N3OW/events/dlc/ep3/ep3_laamp_events_8.txt
2026-01-06 14:25:21 +01:00

3979 lines
82 KiB
Text

namespace = ep3_laamps
####
# ep3_laamps.8000 The Truth
# ep3_laamps.8010 Loyal Companion
# ep3_laamps.8020 The Trip of a Lifetime
# ep3_laamps.8030 A Rare Orepportunity
# ep3_laamps.8040 Let Sleeping Dogs Lie
# ep3_laamps.8050 Without Friends or Protection
# ep3_laamps.8060 Nary a Drop
# ep3_laamps.8070 Foreign Fruits
# ep3_laamps.8080 A Strange Sailor
# ep3_laamps.8090 The Distant Shores
# by James Beaumont
# The Truth
# Come back to lands you claim, begin rallying support!
# 8000
ep3_laamps.8000 = {
type = character_event
title = ep3_laamps.8000.t
desc = {
desc = ep3_laamps.8000.desc
first_valid = {
triggered_desc = {
trigger = {
num_sinful_traits >= 1
num_virtuous_traits < 1
}
desc = ep3_laamps.8000.desc.outro.sinner
}
desc = ep3_laamps.8000.desc.outro
}
}
theme = laamp
left_portrait = {
character = root
animation = personality_bold
}
cooldown = { years = 25 }
trigger = {
has_government = landless_adventurer_government
is_adult = yes
is_available_allow_travelling = yes
any_memory = {
memory_type = lost_title_memory
memory_age_years >= 10
var:landed_title = {
tier >= tier_duchy
save_temporary_scope_as = title_temp
}
}
current_travel_plan.departure_location.county = {
NOR = {
target_is_de_jure_liege_or_above = scope:title_temp
target_is_de_facto_liege_or_above = scope:title_temp
}
}
exists = location.county
location.county = {
target_is_de_jure_liege_or_above = scope:title_temp
OR = {
root = { has_claim_on = prev }
holder = {
any_held_title = {
is_de_facto_liege_or_above_target = root.location.county
root = { has_claim_on = prev }
}
}
holder = {
any_liege_or_above = {
any_held_title = {
is_de_facto_liege_or_above_target = root.location.county
root = { has_claim_on = prev }
}
}
}
}
}
}
immediate = {
if = {
limit = { enable_debug_laamp_event_logging_toggle_trigger = yes }
increment_global_variable_effect = {
VAR = tally_nimbo_8000
VAL = 1
}
}
if = {
limit = {
location.county.holder = {
any_held_title = {
title_tier >= duchy
is_de_facto_liege_or_above_target = root.location.county
root = { has_claim_on = prev }
}
}
}
location.county.holder = {
random_held_title = {
title_tier >= duchy
limit = {
is_de_facto_liege_or_above_target = root.location.county
root = { has_claim_on = prev }
}
holder = { save_scope_as = claim_holder }
save_scope_as = claimed_land
}
}
}
else_if = {
limit = {
location.county.holder = {
any_liege_or_above = {
any_held_title = {
is_de_facto_liege_or_above_target = root.location.county
root = { has_claim_on = prev }
}
}
}
}
location.county.holder = {
random_liege_or_above = {
limit = {
any_held_title = {
is_de_facto_liege_or_above_target = root.location.county
root = { has_claim_on = prev }
}
}
random_held_title = {
limit = {
is_de_facto_liege_or_above_target = root.location.county
root = { has_claim_on = prev }
}
holder = { save_scope_as = claim_holder }
save_scope_as = claimed_land
}
}
}
}
else = {
root.location.county = {
holder = { save_scope_as = claim_holder }
save_scope_as = claimed_land
}
}
}
option = { # I'm here to get my title back!
name = ep3_laamps.8000.a
add_character_modifier = {
modifier = laamp_prepping_for_invasion
years = 15
}
reverse_add_opinion = {
modifier = laamp_claimant_opinion
target = scope:claim_holder
years = 10
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 1.5
}
}
}
option = { # I'm just here to have a wander
name = ep3_laamps.8000.b
add_character_modifier = {
modifier = laamp_familiar_lands
years = 15
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = -1.5
}
}
}
}
# The Loyal Companion
# Adopt a puppy
# 8010
# Loyal Companion
ep3_laamps.8010 = {
type = character_event
title = ep3_laamps.8010.t
desc = ep3_laamps.8010.desc
theme = laamp
override_background = { reference = terrain }
left_portrait = {
character = root
animation = personality_compassionate
}
# Come along puppy
option = {
name = ep3_laamps.8010.a
start_dog_story_cycle_effect = yes
ai_chance = {
base = 10
}
}
}
# The Adventure of a Lifetime
# Courtier at your location wants to join you
# 8020
scripted_trigger valid_adventurous_character = {
NOR = {
# They got that adventuring spirit in em
has_trait = craven
has_trait = lazy
# Don't steal people super important to the realm
is_child_of = root.location.county.holder
is_player_heir_of = root.location.county.holder
is_consort_of = root.location.county.holder
}
# They're at least somewhat in control of their own life
OR = {
AND = {
is_married = no
is_concubine = no
}
AND = {
is_married = yes
is_female = yes
matrilinear_marriage = yes
}
AND = {
is_married = yes
is_male = yes
patrilinear_marriage = yes
}
}
# Someone the player will care about
has_any_high_skill_rating = yes
# And make sure there's more than just animosity here.
opinion = {
target = root
value >= -40
}
NOT = {
has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = root }
}
# Plus must be eligible for one of your officer positions.
OR = {
camp_officer_generator_pickable_trigger = { POS = second EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = quartermaster EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = armorer EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = chief_forager EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = master_thief EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = head_porter EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = head_groom EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = huntperson EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = kennelperson EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = chief_engineer EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = witness EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = person_haggler EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = camp_cook EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = master_bard EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = stooge EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = master_of_arms EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = light_cavalry_captain EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = camelry_captain EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = elephantry_captain EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = heavy_cavalry_captain EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = horse_archer_captain EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = archer_captain EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = heavy_infantry_captain EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = light_infantry_captain EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = pike_captain EMPLOYER = root }
camp_officer_generator_pickable_trigger = { POS = master_of_spoils EMPLOYER = root }
