25
has_trait = arrogant
}
ai_value_modifier = {
ai_greed = 0.75
ai_boldness = 0.5
ai_zeal = -0.25
ai_rationality = -0.15
}
}
}
#They decide
option = {
name = fund_inspiration.0031.f
custom_tooltip = fund_inspiration.0081.they_decide_option_tt
hidden_effect = {
set_alchemy_inspiration_type_effect = {
BASE_SCOPE = scope:inspiration_owner
NO_TYPE = no
}
}
ai_chance = {
base = 0
}
}
}
# Alchemy - they know what they want to make
# by Linnéa Thimrén
fund_inspiration.0082 = {
hidden = yes
trigger = {
scope:inspiration = {
has_inspiration_type = alchemy_inspiration
inspiration_owner = { #They have already decided what to make
exists = var:artifact_alchemy_type
}
}
}
immediate = {
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
}
send_interface_toast = {
title = fund_inspiration.0082.t
left_icon = scope:inspiration_owner
show_as_tooltip = {
fund_inspiration_effect = yes
}
}
}
}
#Fund Inspiration: Bow - Choose your item
fund_inspiration.0091 = {
type = character_event
title = fund_inspiration.0001.t
desc = fund_inspiration.0091.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
trigger = {
scope:inspiration = {
has_inspiration_type = bow_inspiration
}
scope:inspiration_owner = { NOT = { exists = var:artifact_bow_type } }
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
assign_quirk_effect = yes
save_scope_as = recipient
}
}
# bow
option = {
name = fund_inspiration.0091.a
scope:inspiration_owner = {
set_variable = {
name = artifact_bow_type
value = flag:artifact_bow_type_bow
}
custom_tooltip = fund_inspiration.0091.tooltip_bow.tt
}
ai_chance = {
base = 50
}
}
# longbow
option = {
name = fund_inspiration.0091.b
trigger = {
OR = {
scope:inspiration_owner.culture = { has_cultural_tradition = tradition_longbow_competitions }
culture = { has_cultural_tradition = tradition_longbow_competitions }
}
}
scope:inspiration_owner = {
set_variable = {
name = artifact_bow_type
value = flag:artifact_bow_type_longbow
}
custom_tooltip = fund_inspiration.0091.tooltip_longbow.tt
}
ai_chance = {
base = 50
}
}
# composite bow
option = {
trigger = {
OR = {
scope:inspiration_owner.culture = { is_composite_bow_culture_trigger = yes }
culture = { is_composite_bow_culture_trigger = yes }
}
}
name = fund_inspiration.0091.c
scope:inspiration_owner = {
set_variable = {
name = artifact_bow_type
value = flag:artifact_bow_type_composite
}
custom_tooltip = fund_inspiration.0091.tooltip_composite.tt
}
ai_chance = {
base = 50
}
}
# crossbow
option = {
name = fund_inspiration.0091.d
trigger = {
OR = {
scope:inspiration_owner.culture = { has_innovation = innovation_advanced_bowmaking }
culture = { has_innovation = innovation_advanced_bowmaking }
}
}
scope:inspiration_owner = {
set_variable = {
name = artifact_bow_type
value = flag:artifact_bow_type_crossbow
}
custom_tooltip = fund_inspiration.0091.tooltip_crossbow.tt
}
}
# default option of "do what you want"
option = {
name = fund_inspiration.0031.f
hidden_effect = { #If they haven't specified what they're gonna make we decide it here
set_bow_artifact_type_effect = {
BASE_SCOPE = scope:inspiration_owner
NO_TYPE = no
}
}
custom_tooltip = fund_inspiration.they_decide_option_tt
ai_chance = {
base = 25
modifier = {
add = 25
has_trait = arbitrary
}
}
}
}
# Bow - they know what they want to make
fund_inspiration.0092 = {
hidden = yes
trigger = {
scope:inspiration = {
has_inspiration_type = bow_inspiration
inspiration_owner = { #They know what weapon they want to make
exists = var:artifact_weapon_type
}
}
}
immediate = {
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
}
send_interface_toast = {
title = fund_inspiration.0012.t
left_icon = scope:inspiration_owner
show_as_tooltip = {
fund_inspiration_effect = yes
}
}
}
}
##################################################
# Inspiration: complete!
# by Linnéa Thimrén
# 1001-2000
##################################################
# Fallback version - very generic
# by Linnéa Thimrén
fund_inspiration.1001 = {
type = character_event
title = fund_inspiration.1001.t
desc = {
desc = fund_inspiration.1001.desc
first_valid = {
triggered_desc = {
trigger = {
exists = scope:tapestry
}
desc = artifact_wall_tapestry_description
}
triggered_desc = {
trigger = {
exists = scope:small_hide
}
desc = artifact_small_hide_description
}
desc = artifact_crown_description
}
}
theme = inspiration_complete
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
artifact = { # To display the artifact in the event-window
target = scope:newly_created_artifact
position = lower_center_portrait
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
if = {
limit = {
has_character_flag = trigger_tapestry_completion_event
}
remove_character_flag = trigger_tapestry_completion_event
create_artifact_tapestry_effect = {
OWNER = root
WEAVER = scope:inspiration_owner
}
save_scope_value_as = {
name = tapestry
value = yes
}
}
else_if = {
limit = {
has_character_flag = trigger_banner_completion_event
}
remove_character_flag = trigger_banner_completion_event
if = {
limit = {
scope:inspiration_owner = { has_variable = artifact_banner_type }
}
switch = {
trigger = scope:inspiration_owner.var:artifact_banner_type
flag:dynasty = {
root = { set_variable = banner_from_dynasty }
create_artifact_wall_banner_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
TARGET = root.dynasty
}
}
flag:house = {
root = { set_variable = banner_from_house }
create_artifact_wall_banner_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
TARGET = root.house
}
}
flag:title = {
create_artifact_wall_banner_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
TARGET = root.primary_title
}
}
}
scope:inspiration_owner = { remove_variable = artifact_banner_type }
}
save_scope_value_as = {
name = banner
value = yes
}
}
else_if = {
limit = {
has_character_flag = trigger_adventure_completion_event
}
create_artifact_animal_hide_effect = {
OWNER = root
HUNTER = scope:inspiration_owner
LEGENDARY = no
ANIMAL = flag:none
}
save_scope_value_as = {
name = small_hide
value = yes
}
}
else = {
create_artifact_crown_effect = {
OWNER = root
SMITH = scope:inspiration_owner
}
save_scope_value_as = {
name = crown
value = yes
}
}
#Inscribe your family motto
if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_inscribe_motto_var
}
exists = scope:tapestry
}
scope:newly_created_artifact = {
set_artifact_description = artifact_motto_woven
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_e_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_e_var = {
save_scope_as = dedication_e
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_e
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_f_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_f_var = {
save_scope_as = dedication_f
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_f
}
}
}
#
option = {
name = fund_inspiration.1001.a
if = {
limit = {
exists = scope:tapestry
}
custom_tooltip = create_artifact_tapestry_tooltip
}
else_if = {
limit = {
exists = scope:banner
}
custom_tooltip = create_artifact_banner_tooltip
}
else_if = {
limit = {
exists = scope:small_hide
}
custom_tooltip = create_artifact_small_hide_tooltip
}
else = {
custom_tooltip = create_artifact_crown_tooltip #Fallback never shown
}
}
after = {
inspiration_completion_effect = yes
}
}
# Weapon artifact
# by Linnéa Thimrén
fund_inspiration.1011 = {
type = character_event
title = fund_inspiration.1001.t
desc = {
desc = fund_inspiration.1011.desc
first_valid = {
triggered_desc = {
trigger = {
scope:weapon_type = flag:artifact_weapon_type_axe
}
desc = artifact_axe_description
}
triggered_desc = {
trigger = {
scope:weapon_type = flag:artifact_weapon_type_dagger
}
desc = artifact_dagger_description
}
triggered_desc = {
trigger = {
scope:weapon_type = flag:artifact_weapon_type_hammer
}
desc = artifact_hammer_description
}
triggered_desc = {
trigger = {
scope:weapon_type = flag:artifact_weapon_type_mace
}
desc = artifact_mace_description
}
triggered_desc = {
trigger = {
scope:weapon_type = flag:artifact_weapon_type_spear
}
desc = artifact_spear_description
}
triggered_desc = {
trigger = {
AND = {
scope:newly_created_artifact = {
has_variable = replica_sassanian_sword
OR = {
rarity = famed
rarity = illustrious
}
}
}
}
desc = famed_replica_sassanian_sword_description
}
triggered_desc = {
trigger = {
scope:newly_created_artifact = {
has_variable = replica_sassanian_sword
rarity = masterwork
}
}
desc = masterwork_replica_sassanian_sword_description
}
triggered_desc = {
trigger = {
scope:newly_created_artifact = {
has_variable = replica_sassanian_sword
rarity = common
}
}
desc = common_replica_sassanian_sword_description
}
desc = artifact_sword_description
}
}
theme = inspiration_complete
override_background = { reference = armory }
left_portrait = {
character = scope:inspiration_owner
triggered_animation = {
trigger = { scope:weapon_type = flag:artifact_weapon_type_axe }
animation = marshal_axe
}
triggered_animation = {
trigger = { scope:weapon_type = flag:artifact_weapon_type_dagger }
animation = marshal_dagger
}
triggered_animation = {
trigger = { scope:weapon_type = flag:artifact_weapon_type_hammer }
animation = celebrate_hammer
}
triggered_animation = {
trigger = { scope:weapon_type = flag:artifact_weapon_type_mace }
animation = marshal_mace
}
triggered_animation = {
trigger = { scope:weapon_type = flag:artifact_weapon_type_spear }
animation = throne_room_two_handed_passive_1
}
animation = marshal
}
artifact = { # To display the artifact in the event-window
target = scope:newly_created_artifact
position = lower_center_portrait
}
trigger = {
has_character_flag = trigger_weapon_completion_event
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
remove_character_flag = trigger_weapon_completion_event
create_artifact_weapon_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
SET_WEAPON_TYPE = flag:no #Decided in the effect based on the variable saved on the inspiration owner
}
# Add a dedication to the description - fund_inspiration.7001
if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_a_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_a_var = {
save_scope_as = dedication_a
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_a
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_b_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_b_var = {
save_scope_as = dedication_b
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_b
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_var = flag:dedication_c
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_c
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_d_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_d_var = {
save_scope_as = dedication_d
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_d
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_e_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_e_var = {
save_scope_as = dedication_e
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_e
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_f_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_f_var = {
save_scope_as = dedication_f
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_f
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_g1_var
has_variable = artifact_dedication_g2_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_g1_var = {
save_scope_as = dedication_g1
}
}
scope:inspiration_owner = {
var:artifact_dedication_g2_var = {
save_scope_as = dedication_g2
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_g
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_h_var = flag:dedication_h
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_h
}
}
#Inscribe your family motto
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_inscribe_motto_var
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_motto_inscribed
}
}
}
option = {
name = fund_inspiration.1001.a
custom_tooltip = create_artifact_weapon_tooltip
}
}
# Armor artifact
# by Linnéa Thimrén
fund_inspiration.1021 = {
type = character_event
title = fund_inspiration.1001.t
desc = {
desc = {
random_valid = {
desc = fund_inspiration.1021.desc_opening_1
desc = fund_inspiration.1021.desc_opening_2
}
}
desc = fund_inspiration.1021.desc
triggered_desc = {
trigger = {
NOT = {
scope:inspiration_owner.var:artifact_armor_type = flag:armor_type_shield
}
}
desc = artifact_armor_description
}
triggered_desc = {
trigger = {
scope:inspiration_owner.var:artifact_armor_type = flag:armor_type_shield
}
desc = artifact_wall_shield_description
}
}
theme = inspiration_complete
left_portrait = {
character = scope:inspiration_owner
animation = marshal_shield
}
artifact = { # To display the artifact in the event-window
target = scope:newly_created_artifact
position = lower_center_portrait
}
trigger = {
has_character_flag = trigger_armor_completion_event
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
remove_character_flag = trigger_armor_completion_event
if = {
limit = {
scope:inspiration_owner.var:artifact_armor_type = flag:armor_type_shield
}
if = {
limit = {
exists = house
}
house = {
save_scope_as = coa_target
}
}
else = {
primary_title = {
save_scope_as = coa_target
}
}
create_artifact_wall_shield_effect = {
OWNER = root
TARGET = scope:coa_target
CREATOR = scope:inspiration_owner
}
}
else = {
create_artifact_armor_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
SET_ARMOR_TYPE = flag:no #Decided in the effect based on the variable saved on the inspiration owner
}
}
# Add a dedication to the description - fund_inspiration.7001
if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_a_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_a_var = {
save_scope_as = dedication_a
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_a
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_b_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_b_var = {
save_scope_as = dedication_b
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_b
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_var = flag:dedication_c
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_c
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_d_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_d_var = {
save_scope_as = dedication_d
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_d
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_e_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_e_var = {
save_scope_as = dedication_e
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_e
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_f_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_f_var = {
save_scope_as = dedication_f
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_f
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_g1_var
has_variable = artifact_dedication_g2_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_g1_var = {
save_scope_as = dedication_g1
}
}
scope:inspiration_owner = {
var:artifact_dedication_g2_var = {
save_scope_as = dedication_g2
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_g
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_h_var = flag:dedication_h
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_h
}
}
#Inscribe your family motto
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_inscribe_motto_var
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_motto_inscribed
}
}
}
option = {
name = fund_inspiration.1021.a
custom_tooltip = create_artifact_armor_tooltip
}
}
# Book artifact
# by Linnéa Thimrén
fund_inspiration.1031 = {
type = character_event
title = fund_inspiration.1001.t
desc = {
desc = {
desc = fund_inspiration.1031.desc_opening
first_valid = {
triggered_desc = {
trigger = {
OR = {
AND = {
scope:newly_created_artifact = { has_artifact_feature = book_subject_witch }
trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = root.faith GENDER_CHARACTER = root }
}
AND = {
scope:newly_created_artifact = { has_artifact_feature = book_subject_cannibal }
trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = root.faith GENDER_CHARACTER = root }
}
AND = {
scope:newly_created_artifact = { has_artifact_feature = book_subject_deviant }
trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = root.faith GENDER_CHARACTER = root }
}
}
}
desc = fund_inspiration.1031.desc_crime
}
triggered_desc = {
trigger = { # Soulmate has passed away :(
exists = scope:portrait_2_soulmate
exists = scope:soulmate
scope:soulmate = { is_alive = no }
}
desc = fund_inspiration.1031.desc_soulmate_died
}
triggered_desc = {
trigger = { # Nemesis has passed away
exists = scope:portrait_2_nemesis
exists = scope:nemesis
scope:nemesis = { is_alive = no }
}
desc = fund_inspiration.1031.desc_nemesis_died
}
triggered_desc = {
trigger = { # Cat has passed away
scope:newly_created_artifact = { has_artifact_feature = book_subject_animals }
exists = scope:topic
scope:topic = flag:animals_your_cat
OR = {
AND = { #No cat at all
NOT = {
any_owned_story = { type = story_cycle_pet_cat }
}
}
AND = { #New cat
any_owned_story = { type = story_cycle_pet_cat }
exists = var:story_cycle_cat_name
exists = scope:inspiration_owner.var:book_topic_cat_name
NOT = {
var:story_cycle_cat_name = scope:inspiration_owner.var:book_topic_cat_name
}
}
}
}
desc = fund_inspiration.1031.desc_cat_died
}
triggered_desc = {
trigger = { # Dog has passed away
scope:newly_created_artifact = { has_artifact_feature = book_subject_animals }
exists = scope:topic
scope:topic = flag:animals_your_dog
OR = {
NOT = { #No dog at all
any_owned_story = { type = story_cycle_pet_dog }
}
AND = { #New dog
any_owned_story = { type = story_cycle_pet_dog }
exists = var:story_cycle_dog_name
exists = scope:inspiration_owner.var:book_topic_dog_name
NOT = {
var:story_cycle_dog_name = scope:inspiration_owner.var:book_topic_dog_name
}
}
}
}
desc = fund_inspiration.1031.desc_dog_died
}
triggered_desc = {
trigger = {
scope:book_content_quality < 40
}
desc = fund_inspiration.1031.desc_low_content_quality
}
desc = fund_inspiration.1031.desc
}
}
desc = artifact_book_description
}
theme = inspiration_complete
override_background = { reference = study }
left_portrait = {
character = scope:inspiration_owner
animation = happy_teacher
}
right_portrait = {
trigger = { exists = scope:portrait_2 }
character = scope:portrait_2
triggered_animation = {
trigger = {
exists = scope:soulmate
scope:portrait_2 = scope:soulmate
}
animation = flirtation_left
}
triggered_animation = {
trigger = {
exists = scope:nemesis
scope:portrait_2 = scope:nemesis
}
animation = anger
}
}
artifact = { # To display the artifact in the event-window
target = scope:newly_created_artifact
position = lower_center_portrait
}
trigger = {
has_character_flag = trigger_book_completion_event
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
remove_character_flag = trigger_book_completion_event
create_artifact_book_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
SET_SUBJECT = flag:no #Will be handled in the effect itself
SET_TOPIC = flag:no #Will be handled in the effect itself
}
if = {
limit = {
exists = scope:newly_created_artifact
scope:newly_created_artifact = { has_artifact_feature = book_subject_relationship }
exists = scope:topic
scope:topic = flag:soulmate
exists = scope:soulmate
}
scope:soulmate = {
save_scope_as = portrait_2
}
save_scope_value_as = {
name = portrait_2_soulmate
value = yes
}
}
else_if = {
limit = {
exists = scope:newly_created_artifact
scope:newly_created_artifact = { has_artifact_feature = book_subject_relationship }
exists = scope:topic
scope:topic = flag:nemesis
exists = scope:nemesis
}
scope:nemesis = {
save_scope_as = portrait_2
}
save_scope_value_as = {
name = portrait_2_nemesis
value = yes
}
}
#Inscribe your family motto
if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_inscribe_motto_var
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_motto_written
}
}
# Inscribe dedication - fund_inspiration.7001
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_a_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_a_var = {
save_scope_as = dedication_a
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_written_a
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_b_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_b_var = {
save_scope_as = dedication_b
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_written_b
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_var = flag:dedication_c
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_written_c
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_d_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_d_var = {
save_scope_as = dedication_d
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_written_d
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_e_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_e_var = {
save_scope_as = dedication_e
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_written_e
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_f_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_f_var = {
save_scope_as = dedication_f
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_written_f
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_g1_var
has_variable = artifact_dedication_g2_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_g1_var = {
save_scope_as = dedication_g1
}
}
scope:inspiration_owner = {
var:artifact_dedication_g2_var = {
save_scope_as = dedication_g2
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_written_g
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_h_var = flag:dedication_h
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_written_h
}
}
}
option = {
name = fund_inspiration.1031.a
custom_tooltip = create_artifact_book_tooltip
if = { #If you wrote about your soulmate they'll love it!
limit = {
exists = scope:portrait_2_soulmate
scope:soulmate = { is_alive = yes }
}
scope:soulmate = {
add_opinion = {
target = root
modifier = love_opinion
opinion = 40
}
show_as_tooltip = {
add_prestige = medium_prestige_gain
}
trigger_event = fund_inspiration.1032
}
}
if = { #If you wrote about your nemesis they'll hate it!
limit = {
exists = scope:portrait_2_nemesis
scope:nemesis = { is_alive = yes }
}
scope:nemesis = {
add_opinion = {
target = root
modifier = hate_opinion
opinion = -40
}
show_as_tooltip = {
add_prestige = medium_prestige_loss
}
trigger_event = fund_inspiration.1033
}
}
}
after = {
inspiration_completion_effect = yes
}
}
# Book artifact - notification for soulmate that you wrote a book about them
# by Linnéa Thimrén
fund_inspiration.1032 = {
type = character_event
title = fund_inspiration.1032.t
desc = fund_inspiration.1032.desc
theme = inspiration_complete
left_portrait = {
character = scope:inspiration_sponsor
animation = flirtation
}
immediate = {
add_prestige = medium_prestige_gain
}
option = {
name = fund_inspiration.1032.a
}
}
# Book artifact - notification for nemesis that you wrote a book about them
# by Linnéa Thimrén
fund_inspiration.1033 = {
type = character_event
title = fund_inspiration.1032.t
desc = fund_inspiration.1033.desc
theme = inspiration_complete
left_portrait = {
character = scope:inspiration_sponsor
animation = flirtation
}
immediate = {
add_prestige = medium_prestige_loss
}
option = {
name = {
trigger = {
OR = {
dread >= medium_dread
tyranny >= medium_tyranny
}
}
text = fund_inspiration.1033.a_proud
}
name = {
trigger = {
NOR = {
dread >= medium_dread
tyranny >= medium_tyranny
}
}
text = fund_inspiration.1033.a
}
}
}
# Weaver artifact
# by Sean Hughes
fund_inspiration.1041 = {
type = character_event
title = fund_inspiration.1001.t
desc = {
desc = fund_inspiration.1041.desc
desc = artifact_wall_tapestry_description
}
theme = inspiration_complete
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
artifact = { # To display the artifact in the event-window
target = scope:newly_created_artifact
position = lower_center_portrait
}
trigger = {
has_character_flag = trigger_tapestry_completion_event
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
remove_character_flag = trigger_tapestry_completion_event
scope:inspiration_owner = {
if = {
limit = { has_variable = artifact_tapestry_scene }
var:artifact_tapestry_scene = {
save_scope_as = tapestry_scene
}
}
}
create_artifact_tapestry_effect = {
OWNER = root
WEAVER = scope:inspiration_owner
}
#Inscribe your family motto
if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_inscribe_motto_var
}
exists = scope:tapestry
}
scope:newly_created_artifact = {
set_artifact_description = artifact_motto_woven
}
}
# Inscribe dedication - fund_inspiration.7001
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_a_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_a_var = {
save_scope_as = dedication_a
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_a
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_b_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_b_var = {
save_scope_as = dedication_b
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_b
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_var = flag:dedication_c
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_c
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_d_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_d_var = {
save_scope_as = dedication_d
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_d
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_e_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_e_var = {
save_scope_as = dedication_e
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_e
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_f_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_f_var = {
save_scope_as = dedication_f
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_f
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_g1_var
has_variable = artifact_dedication_g2_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_g1_var = {
save_scope_as = dedication_g1
}
}
scope:inspiration_owner = {
var:artifact_dedication_g2_var = {
save_scope_as = dedication_g2
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_g
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_h_var = flag:dedication_h
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_h
}
}
}
option = {
name = fund_inspiration.1001.a
custom_tooltip = create_artifact_tapestry_tooltip
}
after = {
inspiration_completion_effect = yes
}
}
# Weaver banner artifact
# by Joe Parkin
fund_inspiration.1042 = {
type = character_event
title = fund_inspiration.1001.t
desc = {
desc = fund_inspiration.1042.desc
first_valid = {
triggered_desc = {
trigger = { scope:target = root.dynasty }
desc = artifact_wall_banner_dynasty_description
}
triggered_desc = {
trigger = { scope:target = root.house }
desc = artifact_wall_banner_house_description
}
desc = artifact_wall_banner_description
}
}
theme = inspiration_complete
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
artifact = { # To display the artifact in the event-window
target = scope:newly_created_artifact
position = lower_center_portrait
}
trigger = {
has_character_flag = trigger_banner_completion_event
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
remove_character_flag = trigger_banner_completion_event
if = {
limit = {
scope:inspiration_owner = { has_variable = artifact_banner_type }
}
switch = {
trigger = scope:inspiration_owner.var:artifact_banner_type
flag:dynasty = {
set_variable = banner_from_dynasty
create_artifact_wall_banner_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
TARGET = root.dynasty
}
}
flag:house = {
set_variable = banner_from_house
create_artifact_wall_banner_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
TARGET = root.house
}
}
flag:title = {
create_artifact_wall_banner_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
TARGET = root.primary_title
}
}
}
scope:inspiration_owner = { remove_variable = artifact_banner_type }
}
#Inscribe your family motto
if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_inscribe_motto_var
}
exists = scope:tapestry
}
scope:newly_created_artifact = {
set_artifact_description = artifact_motto_woven
}
}
# Inscribe dedication - fund_inspiration.7001
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_a_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_a_var = {
save_scope_as = dedication_a
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_a
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_b_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_b_var = {
save_scope_as = dedication_b
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_b
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_var = flag:dedication_c
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_c
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_d_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_d_var = {
save_scope_as = dedication_d
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_d
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_e_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_e_var = {
save_scope_as = dedication_e
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_e
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_f_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_f_var = {
save_scope_as = dedication_f
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_f
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_g1_var
has_variable = artifact_dedication_g2_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_g1_var = {
save_scope_as = dedication_g1
}
}
scope:inspiration_owner = {
var:artifact_dedication_g2_var = {
save_scope_as = dedication_g2
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_g
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_h_var = flag:dedication_h
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_woven_h
}
}
}
option = {
name = fund_inspiration.1001.a
custom_tooltip = create_artifact_banner_tooltip
}
after = {
inspiration_completion_effect = yes
}
}
#Adventurer Returns
#By Bianca Savazzi and Linnéa Thimrén
fund_inspiration.1051 = {
type = character_event
title = fund_inspiration.1001.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = scope:throne
}
desc = fund_inspiration.1051_throne.desc
}
triggered_desc = {
trigger = {
exists = scope:ark_covenant
}
desc = fund_inspiration.1051_ark_covenant.desc
}
triggered_desc = {
trigger = {
exists = scope:cupboard
}
desc = fund_inspiration.1051_cupboard.desc
}
desc = fund_inspiration.1051.desc
}
first_valid = {
triggered_desc = {
trigger = {
exists = scope:throne
}
desc = fund_inspiration.1051.desc.epic.throne
}
triggered_desc = {
trigger = {
exists = scope:ark_covenant
}
desc = fund_inspiration.1051.desc.epic.ark
}
triggered_desc = {
trigger = {
exists = scope:cupboard
}
desc = fund_inspiration.1051.desc.epic.cupboard
}
triggered_desc = {
trigger = {
exists = scope:epic
NOT = { exists = scope:cupboard }
NOT = { exists = scope:ark_covenant }
NOT = { exists = scope:throne }
}
desc = fund_inspiration.1051.desc.epic
}
triggered_desc = {
trigger = {
exists = scope:regalia_artifact
}
desc = fund_inspiration.1051.desc.regalia
}
triggered_desc = {
trigger = {
exists = scope:regalia_artifact
}
desc = fund_inspiration.1051.desc.regalia_2
}
triggered_desc = {
trigger = {
exists = scope:necklace_artifact
}
desc = fund_inspiration.1051.desc.necklace
}
triggered_desc = {
trigger = {
exists = scope:armor_artifact
}
desc = fund_inspiration.1051.desc.armor
}
triggered_desc = {
trigger = {
exists = scope:weapon_artifact
}
desc = fund_inspiration.1051.desc.weapon
}
triggered_desc = {
trigger = {
exists = scope:box
}
desc = fund_inspiration.1051.desc.box
}
triggered_desc = {
trigger = {
exists = scope:skull
}
desc = fund_inspiration.1051.desc.skull
}
triggered_desc = {
trigger = {
exists = scope:goblet
}
desc = fund_inspiration.1051.desc.goblet
}
triggered_desc = {
trigger = {
exists = scope:animal_hide_size
}
desc = fund_inspiration.1051.desc.hide
}
triggered_desc = {
trigger = {
exists = scope:tapestry
}
desc = fund_inspiration.1051.desc.tapestry
}
}
}
theme = inspiration_complete
left_portrait = {
character = scope:inspiration_owner
animation = ecstasy
}
artifact = { # To display the artifact in the event-window
trigger = { exists = scope:newly_created_artifact }
target = scope:newly_created_artifact
position = lower_right_portrait
}
trigger = {
has_character_flag = trigger_adventure_completion_event
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
save_scope_as = recipient
}
inspiration_adventure_create_artifact_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
}
# Give the occasional third party in the adventurer's story a dummy gender
random_dummy_gender_effect = yes
}
option = {
name = fund_inspiration.1051.a
trigger = {
NOT = { exists = scope:ark_covenant }
}
# To give the right tooltip
if = {
limit = {
exists = scope:skull
}
custom_tooltip = create_artifact_wall_animal_skull_tooltip
}
else_if = {
limit = {
exists = scope:animal_hide_size
}
custom_tooltip = create_artifact_small_hide_tooltip
}
else_if = {
limit = {
exists = scope:box
}
custom_tooltip = create_artifact_box_tooltip
}
else_if = {
limit = {
exists = scope:goblet
}
custom_tooltip = create_artifact_goblet_tooltip
}
else_if = {
limit = {
exists = scope:tapestry
}
custom_tooltip = create_artifact_tapestry_tooltip
}
else_if = {
limit = { exists = scope:epic }
custom_tooltip = create_artifact_epic_tooltip
set_variable = {
name = one_of_a_kind_var
value = scope:epic
}
}
else_if = {
limit = {
OR = {
exists = scope:weapon_artifact
exists = scope:armor_artifact
exists = scope:necklace_artifact
exists = scope:regalia_artifact
}
}
custom_tooltip = create_artifact_adventure_tooltip
}
}
option = {
name = fund_inspiration.1051.b
trigger = {
exists = scope:ark_covenant
}
custom_tooltip = create_artifact_adventure_tooltip
}
after = {
scope:inspiration_owner = {
if = {
limit = { NOT = { has_trait = adventurer } }
add_trait = adventurer
}
}
inspiration_completion_effect = yes
# Remove the adventuring variable if the inspired character is an adventurer
scope:inspiration_owner = {
if = {
limit = { has_variable = gone_adventuring }
remove_variable = gone_adventuring
}
# Send them back home
set_location_to_default = yes
}
hidden_effect = {
if = {
limit = { exists = scope:artifact_origin }
scope:artifact_origin = { death = { death_reason = death_vanished } }
}
}
}
}
# Artisan artifact
# by Linnéa Thimrén
fund_inspiration.1061 = {
type = character_event
title = fund_inspiration.1001.t
desc = {
desc = fund_inspiration.1061.desc_floor_bound_artifact
first_valid = {
triggered_desc = {
trigger = {
exists = scope:small_box
}
desc = artifact_box_small_description
}
triggered_desc = {
trigger = {
exists = scope:medium_box
}
desc = artifact_box_medium_description
}
triggered_desc = {
trigger = {
exists = scope:sculpture_chest
}
desc = artifact_chest_description
}
triggered_desc = {
trigger = {
exists = scope:sculpture
faith = {
NOR = {
has_doctrine = tenet_aniconism
religion = religion:islam_religion
}
}
}
desc = artifact_sculpture_description
}
triggered_desc = {
trigger = {
exists = scope:sculpture
faith = {
OR = {
has_doctrine = tenet_aniconism
religion = religion:islam_religion
}
}
}
desc = artifact_sculpture_animal_description
}
triggered_desc = {
trigger = {
exists = scope:sculpture_cabinet
scope:inspiration_owner = {
NOR = {
artifact_use_indian_building_visuals_trigger = yes
artifact_use_mena_building_visuals_trigger = yes
}
}
}
desc = artifact_cabinet_description
}
triggered_desc = {
trigger = {
exists = scope:sculpture_cabinet
scope:inspiration_owner = { artifact_use_indian_building_visuals_trigger = yes }
}
desc = artifact_diwan_description
}
triggered_desc = {
trigger = {
exists = scope:sculpture_cabinet
scope:inspiration_owner = { artifact_use_mena_building_visuals_trigger = yes }
}
desc = artifact_table_description
}
triggered_desc = {
trigger = {
exists = scope:throne
}
desc = artifact_throne_description
}
triggered_desc = {
trigger = {
exists = scope:armillary_sphere
}
desc = fp2_armillary_sphere_desc
}
triggered_desc = {
trigger = { exists = scope:icon }
desc = artifact_icon_description
}
}
}
theme = inspiration_complete
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
artifact = { # To display the artifact in the event-window
target = scope:newly_created_artifact
position = lower_center_portrait
}
trigger = {
has_character_flag = trigger_artisan_completion_event
trigger_if = {
limit = { scope:inspiration_owner.var:artifact_artisan_type ?= flag:artisan_type_icon }
faith_is_aniconic_trigger = no
}
trigger_else = { always = yes }
}
on_trigger_fail = {
trigger_event = fund_inspiration.1062
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
remove_character_flag = trigger_artisan_completion_event
switch = {
trigger = scope:inspiration_owner.var:artifact_artisan_type
flag:artisan_type_chest = {
create_artifact_chest_effect = {
OWNER = root
CARPENTER = scope:inspiration_owner
}
save_scope_value_as = {
name = sculpture_chest
value = yes
}
}
flag:artisan_type_box = {
hidden_effect = {
random_list = {
50 = {
create_artifact_box_small_effect = {
OWNER = root
CARPENTER = scope:inspiration_owner
}
save_scope_value_as = {
name = small_box
value = yes
}
}
50 = {
create_artifact_box_medium_effect = {
OWNER = root
CARPENTER = scope:inspiration_owner
}
save_scope_value_as = {
name = medium_box
value = yes
}
}
}
}
}
flag:artisan_type_sculpture = {
create_artifact_sculpture_effect = {
OWNER = root
SCULPTER = scope:inspiration_owner
}
save_scope_value_as = {
name = sculpture
value = yes
}
}
flag:artisan_type_cabinet = {
create_artifact_cabinet_effect = {
OWNER = root
CARPENTER = scope:inspiration_owner
}
save_scope_value_as = {
name = sculpture_cabinet
value = yes
}
}
flag:artisan_type_throne = {
create_artifact_throne_effect = {
OWNER = root
MAKER = scope:inspiration_owner
}
save_scope_value_as = {
name = throne
value = yes
}
}
flag:artisan_type_scientific_apparatus = {
create_artifact_fp2_armillary_sphere_effect = {
OWNER = root
MAKER = scope:inspiration_owner
}
save_scope_value_as = {
name = armillary_sphere
value = yes
}
}
flag:artisan_type_urn = {
create_artifact_urn_effect = {
OWNER = root
POTTER = scope:inspiration_owner
}
save_scope_value_as = {
name = urn
value = yes
}
}
flag:artisan_type_icon = {
create_artifact_icon_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
}
save_scope_value_as = {
name = icon
value = yes
}
}
}
# Add a dedication to the description - fund_inspiration.7001
if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_a_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_a_var = {
save_scope_as = dedication_a
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_a
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_b_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_b_var = {
save_scope_as = dedication_b
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_b
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_var = flag:dedication_c
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_c
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_d_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_d_var = {
save_scope_as = dedication_d
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_d
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_e_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_e_var = {
save_scope_as = dedication_e
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_e
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_f_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_f_var = {
save_scope_as = dedication_f
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_f
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_g1_var
has_variable = artifact_dedication_g2_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_g1_var = {
save_scope_as = dedication_g1
}
}
scope:inspiration_owner = {
var:artifact_dedication_g2_var = {
save_scope_as = dedication_g2
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_g
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_h_var = flag:dedication_h
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_h
}
}
#Inscribe your family motto
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_inscribe_motto_var
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_motto_inscribed
}
}
}
#
option = {
name = fund_inspiration.1001.a
custom_tooltip = create_artifact_artisan_tooltip
}
}
#Let's not make icons for aniconic religions
fund_inspiration.1062 = {
hidden = yes
trigger = {
scope:inspiration_owner.var:artifact_artisan_type ?= flag:artisan_type_icon
faith_is_aniconic_trigger = yes
}
immediate = {
remove_character_flag = trigger_artisan_completion_event
scope:inspiration_owner = {
destroy_inspiration = inspiration
remove_variable ?= artifact_artisan_type
}
send_interface_message = {
type = msg_court_inspiration_neutral
title = fund_inspiration.9001.t
desc = fund_inspiration.9001.t
left_icon = root
right_icon = scope:inspiration_owner
}
}
}
# Smith artifact
# by Linnéa Thimrén
fund_inspiration.1071 = {
type = character_event
title = fund_inspiration.1001.t
desc = {
desc = {
desc = fund_inspiration.1061.desc
first_valid = {
triggered_desc = {
trigger = {
exists = scope:brooch
}
desc = artifact_brooch_description
}
triggered_desc = {
trigger = {
exists = scope:regalia
}
desc = artifact_regalia_description
}
triggered_desc = {
trigger = {
exists = scope:crown
}
desc = artifact_crown_description
}
triggered_desc = {
trigger = {
exists = scope:goblet
}
desc = artifact_goblet_description
}
triggered_desc = {
trigger = {
exists = scope:aquamanile
}
desc = fp2_andalusian_aquamanile_desc
}
triggered_desc = {
trigger = {
exists = scope:incense_burner_sculpture
}
desc = fp3_incense_burner_sculpture_desc
}
}
triggered_desc = {
trigger = {
exists = scope:crown
has_character_flag = waiting_for_a_crown
}
desc = fund_inspiration.1071.coronation
}
}
}
theme = inspiration_complete
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
artifact = { # To display the artifact in the event-window
target = scope:newly_created_artifact
position = lower_center_portrait
}
trigger = {
has_character_flag = trigger_smith_completion_event
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
remove_character_flag = trigger_smith_completion_event
if = {
limit = {
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_brooch
}
create_artifact_brooch_effect = {
OWNER = root
SMITH = scope:inspiration_owner
}
save_scope_value_as = {
name = brooch
value = yes
}
}
else_if = {
limit = {
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_regalia
}
create_artifact_regalia_effect = {
OWNER = root
SMITH = scope:inspiration_owner
}
save_scope_value_as = {
name = regalia
value = yes
}
}
else_if = {
limit = {
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_crown
}
create_artifact_crown_effect = {
OWNER = root
SMITH = scope:inspiration_owner
}
save_scope_value_as = {
name = crown
value = yes
}
}
else_if = {
limit = {
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_goblet
}
random_list = {
70 = {
trigger = {
has_fp3_dlc_trigger = yes
scope:inspiration_owner = { artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } }
}
create_artifact_persian_drinking_vessel_effect = {
OWNER = root
SMITH = scope:inspiration_owner
}
}
30 = {
create_artifact_goblet_effect = {
OWNER = root
SMITH = scope:inspiration_owner
}
}
}
save_scope_value_as = {
name = goblet
value = yes
}
}
else_if = {
limit = {
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_aquamanile
}
create_artifact_fp2_andalusian_aquamanile_effect = {
OWNER = root
SMITH = scope:inspiration_owner
}
save_scope_value_as = {
name = aquamanile
value = yes
}
}
else_if = {
limit = {
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_incense_burner_sculpture
has_fp3_dlc_trigger = yes
}
create_artifact_fp3_incense_burner_sculpture_effect = {
OWNER = root
SMITH = scope:inspiration_owner
}
save_scope_value_as = {
name = incense_burner_sculpture
value = yes
}
}
# Add a dedication to the description - fund_inspiration.7001
if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_a_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_a_var = {
save_scope_as = dedication_a
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_a
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_b_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_b_var = {
save_scope_as = dedication_b
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_b
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_var = flag:dedication_c
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_c
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_d_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_d_var = {
save_scope_as = dedication_d
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_d
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_e_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_e_var = {
save_scope_as = dedication_e
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_e
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_f_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_f_var = {
save_scope_as = dedication_f
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_f
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_g1_var
has_variable = artifact_dedication_g2_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_g1_var = {
save_scope_as = dedication_g1
}
}
scope:inspiration_owner = {
var:artifact_dedication_g2_var = {
save_scope_as = dedication_g2
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_g
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_h_var = flag:dedication_h
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_h
}
}
#Inscribe your family motto
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_inscribe_motto_var
