N3OW/events/dlc/ep3/ep3_camp_temperament_events.txt
2026-01-06 14:25:21 +01:00

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Text

namespace = ep3_camp_temperament
####
# ep3_camp_temperament.0001-0009 - To Feed a Friend
# ep3_camp_temperament.0010-0019 - In Every Corner
# ep3_camp_temperament.0020-0029 - Hearsay
# ep3_camp_temperament.0030-0039 - Mutiny
# ep3_camp_temperament.0040-0049 - A Devoted Follower
####
##################################################
# To Feed a Friend
# by Veronica Pazos
##################################################
# Your followers chip in with some Provisions if you're low
ep3_camp_temperament.0001 = {
type = character_event
title = ep3_camp_temperament.0001.t
desc = ep3_camp_temperament.0001.desc
theme = laamp
left_portrait = {
character = root
triggered_animation = {
trigger = {
has_trait = paranoid
}
animation = paranoia
}
triggered_animation = {
trigger = {
has_trait = callous
}
animation = dismissal
}
triggered_animation = {
trigger = {
OR = {
has_trait = compassionate
has_trait = trusting
has_trait = gregarious
}
}
animation = wedding_happy_cry
}
animation = happiness
}
right_portrait = {
character = scope:potential_friend
animation = toast_goblet
}
lower_center_portrait = scope:friend_2
lower_right_portrait = scope:friend_3
cooldown = { years = 10 }
override_background = { reference = corridor_day }
trigger = {
has_domicile_temperament_high = yes
domicile = { provisions <= provisions_privation_threshold_start }
any_courtier = {
is_available_healthy_ai_adult = yes
has_good_opinion_of_root_trigger = yes
count >= 3
}
}
immediate = {
random_courtier = {
limit = {
is_available_healthy_ai_adult = yes
has_good_opinion_of_root_trigger = yes
}
weight = {
base = 1
modifier = {
add = 5
has_relation_potential_friend = root
}
modifier = {
add = 2
has_relation_friend = root
}
modifier = {
add = 2
is_knight_of = root
}
modifier = {
add = 2
has_any_court_position = yes
}
}
save_scope_as = potential_friend
}
random_courtier = {
limit = {
is_available_healthy_ai_adult = yes
this != scope:potential_friend
has_good_opinion_of_root_trigger = yes
}
save_scope_as = friend_2
}
random_courtier = {
limit = {
is_available_healthy_ai_adult = yes
this != scope:potential_friend
this != scope:friend_2
has_good_opinion_of_root_trigger = yes
}
save_scope_as = friend_3
}
}
option = { # Let's eat all together!
name = ep3_camp_temperament.0001.a
trigger = {
has_trait = gregarious
NOR = {
has_trait = paranoid
has_trait = callous
}
}
every_courtier = {
add_opinion = {
target = root
opinion = 20
modifier = grateful_opinion
}
}
stress_impact = {
gregarious = minor_stress_impact_loss
disloyal = major_stress_impact_gain
shy = major_stress_impact_gain
gluttonous = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = shy
has_trait = gluttonous
has_trait = disloyal
}
}
modifier = {
factor = 2
has_trait = gregarious
}
}
}
option = { # You're out to get me
name = ep3_camp_temperament.0001.b
trigger = {
OR = {
has_trait = paranoid
has_trait = callous
}
}
rightfully_imprison_character_less_verbose_effect = {
TARGET = scope:potential_friend
IMPRISONER = root
}
add_dread = medium_dread_gain
stress_impact = {
paranoid = major_stress_impact_loss
callous = major_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = paranoid
has_trait = callous
}
}
}
}
option = { # Can we just sell them for some gold pls
name = ep3_camp_temperament.0001.c