}
}
ep3_laamps.8020 = {
type = character_event
title = ep3_laamps.8020.t
desc = ep3_laamps.8020.desc
theme = laamp
left_portrait = {
character = root
animation = schadenfreude
}
right_portrait = {
character = scope:wouldbe_companion
triggered_animation = {
trigger = {
ai_boldness <= ai_compassion
}
animation = beg
}
triggered_animation = {
trigger = {
ai_boldness > ai_compassion
}
animation = personality_bold
}
}
cooldown = { years = 20 }
trigger = {
trigger_if = {
limit = {
is_ai = yes
}
static_group_filter = {
group = ep3_laamps.8020
match = 0.2
}
}
has_government = landless_adventurer_government
is_adult = yes
is_available_allow_travelling = yes
location.county.holder ?= {
is_ai = yes
any_courtier = {
valid_adventurous_character = yes
}
}
}
immediate = {
if = {
limit = { enable_debug_laamp_event_logging_toggle_trigger = yes }
increment_global_variable_effect = {
VAR = tally_nimbo_8020
VAL = 1
}
}
location.county.holder = {
save_scope_as = holder
random_courtier = {
limit = {
valid_adventurous_character = yes
}
save_scope_as = wouldbe_companion
camp_officer_generator_effect = {
VAR = target
EMPLOYER = root
}
}
}
}
# Come with me
option = {
name = ep3_laamps.8020.a
set_relation_friend = {
target = scope:wouldbe_companion
reason = friend_trip_of_a_lifetime
}
add_courtier = scope:wouldbe_companion
reverse_add_opinion = {
target = scope:wouldbe_companion
modifier = grateful_opinion
opinion = 100
}
camp_officer_generator_assignment_effect = {
VAR = target
CANDIDATE = scope:wouldbe_companion
EMPLOYER = root
}
stress_impact = {
shy = minor_stress_impact_gain
humble = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 2.5
ai_sociability = 2.5
ai_honor = -2.5
}
}
}
# I'll take you on gladly.
option = {
name = ep3_laamps.8020.a.2
add_courtier = scope:wouldbe_companion
reverse_add_opinion = {
target = scope:wouldbe_companion
modifier = grateful_opinion
opinion = 70
}
add_prestige = minor_prestige_gain
stress_impact = {
shy = minor_stress_impact_gain
humble = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 1
ai_rationality = 2.5
ai_honor = -2.5
}
}
}
option = {
name = ep3_laamps.8020.b
progress_towards_friend_effect = {
REASON = friend_returned_my_companion
CHARACTER = root.location.county.holder
OPINION = default_friend_opinion
}
stress_impact = {
gregarious = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = -2.5
ai_sociability = -2.5
ai_honor = 2.5
}
}
}
}
# A Rare Orepportunity
# Local materials are high quality, use them to improve your artifact?
# 8030
ep3_laamps.8030 = {
type = character_event
title = ep3_laamps.8030.t
desc = ep3_laamps.8030.desc
theme = laamp
left_portrait = {
character = root
animation = war_over_tie
}
right_portrait = {
character = scope:armorer
animation = personality_bold
}
artifact = {
target = scope:artifact
position = lower_left_portrait
}
cooldown = { years = 15 }
trigger = {
has_government = landless_adventurer_government
is_adult = yes
is_available_allow_travelling = yes
employs_court_position = armorer_camp_officer
any_equipped_character_artifact = {
OR = {
artifact_slot_type = armor
artifact_slot_type = primary_armament
}
}
location = {
OR = {
is_mountainous_trigger = yes
has_building_or_higher = royal_armory_01
has_building_or_higher = blacksmiths_01
}
}
}
immediate = {
if = {
limit = { enable_debug_laamp_event_logging_toggle_trigger = yes }
increment_global_variable_effect = {
VAR = tally_nimbo_8030
VAL = 1
}
}
location = { save_scope_as = location }
court_position:armorer_camp_officer = {
save_scope_as = armorer
}
random_equipped_character_artifact = {
limit = {
OR = {
artifact_slot_type = armor
artifact_slot_type = primary_armament
}
}
save_scope_as = artifact
}
}
# Improve my artifact!
option = {
name = ep3_laamps.8030.a
scope:armorer = {
duel = {
skill = stewardship
value = medium_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
root = {
send_interface_toast = {
title = ep3_laamps.8030.a.win
left_icon = scope:armorer
right_icon = scope:artifact
scope:artifact = {
add_artifact_modifier = artifact_durable_materials_02
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
root = {
send_interface_toast = {
title = ep3_laamps.8030.a.lose
left_icon = scope:armorer
right_icon = scope:artifact
scope:artifact = {
add_durability = -10
}
}
}
}
}
}
stress_impact = {
craven = minor_stress_impact_gain
humble = minor_stress_impact_gain
fickle = minor_stress_impact_gain
greedy = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 2.5
ai_sociability = 2.5
ai_rationality = 2.5
ai_greed = -2.5
}
}
}
# Use the materials to repair my damaged artifacts
option = {
name = ep3_laamps.8030.b
trigger = {
any_character_artifact = {
OR = {
artifact_slot_type = armor
artifact_slot_type = primary_armament
}
artifact_durability <= 75
}
}
every_character_artifact = {
limit = {
OR = {
artifact_slot_type = armor
artifact_slot_type = primary_armament
}
artifact_durability <= 75
}
add_durability = 25
}
stress_impact = {
ambitious = minor_stress_impact_gain
brave = minor_stress_impact_gain
generous = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = -2.5
ai_sociability = -2.5
ai_rationality = 2.5
}
}
}
# Gather the materials, and sell them!
option = {
name = ep3_laamps.8030.c
add_gold = medium_gold_value
stress_impact = {
ambitious = minor_stress_impact_gain
brave = minor_stress_impact_gain
generous = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = -2.5
ai_sociability = -2.5
ai_greed = 2.5
}
}
}
}
# Let Sleeping Dogs Lie
# A pregnant wolf is giving birth in one of your tents
# 8040
ep3_laamps.8040 = {
type = character_event
title = ep3_laamps.8040.t
desc = ep3_laamps.8040.desc
theme = laamp
override_background = { reference = bp1_bonfire }
left_portrait = {
character = root
animation = shock
}
right_portrait = {
character = scope:frightened_courtier
animation = fear
}
cooldown = { years = 15 }
trigger = {
has_government = landless_adventurer_government
is_adult = yes
is_available_allow_travelling = yes
location = {
is_wooded_trigger = yes
}
any_courtier = {
NOT = { is_child_of = root }
}
}
immediate = {
if = {
limit = { enable_debug_laamp_event_logging_toggle_trigger = yes }
increment_global_variable_effect = {
VAR = tally_nimbo_8040
VAL = 1
}
}
random_courtier = {
limit = {
NOT = { is_child_of = root }
}
weight = {
base = 1
modifier = {
add = {
subtract = ai_boldness
}
}
}
save_scope_as = frightened_courtier
}
}
# Oh hush, I'll slay the beast
option = {
name = ep3_laamps.8040.a
duel = {
skill = prowess
value = medium_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
send_interface_toast = {
title = ep3_laamps.8040.a.win
left_icon = root
add_prestige = major_prestige_gain
if = {
limit = {
OR = {
has_any_nickname = no
has_bad_nickname = yes
}
}
if = {
limit = {
is_ai = yes
}
random = {
chance = 5
give_nickname = nick_wolf_slayer
}
}
else = {
give_nickname = nick_wolf_slayer
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
send_interface_toast = {
title = ep3_laamps.8040.a.lose
left_icon = root
add_prestige = minor_prestige_gain
increase_wounds_effect = { REASON = wolf }
}
}
}
stress_impact = {
brave = medium_stress_impact_loss
craven = medium_stress_impact_gain
humble = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 2.5
ai_rationality = -2.5
}
}
}
# Slay the mother and give the pups to my kids
option = {
name = ep3_laamps.8040.b
trigger = {
any_child = {
is_courtier_of = root
}
}
every_child = {
limit = {
is_courtier_of = root
}
custom = every_child_in_camp
root = {
progress_towards_friend_effect = {
REASON = friend_gave_them_a_dog
CHARACTER = prev
OPINION = default_friend_opinion
}
}
start_dog_story_cycle_effect = yes
}
if = {
limit = {
is_male = yes
OR = {
has_any_nickname = no
has_bad_nickname = yes
}
}
if = {
limit = {
is_ai = yes
}
random = {
chance = 5
give_nickname = nick_wolf_father
}
}
else = {
give_nickname = nick_wolf_father
}
}
else_if = {
limit = {
is_female = yes
OR = {
has_any_nickname = no
has_bad_nickname = yes
}
}
if = {
limit = {
is_ai = yes
}
random = {
chance = 5
give_nickname = nick_wolf_mother
}
}
else = {
give_nickname = nick_wolf_mother
}
}
stress_impact = {
brave = minor_stress_impact_gain
sadistic = medium_stress_impact_gain
callous = minor_stress_impact_gain
greedy = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_sociability = 2.5
ai_rationality = 1.5
}
}
}
# Looks like we have the beginnings of a kennel!
option = {
name = ep3_laamps.8040.c
trigger = {
domicile = {
NOT = {
has_domicile_building = baggage_train_kennel
}
}
OR = {
has_trait = eccentric
has_trait = avaricious
}
}
domicile = {
if = {
limit = {
NOT = {
has_domicile_building = baggage_train_01
}
}
add_domicile_building = baggage_train_01
}
add_domicile_building = baggage_train_kennel
}
stress_impact = {
brave = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
callous = minor_stress_impact_gain
generous = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_sociability = 2.5
ai_rationality = 1.5
}
}
}
# We'll get you a new tent
option = {
name = ep3_laamps.8040.d
stress_impact = {
craven = medium_stress_impact_loss
brave = medium_stress_impact_gain
sadistic = minor_stress_impact_gain
callous = minor_stress_impact_gain
generous = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_sociability = 2.5