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_motto_inscribed
}
}
}
#
option = {
name = fund_inspiration.1001.a
trigger = { NOT = { has_character_flag = waiting_for_a_crown can_host_activity = activity_coronation } }
custom_tooltip = create_artifact_smith_tooltip
}
option = {
name = fund_inspiration.1001.b
trigger = {
has_ach_dlc_trigger = yes
has_character_flag = waiting_for_a_crown
}
remove_character_flag = waiting_for_a_crown
custom_tooltip = create_artifact_smith_tooltip
custom_tooltip = fund_inspiration.1001.b.coronation_ready
open_view_data = {
view = activity_list_detail_host_window
data = activity_type:activity_coronation
player = root
}
}
}
# Alchemy artifact
# by Linnéa Thimrén
fund_inspiration.1081 = {
type = character_event
title = fund_inspiration.1001.t
desc = {
desc = fund_inspiration.1081.desc_opening
first_valid = {
triggered_desc = {
trigger = {
exists = scope:immortality
scope:newly_created_artifact = {
has_artifact_feature = elixir_youth
}
}
desc = {
desc = fund_inspiration.1081.immortality_fail_desc_opening
first_valid = {
triggered_desc = {
trigger = { age < 25 }
desc = fund_inspiration.1081.immortality_fail_desc_young
}
desc = fund_inspiration.1081.immortality_fail_desc_old
}
}
}
triggered_desc = {
trigger = {
OR = {
exists = scope:elixirs
exists = scope:immortality
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = { age < 25 }
desc = fund_inspiration.1081.elixir_desc_desc_young
}
desc = fund_inspiration.1081.elixir_desc_desc_old
}
}
}
triggered_desc = {
trigger = {
exists = scope:panacea
}
desc = fund_inspiration.1081.panacea_desc
}
triggered_desc = {
trigger = {
exists = scope:metals
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = scope:philosophers_stone
}
desc = fund_inspiration.1081.metals_philosophers_stone_desc
}
triggered_desc = {
trigger = {
exists = scope:inspiration_owner.var:artifact_alchemy_type_metal_subtype
scope:inspiration_owner.var:artifact_alchemy_type_metal_subtype = flag:mercury
}
desc = fund_inspiration.1081.metals_mercury_desc
}
triggered_desc = {
trigger = {
exists = scope:inspiration_owner.var:artifact_alchemy_type_metal_subtype
scope:inspiration_owner.var:artifact_alchemy_type_metal_subtype = flag:arsenic
}
desc = fund_inspiration.1081.metals_arsenic_desc
}
triggered_desc = {
trigger = {
exists = scope:inspiration_owner.var:artifact_alchemy_type_metal_subtype
scope:inspiration_owner.var:artifact_alchemy_type_metal_subtype = flag:gold
}
desc = fund_inspiration.1081.metals_gold_desc
}
triggered_desc = {
trigger = {
exists = scope:inspiration_owner.var:artifact_alchemy_type_metal_subtype
scope:inspiration_owner.var:artifact_alchemy_type_metal_subtype = flag:silver
}
desc = fund_inspiration.1081.metals_silver_desc
}
desc = fund_inspiration.1081.metals_fallback_desc
}
}
}
}
first_valid = {
triggered_desc = {
trigger = {
exists = scope:philosophers_stone
}
desc = artifact_philosophers_stone_description
}
triggered_desc = {
trigger = {
OR = {
exists = scope:elixirs
exists = scope:immortality
}
}
desc = artifact_elixir_description
}
triggered_desc = {
trigger = {
exists = scope:metals
}
desc = artifact_book_description
}
triggered_desc = {
trigger = {
exists = scope:panacea
}
desc = artifact_panacea_description
}
}
}
theme = inspiration_complete
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
artifact = { # To display the artifact in the event-window
target = scope:newly_created_artifact
position = lower_center_portrait
}
trigger = {
has_character_flag = trigger_alchemy_completion_event
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
remove_character_flag = trigger_alchemy_completion_event
capital_province = { save_scope_as = location } #For artifact creation
if = {
limit = {
scope:inspiration_owner.var:artifact_alchemy_type = flag:alchemy_type_elixirs
}
create_artifact_elixir_effect = {
OWNER = root
ALCHEMIST = scope:inspiration_owner
}
save_scope_value_as = {
name = elixirs
value = yes
}
}
else_if = {
limit = {
scope:inspiration_owner.var:artifact_alchemy_type = flag:alchemy_type_metals
}
scope:inspiration_owner = {
if = {
limit = {
OR = {
has_trait = arrogant
has_trait = ambitious
has_trait = lunatic
}
}
random = {
chance = 1
modifier = {
add = 2
has_trait = lunatic
}
create_artifact_philosophers_stone_effect = { OWNER = root }
save_scope_value_as = {
name = philosophers_stone
value = yes
}
}
}
if = {
limit = {
NOT = { exists = scope:philosophers_stone } #You didn't roll success on the random above
has_variable = artifact_alchemy_type_metal_subtype
}
if = {
limit = {
var:artifact_alchemy_type_metal_subtype = flag:mercury
}
set_variable = {
name = book_topic_category #To create the book properly
value = flag:mercury
}
create_artifact_book_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
SET_SUBJECT = flag:alchemy
SET_TOPIC = flag:mercury
}
remove_variable = artifact_alchemy_type_metal_subtype
}
else_if = {
limit = {
var:artifact_alchemy_type_metal_subtype = flag:arsenic
}
set_variable = {
name = book_topic_category #To create the book properly
value = flag:arsenic
}
create_artifact_book_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
SET_SUBJECT = flag:alchemy
SET_TOPIC = flag:arsenic
}
remove_variable = artifact_alchemy_type_metal_subtype
}
else_if = {
limit = {
var:artifact_alchemy_type_metal_subtype = flag:gold
}
set_variable = {
name = book_topic_category #To create the book properly
value = flag:gold
}
create_artifact_book_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
SET_SUBJECT = flag:alchemy
SET_TOPIC = flag:gold
}
remove_variable = artifact_alchemy_type_metal_subtype
}
else_if = {
limit = {
var:artifact_alchemy_type_metal_subtype = flag:silver
}
set_variable = {
name = book_topic_category #To create the book properly
value = flag:silver
}
create_artifact_book_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
SET_SUBJECT = flag:alchemy
SET_TOPIC = flag:silver
}
remove_variable = artifact_alchemy_type_metal_subtype
}
else = {
create_artifact_book_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
SET_SUBJECT = flag:alchemy
SET_TOPIC = flag:no
}
}
}
else_if = { #Fallback if you somehow have managed to not set the subtype
limit = { NOT = { exists = scope:philosophers_stone } }
create_artifact_book_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
SET_SUBJECT = flag:alchemy
SET_TOPIC = flag:no
}
}
}
save_scope_value_as = {
name = metals
value = yes
}
}
else_if = {
limit = {
scope:inspiration_owner.var:artifact_alchemy_type = flag:alchemy_type_panacea
}
create_artifact_panacea_effect = {
OWNER = root
ALCHEMIST = scope:inspiration_owner
}
save_scope_value_as = {
name = panacea
value = yes
}
}
else_if = {
limit = {
scope:inspiration_owner.var:artifact_alchemy_type = flag:alchemy_type_immortality
}
create_artifact_elixir_effect = {
OWNER = root
ALCHEMIST = scope:inspiration_owner
}
save_scope_value_as = {
name = immortality
value = yes
}
}
}
option = {
name = {
trigger = {
OR = {
exists = scope:elixirs
exists = scope:immortality
}
}
text = fund_inspiration.1081.a_elixirs
}
name = {
trigger = {
NOR = {
exists = scope:elixirs
exists = scope:immortality
}
}
text = fund_inspiration.1081.a
}
if = {
limit = {
OR = {
exists = scope:elixirs
exists = scope:immortality
}
}
custom_tooltip = create_artifact_alchemy_elixir_tooltip
}
else_if = {
limit = {
exists = scope:book
}
custom_tooltip = create_artifact_alchemy_book_tooltip
}
else = {
custom_tooltip = create_artifact_alchemy_tooltip
}
}
}
# Bow artifact
fund_inspiration.1091 = {
type = character_event
title = fund_inspiration.1001.t
desc = {
desc = fund_inspiration.1091.desc
first_valid = {
triggered_desc = {
trigger = { scope:bow_type = flag:artifact_bow_type_longbow }
desc = artifact_longbow_description
}
triggered_desc = {
trigger = { scope:bow_type = flag:artifact_bow_type_composite }
desc = artifact_composite_description
}
triggered_desc = {
trigger = { scope:bow_type = flag:artifact_bow_type_crossbow }
desc = artifact_crossbow_description
}
desc = artifact_bow_description
}
}
theme = inspiration_complete
override_background = { reference = armory }
left_portrait = {
character = scope:inspiration_owner
triggered_animation = {
trigger = { scope:bow_type = flag:artifact_bow_type_longbow }
animation = hunting_longbow_aim_arrow_default
}
triggered_animation = {
trigger = { scope:bow_type = flag:artifact_bow_type_composite }
animation = hunting_shortbow_aim_arrow_default
}
triggered_animation = {
trigger = { scope:bow_type = flag:artifact_bow_type_crossbow }
animation = crossbow
}
animation = hunting_shortbow_aim_arrow_default
}
artifact = { # To display the artifact in the event-window
target = scope:newly_created_artifact
position = lower_center_portrait
}
trigger = {
has_character_flag = trigger_bow_completion_event
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
remove_character_flag = trigger_bow_completion_event
create_artifact_bow_effect = {
OWNER = root
CREATOR = scope:inspiration_owner
SET_BOW_TYPE = flag:no #Decided in the effect based on the variable saved on the inspiration owner
}
# Add a dedication to the description - fund_inspiration.7001
if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_a_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_a_var = {
save_scope_as = dedication_a
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_a
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_b_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_b_var = {
save_scope_as = dedication_b
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_b
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_var = flag:dedication_c
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_c
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_d_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_d_var = {
save_scope_as = dedication_d
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_d
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_e_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_e_var = {
save_scope_as = dedication_e
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_e
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_f_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_f_var = {
save_scope_as = dedication_f
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_f
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_g1_var
has_variable = artifact_dedication_g2_var
}
}
scope:inspiration_owner = {
var:artifact_dedication_g1_var = {
save_scope_as = dedication_g1
}
}
scope:inspiration_owner = {
var:artifact_dedication_g2_var = {
save_scope_as = dedication_g2
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_g
}
}
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_dedication_var
var:artifact_dedication_h_var = flag:dedication_h
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_dedication_inscribed_h
}
}
#Inscribe your family motto
else_if = {
limit = {
scope:inspiration_owner = {
has_variable = artifact_inscribe_motto_var
}
}
scope:newly_created_artifact = {
set_artifact_description = artifact_motto_inscribed
}
}
}
option = {
name = fund_inspiration.1091.a
custom_tooltip = create_artifact_bow_tooltip
}
}
##################################################
# Inspiration invalidated
# by Linnéa Thimrén
# 9001-9999
##################################################
# The inspired character died
# by Linnéa Thimrén
fund_inspiration.9001 = {
type = character_event
title = fund_inspiration.9001.t
desc = {
desc = fund_inspiration.9001.desc
first_valid = {
triggered_desc = {
trigger = {
exists = scope:weapon_inspiration
}
desc = fund_inspiration.9001.desc_weapon
}
triggered_desc = {
trigger = {
exists = scope:armor_inspiration
}
desc = fund_inspiration.9001.desc_armor
}
triggered_desc = {
trigger = {
exists = scope:book_inspiration
}
desc = fund_inspiration.9001.desc_book
}
triggered_desc = {
trigger = {
exists = scope:weaver_inspiration
}
desc = fund_inspiration.9001.desc_weaver
}
triggered_desc = {
trigger = {
exists = scope:adventure_inspiration
}
desc = fund_inspiration.9001.desc_adventurer
}
triggered_desc = {
trigger = {
exists = scope:artisan_inspiration
}
desc = fund_inspiration.9001.desc_artisan
}
triggered_desc = {
trigger = {
exists = scope:smith_inspiration
}
desc = fund_inspiration.9001.desc_smith
}
triggered_desc = {
trigger = {
exists = scope:alchemy_inspiration
}
desc = fund_inspiration.9001.desc_alchemy
}
triggered_desc = {
trigger = {
exists = scope:research_inspiration
}
desc = fund_inspiration.9001.desc_research
}
}
}
theme = realm
left_portrait = scope:inspiration_owner
trigger = {
scope:inspiration_owner = {
is_alive = no
}
}
immediate = {
play_music_cue = mx_cue_death
}
option = {
name = fund_inspiration.9001.a
custom_tooltip = fund_inspiration.9001.a_tt
}
}
# The inspired character is imprisoned
# by Linnéa Thimrén
fund_inspiration.9002 = {
type = character_event
title = fund_inspiration.9001.t
desc = {
desc = fund_inspiration.9002.desc
first_valid = {
triggered_desc = {
trigger = {
exists = scope:weapon_inspiration
}
desc = fund_inspiration.9002.desc_weapon
}
triggered_desc = {
trigger = {
exists = scope:armor_inspiration
}
desc = fund_inspiration.9002.desc_armor
}
triggered_desc = {
trigger = {
exists = scope:book_inspiration
}
desc = fund_inspiration.9002.desc_book
}
triggered_desc = {
trigger = {
exists = scope:weaver_inspiration
}
desc = fund_inspiration.9002.desc_weaver
}
triggered_desc = {
trigger = {
exists = scope:adventure_inspiration
}
desc = fund_inspiration.9002.desc_adventurer
}
triggered_desc = {
trigger = {
exists = scope:artisan_inspiration
}
desc = fund_inspiration.9002.desc_artisan
}
triggered_desc = {
trigger = {
exists = scope:smith_inspiration
}
desc = fund_inspiration.9002.desc_smith
}
triggered_desc = {
trigger = {
exists = scope:alchemy_inspiration
}
desc = fund_inspiration.9002.desc_alchemy
}
triggered_desc = {
trigger = {
exists = scope:research_inspiration
}
desc = fund_inspiration.9002.desc_research
}
}
}
theme = realm
left_portrait = scope:inspiration_owner
trigger = {
scope:inspiration_owner = {
is_imprisoned = yes
}
}
immediate = {
play_music_cue = mx_cue_death
}
option = {
name = fund_inspiration.9001.a
custom_tooltip = fund_inspiration.9001.a_tt
}
}
# The inspired character is no longer courtier of sponsor
# by Linnéa Thimrén
fund_inspiration.9003 = {
type = character_event
title = fund_inspiration.9001.t
desc = {
desc = fund_inspiration.9003.desc
first_valid = {
triggered_desc = {
trigger = {
exists = scope:weapon_inspiration
}
desc = fund_inspiration.9002.desc_weapon
}
triggered_desc = {
trigger = {
exists = scope:armor_inspiration
}
desc = fund_inspiration.9002.desc_armor
}
triggered_desc = {
trigger = {
exists = scope:book_inspiration
}
desc = fund_inspiration.9002.desc_book
}
triggered_desc = {
trigger = {
exists = scope:weaver_inspiration
}
desc = fund_inspiration.9002.desc_weaver
}
triggered_desc = {
trigger = {
exists = scope:adventure_inspiration
}
desc = fund_inspiration.9002.desc_adventurer
}
triggered_desc = {
trigger = {
exists = scope:artisan_inspiration
}
desc = fund_inspiration.9002.desc_artisan
}
triggered_desc = {
trigger = {
exists = scope:smith_inspiration
}
desc = fund_inspiration.9002.desc_smith
}
triggered_desc = {
trigger = {
exists = scope:alchemy_inspiration
}
desc = fund_inspiration.9002.desc_alchemy
}
triggered_desc = {
trigger = {
exists = scope:research_inspiration
}
desc = fund_inspiration.9002.desc_research
}
}
}
theme = realm
left_portrait = scope:inspiration_owner
trigger = {
scope:inspiration_owner = {
NOT = { is_courtier_of = scope:inspiration_sponsor }
}
}
immediate = {
play_music_cue = mx_cue_death
}
option = {
name = fund_inspiration.9001.a
custom_tooltip = fund_inspiration.9001.a_tt
}
}
#Adventurer returns prematurely.
fund_inspiration.9004 = {
type = character_event
title = fund_inspiration.9001.t
desc = {
triggered_desc = {
trigger = {
scope:inspiration_owner = { # Add more descs if there is another reason for the adventurer to prematurely return
has_character_flag = adventurer_stuck_in_swamp
}
}
desc = fund_inspiration.9004.desc_adventurer_stuck_in_swamp
}
desc = fund_inspiration.9004.desc
triggered_desc = {
trigger = {
scope:inspiration_owner = { # Add more descs if there is another reason for the adventurer to prematurely return
has_character_flag = adventurer_tired_of_europe
}
}
desc = fund_inspiration.9004.desc_adventurer_tired_of_europe
}
}
theme = realm
left_portrait = scope:inspiration_owner
trigger = {
scope:inspiration_owner = {
OR = {
has_character_flag = adventurer_tired_of_europe
has_character_flag = adventurer_stuck_in_swamp
}
}
}
immediate = {
# Move the adventurer back to their default location
scope:inspiration_owner = {
set_location_to_default = yes
}
end_inspiration_sponsorship = scope:inspiration
}
option = {
name = fund_inspiration.9004.a
custom_tooltip = fund_inspiration.9001.a_tt
scope:inspiration_owner = {
reverse_add_opinion = {
target = root
modifier = kindness_opinion
opinion = 20
}
}
}
after = {
scope:inspiration_owner = {
remove_character_flag = adventurer_tired_of_europe
remove_character_flag = adventurer_stuck_in_swamp
}
}
}
#Sponsorship inheritance
# by Joe Parkin
fund_inspiration.9005 = {
type = character_event
title = fund_inspiration.9005.t
desc = {
desc = fund_inspiration.9005.desc_intro
first_valid = {
triggered_desc = {
trigger = {
any_in_list = {
list = inherited_inspiration_list
count > 1
}
}
desc = fund_inspiration.9005.desc_multiple
}
desc = fund_inspiration.9005.desc_single
}
}
theme = realm
override_background = { reference = study }
left_portrait = scope:inherited_insp_owner
trigger = {
age >= 10
has_royal_court = yes
any_in_list = {
list = inherited_inspiration_list
count >= 1
NOT = { has_inspiration_type = adventure_inspiration }
}
}
immediate = {
ordered_in_list = {
list = inherited_inspiration_list
limit = {
NOT = { has_inspiration_type = adventure_inspiration }
}
order_by = inspiration_gold_invested
inspiration_owner = { save_scope_as = inherited_insp_owner }
}
}
option = {
name = fund_inspiration.9005.a
custom_tooltip = inherited_inspiration_continue_tt
}
option = {
name = fund_inspiration.9005.b
every_in_list = {
list = inherited_inspiration_list
limit = {
NOT = { has_inspiration_type = adventure_inspiration }
}
root = { end_inspiration_sponsorship = prev }
inspiration_owner = {
add_opinion = {
target = root
modifier = disappointed_opinion
opinion = -10
}
}
}
custom_tooltip = inherited_inspiration_end_tt
}
}
##################################################
# Ongoing inspiration events
# by Linnéa Thimrén
# 2001-9000
##################################################
# Check used to make sure you're not currently on cooldown for inspiration events (so that we don't spam the player)
# Has to be used in the inspiration_owner's scope!
scripted_trigger has_no_inspiration_event_cooldown = {
NOR = {
has_character_flag = fund_weapon_inspiration_event_cooldown
has_character_flag = fund_armor_inspiration_event_cooldown
has_character_flag = fund_book_inspiration_event_cooldown
has_character_flag = fund_weaver_inspiration_event_cooldown
has_character_flag = fund_adventure_inspiration_event_cooldown
has_character_flag = fund_artisan_inspiration_event_cooldown
has_character_flag = fund_smith_inspiration_event_cooldown
has_character_flag = fund_alchemy_inspiration_event_cooldown
has_character_flag = fund_research_inspiration_event_cooldown
}
}
# Effect to add appropriate cooldown flag based on the inspiration type
# Has to be used in the inspiration_owner's scope!
scripted_effect add_inspiration_cooldown_flag = {
if = {
limit = {
inspiration = { has_inspiration_type = weapon_inspiration }
}
add_character_flag = {
flag = fund_weapon_inspiration_event_cooldown
days = { 30 60 }
}
}
else_if = {
limit = {
inspiration = { has_inspiration_type = armor_inspiration }
}
add_character_flag = {
flag = fund_armor_inspiration_event_cooldown
days = { 30 60 }
}
}
else_if = {
limit = {
inspiration = { has_inspiration_type = book_inspiration }
}
add_character_flag = {
flag = fund_book_inspiration_event_cooldown
days = { 30 60 }
}
}
else_if = {
limit = {
inspiration = { has_inspiration_type = weaver_inspiration }
}
add_character_flag = {
flag = fund_weaver_inspiration_event_cooldown
days = { 30 60 }
}
}
else_if = {
limit = {
inspiration = { has_inspiration_type = adventure_inspiration }
}
add_character_flag = {
flag = fund_adventure_inspiration_event_cooldown
days = { 30 60 }
}
}
else_if = {
limit = {
inspiration = { has_inspiration_type = artisan_inspiration }
}
add_character_flag = {
flag = fund_artisan_inspiration_event_cooldown
days = { 30 60 }
}
}
else_if = {
limit = {
inspiration = { has_inspiration_type = smith_inspiration }
}
add_character_flag = {
flag = fund_smith_inspiration_event_cooldown
days = { 30 60 }
}
}
else_if = {
limit = {
inspiration = { has_inspiration_type = alchemy_inspiration }
}
add_character_flag = {
flag = fund_alchemy_inspiration_event_cooldown
days = { 30 60 }
}
}
else_if = {
limit = {
inspiration = { has_inspiration_type = research_inspiration }
}
add_character_flag = {
flag = fund_research_inspiration_event_cooldown
days = { 30 60 }
}
}
else_if = {
limit = {
inspiration = { has_inspiration_type = bow_inspiration }
}
add_character_flag = {
flag = fund_bow_inspiration_event_cooldown
days = { 30 60 }
}
}
}
# Inspiration owner asks for more money
# by Linnéa Thimrén
fund_inspiration.2001 = {
type = character_event
title = fund_inspiration.2001.t
desc = fund_inspiration.2001.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = beg
}
trigger = {
exists = scope:inspiration
scope:inspiration_owner = {
is_available_ai_adult = yes
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
NOT = { has_character_flag = had_event_fund_inspiration_2001 }
NOT = { has_character_flag = local_artisan } # Should not trigger if you commissioned the artifact
has_no_inspiration_event_cooldown = yes
NOT = { exists = var:artifact_armor_type } #Armor has it's own event (fund_inspiration.2021)
}
scope:inspiration = {
NOT = { has_inspiration_type = adventure_inspiration } #Doesn't really make sense for them to come asking for money once they are out adventuring
inspiration_progress > 1 # To prevent the inspired character from asking for gold immediately
}
}
weight_multiplier = {
base = 1
modifier = {
add = 0.5
scope:inspiration_owner = {
ai_greed >= medium_positive_greed
}
}
}
immediate = {
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_2001
years = 20
}
add_inspiration_cooldown_flag = yes
}
}
option = { # Sure, have the money
name = fund_inspiration.2001.a
if = { #To make sure that the inspiration hasn't been removed
limit = {
exists = scope:inspiration
}
scope:inspiration = {
invest_gold = 50
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 4
}
}
if = {
limit = {
scope:inspiration = {
has_inspiration_type = book_inspiration
}
}
scope:inspiration_owner = {
change_artifact_book_content_quality_effect = {
AMOUNT = 2
}
}
}
}
stress_impact = {
generous = medium_stress_impact_loss
greedy = medium_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
add = -50
short_term_gold < 50
}
}
}
option = { #No!
name = fund_inspiration.2001.b
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = refusal_opinion
opinion = -20
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = 0.75
}
}
}
}
# Inspiration owner asks for more... human materials
# by Bianca Savazzi
scripted_effect payment_to_improve_quality_fund_inspiration_2002_scripted_effect = {
if = { #To make sure that the inspiration hasn't been removed
limit = { exists = scope:inspiration }
scope:inspiration = {
invest_gold = 50
}
improve_quality_fund_inspiration_2002_scripted_effect = yes
}
}
scripted_effect improve_quality_fund_inspiration_2002_scripted_effect = {
if = { #To make sure that the inspiration hasn't been removed
limit = {
exists = scope:inspiration
scope:inspiration = { has_inspiration_type = book_inspiration }
}
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 4 }
change_artifact_book_content_quality_effect = { AMOUNT = 4 }
}
}
}
fund_inspiration.2002 = {
type = character_event
title = fund_inspiration.2002.t
desc = {
desc = fund_inspiration.2002.desc
first_valid = {
triggered_desc = {
trigger = {
OR = {
scope:inspiration_owner.var:book_subject = flag:medicine
scope:inspiration_owner.var:book_subject = flag:cannibal
scope:inspiration_owner.var:book_subject = flag:torturer
AND = {
exists = scope:inspiration_owner.var:book_topic_category
scope:inspiration_owner.var:book_topic_category = flag:intrigue_scheme
}
AND = {
exists = scope:inspiration_owner.var:book_topic
scope:inspiration_owner.var:book_topic = flag:punishment
}
}
NOT = { has_trait = blind }
}
desc = fund_inspiration.2002.desc.fingernails
}
triggered_desc = {
trigger = {
OR = {
scope:inspiration_owner.var:book_subject = flag:witch
scope:inspiration_owner.var:book_subject = flag:herbalist
}
NOT = { has_trait = blind }
}
desc = fund_inspiration.2002.desc.potions
}
desc = fund_inspiration.2002.desc.blind # Fallback & blind version
}
}
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = schadenfreude
}
trigger = {
exists = scope:inspiration
is_adult = yes
scope:inspiration_owner = {
is_available_ai_adult = yes
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
NOT = { has_character_flag = had_event_fund_inspiration_2002 }
has_no_inspiration_event_cooldown = yes
exists = var:book_subject
}
OR = {
scope:inspiration_owner.var:book_subject = flag:medicine
scope:inspiration_owner.var:book_subject = flag:cannibal
scope:inspiration_owner.var:book_subject = flag:torturer
AND = {
exists = scope:inspiration_owner.var:book_topic_category
scope:inspiration_owner.var:book_topic_category = flag:intrigue_scheme
}
AND = {
exists = scope:inspiration_owner.var:book_topic
scope:inspiration_owner.var:book_topic = flag:punishment
}
scope:inspiration_owner.var:book_subject = flag:witch
scope:inspiration_owner.var:book_subject = flag:herbalist
}
}
weight_multiplier = {
base = 1
modifier = {
add = 0.5
scope:inspiration_owner = {
has_trait = sadistic
}
}
# Based on ai_rationality (Only highly irrational characters should even consider this option)
modifier = {
add = {
scope:inspiration_owner = {
value = ai_rationality
if = {
limit = {
has_trait = wrathful
}
subtract = medium_negative_ai_value # Though Wrathful does has a low ai_rationality score, that's not *quite* the personality we're looking for here.
}
if = {
limit = {
has_trait = paranoid
}
subtract = medium_negative_ai_value # Same goes for Paranoid
}
if = {
limit = {
OR = {
has_trait = arbitrary
has_trait = fickle
}
}
add = low_negative_ai_value # Arbitrary and/or fickle characters are more likely to entertain this than their 'ai_rationality' would suggest.
}
multiply = -5
}
}
}
}
immediate = {
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_2002
years = 20
}
add_inspiration_cooldown_flag = yes
}
# Check and save prisoner for option A
if = {
limit = {
any_prisoner = {
is_adult = yes
is_in_prison_type = dungeon
is_imprisoned_by = root
}
}
random_prisoner = {
limit = {
is_adult = yes
is_in_prison_type = dungeon
is_imprisoned_by = root
}
save_scope_as = prisoner_for_material
}
}
#Check and save the scope of a foreign neighbouring county for option C
if = {
limit = {
exists = capital_county #safety check that character is landed
capital_county = { holder = root }
}
capital_county = {
if = {
limit = {
any_neighboring_county = {
holder = {
this != root
liege = { this != root }
is_ai = yes
}
}
}
random_neighboring_county = {
limit = {
holder = {
is_ai = yes
this != root
liege = { this != root }
}
}
save_scope_as = neighbouring_county_for_material
}
}
}
}
}
option = { # use prisoners in dungeon
name = fund_inspiration.2002.a
trigger = {
exists = scope:prisoner_for_material
}
execute_prisoner_effect = {
VICTIM = scope:prisoner_for_material
EXECUTIONER = scope:inspiration_owner
}
improve_quality_fund_inspiration_2002_scripted_effect = yes
ai_chance = {
base = 50
modifier = {
add = 25
has_trait = torturer #torturers are happy to cause more misery
}
modifier = {
add = 25
OR = {
has_trait = sadistic
ai_compassion <= low_negative_compassion
}
}
modifier = {
add = -25
ai_compassion >= low_positive_compassion
}
modifier = {
add = -50
ai_compassion >= medium_positive_compassion
}
}
}
option = { #some money to kidnap
name = fund_inspiration.2002.b
payment_to_improve_quality_fund_inspiration_2002_scripted_effect = yes
capital_county = {
add_county_modifier = {
modifier = fund_inspiration_missing_peasants_modifier
years = 15
}
}
ai_chance = {
base = 50
modifier = {
add = 25
has_trait = arrogant #views others, esp peasants, as lower than them
}
modifier = {
add = 25
OR = {
has_trait = sadistic
ai_compassion <= low_negative_compassion
}
}
modifier = {
add = -25
has_trait = greedy #this option costs money... money that look better in my coffers...
}
modifier = {
add = -25
ai_compassion >= low_positive_compassion
}
modifier = {
add = -50
ai_compassion >= medium_positive_compassion
}
}
}
option = { #kidnap some foreign peasants
name = fund_inspiration.2002.c
trigger = {
exists = scope:neighbouring_county_for_material
}
scope:neighbouring_county_for_material = {
add_county_modifier = {
modifier = fund_inspiration_missing_peasants_modifier
years = 15
}
holder = {
duel = {
skill = intrigue
target = root
10 = {
desc = fund_inspiration.2002.toast_outcome.positive
send_interface_toast = {
title = fund_inspiration.2002.toast_outcome.positive
left_icon = scope:neighbouring_county_for_material.holder
}
}
10 = {
desc = fund_inspiration.2002.toast_outcome.negative
send_interface_toast = {
title = fund_inspiration.2002.toast_outcome.negative
left_icon = scope:neighbouring_county_for_material.holder
scope:neighbouring_county_for_material.holder = {
progress_towards_rival_effect = {
REASON = rival_kidnapped_peasants
CHARACTER = root
OPINION = -50
}
}
}
}
}
}
}
payment_to_improve_quality_fund_inspiration_2002_scripted_effect = yes
ai_chance = {
base = 50
modifier = {
add = 25
OR = {
has_trait = sadistic
ai_compassion <= low_negative_compassion
}
}
modifier = {
add = -25
has_trait = just #it's not right to involve another country's peasants in this
}
modifier = {
add = -25
has_trait = diplomat #this is a recipe for a diplomatic disaster
}
modifier = {
add = -25
ai_compassion >= low_positive_compassion
}
modifier = {
add = -50
ai_compassion >= medium_positive_compassion
}
}
}
option = { #No!
name = fund_inspiration.2002.d
ai_chance = {
base = 50
modifier = {
add = 25
ai_compassion >= low_positive_compassion
}
modifier = {
add = 50
ai_compassion >= medium_positive_compassion
}
modifier = {
add = 25
faith = {
has_doctrine_parameter = pacifist_opinion_active
}
}
}
}
}
# Previously inspiration owner is bothering the current one in their creation
# by Bianca Savazzi
fund_inspiration.2003 = {
type = character_event
title = fund_inspiration.2003.t
desc = fund_inspiration.2003.desc
theme = realm
override_background = {
reference = courtyard
}
left_portrait = {
character = scope:inspiration_owner
animation = dismissal
}
right_portrait = {
character = scope:previous_inspired
animation = beg
}
trigger = {
exists = scope:inspiration
scope:inspiration_owner = {
is_available_ai_adult = yes
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
NOT = { has_character_flag = had_event_fund_inspiration_2003 }
NOT = { has_character_flag = local_artisan }
has_no_inspiration_event_cooldown = yes
inspiration = { #Since they're away adventuring
NOT = { has_inspiration_type = adventure_inspiration }
}
}
any_courtier = {
this != scope:inspiration_owner
is_available_ai_adult = yes
has_completed_inspiration = yes
}
}
immediate = {
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_2003
years = 20
}
add_inspiration_cooldown_flag = yes
}
random_courtier = {
limit = {
this != scope:inspiration_owner
is_available_ai_adult = yes
has_completed_inspiration = yes
}
weight = {
base = 1
modifier = {
add = 2
is_of_major_interest_to_root_trigger = yes
}
modifier = {
add = 1
is_of_minor_interest_to_root_trigger = yes
}
}
save_scope_as = previous_inspired
}
}
#You try to convince them to listen
option = {
name = fund_inspiration.2003.a
duel = {
skill = diplomacy
target = scope:inspiration_owner
10 = {
desc = fund_inspiration.2003.toast_outcome.positive
compare_modifier = {
value = scope:duel_value
multiplier = 0.5
}
send_interface_toast = {
title = fund_inspiration.2003.toast_outcome.positive
left_icon = root
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 2 }
}
}
}
20 = {
desc = fund_inspiration.2003.toast_outcome.refusal
send_interface_toast = {
title = fund_inspiration.2003.toast_outcome.refusal
left_icon = root
scope:inspiration_owner = {
progress_towards_rival_effect = {
REASON = rival_dispute_inspiration
CHARACTER = root
OPINION = 0
}
progress_towards_rival_effect = {
CHARACTER = scope:previous_inspired
REASON = rival_dispute_inspiration
OPINION = -30
}
}
}
}
}
ai_chance = {
base = 50
modifier = {
add = -25
ai_compassion <= low_negative_compassion
}
modifier = {
add = -25
has_trait = shy #don't wanna talk...
}
modifier = {
add = 25
OR = {
has_trait = diplomat #let's talk things out
has_trait = gregarious
has_trait = patient
AND = {
has_education_diplomacy_trigger = yes
diplomacy > medium_skill_rating
}
}
}
modifier = {
add = 25
ai_compassion >= low_positive_compassion
}
}
}
#You give feedback on their feedback
option = {
name = fund_inspiration.2003.b
duel = {
skill = learning
target = scope:previous_inspired
10 = {
desc = fund_inspiration.2003.toast_outcome.positive
compare_modifier = {
value = scope:duel_value
multiplier = 0.5
}
send_interface_toast = {
title = fund_inspiration.2003.toast_outcome.positive
left_icon = root
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 2 }
}
}
}
20 = {
desc = fund_inspiration.2003.toast_outcome.negative
send_interface_toast = {
title = fund_inspiration.2003.toast_outcome.negative
left_icon = root
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = -2 }
}
}
}
}
ai_chance = {
base = 50
modifier = {
add = -15
ai_rationality <= low_negative_ai_value
}
modifier = {
add = 25
OR = {
has_trait = scholar #smart
AND = {
has_education_learning_trigger = yes
learning > medium_skill_rating
}
}
}
modifier = {
add = 25
ai_rationality >= low_positive_ai_value
}
}
}
# Tell them off
option = {
name = fund_inspiration.2003.c
scope:previous_inspired = {
progress_towards_rival_effect = {
REASON = rival_dispute_inspiration
CHARACTER = scope:inspiration_owner
OPINION = 0
}
add_opinion = {
target = root
modifier = insult_opinion
opinion = -20
}
}
progress_towards_friend_effect = {
CHARACTER = scope:inspiration_owner
OPINION = 30
REASON = friend_new_inspiration_owner
}
stress_impact = {
wrathful = medium_stress_loss
irritable = medium_stress_loss
shy = minor_stress_gain
compassionate = medium_stress_gain
}
ai_chance = {
base = 50
modifier = {
add = 15
ai_rationality <= low_negative_ai_value
}
modifier = {
add = 15
ai_compassion <= low_negative_compassion
}
modifier = {
add = 25
OR = {
has_trait = wrathful
has_trait = callous
has_trait = irritable
has_trait = impatient
}
}
modifier = {
add = 25
ai_rationality >= low_positive_ai_value
}
}
}
}
# A merchant selling high-quality materials is in town
# by Linnéa Thimrén
fund_inspiration.2004 = {
type = character_event
title = fund_inspiration.2004.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
# For artifacts that use metal in some way
scope:inspiration = {
OR = {
has_inspiration_type = weapon_inspiration
has_inspiration_type = smith_inspiration
has_inspiration_type = armor_inspiration
}
}
}
desc = fund_inspiration.2004.desc_metal
}
triggered_desc = {
trigger = {
# For artifacts that use fabric in some way
scope:inspiration = {
OR = {
AND = {
has_inspiration_type = smith_inspiration
exists = scope:inspiration_owner.var:artifact_smith_type
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_regalia
}
AND = {
has_inspiration_type = armor_inspiration
exists = scope:inspiration_owner.var:artifact_armor_type
OR = { #All armor that mentions fabric in some way in their descriptions
scope:inspiration_owner.var:artifact_armor_type = flag:armor_type_lamellar
scope:inspiration_owner.var:artifact_armor_type = flag:armor_type_laminar
scope:inspiration_owner.var:artifact_armor_type = flag:armor_type_brigandine
}
}
}
}
}
desc = fund_inspiration.2004.desc_fabric
}
triggered_desc = {
trigger = {
# For artifacts that use thread in some way
scope:inspiration = {
OR = {
has_inspiration_type = weaver_inspiration
AND = {
has_inspiration_type = armor_inspiration
exists = scope:inspiration_owner.var:artifact_armor_type
scope:inspiration_owner.var:artifact_armor_type = flag:armor_type_brigandine
}
AND = {
has_inspiration_type = smith_inspiration
exists = scope:inspiration_owner.var:artifact_smith_type
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_regalia
}
}
}
}
desc = fund_inspiration.2004.desc_thread
}
triggered_desc = {
trigger = {
scope:inspiration = {
has_inspiration_type = artisan_inspiration
inspiration_owner.var:artifact_artisan_type ?= flag:artisan_type_icon
}
}
desc = fund_inspriation.2004.desc_paint
}
triggered_desc = {
trigger = {
scope:inspiration = { has_inspiration_type = artisan_inspiration }
}
desc = fund_inspiration.2004.desc_wood
}
triggered_desc = {
trigger = {
scope:inspiration = { has_inspiration_type = book_inspiration }
}
desc = {
random_valid = {
desc = fund_inspiration.2004.desc_paper
desc = fund_inspiration.2004.desc_ink
}
}
}
triggered_desc = {
trigger = {
scope:inspiration = {
has_inspiration_type = alchemy_inspiration
exists = scope:inspiration_owner.var:artifact_alchemy_type
scope:inspiration_owner.var:artifact_alchemy_type = flag:alchemy_type_metals
}
}
desc = fund_inspiration.2004.desc_alchemy_metal
}
triggered_desc = {
trigger = {
scope:inspiration = {
has_inspiration_type = alchemy_inspiration
exists = scope:inspiration_owner.var:artifact_alchemy_type
scope:inspiration_owner.var:artifact_alchemy_type = flag:alchemy_type_elixirs
}
}
desc = fund_inspiration.2004.desc_elixirs
}
desc = fund_inspiration.2004.desc_fallback
}
desc = fund_inspiration.2004.desc
}
theme = realm
override_background = {
reference = market
}
left_portrait = {
character = scope:inspiration_owner
animation = beg
}
trigger = {
exists = scope:inspiration
scope:inspiration_owner = {
is_available_ai_adult = yes
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
NOT = { has_character_flag = had_event_fund_inspiration_2004 }
NOT = { has_character_flag = local_artisan }
has_no_inspiration_event_cooldown = yes
inspiration = { #Since they're away adventuring
NOT = { has_inspiration_type = adventure_inspiration }
}
}
}
immediate = {
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_2004
years = 20
}
add_inspiration_cooldown_flag = yes
}
}
# Give them the money
option = {
name = fund_inspiration.2004.a
scope:inspiration = {
invest_gold = root.medium_gold_value
}
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 4 }
add_opinion = {
target = root
modifier = kindness_opinion
opinion = 20
}
}
stress_impact = {
greedy = medium_stress_impact_gain
generous = medium_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 0.25
}
modifier = {
factor = 0
short_term_gold < medium_gold_value
}
}
}
# Haggle with the merchant
option = {
name = fund_inspiration.2004.b
duel = {
skill = diplomacy
value = 10
15 = {
desc = fund_inspiration.2004.b.success
compare_modifier = {
value = scope:duel_value
multiplier = 0.5
}
#We need to mess around with hidden effects and tooltips a bit here to not show "higher quality" twice on the option
show_as_tooltip = {
scope:inspiration = {
invest_gold = root.tiny_gold_value
}
}
hidden_effect = {
send_interface_toast = {
title = fund_inspiration.2004.b.success
left_icon = scope:inspiration_owner
scope:inspiration = {
invest_gold = root.tiny_gold_value
}
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 4 }
}
}
}
}
20 = {
desc = fund_inspiration.2004.b.failure
#We need to mess around with hidden effects and tooltips a bit here to not show "higher quality" twice on the option
show_as_tooltip = {
scope:inspiration = {
invest_gold = root.medium_gold_value
}
add_prestige = medium_prestige_loss
}
hidden_effect = {
send_interface_toast = {
title = fund_inspiration.2004.b.failure
left_icon = scope:inspiration_owner
scope:inspiration = {
invest_gold = root.medium_gold_value
}
add_prestige = medium_prestige_loss
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 4 }
}
}
}
}
}
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 4 }
add_opinion = {
target = root
modifier = kindness_opinion
opinion = 20
}
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 0.25
}
modifier = {
add = 25
diplomacy >= high_skill_rating
}
modifier = {
factor = 0
short_term_gold < medium_gold_value
}
}
}
# Take it by force
option = {
name = fund_inspiration.2004.c
trigger = {
is_landless_adventurer = no
}
add_tyranny = medium_tyranny_gain
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 4 }
}
stress_impact = {
compassionate = major_stress_impact_gain
sadistic = medium_stress_impact_loss
wrathful = medium_stress_impact_loss
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_compassion = -0.25
ai_greed = 0.15
ai_vengefulness = 0.25
}
}
}
# Deny them
option = {
name = fund_inspiration.2004.d
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = refusal_opinion
opinion = -15
}
}
stress_impact = {
generous = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
sadistic = minor_stress_impact_loss
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_compassion = -0.25
ai_greed = 0.5
}
}
}
}
#Smith (weapon/armor/smith) asks you to invest in a better forge
# by Linnéa Thimrén
fund_inspiration.2005 = {
type = character_event
title = fund_inspiration.2005.t
desc = {
desc = fund_inspiration.2005.desc_opening
first_valid = {
triggered_desc = {
trigger = {
scope:inspiration = { has_inspiration_type = weapon_inspiration }
}
desc = fund_inspiration.2005.desc_weapon
}
triggered_desc = {
trigger = {
scope:inspiration = { has_inspiration_type = armor_inspiration }
}
desc = fund_inspiration.2005.desc_armor
}
triggered_desc = {
trigger = {
scope:inspiration = { has_inspiration_type = smith_inspiration }
}
desc = fund_inspiration.2005.desc_smith
}
}
desc = fund_inspiration.2005.desc_ending
}
theme = realm
override_background = {
reference = armory
}
left_portrait = {
character = scope:inspiration_owner
animation = beg
}
trigger = {
is_landless_adventurer = no
exists = scope:inspiration
scope:inspiration = {
OR = {
AND = {
has_inspiration_type = weapon_inspiration
exists = scope:inspiration_owner.var:artifact_weapon_type
}
AND = {
has_inspiration_type = armor_inspiration
exists = scope:inspiration_owner.var:artifact_armor_type
}
AND = {
has_inspiration_type = smith_inspiration
exists = scope:inspiration_owner.var:artifact_smith_type
}
}
inspiration_owner = {
is_available_ai_adult = yes
has_no_inspiration_event_cooldown = yes
NOT = { has_character_flag = had_event_fund_inspiration_2005 }
NOT = { has_character_flag = local_artisan }
}
inspiration_progress > 1 # To prevent the inspired character from asking for gold immediately
scope:inspiration_sponsor = {
NOT = {
has_character_modifier = inspiration_invested_in_new_forge_modifier
}
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_2005
years = 20
}
#To stagger any following events
add_inspiration_cooldown_flag = yes
}
}
#Invest in a new forge
option = {
name = fund_inspiration.2005.a
scope:inspiration = { invest_gold = 50 }
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 4 }
}
add_character_modifier = {
modifier = inspiration_invested_in_new_forge_modifier
years = 5
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 0.5
}
modifier = { #If the AI can't afford it they should go for it
factor = 0
short_term_gold < 50
}
}
}
#No
option = {
name = fund_inspiration.2005.b
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = refusal_opinion
opinion = -15
}
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = 0.5
}
}
}
}
# A wise person comes to visit, should they teach you or your inspiration owner?
# by Linnéa Thimrén
fund_inspiration.2006 = {
type = character_event
title = fund_inspiration.2006.t
desc = fund_inspiration.2006.desc
theme = realm
left_portrait = scope:scholar_character
right_portrait = scope:inspiration_owner
trigger = {
exists = scope:inspiration
scope:inspiration = {
OR = {
has_inspiration_type = book_inspiration
has_inspiration_type = alchemy_inspiration
}
inspiration_owner = {
is_available_ai_adult = yes
has_no_inspiration_event_cooldown = yes
NOT = { has_character_flag = had_event_fund_inspiration_2006 }
}
}
}
weight_multiplier = {
base = 0.75
modifier = { #More likely that they stop by if you have a cool court
add = 0.5
has_royal_court = yes
court_grandeur_current_level > 5
}
modifier = { #Most likely that they stop by if you have a VERY cool court
add = 0.5
has_royal_court = yes
court_grandeur_current_level > 7
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_2006
years = 20
}
#To stagger any following events
add_inspiration_cooldown_flag = yes
}
create_character = {
location = root.capital_province
template = scholar_character
save_scope_as = scholar_character
}
}
#Teach inspiration owner
option = {
name = fund_inspiration.2006.a
remove_short_term_gold = minor_gold_value
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 4 }
add_opinion = {
target = root
modifier = kindness_opinion
opinion = 20
}
add_learning_skill = 1
}
scope:scholar_character = { silent_disappearance_effect = yes }
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 0.25
}
modifier = { #If the AI can't afford it they shouldn't go for it
factor = 0
short_term_gold < minor_gold_value
}
}
}
#Teach me!