add_gold = {
value = medium_provisions_gain
multiply = 0.1
}
stress_impact = {
greedy = medium_stress_impact_loss
gregarious = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = callous
has_trait = paranoid
has_trait = gregarious
}
}
modifier = {
factor = 2
has_trait = greedy
}
}
}
option = { # I treasure _you_ the most
name = ep3_camp_temperament.0001.d
trigger = {
NOR = {
has_trait = paranoid
has_trait = callous
}
}
progress_towards_friend_effect = {
REASON = friend_treasured_more_than_food
CHARACTER = scope:potential_friend
OPINION = default_friend_opinion
}
stress_impact = {
trusting = medium_stress_impact_loss
compassionate = medium_stress_impact_loss
callous = medium_stress_impact_gain
paranoid = medium_stress_impact_gain
deceitful = medium_stress_impact_gain
shy = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = callous
has_trait = paranoid
has_trait = deceitful
has_trait = shy
}
}
modifier = {
factor = 2
OR = {
has_trait = deceitful
has_trait = shy
}
}
}
}
option = { # Thank you, amigos
name = ep3_camp_temperament.0001.e
domicile ?= {
change_provisions = medium_provisions_gain
}
stress_impact = {
callous = medium_stress_impact_gain
paranoid = medium_stress_impact_gain
gregarious = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
add = -50
OR = {
has_trait = callous
has_trait = paranoid
has_trait = gregarious
}
}
modifier = {
factor = 3
domicile = {
provisions <= provisions_privation_threshold_low
}
}
}
}
}
##################################################
# In Every Corner
# by Veronica Pazos
##################################################
# You suspect your enemies come from within your own camp
ep3_camp_temperament.0010 = {
type = character_event
title = ep3_camp_temperament.0010.t
desc = {
desc = ep3_camp_temperament.0010.desc.intro
first_valid = {
triggered_desc = {
trigger = {
scope:enemy = { is_spouse_of = root }
}
desc = ep3_camp_temperament.0010.desc.spouse
}
triggered_desc = {
trigger = {
scope:enemy = { is_child_of = root }
}
desc = ep3_camp_temperament.0010.desc.child
}
triggered_desc = {
trigger = {
scope:enemy = { has_relation_friend = root }
}
desc = ep3_camp_temperament.0010.desc.friend
}
}
}
theme = laamp
left_portrait = {
character = root
triggered_animation = {
trigger = {
has_trait = paranoid
}
animation = paranoia
}
triggered_animation = {
trigger = {
OR = {
has_trait = callous
has_trait = disloyal
has_trait = wrathful
has_trait = vengeful
}
}
animation = anger
}
triggered_animation = {
trigger = {
OR = {
has_trait = compassionate
has_trait = trusting
has_trait = gregarious
}
}
animation = crying
}
animation = stress
}
right_portrait = {
character = scope:enemy
animation = go_to_your_room
}
cooldown = { years = 10 }
override_background = { reference = corridor_night }
override_effect_2d = {
reference = rain
}
trigger = {
has_domicile_temperament_low = yes
any_courtier = {
is_available_healthy_ai_adult = yes
has_bad_opinion_of_root_trigger = yes
}
}
immediate = {
random_courtier = {
limit = {
is_available_healthy_ai_adult = yes
has_bad_opinion_of_root_trigger = yes
}
weight = { # Let's grab someone interesting
base = 1
modifier = {
add = 5
is_spouse_of = root
}
modifier = {
add = 5
is_child_of = root
}
modifier = {
add = 2
has_relation_friend = root
}
modifier = {
add = 2
has_really_bad_opinion_of_root_trigger = yes
}
}
save_scope_as = enemy
}
}
option = { # Et tu, Brute?