ai_rationality = 1.5
}
}
}
}
# Without Friends or Protection
# A talented minority wishes to join you
# 8050
scripted_trigger laamp_8050_valid_minority = {
save_temporary_scope_as = courtier_to_check
# Someone the player will care about
has_any_high_skill_rating = yes
# Ruling class hates their faith
root.location.county.holder.faith = {
faith_hostility_level = {
target = scope:courtier_to_check.faith
value >= faith_hostile_level
}
}
OR = {
root.location.county.holder = {
OR = {
has_trait = zealous
has_trait = callous
has_trait = sadistic
has_trait = torturer
has_trait = holy_warrior
ai_zeal > ai_compassion
}
}
# Locals hate their faith
root.location.faith = {
faith_hostility_level = {
target = scope:courtier_to_check.faith
value >= faith_hostile_level
}
}
}
}
ep3_laamps.8050 = {
type = character_event
title = ep3_laamps.8050.t
desc = {
desc = ep3_laamps.8050.desc.intro
first_valid = {
triggered_desc = {
trigger = {
faith = scope:minority.faith
}
desc = ep3_laamps.8050.desc.mid.samefaith
}
triggered_desc = {
trigger = {
root.location.county.holder.faith = {
faith_hostility_level = {
target = root.faith
value >= faith_hostile_level
}
}
}
desc = ep3_laamps.8050.desc.mid.alsohated
}
desc = ep3_laamps.8050.desc.mid.fallback
}
desc = ep3_laamps.8050.desc.outro
}
theme = laamp
left_portrait = {
character = root
animation = personality_bold
}
right_portrait = {
character = scope:minority
animation = beg
}
lower_right_portrait = {
character = root.location.county.holder
}
cooldown = { years = 15 }
trigger = {
has_government = landless_adventurer_government
is_adult = yes
is_available_allow_travelling = yes
is_location_valid_for_travel_event_on_land = yes
OR = {
any_pool_character = {
province = root.location
laamp_8050_valid_minority = yes
}
AND = {
location.county.holder = { is_ai = yes }
location.county.holder = {
any_courtier_or_guest = {
laamp_8050_valid_minority = yes
}
}
}
}
}
immediate = {
if = {
limit = { enable_debug_laamp_event_logging_toggle_trigger = yes }
increment_global_variable_effect = {
VAR = tally_nimbo_8050
VAL = 1
}
}
if = {
limit = {
any_pool_character = {
province = root.location
laamp_8050_valid_minority = yes
}
}
random_pool_character = {
province = root.location
limit = {
laamp_8050_valid_minority = yes
}
weight = {
base = 1
modifier = {
add = 2
OR = {
# Smaller religions unlikely to have a *homeland* to return to
religion = religion:dualism_religion
religion = religion:judaism_religion
religion = religion:yazidi_religion
religion = religion:zoroastrianism_religion
religion = religion:zunism_religion
}
}
}
save_scope_as = minority
}
}
else = {
location.county.holder = {
random_courtier_or_guest = {
limit = {
laamp_8050_valid_minority = yes
}
weight = {
base = 1
modifier = {
add = 2
OR = {
# Smaller religions unlikely to have a *homeland* to return to
religion = religion:dualism_religion
religion = religion:judaism_religion
religion = religion:yazidi_religion
religion = religion:zoroastrianism_religion
religion = religion:zunism_religion
}
}
}
save_scope_as = minority
}
}
}
}
# Of course, join me as my companion!
option = {
name = ep3_laamps.8050.a
set_relation_friend = {
target = scope:minority
reason = friend_trip_of_a_lifetime
}
add_courtier = scope:minority
if = {
limit = {
scope:minority.faith = root.faith
}
add_piety = medium_piety_gain
stress_impact = {
callous = minor_stress_impact_gain
sadistic = minor_stress_impact_gain
shy = minor_stress_impact_gain
}
}
else = {
stress_impact = {
zealous = medium_stress_impact_gain
callous = minor_stress_impact_gain
sadistic = minor_stress_impact_gain
shy = minor_stress_impact_gain
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 2.5
ai_sociability = 2.5
ai_rationality = 2.5
ai_honor = 2.5
ai_vengefulness = -2.5
ai_zeal = -2.5
}
}
}
# I shall help you flee to safer lands
option = {
name = ep3_laamps.8050.b
trigger = {
culture = { this != scope:minority.culture }
}
scope:minority = {
if = {
limit = {
is_pool_character = no
}
move_to_pool = yes
}
}
root.culture = {
change_cultural_acceptance = {
target = scope:minority.culture
value = minor_cultural_acceptance_gain
desc = cultural_acceptance_fled_persecution
}
}
if = {
limit = {
scope:minority.faith = root.faith
}
add_piety = medium_piety_gain
stress_impact = {
sadistic = medium_stress_impact_gain
callous = minor_stress_impact_gain
}
}
else = {
stress_impact = {
sadistic = medium_stress_impact_gain
callous = minor_stress_impact_gain
zealous = minor_stress_impact_gain
}
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_vengefulness = -2.5
ai_sociability = -2.5
ai_rationality = 2.5
ai_zeal = -2.5
}
}
}
# Run home to your master now. Go on. Get.
option = {
name = ep3_laamps.8050.c
#Oppression is fun, I guess
if = {
limit = { faith = root.location.county.holder.faith }
add_piety = medium_piety_gain
}
else = { add_prestige = medium_prestige_gain }
stress_impact = {
gregarious = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
callous = minor_stress_impact_loss
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = -2.5
ai_sociability = -2.5
ai_honor = 2.5
}
}
}
}
# Nary a Drop
# Your water supplies spring a leak
# 8060
ep3_laamps.8060 = {
type = character_event
title = ep3_laamps.8060.t
desc = ep3_laamps.8060.desc
theme = laamp
left_portrait = {
character = root
animation = rage
}
right_portrait = {
character = scope:idiot
animation = beg
}
cooldown = { years = 15 }
trigger = {
has_government = landless_adventurer_government
is_adult = yes
is_available_allow_travelling = yes
domicile ?= {
domicile_location = {
# Water should be precious
is_desert_trigger = yes
NOT = { terrain = oasis }
}
}
}
immediate = {
if = {
limit = { enable_debug_laamp_event_logging_toggle_trigger = yes }
increment_global_variable_effect = {
VAR = tally_nimbo_8060
VAL = 1
}
}
random_courtier = {
weight = {
base = 100
modifier = {
add = {
subtract = learning
subtract = prowess
}
}
# Clumsy
modifier = {
add = 50
has_trait = intellect_bad
}
# Clumsy
modifier = {
add = 50
has_trait = physique_bad
}
modifier = {
factor = 0
is_adult = no
}
}
save_scope_as = idiot
}
}
# Quickly, we must find some!
option = {
name = ep3_laamps.8060.a
duel = {
skill = stewardship
value = medium_skill_rating
50 = {
desc = ep3_laamps.8060.a.win
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = ep3_laamps.8060.a.win
left_icon = root
domicile ?= { change_provisions = minor_provisions_gain }
}
}
50 = {
desc = ep3_laamps.8060.a.lose
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = ep3_laamps.8060.a.lose
left_icon = root
domicile ?= { change_provisions = minor_provisions_loss }
}
}
}
stress_impact = {
wrathful = medium_stress_impact_gain
vengeful = medium_stress_impact_gain
callous = minor_stress_impact_gain
sadistic = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = -2.5
ai_sociability = 2.5
ai_rationality = 2.5
ai_honor = 2.5
ai_vengefulness = -5
}
}
}
# Maybe we need to... recycle
option = {
name = ep3_laamps.8060.b
trigger = { has_trait = eccentric }
every_courtier = {
custom = every_camp_member
random = {
chance = 15
contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = no }
}
}
hidden_effect = {
random = {
chance = 15
contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = yes }
}
}
stress_impact = {
base = minor_stress_impact_gain
arrogant = medium_stress_impact_gain
wrathful = medium_stress_impact_gain
vengeful = medium_stress_impact_gain
callous = minor_stress_impact_gain
sadistic = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = -2.5
ai_rationality = -2.5
ai_vengefulness = -5
}
}
}
# You blundering imbecile! You fix this!
option = {
name = ep3_laamps.8060.c
scope:idiot = {
duel = {
skill = stewardship
value = medium_skill_rating
50 = {
desc = ep3_laamps.8060.c.win
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
root = {
send_interface_toast = {
title = ep3_laamps.8060.c.win
left_icon = root
domicile ?= { change_provisions = minor_provisions_gain }
}
}
}
50 = {
desc = ep3_laamps.8060.c.lose
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
root = {
send_interface_toast = {
title = ep3_laamps.8060.c.lose
left_icon = root
domicile ?= { change_provisions = minor_provisions_loss }
}
}
}
}
}
stress_impact = {
fickle = medium_stress_impact_gain
humble = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
calm = medium_stress_impact_gain
vengeful = medium_stress_impact_loss
wrathful = medium_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 2.5
ai_rationality = 2.5
ai_vengefulness = 5
}
}
}
# Time to ransack some local caravans
option = {
name = ep3_laamps.8060.d
add_gold = medium_gold_value
random = {
chance = 15
send_interface_toast = {
title = ep3_laamps.8060.d.lose
left_icon = root
right_icon = root.location.county.holder
reverse_add_opinion = {
modifier = theft_opinion
target = root.location.county.holder
}
}
}
stress_impact = {
fickle = medium_stress_impact_gain
humble = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
calm = medium_stress_impact_gain
vengeful = medium_stress_impact_loss
wrathful = medium_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 2.5
ai_greed = 2.5
ai_vengefulness = 5
}
}
}
# We can live without it
option = {
name = ep3_laamps.8060.e
domicile = { change_provisions = medium_provisions_loss }
stress_impact = {
wrathful = medium_stress_impact_gain
vengeful = medium_stress_impact_gain
callous = minor_stress_impact_gain
sadistic = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = -2.5
ai_sociability = 2.5
ai_rationality = -2.5
ai_honor = 2.5
ai_vengefulness = -5
}
}
}
}
# Foreign Fruits
# You find some strange looking fruit, eat it?
# 8070
ep3_laamps.8070 = {
type = character_event
title = ep3_laamps.8070.t
desc = ep3_laamps.8070.desc
theme = laamp
left_portrait = {
character = root
animation = thinking
}
lower_left_portrait = {
character = scope:forager
}
override_background = {
reference = terrain_scope
}
cooldown = { years = 15 }
trigger = {
has_government = landless_adventurer_government
is_adult = yes
is_available_allow_travelling = yes
location = { is_sea_province = no }
domicile ?= {
domicile_location = {
is_likely_to_contain_trees_trigger = yes
}
NOT = { provisions >= max_provisions }
}
}
immediate = {
domicile.domicile_location ?= { save_scope_as = background_terrain_scope }
if = {
limit = { enable_debug_laamp_event_logging_toggle_trigger = yes }
increment_global_variable_effect = {
VAR = tally_nimbo_8070
VAL = 1
}
}
court_position:chief_forager_camp_officer ?= { save_scope_as = forager }
}
# Forager, what say you?
option = {
name = ep3_laamps.8070.a
trigger = {
exists = scope:forager
scope:forager = {
aptitude = {
court_position = chief_forager_camp_officer
value >= 2
}
}
}
domicile = { change_provisions = medium_provisions_gain }
ai_chance = { # This is just the best option
base = 1000
}
}
# Ah, I know these plants!
option = {
name = ep3_laamps.8070.b
trigger = {
has_trait = lifestyle_herbalist
}
domicile = { change_provisions = medium_provisions_gain }
add_prestige = minor_prestige_gain
ai_chance = { # This is the other best option
base = 1000
}
}
# Let's just try...
option = {
name = ep3_laamps.8070.c
random_list = {
75 = {
send_interface_toast = {
title = ep3_laamps.8070.c.win
domicile = { change_provisions = medium_provisions_gain }
}
}
25 = {
send_interface_toast = {
title = ep3_laamps.8070.c.lose
hidden_effect = {
contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = yes }
}
every_courtier = {
custom = every_camp_member
contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = no }
}
}
}
}
stress_impact = {
craven = medium_stress_impact_gain
diligent = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 2.5
ai_rationality = -2.5
}
}
}
# I think we'll survive without them
option = {
name = ep3_laamps.8070.d
stress_impact = {
brave = medium_stress_impact_gain
eccentric = medium_stress_impact_gain
ambitious = minor_stress_impact_gain
greedy = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = -2.5
ai_rationality = 2.5
}
}
}
}
# A Strange Sailor
# You find Tom Baker sitting at a bar missing most of his body parts
# 8080
scripted_trigger valid_weird_sailor = {
is_adult = yes
has_trait = eccentric
has_any_high_skill_rating = yes
would_be_valid_for_court_position = {
court_position = quartermaster_camp_officer
employer = root
}
}
ep3_laamps.8080 = {
type = character_event
title = ep3_laamps.8080.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
location = {
is_sea_province = yes
}
}
desc = ep3_laamps.8080.desc.intro_sea
}
desc = ep3_laamps.8080.desc.intro
}
desc = ep3_laamps.8080.desc.outro
}
theme = laamp
override_background = {
reference = tavern
}
left_portrait = {
character = root
animation = laugh
}
right_portrait = {
character = scope:sailor
animation = eccentric
}
cooldown = { years = 15 }
trigger = {
has_government = landless_adventurer_government
is_adult = yes
is_available_allow_travelling = yes
location = {
OR = {
is_coastal = yes
any_neighboring_province = { is_river_province = yes }
}
}
NOT = { employs_court_position = quartermaster_camp_officer }
can_employ_court_position_type = quartermaster_camp_officer
}
immediate = {
if = {
limit = { enable_debug_laamp_event_logging_toggle_trigger = yes }
increment_global_variable_effect = {
VAR = tally_nimbo_8080
VAL = 1
}
}
root.location = {
random_neighboring_province = {
limit = {
is_sea_province = no
}
save_scope_as = sailor_home
}
}
hidden_effect = {
random_pool_character = {
province = scope:sailor_home
limit = { valid_weird_sailor = yes }
if = {
limit = {
has_permanent_physical_injury = no
}
add_trait = one_legged
}
save_scope_as = sailor
}
random_memory = {
limit = {
has_memory_category = positive
has_memory_category = martial
}
save_scope_as = memory
}
}
if = {
limit = {
NOT = { exists = scope:sailor }
}
create_character = {
location = scope:sailor_home
template = weird_sailor_template
culture = scope:sailor_home.culture
faith = scope:sailor_home.faith
save_scope_as = sailor
after_creation = {
random_list = {
1 = { set_nickname_effect = { NICKNAME = nick_the_mad } }
1 = { set_nickname_effect = { NICKNAME = nick_the_red } }
1 = { set_nickname_effect = { NICKNAME = nick_the_drunkard } }