option = {
name = fund_inspiration.2006.b
remove_short_term_gold = minor_gold_value
add_courtier = scope:scholar_character
set_relation_mentor = scope:scholar_character
add_learning_lifestyle_xp = major_lifestyle_xp
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = disappointed_opinion
opinion = -10
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = 0.25
}
modifier = { #If the AI can't afford it they shouldn't go for it
factor = 0
short_term_gold < minor_gold_value
}
}
}
#Go away
option = {
name = fund_inspiration.2006.c
scope:scholar_character = { silent_disappearance_effect = yes }
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = disappointed_opinion
opinion = -10
}
}
ai_chance = {
base = 1
}
}
}
# Inspiration owner asks for more money (armor specific)
# by Linnéa Thimrén
fund_inspiration.2021 = {
type = character_event
title = fund_inspiration.2001.t
desc = fund_inspiration.2021.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = beg
}
trigger = {
exists = scope:inspiration
scope:inspiration_owner = {
is_available_ai_adult = yes
NOR = { #These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
has_character_flag = had_event_fund_inspiration_2021
has_character_flag = fund_armor_inspiration_event_cooldown
}
NOT = { has_character_flag = local_artisan }
exists = var:artifact_armor_type
}
scope:inspiration = {
inspiration_progress > 1 # To prevent the inspired character from asking for gold immediately
}
}
weight_multiplier = {
base = 1
modifier = {
add = 0.5
scope:inspiration_owner = {
ai_greed >= medium_positive_greed
}
}
modifier = {
add = 4 #Very likely if it's plate or lamellar armor since they were very expensive to make
scope:inspiration_owner = {
OR = {
var:artifact_armor_type = flag:armor_type_plate
var:artifact_armor_type = flag:armor_type_lamellar
}
}
}
}
immediate = {
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_2021
years = 20
}
#To stagger any following events
add_character_flag = {
flag = fund_armor_inspiration_event_cooldown
days = { 30 60 }
}
}
}
option = { # Sure, have the money
name = fund_inspiration.2021.a
if = { #To make sure that the inspiration hasn't been removed
limit = {
exists = scope:inspiration
}
scope:inspiration = {
invest_gold = 50
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 4
}
}
}
stress_impact = {
generous = medium_stress_impact_loss
greedy = medium_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
add = -50
short_term_gold < 50
}
}
}
option = { #No!
name = fund_inspiration.2021.b
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = refusal_opinion
opinion = -20
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = 0.75
}
}
}
}
scripted_trigger fund_inspiration_court_relation_trigger = {
is_available_ai_adult = yes
this != scope:inspiration_owner
is_in_the_same_court_as_or_guest = root
}
scripted_trigger fund_inspiration_court_inspiration_owner_trigger = {
is_available_ai_adult = yes
inspiration = { #Since they're away adventuring
NOT = { has_inspiration_type = adventure_inspiration }
}
}
# Friend helps your sponsee
# by Jose Parkin
fund_inspiration.2030 = {
type = character_event
title = fund_inspiration.2030.t
desc = fund_inspiration.2030.desc
theme = realm
override_background = {
reference = corridor_day
}
left_portrait = {
character = scope:friend
animation = admiration
}
lower_right_portrait = scope:inspiration_owner
cooldown = { years = 5 }
trigger = {
exists = scope:inspiration
scope:inspiration_owner = {
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
fund_inspiration_court_inspiration_owner_trigger = yes
has_no_inspiration_event_cooldown = yes
inspiration = {
NOT = { has_inspiration_type = alchemy_inspiration } # Science is not based on opinion
}
NOT = { has_character_flag = had_event_fund_inspiration_2030 }
}
any_relation = {
type = friend
fund_inspiration_court_relation_trigger = yes
}
}
immediate = {
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_2030
years = 5
}
add_inspiration_cooldown_flag = yes
}
random_relation = {
type = friend
limit = { fund_inspiration_court_relation_trigger = yes }
save_scope_as = friend
progress_towards_friend_effect = { CHARACTER = scope:inspiration_owner REASON = friend_helped_inspiration OPINION = default_friend_opinion }
}
scope:inspiration_owner = {
random_list = {
2 = {
change_artifact_quality_effect = { AMOUNT = 3 }
}
2 = {
change_artifact_quality_effect = { AMOUNT = -3 }
}
}
}
}
# Nice
option = {
name = fund_inspiration.2030.a
}
}
# Rival sabotages your sponsee
# by Joe Parkin
fund_inspiration.2040 = {
type = character_event
title = fund_inspiration.2040.t
desc = fund_inspiration.2040.desc
theme = realm
override_background = {
reference = corridor_day
}
left_portrait = {
character = scope:inspiration_owner
animation = anger
}
lower_right_portrait = {
character = scope:rival
animation = schadenfreude
}
cooldown = { years = 5 }
trigger = {
exists = scope:inspiration
scope:inspiration_owner = {
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
fund_inspiration_court_inspiration_owner_trigger = yes
has_no_inspiration_event_cooldown = yes
NOT = { has_character_flag = had_event_fund_inspiration_2040 }
}
OR = {
any_relation = {
type = rival
fund_inspiration_court_relation_trigger = yes
}
scope:inspiration_owner = {
any_relation = {
type = rival
fund_inspiration_court_relation_trigger = yes
}
}
}
}
immediate = {
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_2040
years = 5
}
add_inspiration_cooldown_flag = yes
}
if = {
limit = { intrigue >= average_skill_rating }
if = {
limit = {
any_relation = {
type = rival
fund_inspiration_court_relation_trigger = yes
}
}
random_relation = {
type = rival
limit = { fund_inspiration_court_relation_trigger = yes }
save_scope_as = rival
}
}
else = {
scope:inspiration_owner = {
random_relation = {
type = rival
limit = { fund_inspiration_court_relation_trigger = yes }
save_scope_as = rival
}
}
}
}
}
option = {
name = fund_inspiration.2040.a
trigger = {
any_relation = {
type = rival
fund_inspiration_court_relation_trigger = yes
}
}
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = -4 }
}
}
option = {
name = fund_inspiration.2040.b
trigger = {
NOT = {
any_relation = {
type = rival
fund_inspiration_court_relation_trigger = yes
}
}
}
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = -4 }
}
}
option = {
name = fund_inspiration.2040.c
trigger = { exists = scope:rival }
skill = intrigue
flavor = fund_inspiration.2040.c.flavor
duel = {
skill = intrigue
value = average_skill_rating
40 = {
desc = fund_inspiration.2040.c.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
custom_tooltip = fund_inspiration.2040.c.tt
show_as_tooltip = {
add_prestige = minor_prestige_gain
add_intrigue_lifestyle_xp = medium_lifestyle_experience
}
trigger_event = {
id = fund_inspiration.2041
days = 3
}
}
60 = {
desc = fund_inspiration.2040.c.failure
compare_modifier = {
value = scope:duel_value
multiplier = -2
}
show_as_tooltip = {
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = -4 }
}
}
trigger_event = {
id = fund_inspiration.2042
days = 3
}
}
}
}
}
fund_inspiration.2041 = {
type = character_event
title = fund_inspiration.2040.t
desc = fund_inspiration.2041.desc
theme = intrigue
right_portrait = {
character = scope:rival
animation = scheme
}
trigger = {
exists = scope:inspiration
scope:inspiration_owner = { fund_inspiration_court_inspiration_owner_trigger = yes }
exists = scope:rival
scope:rival = { fund_inspiration_court_relation_trigger = yes }
}
immediate = {
scope:rival = {
add_character_flag = {
flag = use_stealth_clothes
days = 1
}
}
add_intrigue_lifestyle_xp = medium_lifestyle_experience
}
option = {
name = fund_inspiration.2041.a
add_prestige = minor_prestige_gain
rightfully_imprison_character_effect = {
TARGET = scope:rival
IMPRISONER = root
}
stress_impact = {
calm = medium_stress_impact_gain
patient = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = 1
}
}
}
option = {
name = fund_inspiration.2041.b
remove_courtier_or_guest = scope:rival
ai_chance = {
base = 25
}
}
option = {
name = fund_inspiration.2041.c
add_character_modifier = {
modifier = ep1_fund_inspiration_2040_scheme_modifier
years = 5
}
stress_impact = {
wrathful = medium_stress_impact_gain
impatient = medium_stress_impact_gain
vengeful = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = -1
}
}
}
}
fund_inspiration.2042 = {
type = character_event
hidden = yes
trigger = {
exists = scope:inspiration
scope:inspiration_owner = { fund_inspiration_court_inspiration_owner_trigger = yes }
}
immediate = {
send_interface_toast = {
title = fund_inspiration.2040.c.failure
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = -4 }
}
}
}
}
# Skillcheck to improve inspiration quality
# by Joe Parkin
scripted_trigger fund_inspiration_martial_trigger = {
scope:inspiration = {
OR = {
has_inspiration_type = weapon_inspiration
has_inspiration_type = armor_inspiration
AND = {
has_inspiration_type = book_inspiration
inspiration_owner = {
trigger_if = {
limit = { has_variable = book_subject }
var:book_subject = flag:martial
}
trigger_else = { always = no }
}
}
}
}
}
scripted_trigger fund_inspiration_stewardship_trigger = {
scope:inspiration = {
OR = {
has_inspiration_type = weaver_inspiration
has_inspiration_type = artisan_inspiration
has_inspiration_type = smith_inspiration
AND = {
has_inspiration_type = book_inspiration
inspiration_owner = {
trigger_if = {
limit = { has_variable = book_subject }
var:book_subject = flag:stewardship
}
trigger_else = { always = no }
}
}
}
}
}
scripted_trigger fund_inspiration_diplomacy_trigger = {
scope:inspiration = {
has_inspiration_type = book_inspiration
inspiration_owner = {
trigger_if = {
limit = { has_variable = book_subject }
var:book_subject = flag:diplomacy
}
trigger_else = { always = no }
}
}
}
scripted_trigger fund_inspiration_intrigue_trigger = {
scope:inspiration = {
has_inspiration_type = book_inspiration
inspiration_owner = {
trigger_if = {
limit = { has_variable = book_subject }
var:book_subject = flag:intrigue
}
trigger_else = { always = no }
}
}
}
scripted_effect fund_inspiration_skillcheck_duel_effect = {
duel = {
skill = $SKILL$
value = average_skill_rating
$CHANCE$ = {
desc = fund_inspiration.2050.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
min = 5
send_interface_toast = {
title = fund_inspiration.2050.success
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = $AMOUNT$ }
}
}
}
30 = {
desc = fund_inspiration.2050.failure
compare_modifier = {
value = scope:duel_value
multiplier = -2
}
send_interface_toast = {
title = fund_inspiration.2050.failure
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = -$AMOUNT$ }
}
}
}
20 = {
desc = fund_inspiration.2050.nothing
modifier = {
factor = 1.5
scope:inspiration_owner = {
OR = {
has_trait = arrogant
has_trait = stubborn
opinion = {
target = root
value < 0
}
}
}
}
modifier = {
factor = 0.5
scope:inspiration_owner = {
OR = {
has_trait = fickle
has_trait = humble
opinion = {
target = root
value >= 50
}
}
}
}
}
}
}
fund_inspiration.2050 = {
type = character_event
title = fund_inspiration.2050.t
desc = fund_inspiration.2050.desc
theme = realm
override_background = {
reference = study
}
left_portrait = {
character = scope:inspiration_owner
animation = worry
}
trigger = {
exists = scope:inspiration
scope:inspiration_owner = {
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
fund_inspiration_court_inspiration_owner_trigger = yes
has_no_inspiration_event_cooldown = yes
NOT = { has_character_flag = had_event_fund_inspiration_2050 }
}
}
immediate = {
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_2050
years = 5
}
add_inspiration_cooldown_flag = yes
}
}
option = { # Skill check based on inspiration type
name = fund_inspiration.2050.a
if = { # Martial
limit = { fund_inspiration_martial_trigger = yes }
fund_inspiration_skillcheck_duel_effect = { SKILL = martial AMOUNT = 4 CHANCE = 30 }
}
else_if = { # Stewardship
limit = { fund_inspiration_stewardship_trigger = yes }
fund_inspiration_skillcheck_duel_effect = { SKILL = stewardship AMOUNT = 4 CHANCE = 30 }
}
else_if = { # Diplomacy
limit = { fund_inspiration_diplomacy_trigger = yes }
fund_inspiration_skillcheck_duel_effect = { SKILL = diplomacy AMOUNT = 4 CHANCE = 30 }
}
else_if = { # Intrigue
limit = { fund_inspiration_intrigue_trigger = yes }
fund_inspiration_skillcheck_duel_effect = { SKILL = intrigue AMOUNT = 4 CHANCE = 30 }
}
else = { # Learning
fund_inspiration_skillcheck_duel_effect = { SKILL = learning AMOUNT = 4 CHANCE = 30 }
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = contempt_opinion
opinion = -10
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_rationality = -1
}
}
}
option = { # Education fallback
name = fund_inspiration.2050.b
trigger = {
OR = {
AND = {
fund_inspiration_diplomacy_trigger = no
has_trait = education_diplomacy
}
AND = {
fund_inspiration_martial_trigger = no
has_trait = education_martial
}
AND = {
fund_inspiration_stewardship_trigger = no
has_trait = education_stewardship
}
AND = {
fund_inspiration_intrigue_trigger = no
has_trait = education_intrigue
}
}
NOT = {
scope:inspiration = {
has_inspiration_type = research_inspiration
}
}
}
trait = education_diplomacy_1
trait = education_diplomacy_2
trait = education_diplomacy_3
trait = education_diplomacy_4
trait = education_diplomacy_5
trait = education_martial_1
trait = education_martial_2
trait = education_martial_3
trait = education_martial_4
trait = education_martial_5
trait = education_stewardship_1
trait = education_stewardship_2
trait = education_stewardship_3
trait = education_stewardship_4
trait = education_stewardship_5
trait = education_intrigue_1
trait = education_intrigue_2
trait = education_intrigue_3
trait = education_intrigue_4
trait = education_intrigue_5
trait = education_learning_1
trait = education_learning_2
trait = education_learning_3
trait = education_learning_4
trait = education_learning_5
if = { # Martial
limit = {
fund_inspiration_martial_trigger = no
has_trait = education_martial
}
fund_inspiration_skillcheck_duel_effect = { SKILL = martial AMOUNT = 2 CHANCE = 5 }
}
else_if = { # Stewardship
limit = {
fund_inspiration_stewardship_trigger = no
has_trait = education_stewardship
}
fund_inspiration_skillcheck_duel_effect = { SKILL = stewardship AMOUNT = 2 CHANCE = 5 }
}
else_if = { # Diplomacy
limit = {
fund_inspiration_diplomacy_trigger = no
has_trait = education_diplomacy
}
fund_inspiration_skillcheck_duel_effect = { SKILL = diplomacy AMOUNT = 2 CHANCE = 5 }
}
else_if = { # Intrigue
limit = {
fund_inspiration_intrigue_trigger = no
has_trait = education_intrigue
}
fund_inspiration_skillcheck_duel_effect = { SKILL = intrigue AMOUNT = 2 CHANCE = 5 }
}
else = { # Learning
fund_inspiration_skillcheck_duel_effect = { SKILL = learning AMOUNT = 2 CHANCE = 5 }
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = contempt_opinion
opinion = -10
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 0.5
ai_rationality = -0.5
}
}
}
option = { # Highest skill fallback (if inspiration and education match)
name = fund_inspiration.2050.c
trigger = {
NOR = {
AND = {
fund_inspiration_diplomacy_trigger = no
has_trait = education_diplomacy
}
AND = {
fund_inspiration_martial_trigger = no
has_trait = education_martial
}
AND = {
fund_inspiration_stewardship_trigger = no
has_trait = education_stewardship
}
AND = {
fund_inspiration_intrigue_trigger = no
has_trait = education_intrigue
}
}
}
if = { # Martial
limit = {
fund_inspiration_martial_trigger = no
NOT = { has_trait = education_martial }
highest_skill = martial
}
fund_inspiration_skillcheck_duel_effect = { SKILL = martial AMOUNT = 2 CHANCE = 5 }
}
else_if = { # Stewardship
limit = {
fund_inspiration_stewardship_trigger = no
NOT = { has_trait = education_stewardship }
highest_skill = stewardship
}
fund_inspiration_skillcheck_duel_effect = { SKILL = stewardship AMOUNT = 2 CHANCE = 5 }
}
else_if = { # Diplomacy
limit = {
fund_inspiration_diplomacy_trigger = no
NOT = { has_trait = education_diplomacy }
highest_skill = diplomacy
}
fund_inspiration_skillcheck_duel_effect = { SKILL = diplomacy AMOUNT = 2 CHANCE = 5 }
}
else_if = { # Intrigue
limit = {
fund_inspiration_intrigue_trigger = no
NOT = { has_trait = education_intrigue }
highest_skill = intrigue
}
fund_inspiration_skillcheck_duel_effect = { SKILL = intrigue AMOUNT = 2 CHANCE = 5 }
}
else = { # Learning
fund_inspiration_skillcheck_duel_effect = { SKILL = learning AMOUNT = 2 CHANCE = 10 } # more for learning
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = contempt_opinion
opinion = -10
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 0.5
ai_rationality = -0.5
}
}
}
option = { # Prowess bonus option for equipment
name = fund_inspiration.2050.d
trigger = {
scope:inspiration = {
OR = {
has_inspiration_type = weapon_inspiration
has_inspiration_type = armor_inspiration
}
}
}
skill = prowess
fund_inspiration_skillcheck_duel_effect = { SKILL = prowess AMOUNT = 4 CHANCE = 10 }
stress_impact = {
humble = minor_stress_impact_gain
shy = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 0.5
ai_rationality = -0.5
}
}
}
option = { # Don't get involved
name = fund_inspiration.2050.e
stress_impact = {
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -1
ai_rationality = 1
}
}
}
}
# Fame donation
# by Joe Parkin
fund_inspiration.2060 = {
type = character_event
title = fund_inspiration.2060.t
desc = {
random_valid = {
triggered_desc = {
trigger = {
OR = {
piety_level >= high_piety_level
has_trait = saoshyant
has_trait = savior
has_trait = saint
}
}
desc = fund_inspiration.2060.desc.religious
}
triggered_desc = {
trigger = { prestige_level >= high_prestige_level }
desc = fund_inspiration.2060.desc.fame
}
triggered_desc = {
trigger = { court_grandeur_current_level >= 8 }
desc = fund_inspiration.2060.desc.court
}
}
desc = fund_inspiration.2060.desc
random_valid = {
triggered_desc = {
trigger = {
OR = {
piety_level >= high_piety_level
has_trait = saoshyant
has_trait = savior
has_trait = saint
}
}
desc = fund_inspiration.2060.desc.brotherhood
}
triggered_desc = {
trigger = {
OR = {
piety_level >= high_piety_level
has_trait = saoshyant
has_trait = savior
has_trait = saint
}
}
desc = fund_inspiration.2060.desc.abbey
}
triggered_desc = {
trigger = {
OR = {
prestige_level >= high_prestige_level
court_grandeur_current_level >= 8
}
}
desc = fund_inspiration.2060.desc.mercenary
}
triggered_desc = {
trigger = {
OR = {
prestige_level >= high_prestige_level
court_grandeur_current_level >= 8
}
}
desc = fund_inspiration.2060.desc.guild
}
}
random_valid = {
triggered_desc = {
trigger = { piety_level >= high_piety_level }
desc = fund_inspiration.2060.piety
}
triggered_desc = {
trigger = { has_trait = saoshyant }
desc = fund_inspiration.2060.saoshyant
}
triggered_desc = {
trigger = { has_trait = savior }
desc = fund_inspiration.2060.savior
}
triggered_desc = {
trigger = { has_trait = saint }
desc = fund_inspiration.2060.saint
}
triggered_desc = {
trigger = { prestige_level >= high_prestige_level }
desc = fund_inspiration.2060.prestige
}
triggered_desc = {
trigger = { court_grandeur_current_level >= 8 }
desc = fund_inspiration.2060.grandeur
}
}
desc = fund_inspiration.2060.desc_outro
}
theme = realm
left_portrait = {
character = scope:donator
animation = admiration
}
right_portrait = {
character = scope:inspiration_owner
animation = happiness
}
cooldown = { years = 5 }
trigger = {
exists = scope:inspiration
scope:inspiration_owner = {
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
fund_inspiration_court_inspiration_owner_trigger = yes
has_no_inspiration_event_cooldown = yes
#NOT = { has_character_flag = had_event_fund_inspiration_2060 }
}
OR = {
piety_level = max_piety_level
has_trait = saoshyant
has_trait = savior
has_trait = saint
prestige_level = max_prestige_level
court_grandeur_current_level >= 8
}
any_held_county = {
any_county_province = { has_holding = yes }
}
}
immediate = {
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
#add_character_flag = {
# flag = had_event_fund_inspiration_2060
# years = 5
#}
add_inspiration_cooldown_flag = yes
}
# Generate donating character
random_list = {
2 = { # Religious
trigger = {
OR = {
piety_level = max_piety_level
has_trait = saoshyant
has_trait = savior
has_trait = saint
}
}
create_character = {
template = monk_character_template
dynasty = none
location = root.capital_province
save_scope_as = donator
}
}
2 = { # Secular
trigger = {
OR = {
prestige_level = max_prestige_level
court_grandeur_current_level >= 8
}
}
create_character = {
template = new_warrior_character
gender_female_chance = root_soldier_female_chance
culture = root.culture
faith = root.faith
dynasty = none
location = root.capital_province
save_scope_as = donator
}
}
}
hidden_effect = {
scope:donator = { add_gold = root.minor_gold_value }
}
# Find county origin
random_held_county = {
limit = {
this != root.capital_county
any_county_province = { has_holding = yes }
}
alternative_limit = {
any_county_province = { has_holding = yes }
}
random_county_province = {
limit = { has_holding = yes }
barony = { save_scope_as = barony_scope }
}
}
}
option = { # I am honored
name = fund_inspiration.2060.a
scope:donator = {
pay_short_term_gold = {
target = root
gold = root.tiny_gold_value
}
}
scope:inspiration = { invest_gold = root.tiny_gold_value }
scope:barony_scope.county = {
add_county_modifier = {
modifier = ep1_fund_inspiration_2070_accept_modifier
years = 5
}
}
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 2 }
}
stress_impact = {
generous = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = 0.5
ai_boldness = 1
}
}
}
option = { # Refuse gift
name = {
trigger = {
OR = {
piety_level = max_piety_level
has_trait = saoshyant
has_trait = savior
has_trait = saint
}
}
text = fund_inspiration.2060.b.religious
}
name = {
trigger = {
OR = {
prestige_level = max_prestige_level
court_grandeur_current_level >= 8
}
}
text = fund_inspiration.2060.b.prestige
}
scope:barony_scope.county = {
add_county_modifier = {
modifier = ep1_fund_inspiration_2070_refuse_modifier
years = 5
}
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = annoyed_opinion
opinion = -10
}
stress_impact = {
greedy = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = -1
}
}
}
option = { # Mock gift
name = fund_inspiration.2060.c
if = {
limit = {
scope:donator = { has_trait = devoted }
}
add_piety = medium_piety_loss
}
else = {
add_prestige = medium_prestige_loss
}
scope:donator = {
pay_short_term_gold = {
target = root
gold = root.tiny_gold_value
}
}
scope:inspiration = { invest_gold = root.tiny_gold_value }
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 2 }
}
scope:barony_scope.county = {
add_county_modifier = {
modifier = ep1_fund_inspiration_2070_mock_modifier
years = 5
}
}
stress_impact = {
humble = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = 0.5
ai_compassion = -1
}
}
}
}
# Flawed artisan
# by Joe Parkin
scripted_trigger has_artisan_incapacity_trait = {
OR = {
has_trait = lunatic
has_trait = possessed
has_trait = depressed
has_trait = drunkard
has_trait = hashishiyah
has_trait = reclusive
has_trait = rakish
has_trait = profligate
has_trait = improvident
has_trait = comfort_eater
has_trait = irritable
has_trait = wounded
has_trait = pregnant
has_treatable_disease_trigger = yes
}
}
fund_inspiration.2070 = {
type = character_event
title = fund_inspiration.2070.t
desc = {
desc = fund_inspiration.2070.desc
first_valid = {
triggered_desc = {
trigger = {
scope:inspiration_owner = {
OR = {
has_trait = profligate
has_trait = improvident
has_trait = depressed
has_trait = drunkard
has_trait = hashishiyah
has_trait = rakish
has_trait = comfort_eater
has_trait = wounded
has_trait = pregnant
has_treatable_disease_trigger = yes
}
}
}
desc = fund_inspiration.2070.desc.stalled
}
triggered_desc = {
trigger = {
scope:inspiration_owner = {
OR = {
has_trait = lunatic
has_trait = possessed
has_trait = reclusive
has_trait = irritable
}
}
}
desc = fund_inspiration.2070.desc.wasted
}
}
first_valid = {
triggered_desc = {
trigger = {
scope:inspiration_owner = { has_trait = profligate }
}
desc = fund_inspiration.2070.desc.profligate
}
triggered_desc = {
trigger = {
scope:inspiration_owner = { has_trait = improvident }
}
desc = fund_inspiration.2070.desc.improvident
}
triggered_desc = {
trigger = {
scope:inspiration_owner = { has_trait = depressed }
}
desc = fund_inspiration.2070.desc.depressed
}
triggered_desc = {
trigger = {
scope:inspiration_owner = { has_trait = drunkard }
}
desc = fund_inspiration.2070.desc.drunkard
}
triggered_desc = {
trigger = {
scope:inspiration_owner = { has_trait = hashishiyah }
}
desc = fund_inspiration.2070.desc.hashishiyah
}
triggered_desc = {
trigger = {
scope:inspiration_owner = { has_trait = rakish }
}
desc = fund_inspiration.2070.desc.rakish
}
triggered_desc = {
trigger = {
scope:inspiration_owner = { has_trait = comfort_eater }
}
desc = fund_inspiration.2070.desc.comfort_eater
}
triggered_desc = {
trigger = {
scope:inspiration_owner = { has_trait = lunatic }
}
desc = fund_inspiration.2070.desc.lunatic
}
triggered_desc = {
trigger = {
scope:inspiration_owner = { has_trait = possessed }
}
desc = fund_inspiration.2070.desc.possessed
}
triggered_desc = {
trigger = {
scope:inspiration_owner = { has_trait = reclusive }
}
desc = fund_inspiration.2070.desc.reclusive
}
triggered_desc = {
trigger = {
scope:inspiration_owner = { has_trait = irritable }
}
desc = fund_inspiration.2070.desc.irritable
}
triggered_desc = {
trigger = {
scope:inspiration_owner = { has_trait = wounded }
}
desc = fund_inspiration.2070.desc.wounded
}
triggered_desc = {
trigger = {
scope:inspiration_owner = { has_trait = pregnant }
}
desc = fund_inspiration.2070.desc.pregnant
}
triggered_desc = {
trigger = {
scope:inspiration_owner = { has_treatable_disease_trigger = yes }
}
desc = fund_inspiration.2070.desc.sick
}
}
desc = fund_inspiration.2070.desc_outro
}
theme = realm
left_portrait = {
character = scope:inspiration_owner
triggered_animation = {
trigger = { has_trait = pregnant }
animation = pregnant
}
triggered_animation = {
trigger = {
OR = {
has_trait = lunatic
has_trait = possessed
}
}
animation = paranoia
}
triggered_animation = {
trigger = { has_trait = depressed }
animation = boredom
}
triggered_animation = {
trigger = {
OR = {
has_trait = drunkard
has_trait = hashishiyah
has_trait = rakish
}
}
animation = toast
}
triggered_animation = {
trigger = {
OR = {
has_trait = profligate
has_trait = improvident
}
}
animation = boredom
}
triggered_animation = {
trigger = { has_trait = irritable }
animation = anger
}
triggered_animation = {
trigger = { has_treatable_disease_trigger = yes }
animation = sick
}
}
cooldown = { years = 5 }
trigger = {
exists = scope:inspiration
scope:inspiration_owner = {
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
fund_inspiration_court_inspiration_owner_trigger = yes
has_no_inspiration_event_cooldown = yes
NOT = { has_character_flag = had_event_fund_inspiration_2070 }
has_artisan_incapacity_trait = yes
inspiration.inspiration_progress >= 2
}
}
immediate = {
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_2070
years = 5
}
add_inspiration_cooldown_flag = yes
inspiration = { change_inspiration_progress = -2 }
}
}
option = { # Pull yourself together
name = fund_inspiration.2070.a
scope:inspiration = {
if = {
limit = {
inspiration_owner = {
OR = {
has_trait = profligate
has_trait = improvident
}
}
}
invest_gold = root.medium_gold_value
root = {
stress_impact = { greedy = medium_stress_impact_gain }
}
}
else = {
invest_gold = root.minor_gold_value
root = {
stress_impact = { greedy = minor_stress_impact_gain }
}
}
change_inspiration_progress = 1
}
stress_impact = {
vengeful = minor_stress_impact_gain
impatient = minor_stress_impact_gain
wrathful = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = -0.5
ai_greed = -0.5
ai_compassion = 0.5
}
}
}
option = { # I understand
name = fund_inspiration.2070.b
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = forgiven_opinion
opinion = 10
}
stress_impact = {
vengeful = medium_stress_impact_gain
callous = medium_stress_impact_gain
impatient = medium_stress_impact_gain
arbitrary = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = -1
ai_greed = -1
ai_compassion = 1
}
}
}
option = { # Unacceptable
name = fund_inspiration.2070.c
scope:inspiration_owner = {
inspiration = { change_inspiration_progress = 2 }
stress_impact = {
base = massive_stress_impact_gain
craven = medium_stress_impact_gain
lazy = medium_stress_impact_gain
}
change_artifact_quality_effect = { AMOUNT = -4 }
}
stress_impact = {
forgiving = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
patient = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = 1
ai_greed = 1
ai_compassion = -1
}
}
}
option = { # Get out
name = fund_inspiration.2070.d
trigger = {
scope:inspiration_owner = { is_courtier = yes }
}
send_interface_toast = {
title = fund_inspiration.2100.c.leave
left_icon = scope:inspiration_owner
add_prestige = minor_prestige_gain
end_inspiration_sponsorship = scope:inspiration
remove_courtier_or_guest = scope:inspiration_owner
if = {
limit = {
scope:inspiration_owner = {
NOR = {
has_trait = profligate
has_trait = improvident
}
}
}
custom_tooltip = fund_inspiration_quarter_refund_tt
add_gold = {
value = scope:inspiration.inspiration_gold_invested
divide = 4
}
}
}
stress_impact = {
forgiving = major_stress_impact_gain
patient = major_stress_impact_gain
greedy = major_stress_impact_gain
compassionate = major_stress_impact_gain
just = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = 2
ai_greed = -1
ai_compassion = -1
}
}
}
}
# Antiquarian meddles with inspiration
# by Joe Parkin
scripted_trigger fi_2080_antiquarian_trigger = {
is_available_ai_adult = yes
NOR = {
this = scope:inspiration_owner
has_any_good_relationship_with_character_trigger = { CHARACTER = scope:inspiration_owner }
}
}
fund_inspiration.2080 = {
type = character_event
title = fund_inspiration.2080.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:rival = { has_court_position = antiquarian_court_position }
}
desc = fund_inspiration.2080.antiquarian
}
triggered_desc = {
trigger = {
scope:rival = { has_court_position = court_artificer_court_position }
}
desc = fund_inspiration.2080.artificer
}
}
desc = fund_inspiration.2080.desc
}
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = dismissal
}
right_portrait = {
character = scope:antiquarian
animation = disapproval
}
cooldown = { years = 5 }
trigger = {
exists = scope:inspiration
scope:inspiration_owner = {
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
fund_inspiration_court_inspiration_owner_trigger = yes
has_no_inspiration_event_cooldown = yes
NOR = {
has_character_flag = had_event_fund_inspiration_2080
has_variable = banner_commission
}
}
OR = {
any_court_position_holder = {
type = antiquarian_court_position
fi_2080_antiquarian_trigger = yes
}
any_court_position_holder = {
type = court_artificer_court_position
fi_2080_antiquarian_trigger = yes
}
}
}
immediate = {
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_2080
years = 5
}
add_inspiration_cooldown_flag = yes
}
if = {
limit = {
any_court_position_holder = {
type = antiquarian_court_position
fi_2080_antiquarian_trigger = yes
}
}
random_court_position_holder = {
type = antiquarian_court_position
limit = { fi_2080_antiquarian_trigger = yes }
save_scope_as = antiquarian
progress_towards_rival_effect = {
REASON = rival_dispute_inspiration
CHARACTER = scope:inspiration_owner
OPINION = 0
}
}
}
if = {
limit = {
any_court_position_holder = {
type = court_artificer_court_position
fi_2080_antiquarian_trigger = yes
}
}
random_court_position_holder = {
type = court_artificer_court_position
limit = { fi_2080_antiquarian_trigger = yes }
save_scope_as = artificer
}
}
random_list = {
2 = {
trigger = { exists = scope:antiquarian }
modifier = {
factor = 10
scope:antiquarian = {
OR = {
has_trait = diligent
has_trait = arrogant
has_relation_rival = scope:inspiration_owner
}
}
}
scope:antiquarian = { save_scope_as = rival }
}
2 = {
trigger = { exists = scope:artificer }
modifier = {
factor = 10
scope:artificer = {
OR = {
has_trait = diligent
has_trait = arrogant
has_relation_rival = scope:inspiration_owner
}
}
}
scope:artificer = { save_scope_as = rival }
}
}
}
option = { # Side with position holder
name = fund_inspiration.2080.a
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = disappointed_opinion
opinion = -10
}
reverse_add_opinion = {
target = scope:rival
modifier = respect_opinion
opinion = 5
}
random_list = {
5 = {
modifier = { factor = scope:rival.aptitude:antiquarian_court_position }
send_interface_toast = {
title = fund_inspiration.2080.success
left_icon = scope:rival
right_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 4 }
}
}
}
10 = {
send_interface_toast = {
title = fund_inspiration.2080.failure
left_icon = scope:rival
right_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = -4 }
}
}
}
}
stress_impact = {
generous = minor_stress_impact_gain
patient = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = 0.5
ai_compassion = -0.5
}
}
}
option = { # Side with sponsee
name = fund_inspiration.2080.b
reverse_add_opinion = {
target = scope:rival
modifier = disappointed_opinion
opinion = -10
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = respect_opinion
opinion = 5
}
stress_impact = {
greedy = minor_stress_impact_gain
impatient = minor_stress_impact_gain
callous = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = -1
ai_compassion = 1
}
}
}
option = { # Replace with sponsee
name = fund_inspiration.2080.c
reverse_add_opinion = {
target = scope:rival
modifier = angry_opinion
opinion = -20
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = grateful_opinion
opinion = 10
}
scope:rival = {
progress_towards_rival_effect = {
REASON = rival_dispute_inspiration
CHARACTER = scope:inspiration_owner
OPINION = 0
}
}
if = {
limit = {
scope:rival = { has_court_position = court_artificer_court_position }
}
replace_court_position = {
recipient = scope:inspiration_owner
holder = scope:rival
court_position = court_artificer_court_position
}
}
else = {
replace_court_position = {
recipient = scope:inspiration_owner
holder = scope:rival
court_position = antiquarian_court_position
}
}
random = {
chance = 50
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 2 }
}
}
stress_impact = {
calm = medium_stress_impact_gain
just = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
}
}
}
}
# Spouse meddles with inspiration
# by Joe Parkin
fund_inspiration.2090 = {
type = character_event
title = fund_inspiration.2090.t
desc = fund_inspiration.2090.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = stress
}
right_portrait = {
character = scope:event_spouse
animation = happiness
}
cooldown = { years = 5 }
trigger = {
exists = scope:inspiration
exists = primary_spouse
scope:inspiration_owner = {
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
fund_inspiration_court_inspiration_owner_trigger = yes
has_no_inspiration_event_cooldown = yes
NOR = {
has_character_flag = had_event_fund_inspiration_2090
has_variable = banner_commission
}
}
scope:inspiration = {
OR = {
has_inspiration_type = weaver_inspiration
has_inspiration_type = artisan_inspiration
has_inspiration_type = smith_inspiration
has_inspiration_type = research_inspiration
trigger_if = {
limit = {
root.primary_spouse = {
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
}
}
OR = {
has_inspiration_type = weapon_inspiration
has_inspiration_type = armor_inspiration
}
}
}
}
is_married = yes
primary_spouse = {
is_available_ai_adult = yes
is_landed = no
is_in_the_same_court_as_or_guest = root
this != scope:inspiration_owner
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
primary_spouse = {
OR = {
has_trait = diligent
has_trait = arrogant
}
}
}
modifier = {
add = -1
primary_spouse = {
OR = {
has_trait = humble
has_trait = shy
has_trait = lazy
}
}
}
}
immediate = {
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_2090
years = 5
}
add_inspiration_cooldown_flag = yes
}
primary_spouse = { save_scope_as = event_spouse }
}
option = {
name = fund_inspiration.2090.a
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = angry_opinion
opinion = -10
}
reverse_add_opinion = {
target = scope:event_spouse
modifier = pleased_opinion
opinion = 5
}
random_list = {
4 = {
modifier = { factor = scope:event_spouse.aptitude:antiquarian_court_position }
send_interface_toast = {
title = fund_inspiration.2090.success
left_icon = scope:event_spouse
right_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 4 }
}
}
}
10 = {
send_interface_toast = {
title = fund_inspiration.2090.failure
left_icon = scope:event_spouse
right_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = -4 }
}
}
}
}
stress_impact = {
generous = minor_stress_impact_gain
patient = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = -1
ai_compassion = 1
}
}
}
option = {
name = fund_inspiration.2090.b
reverse_add_opinion = {
target = scope:event_spouse
modifier = disappointed_opinion
opinion = -10
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = grateful_opinion
opinion = 5
}
stress_impact = {
greedy = minor_stress_impact_gain
impatient = minor_stress_impact_gain
callous = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = 0.5
ai_compassion = -0.5
}
}
}
}
# Sponsee jealous of another sponsee
# by Joe Parkin
fund_inspiration.2100 = {
type = character_event
title = fund_inspiration.2100.t
desc = {
desc = fund_inspiration.2100.desc
first_valid = {
triggered_desc = {
trigger = { scope:other_inspiration_owner.inspiration.inspiration_gold_invested > scope:inspiration.inspiration_gold_invested }
desc = fund_inspiration.2100.desc.funds
}
triggered_desc = {
trigger = {
scope:other_inspiration_owner = { has_relation_rival = scope:inspiration_owner }
}
desc = fund_inspiration.2100.desc.rival
}
desc = fund_inspiration.2100.desc.fallback
}
}
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = disapproval
}
right_portrait = {
character = scope:other_inspiration_owner
animation = admiration
}
override_background = {
reference = feast
}
cooldown = { years = 2 }
trigger = {
exists = scope:inspiration
scope:inspiration_owner = {
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
fund_inspiration_court_inspiration_owner_trigger = yes
has_no_inspiration_event_cooldown = yes
NOR = {
has_character_flag = had_event_fund_inspiration_2100
has_variable = banner_commission
}
OR = {
NOR = {
has_trait = humble
has_trait = shy
has_trait = lazy
}
any_relation = {
type = rival
exists = inspiration.inspiration_sponsor
inspiration.inspiration_sponsor = root
}
}
}
any_sponsored_inspiration = {
NOT = { inspiration_owner = scope:inspiration_owner }
inspiration_owner = { fund_inspiration_court_inspiration_owner_trigger = yes }
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
scope:inspiration_owner = {
OR = {
has_trait = diligent
has_trait = arrogant
}
}
}
modifier = {
factor = 2
any_sponsored_inspiration = {
NOT = { inspiration_owner = scope:inspiration_owner }
inspiration_owner = { fund_inspiration_court_inspiration_owner_trigger = yes }
inspiration_gold_invested > scope:inspiration.inspiration_gold_invested
}
}
}
immediate = {
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_2100
years = 5
}
add_inspiration_cooldown_flag = yes
}
random_sponsored_inspiration = {
limit = {
NOT = { inspiration_owner = scope:inspiration_owner }
inspiration_owner = { fund_inspiration_court_inspiration_owner_trigger = yes }
}
weight = {
base = 1
modifier = {
factor = 2
inspiration_gold_invested > scope:inspiration.inspiration_gold_invested
}
modifier = {
factor = 4
inspiration_owner = { has_relation_rival = scope:inspiration_owner }
}
}
inspiration_owner = { save_scope_as = other_inspiration_owner }
}
}
option = { # Praise work
name = fund_inspiration.2100.a
add_prestige = minor_prestige_loss
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = pleased_opinion
opinion = 5
}
stress_impact = {
arrogant = medium_stress_impact_gain
callous = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_compassion = 1
}
}
}
option = { # Match funding
name = fund_inspiration.2100.b
trigger = { scope:inspiration.inspiration_gold_invested < scope:other_inspiration_owner.inspiration.inspiration_gold_invested }
if = {
limit = { ep1_fund_inspiration_2100_rival_difference < 50 }
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 2 }
}
}
else = {
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 4 }
}
}
scope:inspiration = { invest_gold = ep1_fund_inspiration_2100_rival_difference }
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = pleased_opinion
opinion = 10
}
reverse_add_opinion = {
target = scope:other_inspiration_owner
modifier = annoyed_opinion
opinion = -10
}
stress_impact = {
greedy = medium_stress_impact_gain
arbitrary = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = -1
ai_honor = 1
}
}
}
option = { # Attempt to settle dispute
name = fund_inspiration.2100.c
duel = {
skill = diplomacy
target = scope:inspiration_owner
10 = {
compare_modifier = {
value = scope:duel_value
multiplier = 4
}
min = 5
send_interface_toast = {
title = fund_inspiration.2100.success
left_icon = scope:inspiration_owner
right_icon = scope:other_inspiration_owner
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = respect_opinion
opinion = 5
}