name = ep3_camp_temperament.0010.a
flavor = {
first_valid = {
triggered_desc = {
trigger = { # These people would know Latin
location = { geographical_region = world_europe }
}
desc = ep3_camp_temperament.0010.a.flavor
}
}
}
trigger = {
scope:enemy = {
OR = {
is_spouse_of = root
is_child_of = root
}
}
}
add_internal_flag = special
custom_tooltip = ep3_camp_temperament_0010_tt
set_variable = {
name = et_tu_brute_var
value = scope:enemy
}
add_character_modifier = {
modifier = ep3_heartbreak_modifier
years = 15
}
stress_impact = {
base = minor_stress_impact_gain # Always stressful to be betrayed by a close family member
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = compassionate
has_trait = forgiving
}
}
modifier = {
factor = 2
has_trait = vengeful
}
}
}
option = { # I'll pay you and shut up
name = ep3_camp_temperament.0010.b
trigger = {
has_trait = ambitious
NOT = { has_trait = vengeful }
}
pay_short_term_gold = {
target = scope:enemy
gold = minor_gold_value
}
scope:enemy = {
add_opinion = {
target = root
modifier = bribed_opinion
opinion = 15
}
}
every_courtier = {
limit = {
this != scope:enemy
}
add_opinion = {
target = root
modifier = reputation_opinion
opinion = 10
}
}
stress_impact = {
ambitious = minor_stress_impact_loss
greedy = medium_stress_impact_gain
vengeful = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = generous
has_trait = callous
}
}
modifier = {
factor = 0
OR = {
has_trait = greedy
has_trait = vengeful
gold <= medium_gold_value
}
}
}
}
option = { # It's a PLOT
name = ep3_camp_temperament.0010.c
trigger = {
has_trait = vengeful
NOT = { has_trait = ambitious }
}
add_character_modifier = {
modifier = ep3_determined_modifier
years = 5
}
stress_impact = {
calm = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = calm
has_trait = compassionate
has_trait = forgiving
}
}
modifier = {
factor = 2
has_trait = vengeful
}
}
}
option = { # I'll give them some food to placate them
name = ep3_camp_temperament.0010.d
trigger = {
NOT = { has_trait = vengeful }
}
domicile ?= {
change_provisions = minor_provisions_loss
}
every_courtier = {
add_opinion = {
target = root
modifier = grateful_opinion
opinion = 10
}
}
stress_impact = {
vengeful = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = vengeful
has_trait = greedy
has_trait = wrathful
}
}
modifier = {
factor = 2
OR = {
has_trait = compassionate
has_trait = forgiving
domicile ?= { provisions <= provisions_privation_threshold_start }
}
}
}
}
option = { # Opt out
name = ep3_camp_temperament.0010.e
stress_impact = {
vengeful = medium_stress_impact_gain
wrathful = medium_stress_impact_gain
}
ai_chance = {
base = 100
}
}
}
##################################################
# Hearsay
# by Veronica Pazos
##################################################
scripted_effect ep3_camp_temperament_0020_secret_effect = {
custom_tooltip = ep3_camp_temperament_0020_d_tt
hidden_effect = {
send_interface_toast = {
title = ep3_camp_temperament_0020_d_tt
left_icon = scope:secret_owner
scope:secret = {
reveal_to = root
}
}
}
}
# Follower reveals secret from province holder or holder's liege
ep3_camp_temperament.0020 = {
type = character_event
title = ep3_camp_temperament.0020.t
desc = ep3_camp_temperament.0020.desc
theme = laamp
left_portrait = {
character = root
triggered_animation = {
trigger = {