1 = { set_nickname_effect = { NICKNAME = nick_the_jolly } }
1 = { set_nickname_effect = { NICKNAME = nick_the_jovial } }
1 = { set_nickname_effect = { NICKNAME = nick_the_bellower } }
1 = { set_nickname_effect = { NICKNAME = nick_twistedbeard } }
1 = { set_nickname_effect = { NICKNAME = nick_foul_fart } }
1 = { set_nickname_effect = { NICKNAME = nick_the_flash } }
1 = { set_nickname_effect = { NICKNAME = nick_the_insane } }
1 = { set_nickname_effect = { NICKNAME = nick_ale_lover } }
1 = { set_nickname_effect = { NICKNAME = nick_the_gambler } }
}
}
}
}
}
# AAAAHHHHAAAAAAAAAAHAAHAAAAAAAAA... me laddy!
option = {
name = ep3_laamps.8080.a
trigger = {
has_trait = eccentric
}
set_relation_friend = {
target = scope:sailor
reason = friend_eccentric
}
add_courtier = scope:sailor
camp_officer_grant_effect = {
EMPLOYER = root
POS = second
CANDIDATE = scope:sailor
}
stress_impact = {
eccentric = medium_stress_impact_loss
shy = minor_stress_impact_loss
cynical = medium_stress_impact_gain
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 2.5
ai_sociability = 2.5
ai_rationality = -10
}
}
}
# Do... do you wanna come with me?
option = {
name = ep3_laamps.8080.b
add_courtier = scope:sailor
camp_officer_grant_effect = {
EMPLOYER = root
POS = quartermaster
CANDIDATE = scope:sailor
}
pay_short_term_gold = {
target = scope:sailor
gold = minor_gold_value
}
stress_impact = {
arrogant = medium_stress_impact_gain
cynical = medium_stress_impact_gain
shy = minor_stress_impact_gain
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 2.5
ai_sociability = 2.5
ai_rationality = -2.5
}
modifier = {
factor = 0
short_term_gold < minor_gold_value
}
}
}
# Try to out-macho him
option = {
name = ep3_laamps.8080.c
duel = {
skills = { martial diplomacy }
target = scope:sailor
50 = {
desc = ep3_laamps.8080.c.win
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = ep3_laamps.8080.c.win
left_icon = root
right_icon = scope:sailor
add_prestige = medium_prestige_gain
every_courtier = {
custom = every_camp_member
add_opinion = {
modifier = impressed_opinion
target = root
opinion = 15
}
}
}
}
50 = {
desc = ep3_laamps.8080.c.lose
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = ep3_laamps.8080.c.lose
left_icon = root
right_icon = scope:sailor
add_prestige = medium_prestige_loss
}
}
}
stress_impact = {
humble = medium_stress_impact_gain
gregarious = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 2.5
ai_sociability = 2.5
ai_rationality = -2.5
}
}
}
# Get away from me you mad old sea dog
option = {
name = ep3_laamps.8080.d
stress_impact = {
humble = medium_stress_impact_gain
gregarious = minor_stress_impact_gain
eccentric = major_stress_impact_gain
shy = minor_stress_impact_loss
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = -2.5
ai_sociability = -2.5
ai_rationality = 2.5
}
}
}
}
# The Distant Shores
# You have an out-of-body experience in a strange land and question your identity
# 8090
ep3_laamps.8090 = {
type = character_event
title = ep3_laamps.8090.t
desc = {
desc = ep3_laamps.8090.desc.intro
first_valid = {
triggered_desc = {
trigger = {
root.domicile.domicile_location = {
OR = {
geographical_region = world_europe
geographical_region = world_asia_minor
}
}
}
desc = ep3_laamps.8090.desc.world_europe
}
triggered_desc = {
trigger = {
root.domicile.domicile_location = {
geographical_region = world_middle_east
}
}
desc = ep3_laamps.8090.desc.world_middle_east
}
triggered_desc = {
trigger = {
root.domicile.domicile_location = {
geographical_region = world_india
}
}
desc = ep3_laamps.8090.desc.world_india
}
triggered_desc = {
trigger = {
root.domicile.domicile_location = {
geographical_region = world_africa
}
}
desc = ep3_laamps.8090.desc.world_africa
}
triggered_desc = {
trigger = {
root.domicile.domicile_location = {
geographical_region = world_steppe
}
}
desc = ep3_laamps.8090.desc.world_steppe
}
triggered_desc = {
trigger = {
root.domicile.domicile_location = {
geographical_region = world_tibet
}
}
desc = ep3_laamps.8090.desc.world_tibet
}
triggered_desc = {
trigger = {
root.domicile.domicile_location = {
geographical_region = world_burma
}
}
desc = ep3_laamps.8090.desc.world_burma
}
triggered_desc = {
trigger = {
root.domicile.domicile_location = {
geographical_region = world_asia_china
}
}
desc = ep3_laamps.8090.desc.world_asia_china
}
triggered_desc = {
trigger = {
root.domicile.domicile_location = {
geographical_region = world_asia_japan
}
}
desc = ep3_laamps.8090.desc.world_asia_japan
}
triggered_desc = {
trigger = {
root.domicile.domicile_location = {
geographical_region = world_asia_korea
}
}
desc = ep3_laamps.8090.desc.world_asia_korea
}
triggered_desc = {
trigger = {
root.domicile.domicile_location = {
geographical_region = world_asia_southeast
}
}
desc = ep3_laamps.8090.desc.world_asia_southeast
}
}
desc = ep3_laamps.8090.desc.outro
}
theme = laamp
left_portrait = {
character = root
animation = admiration
}
override_background = { reference = market }
cooldown = { years = 15 }
trigger = {
has_government = landless_adventurer_government
is_adult = yes
is_available_allow_travelling = yes
is_location_valid_for_travel_event_on_land = yes
OR = {
AND = {
root.domicile.domicile_location = {
OR = {
geographical_region = world_europe
geographical_region = world_asia_minor
}
}
NOR = {
root.culture = { culture_overlaps_geographical_region = world_europe }
root.culture = { culture_overlaps_geographical_region = world_asia_minor }
}
}
AND = {
root.domicile.domicile_location = { geographical_region = world_middle_east }
NOT = {
root.culture = { culture_overlaps_geographical_region = world_middle_east }
}
}
AND = {
root.domicile.domicile_location = { geographical_region = world_india }
NOT = {
root.culture = { culture_overlaps_geographical_region = world_india }
}
}
AND = {
root.domicile.domicile_location = { geographical_region = world_africa }
NOT = {
root.culture = { culture_overlaps_geographical_region = world_africa }
}
}
AND = {
root.domicile.domicile_location = { geographical_region = world_steppe }
NOT = {
root.culture = { culture_overlaps_geographical_region = world_steppe }
}
}
AND = {
root.domicile.domicile_location = { geographical_region = world_tibet }
NOT = {
root.culture = { culture_overlaps_geographical_region = world_tibet }
}
}
AND = {
root.domicile.domicile_location = { geographical_region = world_burma }
NOT = {
root.culture = { culture_overlaps_geographical_region = world_burma }
}
}
AND = {
root.domicile.domicile_location = { geographical_region = world_asia_china }
NOT = {
root.culture = { culture_overlaps_geographical_region = world_asia_china }
}
}
AND = {
root.domicile.domicile_location = { geographical_region = world_asia_japan }
NOT = {
root.culture = { culture_overlaps_geographical_region = world_asia_japan }
}
}
AND = {
root.domicile.domicile_location = { geographical_region = world_asia_korea }
NOT = {
root.culture = { culture_overlaps_geographical_region = world_asia_korea }
}
}
AND = {
root.domicile.domicile_location = { geographical_region = world_asia_southeast }
NOT = {
root.culture = { culture_overlaps_geographical_region = world_asia_southeast }