change_artifact_quality_effect = { AMOUNT = 2 }
}
}
}
20 = {
compare_modifier = {
value = scope:duel_value
multiplier = 2
}
min = 5
send_interface_toast = {
title = fund_inspiration.2100.failure
left_icon = scope:inspiration_owner
right_icon = scope:other_inspiration_owner
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = insulted_opinion
opinion = -10
}
progress_towards_rival_effect = {
REASON = rival_dispute_inspiration
CHARACTER = scope:other_inspiration_owner
OPINION = 0
}
change_artifact_quality_effect = { AMOUNT = -4 }
}
}
}
}
stress_impact = {
lazy = medium_stress_impact_gain
arbitrary = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_energy = 1
ai_honor = 1
}
}
}
option = { # Berate
name = fund_inspiration.2100.d
add_prestige = minor_prestige_gain
reverse_add_opinion = {
target = scope:other_inspiration_owner
modifier = grateful_opinion
opinion = 5
}
random_list = {
50 = {
send_interface_toast = {
title = fund_inspiration.2100.c.leave
left_icon = scope:inspiration_owner
end_inspiration_sponsorship = scope:inspiration
if = {
limit = {
scope:inspiration_owner = { is_courtier = yes }
}
remove_courtier_or_guest = scope:inspiration_owner
}
custom_tooltip = fund_inspiration_half_refund_tt
add_gold = {
value = scope:inspiration.inspiration_gold_invested
divide = 2
}
}
}
50 = {
send_interface_toast = {
title = fund_inspiration.2100.c.worse
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = -4 }
}
}
}
}
stress_impact = {
greedy = minor_stress_impact_gain
generous = minor_stress_impact_gain
patient = minor_stress_impact_gain
calm = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_compassion = -1
}
}
}
}
# Vassal invests in inspiration
# by Joe Parkin
scripted_trigger fi_2110_generous_vassal_trigger = {
is_available_ai_adult = yes
gold >= medium_gold_value
has_any_bad_relationship_with_root_trigger = no
NOR = {
has_trait = greedy
this = scope:inspiration_owner
}
OR = {
gold >= major_gold_value
has_trait = scholar
has_trait = theologian
has_trait = diligent
has_trait = profligate
has_trait = generous
has_trait = improvident
has_trait = diligent
has_any_good_relationship_with_root_trigger = yes
}
}
fund_inspiration.2110 = {
type = character_event
title = fund_inspiration.2110.t
desc = {
desc = fund_inspiration.2110.desc
random_valid = {
triggered_desc = {
trigger = {
scope:inspiration = { has_inspiration_type = research_inspiration }
}
desc = fund_inspiration.2110.desc.part.2.research
}
triggered_desc = {
desc = fund_inspiration.2110.desc.part.2
}
}
random_valid = {
triggered_desc = {
trigger = {
scope:generous_vassal = {
OR = {
has_trait = profligate
has_trait = generous
has_trait = improvident
}
}
}
desc = fund_inspiration.2110.desc.generous
}
triggered_desc = {
trigger = {
scope:generous_vassal = {
NOT = {
scope:inspiration = { has_inspiration_type = research_inspiration }
}
OR = {
has_trait = scholar
has_trait = theologian
has_trait = diligent
}
}
}
desc = fund_inspiration.2110.desc.dweeb
}
triggered_desc = {
trigger = {
scope:generous_vassal = {
scope:inspiration = { has_inspiration_type = research_inspiration }
OR = {
has_trait = scholar
has_trait = theologian
has_trait = diligent
}
}
}
desc = fund_inspiration.2110.desc.dweeb.research
}
triggered_desc = {
trigger = {
scope:generous_vassal = { has_any_good_relationship_with_root_trigger = yes }
}
desc = fund_inspiration.2110.desc.friend
}
triggered_desc = {
trigger = {
scope:generous_vassal = {
NOR = {
has_trait = profligate
has_trait = generous
has_trait = improvident
has_trait = scholar
has_trait = theologian
has_trait = diligent
has_any_good_relationship_with_root_trigger = yes
}
}
}
desc = fund_inspiration.2110.desc.rich
}
}
}
theme = realm
left_portrait = {
character = scope:generous_vassal
animation = admiration
}
lower_right_portrait = scope:inspiration_owner
cooldown = { years = 2 }
trigger = {
exists = scope:inspiration
scope:inspiration_owner = {
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
fund_inspiration_court_inspiration_owner_trigger = yes
has_no_inspiration_event_cooldown = yes
NOR = {
has_character_flag = had_event_fund_inspiration_2100
has_variable = banner_commission
}
}
any_vassal_or_below = { fi_2110_generous_vassal_trigger = yes }
}
immediate = {
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_2100
years = 5
}
add_inspiration_cooldown_flag = yes
}
random_vassal_or_below = {
limit = { fi_2110_generous_vassal_trigger = yes }
save_scope_as = generous_vassal
}
}
option = {
name = fund_inspiration.2110.a
scope:generous_vassal = {
hidden_effect = {
pay_short_term_gold = {
target = root
gold = minor_gold_value
}
}
show_as_tooltip = {
pay_short_term_gold = {
target = scope:inspiration_owner
gold = minor_gold_value
}
}
}
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 2 }
hidden_effect = {
inspiration = { invest_gold = scope:generous_vassal.minor_gold_value }
}
}
stress_impact = {
greedy = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = -0.5
ai_honor = -0.5
}
}
}
option = {
name = fund_inspiration.2110.b
flavor = fund_inspiration.2110.b.flavor
scope:generous_vassal = {
pay_short_term_gold = {
target = root
gold = minor_gold_value
}
}
stress_impact = {
honest = medium_stress_impact_gain
generous = medium_stress_impact_gain
just = medium_stress_impact_gain
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = -1
ai_honor = -1
ai_compassion = -1
}
}
}
option = {
name = fund_inspiration.2110.c
reverse_add_opinion = {
target = scope:generous_vassal
modifier = respect_opinion
opinion = 10
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = disappointed_opinion
opinion = -5
}
stress_impact = {
greedy = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = -1
}
}
}
}
# Sponsee romance
# by Joe Parkin
scripted_trigger fi_2120_homosexuality_not_accepted_trigger = {
sex_same_as = scope:inspiration_owner
NOT = {
faith = { has_doctrine = doctrine_homosexuality_accepted }
}
}
fund_inspiration.2120 = {
type = character_event
title = fund_inspiration.2120.t
desc = {
desc = fund_inspiration.2120.desc
first_valid = {
triggered_desc = {
trigger = { has_character_flag = fund_inspiration_2070_instigator }
desc = fund_inspiration.2120.desc.me
}
desc = fund_inspiration.2120.desc.them
}
first_valid = {
# THEY react
triggered_desc = {
trigger = {
has_character_flag = fund_inspiration_2070_instigator
scope:inspiration_owner = { has_trait = lustful }
}
desc = fund_inspiration.2120.desc.them_into_alot
}
triggered_desc = {
trigger = { has_character_flag = fund_inspiration_2070_instigator }
desc = fund_inspiration.2120.desc.them_into
}
# ROOT reacts
triggered_desc = {
trigger = {
NOT = { is_attracted_to_gender_of = scope:inspiration_owner }
}
desc = fund_inspiration.2120.desc.me_unattracted
}
triggered_desc = {
trigger = {
has_trait = zealous
sex_same_as = scope:inspiration_owner
NOT = {
faith = { has_doctrine = doctrine_homosexuality_accepted }
}
}
desc = fund_inspiration.2120.desc.me_zealous_homosexuality
}
triggered_desc = {
trigger = {
has_trait = zealous
OR = {
would_be_sinful_adulterer_trigger = yes
scope:inspiration_owner = { would_be_sinful_adulterer_trigger = yes }
}
}
desc = fund_inspiration.2120.desc.me_zealous_adultery
}
triggered_desc = {
trigger = { has_trait = chaste }
desc = fund_inspiration.2120.desc.me_chaste
}
triggered_desc = {
trigger = { has_trait = lustful }
desc = fund_inspiration.2120.desc.me_into_alot
}
triggered_desc = {
trigger = { is_attracted_to_gender_of = scope:inspiration_owner }
desc = fund_inspiration.2120.desc.me_into
}
}
}
theme = realm
override_background = {
reference = sitting_room
}
left_portrait = {
character = root
triggered_animation = {
trigger = {
NOT = { has_trait = chaste }
is_attracted_to_gender_of = scope:inspiration_owner
}
animation = flirtation_left
}
triggered_animation = {
trigger = {
NOT = { is_attracted_to_gender_of = scope:inspiration_owner }
}
animation = disgust
}
triggered_animation = {
trigger = { has_trait = chaste }
animation = shock
}
}
right_portrait = {
character = scope:inspiration_owner
triggered_animation = {
trigger = {
NOT = { has_trait = chaste }
is_attracted_to_gender_of = root
}
animation = flirtation
}
triggered_animation = {
trigger = {
NOT = { is_attracted_to_gender_of = root }
}
animation = disgust
}
triggered_animation = {
trigger = { has_trait = chaste }
animation = shock
}
}
cooldown = { years = 10 }
trigger = {
is_adult = yes
exists = scope:inspiration
might_cheat_on_every_partner_trigger = yes
scope:inspiration_owner = {
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
fund_inspiration_court_inspiration_owner_trigger = yes
has_no_inspiration_event_cooldown = yes
is_attracted_to_gender_of = root
might_cheat_on_every_partner_trigger = yes
NOR = {
has_trait = chaste
is_consort_of = root
has_relation_lover = root
has_relation_soulmate = root
is_close_family_of = root
has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
has_trait = celibate
}
opinion = {
target = root
value > 0
}
might_cheat_on_every_partner_trigger = yes
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
has_trait = seducer
}
modifier = {
factor = 2
has_trait = lustful
}
}
immediate = {
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_inspiration_cooldown_flag = yes
}
hidden_effect = {
random_list = {
2 = {
trigger = {
NOT = { has_trait = chaste }
is_attracted_to_gender_of = scope:inspiration_owner
might_cheat_on_every_partner_trigger = yes
scope:inspiration_owner = { might_cheat_on_every_partner_trigger = yes }
}
modifier = {
factor = 2
scope:inspiration_owner = { has_trait = beauty_good }
}
modifier = {
factor = 0.5
scope:inspiration_owner = { has_trait = beauty_bad }
}
modifier = {
factor = 2
has_trait = lustful
}
modifier = {
factor = 4
has_trait = seducer
}
add_character_flag = fund_inspiration_2070_instigator
}
2 = {
modifier = {
factor = 2
has_trait = beauty_good # root
}
modifier = {
factor = 0.5
has_trait = beauty_bad # root
}
modifier = {
factor = 2
scope:inspiration_owner = { has_trait = lustful }
}
modifier = {
factor = 4
scope:inspiration_owner = { has_trait = seducer }
}
}
}
}
if = {
limit = { fi_2120_homosexuality_not_accepted_trigger = yes }
if = { # Their secret
limit = {
NOT = { has_character_flag = fund_inspiration_2070_instigator }
scope:inspiration_owner = {
trigger_if = {
limit = { is_male = yes }
NOT = { has_trait = sodomite }
}
}
}
scope:inspiration_owner = {
hidden_effect = { give_homosexual_secret_or_nothing_effect = yes }
random_secret = {
type = secret_homosexual
save_scope_as = secret_scope
if = {
limit = {
NOT = { is_known_by = root }
}
reveal_to = root
}
}
}
}
else_if = { # My secret
limit = {
has_character_flag = fund_inspiration_2070_instigator
trigger_if = {
limit = { is_male = yes }
NOT = { has_trait = sodomite }
}
}
hidden_effect = { give_homosexual_secret_or_nothing_effect = yes }
random_secret = {
type = secret_homosexual
save_scope_as = secret_scope
if = {
limit = {
NOT = { is_known_by = scope:inspiration_owner }
}
reveal_to = scope:inspiration_owner
}
}
}
}
}
option = { # Artisan accepts your seducton
name = fund_inspiration.2120.a
trigger = { has_character_flag = fund_inspiration_2070_instigator } # Initiated seduction
had_sex_with_effect = { CHARACTER = scope:inspiration_owner PREGNANCY_CHANCE = seduce_pregnancy_chance }
if = {
limit = {
can_set_relation_lover_trigger = { CHARACTER = scope:inspiration_owner }
}
set_relation_lover = { reason = lover_inspiration_working_late target = scope:inspiration_owner }
}
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = romance_opinion
opinion = 15
}
change_artifact_quality_effect = { AMOUNT = -2 }
}
if = {
limit = { would_be_sinful_adulterer_trigger = yes }
stress_impact = {
zealous = medium_stress_impact_gain
}
}
stress_impact = {
chaste = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_sociability = 1
}
}
}
option = { # Yes to their seduction, generic
name = fund_inspiration.2120.e
trigger = {
NOT = { has_character_flag = fund_inspiration_2070_instigator } # Did not initiate seduction
OR = {
is_ai = no
AND = {
OR = {
has_perk = unshackled_lust_perk
is_attracted_to_gender_of = scope:inspiration_owner
}
trigger_if = {
limit = { relation_with_character_is_sodomy_in_my_or_lieges_faith_trigger = { CHARACTER = scope:inspiration_owner } }
OR = {
has_perk = unshackled_lust_perk
freely_accepts_sodomy_with_trigger = { CHARACTER = scope:inspiration_owner }
}
}
trigger_if = {
limit = { relation_with_character_is_incestuous_in_my_faith_trigger = { CHARACTER = scope:inspiration_owner } }
OR = {
has_perk = subtle_desire_perk
accepts_incest_with_trigger = { CHARACTER = scope:inspiration_owner }
}
}
might_cheat_on_every_partner_trigger = yes
}
}
}
had_sex_with_effect = { CHARACTER = scope:inspiration_owner PREGNANCY_CHANCE = seduce_pregnancy_chance }
if = {
limit = {
can_set_relation_lover_trigger = { CHARACTER = scope:inspiration_owner }
}
set_relation_lover = { reason = lover_inspiration_working_late target = scope:inspiration_owner }
}
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = romance_opinion
opinion = 15
}
change_artifact_quality_effect = { AMOUNT = -2 }
}
if = {
limit = { would_be_sinful_adulterer_trigger = yes }
stress_impact = {
zealous = medium_stress_impact_gain
}
}
stress_impact = {
chaste = medium_stress_impact_gain
}
if = {
limit = { exists = scope:secret_scope }
show_as_tooltip = {
scope:secret_scope = { reveal_to = root }
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_sociability = 1
}
}
}
option = { # No to their seduction, generic
name = {
trigger = {
OR = {
has_trait = chaste
has_trait = celibate
}
}
text = fund_inspiration.2120.f.chaste
}
name = {
trigger = { always = yes }
text = fund_inspiration.2120.f
}
trigger = {
NOT = { has_character_flag = fund_inspiration_2070_instigator } # Did not initiate seduction
is_attracted_to_gender_of = scope:inspiration_owner
fi_2120_homosexuality_not_accepted_trigger = no
would_be_sinful_adulterer_trigger = no
scope:inspiration_owner = { would_be_sinful_adulterer_trigger = no }
}
flavor = fund_inspiration.2120.leave_flavor
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = disappointed_opinion
opinion = -10
}
stress_impact = {
lustful = medium_stress_impact_gain
}
if = {
limit = { exists = scope:secret_scope }
show_as_tooltip = {
scope:secret_scope = { reveal_to = root }
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_sociability = -1
}
}
}
option = { # Lustful attracted to instigator
name = fund_inspiration.2120.h
trigger = {
NOT = { has_character_flag = fund_inspiration_2070_instigator } # Did not initiate seduction
has_trait = lustful
is_attracted_to_gender_of = scope:inspiration_owner
}
exclusive = yes
had_sex_with_effect = { CHARACTER = scope:inspiration_owner PREGNANCY_CHANCE = seduce_pregnancy_chance }
if = {
limit = {
can_set_relation_lover_trigger = { CHARACTER = scope:inspiration_owner }
}
set_relation_lover = { reason = lover_inspiration_working_late target = scope:inspiration_owner }
}
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = romance_opinion
opinion = 15
}
change_artifact_quality_effect = { AMOUNT = -2 }
}
if = {
limit = { would_be_sinful_adulterer_trigger = yes }
stress_impact = {
zealous = medium_stress_impact_gain
}
}
if = {
limit = { exists = scope:secret_scope }
show_as_tooltip = {
scope:secret_scope = { reveal_to = root }
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_sociability = 1
}
}
}
option = { # No, because not attracted to them
name = fund_inspiration.2120.i
trigger = {
NOR = {
has_character_flag = fund_inspiration_2070_instigator # Did not initiate seduction
is_attracted_to_gender_of = scope:inspiration_owner
}
}
flavor = fund_inspiration.2120.leave_flavor
if = {
limit = { exists = scope:secret_scope }
show_as_tooltip = {
scope:secret_scope = { reveal_to = root }
}
stress_impact = {
zealous = medium_stress_impact_gain
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_sociability = -0.5
}
}
}
option = { # No, because homosexuality not accepted
name = fund_inspiration.2120.j
trigger = {
is_attracted_to_gender_of = scope:inspiration_owner
fi_2120_homosexuality_not_accepted_trigger = yes
}
flavor = fund_inspiration.2120.leave_flavor
add_piety = miniscule_piety_gain
stress_impact = {
cynical = medium_stress_impact_gain
lustful = major_stress_impact_gain
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = disappointed_opinion
opinion = -10
}
if = {
limit = { exists = scope:secret_scope }
show_as_tooltip = {
scope:secret_scope = { reveal_to = root }
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_zeal = 1
ai_sociability = -0.5
}
}
}
option = { # No, because adultery not accepted
name = {
trigger = { is_married = yes }
text = fund_inspiration.2120.k.me
}
name = {
trigger = {
scope:inspiration_owner = { is_married = yes }
}
text = fund_inspiration.2120.k.them
}
trigger = {
is_attracted_to_gender_of = scope:inspiration_owner
fi_2120_homosexuality_not_accepted_trigger = no
OR = {
would_be_sinful_adulterer_trigger = yes
scope:inspiration_owner = { would_be_sinful_adulterer_trigger = yes }
}
}
flavor = fund_inspiration.2120.leave_flavor
add_piety = miniscule_piety_gain
stress_impact = {
cynical = medium_stress_impact_gain
lustful = major_stress_impact_gain
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = disappointed_opinion
opinion = -10
}
if = {
limit = { exists = scope:secret_scope }
show_as_tooltip = {
scope:secret_scope = { reveal_to = root }
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_zeal = 1
ai_sociability = -0.5
}
}
}
option = { # Insulted by instigator's boldness
name = fund_inspiration.2120.l
trigger = {
NOT = { has_character_flag = fund_inspiration_2070_instigator } # Did not initiate seduction
is_attracted_to_gender_of = scope:inspiration_owner
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = insulted_opinion
opinion = -20
}
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = -4 }
}
stress_impact = {
humble = medium_stress_impact_gain
lustful = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
}
if = {
limit = { exists = scope:secret_scope }
show_as_tooltip = {
scope:secret_scope = { reveal_to = root }
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_compassion = -1
ai_sociability = -1
}
}
}
option = { # Reveal instigator's criminal homosexuality
name = fund_inspiration.2120.m
trigger = { exists = scope:secret_scope }
add_piety = minor_piety_gain
scope:secret_scope = { expose_secret = root }
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = exposed_my_secret_opinion
opinion = -30
}
change_artifact_quality_effect = { AMOUNT = -4 }
}
stress_impact = {
cynical = major_stress_impact_gain
}
if = {
limit = { exists = scope:secret_scope }
show_as_tooltip = {
scope:secret_scope = { reveal_to = root }
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_compassion = -1
ai_zeal = 2
}
}
}
option = { # Back out of seduction, generic
name = fund_inspiration.2120.f
trigger = {
has_character_flag = fund_inspiration_2070_instigator
NOR = {
AND = {
is_attracted_to_gender_of = scope:inspiration_owner
fi_2120_homosexuality_not_accepted_trigger = no
OR = {
would_be_sinful_adulterer_trigger = yes
scope:inspiration_owner = { would_be_sinful_adulterer_trigger = yes }
}
}
AND = {
is_attracted_to_gender_of = scope:inspiration_owner
fi_2120_homosexuality_not_accepted_trigger = yes
}
}
}
flavor = fund_inspiration.2120.leave_flavor
stress_impact = {
lustful = medium_stress_impact_gain
}
if = {
limit = { exists = scope:secret_scope }
show_as_tooltip = {
scope:secret_scope = { reveal_to = scope:inspiration_owner }
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_sociability = -1
ai_boldness = -0.5
}
}
}
after = {
if = {
limit = { has_character_flag = fund_inspiration_2070_instigator }
remove_character_flag = fund_inspiration_2070_instigator
}
}
}
# Helping chain
# by Joe Parkin
scripted_effect fi_2130_lifestyle_effect = {
random = {
chance = 33
scope:inspiration_owner = { add_trait = $TRAIT$ }
progress_towards_friend_effect = {
CHARACTER = root
OPINION = 0
REASON = friend_inspired_craftsman
}
}
}
fund_inspiration.2130 = {
type = character_event
title = fund_inspiration.2130.t
desc = fund_inspiration.2130.desc
theme = realm
override_background = {
reference = corridor_day
}
left_portrait = {
character = root
}
right_portrait = {
character = scope:inspiration_owner
}
trigger = {
exists = scope:inspiration
scope:inspiration_owner = {
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
fund_inspiration_court_inspiration_owner_trigger = yes
has_no_inspiration_event_cooldown = yes
NOR = {
has_character_flag = had_event_fund_inspiration_2130
has_variable = banner_commission
}
}
}
immediate = {
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_2130
years = 5
}
add_inspiration_cooldown_flag = yes
}
scope:inspiration = {
if = {
limit = {
OR = {
has_inspiration_type = book_inspiration
has_inspiration_type = alchemy_inspiration
has_inspiration_type = research_inspiration
}
}
save_scope_value_as = {
name = fi_2130_room
value = flag:fi_2130_library
}
}
else_if = {
limit = {
OR = {
has_inspiration_type = weapon_inspiration
has_inspiration_type = armor_inspiration
}
}
save_scope_value_as = {
name = fi_2130_room
value = flag:fi_2130_armory
}
}
}
}
option = { # Help find something
name = {
text = fund_inspiration.2130.a.library
trigger = {
exists = scope:fi_2130_room
scope:fi_2130_room = flag:fi_2130_library
}
}
name = {
text = fund_inspiration.2130.a.armory
trigger = {
exists = scope:fi_2130_room
scope:fi_2130_room = flag:fi_2130_armory
}
}
name = {
text = fund_inspiration.2130.a.hall
trigger = {
NOT = { exists = scope:fi_2130_room }
}
}
flavor = fund_inspiration.2130.a.flavor
custom_tooltip = fund_inspiration.2130.a.tt
trigger_event = {
id = fund_inspiration.2131
days = 3
}
stress_impact = {
lazy = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 25
}
}
option = { # Do this
name = fund_inspiration.2130.b
flavor = fund_inspiration.2130.b.flavor
trigger = {
OR = {
has_trait = drunkard
has_trait = hashishiyah
has_trait = rakish
has_trait = lifestyle_reveler
has_trait = lifestyle_hunter
has_trait = lifestyle_gardener
has_trait = athletic
}
}
if = {
limit = {
OR = {
has_trait = drunkard
has_trait = hashishiyah
has_trait = lifestyle_reveler
}
}
scope:inspiration_owner = {
if = {
limit = { has_trait = temperate }
stress_impact = { temperate = medium_stress_impact_gain }
}
}
}
if = {
limit = {
OR = {
has_trait = lifestyle_reveler
has_trait = rakish
}
}
scope:inspiration_owner = {
if = {
limit = { has_trait = shy }
stress_impact = { temperate = medium_stress_impact_gain }
}
}
}
if = {
limit = {
OR = {
has_trait = lifestyle_hunter
has_trait = athletic
has_trait = lifestyle_gardener
}
}
scope:inspiration_owner = {
if = {
limit = { has_trait = lazy }
stress_impact = { lazy = medium_stress_impact_gain }
}
}
}
if = {
limit = { has_trait = lifestyle_hunter }
scope:inspiration_owner = {
if = {
limit = { has_trait = craven }
stress_impact = { craven = medium_stress_impact_gain }
}
}
}
if = {
limit = {
scope:inspiration_owner = {
NOR = {
has_trait = drunkard
has_trait = hashishiyah
has_trait = lifestyle_reveler
has_trait = rakish
has_trait = lifestyle_hunter
has_trait = athletic
has_trait = lifestyle_gardener
}
}
}
if = {
limit = { has_trait = drunkard }
fi_2130_lifestyle_effect = { TRAIT = drunkard }
}
else_if = {
limit = { has_trait = hashishiyah }
fi_2130_lifestyle_effect = { TRAIT = hashishiyah }
}
else_if = {
limit = { has_trait = rakish }
fi_2130_lifestyle_effect = { TRAIT = rakish }
}
else_if = {
limit = { has_trait = lifestyle_reveler }
fi_2130_lifestyle_effect = { TRAIT = lifestyle_reveler }
}
else_if = {
limit = { has_trait = lifestyle_hunter }
fi_2130_lifestyle_effect = { TRAIT = lifestyle_hunter }
}
else_if = {
limit = { has_trait = athletic }
fi_2130_lifestyle_effect = { TRAIT = athletic }
}
else = {
fi_2130_lifestyle_effect = { TRAIT = lifestyle_gardener }
}
}
random_list = {
5 = {
send_interface_toast = {
title = fund_inspiration.2130.b.great
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 2 }
inspiration = { change_inspiration_progress = 1 }
}
}
}
5 = {
send_interface_toast = {
title = fund_inspiration.2130.b.good
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
inspiration = { change_inspiration_progress = 1 }
}
}
}
20 = {
send_interface_toast = {
title = fund_inspiration.2130.b.nothing
left_icon = scope:inspiration_owner
}
}
15 = {
send_interface_toast = {
title = fund_inspiration.2130.b.bad
left_icon = scope:inspiration_owner
scope:inspiration = { change_inspiration_progress = -1 }
}
}
5 = {
send_interface_toast = {
title = fund_inspiration.2130.b.terrible
left_icon = scope:inspiration_owner
scope:inspiration = { change_inspiration_progress = -2 }
}
}
}
stress_impact = {
lazy = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 25
}
}
option = { # Take this
name = fund_inspiration.2130.c
flavor = fund_inspiration.2130.c.flavor
trigger = {
OR = {
OR = {
has_trait = witch
any_secret = { type = secret_witch }
}
has_trait = lifestyle_herbalist
has_trait = lifestyle_physician
has_trait = lifestyle_mystic
}
}
if = {
limit = {
NOR = {
has_trait = lifestyle_herbalist
has_trait = lifestyle_physician
has_trait = lifestyle_mystic
}
any_secret = {
type = secret_witch
NOT = { is_known_by = scope:inspiration_owner }
}
scope:inspiration_owner = { is_alive = yes}
}
random = {
chance = 33
random_secret = {
type = secret_witch
limit = {
NOT = { is_known_by = scope:inspiration_owner }
}
reveal_to = scope:inspiration_owner
}
}
}
random_list = {
5 = { # Miracle
send_interface_toast = {
title = fund_inspiration.2130.b.great
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 2 }
inspiration = { change_inspiration_progress = 2 }
}
}
}
9 = { # Placebo
send_interface_toast = {
title = fund_inspiration.2130.b.good
left_icon = scope:inspiration_owner
scope:inspiration = { change_inspiration_progress = 1 }
}
}
15 = { # Homeopathy
send_interface_toast = {
title = fund_inspiration.2130.b.nothing
left_icon = scope:inspiration_owner
}
}
5 = { # Stupidity
send_interface_toast = {
title = fund_inspiration.2130.b.bad
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = yes }
inspiration = { change_inspiration_progress = -1 }
}
}
}
1 = { # Gross Negligence
send_interface_toast = {
title = fund_inspiration.2130.c.dead
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
death = { death_reason = death_strongest_potion }
}
}
}
}
stress_impact = {
lazy = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 25
}
}
option = { # Oh well
name = fund_inspiration.2130.d
scope:inspiration = { change_inspiration_progress = -1 }
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = annoyed_opinion
opinion = -10
}
stress_impact = {
compassionate = medium_stress_impact_gain
diligent = medium_stress_impact_gain
generous = medium_stress_impact_gain
humble = medium_stress_impact_gain
}
ai_chance = {
base = 25
}
}
}
scripted_trigger fi_2131_artifact_type_trigger = {
NAND = {
exists = scope:artifact_1
this = scope:artifact_1
}
is_unique = no
artifact_durability > define:NInventory|ARTIFACT_VERY_LOW_DURABILITY
# LIBRARY
trigger_if = {
limit = {
exists = scope:fi_2130_room
scope:fi_2130_room = flag:fi_2130_library
}
trigger_if = {
limit = {
scope:inspiration = {
OR = {
has_inspiration_type = book_inspiration
has_inspiration_type = research_inspiration
}
}
}
artifact_type = book
}
trigger_else = {
OR = {
artifact_type = elixir
artifact_type = panacea
}
}
}
# ARMORY
trigger_else_if = {
limit = {
exists = scope:fi_2130_room
scope:fi_2130_room = flag:fi_2130_armory
}
OR = {
artifact_slot_type = primary_armament
artifact_slot_type = armor
artifact_slot_type = helmet
}
}
# HALL
trigger_else = {
trigger_if = {
limit = {
scope:inspiration = { has_inspiration_type = smith_inspiration }
}
OR = {
artifact_type = regalia
artifact_type = brooch
artifact_type = necklace
}
}
trigger_else_if = {
limit = {
scope:inspiration = { has_inspiration_type = weaver_inspiration }
}
OR = {
artifact_type = tapestry
artifact_type = wall_big
}
}
trigger_else_if = {
limit = { scope:inspiration_owner.var:artifact_artisan_type = flag:artisan_type_sculpture }
artifact_type = sculpture
}
trigger_else = {
OR = {
artifact_type = cabinet
artifact_type = chest
artifact_type = throne
}
}
}
}
fund_inspiration.2131 = {
type = character_event
title = fund_inspiration.2131.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = scope:fi_2130_room
scope:fi_2130_room = flag:fi_2130_library
NOR = {
has_trait = education_learning
has_lifestyle = learning_lifestyle
learning >= decent_skill_rating
has_trait = scholar
has_trait = theologian
has_trait = lifestyle_mystic
has_trait = lifestyle_physician
has_trait = lifestyle_herbalist
}
}
desc = fund_inspiration.2131.desc_library_unused
}
triggered_desc = {
trigger = {
exists = scope:fi_2130_room
scope:fi_2130_room = flag:fi_2130_library
}
desc = fund_inspiration.2131.desc_library
}
triggered_desc = {
trigger = {
exists = scope:fi_2130_room
scope:fi_2130_room = flag:fi_2130_armory
NOR = {
has_trait = education_martial
has_lifestyle = martial_lifestyle
martial >= decent_skill_rating
prowess >= decent_skill_rating
has_trait = viking
has_trait = faith_warrior
has_trait = crusader_king
has_trait = lifestyle_blademaster
has_trait = lifestyle_hunter
has_trait = berserker
has_trait = shieldmaiden
}
}
desc = fund_inspiration.2131.desc_armory_unused
}
triggered_desc = {
trigger = {
exists = scope:fi_2130_room
scope:fi_2130_room = flag:fi_2130_armory
}
desc = fund_inspiration.2131.desc_armory
}
triggered_desc = {
trigger = { court_grandeur_current_level < court_grandeur_minimum_expected_level }
desc = fund_inspiration.2131.desc_great_hall_low
}
desc = fund_inspiration.2131.desc_great_hall
}
first_valid = {
triggered_desc = {
trigger = {
exists = scope:second
scope:second = { has_court_position = antiquarian_court_position }
}
desc = fund_inspiration.2131.desc_antiquarian
}
triggered_desc = {
trigger = {
exists = scope:second
scope:second = { has_court_position = court_artificer_court_position }
}
desc = fund_inspiration.2131.artificer
}
}
first_valid = {
triggered_desc = {
trigger = {
exists = scope:artifact_1
scope:artifact_1 = { is_equipped = yes }
}
desc = fund_inspiration.2131.desc_equipped
}
triggered_desc = {
trigger = { exists = scope:artifact_1 }
desc = fund_inspiration.2131.desc_unequipped
}
desc = fund_inspiration.2131.desc_fallback
}
}
theme = realm
override_background = {
trigger = {
exists = scope:fi_2130_room
scope:fi_2130_room = flag:fi_2130_library
}
reference = study
}
override_background = {
trigger = {
exists = scope:fi_2130_room
scope:fi_2130_room = flag:fi_2130_armory
}
reference = armory
}
override_background = {
trigger = {
NOT = { exists = scope:fi_2130_room }
}
reference = throne_room
}
left_portrait = {
character = scope:inspiration_owner
triggered_animation = {
trigger = { exists = scope:artifact_1 }
animation = shock
}
triggered_animation = {
trigger = {
NOT = { exists = scope:artifact_1 }
}
animation = stress
}
}
right_portrait = {
character = scope:second
triggered_animation = {
trigger = { has_court_position = antiquarian_court_position }
animation = worry
}
triggered_animation = {
trigger = { has_court_position = court_artificer_court_position }
animation = happiness
}
}
artifact = { # To display the artifact in the event-window
target = scope:artifact_1
position = lower_center_portrait
}
artifact = { # To display the artifact in the event-window
target = scope:artifact_2
position = lower_right_portrait
}
trigger = {
exists = scope:inspiration
scope:inspiration_owner = {
#These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
fund_inspiration_court_inspiration_owner_trigger = yes
}
}
immediate = {
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_inspiration_cooldown_flag = yes
}
if = {
limit = {
any_character_artifact = { fi_2131_artifact_type_trigger = yes }
}
random_character_artifact = {
limit = {
is_equipped = yes
fi_2131_artifact_type_trigger = yes
}
alternative_limit = { fi_2131_artifact_type_trigger = yes }
weight = {
base = 1
modifier = {
factor = 2
NOT = {
root = { can_benefit_from_artifact = prev }
}
}
}
save_scope_as = artifact_1
}
}
if = {
limit = {
any_equipped_character_artifact = { fi_2131_artifact_type_trigger = yes }
}
random_equipped_character_artifact = {
limit = {
is_equipped = no
fi_2131_artifact_type_trigger = yes
}
alternative_limit = { fi_2131_artifact_type_trigger = yes }
weight = {
base = 1
modifier = {
factor = 2
NOT = {
root = { can_benefit_from_artifact = prev }
}
}
}
save_scope_as = artifact_2
}
}
hidden_effect = {
random_list = {
2 = {
trigger = {
any_court_position_holder = {
type = antiquarian_court_position
is_available_healthy_ai_adult = yes
this != scope:inspiration_owner
}
}
random_court_position_holder = {
type = antiquarian_court_position
limit = {
is_available_healthy_ai_adult = yes
this != scope:inspiration_owner
}
save_scope_as = second
}
}
2 = {
trigger = {
any_court_position_holder = {
type = court_artificer_court_position
is_available_healthy_ai_adult = yes
this != scope:inspiration_owner
}
}
random_court_position_holder = {
type = court_artificer_court_position
limit = {
is_available_healthy_ai_adult = yes
this != scope:inspiration_owner
}
save_scope_as = second
}
}
}
}
}
option = { # 1st artifact
name = fund_inspiration.2131.a
trigger = { exists = scope:artifact_1 }
scope:inspiration_owner = {
if = {
limit = {
scope:artifact_1 = {
OR = {
AND = {
exists = var:quality
var:quality > 50
}
OR = {
rarity = famed
rarity = illustrious
}
}
}
}
change_artifact_quality_effect = { AMOUNT = 8 }
inspiration = { change_inspiration_progress = 1 }
root = {
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = grateful_opinion
opinion = 20
}
stress_impact = { greedy = medium_stress_impact_gain }
}
}
else = {
change_artifact_quality_effect = { AMOUNT = 4 }
root = {
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = grateful_opinion
opinion = 10
}
stress_impact = { greedy = minor_stress_impact_gain }
}
}
}
destroy_artifact = scope:artifact_1
ai_chance = {
base = 5
ai_value_modifier = {
ai_greed = -2
ai_boldness = 2
ai_rationality = -2
}
}
}
option = { # 2nd artifact
name = fund_inspiration.2131.b
trigger = { exists = scope:artifact_2 }
scope:inspiration_owner = {
if = {
limit = {
scope:artifact_2 = {
OR = {
AND = {
exists = var:quality
var:quality > 50
}
OR = {
rarity = famed
rarity = illustrious
}
}
}
}
change_artifact_quality_effect = { AMOUNT = 8 }
inspiration = { change_inspiration_progress = 1 }
root = {
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = grateful_opinion
opinion = 20
}
stress_impact = { greedy = medium_stress_impact_gain }
}
}
else = {
change_artifact_quality_effect = { AMOUNT = 4 }
root = {
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = grateful_opinion
opinion = 10
}
stress_impact = { greedy = minor_stress_impact_gain }
}
}
destroy_artifact = scope:artifact_2
}
ai_chance = {
base = 5
ai_value_modifier = {
ai_greed = -2
ai_boldness = 2
ai_rationality = -2
}
}
}
option = { # Melt down random stuff
name = fund_inspiration.2131.c
trigger = {
NOR = {
exists = scope:artifact_1
exists = scope:artifact_2
}
}
random_list = {
10 = {
send_interface_toast = {
title = fund_inspiration.2131.d.good
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 2 }
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = pleased_opinion
opinion = 5
}
}
}
20 = {
send_interface_toast = {
title = fund_inspiration.2131.d.nothing
left_icon = scope:inspiration_owner
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = disappointed_opinion
opinion = -5
}
}
}
50 = {
send_interface_toast = {
title = fund_inspiration.2131.d.bad
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = -2 }
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = annoyed_opinion
opinion = -10
}
}
}
}
stress_impact = {
lazy = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = 1
ai_boldness = 0.5
ai_rationality = -0.5
}
}
}
option = { # Look only
name = fund_inspiration.2131.d
trigger = { exists = scope:artifact_1 }
scope:inspiration = { change_inspiration_progress = 1 }
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = grateful_opinion
opinion = 5
}
stress_impact = {
lazy = medium_stress_impact_gain
generous = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = 1
ai_boldness = -1
ai_rationality = 1
}
}
}
option = { # Antiquarian helps
name = fund_inspiration.2131.e
trigger = {
NOT = { exists = scope:artifact_1 }
exists = scope:second
}
reverse_add_opinion = {
target = scope:second
modifier = pleased_opinion
opinion = 5
}
random_list = {
5 = {
send_interface_toast = {
title = fund_inspiration.2131.d.great
left_icon = scope:inspiration_owner
right_icon = scope:second
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 4 }
}
}
}
25 = {
send_interface_toast = {
title = fund_inspiration.2131.d.good
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 2 }
}
}
}
20 = {
send_interface_toast = {
title = fund_inspiration.2131.d.nothing
left_icon = scope:inspiration_owner
}
}
50 = {
send_interface_toast = {
title = fund_inspiration.2131.d.bad
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = -2 }
}
}
}
5 = {
send_interface_toast = {
title = fund_inspiration.2131.d.terrible
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = -4 }
}
}
modifier = {
factor = 10
OR = {
scope:inspiration_owner = { has_relation_rival = scope:second }
has_relation_rival = scope:second
}
}
}
}
stress_impact = {
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = 1
ai_boldness = -0.5
ai_rationality = 0.5
}
}
}
option = { # Give up
name = fund_inspiration.2131.f
trigger = {
NOT = { exists = scope:artifact_1 }
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = disappointed_opinion
opinion = -10
}
stress_impact = {
diligent = medium_stress_impact_gain
patient = medium_stress_impact_gain
greedy = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = -1
ai_energy = -1
}
}
}
}
# Court Chaplain complains about book subject
# by Linnéa Thimrén
scripted_trigger fund_inspiration_3001_witch_topic_trigger = {
exists = scope:inspiration_owner.var:book_subject
scope:inspiration_owner.var:book_subject = flag:witch
trait_is_shunned_or_criminal_in_faith_trigger = {
TRAIT = witch
GENDER_CHARACTER = root
FAITH = root.faith
}
}
scripted_trigger fund_inspiration_3001_cannibal_topic_trigger = {
exists = scope:inspiration_owner.var:book_subject
scope:inspiration_owner.var:book_subject = flag:cannibal
trait_is_criminal_in_faith_trigger = {
TRAIT = cannibal
GENDER_CHARACTER = root
FAITH = root.faith
}
}
scripted_trigger fund_inspiration_3001_deviant_topic_trigger = {
exists = scope:inspiration_owner.var:book_subject
scope:inspiration_owner.var:book_subject = flag:deviant
trait_is_shunned_or_criminal_in_faith_trigger = {
TRAIT = deviant
GENDER_CHARACTER = root
FAITH = root.faith
}
}
scripted_trigger fund_inspiration_3001_torturer_topic_trigger = {
exists = scope:inspiration_owner.var:book_subject
scope:inspiration_owner.var:book_subject = flag:torturer
}
scripted_trigger fund_inspiration_3001_lustful_topic_trigger = {
exists = scope:inspiration_owner.var:book_subject
exists = scope:inspiration_owner.var:book_topic
OR = {
scope:inspiration_owner.var:book_topic = flag:intrigue_the_art_of_love
scope:inspiration_owner.var:book_topic = flag:seduction
scope:inspiration_owner.var:book_topic = flag:fertility
scope:inspiration_owner.var:book_topic = flag:love_sorcery
}
faith = { trait_is_sin = lustful }
}
fund_inspiration.3001 = {
type = character_event
title = fund_inspiration.3001.t
desc = {
desc = fund_inspiration.3001.desc_opening
first_valid = {
triggered_desc = {
trigger = {
fund_inspiration_3001_witch_topic_trigger = yes
}
desc = fund_inspiration.3001.desc_witch
}
triggered_desc = {
trigger = {
fund_inspiration_3001_cannibal_topic_trigger = yes
}
desc = fund_inspiration.3001.desc_cannibal
}
triggered_desc = {
trigger = {
fund_inspiration_3001_torturer_topic_trigger = yes
}
desc = fund_inspiration.3001.desc_torturer
}
triggered_desc = {
trigger = {
OR = {
fund_inspiration_3001_lustful_topic_trigger = yes
fund_inspiration_3001_deviant_topic_trigger = yes
}
}
desc = fund_inspiration.3001.desc_lustful
}
desc = fund_inspiration.3001.desc_other
}
desc = fund_inspiration.3001.desc_ending
}
theme = realm
override_background = {
reference = study
}
left_portrait = {
character = scope:court_chaplain
animation = disapproval
}
right_portrait = {
character = scope:inspiration_owner
animation = anger
}
trigger = {
exists = scope:inspiration
scope:inspiration = {
has_inspiration_type = book_inspiration
inspiration_owner = {
is_available_ai_adult = yes
has_no_inspiration_event_cooldown = yes
NOT = { has_character_flag = had_event_fund_inspiration_3001 }
exists = var:book_subject
trigger_if = { #If they're writing about learning they're not writing about faith
limit = {
var:book_subject = flag:learning
}
exists = var:book_topic_category
NOT = { var:book_topic_category = flag:learning_faith }
}
}
}
exists = cp:councillor_court_chaplain
cp:councillor_court_chaplain = { is_available_ai_adult = yes }
}
weight_multiplier = {
base = 0.1 #Very unlikely if you're just writing about whatever
modifier = { #A bit more likely if the court chaplain is a zealot
add = 0.5
cp:councillor_court_chaplain = { has_trait = zealous }
}
#More likely if they're writing about something "bad"