has_trait = deceitful
}
animation = schadenfreude
}
triggered_animation = {
trigger = {
OR = {
has_trait = journaller
has_trait = lifestyle_poet
has_trait = violet_poet
}
}
animation = happiness
}
animation = interested
}
right_portrait = {
character = scope:secret_giver
animation = throne_room_bow_1
}
lower_right_portrait = scope:secret_owner
cooldown = { years = 10 }
trigger = {
has_domicile_temperament_high = yes
any_courtier = {
is_available_healthy_ai_adult = yes
}
OR = { # Holder or holder's liege have a secret
domicile.domicile_location.county.holder ?= {
any_secret = {
NOT = { is_known_by = root }
}
}
domicile.domicile_location.county.holder.top_liege ?= {
any_secret = {
NOT = { is_known_by = root }
}
}
}
}
immediate = {
random_list = {
1 = {
trigger = {
domicile.domicile_location.county.holder ?= {
any_secret = {
NOT = { is_known_by = root }
}
}
}
domicile.domicile_location.county.holder = {
save_scope_as = secret_owner
random_secret = {
limit = {
NOT = { is_known_by = root }
}
save_scope_as = secret
}
}
}
1 = {
trigger = {
domicile.domicile_location.county.holder.top_liege ?= {
any_secret = {
NOT = { is_known_by = root }
}
}
}
domicile.domicile_location.county.holder.top_liege = {
save_scope_as = secret_owner
random_secret = {
limit = {
NOT = { is_known_by = root }
}
save_scope_as = secret
}
}
}
}
random_courtier = {
limit = {
is_available_healthy_ai_adult = yes
}
weight = { # Find someone relevant
base = 1
modifier = {
add = 2
intrigue > medium_skill_rating
}
modifier = {
add = 2
has_any_court_position = yes
}
modifier = {
add = 1
OR = {
has_trait = lustful
has_trait = rakish
}
}
}
save_scope_as = secret_giver
}
}
option = { # I need to write this down
name = ep3_camp_temperament.0020.a
trigger = {
OR = {
has_trait = journaller
has_trait = lifestyle_poet
has_trait = violet_poet
}
}
ep3_camp_temperament_0020_secret_effect = yes
add_character_modifier = {
modifier = ep3_inspired_by_life
years = 15
}
stress_impact = {
journaller = medium_stress_impact_loss
lifestyle_poet = medium_stress_impact_loss
violet_poet = medium_stress_impact_loss
deceitful = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = deceitful
}
modifier = {
factor = 2
OR = {
has_trait = journaller
has_trait = lifestyle_poet
has_trait = violet_poet
}
}
}
}
option = { # Yummy yummy tasty gossip
name = ep3_camp_temperament.0020.b
trigger = {
has_trait = deceitful
}
ep3_camp_temperament_0020_secret_effect = yes
random_list = {
1 = {
scope:secret_giver = {
add_intrigue_skill = 1
}
}
1 = {
scope:secret_giver = {
add_intrigue_skill = 2
}
}
1 = {
scope:secret_giver = {
add_intrigue_skill = 3
}
}
}
stress_impact = {
callous = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = callous
}
}
}
option = { # What were you doing slacking around huh
name = ep3_camp_temperament.0020.c
trigger = {
can_add_hook = {
target = scope:secret_giver
type = strong_prostitute_blackmail_hook
}
}
add_hook = {
target = scope:secret_giver
type = strong_prostitute_blackmail_hook
}
stress_impact = {
diligent = medium_stress_impact_loss
lustful = medium_stress_impact_gain
rakish = medium_stress_impact_gain
trusting = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = lustful
has_trait = rakish
has_trait = trusting
}
}
modifier = {
factor = 2
has_trait = diligent
}
}
}
option = { # Tell me at once!