}
}
}
}
immediate = {
if = {
limit = { enable_debug_laamp_event_logging_toggle_trigger = yes }
increment_global_variable_effect = {
VAR = tally_nimbo_8090
VAL = 1
}
}
root.domicile.domicile_location.county = { save_scope_as = county }
root.domicile.domicile_location.county.culture = { save_scope_as = culture }
}
# Can a man not be both one culture AND another?
option = {
name = ep3_laamps.8090.a
culture = {
change_cultural_acceptance = {
target = scope:culture
value = medium_cultural_acceptance_gain
desc = cultural_acceptance_distant_hero
}
}
stress_impact = {
arrogant = medium_stress_impact_gain
stubborn = medium_stress_impact_gain
gregarious = minor_stress_impact_gain
eccentric = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = -2.5
ai_sociability = 2.5
ai_rationality = 2.5
}
}
}
# I think it's time I embrace my place here
option = {
name = ep3_laamps.8090.b
every_courtier = {
custom = every_relative_in_camp_your_culture
limit = {
is_close_family_of = root
culture = root.culture
}
set_culture = scope:culture
}
set_culture = scope:culture
stress_impact = {
gregarious = medium_stress_impact_loss
eccentric = medium_stress_impact_loss
arrogant = medium_stress_impact_gain
stubborn = medium_stress_impact_gain
cynical = medium_stress_impact_gain
}
ai_chance = {
base = 0 # Player only
}
}
# Maybe I should build a new home here!
option = {
name = ep3_laamps.8090.c
add_character_modifier = {
modifier = laamps_8090_preparing_invasion
years = 15
}
stress_impact = {
gregarious = medium_stress_impact_gain
humble = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
just = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 2.5
ai_sociability = -2.5
ai_rationality = -2.5
}
}
}
}
# LEGITIMIST SUPPORT NEGOTIATION EVENTS
# Choose your title for support
ep3_laamps.8101 = {
type = character_event
title = ep3_laamps.8101.t
desc = ep3_laamps.8101.desc
theme = diplomacy
override_background = { reference = study }
left_portrait = {
character = root
animation = debating
}
right_portrait = {
character = scope:petitioned_ruler
animation = admiration
}
trigger = {
any_claim = {
count > 1
tier >= tier_kingdom
}
NOT = {
has_variable = legitimist_claimed_title
}
}
immediate = {
ordered_claim = {
limit = {
tier >= tier_kingdom
}
order_by = tier
max = 4
# First title.
if = {
limit = {
NOT = { exists = scope:title_1 }
}
save_scope_as = title_1
}
# Second title.
else_if = {
limit = {
NOT = {
this = scope:title_1
exists = scope:title_2
}
}
save_scope_as = title_2
}
# Third title.
else_if = {
limit = {
NOT = {
this = scope:title_1
this = scope:title_2
exists = scope:title_3
}
}
save_scope_as = title_3
}
# Fourth title
else_if = {
limit = {
NOT = {
this = scope:title_1
this = scope:title_2
this = scope:title_3
exists = scope:title_4
}
}
save_scope_as = title_4
}
}
}
on_trigger_fail = {
trigger_event = ep3_laamps.8102
}
option = {
name = ep3_laamps.8101.a
custom_tooltip = ep3_laamps.8101.a.desc
trigger = {
exists = scope:title_1
}
scope:title_1 = {
save_scope_as = claimed_title
}
ai_chance = {
base = 100
}
}
option = {
name = ep3_laamps.8101.b
custom_tooltip = ep3_laamps.8101.a.desc
trigger = {
exists = scope:title_2
}
scope:title_2 = {
save_scope_as = claimed_title
}
}
option = {
name = ep3_laamps.8101.c
custom_tooltip = ep3_laamps.8101.a.desc
trigger = {
exists = scope:title_3
}
scope:title_3 = {
save_scope_as = claimed_title
}
}
option = {
name = ep3_laamps.8101.d
custom_tooltip = ep3_laamps.8101.a.desc
trigger = {
exists = scope:title_4
}
scope:title_4 = {
save_scope_as = claimed_title
}
}
after = {
trigger_event = ep3_laamps.8102
}
}
#Negotiations intro
ep3_laamps.8102 = {
type = character_event
title = ep3_laamps.8102.t
desc = ep3_laamps.8102.desc
theme = diplomacy
override_background = { reference = study }
left_portrait = {
character = root
animation = debating
}
right_portrait = {
character = scope:petitioned_ruler
animation = bribing
}
immediate = {
#save the claim
if = {
limit = {
NOT = {
exists = scope:claimed_title
has_variable = legitimist_claimed_title
}
}
random_claim = {
limit = {
tier >= tier_kingdom
}
save_scope_as = claimed_title
}
}
scope:claimed_title.holder.capital_barony = { save_scope_as = capital_barony }
if = {
limit = {
NOT = {
has_variable = legitimist_claimed_title
}
}
set_variable = {
name = legitimist_claimed_title
value = scope:claimed_title
}
}
else = {
var:legitimist_claimed_title = {
save_scope_as = claimed_title
}
}
#setup turns
set_variable = {
name = legitimist_turns
value = {
value = 4
if = {
limit = {
scope:claimed_title = {
tier = tier_empire
}
}
add = 4
}
if = {
limit = {
scope:petitioned_ruler.faith = root.faith
}
add = {
value = root.piety_level
subtract = 2
max = 2
min = 0
}
}
add = {
value = root.prestige_level
subtract = 2
max = 2
min = 0
}
add = {
value = root.dynasty.dynasty_prestige_level
subtract = 2
max = 3
min = 0
}
}
}
#setup support and obligations level
set_variable = {
name = legitimist_support
value = 1
}
set_variable = {
name = legitimist_obligations
value = 2
}
}
option = { #Let us dicuss the deal-o
name = ep3_laamps.8102.a
custom_tooltip = ep3_laamps.8102.a.desc
if = {
limit = {
is_ai = yes
}
change_variable = {
name = legitimist_support
add = 2
}
change_variable = {
name = legitimist_obligations
add = 1
}
}
ai_chance = {
base = 100
}
}
option = { #Try to dazzle them with brilliance - more turns
name = ep3_laamps.8102.b
trigger = {
NOT = {
has_relation_friend = scope:petitioned_ruler
}
}
duel = {
target = scope:petitioned_ruler
skill = diplomacy
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
custom_tooltip = ep3_laamps.8102.b.desc
send_interface_toast = {
title = ep3_laamps.8102.b.success
left_icon = scope:petitioned_ruler
}
change_variable = {
name = legitimist_support
add = 1
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = ep3_laamps.8102.b.failure
send_interface_toast = {
title = ep3_laamps.8102.b.failure
left_icon = scope:petitioned_ruler
}
add_prestige = medium_prestige_loss
change_variable = {
name = legitimist_turns
subtract = 1
}
}
}
}
option = { #Or baffle them with bs - more turns
name = ep3_laamps.8102.c
trigger = {
NOT = {
has_relation_friend = scope:petitioned_ruler
}
}
duel = {
target = scope:petitioned_ruler
skill = intrigue
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
custom_tooltip = ep3_laamps.8102.c.desc
send_interface_toast = {
title = ep3_laamps.8102.b.success
left_icon = scope:petitioned_ruler
}
change_variable = {
name = legitimist_turns
add = 4
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = ep3_laamps.8102.b.failure
send_interface_toast = {
title = ep3_laamps.8102.b.failure
left_icon = scope:petitioned_ruler
}
add_prestige = medium_prestige_loss
change_variable = {
name = legitimist_turns
subtract = 1
}
}
}
}
option = { #we are friends, more turns
name = ep3_laamps.8102.d
custom_tooltip = ep3_laamps.8102.d.desc
trigger = {
has_relation_friend = scope:petitioned_ruler
}
change_variable = {
name = legitimist_turns
add = 4
}
change_variable = {
name = legitimist_support
add = 1
}
}
option = { #spend hook - more support!