modifier = {
add = 2
OR = {
fund_inspiration_3001_witch_topic_trigger = yes
fund_inspiration_3001_cannibal_topic_trigger = yes
fund_inspiration_3001_deviant_topic_trigger = yes
fund_inspiration_3001_torturer_topic_trigger = yes
fund_inspiration_3001_lustful_topic_trigger = yes
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_3001
years = 20
}
#To stagger any following events
add_inspiration_cooldown_flag = yes
}
cp:councillor_court_chaplain = {
save_scope_as = court_chaplain
}
}
#Write about faith instead
option = {
name = fund_inspiration.3001.a
add_piety = minor_piety_gain
scope:court_chaplain = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 20
}
}
scope:inspiration_owner = {
custom_tooltip = fund_inspiration.3001.a_tt
add_opinion = {
target = root
modifier = respect_opinion
opinion = -20
}
change_artifact_quality_effect = {
AMOUNT = -4
}
remove_variable = book_subject
set_variable = {
name = book_subject
value = flag:learning
}
set_variable = {
name = book_topic_category
value = flag:learning_faith
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_zeal = 0.75
}
}
}
#Tell court chaplain to back off
option = {
name = fund_inspiration.3001.b
scope:court_chaplain = {
add_opinion = {
target = root
modifier = refusal_opinion
opinion = -20
}
}
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 20
}
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
#Invest even more into the book
option = {
name = fund_inspiration.3001.c
scope:inspiration = { invest_gold = 25 }
scope:court_chaplain = {
add_opinion = {
target = root
modifier = respect_opinion
opinion = -40
}
}
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 40
}
change_artifact_quality_effect = {
AMOUNT = 4
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 0.75
ai_zeal = -0.5
ai_vengefulness = 0.5
}
modifier = {
factor = 0
short_term_gold < 25
}
}
}
}
# Book (Martial) - wanna nudge the content?
# by Linnéa Thimrén
fund_inspiration.3011 = {
type = character_event
title = fund_inspiration.3011.t
desc = {
random_valid = {
desc = fund_inspiration.3011.desc_opening_1
desc = fund_inspiration.3011.desc_opening_2
desc = fund_inspiration.3011.desc_opening_3
}
desc = fund_inspiration.3011.desc
}
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_rational
}
trigger = {
exists = scope:inspiration
is_ai = no #Topic for AIs is handled in the artifact-generation effect
scope:inspiration = {
has_inspiration_type = book_inspiration
inspiration_owner = { #They have already decided what to write about
is_available_ai_adult = yes
exists = var:book_subject
var:book_subject = flag:martial
NOR = { #These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
exists = var:book_topic
exists = var:book_topic_category
has_character_flag = had_event_fund_inspiration_3011
has_character_flag = fund_book_inspiration_event_cooldown
}
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_3011
years = 20
}
#To stagger any following events
add_character_flag = {
flag = fund_book_inspiration_event_cooldown
days = { 30 60 }
}
}
}
#Strategy
option = {
name = fund_inspiration.3011.a
custom_tooltip = fund_inspiration.3011.a.tt
scope:inspiration_owner = {
set_variable = {
name = book_topic_category
value = flag:martial_strategy
}
}
}
#Chivalry/prowess
option = {
name = fund_inspiration.3011.b
custom_tooltip = fund_inspiration.3011.b.tt
scope:inspiration_owner = {
set_variable = {
name = book_topic_category
value = flag:martial_chivalry_prowess
}
}
}
#I don't care
option = {
name = fund_inspiration.3011.d
custom_tooltip = fund_inspiration.3011.d.tt
scope:inspiration_owner = {
change_artifact_book_content_quality_effect = {
AMOUNT = 2
}
}
}
}
# Book (Diplomacy) - wanna nudge the content?
# by Linnéa Thimrén
fund_inspiration.3012 = {
type = character_event
title = fund_inspiration.3012.t
desc = {
random_valid = {
desc = fund_inspiration.3011.desc_opening_1
desc = fund_inspiration.3011.desc_opening_2
desc = fund_inspiration.3011.desc_opening_3
}
desc = fund_inspiration.3012.desc
}
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_rational
}
trigger = {
exists = scope:inspiration
is_ai = no #Topic for AIs is handled in the artifact-generation effect
scope:inspiration = {
has_inspiration_type = book_inspiration
inspiration_owner = { #They have already decided what to write about
is_available_ai_adult = yes
exists = var:book_subject
var:book_subject = flag:diplomacy
NOR = { #These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
exists = var:book_topic
exists = var:book_topic_category
has_character_flag = had_event_fund_inspiration_3012
has_character_flag = fund_book_inspiration_event_cooldown
}
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_3012
years = 20
}
#To stagger any following events
add_character_flag = {
flag = fund_book_inspiration_event_cooldown
days = { 30 60 }
}
}
}
#Court
option = {
name = fund_inspiration.3012.a
custom_tooltip = fund_inspiration.3012.a.tt
scope:inspiration_owner = {
set_variable = {
name = book_topic_category
value = flag:diplomacy_court
}
}
}
#Entertainment
option = {
name = fund_inspiration.3012.b
custom_tooltip = fund_inspiration.3012.b.tt
scope:inspiration_owner = {
set_variable = {
name = book_topic_category
value = flag:diplomacy_entertainment
}
}
}
#Go with what you know
option = {
name = fund_inspiration.3011.d
custom_tooltip = fund_inspiration.3011.d.tt
scope:inspiration_owner = {
change_artifact_book_content_quality_effect = {
AMOUNT = 2
}
}
}
}
# Book (Learning) - wanna nudge the content?
# by Linnéa Thimrén
fund_inspiration.3013 = {
type = character_event
title = fund_inspiration.3013.t
desc = {
random_valid = {
desc = fund_inspiration.3011.desc_opening_1
desc = fund_inspiration.3011.desc_opening_2
desc = fund_inspiration.3011.desc_opening_3
}
desc = fund_inspiration.3013.desc
}
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_rational
}
trigger = {
exists = scope:inspiration
is_ai = no #Topic for AIs is handled in the artifact-generation effect
scope:inspiration = {
has_inspiration_type = book_inspiration
inspiration_owner = { #They have already decided what to write about
is_available_ai_adult = yes
exists = var:book_subject
var:book_subject = flag:learning
NOR = { #These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
exists = var:book_topic
exists = var:book_topic_category
has_character_flag = had_event_fund_inspiration_3013
has_character_flag = fund_book_inspiration_event_cooldown
}
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_3013
years = 20
}
#To stagger any following events
add_character_flag = {
flag = fund_book_inspiration_event_cooldown
days = { 30 60 }
}
}
}
#Faith
option = {
name = fund_inspiration.3013.a
custom_tooltip = fund_inspiration.3013.a.tt
scope:inspiration_owner = {
set_variable = {
name = book_topic_category
value = flag:learning_faith
}
}
}
#Learning/poetry
option = {
name = fund_inspiration.3013.b
custom_tooltip = fund_inspiration.3013.b.tt
scope:inspiration_owner = {
set_variable = {
name = book_topic_category
value = flag:learning_learning
}
}
}
#Go with what you know
option = {
name = fund_inspiration.3011.d
custom_tooltip = fund_inspiration.3011.d.tt
scope:inspiration_owner = {
change_artifact_book_content_quality_effect = {
AMOUNT = 2
}
}
}
}
# Book (Stewardship) - wanna nudge the content?
# by Linnéa Thimrén
fund_inspiration.3014 = {
type = character_event
title = fund_inspiration.3014.t
desc = {
random_valid = {
desc = fund_inspiration.3011.desc_opening_1
desc = fund_inspiration.3011.desc_opening_2
desc = fund_inspiration.3011.desc_opening_3
}
desc = fund_inspiration.3014.desc
}
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_rational
}
trigger = {
exists = scope:inspiration
is_ai = no #Topic for AIs is handled in the artifact-generation effect
scope:inspiration = {
has_inspiration_type = book_inspiration
inspiration_owner = { #They have already decided what to write about
is_available_ai_adult = yes
exists = var:book_subject
var:book_subject = flag:stewardship
NOR = { #These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
exists = var:book_topic
exists = var:book_topic_category
has_character_flag = had_event_fund_inspiration_3014
has_character_flag = fund_book_inspiration_event_cooldown
}
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_3014
years = 20
}
#To stagger any following events
add_character_flag = {
flag = fund_book_inspiration_event_cooldown
days = { 30 60 }
}
}
}
#Rule
option = {
name = fund_inspiration.3014.a
custom_tooltip = fund_inspiration.3014.a.tt
scope:inspiration_owner = {
set_variable = {
name = book_topic_category
value = flag:stewardship_rule
}
}
}
#Development
option = {
name = fund_inspiration.3014.b
custom_tooltip = fund_inspiration.3014.b.tt
scope:inspiration_owner = {
set_variable = {
name = book_topic_category
value = flag:stewardship_development
}
}
}
#Go with what you know
option = {
name = fund_inspiration.3011.d
custom_tooltip = fund_inspiration.3011.d.tt
scope:inspiration_owner = {
change_artifact_book_content_quality_effect = {
AMOUNT = 2
}
}
}
}
# Book (Intrigue) - wanna nudge the content?
# by Linnéa Thimrén
fund_inspiration.3015 = {
type = character_event
title = fund_inspiration.3015.t
desc = {
random_valid = {
desc = fund_inspiration.3011.desc_opening_1
desc = fund_inspiration.3011.desc_opening_2
desc = fund_inspiration.3011.desc_opening_3
}
desc = fund_inspiration.3015.desc
}
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_rational
}
trigger = {
exists = scope:inspiration
is_ai = no #Topic for AIs is handled in the artifact-generation effect
scope:inspiration = {
has_inspiration_type = book_inspiration
inspiration_owner = { #They have already decided what to write about
is_available_ai_adult = yes
exists = var:book_subject
var:book_subject = flag:intrigue
NOR = { #These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
exists = var:book_topic
exists = var:book_topic_category
has_character_flag = had_event_fund_inspiration_3015
has_character_flag = fund_book_inspiration_event_cooldown
}
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_3015
years = 20
}
#To stagger any following events
add_character_flag = {
flag = fund_book_inspiration_event_cooldown
days = { 30 60 }
}
}
}
#Scheme
option = {
name = fund_inspiration.3015.a
custom_tooltip = fund_inspiration.3015.a.tt
scope:inspiration_owner = {
set_variable = {
name = book_topic_category
value = flag:intrigue_scheme
}
}
}
#Seduction
option = {
name = {
trigger = {
is_attracted_to_men = yes
is_attracted_to_women = no
}
text = fund_inspiration.3015.b_men
}
name = {
trigger = {
is_attracted_to_women = yes
is_attracted_to_men = no
}
text = fund_inspiration.3015.b_women
}
name = {
trigger = {
is_attracted_to_men = yes
is_attracted_to_women = yes
}
text = fund_inspiration.3015.b_both
}
name = {
trigger = {
is_attracted_to_men = no
is_attracted_to_women = no
}
text = fund_inspiration.3015.b_none
}
trigger = {
is_adult = yes #Just to make sure
}
custom_tooltip = fund_inspiration.3015.b.tt
scope:inspiration_owner = {
set_variable = {
name = book_topic_category
value = flag:intrigue_seduction
}
}
}
#Go with what you know
option = {
name = fund_inspiration.3011.d
custom_tooltip = fund_inspiration.3011.d.tt
scope:inspiration_owner = {
change_artifact_book_content_quality_effect = {
AMOUNT = 2
}
}
}
}
# Book - Nemesis is no longer nemesis and you're writing about your hatred
# by Linnéa Thimrén
fund_inspiration.3030 = {
title = fund_inspiration.3030.t
type = character_event
desc = {
desc = fund_inspiration.3030.desc_opening
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:prev_nemesis = { is_alive = yes }
}
desc = fund_inspiration.3030.desc
}
desc = fund_inspiration.3030.desc_dead
}
}
}
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_coward
}
right_portrait = scope:prev_nemesis
trigger = {
exists = scope:inspiration
scope:inspiration = {
has_inspiration_type = book_inspiration
inspiration_owner = {
exists = var:book_subject
var:book_subject = flag:relationship
exists = var:book_topic
var:book_topic = flag:nemesis
exists = var:book_topic_relationship
var:book_topic_relationship = {
NOT = { has_relation_nemesis = root } #You're no longer their nemesis :(
}
NOT = { has_character_flag = had_event_fund_inspiration_3030 }
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_3030
years = 20
}
}
scope:inspiration_owner.var:book_topic_relationship = {
save_scope_as = prev_nemesis
}
}
# Continue writing
option = {
name = fund_inspiration.3030.a
custom_tooltip = fund_inspiration.3030.a.tt
add_stress = medium_stress_gain
ai_chance = {
base = 0
}
}
# Scrap it
option = {
name = fund_inspiration.3030.b
end_inspiration_sponsorship = scope:inspiration
#Let them start over
inspiration_completion_effect = yes
ai_chance = {
base = 100
}
}
}
# Book - Soulmate is no longer soulmate and you're writing about your love
# by Linnéa Thimrén
fund_inspiration.3031 = {
type = character_event
title = fund_inspiration.3031.t
desc = {
desc = fund_inspiration.3030.desc_opening
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:prev_soulmate = { is_alive = yes }
}
desc = fund_inspiration.3031.desc
}
desc = fund_inspiration.3031.desc_dead
}
}
}
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_coward
}
right_portrait = scope:prev_soulmate
trigger = {
exists = scope:inspiration
scope:inspiration = {
has_inspiration_type = book_inspiration
inspiration_owner = {
exists = var:book_subject
var:book_subject = flag:relationship
exists = var:book_topic
var:book_topic = flag:soulmate
exists = var:book_topic_relationship
var:book_topic_relationship = {
NOT = { has_relation_soulmate = root } #You're no longer soulmates :(
}
NOT = { has_character_flag = had_event_fund_inspiration_3031 }
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_3031
years = 20
}
}
scope:inspiration_owner.var:book_topic_relationship = {
save_scope_as = prev_soulmate
}
}
# Continue writing
option = {
name = fund_inspiration.3031.a
custom_tooltip = fund_inspiration.3031.a.tt
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 4
}
}
add_stress = medium_stress_gain
ai_chance = {
base = 0
}
}
# Scrap it
option = {
name = fund_inspiration.3031.b
end_inspiration_sponsorship = scope:inspiration
#Let them start over
inspiration_completion_effect = yes
ai_chance = {
base = 100
}
}
}
# Weaver - Weaver is stealing clothes
# by Linnéa Thimrén
scripted_trigger fund_inspiration_4001_courtier_trigger = {
is_available_ai_adult = yes
this != scope:inspiration_owner
}
fund_inspiration.4001 = {
type = character_event
title = fund_inspiration.4001.t
desc = fund_inspiration.4001.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = dismissal
}
right_portrait = {
character = scope:courtier
animation = anger
}
trigger = {
exists = scope:inspiration
scope:inspiration = {
has_inspiration_type = weaver_inspiration
inspiration_owner = {
is_available_ai_adult = yes
has_no_inspiration_event_cooldown = yes
NOR = {
has_character_flag = had_event_fund_inspiration_4001
has_variable = banner_commission
}
}
}
any_courtier = {
fund_inspiration_4001_courtier_trigger = yes
}
NOT = {
government_has_flag = government_is_tribal # No changing amenities above what's legal for tribals
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_4001
years = 20
}
#To stagger any following events
add_character_flag = {
flag = fund_weaver_inspiration_event_cooldown
days = { 30 60 }
}
}
random_courtier = {
limit = {
fund_inspiration_4001_courtier_trigger = yes
}
save_scope_as = courtier
}
}
#Chastise them
option = {
name = fund_inspiration.4001.a
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = refusal_opinion
opinion = -15
}
}
scope:courtier = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 20
}
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 0.5
}
}
}
#Approve
option = {
name = fund_inspiration.4001.b
# Lower fashion one step
if = {
limit = {
amenity_level = { target = court_fashion value = max_amenity_level }
}
set_amenity_level = { type = court_fashion value = very_high_amenity_level }
}
else_if = {
limit = {
amenity_level = { target = court_fashion value = very_high_amenity_level }
}
set_amenity_level = { type = court_fashion value = high_amenity_level }
}
else_if = {
limit = {
amenity_level = { target = court_fashion value = high_amenity_level }
}
set_amenity_level = { type = court_fashion value = medium_amenity_level }
}
else_if = {
limit = {
amenity_level = { target = court_fashion value = medium_amenity_level }
}
set_amenity_level = { type = court_fashion value = low_amenity_level }
}
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 4 }
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 15
}
}
scope:courtier = {
add_opinion = {
target = root
modifier = dismissive_opinion
opinion = -20
}
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
ai_compassion = -0.5
}
}
}
}
# Adventurer - Choose your item-type
# By Bianca Savazzi and Linnéa Thimrén
fund_inspiration.5011 = {
type = character_event
title = fund_inspiration.0001.t
desc = fund_inspiration.5011.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
trigger = {
exists = scope:inspiration
scope:inspiration = {
has_inspiration_type = adventure_inspiration
}
scope:inspiration_owner = {
is_physically_able_ai_adult = yes
has_no_inspiration_event_cooldown = yes
NOR = {
exists = var:adventure_type
has_character_flag = had_event_fund_inspiration_5011
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
#Saving some scopes for the tooltips
save_scope_as = actor
scope:inspiration_owner = {
assign_quirk_effect = yes
save_scope_as = recipient
add_character_flag = {
flag = had_event_fund_inspiration_5011
years = 20
}
#To stagger any following events
add_character_flag = {
flag = fund_adventure_inspiration_event_cooldown
days = { 30 60 }
}
}
show_as_tooltip = {
fund_inspiration_effect = yes
}
}
# Go find an epic artifact!
option = {
name = fund_inspiration.5011.e
trigger = {
scope:inspiration_owner = {
adventure_inspiration_average_skill_value >= medium_inspiration_skill
}
}
scope:inspiration_owner = {
set_variable = {
name = adventure_type
value = flag:epic_quest
}
}
ai_chance = {
base = 50
modifier = {
add = 25
OR = {
has_trait = ambitious
has_trait = adventurer
}
}
}
}
# skull or hide
option = {
name = fund_inspiration.5011.a
scope:inspiration_owner = {
set_variable = {
name = adventure_type
value = flag:skull_or_hide
}
}
ai_chance = {
base = 50
modifier = {
add = 25
has_trait = vengeful
}
modifier = {
add = 25
OR = {
has_martial_lifestyle_trait_trigger = yes
has_lifestyle = martial_lifestyle
}
}
}
}
# trinket
option = {
name = fund_inspiration.5011.b
scope:inspiration_owner = {
set_variable = {
name = adventure_type
value = flag:trinket
}
}
ai_chance = {
base = 25
modifier = {
add = 25
has_trait = greedy
}
modifier = {
add = 25
OR = {
has_stewardship_lifestyle_trait_trigger = yes
has_lifestyle = stewardship_lifestyle
}
}
modifier = {
factor = 0
OR = {
any_character_artifact = { # Has a fantastic item already
artifact_slot_type = miscellaneous
rarity = illustrious
}
AND = { # Have a lot of artifacts already, and the inspired person isn't even very good
scope:inspiration_owner = {
smith_inspiration_average_skill_value < high_inspiration_skill
}
any_character_artifact = {
count >= 4
artifact_slot_type = miscellaneous
}
}
}
}
}
}
# tapestry or fabric
option = {
name = fund_inspiration.5011.c
scope:inspiration_owner = {
set_variable = {
name = adventure_type
value = flag:tapestry_or_fabric
}
}
ai_chance = {
base = 25
modifier = {
add = 25
has_focus_learning = yes
}
modifier = {
add = 25
OR = {
has_learning_lifestyle_trait_trigger = yes
has_lifestyle = learning_lifestyle
}
}
}
}
# default option of "do what you want"
option = {
name = fund_inspiration.5011.d
scope:inspiration_owner = {
set_variable = {
name = adventure_type
value = flag:free_reign
}
}
ai_chance = {
base = 5
modifier = {
add = 25
OR = {
has_trait = arbitrary
has_trait = lazy
}
}
}
}
after = {
#To start the adventure for the inspiration owner
fund_adventure_inspiration_start_effect = { ADVENTURER = scope:inspiration_owner }
}
}
#Adventurer gets lost... this can be a good thing though
fund_inspiration.5021 = {
type = character_event
title = fund_inspiration.5021.t
desc = fund_inspiration.5021.desc
theme = realm
left_portrait = {
character = scope:adventurer_aide
animation = beg
}
right_portrait = {
character = scope:inspiration_owner
animation = happiness
}
cooldown = { years = 15 }
trigger = {
exists = scope:inspiration
scope:inspiration_owner = {
exists = var:adventure_destination
exists = var:adventure_type
has_no_inspiration_event_cooldown = yes
NOT = { has_character_flag = had_event_fund_inspiration_5021 }
adventure_inspiration_average_skill_value < high_inspiration_skill
}
}
weight_multiplier = {
base = 1
# More likely to happen if the adventurer is adventurous, and maybe a bit scatterbrained
modifier = {
add = 2
scope:inspiration_owner = {
has_trait = fickle
}
}
modifier = {
add = 2
scope:inspiration_owner = {
has_trait = adventurer
}
}
modifier = {
add = 2
scope:inspiration_owner = {
has_trait = brave
}
}
modifier = {
add = 2
scope:inspiration_owner = {
has_trait = stubborn #refusing to ask for direction
}
}
modifier = {
add = -1
scope:inspiration_owner = {
adventure_inspiration_average_skill_value >= high_inspiration_skill
}
}
}
immediate = {
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_5021
years = 20
}
#To stagger any following events
add_character_flag = {
flag = fund_adventure_inspiration_event_cooldown
days = { 30 60 }
}
}
#Prioritize location that root doesn't have a county in
hidden_effect = {
random_list = {
1 = {
# Africa
trigger = {
#There's a county you don't hold there
any_county_in_region = {
region = world_africa
holder != root
}
scope:inspiration_owner = { #Distance check - from where the adventurer is right now.
adventurer_potential_destination_distance_check = {
REGION = world_africa
}
}
#This was not the original destination of the adventurer
NOT = { scope:inspiration_owner.var:adventure_destination = flag:africa }
}
modifier = {
add = 30
NOT = {
any_county_in_region = {
region = world_africa
holder = root
count >= 1
}
}
}
random_county_in_region = {
region = world_africa
limit = {
holder != root
}
save_scope_as = adventuring_location
}
save_scope_value_as = {
name = world_africa_location
value = yes
}
}
1 = {
# Europe
trigger = {
#There's a county you don't hold there
any_county_in_region = {
region = world_europe
holder != root
}
scope:inspiration_owner = { #Distance check - from where the adventurer is right now.
adventurer_potential_destination_distance_check = {
REGION = world_europe
}
}
#This was not the original destination of the adventurer
NOT = { scope:inspiration_owner.var:adventure_destination = flag:europe }
}
modifier = {
add = 30
NOT = {
any_county_in_region = {
region = world_europe
holder = root
count >= 1
}
}
}
random_county_in_region = {
region = world_europe
limit = {
holder != root
}
save_scope_as = adventuring_location
}
save_scope_value_as = {
name = world_europe_location
value = yes
}
}
1 = {
# Middle East
trigger = {
#There's a county you don't hold there
any_county_in_region = {
region = world_middle_east
holder != root
}
scope:inspiration_owner = { #Distance check - from where the adventurer is right now.
adventurer_potential_destination_distance_check = {
REGION = world_middle_east
}
}
#This was not the original destination of the adventurer
NOT = { scope:inspiration_owner.var:adventure_destination = flag:middle_east }
}
modifier = {
add = 30
NOT = {
any_county_in_region = {
region = world_middle_east
holder = root
count >= 1
}
}
}
random_county_in_region = {
region = world_middle_east
limit = {
holder != root
}
save_scope_as = adventuring_location
}
save_scope_value_as = {
name = world_middle_east_location
value = yes
}
}
1 = {
# Asia Minor
trigger = {
#There's a county you don't hold there
any_county_in_region = {
region = world_asia_minor
holder != root
}
scope:inspiration_owner = { #Distance check - from where the adventurer is right now.
adventurer_potential_destination_distance_check = {
REGION = world_asia_minor
}
}
#This was not the original destination of the adventurer
NOT = { scope:inspiration_owner.var:adventure_destination = flag:asia_minor }
}
modifier = {
add = 30
NOT = {
any_county_in_region = {
region = world_asia_minor
holder = root
count >= 1
}
}
}
random_county_in_region = {
region = world_asia_minor
limit = {
holder != root
}
save_scope_as = adventuring_location
}
save_scope_value_as = {
name = world_asia_minor_location
value = yes
}
}
1 = {
# India
trigger = {
#There's a county you don't hold there
any_county_in_region = {
region = world_india
holder != root
}
scope:inspiration_owner = { #Distance check - from where the adventurer is right now.
adventurer_potential_destination_distance_check = {
REGION = world_india
}
}
#This was not the original destination of the adventurer
NOT = { scope:inspiration_owner.var:adventure_destination = flag:india }
}
modifier = {
add = 30
NOT = {
any_county_in_region = {
region = world_india
holder = root
count >= 1
}
}
}
random_county_in_region = {
region = world_india
limit = {
holder != root
}
save_scope_as = adventuring_location
}
save_scope_value_as = {
name = world_india_location
value = yes
}
}
1 = {
# Steppe
trigger = {
#There's a county you don't hold there
any_county_in_region = {
region = world_steppe
holder != root
}
scope:inspiration_owner = { #Distance check - from where the adventurer is right now.
adventurer_potential_destination_distance_check = {
REGION = world_steppe
}
}
#This was not the original destination of the adventurer
NOT = { scope:inspiration_owner.var:adventure_destination = flag:steppe }
}
modifier = {
add = 30
NOT = {
any_county_in_region = {
region = world_steppe
holder = root
count >= 1
}
}
}
random_county_in_region = {
region = world_steppe
limit = {
holder != root
}
save_scope_as = adventuring_location
}
save_scope_value_as = {
name = world_steppe_location
value = yes
}
}
1 = {
# Persia
trigger = {
#There's a county you don't hold there
any_county_in_region = {
region = world_middle_east_persia
holder != root
}
scope:inspiration_owner = { #Distance check - from where the adventurer is right now.
adventurer_potential_destination_distance_check = {
REGION = world_middle_east_persia
}
}
#This was not the original destination of the adventurer
NOT = { scope:inspiration_owner.var:adventure_destination = flag:middle_east_persia }
}
modifier = {
add = 30
NOT = {
any_county_in_region = {
region = world_middle_east_persia
holder = root
count >= 1
}
}
}
random_county_in_region = {
region = world_middle_east_persia
limit = {
holder != root
}
save_scope_as = adventuring_location
}
save_scope_value_as = {
name = world_middle_east_persia_location
value = yes
}
}
1 = {
# Burma
trigger = {
#There's a county you don't hold there
any_county_in_region = {
region = world_burma
holder != root
}
scope:inspiration_owner = { #Distance check - from where the adventurer is right now.
adventurer_potential_destination_distance_check = {
REGION = world_burma
}
}
#This was not the original destination of the adventurer
NOT = { scope:inspiration_owner.var:adventure_destination = flag:burma }
}
modifier = {
add = 30
NOT = {
any_county_in_region = {
region = world_burma
holder = root
count >= 1
}
}
}
random_county_in_region = {
region = world_burma
limit = {
holder != root
}
save_scope_as = adventuring_location
}
save_scope_value_as = {
name = world_burma_location
value = yes
}
}
1 = {
# Tibet
trigger = {
#There's a county you don't hold there
any_county_in_region = {
region = world_tibet
holder != root
}
scope:inspiration_owner = { #Distance check - from where the adventurer is right now.
adventurer_potential_destination_distance_check = {
REGION = world_tibet
}
}
#This was not the original destination of the adventurer
NOT = { scope:inspiration_owner.var:adventure_destination = flag:tibet }
}
modifier = {
add = 30
NOT = {
any_county_in_region = {
region = world_tibet
holder = root
count >= 1
}
}
}
random_county_in_region = {
region = world_tibet
limit = {
holder != root
}
save_scope_as = adventuring_location
}
save_scope_value_as = {
name = world_tibet_location
value = yes
}
}
1 = {
# East Asia
trigger = {
#There's a county you don't hold there
any_county_in_region = {
region = world_asia_east
holder != root
}
scope:inspiration_owner = { #Distance check - from where the adventurer is right now.
adventurer_potential_destination_distance_check = {
REGION = world_asia_east
}
}
#This was not the original destination of the adventurer
NOT = { scope:inspiration_owner.var:adventure_destination = flag:east_asia }
}
modifier = {
add = 30
NOT = {
any_county_in_region = {
region = world_asia_east
holder = root
count >= 1
}
}
}
random_county_in_region = {
region = world_asia_east
limit = {
holder != root
}
save_scope_as = adventuring_location
}
save_scope_value_as = {
name = world_east_asia_location
value = yes
}
}
}
if = {
limit = { exists = scope:adventuring_location }
create_character = {
location = root.location
template = hunter_template
culture = scope:adventuring_location.culture
faith = scope:adventuring_location.faith
dynasty = none
save_scope_as = adventurer_aide
}
}
else = { # Fallback in case that a region could not be selected for some reason, purely theoretical fix
create_character = {
location = root.location
template = hunter_template
culture = root.culture
faith = root.faith
dynasty = none
save_scope_as = adventurer_aide
}
debug_log = "WARNING: create_character fallback triggered in ep1 fund_inspiration.5021, something went wrong!"