name = ep3_camp_temperament.0020.d
trigger = { # You have access to a better version of this option
NOR = {
has_trait = journaller
has_trait = lifestyle_poet
has_trait = violet_poet
has_trait = deceitful
}
}
ep3_camp_temperament_0020_secret_effect = yes
stress_impact = {
compassionate = medium_stress_impact_loss
patient = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = patient
}
modifier = {
factor = 2
has_trait = compassionate
}
}
}
option = { # Secrets are evil
name = ep3_camp_temperament.0020.e
add_piety = minor_piety_gain
stress_impact = {
zealous = medium_stress_impact_loss
deceitful = medium_stress_impact_gain
callous = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = deceitful
has_trait = callous
}
}
modifier = {
factor = 2
has_trait = zealous
}
}
}
}
##################################################
# Mutiny!
# by Veronica Pazos
##################################################
# A follower tries to lead a mutiny against you
ep3_camp_temperament.0030 = {
type = character_event
title = ep3_camp_temperament.0030.t
desc = {
desc = ep3_camp_temperament.0030.desc.intro
first_valid = {
triggered_desc = {
trigger = {
domicile ?= {
provisions <= provisions_privation_threshold_low
}
}
desc = ep3_camp_temperament.0030.desc.no_food
}
desc = ep3_camp_temperament.0030.desc.other
}
desc = ep3_camp_temperament.0030.desc.outro
}
theme = laamp
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = compassionate
has_trait = craven
}
}
animation = worry
}
triggered_animation = {
trigger = {
OR = {
has_trait = arrogant
has_trait = wrathful
has_trait = vengeful
has_trait = callous
}
}
animation = anger
}
animation = stress
}
right_portrait = {
character = scope:cocky_follower
animation = chess_cocky
}
lower_left_portrait = {
trigger = {
has_trait = craven
NOR = {
has_trait = vengeful
has_trait = wrathful
has_trait = callous
}
exists = scope:bus_follower
}
character = scope:bus_follower
}
cooldown = { years = 10 }
override_background = { reference = bp1_bonfire }
trigger = {
has_domicile_temperament_low = yes
any_courtier = {
is_available_healthy_ai_adult = yes
has_bad_opinion_of_root_trigger = yes
}
}
weight_multiplier = { #More likely to happen if they're starving
base = 1
modifier = {
factor = 2
domicile ?= {
provisions <= provisions_privation_threshold_low
}
}
}
immediate = {
random_courtier = {
limit = {
is_available_healthy_ai_adult = yes
has_bad_opinion_of_root_trigger = yes
}
weight = { # Let's grab someone interesting
base = 1
modifier = {
add = 5
OR = {
has_trait = gluttonous
has_trait = comfort_eater
}
root.domicile ?= {
provisions <= provisions_privation_threshold_low
}
}
modifier = {
add = 2
is_spouse_of = root
}
modifier = {
add = 2
is_child_of = root
}
modifier = {
add = 2
has_really_bad_opinion_of_root_trigger = yes
}
}
save_scope_as = cocky_follower
}
every_courtier = {
limit = { # Including the cocky guy
is_available_healthy_ai_adult = yes
has_bad_opinion_of_root_trigger = yes
}
add_to_list = mutiniers
}
if = {
limit = {
any_courtier = {
is_available_healthy_ai_adult = yes
this != scope:cocky_follower
}
}
random_courtier = {
limit = {
is_available_healthy_ai_adult = yes
this != scope:cocky_follower
}
weight = {
base = 1
modifier = {
add = 5
has_court_position = second_camp_officer
}
modifier = {
add = 2
has_any_court_position = yes
}
}
save_scope_as = bus_follower
}
}
}
option = { # It was actually this guy's fault
name = ep3_camp_temperament.0030.a
trigger = {
has_trait = craven
NOR = {
has_trait = vengeful
has_trait = wrathful
has_trait = callous
}
exists = scope:bus_follower # If there's someone to actually throw under the bus
}
scope:bus_follower = {
increase_wounds_effect = { REASON = beaten }
}
stress_impact = {
craven = minor_stress_impact_loss
deceitful = minor_stress_impact_loss
brave = major_stress_impact_gain
wrathful = major_stress_impact_gain
}
ai_chance = {
base = 0 # Don't get people beaten up for no reason
modifier = {
add = 200
has_trait = craven
}
}
}
option = { # I'm gonna beat you up