name = ep3_laamps.8102.e
custom_tooltip = ep3_laamps.8102.e.desc
trigger = {
has_hook = scope:petitioned_ruler
}
remove_hook = { target = scope:petitioned_ruler }
change_variable = {
name = legitimist_support
add = 2
}
}
after = {
trigger_event = ep3_laamps.8103
}
}
#Negotiations for the level of support
ep3_laamps.8103 = {
type = character_event
title = ep3_laamps.8103.t
desc = {
random_valid = {
desc = ep3_laamps.8103.intro_1
desc = ep3_laamps.8103.intro_2
desc = ep3_laamps.8103.intro_3
}
first_valid = {
triggered_desc = {
trigger = { var:legitimist_turns = 0 }
desc = ep3_laamps.8103.no_more_turns_flavor
}
random_valid = {
desc = ep3_laamps.8103.mid_1
desc = ep3_laamps.8103.mid_2
desc = ep3_laamps.8103.mid_3
}
}
desc = ep3_laamp.8103.turns_left
first_valid = {
triggered_desc = {
trigger = { var:legitimist_support >= 6 }
desc = ep3_laamps.8103.support_6
}
triggered_desc = {
trigger = { var:legitimist_support >= 5 }
desc = ep3_laamps.8103.support_5
}
triggered_desc = {
trigger = { var:legitimist_support >= 4 }
desc = ep3_laamps.8103.support_4
}
triggered_desc = {
trigger = { var:legitimist_support >= 3 }
desc = ep3_laamps.8103.support_3
}
triggered_desc = {
trigger = { var:legitimist_support >= 2 }
desc = ep3_laamps.8103.support_2
}
triggered_desc = {
trigger = { var:legitimist_support >= 1 }
desc = ep3_laamps.8103.support_1
}
}
first_valid = {
triggered_desc = {
trigger = { var:legitimist_obligations = 1 }
desc = ep3_laamps.8103.one_obligations
}
desc = ep3_laamps.8103.obligations
}
}
theme = diplomacy
override_background = { reference = study }
left_portrait = {
character = root
animation = debating
}
right_portrait = {
character = scope:petitioned_ruler
animation = personality_forgiving
}
trigger = {
var:legitimist_turns >= 1
}
on_trigger_fail = {
trigger_event = ep3_laamps.8105
}
option = { #Moar troops!
name = ep3_laamps.8103.a
custom_tooltip = ep3_laamps.8103.a.desc
trigger = {
var:legitimist_support < 6
var:legitimist_turns >= 1
}
change_variable = {
name = legitimist_support
add = 1
}
change_variable = {
name = legitimist_obligations
add = 1
}
trigger_event = ep3_laamps.8103
}
option = { #Moar troops, but without obligations increase. harder with obligations/support imbalance
name = ep3_laamps.8103.b
trigger = {
var:legitimist_support < 6
var:legitimist_turns >= 1
}
duel = {
target = scope:petitioned_ruler
skill = diplomacy
60 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
custom_tooltip = ep3_laamps.8103.b.desc
send_interface_toast = {
title = ep3_laamps.8103.b.success
left_icon = scope:petitioned_ruler
}
change_variable = {
name = legitimist_support
add = 1
}
}
40 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = {
add = {
value = var:legitimist_support
add = 1
subtract = var:legitimist_obligations
multiply = 10
}
}
desc = ep3_laamps.8103.b.failure
send_interface_toast = {
title = ep3_laamps.8103.b.failure
left_icon = scope:petitioned_ruler
}
add_prestige = minor_prestige_loss
}
}
trigger_event = ep3_laamps.8103
}
option = { #Try to get the level of obligations down. harder with obligations/support imbalance
name = ep3_laamps.8103.c
custom_tooltip = ep3_laamps.8103.c.desc
trigger = {
var:legitimist_obligations > 1
var:legitimist_turns >= 1
}
duel = {
target = scope:petitioned_ruler
skill = stewardship
70 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = ep3_laamps.8103.c.success
send_interface_toast = {
title = ep3_laamps.8103.c.success
left_icon = scope:petitioned_ruler
}
change_variable = {
name = legitimist_obligations
subtract = 1
}
}
30 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = {
add = {
value = var:legitimist_support
add = 1
subtract = var:legitimist_obligations
multiply = 10
}
}
desc = ep3_laamps.8103.c.failure
send_interface_toast = {
title = ep3_laamps.8103.c.failure
left_icon = scope:petitioned_ruler
}
add_prestige = minor_prestige_loss
}
}
trigger_event = ep3_laamps.8103
}
option = { #I'm good
name = ep3_laamps.8103.d
custom_tooltip = ep3_laamps.8103.d.desc
trigger_event = ep3_laamps.8105
ai_chance = {
base = 100
}
}
after = {
change_variable = {
name = legitimist_turns
subtract = 1
}
}
}
#End on negotiations - spit on it
scripted_effect legitimist_support_add_effect = {
add_gold = {
value = 300
multiply = var:legitimist_support
}
spawn_army = {
men_at_arms = {
type = accolade_maa_vanguards
stacks = {
value = 2
multiply = var:legitimist_support
}
}
men_at_arms = {
type = accolade_maa_archers
stacks = {
value = 2
multiply = var:legitimist_support
}
}
men_at_arms = {
type = accolade_maa_lancers
stacks = {
value = var:legitimist_support
min = 1
}
}
inheritable = no
uses_supply = no
location = root.location
name = ep3_legitimist_army
}
scope:petitioned_ruler = {
add_hook = {
target = root
type = favor_hook
}
}
}
ep3_laamps.8105 = {
type = character_event
title = ep3_laamps.8105.t
desc = ep3_laamps.8105.desc
theme = diplomacy
override_background = { reference = study }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:petitioned_ruler
animation = toast_goblet
}
option = { #ask for time extension
name = ep3_laamps.8105.a
custom_tooltip = ep3_laamps.8105.invalidations_reasons
custom_tooltip = ep3_laamps.8105.a.desc
duel = {
target = scope:petitioned_ruler
skill = martial
60 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = ep3_laamps.8105.a.success
send_interface_toast = {
title = ep3_laamps.8105.a.success
left_icon = scope:petitioned_ruler
}
trigger_event = {
id = ep3_laamps.8106
years = 8
}
}
40 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = ep3_laamps.8105.a.failure
send_interface_toast = {
title = ep3_laamps.8105.a.failure
left_icon = scope:petitioned_ruler
}
trigger_event = {