}
}
}
#No, go back!
option = {
name = fund_inspiration.5021.a
custom_tooltip = fund_inspiration.5021.a.tt
scope:inspiration_owner = {
add_opinion = {
modifier = disappointed_opinion
target = root
opinion = -25
}
}
ai_chance = {
base = 10
ai_greed_target_modifier = { VALUE = 25 } #not too high since there's a chance to get a cooler artifact
}
}
#Explore!
option = {
name = fund_inspiration.5021.b
custom_tooltip = fund_inspiration.5021.b.tt
scope:inspiration = {
invest_gold = 60
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 4
}
}
scope:inspiration_owner = {
add_opinion = {
modifier = pleased_opinion
target = root
opinion = 25
}
if = {
limit = {
exists = scope:world_africa_location
}
set_variable = {
name = adventure_destination
value = flag:africa
}
}
else_if = {
limit = {
exists = scope:world_europe_location
}
set_variable = {
name = adventure_destination
value = flag:europe
}
}
else_if = {
limit = {
exists = scope:world_middle_east_location
}
set_variable = {
name = adventure_destination
value = flag:middle_east
}
}
else_if = {
limit = {
exists = scope:world_asia_minor_location
}
set_variable = {
name = adventure_destination
value = flag:asia_minor
}
}
else_if = {
limit = {
exists = scope:world_india_location
}
set_variable = {
name = adventure_destination
value = flag:india
}
}
else_if = {
limit = {
exists = scope:world_steppe_location
}
set_variable = {
name = adventure_destination
value = flag:steppe
}
}
else_if = {
limit = {
exists = scope:world_middle_east_persia_location
}
set_variable = {
name = adventure_destination
value = flag:middle_east_persia
}
}
else_if = {
limit = {
exists = scope:world_burma_location
}
set_variable = {
name = adventure_destination
value = flag:burma
}
}
else_if = {
limit = {
exists = scope:world_tibet_location
}
set_variable = {
name = adventure_destination
value = flag:tibet
}
}
else_if = {
limit = {
exists = scope:world_east_asia_location
}
set_variable = {
name = adventure_destination
value = flag:east_asia
}
}
hidden_effect = {
scope:inspiration_owner = {
set_location = {
location = scope:adventuring_location.title_province
stick_to_location = yes
}
}
}
}
ai_chance = {
base = 10
ai_boldness_target_modifier = { VALUE = 100 }
modifier = {
short_term_gold < 60 #shouldn't spend money they don't have...
factor = 0
}
}
}
after = {
scope:adventurer_aide = {
silent_disappearance_effect = yes
}
}
}
# Postcard from your adventurer 6001-6006!
# Postcard from the Steppe
fund_inspiration.6001 = {
type = letter_event
opening = { desc = fund_inspiration.6001.t }
desc = fund_inspiration.6001.desc
sender = scope:inspiration_owner
cooldown = { years = 5 }
trigger = {
exists = scope:inspiration
location = {#We can't have an adventurer writing home about what a region is like that we belong to
NOT = {
geographical_region = world_steppe
}
}
NOT = {
any_character_artifact = {
has_variable = morin_khuur_ornament
}
}
is_ai = no
scope:inspiration_owner = {
exists = var:adventure_destination
exists = var:adventure_type
NOT = { has_character_flag = had_event_fund_inspiration_6001 }
has_no_inspiration_event_cooldown = yes
OR = {
var:adventure_destination = flag:steppe
var:adventure_destination = flag:steppe_east
var:adventure_destination = flag:steppe_west
}
NOT = {
any_character_artifact = {
has_variable = morin_khuur_ornament
}
}
}
}
immediate = {
save_scope_as = owner #for loc
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_6001
years = 5
}
#To stagger any following events
add_character_flag = {
flag = fund_adventure_inspiration_event_cooldown
days = { 30 60 }
}
}
create_artifact = {
name = morin_khuur_ornament_name
description = morin_khuur_ornament_description
type = miscellaneous
visuals = medallion
modifier = artifact_heavy_cavalry_toughness_1_modifier
creator = scope:inspiration_owner
save_scope_as = morin_khuur_ornament
history = {
type = discovered
actor = scope:inspiration_owner
recipient = root
location = scope:inspiration_owner.location
}
}
hidden_effect_new_object = {
scope:morin_khuur_ornament = {
flag_as_trash_artifact = yes
set_variable = {
name = morin_khuur_ornament
value = yes
}
}
}
}
#Keep the fiddle-head for yourself
option = {
name = fund_inspiration.6001.a
ai_chance = {
base = 50
}
}
#If the court musician is present, let them have this former piece of an instrument
option = {
name = fund_inspiration.6001.b
trigger = {
any_court_position_holder = {
has_court_position = court_musician_court_position
}
}
random_court_position_holder = {
limit = {
has_court_position = court_musician_court_position
}
save_scope_as = court_musician
}
scope:morin_khuur_ornament = {
set_owner = scope:court_musician
}
reverse_add_opinion = {
target = scope:court_musician
modifier = grateful_opinion
opinion = 15
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = -0.5
}
}
}
}
#Postcard from India
fund_inspiration.6002 = {
type = letter_event
opening = { desc = fund_inspiration.6002.t }
desc = fund_inspiration.6002.desc
sender = scope:inspiration_owner
cooldown = { years = 5 }
trigger = {
exists = scope:inspiration
location = {#We can't have an adventurer writing home about what a region is like that we belong to
NOT = {
geographical_region = world_india
}
}
NOT = {
any_character_artifact = {
has_variable = animal_ring
}
}
is_ai = no
scope:inspiration_owner = {
exists = var:adventure_destination
exists = var:adventure_type
NOT = { has_character_flag = had_event_fund_inspiration_6002 }
has_no_inspiration_event_cooldown = yes
OR = {
var:adventure_destination = flag:india
var:adventure_destination = flag:india_deccan
var:adventure_destination = flag:india_bengal
var:adventure_destination = flag:india_rajastan
}
NOT = {
any_character_artifact = {
has_variable = animal_ring
}
}
}
}
immediate = {
save_scope_as = owner #for loc
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_6002
years = 5
}
#To stagger any following events
add_character_flag = {
flag = fund_adventure_inspiration_event_cooldown
days = { 30 60 }
}
}
create_artifact = {
name = animal_ring_name
description = animal_ring_description
type = miscellaneous
visuals = ring
modifier = artifact_scheme_resistance_add_2_modifier
creator = scope:inspiration_owner
save_scope_as = animal_ring
history = {
type = discovered
actor = scope:inspiration_owner
recipient = root
location = scope:inspiration_owner.location
}
}
hidden_effect_new_object = {
scope:animal_ring = {
flag_as_trash_artifact = yes
set_variable = {
name = animal_ring
value = yes
}
}
}
}
#Keep the ring
option = {
name = fund_inspiration.6002.a
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = 0.5
}
}
}
#Sell the ring for gold
option = {
name = fund_inspiration.6002.b
destroy_artifact = scope:animal_ring
add_gold = minor_gold_value
ai_chance = {
base = 200
ai_value_modifier = {
ai_honor = -0.5
ai_greed = 0.5
}
}
}
}
#Postcard from Africa
fund_inspiration.6003 = {
type = letter_event
opening = { desc = fund_inspiration.6003.t }
desc = fund_inspiration.6003.desc
sender = scope:inspiration_owner
cooldown = { years = 5 }
trigger = {
exists = scope:inspiration
location = {#We can't have an adventurer writing home about what a region is like that we belong to
NOT = {
geographical_region = world_africa
}
}
NOT = {
any_character_artifact = {
has_variable = ostrich_shell_necklace
}
}
is_ai = no
scope:inspiration_owner = {
exists = var:adventure_destination
exists = var:adventure_type
NOT = { has_character_flag = had_event_fund_inspiration_6003 }
has_no_inspiration_event_cooldown = yes
OR = {
var:adventure_destination = flag:africa
var:adventure_destination = flag:africa_north
var:adventure_destination = flag:africa_west
}
NOT = {
any_character_artifact = {
has_variable = ostrich_shell_necklace
}
}
}
}
immediate = {
save_scope_as = owner #for loc
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_6003
years = 5
}
#To stagger any following events
add_character_flag = {
flag = fund_adventure_inspiration_event_cooldown
days = { 30 60 }
}
}
create_artifact = {
name = ostrich_shell_necklace_name
description = ostrich_shell_necklace_description
type = miscellaneous
visuals = necklace
modifier = artifact_attraction_opinion_2_modifier
creator = scope:inspiration_owner
save_scope_as = ostrich_shell_necklace
history = {
type = discovered
actor = scope:inspiration_owner
recipient = root
location = scope:inspiration_owner.location
}
}
hidden_effect = {
scope:ostrich_shell_necklace = {
flag_as_trash_artifact = yes
set_variable = {
name = ostrich_shell_necklace
value = yes
}
}
}
if = {
limit = { is_married = yes }
random_spouse = { save_scope_as = event_spouse }
}
}
option = {
name = fund_inspiration.6003.a
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = -0.5
}
}
}
option = {
name = fund_inspiration.6003.b
trigger = { exists = scope:event_spouse }
reverse_add_opinion = {
target = scope:event_spouse
modifier = grateful_opinion
opinion = 15
}
scope:ostrich_shell_necklace = {
set_owner = scope:event_spouse
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = 0.5
}
}
}
}
# Postcard from the Middle East
fund_inspiration.6004 = {
type = letter_event
opening = { desc = fund_inspiration.6004.t }
desc = fund_inspiration.6004.desc
sender = scope:inspiration_owner
cooldown = { years = 5 }
trigger = {
exists = scope:inspiration
NOT = {
any_character_artifact = {
has_variable = pilgrimage_figurine
}
}
location = {#We can't have an adventurer writing home about what a region is like that we belong to
NOR = {
geographical_region = world_middle_east
geographical_region = world_middle_east_jerusalem
geographical_region = world_middle_east_persia
}
}
is_ai = no
scope:inspiration_owner = {
exists = var:adventure_destination
exists = var:adventure_type
NOT = { has_character_flag = had_event_fund_inspiration_6004 }
has_no_inspiration_event_cooldown = yes
OR = {
var:adventure_destination = flag:middle_east
var:adventure_destination = flag:middle_east_jerusalem
var:adventure_destination = flag:middle_east_persia
}
NOT = {
any_character_artifact = {
has_variable = pilgrimage_figurine
}
}
}
}
immediate = {
save_scope_as = owner #for loc
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_6004
years = 5
}
#To stagger any following events
add_character_flag = {
flag = fund_adventure_inspiration_event_cooldown
days = { 30 60 }
}
}
create_artifact = {
name = pilgrimage_figurine_name
description = pilgrimage_figurine_description
type = miscellaneous
visuals = pouch
modifier = artifact_knight_limit_1_modifier
creator = scope:inspiration_owner
save_scope_as = pilgrimage_figurine
history = {
type = discovered
actor = scope:inspiration_owner
recipient = root
location = scope:inspiration_owner.location
}
}
hidden_effect_new_object = {
scope:pilgrimage_figurine = {
flag_as_trash_artifact = yes
set_variable = {
name = pilgrimage_figurine
value = yes
}
}
}
}
option = {
name = fund_inspiration.6004.a
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
}
#Postcard from Europe
fund_inspiration.6005 = {
type = letter_event
opening = { desc = fund_inspiration.6005.t }
desc = fund_inspiration.6005.desc
sender = scope:inspiration_owner
cooldown = { years = 5 }
trigger = {
exists = scope:inspiration
NOT = {
any_character_artifact = {
has_variable = saint_margaret_fingernails
}
}
is_ai = no
NOT = {
location = {
geographical_region = world_europe #We can't have an adventurer writing home about what Europeans are like if you are also a European.
}
}
scope:inspiration_owner = {
exists = var:adventure_destination
exists = var:adventure_type
NOT = { has_character_flag = had_event_fund_inspiration_6005 }
has_no_inspiration_event_cooldown = yes
OR = {
var:adventure_destination = flag:europe
var:adventure_destination = flag:europe_east
var:adventure_destination = flag:europe_west
var:adventure_destination = flag:europe_north
var:adventure_destination = flag:europe_south
}
NOT = {
any_character_artifact = {
has_variable = saint_margaret_fingernails
}
}
}
}
immediate = {
save_scope_as = owner #for loc
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_6005
years = 5
}
#To stagger any following events
add_character_flag = {
flag = fund_adventure_inspiration_event_cooldown
days = { 30 60 }
}
}
create_artifact = {
name = saint_margaret_fingernails_name
description = saint_margaret_fingernails_description
type = pedestal
visuals = reliquary
modifier = artifact_prowess_1_modifier
creator = scope:inspiration_owner
save_scope_as = saint_margaret_fingernails
history = {
type = discovered
actor = scope:inspiration_owner
recipient = root
location = scope:inspiration_owner.location
}
}
hidden_effect_new_object = {
scope:saint_margaret_fingernails = {
flag_as_trash_artifact = yes
set_variable = {
name = saint_margaret_fingernails
value = yes
}
}
}
}
option = {
name = fund_inspiration.6005.a
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = disappointed_opinion
opinion = -30
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
ai_compassion = -0.5
}
}
}
option = {
name = fund_inspiration.6005.b
custom_tooltip = fund_inspiration.6005.b.tt
scope:inspiration_owner = {
add_character_flag = adventurer_tired_of_europe
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -0.5
ai_compassion = 0.5
}
}
}
}
# Postcard from Asia Minor
fund_inspiration.6006 = {
type = letter_event
opening = { desc = fund_inspiration.6006.t }
desc = fund_inspiration.6006.desc
sender = scope:inspiration_owner
cooldown = { years = 5 }
trigger = {
exists = scope:inspiration
location = {#We can't have an adventurer writing home about what a region is like that we belong to
NOT = {
geographical_region = world_asia_minor
}
}
NOT = {
any_character_artifact = {
has_variable = seahorse_brooch
}
}
is_ai = no
scope:inspiration_owner = {
exists = var:adventure_destination
exists = var:adventure_type
NOT = { has_character_flag = had_event_fund_inspiration_6006 }
has_no_inspiration_event_cooldown = yes
var:adventure_destination = flag:asia_minor
NOT = {
any_character_artifact = {
has_variable = seahorse_brooch
}
}
}
}
immediate = {
save_scope_as = owner #for loc
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_6006
years = 5
}
#To stagger any following events
add_character_flag = {
flag = fund_adventure_inspiration_event_cooldown
days = { 30 60 }
}
}
create_artifact = {
name = seahorse_brooch_name
description = seahorse_brooch_description
type = miscellaneous
visuals = brooch
modifier = artifact_tolerance_advantage_mod_1_modifier
creator = scope:inspiration_owner
save_scope_as = seahorse_brooch
history = {
type = discovered
actor = scope:inspiration_owner
recipient = root
location = scope:inspiration_owner.location
}
}
hidden_effect = {
scope:seahorse_brooch = {
flag_as_trash_artifact = yes
set_variable = {
name = seahorse_brooch
value = yes
}
}
}
}
option = {
name = fund_inspiration.6006.a
trigger = {
NOT = { government_has_flag = government_is_tribal }
}
if = {
limit = {
amenity_level = {
target = court_food_quality
value < medium_amenity_level
}
}
set_amenity_level = { type = court_food_quality value = 3 }
}
else_if = {
limit = {
amenity_level = {
target = court_food_quality
value < high_amenity_level
}
}
set_amenity_level = { type = court_food_quality value = 4 }
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = 0.5
ai_compassion = 0.5
}
}
}
option = {
name = fund_inspiration.6006.b
ai_chance = {
base = 50
ai_value_modifier = {
ai_vengefulness = 0.5
}
}
}
}
# Tiny chest miniature
fund_inspiration.6100 = {
type = character_event
title = fund_inspiration.6100.t
desc = fund_inspiration.6100.desc
theme = realm
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = worry
}
right_portrait = {
character = root
animation = personality_bold
}
cooldown = { years = 5 }
trigger = {
scope:inspiration_owner = {
exists = var:artifact_artisan_type
var:artifact_artisan_type = flag:artisan_type_chest
}
NOT = {
# Don't get it twice
any_character_artifact = {
exists = var:miniature_collection_tiny_chest
}
}
}
immediate = {
scope:inspiration_owner = {
create_artifact = {
name = tiny_chest_trinket_name
description = tiny_chest_trinket_description
type = miscellaneous
visuals = chest
modifier = artifact_build_time_1_modifier
save_scope_as = tiny_chest_trinket
template = child_toy_template
}
}
hidden_effect_new_object = {
scope:tiny_chest_trinket = {
flag_as_trash_artifact = yes
set_variable = {
name = miniature_collection_tiny_chest
}
}
}
}
option = {
name = fund_inspiration.6100.a
add_gold = minor_gold_value
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = cruelty_opinion
opinion = -10
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = 0.5
}
}
}
option = {
name = fund_inspiration.6100.b
scope:tiny_chest_trinket = {
set_owner = root
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = respect_opinion
opinion = 10
}
ai_chance = {
base = 5
ai_value_modifier = {
ai_greed = -0.5
}
}
}
}
#Tiny box miniature
fund_inspiration.6101 = {
type = character_event
title = fund_inspiration.6100.t
desc = fund_inspiration.6101.desc
theme = realm
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
right_portrait = {
character = root
animation = happiness
}
cooldown = { years = 5 }
trigger = {
scope:inspiration_owner = {
exists = var:artifact_artisan_type
var:artifact_artisan_type = flag:artisan_type_box
}
NOT = {
# Don't get it twice
any_character_artifact = {
exists = var:miniature_collection_tiny_box
}
}
any_court_position_holder = {
has_court_position = antiquarian_court_position
is_available_ai_adult = yes
}
}
immediate = {
scope:inspiration_owner = {
create_artifact = {
name = tiny_box_trinket_name
description = tiny_box_trinket_description
type = miscellaneous
visuals = small_box
modifier = artifact_monthly_stewardship_lifestyle_xp_1_modifier
save_scope_as = tiny_box_trinket
template = child_toy_template
}
}
hidden_effect_new_object = {
scope:tiny_box_trinket = {
flag_as_trash_artifact = yes
set_variable = {
name = miniature_collection_tiny_box
}
}
}
random_court_position_holder = {
limit = {
has_court_position = antiquarian_court_position
is_available_ai_adult = yes
}
save_scope_as = antiquarian
}
}
option = {
name = fund_inspiration.6101.a
add_diplomacy_lifestyle_xp = medium_lifestyle_xp
root.dynasty ?= {
add_dynasty_prestige = miniscule_dynasty_prestige_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
option = {
name = fund_inspiration.6101.b
add_learning_lifestyle_xp = medium_lifestyle_xp
if = {
limit = {
NOT = { has_trait = lifestyle_poet }
}
add_trait = lifestyle_poet
}
else_if = {
limit = {
has_trait = lifestyle_poet
has_trait_xp = {
trait = lifestyle_poet
value < 100
}
}
add_trait_xp = {
trait = lifestyle_poet
value = 10
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_vengefulness = -0.5
}
}
}
option = {
name = fund_inspiration.6101.c
scope:tiny_box_trinket = {
set_owner = root
}
if = {
limit = {
has_royal_court = yes
has_dlc_feature = royal_court
}
change_current_court_grandeur = minor_court_grandeur_gain
}
ai_chance = {
base = 5
ai_value_modifier = {
ai_greed = 0.5
}
}
}
}
#Tiny sculpture miniature
fund_inspiration.6102 = {
type = character_event
title = fund_inspiration.6100.t
desc = fund_inspiration.6102.desc
theme = realm
override_background = {
reference = corridor_night
}
left_portrait = {
character = scope:inspiration_owner
animation = schadenfreude
}
right_portrait = {
character = root
animation = pain
}
cooldown = { years = 5 }
trigger = {
scope:inspiration_owner = {
exists = var:artifact_artisan_type
var:artifact_artisan_type = flag:artisan_type_sculpture
}
NOT = {
# Don't get it twice
any_character_artifact = {
exists = var:miniature_collection_tiny_sculpture
}
}
}
immediate = {
save_scope_as = statue_owner
scope:inspiration_owner = {
create_artifact = {
name = tiny_sculpture_trinket_name
description = tiny_sculpture_trinket_description
type = miscellaneous
visuals = pocket_figurine
modifier = artifact_dynasty_opinion_1_modifier
save_scope_as = tiny_sculpture_trinket
template = child_toy_template
}
}
hidden_effect_new_object = {
scope:tiny_sculpture_trinket = {
flag_as_trash_artifact = yes
set_variable = {
name = miniature_collection_tiny_sculpture
}
}
}
increase_wounds_effect = { REASON = miniatures }
}
option = {
name = fund_inspiration.6102.a
scope:inspiration_owner = {
save_scope_as = physician
}
random_list = {
50 = {
modifier = {
factor = scope:inspiration_owner.learning
}
wound_treatment_results_effect = { TREATMENT = safe OUTCOME = success }
hidden_effect = {
send_interface_toast = {
left_icon = root
title = fund_inspiration.6102.cure_toast
show_as_tooltip = {
wound_treatment_results_effect = { TREATMENT = safe OUTCOME = success }
}
}
}
}
50 = {
increase_wounds_effect = { REASON = miniatures }
hidden_effect = {
destroy_artifact = scope:tiny_sculpture_trinket
send_interface_toast = {
left_icon = root
title = fund_inspiration.6102.failure_toast
custom_tooltip = fund_inspiration.6102.failure_toast_desc
}
}
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = -0.5
}
}
}
option = {
name = fund_inspiration.6102.b
trigger = { court_physician_available_trigger = yes }
save_court_physician_as_effect = { SCOPE_NAME = physician }
random_list = {
25 = {
modifier = {
factor = scope:physician.physician_safe_treatment_skill_factor
}
wound_treatment_results_effect = { TREATMENT = safe OUTCOME = success }
hidden_effect = {
send_interface_toast = {
left_icon = root
title = fund_inspiration.6102.cure_toast
show_as_tooltip = {
wound_treatment_results_effect = { TREATMENT = safe OUTCOME = success }
}
}
}
}
50 = {
hidden_effect = {
destroy_artifact = scope:tiny_sculpture_trinket
send_interface_toast = {
left_icon = root
title = fund_inspiration.6102.failure_toast
custom_tooltip = fund_inspiration.6102.failure_toast_desc
}
}
}
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
option = {
name = fund_inspiration.6102.c
save_scope_as = physician
random_list = {
25 = {
modifier = {
factor = root.learning
}
wound_treatment_results_effect = { TREATMENT = safe OUTCOME = success }
hidden_effect = {
send_interface_toast = {
left_icon = root
title = fund_inspiration.6102.cure_toast
show_as_tooltip = {
wound_treatment_results_effect = { TREATMENT = safe OUTCOME = success }
}
scope:tiny_sculpture_trinket = {
set_owner = root
}
}
}
}
50 = {
increase_wounds_effect = { REASON = miniatures }
hidden_effect = {
destroy_artifact = scope:tiny_sculpture_trinket
send_interface_toast = {
left_icon = root
title = fund_inspiration.6102.failure_toast
custom_tooltip = fund_inspiration.6102.failure_toast_desc
}
}
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = -0.5
}
}
}
}
# Tiny cabinet miniature
fund_inspiration.6103 = {
type = character_event
title = fund_inspiration.6100.t
desc = fund_inspiration.6103.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = happiness
}
right_portrait = {
character = root
animation = boredom
}
cooldown = { years = 5 }
trigger = {
scope:inspiration_owner = {
exists = var:artifact_artisan_type
var:artifact_artisan_type = flag:artisan_type_cabinet
#Mena and Indian cabinets are tables and diwans!
NOR = {
artifact_use_indian_building_visuals_trigger = yes
artifact_use_mena_building_visuals_trigger = yes
}
}
NOT = {
# Don't get it twice
any_character_artifact = {
exists = var:miniature_collection_tiny_cabinet
}
}
}
immediate = {
scope:inspiration_owner = {
create_artifact = {
name = tiny_cabinet_trinket_name
description = tiny_cabinet_trinket_description
type = miscellaneous
visuals = cabinet_trinket
modifier = artifact_build_time_2_modifier
save_scope_as = tiny_cabinet_trinket
template = child_toy_template
}
}
hidden_effect_new_object = {
scope:tiny_cabinet_trinket = {
flag_as_trash_artifact = yes
set_variable = {
name = miniature_collection_tiny_cabinet
}
}
}
}
option = {
name = fund_inspiration.6103.a
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = respect_opinion
opinion = 10
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = 0.5
}
}
}
option = {
name = fund_inspiration.6103.b
end_inspiration_sponsorship = scope:inspiration
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = respect_opinion
opinion = 10
}
scope:tiny_cabinet_trinket = {
set_owner = root
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = -0.5
}
}
}
}
#Tiny throne miniature
fund_inspiration.6104 = {
type = character_event
title = fund_inspiration.6100.t
desc = fund_inspiration.6104.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
right_portrait = {
character = root
animation = happiness
}
cooldown = { years = 5 }
trigger = {
scope:inspiration_owner = {
exists = var:artifact_artisan_type
var:artifact_artisan_type = flag:artisan_type_throne
}
NOT = {
# Don't get it twice
any_character_artifact = {
exists = var:miniature_collection_tiny_throne
}
}
}
immediate = {
scope:inspiration_owner = {
create_artifact = {
name = tiny_throne_trinket_name
description = tiny_throne_trinket_description
type = miscellaneous
visuals = tiny_throne_trinket
modifier = artifact_child_opinion_2_modifier
save_scope_as = tiny_throne_trinket
template = child_toy_template
}
}
hidden_effect_new_object = {
scope:tiny_throne_trinket = {
flag_as_trash_artifact = yes
set_variable = {
name = miniature_collection_tiny_throne
}
}
}
}
option = {
name = fund_inspiration.6104.a
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = respect_opinion
opinion = 10
}
scope:tiny_throne_trinket = {
set_owner = root
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = -0.5
}
}
}
option = {
name = fund_inspiration.6104.b
trigger = {
OR = {
age < 5
age > 18
}
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = dismissive_opinion
opinion = -10
}
if = {
limit = {
has_royal_court = yes
has_dlc_feature = royal_court
}
change_current_court_grandeur = minor_court_grandeur_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
option = {
name = fund_inspiration.6104.c
trigger = {
age > 5
age < 18
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = dismissive_opinion
opinion = -10
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
}
#Ruler collected all the miniatures!
fund_inspiration.6105 = {
type = character_event
title = fund_inspiration.6100.t
desc = fund_inspiration.6105.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_honorable
}
right_portrait = {
character = root
animation = happiness
}
override_background = {
reference = corridor_day
}
trigger = {
AND = {
any_character_artifact = {
exists = var:miniature_collection_tiny_chest
}
any_character_artifact = {
exists = var:miniature_collection_tiny_sculpture
}
any_character_artifact = {
exists = var:miniature_collection_tiny_cabinet
}
any_character_artifact = {
exists = var:miniature_collection_tiny_throne
}
any_character_artifact = {
exists = var:miniature_collection_tiny_box
}
}
NOT = { has_character_flag = has_had_fund_inspiration_6105_miniatures_event }
}
immediate = {
add_character_flag = has_had_fund_inspiration_6105_miniatures_event
}
option = {
name = fund_inspiration.6105.a
progress_towards_friend_effect = {
CHARACTER = scope:inspiration_owner
OPINION = default_friend_opinion
REASON = friend_miniature_game
}
add_character_modifier = {
modifier = playing_with_miniatures
years = 5
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = -0.5
}
}
}
option = {
name = fund_inspiration.6105.b
add_prestige = minor_prestige_gain
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = dismissive_opinion
opinion = -10
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
}
# Weaver is too much of a modernist
scripted_trigger artistic_courtier_trigger = {
is_available_ai_adult = yes
is_courtier_of = root
}
fund_inspiration.6200 = {
type = character_event
title = fund_inspiration.6200.t
desc = fund_inspiration.6200.desc
theme = realm
left_portrait = {
character = scope:artistic_courtier_1
animation = happiness
}
right_portrait = {
character = scope:artistic_courtier_2
animation = scheme
}
cooldown = { years = 5 }
trigger = {
scope:inspiration = {
has_inspiration_type = weaver_inspiration
inspiration_owner = { #They know what tapestry they want to make
exists = var:artifact_tapestry_scene
var:artifact_tapestry_scene = flag:geometric_patterns
}
}
any_courtier_or_guest = {
artistic_courtier_trigger = yes
count >= 2
}
}
weight_multiplier = {
base = 1
}
immediate = {
random_courtier = {
limit = { artistic_courtier_trigger = yes }
weight = {
base = 1
modifier = {
factor = 10
learning > high_skill_rating
}
}
save_scope_as = artistic_courtier_1
}
random_courtier = {
limit = {
artistic_courtier_trigger = yes
scope:artistic_courtier_1 != this
}
weight = {
base = 1
modifier = {
factor = 10
learning > high_skill_rating
}
}
save_scope_as = artistic_courtier_2
}
random_child = {
limit = {
age < 12
root = { is_parent_of = prev }
}
save_scope_as = child
}
}
option = {
name = fund_inspiration.6200.a
trigger = {
NOT = {
government_has_flag = government_is_tribal # No changing amenities above what's legal for tribals
}
}
add_learning_lifestyle_xp = medium_lifestyle_xp
if = {
limit = {
amenity_level = {
target = court_fashion
value < medium_amenity_level
}
}
set_amenity_level = { type = court_fashion value = 3 }
}
else_if = {
limit = {
amenity_level = {
target = court_fashion
value < high_amenity_level
}
}
set_amenity_level = { type = court_fashion value = 4 }
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
option = {
name = fund_inspiration.6200.b
custom_tooltip = fund_inspiration.6200.b.tt
if = {
limit = {
has_royal_court = yes
has_dlc_feature = royal_court
}
change_current_court_grandeur = medium_court_grandeur_gain
}
add_prestige = medium_prestige_gain
end_inspiration_sponsorship = scope:inspiration
add_gold = root.medium_gold_value
scope:inspiration_owner = {
add_opinion = {
target = root
opinion = -20
modifier = insulted_opinion
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
option = {
name = fund_inspiration.6200.c
trigger = {
any_child = {
age < 12
}
}
scope:child = {
add_learning_skill = 2
add_opinion = {
target = root
opinion = 20
modifier = supportive_parent
}
}
scope:inspiration_owner = {
add_opinion = {
target = root
opinion = -20
modifier = insulted_opinion
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_compassion = -0.5
}
}
}
}
scripted_trigger homosexual_poet_trigger = {
OR = {
has_sexuality = homosexual
has_sexuality = bisexual
}
OR = {
trait_is_shunned_in_faith_trigger = { TRAIT = sodomite FAITH = root.faith GENDER_CHARACTER = scope:inspiration_owner }
trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = root.faith GENDER_CHARACTER = scope:inspiration_owner }
}
}
scripted_trigger unloved_poet_trigger = {
NOR = {
any_relation = {
type = lover
exists = yes
}
any_child = {
exists = yes
even_if_dead = yes
}
any_spouse = {
exists = yes
even_if_dead = yes
}
}
}
fund_inspiration.6300 = {
type = character_event
title = fund_inspiration.6300.t
override_background = {
reference = study
}
desc = {
desc = fund_inspiration.6300.intro
first_valid = {
triggered_desc = {
trigger = {
scope:inspiration_owner = {
homosexual_poet_trigger = yes
}
}
desc = fund_inspiration.6300.homosexual_desc
}
triggered_desc = {
trigger = {
scope:inspiration_owner = {
unloved_poet_trigger = yes
}
}
desc = fund_inspiration.6300.no_relationship_desc
}
desc = fund_inspiration.6300.no_love_desc
}
}
theme = love
left_portrait = {
character = scope:inspiration_owner
animation = worry
}
trigger = {
scope:inspiration = {
inspiration_owner = {
exists = var:book_topic
OR = {
var:book_topic = flag:intrigue_the_art_of_love
var:book_topic = flag:seduction
var:book_topic = flag:fertility
var:book_topic = flag:love_sorcery
var:book_topic = flag:soulmate
}
NOR = {
any_relation = {
type = soulmate
always = yes
}
has_sexuality = asexual
has_trait = celibate
}
}
}
}
immediate = {
random_vassal = {
limit = { has_trait = lifestyle_poet }
save_scope_as = inspiration_owner
}
}
option = {
name = fund_inspiration.6300.a
trigger = {
scope:inspiration_owner = {
unloved_poet_trigger = no
homosexual_poet_trigger = no
}
}
duel = {
skill = intrigue
target = scope:inspiration_owner
6 = {
custom_tooltip = fund_inspiration.6300.a.success
compare_modifier = {
value = scope:duel_value
multiplier = 0.3
}
hidden_effect = {
send_interface_toast = {
left_icon = scope:inspiration_owner
title = fund_inspiration.6300.a.success
show_as_tooltip = {
scope:inspiration_owner = {
change_artifact_book_content_quality_effect = { AMOUNT = 2 }
}
}
}
}
}
4 = {
custom_tooltip = fund_inspiration.6300.a.failure
compare_modifier = {
value = scope:duel_value
multiplier = -0.3
}
hidden_effect = {
send_interface_toast = {
left_icon = scope:inspiration_owner
title = fund_inspiration.6300.a.failure
show_as_tooltip = {
scope:inspiration_owner = {
change_artifact_book_content_quality_effect = { AMOUNT = -2 }
}
}
}
}
}
}
}
option = {
name = fund_inspiration.6300.b
trigger = {
scope:inspiration_owner = {
homosexual_poet_trigger = no
unloved_poet_trigger = yes
is_attracted_to_gender_of = root
might_cheat_on_every_partner_trigger = yes
}
is_attracted_to_gender_of = scope:inspiration_owner
might_cheat_on_every_partner_trigger = yes
}
had_sex_with_effect = {
CHARACTER = scope:inspiration_owner
PREGNANCY_CHANCE = 25
}
scope:inspiration_owner = {
progress_towards_lover_effect = {
CHARACTER = root
REASON = lover_inspiration_help
OPINION = default_lover_opinion
}
change_artifact_book_content_quality_effect = { AMOUNT = 4 }
}
}
option = {
name = fund_inspiration.6300.c
trigger = {
is_attracted_to_gender_of = scope:inspiration_owner
OR = {
can_set_relation_potential_lover_trigger = { CHARACTER = scope:inspiration_owner }
can_set_relation_lover_trigger = { CHARACTER = scope:inspiration_owner }
}
scope:inspiration_owner = {
homosexual_poet_trigger = no
}
}
progress_towards_lover_effect = {
CHARACTER = scope:inspiration_owner
REASON = lover_inspiration_strikes
OPINION = 20
}
scope:inspiration_owner = {
change_artifact_book_content_quality_effect = { AMOUNT = 4 }
}
}
option = {
name = fund_inspiration.6300.d
trigger = {
scope:inspiration_owner = {
homosexual_poet_trigger = yes
}
OR = {
has_sexuality = homosexual
has_sexuality = bisexual
}
OR = { #Only really makes sense to get the later lover same sex love event if it actually is same sex love
AND = {
is_female = yes
scope:inspiration_owner = { is_female = yes }
}
AND = {
is_male = yes
scope:inspiration_owner = { is_male = yes }
}
}
is_attracted_to_gender_of = scope:inspiration_owner
OR = {
can_set_relation_potential_lover_trigger = { CHARACTER = scope:inspiration_owner }
can_set_relation_lover_trigger = { CHARACTER = scope:inspiration_owner }
}
}
scope:inspiration_owner = {
change_artifact_book_content_quality_effect = { AMOUNT = 4 }
}
progress_towards_lover_effect = {
CHARACTER = scope:inspiration_owner
REASON = lover_inspiration_allowed
OPINION = 20
}
add_character_flag = fund_inspiration_6301_lover
trigger_event = {
id = fund_inspiration.6301
days = 10
}
}
option = {
name = fund_inspiration.6300.e
trigger = {
scope:inspiration_owner = {
homosexual_poet_trigger = yes
}
}
scope:inspiration_owner = {
change_artifact_book_content_quality_effect = { AMOUNT = 4 }
}
progress_towards_friend_effect = {
CHARACTER = scope:inspiration_owner
OPINION = 20
REASON = friend_supported_poet
}
add_character_flag = fund_inspiration_6301_friend
trigger_event = {
id = fund_inspiration.6301
days = 10
}
}
option = {
name = fund_inspiration.6300.f
random_list = {
6 = {
scope:inspiration_owner = {
change_artifact_book_content_quality_effect = { AMOUNT = 2 }
}
hidden_effect = {
send_interface_toast = {
left_icon = scope:inspiration_owner
title = fund_inspiration.6300.a.success
show_as_tooltip = {
scope:inspiration_owner = {
change_artifact_book_content_quality_effect = { AMOUNT = 2 }
}
}
}
}
}
4 = {
hidden_effect = {
send_interface_toast = {
left_icon = scope:inspiration_owner
title = fund_inspiration.6300.a.failure
show_as_tooltip = {
end_inspiration_sponsorship = scope:inspiration
}
}
}
end_inspiration_sponsorship = scope:inspiration
}
}
}
}
#Poet sends you same sex love poetry if you encouraged them
fund_inspiration.6301 = {
type = letter_event
opening = {
desc = fund_inspiration.6301.t
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
has_character_flag = fund_inspiration_6301_lover
}
desc = fund_inspiration.6301.lover_desc
}
triggered_desc = {
trigger = {
has_character_flag = fund_inspiration_6301_friend
}
desc = fund_inspiration.6301.friend_desc
}
}
first_valid = {
triggered_desc = {
trigger = {
scope:inspiration_owner = { is_female = yes }
}
desc = fund_inspiration.6301.female_desc
}
triggered_desc = {
trigger = {
scope:inspiration_owner = { is_male = yes }
}
desc = fund_inspiration.6301.male_desc
}
}
triggered_desc = {
trigger = {
trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = root.faith GENDER_CHARACTER = scope:inspiration_owner }
}
desc = fund_inspiration.6301.crime_desc
}
}
sender = scope:inspiration_owner
weight_multiplier = {
base = 1
}
immediate = {
hidden_effect = {
scope:inspiration_owner = {
if = {
limit = { is_female = yes }
save_scope_as = owner
create_artifact = {
name = witch_queen_love_poem_name
description = witch_queen_love_poem_description
type = book
visuals = book
modifier = artifact_same_faith_opinion_negative_1_modifier
save_scope_as = witch_queen_love_poem
}
scope:witch_queen_love_poem = {
add_artifact_modifier = artifact_seduce_scheme_phase_duration_add_2_modifier
add_artifact_modifier = artifact_tolerance_advantage_mod_1_modifier
flag_as_trash_artifact = yes
}
}
else = {
save_scope_as = owner
create_artifact = {
name = prince_archivist_love_poem_name
description = prince_archivist_love_poem_description
type = book
visuals = book
modifier = artifact_same_faith_opinion_negative_1_modifier
save_scope_as = prince_archivist_love_poem
}
scope:prince_archivist_love_poem = {
add_artifact_modifier = artifact_seduce_scheme_phase_duration_add_2_modifier
add_artifact_modifier = artifact_tolerance_advantage_mod_1_modifier
flag_as_trash_artifact = yes
}
}
}
}
scope:inspiration_owner = {
change_artifact_book_content_quality_effect = { AMOUNT = 2 }
}
}
after = {
remove_character_flag = fund_inspiration_6301_friend
remove_character_flag = fund_inspiration_6301_lover
}
option = {
name = fund_inspiration.6301.a
if = {
limit = {
scope:inspiration_owner = {
is_male = yes
}
}
scope:prince_archivist_love_poem = { set_owner = root }
}
else = {
scope:witch_queen_love_poem = { set_owner = root }
}
add_intrigue_lifestyle_xp = medium_lifestyle_xp
if = {
limit = { has_character_flag = fund_inspiration_6301_lover }
progress_towards_lover_effect = {
CHARACTER = scope:inspiration_owner
REASON = lover_inspiration_treasure
OPINION = 20
}
}
}
option = {
name = fund_inspiration.6301.b
if = {
limit = {
scope:inspiration_owner = {
is_male = yes
}
}
scope:prince_archivist_love_poem = { set_owner = root }
}
else = {
scope:witch_queen_love_poem = { set_owner = root }
}
every_courtier_or_guest = {
limit = {
NOR = {
has_trait = compassionate
this = inspiration_owner
is_close_family_of = root
}
}
custom = all_courtiers_and_guests
add_opinion = {
target = root
modifier = insult_opinion
opinion = -10
}
}
every_courtier = {
limit = {
has_trait = compassionate
}
custom = all_compassionate_in_the_court
add_opinion = {
target = root
modifier = pity_opinion
opinion = 15
}
}
if = {
limit = {
has_royal_court = yes
has_dlc_feature = royal_court
}
change_current_court_grandeur = medium_court_grandeur_gain
}
if = {
limit = { has_character_flag = fund_inspiration_6301_friend }
progress_towards_friend_effect = {
CHARACTER = scope:inspiration_owner
OPINION = 20
REASON = friend_arranged_reading
}
}
}
}
#Bringing music to the jungle by Isabella Welch
fund_inspiration.6500 = {
type = character_event
title = fund_inspiration.6500.t
desc = {
desc = fund_inspiration.6500.introduction
desc = fund_inspiration.6500.desc
desc = fund_inspiration.6500.action
}
theme = hunting
override_background = {
reference = wilderness_forest
}
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
lower_left_portrait = {
character = scope:court_musician
}
artifact = {
target = scope:leopard_hat
position = lower_center_portrait
}
cooldown = { years = 15 }
trigger = {
scope:inspiration = {
has_inspiration_type = adventure_inspiration
}
scope:inspiration_owner = {
location = {
terrain = jungle
}
}
NOT = {
any_character_artifact = {
has_variable = leopard_hat
}
}
}
weight_multiplier = {
base = 1
}
immediate = {
if = {
limit = { employs_court_position = court_musician_court_position }
random_court_position_holder = {
type = court_musician_court_position
save_scope_as = court_musician
}
}
else_if ={
limit = { employs_court_position = court_poet_court_position }
random_court_position_holder = {
type = court_poet_court_position
save_scope_as = court_musician
}
}
else_if = {
limit = { employs_court_position = court_jester_court_position }
random_court_position_holder = {
type = court_jester_court_position
save_scope_as = court_musician
}
}
else_if = {
limit = {
any_courtier = {
has_trait = lifestyle_poet
}
}
random_courtier = {
limit = { has_trait = lifestyle_poet }
save_scope_as = court_musician
}
}
else = {
random_courtier = {
save_scope_as = court_musician
}
}
hidden_effect = {
set_artifact_rarity_common = yes
save_scope_as = owner # Needed for 'visuals = crown'
scope:inspiration_owner = {
create_artifact = {
name = leopard_hat_name
description = leopard_hat_description
template = crown_wearable_template
wealth = scope:wealth
quality = scope:quality
type = helmet
visuals = crown
modifier = artifact_prowess_2_modifier
save_scope_as = leopard_hat
}
hidden_effect_new_object = {
scope:leopard_hat = {
flag_as_trash_artifact = yes
set_variable = {
name = leopard_hat
value = yes
}
}
}
}
}
}
option = { # Show everyone the music, will they like it?