name = ep3_camp_temperament.0030.b
trigger = {
has_trait = wrathful
NOR = {
has_trait = craven
has_trait = calm
has_trait = temperate
}
}
duel = {
skill = prowess
target = scope:cocky_follower
50 = {
desc = ep3_camp_temperament.0030.b.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
send_interface_toast = {
title = ep3_camp_temperament.0030.b.success
left_icon = root
right_icon = scope:cocky_follower
scope:cocky_follower = {
death = { death_reason = death_beaten }
}
}
}
50 = {
desc = ep3_camp_temperament.0030.b.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
send_interface_toast = {
title = ep3_camp_temperament.0030.b.failure
left_icon = root
right_icon = scope:cocky_follower
increase_wounds_no_death_effect = { REASON = beaten }
}
}
}
stress_impact = {
base = medium_stress_impact_gain
wrathful = major_stress_impact_loss
compassionate = major_stress_impact_gain
calm = major_stress_impact_gain
}
ai_chance = {
base = 0
modifier = {
add = 200
has_trait = wrathful
}
}
}
option = { # You said what
name = ep3_camp_temperament.0030.c
reason = dread
trigger = {
dread >= 75
NOT = { has_trait = craven }
}
# This should be enough reward
scope:cocky_follower = {
give_nickname = nick_brown_cheeks
add_character_modifier = { #Forever
modifier = ep3_poopy_pants
}
}
# But we'll give you something else, I guess
every_courtier = {
limit = {
this != scope:cocky_follower
NOR = {
has_trait = brave
has_trait = callous
}
}
add_opinion = {
target = root
opinion = 5
modifier = respect_opinion
}
}
add_dread = minor_dread_gain
stress_impact = {
vengeful = medium_stress_impact_loss
calm = major_stress_impact_gain
compassionate = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = calm
has_trait = compassionate
}
}
modifier = {
factor = 2
has_trait = vengeful
}
}
}
option = { # You can go if you want to
name = ep3_camp_temperament.0030.d
every_in_list = {
list = mutiniers
save_temporary_scope_as = followers_to_leave
root = { remove_courtier_or_guest = scope:followers_to_leave }
}
every_courtier = {
limit = {
is_available_healthy_ai_adult = yes
NOT = { is_in_list = mutiniers }
}
add_opinion = {
target = root
opinion = 10
modifier = benevolent_to_mutiniers_opinion
}
}
stress_impact = {
calm = medium_stress_impact_loss
temperate = medium_stress_impact_loss
compassionate = medium_stress_impact_loss
trusting = medium_stress_impact_loss
callous = medium_stress_impact_gain
wrathful = medium_stress_impact_gain
vengeful = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = wrathful
has_trait = vengeful
}
}
modifier = {
factor = 2
OR = {
has_trait = calm
has_trait = temperate
has_trait = compassionate
has_trait = trusting
}
}
}
}
option = { # Take the money and shut up
name = ep3_camp_temperament.0030.e
pay_short_term_gold = {
target = scope:cocky_follower
gold = medium_gold_value
}
every_courtier = {
limit = {
is_available_healthy_ai_adult = yes
has_bad_opinion_of_root_trigger = yes
}
add_opinion = {
target = root
opinion = 10
modifier = pleased_opinion
}
}
stress_impact = {
greedy = medium_stress_impact_gain
wrathful = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
add = -50
OR = {
has_trait = greedy
has_trait = wrathful
gold <= medium_gold_value
}
}
}
}
}
##################################################
# A Devoted Follower
# by Veronica Pazos
##################################################
scripted_trigger ep3_camp_temperament_0040_valid_scheme_trigger = {
scheme_owner = root
exists = scheme_target_character
any_scheme_agent_slot = { }
NOR = {
scheme_target_character = $FOLLOWER$
any_scheme_agent_character = { this = $FOLLOWER$ }
}
}
# Your follower offers themselves as an agent for your scheme
ep3_camp_temperament.0040 = {
type = character_event
title = ep3_camp_temperament.0040.t
desc = ep3_camp_temperament.0040.desc
theme = laamp
left_portrait = {
character = root
triggered_animation = {
trigger = {
has_trait = arrogant
}
animation = hero_flex
}
triggered_animation = {
trigger = {
has_trait = humble
}
animation = shame
}
triggered_animation = {
trigger = {
OR = {
intrigue >= high_skill_rating
has_focus = intrigue_skulduggery_focus
has_trait = deceitful
}
}
animation = scheme
}
animation = interested
}
right_portrait = {
character = scope:follower
animation = admiration
}
lower_right_portrait = scope:target
cooldown = { years = 10 }
override_background = { reference = corridor_day }
trigger = {
has_domicile_temperament_high = yes
any_courtier = {
is_available_healthy_ai_adult = yes
has_good_opinion_of_root_trigger = yes
save_temporary_scope_as = follower_temp
root = {
any_scheme = {
ep3_camp_temperament_0040_valid_scheme_trigger = { FOLLOWER = scope:follower_temp }
}
}
}
}
immediate = {
random_dummy_gender_soldier_effect = { SCOPE_NAME = dummy_gender }
random_courtier = {
limit = {
is_available_healthy_ai_adult = yes
has_good_opinion_of_root_trigger = yes
save_temporary_scope_as = follower_temp
root = {
any_scheme = {
ep3_camp_temperament_0040_valid_scheme_trigger = { FOLLOWER = scope:follower_temp }
save_temporary_scope_as = scheme_temp
}
}
}
weight = {
base = 2
modifier = {
add = 2
has_trait = eccentric
}
modifier = {
add = 1
has_trait = gregarious
}
modifier = {
add = 1
diplomacy >= medium_skill_rating
}
modifier = {
add = -1
is_close_family_of = root
}
}
save_scope_as = follower
assign_quirk_effect = yes
set_variable = {
name = devotee_agent_var
value = root
}
}
scope:scheme_temp = {
save_scope_as = my_scheme
scheme_target_character = { save_scope_as = target }
}
}
option = { # You're right, I'm great
name = ep3_camp_temperament.0040.a
trigger = {
prestige_level >= 3
NOR = {
intrigue >= high_skill_rating
has_focus = intrigue_skulduggery_focus
}
}
add_character_modifier = {
modifier = ep3_arrogant_schemer_modifier
years = 15
}
stress_impact = {
arrogant = major_stress_impact_loss
gregarious = medium_stress_impact_loss
humble = major_stress_impact_gain
shy = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = arrogant
has_trait = gregarious
}
}
modifier = {
factor = 0
OR = {
has_trait = humble
has_trait = shy
}
}
}
}
option = { # I'll do the job myself
name = ep3_camp_temperament.0040.b
trigger = {
OR = {
intrigue >= high_skill_rating
has_focus = intrigue_skulduggery_focus
}
}
scope:my_scheme = {
if = {
limit = { scheme_agent_charges < opportunity_cap_value }
change_opportunities = 1
}
add_scheme_modifier = {
type = ep3_self_employed_scheme_modifier
}
}
stress_impact = {
arrogant = major_stress_impact_loss
deceitful = medium_stress_impact_loss
calm = medium_stress_impact_gain
temperate = medium_stress_impact_gain
humble = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = calm
has_trait = temperate
has_trait = humble
}
}
modifier = {
factor = 2
OR = {
has_trait = arrogant
has_trait = deceitful
}
}
}
}
option = { # What a great friend you are
name = ep3_camp_temperament.0040.c
progress_towards_friend_effect = {
REASON = friend_my_biggest_fan
CHARACTER = scope:follower
OPINION = default_friend_opinion
}
stress_impact = {
gregarious = medium_stress_impact_loss
trusting = medium_stress_impact_loss
callous = medium_stress_impact_gain
shy = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = callous
has_trait = shy
}
}
modifier = {
factor = 2
OR = {
has_trait = gregarious
has_trait = trusting
}
}
}
}
option = { # Sure, join in!
name = ep3_camp_temperament.0040.d
custom_tooltip = {
text = ep3_camp_temperament.0040.d.tt
scope:my_scheme = {
add_agent_slot = agent_devotee
random_scheme_agent_slot = {
limit = {
is_agent_slot_type = agent_devotee
is_filled = no
}
save_scope_as = slot
scope:follower = { add_to_agent_slot = scope:slot }
}
}
}
ai_chance = {
base = 200 # Best option for the AI
}
}
option = { # Just stay there and admire me
name = ep3_camp_temperament.0040.e
add_prestige = minor_prestige_gain
stress_impact = {
arrogant = major_stress_impact_loss
humble = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = humble
}
modifier = { # If AI is running low on Prestige
factor = 2
prestige <= medium_prestige_value
}
}
}
}