name = fund_inspiration.6500.a
scope:inspiration_owner = {
duel = {
skill = diplomacy
value = 8
40 = {
desc = fund_inspiration.6500.a.success
compare_modifier = {
value = scope:duel_value
multiplier = 0.5
}
send_interface_toast = {
title = fund_inspiration.6500.a.success
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 2
}
}
scope:inspiration_owner = {
add_diplomacy_skill = 2
}
}
}
10 = {
desc = fund_inspiration.6500.a.failure
send_interface_toast = {
title = fund_inspiration.6500.a.failure
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
increase_wounds_effect = { REASON = poison }
}
}
}
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
option = { # Adventurer flees
name = fund_inspiration.6500.b
scope:inspiration_owner = {
duel = {
skill = prowess
value = 8
40 = {
desc = fund_inspiration.6500.b.success
compare_modifier = {
value = scope:duel_value
multiplier = 0.5
}
send_interface_toast = {
title = fund_inspiration.6500.b.success
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
add_prowess_skill = 2
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 2
}
}
}
}
10 = {
desc = fund_inspiration.6500.b.failure
hidden_effect = {
send_interface_toast = {
title = fund_inspiration.6500.b.failure
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
increase_wounds_effect = { REASON = fight }
}
}
}
}
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
option = { # Adventurer fights a wild beast
name = fund_inspiration.6500.c
random_list = {
10 = {
custom_tooltip = fund_inspiration.6500.c.tt
modifier = {
add = 25
scope:inspiration_owner = {
has_trait = lifestyle_hunter
}
}
modifier = {
add = 25
scope:inspiration_owner = {
prowess > medium_skill_rating
}
}
scope:leopard_hat = {
set_owner = scope:inspiration_owner
}
hidden_effect = {
send_interface_toast = {
title = fund_inspiration.6500.c.tt
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 2
}
}
}
}
}
10 = {
custom_tooltip = fund_inspiration.6500.c.tt_failure
modifier = {
add = 25
scope:inspiration_owner = {
prowess < medium_skill_rating
}
}
hidden_effect = {
send_interface_toast = {
title = fund_inspiration.6500.c.tt_failure
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
increase_wounds_effect = { REASON = fight }
}
}
}
}
}
ai_chance = {
base = 5
ai_value_modifier = {
ai_greed = 0.5
}
}
}
}
# Dragging a boat up a cliff by Isabella Welch
scripted_trigger sisyphus_nickname_trigger = {
OR = {
has_title = title:k_italy
has_title = title:k_romagna
has_title = title:k_sardinia
has_title = title:e_italy
is_roman_emperor_excluding_byzantium_trigger = yes
capital_province = {
geographical_region = world_europe_west_britannia
geographical_region = world_europe_west_germania
geographical_region = world_europe_west_francia
geographical_region = world_europe_west_iberia
geographical_region = world_europe_west
geographical_region = world_europe_south_italy
geographical_region = world_europe_south
}
culture = { has_cultural_pillar = heritage_byzantine }
}
}
fund_inspiration.6501 = {
type = character_event
title = fund_inspiration.6501.t
desc = {
desc = fund_inspiration.6500.introduction
desc = fund_inspiration.6501.desc
desc = fund_inspiration.6500.action
}
theme = hunting
override_background = {
reference = wilderness_mountains
}
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
cooldown = { years = 10 }
trigger = {
scope:inspiration = {
has_inspiration_type = adventure_inspiration
}
scope:inspiration_owner = {
location = {
terrain = hills
}
}
}
weight_multiplier = {
base = 1
}
option = { # Adventurer cuts their losses
name = fund_inspiration.6501.a
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = -2
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
option = { # Adventurer attempts a ridiculous dragging of the boat over land
name = fund_inspiration.6501.b
scope:inspiration_owner = {
duel = {
skill = martial
value = 10
40 = {
desc = fund_inspiration.6501.b.success
compare_modifier = {
value = scope:duel_value
multiplier = 0.5
}
modifier = {
add = 25
scope:inspiration_owner = {
has_lifestyle = martial_lifestyle
}
}
modifier = {
add = 25
scope:inspiration_owner = {
has_trait = strategist
}
}
root = {
send_interface_toast = {
title = fund_inspiration.6501.b.success
left_icon = scope:inspiration_owner
scope:inspiration_owner = {
add_prowess_skill = 2
if = {
limit = {
root = { sisyphus_nickname_trigger = yes }
}
give_nickname = nick_sisyphus
}
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 4
}
}
add_prestige = major_prestige_gain
}
}
}
10 = {
desc = fund_inspiration.6501.b.failure
hidden_effect = {
root = {
send_interface_toast = {
title = fund_inspiration.6501.b.failure
left_icon = scope:inspiration_owner
remove_short_term_gold = major_gold_value
}
}
}
remove_short_term_gold = major_gold_value
}
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 0.5
}
modifier = {
short_term_gold < massive_gold_value
factor = 0
}
modifier = {
is_at_war = yes
factor = 0
}
}
}
option = { # Adventurer gives up and buys a new boat
name = fund_inspiration.6501.c
remove_short_term_gold = medium_gold_value
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = -0.5
}
modifier = {
short_term_gold < major_gold_value
factor = 0
}
modifier = {
is_at_war = yes
factor = 0
}
}
}
}
#Adventurer in the desert dreaming of you
fund_inspiration.6502 = {
type = character_event
title = fund_inspiration.6502.t
desc = {
desc = fund_inspiration.6500.introduction
desc = fund_inspiration.6502.desc
}
theme = hunting
override_background = {
reference = wilderness_desert
}
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
cooldown = { years = 20 }
trigger = {
scope:inspiration = {
has_inspiration_type = adventure_inspiration
}
scope:inspiration_owner = {
location = {
terrain = desert
}
}
can_set_relation_lover_trigger = { CHARACTER = scope:inspiration_owner }
}
weight_multiplier = {
base = 1
}
option = { # You are indeed missing your adventurer
name = fund_inspiration.6502.a
trigger = {
has_relation_potential_lover = scope:inspiration_owner
can_set_relation_lover_trigger = { CHARACTER = scope:inspiration_owner }
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 2
}
}
progress_towards_lover_effect = {
CHARACTER = scope:inspiration_owner
REASON = lover_adventurer_thirst
OPINION = 20
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_rationality = -0.5
}
}
}
option = { # try and wrangle the adventurer into bringing back better items
name = fund_inspiration.6502.b
trigger = {
NOT = { has_relation_potential_lover = scope:inspiration_owner }
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 2
}
}
progress_towards_lover_effect = {
CHARACTER = scope:inspiration_owner
REASON = lover_adventurer_thirst
OPINION = 20
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = 0.5
}
}
}
option = { # roll your eyes
name = fund_inspiration.6502.c
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = disappointed_opinion
opinion = -15
}
scope:inspiration_owner = {
add_character_modifier = {
modifier = dying_of_thirst_modifier
years = 2
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
}
#Burial mound entry
fund_inspiration.6503 = {
type = character_event
title = fund_inspiration.6503.t
theme = hunting
desc = {
desc = fund_inspiration.6500.introduction
desc = fund_inspiration.6503.desc
desc = fund_inspiration.6500.action
}
override_background = {
reference = wilderness_steppe
}
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
cooldown = { years = 15 }
trigger = {
scope:inspiration = {
has_inspiration_type = adventure_inspiration
}
scope:inspiration_owner = {
location = {
terrain = steppe
geographical_region = world_steppe_west
}
}
NOR = {
any_character_artifact = {
has_variable = kurgan_ornament
}
any_character_artifact = {
has_variable = kurgan_saddle
}
}
}
weight_multiplier = {
base = 1
}
immediate = {
hidden_effect = {
scope:inspiration_owner = {
create_artifact = {
name = kurgan_ornament_name
description = kurgan_ornament_description
type = miscellaneous
visuals = small_box
modifier = artifact_court_grandeur_baseline_add_1_modifier
save_scope_as = kurgan_ornament
}
}
hidden_effect_new_object = {
scope:kurgan_ornament = {
flag_as_trash_artifact = yes
set_variable = {
name = kurgan_ornament
value = yes
}
}
}
}
hidden_effect = {
scope:inspiration_owner = {
create_artifact = {
name = kurgan_saddle_name
description = kurgan_saddle_description
type = miscellaneous
visuals = medium_box
modifier = artifact_monthly_martial_lifestyle_xp_1_modifier
save_scope_as = kurgan_saddle
}
}
hidden_effect_new_object = {
scope:kurgan_saddle = {
flag_as_trash_artifact = yes
set_variable = {
name = kurgan_saddle
value = yes
}
}
}
}
}
option = { # get a fancy little bauble from the tomb
name = fund_inspiration.6503.a
scope:kurgan_ornament = {
set_owner = root
}
hidden_effect = { destroy_artifact = scope:kurgan_saddle }
scope:inspiration_owner = {
add_character_modifier = {
modifier = tomb_robber_modifier
years = 2
}
}
add_character_modifier = {
modifier = tomb_robber_modifier
years = 2
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_greed = 0.5
}
}
}
option = { # study the saddles and horsemanship of the scythians
name = fund_inspiration.6503.b
scope:kurgan_saddle = {
set_owner = root
}
hidden_effect = { destroy_artifact = scope:kurgan_ornament }
scope:inspiration_owner = {
add_character_modifier = {
modifier = tomb_robber_modifier
years = 2
}
}
add_character_modifier = {
modifier = tomb_robber_modifier
years = 2
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
option = { # refuse to rob the tomb
name = fund_inspiration.6503.c
add_character_modifier = {
modifier = respect_for_the_dead_modifier
years = 2
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -0.5
}
}
}
}
#Adventurer took a farmhand as a lover
fund_inspiration.6504 = {
type = character_event
title = fund_inspiration.6504.t
theme = hunting
desc = {
desc = fund_inspiration.6500.introduction
desc = fund_inspiration.6504.desc
first_valid = {
triggered_desc = {
trigger = {
scope:inspiration_owner = {
has_character_flag = adventurer_pregnant_lover_flag
}
}
desc = fund_inspiration.6504.pregnant
}
triggered_desc = {
trigger = {
scope:inspiration_owner = {
has_character_flag = adventurer_female_lover_flag
}
}
desc = fund_inspiration.6504.female_lover
}
triggered_desc = {
trigger = {
scope:inspiration_owner = {
has_character_flag = adventurer_male_lover_flag
has_sexuality = homosexual
}
}
desc = fund_inspiration.6504.male_lover_homosexual
}
desc = fund_inspiration.6504.male_lover
}
triggered_desc = {
trigger = {
NOT = {
scope:inspiration_owner = {
has_character_flag = adventurer_pregnant_lover_flag
}
}
}
desc = fund_inspiration.6504.lover_ultimatum
}
}
override_background = {
reference = farmland
}
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
right_portrait = {
character = scope:adventurer_lover
animation = love
}
immediate = {
scope:adventurer_homosexual_secret ?= { reveal_to = root }
scope:adventurer_lover_secret ?= { reveal_to = root }
}
option = { # tell the adventurer to begone
name = fund_inspiration.6504.a
custom_tooltip = fund_inspiration.6504.a.tt
trigger = {
NOT = {
scope:inspiration_owner = {
has_character_flag = adventurer_pregnant_lover_flag
}
}
}
if = {
limit = {
has_royal_court = yes
has_dlc_feature = royal_court
}
change_current_court_grandeur = medium_court_grandeur_gain
}
end_inspiration_sponsorship = scope:inspiration
remove_courtier_or_guest = scope:inspiration_owner
ai_chance = {
base = 25
ai_value_modifier = {
ai_compassion = -0.5
}
}
}
option = { # let the adventurer and their lover come to court
name = fund_inspiration.6504.b
trigger = {
NOT = {
scope:inspiration_owner = {
has_character_flag = adventurer_pregnant_lover_flag
}
}
}
add_courtier = scope:adventurer_lover
if = {
limit = {
has_royal_court = yes
has_dlc_feature = royal_court
}
change_current_court_grandeur = medium_court_grandeur_loss
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 2
}
}
scope:lover_homosexual_secret ?= { reveal_to = root }
ai_chance = {
base = 25
ai_value_modifier = {
ai_compassion = 0.5
}
}
}
option = { # express sympathy for the child if the lover is pregnant
name = fund_inspiration.6504.c
trigger = {
scope:inspiration_owner = {
has_character_flag = adventurer_pregnant_lover_flag
}
}
add_courtier = scope:adventurer_lover
if = {
limit = {
has_royal_court = yes
has_dlc_feature = royal_court
}
change_current_court_grandeur = medium_court_grandeur_loss
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 2
}
}
scope:lover_homosexual_secret ?= { reveal_to = root }
ai_chance = {
base = 25
ai_value_modifier = {
ai_compassion = 0.5
}
}
}
option = { # absolutely reject peasants in the court
name = fund_inspiration.6504.d
trigger = {
scope:inspiration_owner = {
has_character_flag = adventurer_pregnant_lover_flag
}
}
if = {
limit = {
has_royal_court = yes
has_dlc_feature = royal_court
}
change_current_court_grandeur = medium_court_grandeur_gain
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = -2
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_compassion = -0.5
}
}
}
}
fund_inspiration.6513 = {
type = character_event
hidden = yes
cooldown = { years = 15 }
weight_multiplier = {
base = 1
modifier = {
scope:inspiration_owner = { has_trait = lustful }
factor = 2
}
modifier = {
scope:inspiration_owner = { has_trait = rakish }
factor = 2
}
}
trigger = {
scope:inspiration = { has_inspiration_type = adventure_inspiration }
scope:inspiration_owner = {
location = {
terrain = farmlands
}
NOR = {
has_trait = chaste
has_sexuality = asexual
}
might_cheat_on_every_partner_trigger = yes
}
}
immediate = {
scope:inspiration_owner = {
location = { save_scope_as = location_template }
}
if = { # Male adventurer impregnates someone
limit = {
scope:inspiration_owner = { # Must be male and attracted to women
is_male = yes
is_attracted_to_women = yes
can_have_children = yes
}
}
create_character = {
location = scope:inspiration_owner.location
template = adventurer_pregnant_lover_character
faith = scope:location_template.faith
culture = scope:location_template.culture
save_scope_as = adventurer_lover
}
scope:adventurer_lover = {
if = {
limit = { can_have_children = yes }
make_pregnant = { father = scope:inspiration_owner }
scope:inspiration_owner = { add_character_flag = adventurer_pregnant_lover_flag }
}
else = {
scope:inspiration_owner = { add_character_flag = adventurer_female_lover_flag }
}
}
}
else = { # Any other male or female lover combo
hidden_effect = {
random_list = {
10 = { # Female lover
trigger = {
scope:inspiration_owner = { is_attracted_to_women = yes }
}
create_character = {
location = scope:inspiration_owner.location
template = adventurer_female_lover_character
faith = scope:location_template.faith
culture = scope:location_template.culture
save_scope_as = adventurer_lover
}
scope:inspiration_owner = { add_character_flag = adventurer_female_lover_flag }
}
10 = { # Male lover
trigger = {
scope:inspiration_owner = { is_attracted_to_men = yes }
}
create_character = {
location = scope:inspiration_owner.location
template = adventurer_male_lover_character
faith = scope:location_template.faith
culture = scope:location_template.culture
save_scope_as = adventurer_lover
}
scope:inspiration_owner = { add_character_flag = adventurer_male_lover_flag }
}
}
}
}
scope:adventurer_lover = { # Catch bad sexuality matches
if = {
limit = {
NOT = { is_attracted_to_gender_of = scope:inspiration_owner }
}
set_sexuality = bisexual
}
}
scope:inspiration_owner = {
# Lover relation
set_random_lover_reason = { TARGET = scope:adventurer_lover }
# Lover secret
if = {
limit = {
any_secret = {
type = secret_lover
secret_target = scope:adventurer_lover
}
}
random_secret = {
type = secret_lover
limit = {
secret_target = scope:adventurer_lover
}
save_scope_as = adventurer_lover_secret
}
}
# Homosexual secret
if = {
limit = {
sex_same_as = scope:adventurer_lover
trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = { TRAIT = sodomite GENDER_CHARACTER = scope:inspiration_owner }
}
if = {
limit = {
NOT = {
any_secret = { type = secret_homosexual }
}
}
give_homosexual_secret_or_nothing_effect = yes
}
random_secret = {
type = secret_homosexual
save_scope_as = adventurer_homosexual_secret
}
}
}
# Other homosexual secret
scope:adventurer_lover = {
if = {
limit = {
sex_same_as = scope:inspiration_owner
trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = { TRAIT = sodomite GENDER_CHARACTER = scope:adventurer_lover }
}
if = {
limit = {
NOT = {
any_secret = { type = secret_homosexual }
}
}
give_homosexual_secret_or_nothing_effect = yes
}
random_secret = {
type = secret_homosexual
save_scope_as = lover_homosexual_secret
}
}
}
trigger_event = fund_inspiration.6504
}
}
#Oasis event, or, should I say, the CK3 beach episode
fund_inspiration.6505 = {
type = character_event
title = fund_inspiration.6505.t
desc = {
desc = fund_inspiration.6500.introduction
desc = fund_inspiration.6505.desc
}
theme = hunting
override_background = {
reference = wilderness_desert
}
left_portrait = {
character = scope:inspiration_owner
animation = happiness
}
artifact = {
target = scope:naked_tapestry
position = lower_center_portrait
}
cooldown = { years = 10 }
trigger = {
scope:inspiration = {
has_inspiration_type = adventure_inspiration
}
scope:inspiration_owner = {
location = {
terrain = oasis
}
}
NOT = {
any_character_artifact = {
has_variable = naked_tapestry
}
}
}
weight_multiplier = {
base = 2
}
immediate = {
hidden_effect = {
save_scope_as = owner
set_artifact_rarity_common = yes
scope:inspiration_owner = {
create_artifact = {
name = naked_tapestry_name
description = naked_tapestry_description
visuals = tapestry
type = tapestry
quality = scope:quality
wealth = scope:wealth
modifier = artifact_attraction_opinion_2_modifier
save_scope_as = naked_tapestry
}
add_character_flag = is_naked
hidden_effect_new_object = {
scope:naked_tapestry = {
flag_as_trash_artifact = yes
set_variable = {
name = naked_tapestry
value = yes
}
}
}
}
}
}
option = { # destroy the naked tapestry
name = {
trigger = {
has_trait = one_eyed
}
text = fund_inspiration.6505.a_one_eyed
}
name = {
trigger = {
has_trait = blind
}
text = fund_inspiration.6505.a_blind
}
name = fund_inspiration.6505.a
destroy_artifact = scope:naked_tapestry
reverse_add_opinion = {
target = scope:inspiration_owner
opinion = -20
modifier = insulted_opinion
}
if = {
limit = { NOT = { has_faith = faith:adamites } }
add_piety = medium_piety_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
option = { # appreciate the salacious tapestry... in private
name = fund_inspiration.6505.b
scope:naked_tapestry = {
set_owner = root
}
add_intrigue_lifestyle_xp = medium_lifestyle_xp
reverse_add_opinion = {
target = scope:inspiration_owner
opinion = 20
modifier = pleased_opinion
}
if = {
limit = {
has_trait = chaste
}
remove_trait = chaste
add_trait = lustful
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = -0.5
}
}
}
option = { # flex the naked tapestry in front of your whole court
name = fund_inspiration.6505.c
trigger = {
NOT = { has_faith = faith:adamites }
}
scope:naked_tapestry = {
set_owner = root
}
every_courtier = {
limit = {
has_trait = lustful
}
custom = all_lustful_in_the_court
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 20
}
}
reverse_add_opinion = {
target = scope:inspiration_owner
opinion = 20
modifier = pleased_opinion
}
if = {
limit = {
has_royal_court = yes
has_dlc_feature = royal_court
}
change_current_court_grandeur = minor_court_grandeur_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
option = { #adamites find it sacred
name = fund_inspiration.6505.d
trigger = {
has_faith = faith:adamites
}
scope:naked_tapestry = {
set_owner = root
}
add_piety = medium_piety_gain
reverse_add_opinion = {
target = scope:inspiration_owner
opinion = 20
modifier = pleased_opinion
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
after = {
scope:inspiration_owner = {
if = {
limit = { has_character_flag = is_naked }
remove_character_flag = is_naked
}
}
}
}
#Adventurer hasn't gone on the adventure, is in a local tavern by Isabella Welch
#as pope urban iii would say, 'the tavern sins'
scripted_trigger deadbeat_adventurer_trigger = {
OR = {
has_trait = rakish
has_trait = lazy
has_trait = drunkard
has_trait = gluttonous
has_trait = drunkard
has_trait = deceitful
has_trait = greedy
}
NOT = { has_character_flag = was_deadbeat }
adventure_inspiration_average_skill_value < high_inspiration_skill
}
fund_inspiration.6400 = {
type = character_event
title = fund_inspiration.6400.t
desc = fund_inspiration.6400.desc
theme = realm
override_background = {
reference = tavern
}
left_portrait = {
character = scope:inspiration_owner
animation = scheme
}
right_portrait = {
character = root
animation = shock
}
cooldown = { years = 10 }
trigger = {
scope:inspiration = {
has_inspiration_type = adventure_inspiration
scope:inspiration_owner = {
deadbeat_adventurer_trigger = yes
}
}
}
weight_multiplier = {
base = 0.25
modifier = {
add = 0.75
scope:inspiration_owner = {
OR = {
has_trait = drunkard
has_trait = lazy
}
}
}
modifier = {
add = -0.25
scope:inspiration_owner = {
adventure_inspiration_average_skill_value >= medium_inspiration_skill
}
}
}
immediate = {
scope:inspiration = {
change_inspiration_progress = -5
}
scope:inspiration_owner = {
if = {
limit = {
NOT = { has_trait = drunkard }
}
add_trait = drunkard
}
add_character_flag = was_deadbeat
}
hidden_effect = {
scope:inspiration_owner = {
set_location = {
location = root.capital_province
stick_to_location = yes
}
}
}
}
option = {
name = fund_inspiration.6400.a
duel = {
skill = stewardship
target = scope:inspiration_owner
30 = {
desc = fund_inspiration.6400.a.success
compare_modifier = {
value = scope:duel_value
multiplier = 0.2
}
send_interface_toast = {
title = fund_inspiration.6400.a.success
custom_tooltip = fund_inspiration.6400.a.success_continue
left_icon = scope:inspiration_owner
}
}
20 = {
desc = fund_inspiration.6400.a.failure
compare_modifier = {
value = scope:duel_value
multiplier = -0.2
}
send_interface_toast = {
title = fund_inspiration.6400.a.failure
left_icon = scope:inspiration_owner
remove_short_term_gold = minor_gold_value
end_inspiration_sponsorship = scope:inspiration
}
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_compassion = 0.5
ai_rationality = 0.5
}
}
}
option = {
name = fund_inspiration.6400.b
end_inspiration_sponsorship = scope:inspiration
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = insulted_opinion
opinion = -20
}
}
root.capital_county = {
add_county_modifier = {
modifier = county_chastised_beloved_adventurer_modifier
years = 25
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_vengefulness = 0.5
ai_greed = 0.5
}
}
}
}
#Adventurer is being very precious, not really suited for the outdoors
fund_inspiration.6506 = {
type = character_event
title = fund_inspiration.6506.t
desc = {
desc = fund_inspiration.6506.introduction
desc = fund_inspiration.6506.desc
}
theme = hunting
override_background = {
reference = wilderness_steppe
}
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
cooldown = { years = 10 }
trigger = {
scope:inspiration = {
has_inspiration_type = adventure_inspiration
}
scope:inspiration_owner = {
location = {
terrain = wetlands
}
NOT = {
has_trait = rough_terrain_expert
}
}
NOT = {
any_character_artifact = {
has_variable = frogspawn_jar
}
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 0.5
scope:inspiration_owner = {
OR = {
has_trait = craven
has_trait = lazy
has_trait = gluttonous
has_trait = irritable
has_trait = profligate
}
}
}
}
immediate = {
scope:inspiration_owner = {
#To stagger any following events
add_character_flag = {
flag = fund_adventure_inspiration_event_cooldown
days = { 30 60 }
}
create_artifact = {
name = frogspawn_jar_name
description = frogspawn_jar_description
type = miscellaneous
visuals = glazed_jar
modifier = artifact_fertility_gain_1_modifier
save_scope_as = frogspawn_jar
history = {
type = discovered
actor = scope:inspiration_owner
recipient = root
location = scope:inspiration_owner.location
}
}
hidden_effect_new_object = {
scope:frogspawn_jar = {
flag_as_trash_artifact = yes
set_variable = {
name = frogspawn_jar
value = yes
}
}
}
}
scope:frogspawn_jar = {
set_owner = root
}
}
option = { #try and convince them to keep going
name = fund_inspiration.6506.a
scope:inspiration_owner = {
add_stress = major_stress_gain
}
add_opinion = {
target = root
modifier = cruelty_opinion
opinion = -20
}
scope:inspiration_owner = {
hidden_effect = {
duel = {
skill = prowess
value = 8
40 = {
compare_modifier = {
value = scope:duel_value
multiplier = 0.5
}
change_artifact_quality_effect = {
AMOUNT = -2
}
}
30 = {
compare_modifier = {
value = scope:duel_value
multiplier = -0.5
}
hidden_effect = {
add_character_flag = adventurer_stuck_in_swamp
}
}
}
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_vengefulness = 0.5
ai_honor = 0.5
}
}
}
option = { #let them go to easier lands
name = fund_inspiration.6506.b
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = -2
}
add_opinion = {
target = root
modifier = kindness_opinion
opinion = 20
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_compassion = 0.5
ai_greed = -0.5
}
}
}
}
#Adventurer is travelling through reasonably pleasant lands, gets bullied by the county holder who doesn't like ROOT
fund_inspiration.6507 = {
type = character_event
title = fund_inspiration.6507.t
desc = {
desc = fund_inspiration.6507.introduction
desc = fund_inspiration.6507.desc
}
theme = hunting
override_background = {
reference = wilderness_steppe
}
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
cooldown = { years = 20 }
trigger = {
scope:inspiration = {
has_inspiration_type = adventure_inspiration
}
scope:inspiration_owner = {
NOT = { has_character_flag = had_fund_inspiration.6507 }
location = {
terrain = plains
exists = this.barony.holder
this.barony.holder = {
is_adult = yes
opinion = {
target = root
value <= low_negative_opinion
}
}
}
}
}
weight_multiplier = {
base = 1
}
immediate = {
scope:inspiration_owner = {
location = {
this.barony.holder = { save_scope_as = grumpy_liege }
}
add_character_flag = had_fund_inspiration.6507
if = {
limit = {
NOR = {
has_trait = blind
has_trait = one_eyed
}
}
add_trait = one_eyed
}
else_if = {
limit = {
has_trait = one_eyed
NOT = { has_trait = blind }
}
add_trait = blind
}
}
}
option = { #midly respond by denouncing the guy who did this
name = fund_inspiration.6507.a
hidden_effect = {
if = {
limit = {
scope:grumpy_liege = {
can_start_scheme = {
type = murder
target_character = scope:inspiration_owner
}
}
}
scope:grumpy_liege = {
start_scheme = {
type = murder
target_character = scope:inspiration_owner
}
}
}
}
scope:grumpy_liege = {
add_opinion = {
target = root
modifier = insulted_opinion
opinion = -25
}
}
scope:inspiration_owner = {
if = {
limit = { has_trait = brave }
remove_trait = brave
add_trait = craven
}
else_if = {
limit = { has_trait = trusting }
remove_trait = trusting
add_trait = paranoid
}
change_artifact_quality_effect = {
AMOUNT = -2
}
}
if = {
limit = {
scope:inspiration_owner = {
can_start_scheme = {
type = murder
target_character = scope:grumpy_liege
}
}
}
scope:inspiration_owner = {
start_scheme = {
type = murder
target_character = scope:grumpy_liege
}
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_vengefulness = 0.1
ai_boldness = 0.1
}
}
}
option = { #help the slighted adventurer scheme
name = fund_inspiration.6507.b
trigger = {
scope:grumpy_liege = {
is_vassal_or_below_of = root
}
can_start_scheme = {
type = murder
target_character = scope:grumpy_liege
}
}
start_scheme = {
type = murder
target_character = scope:grumpy_liege
}
random_scheme = {
type = murder
limit = {
scheme_target_character = scope:grumpy_liege
}
save_scope_as = grumpy_liege_murder
}
try_to_force_assign_character_to_random_agent_slot_effect = {
SCHEME = scope:grumpy_liege_murder
CHAR = scope:inspiration_owner
YEARS = 20
}
reverse_add_opinion = {
target = scope:inspiration_owner
modifier = grateful_opinion
opinion = 40
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_vengefulness = 0.5
ai_boldness = 0.5
}
}
}
option = { #ignore everything and refuse to seek vengeance
name = fund_inspiration.6507.c
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = -4
}
add_opinion = {
target = root
modifier = insulted_opinion
opinion = -20
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_vengefulness = -0.5
ai_boldness = -0.5
ai_rationality = 0.5
}
}
}
}
#Adventurer studying beavers in the Taiga
fund_inspiration.6508 = {
type = character_event
title = fund_inspiration.6508.t
desc = {
desc = fund_inspiration.6508.introduction
desc = fund_inspiration.6508.desc
triggered_desc = {
trigger = {
employs_court_position = royal_architect_court_position
}
desc = fund_inspiration.6508.architect_desc
}
}
theme = hunting
override_background = {
reference = wilderness_steppe
}
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
lower_left_portrait = {
character = scope:royal_architect
}
lower_right_portrait = {
character = scope:child
}
cooldown = { years = 15 }
trigger = {
scope:inspiration = {
has_inspiration_type = adventure_inspiration
}
scope:inspiration_owner = {
location = {
terrain = taiga
}
}
NOR = {
any_character_artifact = {
has_variable = beaver_book
}
any_child = {
any_character_artifact = {
has_variable = beaver_book
}
}
any_court_position_holder = {
type = royal_architect_court_position
any_character_artifact = {
has_variable = beaver_book
}
}
}
}
immediate = {
random_court_position_holder = {
type = royal_architect_court_position
save_scope_as = court_architect
}
scope:inspiration_owner = {
#To stagger any following events
add_character_flag = {
flag = fund_adventure_inspiration_event_cooldown
days = { 30 60 }
}
create_artifact = {
name = beaver_book_name
description = beaver_book_description
type = miscellaneous
visuals = book
modifier = artifact_build_time_2_modifier
save_scope_as = beaver_book
history = {
type = created
actor = scope:inspiration_owner
recipient = root
location = scope:inspiration_owner.location
}
}
hidden_effect_new_object = {
scope:beaver_book = {
flag_as_trash_artifact = yes
set_variable = {
name = beaver_book
value = yes
}
}
}
add_learning_skill = 2
}
random_child = {
limit = {
age < 15
is_available_ai = yes
}
save_scope_as = child
}
}
option = { #study the beaver book yourself
name = fund_inspiration.6508.a
add_stewardship_lifestyle_xp = massive_lifestyle_xp
scope:beaver_book = {
set_owner = root
}
}
option = { #give the book to your architect to study
name = fund_inspiration.6508.b
trigger = { exists = scope:court_architect }
custom_tooltip = fund_inspiration.6508.b.tt
scope:court_architect = {
add_stewardship_skill = 2
set_variable = {
name = fund_inspiration_6508_architect_improvement
value = yes
}
add_opinion = {
target = root
modifier = grateful_opinion
opinion = 20
}
}
scope:beaver_book = {
set_owner = scope:court_architect
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
option = { #give the book to your child for fun
name = fund_inspiration.6508.c
trigger = {
exists = scope:child
}
scope:child = {
add_stewardship_skill = 2
add_opinion = {
target = root
modifier = supportive_parent
opinion = 20
}
}
scope:beaver_book = {
set_owner = scope:child
}
if = {
limit = { exists = scope:court_architect }
scope:court_architect = {
add_opinion = {
target = root
modifier = insulted_opinion
opinion = -20
}
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_greed = -0.2
ai_compassion = 0.5
}
}
}
option = { #pay to encourage the adventurer to keep up good work
name = fund_inspiration.6508.d
trigger = {
NAND = {
any_child = {
age < 15
is_available_ai = yes
}
employs_court_position = royal_architect_court_position
}
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 2
}
add_opinion = {
target = root
modifier = grateful_opinion
opinion = 10
}
}
remove_short_term_gold = minor_gold_value
scope:beaver_book = {
set_owner = root
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_greed = -0.5
}
modifier = {
short_term_gold < minor_gold_value
factor = 0
}
}
}
}
#Adventurer vastly exaggerating what crocodiles look like
fund_inspiration.6509 = {
type = character_event
title = fund_inspiration.6509.t
desc = {
desc = fund_inspiration.6509.intro_desc
desc = fund_inspiration.6509.desc
}
theme = hunting
override_background = {
reference = wilderness_steppe
}
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
cooldown = { years = 10 }
trigger = {
scope:inspiration = {
has_inspiration_type = adventure_inspiration
}
scope:inspiration_owner = {
location = {
terrain = floodplains
}
}
NOT = {
any_character_artifact = {
has_variable = crocodile_tapestry
}
}
}
weight_multiplier = {
base = 1
}
immediate = {
}
option = { #make a crocodile tapestry and display it! the horror!
name = fund_inspiration.6509.a
remove_short_term_gold = medium_gold_value
save_scope_as = owner
set_artifact_rarity_common = yes
create_artifact = {
name = crocodile_tapestry_name
description = crocodile_tapestry_description
type = tapestry
visuals = tapestry
modifier = artifact_dread_gain_mult_1_modifier
wealth = scope:wealth
quality = scope:quality
save_scope_as = crocodile_tapestry
history = {
type = given
actor = scope:inspiration_owner
recipient = root
location = scope:inspiration_owner.location
}
}
hidden_effect_new_object = {
scope:crocodile_tapestry = {
flag_as_trash_artifact = yes
set_variable = {
name = crocodile_tapestry
value = yes
}
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 0.5
}
modifier = {
short_term_gold < medium_gold_value
factor = 0
}
}
}
option = { #be afraid of the crocodile, but impressed by the adventurer
name = fund_inspiration.6509.b
add_stress = minor_stress_gain
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 2
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = -0.5
ai_rationality = -0.1
}
}
}
option = { #you know what crocodiles are, see em everyday
name = fund_inspiration.6509.c
trigger = {
any_held_title = {
this = title:k_egypt
}
}
add_learning_lifestyle_xp = medium_lifestyle_xp
add_prestige = medium_prestige_gain
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
}
#Adventurer meeting a vigilante band who hide in the forest
fund_inspiration.6510 = {
type = character_event
title = fund_inspiration.6510.t
desc = {
desc = fund_inspiration.6510.intro_desc
desc = fund_inspiration.6510.desc
}
theme = hunting
override_background = {
reference = wilderness_forest
}
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
trigger = {
exists = scope:inspiration_owner.location.barony.holder
scope:inspiration = {
has_inspiration_type = adventure_inspiration
}
scope:inspiration_owner = {
location = {
terrain = forest
}
NOT = { has_trait = greedy }
NOT = { is_councillor_of = root }
}
}
weight_multiplier = {
base = 1
}
immediate = {
scope:inspiration_owner = {
location = {
this.barony.holder = { save_scope_as = enemy_liege }
}
add_trait = improvident
}
}
option = { #make them your steward, they become good at understanding the people
name = fund_inspiration.6510.a
trigger = {
scope:inspiration_owner = {
can_be_steward_trigger = { COURT_OWNER = root }
}
}
root = { fire_councillor = cp:councillor_steward }
root = {
assign_councillor_type = {
type = councillor_steward
target = scope:inspiration_owner
}
}
scope:inspiration_owner = {
add_trait = peasant_leader
}
hidden_effect = {
end_inspiration_sponsorship = scope:inspiration
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_compassion = 0.5
ai_rationality = 0.5
}
}
}
option = { #threaten to kill the adventurer for not returning
name = fund_inspiration.6510.b
duel = {
skill = intrigue
target = scope:inspiration_owner
10 = {
custom_tooltip = fund_inspiration.6510.b.toast_outcome.positive
compare_modifier = {
value = scope:duel_value
multiplier = 0.5
}
send_interface_toast = {
title = fund_inspiration.6510.b.toast_outcome.positive
custom_tooltip = fund_inspiration.6510.b.toast_outcome.positive.continue
left_icon = root
scope:inspiration_owner = {
change_artifact_quality_effect = { AMOUNT = 2 }
}
}
}
20 = {
custom_tooltip = fund_inspiration.6510.b.toast_outcome.refusal
send_interface_toast = {
title = fund_inspiration.6510.b.toast_outcome.refusal
custom_tooltip = fund_inspiration.6510.b.toast_outcome.positive.flee
left_icon = root
scope:inspiration_owner = {
end_inspiration_sponsorship = scope:inspiration
add_prestige = medium_prestige_loss
hidden_effect = {
death = { death_reason = death_vanished }
}
}
}
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_vengefulness = 0.5
ai_boldness = 0.5
}
}
}
option = { # let em go, you don't need em
name = fund_inspiration.6510.c
end_inspiration_sponsorship = scope:inspiration
scope:inspiration_owner = {
hidden_effect = {
death = { death_reason = death_vanished }
}
}
ai_chance = {
base = 10
}
}
}
#Ageing or sick adventurer decides that the mountains are a last moment of beauty for them
fund_inspiration.6511 = {
type = character_event
title = fund_inspiration.6511.t
desc = {
desc = fund_inspiration.6511.intro_desc
first_valid = {
triggered_desc = {
trigger = {
scope:inspiration_owner = {
age > 60
}
}
desc = fund_inspiration.6511.old_age
}
triggered_desc = {
trigger = {
scope:inspiration_owner = {
health <= poor_health
}
}
desc = fund_inspiration.6511.poor_health
}
triggered_desc = {
trigger = {
scope:inspiration_owner = {
location = {
has_province_modifier = winter_harsh_modifier
}
}
}
desc = fund_inspiration.6511.winter
}
}
}
theme = death
override_background = {
reference = wilderness_mountains
}
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
cooldown = { years = 15 }
trigger = {
scope:inspiration = {
has_inspiration_type = adventure_inspiration
}
scope:inspiration_owner = {
location = {
terrain = mountains
}
OR = {
age > 60
health <= poor_health
location = {
has_province_modifier = winter_harsh_modifier
}
}
}
}
weight_multiplier = {
base = 0.5
}
immediate = {
scope:inspiration_owner = {
death = {
death_reason = death_ice
}
}
}
option = { #these are conditions under which the adventurer can have a dramatic death, they aren't really there for you to select anything, just to tell you you were foolish for sending them into the snowy mountains
name = fund_inspiration.6511.a
#This event just informs you it has happened
}
}
#Adventurer asking you to name the mountain
fund_inspiration.6512 = {
type = character_event
title = fund_inspiration.6512.t
desc = {
desc = fund_inspiration.6512.intro_desc
desc = fund_inspiration.6512.desc
}
theme = hunting
override_background = {
reference = wilderness_mountains
}
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
cooldown = { years = 10 }
trigger = {
scope:inspiration = {
has_inspiration_type = adventure_inspiration
}
scope:inspiration_owner = {
location = {
terrain = desert_mountains
this.county.holder = {
NOR = {
this.top_liege = root
this.liege = root
this = root
}
}
}
}
NOT = {
any_character_artifact = {
has_variable = mountain_rock
}
}
}
weight_multiplier = {
base = 1
}
immediate = {
scope:inspiration_owner = {
location = {
save_scope_as = mountain_location
}
hidden_effect = {
create_artifact = {
name = mountain_rock_name
description = mountain_rock_description
type = miscellaneous
visuals = rock
modifier = artifact_heavy_cavalry_toughness_1_modifier
save_scope_as = mountain_rock
history = {
type = discovered
actor = scope:inspiration_owner
recipient = root
location = scope:inspiration_owner.location
}
}
hidden_effect_new_object = {
scope:mountain_rock = {
flag_as_trash_artifact = yes
set_variable = {
name = mountain_rock
value = yes
}
}
}
}
}
if = {
limit = {
any_relation = { type = lover }
}
random_relation = {
type = lover
save_scope_as = lover
}
}
if = {
limit = {
any_relation = { type = potential_rival }
}
random_relation = {
type = potential_rival
save_scope_as = rival
}
}
}
after = {
if = {
limit = {
NOT = { has_character_flag = got_mountain_rock }
}
destroy_artifact = scope:mountain_rock
}
remove_character_flag = got_mountain_rock
}
option = { #scoff at the idea of not respecting the local name
name = fund_inspiration.6512.a
add_prestige = medium_prestige_gain
stress_impact = {
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
option = { #dig at the rocky mountains
name = fund_inspiration.6512.b
trigger = {
NOR = {
exists = scope:lover
is_cannibal_trigger = yes
is_male = yes
exists = scope:rival
has_trait = greedy
martial > 10
intrigue > 10
}
}
every_courtier_or_guest = {
limit = { age < 14 }
custom = custom.every_child_in_the_court
add_opinion = {
modifier = humorous_opinion
opinion = 10
target = root
}
}
stress_impact = {
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = -0.5
}
}
}
option = { #name after your war god
name = fund_inspiration.6512.c
trigger = {
martial > 10
NOR = {
exists = scope:lover
is_cannibal_trigger = yes
is_male = yes
exists = scope:rival
has_trait = greedy
intrigue > 10
}
}
skill = martial
add_martial_skill = 1
add_piety = minor_piety_gain
stress_impact = {
arrogant = minor_stress_impact_gain
cynical = medium_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
option = { #name after your fate god
name = fund_inspiration.6512.d
trigger = {
intrigue > 10
NOR = {
exists = scope:lover
is_cannibal_trigger = yes
is_male = yes
exists = scope:rival
has_trait = greedy
martial > 10
}
}
skill = intrigue
add_intrigue_skill = 1
add_piety = minor_piety_gain
stress_impact = {
arrogant = minor_stress_impact_gain
cynical = medium_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
option = { #name after your beloved and become their soulmate, possibly
name = fund_inspiration.6512.e
trigger = { exists = scope:lover }
if = {
limit = {
can_set_relation_soulmate_trigger = { CHARACTER = scope:lover }
}
set_relation_soulmate = { reason = soulmate_named_mountain copy_reason = lover target = scope:lover }
}
else = {
reverse_add_opinion = {
target = scope:lover
opinion = 20
modifier = love_opinion
}
}
stress_impact = {
arrogant = minor_stress_impact_gain
callous = medium_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_compassion = 0.5
}
}
}
option = { #flex that you like biting things
name = fund_inspiration.6512.f
trigger = { is_cannibal_trigger = yes }
trait = cannibal
add_dread = medium_dread_gain
stress_impact = {
humble = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = -0.5
}
}
}
option = { #name after your... ahem... rod
name = fund_inspiration.6512.g
trigger = {
is_male = yes
has_trait = arrogant
}
add_character_modifier = {
modifier = phallic_mountain_modifier
years = 10
}
stress_impact = {
arrogant = minor_stress_impact_loss
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 0.7
}
}
}
option = { #name after your rival. that will teach them!
name = fund_inspiration.6512.h
trigger = { exists = scope:rival }
progress_towards_rival_effect = {
REASON = rival_name_inspiration
CHARACTER = scope:rival
OPINION = 0
}
stress_impact = {
forgiving = medium_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_vengefulness = 0.5
}
}
}
option = { #force them to lug some rocks home
name = fund_inspiration.6512.i
trigger = { has_trait = greedy }
trait = greedy
scope:mountain_rock = { set_owner = root }
add_character_flag = got_mountain_rock
stress_impact = {
content = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_greed = 0.5
ai_rationality = 0.5
}
}
}
}
####################
# Alchemist
# Alchemy (Metal) - what subtype?
# by Linnéa Thimrén
fund_inspiration.8001 = {
type = character_event
title = fund_inspiration.8001.t
desc = fund_inspiration.8001.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_rational
}
trigger = {
exists = scope:inspiration
scope:inspiration = {
has_inspiration_type = alchemy_inspiration
inspiration_owner = { #They have already decided what to write about
is_available_ai_adult = yes
exists = var:artifact_alchemy_type
var:artifact_alchemy_type = flag:alchemy_type_metals
NOR = { #These flags are set on the inspiration owner since the sponsor might be sponsoring multiple inspirations at once
exists = var:artifact_alchemy_type_metal_subtype
has_character_flag = had_event_fund_inspiration_8001
has_character_flag = fund_alchemy_inspiration_event_cooldown
}
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
scope:inspiration_owner = {
# Very long time-out added since we don't want to risk this triggering again. The flag is removed in the completion effect
add_character_flag = {
flag = had_event_fund_inspiration_8001
years = 20
}
#To stagger any following events
add_character_flag = {
flag = fund_alchemy_inspiration_event_cooldown
days = { 30 60 }
}
}
}
#Gold
option = {
name = fund_inspiration.8001.a
custom_tooltip = fund_inspiration.8001.a.tt
scope:inspiration_owner = {
set_variable = {
name = artifact_alchemy_type_metal_subtype
value = flag:gold
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_greed = 0.5
ai_boldness = 0.25
}
}
}
#Silver
option = {
name = fund_inspiration.8001.b
custom_tooltip = fund_inspiration.8001.b.tt
scope:inspiration_owner = {
set_variable = {
name = artifact_alchemy_type_metal_subtype
value = flag:silver
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_greed = 0.5
ai_rationality = 0.25
}
}
}
#Mercury
option = {
name = fund_inspiration.8001.c
custom_tooltip = fund_inspiration.8001.c.tt
scope:inspiration_owner = {
set_variable = {
name = artifact_alchemy_type_metal_subtype
value = flag:mercury
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
#Arsenic
option = {
name = fund_inspiration.8001.d
custom_tooltip = fund_inspiration.8001.d.tt
scope:inspiration_owner = {
set_variable = {
name = artifact_alchemy_type_metal_subtype
value = flag:arsenic
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_vengefulness = 0.5
ai_compassion = -0.5
}
}
}
}
# Get poisoned by a bad alchemist
# by Linnéa Thimrén
fund_inspiration.8011 = {
type = character_event
title = fund_inspiration.8011.t
desc = fund_inspiration.8011.desc
theme = learning_medicine_focus
left_portrait = scope:inspiration_owner
cooldown = { days = 1825 }
trigger = {
scope:inspiration = { has_inspiration_type = alchemy_inspiration }
scope:inspiration_owner = {
NOT = { has_character_flag = had_event_fund_inspiration_8011 }
has_no_inspiration_event_cooldown = yes
exists = var:artifact_alchemy_type
OR = {
var:artifact_alchemy_type = flag:alchemy_type_panacea
var:artifact_alchemy_type = flag:alchemy_type_immortality
}
}
}
weight_multiplier = {
base = 0.1
modifier = { #More likely if they're not that bright
add = 0.75
scope:inspiration_owner = {
has_trait = intellect_bad
}
}
}
immediate = {
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_8011
years = 5
}
#To stagger any following events
add_character_flag = {
flag = fund_alchemy_inspiration_event_cooldown
days = { 30 60 }
}
}
add_character_modifier = { #Literally poisoned by gold...
modifier = poisonous_gold_modifier
years = 2
}
}
option = { #Forgive
name = fund_inspiration.8011.a
if = { #To make sure that the inspiration hasn't been removed
limit = {
exists = scope:inspiration
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 4
}
add_opinion = {
target = root
modifier = kindness_opinion
opinion = 20
}
}
}
stress_impact = {
forgiving = medium_stress_impact_loss
wrathful = medium_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
add = 50
has_trait = forgiving
}
ai_value_modifier = {
ai_vengefulness = -0.5
ai_compassion = 0.5
}
}
}
option = { #Imprison
name = fund_inspiration.8011.b
if = {
limit = { exists = scope:inspiration }
end_inspiration_sponsorship = scope:inspiration
}
rightfully_imprison_character_effect = {
TARGET = scope:inspiration_owner
IMPRISONER = root
}
hidden_effect = { #To make sure we threw them in the dungeon
scope:inspiration_owner = {
if = {
limit = {
NOT = { is_in_prison_type = dungeon }
}
change_prison_type = dungeon
}
}
}
stress_impact = {
wrathful = medium_stress_impact_loss
forgiving = medium_stress_impact_gain
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
add = 50
has_trait = vengeful
}
ai_value_modifier = {
ai_vengefulness = 0.5
ai_compassion = -0.25
}
}
}
option = { #Execute
name = fund_inspiration.8011.c
hidden_effect = {
if = {
limit = { exists = scope:inspiration }
end_inspiration_sponsorship = scope:inspiration
}
}
scope:inspiration_owner = {
death = { death_reason = death_execution killer = root }
}
execute_opinion_effect = { VICTIM = scope:inspiration_owner EXECUTIONER = root }
stress_impact = {
wrathful = medium_stress_impact_loss
sadistic = medium_stress_impact_loss
forgiving = medium_stress_impact_gain
compassionate = major_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
add = 50
has_trait = vengeful
}
ai_value_modifier = {
ai_vengefulness = 0.75
ai_compassion = -0.5
}
}
}
}
# Church disproves of you employing an alchemist
# by Linnéa Thimrén
fund_inspiration.8012 = {
type = character_event
title = fund_inspiration.8012.t
desc = fund_inspiration.8012.desc
theme = learning_medicine_focus
left_portrait = scope:inspiration_owner
right_portrait = {
character = scope:court_chaplain
animation = anger
}
trigger = {
scope:inspiration = { has_inspiration_type = alchemy_inspiration }
scope:inspiration_owner = {
NOT = { has_character_flag = had_event_fund_inspiration_8012 }
has_no_inspiration_event_cooldown = yes
}
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } #Basically the Christian church were the only ones complaining about this
exists = cp:councillor_court_chaplain
cp:councillor_court_chaplain = { is_physically_able_adult = yes }
}
weight_multiplier = {
base = 1
modifier = { #Less likely to fire if the alchemist is zealous
add = -0.75
scope:inspiration_owner = {
has_trait = zealous
}
}
}
immediate = {
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_8012
years = 5
}
#To stagger any following events
add_character_flag = {
flag = fund_alchemy_inspiration_event_cooldown
days = { 30 60 }
}
}
cp:councillor_court_chaplain = { save_scope_as = court_chaplain }
}
option = { # Fire them
name = fund_inspiration.8012.a
if = {
limit = { exists = scope:inspiration }
end_inspiration_sponsorship = scope:inspiration
}
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = hate_opinion
opinion = -30
}
banish = yes # banish_effect not used for unlanded
}
add_piety = minor_piety_gain
scope:court_chaplain = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_zeal = 0.75
}
}
}
option = { # Convince the chaplain that it's fine
name = fund_inspiration.8012.b
trigger = {
diplomacy >= high_skill_rating
}
show_as_unavailable = {
diplomacy < high_skill_rating
}
duel = {
skill = diplomacy
value = 8
40 = {
desc = fund_inspiration.8012.b.success
compare_modifier = {
value = scope:duel_value
multiplier = 0.5
}
send_interface_toast = {
title = fund_inspiration.8012.b.success
left_icon = scope:court_chaplain
add_character_modifier = {
modifier = inspiration_alchemy_condoned_by_church_modifier
years = 5
}
}
}
10 = {
desc = fund_inspiration.8012.b.failure
send_interface_toast = {
title = fund_inspiration.8012.b.failure
left_icon = scope:court_chaplain
scope:court_chaplain = {
add_opinion = {
target = root
modifier = impious_opinion
opinion = -20
}
}
}
}
}
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 15
}
}
ai_chance = {
base = 100
}
}
option = { # No!
name = fund_inspiration.8012.c
add_piety = medium_piety_loss
scope:court_chaplain = {
add_opinion = {
target = root
modifier = refusal_opinion
opinion = -20
}
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
}
# Find a book from famous alchemist Jabir ibn Hayyan from the Islamic Golden Age
# by Linnéa Thimrén
fund_inspiration.8013 = {
type = character_event
title = fund_inspiration.8013.t
desc = fund_inspiration.8013.desc
theme = learning_medicine_focus
right_portrait = scope:inspiration_owner
artifact = { # To display the artifact in the event-window
target = scope:newly_created_artifact
position = lower_center_portrait
}
cooldown = { days = 1825 }
trigger = {
scope:inspiration = { has_inspiration_type = alchemy_inspiration }
scope:inspiration_owner = {
NOT = { has_character_flag = had_event_fund_inspiration_8013 }
has_no_inspiration_event_cooldown = yes
}
current_date >= 900.1.1 #Jabir didn't start being mentioned until around here
is_ai = no #Only for players so we don't have too many books lying around
}
weight_multiplier = {
base = 0.25
modifier = {
add = 1
culture = { has_cultural_pillar = heritage_arabic }
}
}
immediate = {
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_8013
years = 5
}
#To stagger any following events
add_character_flag = {
flag = fund_alchemy_inspiration_event_cooldown
days = { 30 60 }
}
}
random_held_title = {
title_tier = county
random_county_province = {
limit = { has_holding = yes }
save_scope_as = barony_market
}
}
hidden_effect = {
random_dummy_gender_effect = yes #Since the author will not be set
random_list = { #To create one of Jabir ibn Hayyan's books
10 = {
create_artifact_book_effect = {
OWNER = root
CREATOR = scope:dummy_gender
SET_SUBJECT = flag:alchemy
SET_TOPIC = flag:the_great_book_of_mercy
}
}
10 = {
create_artifact_book_effect = {
OWNER = root
CREATOR = scope:dummy_gender
SET_SUBJECT = flag:alchemy
SET_TOPIC = flag:the_book_of_seventy
}
}
}
}
}
option = { #Study it
name = fund_inspiration.8013.a
custom_tooltip = fund_inspiration.8013.a_tt
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = disappointed_opinion
opinion = -10
}
}
ai_chance = {
base = 50
modifier = {
add = 50
OR = {
has_trait = scholar
has_lifestyle = learning_lifestyle
}
}
ai_value_modifier = {
ai_greed = -0.25
}
}
}
option = { #Give it to alchemist
name = fund_inspiration.8013.b
custom_tooltip = fund_inspiration.8013.b_tt
if = { #To make sure that the inspiration hasn't been removed
limit = {
exists = scope:inspiration
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 4
}
add_opinion = {
target = root
modifier = grateful_opinion
opinion = 40
}
progress_towards_friend_effect = {
CHARACTER = root
OPINION = 0
REASON = friend_given_book
}
}
}
hidden_effect = {
scope:newly_created_artifact = {
set_owner = {
target = scope:inspiration_owner
history = {
location = root.capital_province
actor = root
recipient = scope:inspiration_owner
type = given
}
}
}
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = -0.25
ai_compassion = 0.25
}
}
}
option = { #Sell it
name = fund_inspiration.8013.c
hidden_effect = { destroy_artifact = scope:newly_created_artifact }
add_gold = medium_gold_value
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = respect_opinion
opinion = -15
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_greed = 0.5
}
modifier = {
gold < 0
add = 100
}
}
}
after = {
#To clean up variables set when creating the book
if = {
limit = { has_variable = book_artifact_subject }
remove_variable = book_artifact_subject
}
if = {
limit = { has_variable = book_artifact_topic }
remove_variable = book_artifact_topic
}
if = {
limit = { has_variable = quality }
remove_variable = quality
}
if = {
limit = { has_variable = wealth }
remove_variable = wealth
}
}
}
# Alchemist never produces anything, just _thinks_ and ponders reality and the nature of matter
# by Linnéa Thimrén
fund_inspiration.8014 = {
type = character_event
title = fund_inspiration.8014.t
desc = fund_inspiration.8014.desc
theme = learning_medicine_focus
left_portrait = scope:inspiration_owner
cooldown = { days = 1825 }
trigger = {
scope:inspiration = { has_inspiration_type = alchemy_inspiration }
scope:inspiration_owner = {
NOT = { has_character_flag = had_event_fund_inspiration_8014 }
has_no_inspiration_event_cooldown = yes
}
}
weight_multiplier = {
base = 0.5
modifier = { #More likely if they're not that bright
add = 1
scope:inspiration_owner = {
has_trait = intellect_bad
}
}
}
immediate = {
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_8014
years = 5
}
#To stagger any following events
add_character_flag = {
flag = fund_alchemy_inspiration_event_cooldown
days = { 30 60 }
}
}
}
option = { #Get to work!!
name = fund_inspiration.8014.a
if = { #To make sure that the inspiration hasn't been removed
limit = {
exists = scope:inspiration
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = -2
}
}
}
stress_impact = {
impatient = minor_stress_impact_loss
patient = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
add = 50
has_trait = impatient
}
ai_value_modifier = {
ai_energy = 0.5
}
}
}
option = { #Take your time
name = fund_inspiration.8014.b
if = { #To make sure that the inspiration hasn't been removed
limit = {
exists = scope:inspiration
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 2
}
}
scope:inspiration = {
change_inspiration_progress = -3
}
}
stress_impact = {
impatient = medium_stress_impact_gain
patient = minor_stress_impact_loss
}
ai_chance = {
base = 50
modifier = {
add = 50
has_trait = patient
}
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
option = { #Fire them
name = fund_inspiration.8014.c
custom_tooltip = fund_inspiration.8014.c.tt
add_gold = medium_gold_value
end_inspiration_sponsorship = scope:inspiration
#To clean out flags and stuff
inspiration_completion_effect = yes
stress_impact = {
compassionate = medium_stress_impact_gain
wrathful = medium_stress_impact_loss
}
ai_chance = {
base = 0
}
}
}
# Plead with alchemist to resurrect family member/friend
# by Linnéa Thimrén
fund_inspiration.8015 = {
type = character_event
title = fund_inspiration.8015.t
desc = fund_inspiration.8015.desc
theme = learning_medicine_focus
left_portrait = scope:inspiration_owner
right_portrait = scope:loved_one
cooldown = { days = 1825 }
trigger = {
scope:inspiration = { has_inspiration_type = alchemy_inspiration }
NOT = { has_trait = callous }
OR = { #Someone you cared about a lot has died
exists = var:mourning_parent
exists = var:mourning_soulmate
exists = var:mourning_friend
}
scope:inspiration_owner = {
NOT = { has_character_flag = had_event_fund_inspiration_8015 }
has_no_inspiration_event_cooldown = yes
}
}
weight_multiplier = {
base = 1
compare_modifier = {
value = ai_rationality
multiplier = -0.1
}
modifier = {
add = -0.75
has_trait = zealous
}
}
immediate = {
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_8015
years = 10
}
#To stagger any following events
add_character_flag = {
flag = fund_alchemy_inspiration_event_cooldown
days = { 30 60 }
}
}
if = {
limit = {
exists = var:mourning_parent
}
var:mourning_parent = { save_scope_as = loved_one }
}
else_if = {
limit = {
exists = var:mourning_soulmate
}
var:mourning_soulmate = { save_scope_as = loved_one }
}
else_if = {
limit = {
exists = var:mourning_friend
}
var:mourning_friend = { save_scope_as = loved_one }
}
}
option = { #Talk instead
name = fund_inspiration.8015.a
add_stress = medium_stress_loss
stress_impact = {
arrogant = medium_stress_impact_gain
shy = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 0.5
}
}
}
option = { #Demand it!
name = fund_inspiration.8015.b
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = respect_opinion
opinion = -15
}
}
custom_tooltip = fund_inspiration.8015.b.tt
trigger_event = {
id = fund_inspiration.8016
days = { 3 7 }
}
stress_impact = {
gregarious = medium_stress_impact_gain
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
add = 50
has_trait = arrogant
}
ai_value_modifier = {
ai_rationality = -0.25
ai_boldness = 0.25
}
}
}
}
# Follow-up event
# by Linnéa Thimrén
fund_inspiration.8016 = {
type = character_event
title = fund_inspiration.8015.t
desc = fund_inspiration.8016.desc
theme = learning_medicine_focus
left_portrait = scope:inspiration_owner
right_portrait = scope:loved_one
trigger = {
exists = scope:inspiration
scope:inspiration = { has_inspiration_type = alchemy_inspiration }
exists = scope:inspiration_owner
scope:inspiration_owner = {
is_physically_able = yes
}
exists = scope:loved_one
}
immediate = {
add_stress = medium_stress_gain
}
option = { #Ugh
name = fund_inspiration.8016.a
stress_impact = {
arrogant = medium_stress_impact_gain
shy = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 0.5
}
}
}
option = { #Imprison them
name = fund_inspiration.8016.b
rightfully_imprison_character_effect = {
TARGET = scope:inspiration_owner
IMPRISONER = root
}
ai_chance = {
base = 10
modifier = {
add = 50
has_trait = wrathful
}
ai_value_modifier = {
ai_rationality = -0.25
ai_boldness = 0.25
}
}
}
}
# Helping the court tutor
# by Linnéa Thimrén
scripted_trigger fund_inspiration_8017_court_tutor_scripted_trigger= {
is_available_ai_adult = yes
NOT = { has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:inspiration_owner } }
}
fund_inspiration.8017 = {
type = character_event
title = fund_inspiration.8017.t
desc = fund_inspiration.8017.desc
theme = learning_medicine_focus
left_portrait = scope:inspiration_owner
right_portrait = scope:court_tutor
cooldown = { days = 1825 }
trigger = {
scope:inspiration = { has_inspiration_type = alchemy_inspiration }
scope:inspiration_owner = {
NOT = { has_character_flag = had_event_fund_inspiration_8017 }
has_no_inspiration_event_cooldown = yes
}
employs_court_position = court_tutor_court_position
any_court_position_holder = {
type = court_tutor_court_position
fund_inspiration_8017_court_tutor_scripted_trigger = yes
}
}
immediate = {
scope:inspiration_owner = {
add_character_flag = {
flag = had_event_fund_inspiration_8017
years = 10
}
#To stagger any following events
add_character_flag = {
flag = fund_alchemy_inspiration_event_cooldown
days = { 30 60 }
}
}
random_court_position_holder = {
type = court_tutor_court_position
limit = {
fund_inspiration_8017_court_tutor_scripted_trigger = yes
}
save_scope_as = court_tutor
}
}
option = { # Encourage them
name = fund_inspiration.8017.a
scope:court_tutor = {
add_learning_skill = 1
progress_towards_friend_effect = {
CHARACTER = scope:inspiration_owner
OPINION = 0
REASON = friend_shared_knowledge
}
}
stress_impact = {
compassionate = minor_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 0.5
ai_vengefulness = -0.25
}
}
}
option = { # Back to work!!
name = fund_inspiration.8017.b
scope:inspiration_owner = {
add_opinion = {
target = root
modifier = respect_opinion
opinion = -15
}
}
scope:court_tutor = {
add_opinion = {
target = root
modifier = respect_opinion
opinion = -15
}
}
if = { #To make sure that the inspiration hasn't been removed
limit = {
exists = scope:inspiration
}
scope:inspiration_owner = {
change_artifact_quality_effect = {
AMOUNT = 2
}
}
}
stress_impact = {
compassionate = medium_stress_impact_gain
wrathful = medium_stress_impact_loss
diligent = minor_stress_impact_loss
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_greed = 0.5
ai_rationality = -0.2
ai_boldness = 0.2
}
}
}
}
# Add a dedication
# by Claudia Baldassi
fund_inspiration.7001 = {
type = character_event
title = fund_inspiration.7001.t
desc = fund_inspiration.7001.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
right_portrait = {
character = root
animation = happiness
}
lower_left_portrait = scope:dedication_a
lower_center_portrait = scope:dedication_b
trigger = {
exists = scope:inspiration
scope:inspiration = {
NOR = {
has_variable = inspiration_dedication_var
has_variable = inspiration_mod_choice_var
has_inspiration_type = adventure_inspiration
has_inspiration_type = alchemy_inspiration
inspiration_owner = { has_variable = banner_commission }
}
}
}
weight_multiplier = {
base = 1
modifier = {
exists = primary_spouse
add = 1
}
modifier = {
any_close_family_member = {
only_if_dead = yes
days_since_death <= 365
}
add = 1
}
}
immediate = {
scope:inspiration = {
set_variable = inspiration_dedication_var
}
if = {
limit = {
primary_spouse ?= {
NOR = {
has_relation_rival = root
has_relation_nemesis = root
}
}
}
primary_spouse = {
save_scope_as = dedication_a
}
}
if = {
limit = {
any_close_family_member = {
only_if_dead = yes
days_since_death <= 365
}
}
random_close_family_member = {
only_if_dead = yes
limit = {
days_since_death <= 365
}
save_scope_as = dedication_b
}
}
}
#Option A: spouse
option = {
name = fund_inspiration.7001.a
trigger = {
exists = scope:dedication_a
}
scope:inspiration_owner = {
set_variable = {
name = artifact_dedication_a_var
value = scope:dedication_a
}
}
reverse_add_opinion = {
target = scope:dedication_a
modifier = grateful_opinion
opinion = 40
}
ai_chance = {
base = 100
modifier = {
has_trait = family_first
add = 100
}
modifier = {
has_trait = gregarious
add = 50
}
modifier = {
has_focus = intrigue_temptation_focus
add = 50
}
modifier = {
scope:dedication_a = { has_any_bad_relationship_with_root_trigger = yes }
add = -100
}
}
}
#Option B: dead relative
option = {
name = fund_inspiration.7001.b
trigger = {
exists = scope:dedication_b
}
scope:inspiration_owner = {
set_variable = {
name = artifact_dedication_b_var
value = scope:dedication_b
}
}
dynasty = { add_dynasty_prestige = medium_dynasty_prestige_gain }
ai_chance = {
base = 100
}
}
#Option C: God
option = {
name = fund_inspiration.7001.c
scope:inspiration_owner = {
set_variable = {
name = artifact_dedication_var
value = flag:dedication_c
}
}
add_piety = major_piety_gain
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
}
}
}
#Option D: no one
option = {
name = fund_inspiration.7001.d
add_prestige = medium_prestige_gain
ai_chance = {
base = 80
}
}
}
fund_inspiration.7002 = {
type = character_event
title = fund_inspiration.7001.t
desc = fund_inspiration.7001.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
right_portrait = {
character = root
animation = happiness
}
lower_left_portrait = scope:dedication_a
lower_center_portrait = scope:dedication_b
lower_right_portrait = scope:dedication_d
trigger = {
exists = scope:inspiration
scope:inspiration = {
NOR = {
has_variable = inspiration_dedication_var
has_variable = inspiration_mod_choice_var
has_inspiration_type = adventure_inspiration
has_inspiration_type = alchemy_inspiration
inspiration_owner = { has_variable = banner_commission }
}
}
OR = {
any_relation = {
type = lover
}
exists = var:mourning_soulmate
}
}
weight_multiplier = {
base = 1
modifier = {
exists = var:mourning_soulmate
add = 2
}
modifier = {
any_relation = {
type = lover
}
add = 1
}
}
immediate = {
scope:inspiration = {
set_variable = inspiration_dedication_var
}
if = {
limit = {
any_relation = {
type = soulmate
NOT = {
any_secret = {
type = secret_lover
secret_target = root
}
}
}
}
random_relation = {
type = soulmate
limit = {
NOT = {
any_secret = {
type = secret_lover
secret_target = root
}
}
}
save_scope_as = dedication_a
}
}
else_if = {
limit = {
any_relation = {
type = lover
NOT = {
any_secret = {
type = secret_lover
secret_target = root
}
}
}
}
random_relation = {
type = lover
limit = {
NOT = {
any_secret = {
type = secret_lover
secret_target = root
}
}
}
save_scope_as = dedication_a
}
}
if = {
limit = {
exists = var:mourning_soulmate
}
var:mourning_soulmate = {
save_scope_as = dedication_b
}
}
if = {
limit = {
any_relation = {
type = soulmate
any_secret = {
type = secret_lover
secret_target = root
}
}
}
random_relation = {
type = soulmate
limit = {
any_secret = {
type = secret_lover
secret_target = root
}
}
save_scope_as = dedication_d
}
}
else_if = {
limit = {
any_relation = {
type = lover
any_secret = {
type = secret_lover
secret_target = root
}
}
}
random_relation = {
type = lover
limit = {
any_secret = {
type = secret_lover
secret_target = root
}
}
save_scope_as = dedication_d
}
}
if = {
limit = {
exists = scope:dedication_d
}
scope:dedication_d = {
random_secret = {
type = secret_lover
limit = {
secret_target = root
}
save_scope_as = lover_secret
}
}
}
}
#Option A: public soulmate/lover
option = {
name = fund_inspiration.7001.a
trigger = {
exists = scope:dedication_a
}
scope:inspiration_owner = {
set_variable = {
name = artifact_dedication_a_var
value = scope:dedication_a
}
}
reverse_add_opinion = {
target = scope:dedication_a
modifier = grateful_opinion
opinion = 40
}
ai_chance = {
base = 100
modifier = {
has_focus = intrigue_temptation_focus
add = 50
}
}
}
#Option B: memory of lost soulmate
option = {
name = fund_inspiration.7001.b
trigger = {
exists = scope:dedication_b
}
scope:inspiration_owner = {
set_variable = {
name = artifact_dedication_b_var
value = scope:dedication_b
}
}
add_piety = medium_piety_gain
ai_chance = {
base = 125
}
}
#Option C: go public with soulmate/lover
option = {
name = fund_inspiration.7002.c
trigger = {
exists = scope:dedication_d
}
scope:inspiration_owner = {
set_variable = {
name = artifact_dedication_d_var
value = scope:dedication_d
}
}
if = {
limit = {
scope:dedication_d = {
is_married = no
}
}
reverse_add_opinion = {
target = scope:dedication_d
modifier = grateful_opinion
opinion = 40
}
}
else = {
reverse_add_opinion = {
target = scope:dedication_d
modifier = angry_opinion
opinion = -30
}
}
scope:lover_secret = {
expose_secret = root
}
ai_chance = {
base = 50
modifier = {
has_trait = honest
add = 100
}
}
}
#Option D: none
option = {
name = fund_inspiration.7001.d
add_prestige = medium_prestige_gain
ai_chance = {
base = 80
}
}
}
fund_inspiration.7003 = {
type = character_event
title = fund_inspiration.7003.t
desc = {
desc = fund_inspiration.7003.desc
triggered_desc = {
trigger = { exists = scope:dedication_e }
desc = fund_inspiration.7003.desc_e
}
triggered_desc = {
trigger = { exists = scope:dedication_f }
desc = fund_inspiration.7003.desc_f
}
desc = fund_inspiration.7003.desc_end
}
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
right_portrait = {
character = root
animation = happiness
}
lower_left_portrait = scope:dedication_e
lower_center_portrait = scope:dedication_f
trigger = {
exists = scope:inspiration
scope:inspiration = {
NOR = {
has_variable = inspiration_dedication_var
has_variable = inspiration_mod_choice_var
has_inspiration_type = adventure_inspiration
has_inspiration_type = alchemy_inspiration
inspiration_owner = { has_variable = banner_commission }
}
}
OR = {
any_relation = {
type = potential_friend
}
any_relation = {
type = potential_lover
}
}
}
weight_multiplier = {
base = 1
modifier = {
any_relation = {
type = potential_friend
}
any_relation = {
type = potential_lover
}
add = 2
}
}
immediate = {
scope:inspiration = {
set_variable = inspiration_dedication_var
}
if = {
limit = {
any_relation = {
type = potential_friend
}
}
random_relation = {
type = potential_friend
save_scope_as = dedication_e
}
}
if = {
limit = {
any_relation = {
type = potential_lover
NAND = {
exists = scope:dedication_e
this = scope:dedication_e
}
}
}
random_relation = {
type = potential_lover
limit = {
NAND = {
exists = scope:dedication_e
this = scope:dedication_e
}
}
save_scope_as = dedication_f
}
}
}
#Option A: potential friend
option = {
name = fund_inspiration.7003.a
trigger = {
exists = scope:dedication_e
}
scope:inspiration_owner = {
set_variable = {
name = artifact_dedication_e_var
value = scope:dedication_e
}
}
scope:dedication_e = {
set_relation_friend = { reason = friend_dedicated_artifact target = root }
add_opinion = {
target = root
modifier = impressed_opinion
opinion = 20
}
}
ai_chance = {
base = 100
modifier = {
has_trait = gregarious
add = 50
}
}
}
#Option B: potential lover
option = {
name = fund_inspiration.7003.b
trigger = {
exists = scope:dedication_f
}
scope:inspiration_owner = {
set_variable = {
name = artifact_dedication_f_var
value = scope:dedication_f
}
}
scope:dedication_f = {
set_relation_lover = { reason = lover_dedicated_artifact target = root involved_character = scope:inspiration_owner }
add_opinion = {
target = root
modifier = impressed_opinion
opinion = 20
}
}
ai_chance = {
base = 100
modifier = {
has_focus = intrigue_temptation_focus
add = 50
}
}
}
#Option C: no
option = {
name = fund_inspiration.7003.c
ai_chance = 80
}
}
fund_inspiration.7004 = {
type = character_event
title = fund_inspiration.7004.t
desc = fund_inspiration.7004.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
right_portrait = {
character = root
animation = happiness
}
lower_left_portrait = scope:dedication_g1
lower_center_portrait = scope:dedication_g2
trigger = {
exists = scope:inspiration
scope:inspiration = {
NOR = {
has_variable = inspiration_dedication_var
has_variable = inspiration_mod_choice_var
has_inspiration_type = adventure_inspiration
has_inspiration_type = alchemy_inspiration
inspiration_owner = { has_variable = banner_commission }
}
}
any_vassal = {
count >= 2
is_powerful_vassal = yes
}
}
weight_multiplier = {
base = 1
modifier = {
any_vassal = {
has_any_bad_relationship_with_root_trigger = yes
is_powerful_vassal = yes
}
add = 1
}
}
immediate = {
scope:inspiration = {
set_variable = inspiration_dedication_var
}
random_vassal = {
limit = {
is_powerful_vassal = yes
}
save_scope_as = dedication_g1
}
random_vassal = {
limit = {
is_powerful_vassal = yes
this != scope:dedication_g1
}
save_scope_as = dedication_g2
}
}
#Option A: vassals
option = {
name = fund_inspiration.7004.a
scope:inspiration_owner = {
set_variable = {
name = artifact_dedication_g1_var
value = scope:dedication_g1
}
set_variable = {
name = artifact_dedication_g2_var
value = scope:dedication_g2
}
}
reverse_add_opinion = {
target = scope:dedication_g1
modifier = grateful_opinion
opinion = 50
}
reverse_add_opinion = {
target = scope:dedication_g2
modifier = grateful_opinion
opinion = 50
}
ai_chance = {
base = 100
modifier = {
has_trait = humble
add = 50
}
modifier = {
has_trait = arrogant
add = -50
}
}
}
#Option B: just me
option = {
name = fund_inspiration.7004.b
add_prestige = medium_prestige_gain
scope:inspiration_owner = {
set_variable = {
name = artifact_dedication_h_var
value = flag:dedication_h
}
}
stress_impact = {
humble = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
has_trait = humble
add = -50
}
modifier = {
has_trait = arrogant
add = 50
}
}
}
#Option C: no one
option = {
name = fund_inspiration.7004.c
add_piety = medium_piety_gain
ai_chance = {
base = 80
}
}
}
# Add your family motto
fund_inspiration.7010 = {
type = character_event
title = fund_inspiration.7010.t
desc = fund_inspiration.7010.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
right_portrait = {
character = root
animation = happiness
}
trigger = {
exists = scope:inspiration
scope:inspiration = {
NOR = {
has_variable = inspiration_dedication_var
has_variable = inspiration_mod_choice_var
has_inspiration_type = adventure_inspiration
has_inspiration_type = alchemy_inspiration
inspiration_owner = { has_variable = banner_commission }
}
}
}
immediate = {
scope:inspiration = {
set_variable = inspiration_dedication_var
}
}
#Option A: family motto
option = {
name = fund_inspiration.7010.a
scope:inspiration_owner = {
set_variable = artifact_inscribe_motto_var
}
dynasty = { add_dynasty_prestige = minor_dynasty_prestige_gain }
ai_chance = {
base = 100
modifier = {
has_trait = family_first
add = 100
}
modifier = {
has_focus = diplomacy_majesty_focus
add = 50
}
}
}
#Option B: no need
option = {
name = fund_inspiration.7010.b
add_piety = medium_piety_gain
ai_chance = {
base = 80
modifier = {
has_trait = humble
add = 50
}
}
}
}
# Choose a theme for modifiers - weapons and armor
fund_inspiration.7100 = {
type = character_event
title = fund_inspiration.7100.t
desc = fund_inspiration.7100.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
right_portrait = {
character = root
animation = happiness
}
trigger = {
exists = scope:inspiration
scope:inspiration = {
NOR = {
has_variable = inspiration_dedication_var
has_variable = inspiration_mod_choice_var
}
OR = {
has_inspiration_type = weapon_inspiration
has_inspiration_type = armor_inspiration
}
}
trigger_if = {
limit = {
scope:inspiration_owner = { has_variable = artifact_weapon_type }
NOT = {
culture = { has_cultural_parameter = may_commission_kris } # daggers for this culture hold significant value
}
}
NOT = { scope:inspiration_owner.var:artifact_weapon_type = flag:artifact_weapon_type_dagger }
}
}
immediate = {
scope:inspiration = {
set_variable = inspiration_mod_choice_var
}
}
#Option A:
option = {
name = fund_inspiration.7100.a
scope:inspiration_owner = { set_variable = chosen_casualties_mod }
custom_tooltip = fund_inspiration.7100.a.tt
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
}
}
}
#Option B: raid
option = {
name = fund_inspiration.7100.b
trigger = {
can_raid_trigger = yes
}
scope:inspiration_owner = { set_variable = chosen_raid_mod }
custom_tooltip = fund_inspiration.7100.b.tt
ai_chance = {
base = 150
}
}
#Option C: knights
option = {
name = fund_inspiration.7100.c
scope:inspiration_owner = { set_variable = chosen_knights_mod }
custom_tooltip = fund_inspiration.7100.c.tt
ai_chance = {
base = 100
modifier = {
has_trait = brave
add = 50
}
modifier = {
has_focus = martial_chivalry_focus
add = 50
}
}
}
#Option D: terrain advantage
option = {
name = fund_inspiration.7100.d
trigger = {
scope:inspiration = { has_inspiration_type = weapon_inspiration }
}
scope:inspiration_owner = { set_variable = chosen_terrain_mod }
custom_tooltip = fund_inspiration.7100.d.tt
ai_chance = {
base = 100
}
}
#Option E: whatever
option = {
name = fund_inspiration.7100.e
custom_tooltip = fund_inspiration.7100.e.tt
ai_chance = {
base = 80
}
}
}
# Choose a theme for modifiers - regalia/crowns
fund_inspiration.7110 = {
type = character_event
title = fund_inspiration.7100.t
desc = fund_inspiration.7100.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
right_portrait = {
character = root
animation = happiness
}
trigger = {
exists = scope:inspiration
scope:inspiration = {
NOR = {
has_variable = inspiration_dedication_var
has_variable = inspiration_mod_choice_var
}
has_inspiration_type = smith_inspiration
}
trigger_if = {
limit = {
scope:inspiration_owner = { has_variable = artifact_smith_type }
}
NOR = {
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_brooch
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_goblet
}
}
}
immediate = {
scope:inspiration = {
set_variable = inspiration_mod_choice_var
}
}
#Option A: independent ruler opinion
option = {
name = fund_inspiration.7110.a
trigger = {
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_crown
}
scope:inspiration_owner = { set_variable = chosen_ind_ruler_mod }
custom_tooltip = fund_inspiration.7110.a.tt
ai_chance = {
base = 100
modifier = {
has_trait = arrogant
add = 50
}
modifier = {
has_trait = august
add = 50
}
modifier = {
has_focus = diplomacy_majesty_focus
add = 50
}
}
}
#Option B: dynasty
option = {
name = fund_inspiration.7110.b
trigger = {
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_regalia
}
scope:inspiration_owner = { set_variable = chosen_dynasty_mod }
custom_tooltip = fund_inspiration.7110.b.tt
ai_chance = {
base = 100
modifier = {
has_trait = family_first
add = 50
}
modifier = {
has_focus = diplomacy_family_focus
add = 50
}
}
}
#Option C: dread/tyranny
option = {
name = fund_inspiration.7110.c
trigger = {
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_regalia
}
scope:inspiration_owner = { set_variable = chosen_dread_mod }
custom_tooltip = fund_inspiration.7110.c.tt
ai_chance = {
base = 100
modifier = {
has_trait = callous
add = 50
}
modifier = {
has_trait = sadistic
add = 50
}
modifier = {
has_trait = compassionate
add = -100
}
modifier = {
has_focus = intrigue_intimidation_focus
add = 50
}
}
}
#Option D: attraction
option = {
name = fund_inspiration.7110.d
trigger = {
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_regalia
}
scope:inspiration_owner = { set_variable = chosen_attraction_mod }
custom_tooltip = fund_inspiration.7110.d.tt
ai_chance = {
base = 100
modifier = {
has_trait = seducer
add = 50
}
modifier = {
has_trait = lustful
add = 50
}
modifier = {
has_trait = chaste
add = -100
}
modifier = {
has_focus = intrigue_temptation_focus
add = 50
}
}
}
#Option E: vassals
option = {
name = fund_inspiration.7110.e
trigger = {
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_crown
}
scope:inspiration_owner = { set_variable = chosen_vassals_mod }
custom_tooltip = fund_inspiration.7110.e.tt
ai_chance = {
base = 100
modifier = {
has_trait = gregarious
add = 50
}
modifier = {
has_focus = stewardship_domain_focus
add = 50
}
}
}
#Option G: courtier and guest opinion
option = {
name = fund_inspiration.7110.g
trigger = {
scope:inspiration_owner.var:artifact_smith_type = flag:smith_type_crown
}
scope:inspiration_owner = { set_variable = chosen_court_op_mod }
custom_tooltip = fund_inspiration.7110.g.tt
ai_chance = {
base = 100
}
}
#Option F: whatever
option = {
name = fund_inspiration.7100.e
custom_tooltip = fund_inspiration.7100.e.tt
ai_chance = {
base = 80
}
}
}
# Choose a theme for modifiers - sculpture/throne
fund_inspiration.7120 = {
type = character_event
title = fund_inspiration.7100.t
desc = fund_inspiration.7100.desc
theme = realm
left_portrait = {
character = scope:inspiration_owner
animation = personality_bold
}
right_portrait = {
character = root
animation = happiness
}
trigger = {
exists = scope:inspiration
scope:inspiration = {
NOR = {
has_variable = inspiration_dedication_var
has_variable = inspiration_mod_choice_var
}
has_inspiration_type = artisan_inspiration
}
trigger_if = {
limit = {
scope:inspiration_owner = { has_variable = artifact_artisan_type }
}
scope:inspiration_owner.var:artifact_artisan_type = flag:artisan_type_sculpture
scope:inspiration_owner.var:artifact_artisan_type = flag:artisan_type_throne
}
}
immediate = {
scope:inspiration = {
set_variable = inspiration_mod_choice_var
}
}
#Option A: short reign
option = {
name = fund_inspiration.7120.a
trigger = { has_royal_court = yes }
scope:inspiration_owner = { set_variable = chosen_reign_mod }
custom_tooltip = fund_inspiration.7120.a.tt
ai_chance = {
base = 100
modifier = {
has_trait = shy
add = 100
}
modifier = {
has_trait = craven
add = 100
}
modifier = {
has_trait = paranoid
add = 100
}
}
}
#Option B: dynasty
option = {
name = fund_inspiration.7110.b
scope:inspiration_owner = { set_variable = chosen_dynasty_mod }
custom_tooltip = fund_inspiration.7110.b.tt
ai_chance = {
base = 100
modifier = {
has_trait = family_first
add = 50
}
modifier = {
has_focus = diplomacy_family_focus
add = 50
}
}
}
#Option C: dread/tyranny
option = {
name = fund_inspiration.7110.c
scope:inspiration_owner = { set_variable = chosen_dread_mod }
custom_tooltip = fund_inspiration.7110.c.tt
ai_chance = {
base = 100
modifier = {
has_trait = callous
add = 50
}
modifier = {
has_trait = sadistic
add = 50
}
modifier = {
has_trait = compassionate
add = -100
}
modifier = {
has_focus = intrigue_intimidation_focus
add = 50
}
}
}
#Option E: whatever
option = {
name = fund_inspiration.7100.e
custom_tooltip = fund_inspiration.7100.e.tt
ai_chance = {
base = 100
}
}
}