id = ep3_laamps.8106
years = 4
}
add_prestige = medium_prestige_loss
}
}
legitimist_support_add_effect = yes
add_to_variable_list = { #used to handle root death
name = legitimist_supporters
target = scope:petitioned_ruler
}
scope:petitioned_ruler = {
set_variable = {
name = legitimist_obligations_left
value = root.var:legitimist_obligations
}
}
hidden_effect = {
scope:task_contract = {
complete_task_contract = success_standard
}
}
}
option = { #spit on it
name = ep3_laamps.8105.b
custom_tooltip = ep3_laamps.8105.invalidations_reasons
custom_tooltip = ep3_laamps.8105.b.desc
trigger_event = {
id = ep3_laamps.8106
years = 4
}
scope:petitioned_ruler = {
set_variable = {
name = legitimist_obligations_left
value = root.var:legitimist_obligations
}
}
add_prestige = medium_prestige_gain
legitimist_support_add_effect = yes
add_to_variable_list = { #used to handle root death
name = legitimist_supporters
target = scope:petitioned_ruler
}
hidden_effect = {
scope:task_contract = {
complete_task_contract = success_standard
}
}
ai_chance = {
base = 100
}
}
option = { #actually, nvm, byeeee
name = ep3_laamps.8105.c
custom_tooltip = ep3_laamps.8105.c.desc
trigger_event = {
id = ep3_laamps.8107
months = { 1 2 }
}
hidden_effect = {
scope:task_contract = {
complete_task_contract = failure_standard
}
}
}
after = {
remove_variable = legitimist_turns
remove_variable = legitimist_support
remove_variable = legitimist_obligations
}
}
scripted_effect ep3_laamps_8106_designate_targets_effect = {
if = {
limit = {
NOT = { exists = scope:target_1 }
}
save_scope_as = target_1
}
else_if = {
limit = {
NOT = { exists = scope:target_2 }
}
save_scope_as = target_2
}
else_if = {
limit = {
NOT = { exists = scope:target_3 }
}
save_scope_as = target_3
}
else_if = {
limit = {
NOT = { exists = scope:target_4 }
}
save_scope_as = target_4
}
else_if = {
limit = {
NOT = { exists = scope:target_5 }
}
save_scope_as = target_5
}
else_if = {
limit = {
NOT = { exists = scope:target_6 }
}
save_scope_as = target_6
}
else_if = {
limit = {
NOT = { exists = scope:target_7 }
}
save_scope_as = target_7
}
else_if = {
limit = {
NOT = { exists = scope:target_8 }
}
save_scope_as = target_8
}
else_if = {
limit = {
NOT = { exists = scope:target_9 }
}
save_scope_as = target_9
}
else_if = {
limit = {
NOT = { exists = scope:target_10 }
}
save_scope_as = target_10
}
}
#Reminder about the timer!
ep3_laamps.8106 = {
type = character_event
title = ep3_laamps.8106.t
desc = ep3_laamps.8106.desc
theme = diplomacy
override_background = { reference = army_camp }
left_portrait = {
character = root
animation = personality_rational
}
right_portrait = {
character = scope:petitioned_ruler
animation = personality_vengeful
}
trigger = {
government_has_flag = government_is_landless_adventurer
has_realm_law = camp_purpose_legitimists
NOT = {
is_at_war = yes
any_held_title = {
this = scope:claimed_title
}
}
scope:petitioned_ruler = {
is_alive = yes
is_landed = yes
NOR = {
is_imprisoned_by = root
AND = {
is_at_war = yes
any_character_war = {
OR = {
primary_attacker = root
primary_defender = root
}
}
}
}
}
}
on_trigger_fail = {
if = {
limit = {
is_at_war = yes
}
trigger_event = { #let us try again later
id = ep3_laamps.8106
months = { 2 4 }
}
}
else_if = {
limit = {
any_held_title = {
this = scope:claimed_title
}
}
trigger_event = { #payup buddy boi
id = ep3_laamps.8111
months = { 18 20 }
}
}
else_if = {
limit = {
scope:petitioned_ruler = {
OR = {
is_alive = no
is_landed = no
is_imprisoned_by = root
AND = {
is_at_war = yes
any_character_war = {
OR = {
primary_attacker = root
primary_defender = root
}
}
}
}
}
}
trigger_event = {
id = ep3_laamps.8110
}
}
else = {
trigger_event = { #you failed
id = ep3_laamps.8107
months = { 1 2 }
}
}
}
option = { #go to war
name = ep3_laamps.8106.a
flavor = ep3_laamps.8106.a.desc
#it is ugly, but it seems there is no other way
every_claim = {
limit = {
OR = {
holder = scope:claimed_title.holder
holder.top_liege = scope:claimed_title.holder
}
}
ep3_laamps_8106_designate_targets_effect = yes
}
# Ugly war targeting.
## 10 targets.
if = {
limit = { exists = scope:target_10 }
start_war = {
casus_belli = claim_cb
target = scope:claimed_title.holder
claimant = root
target_title = scope:target_1
target_title = scope:target_2
target_title = scope:target_3
target_title = scope:target_4
target_title = scope:target_5
target_title = scope:target_6
target_title = scope:target_7
target_title = scope:target_8
target_title = scope:target_9
target_title = scope:target_10
}
}
## 09 targets.
else_if = {
limit = { exists = scope:target_9 }
start_war = {
casus_belli = claim_cb
target = scope:claimed_title.holder
claimant = root
target_title = scope:target_1
target_title = scope:target_2
target_title = scope:target_3
target_title = scope:target_4
target_title = scope:target_5
target_title = scope:target_6
target_title = scope:target_7
target_title = scope:target_8
target_title = scope:target_9
}
}
## 08 targets.
else_if = {
limit = { exists = scope:target_8 }
start_war = {
casus_belli = claim_cb
target = scope:claimed_title.holder
claimant = root
target_title = scope:target_1
target_title = scope:target_2
target_title = scope:target_3
target_title = scope:target_4
target_title = scope:target_5
target_title = scope:target_6
target_title = scope:target_7
target_title = scope:target_8
}
}
## 07 targets.
else_if = {
limit = { exists = scope:target_7 }
start_war = {
casus_belli = claim_cb
target = scope:claimed_title.holder
claimant = root
target_title = scope:target_1
target_title = scope:target_2
target_title = scope:target_3
target_title = scope:target_4
target_title = scope:target_5
target_title = scope:target_6
target_title = scope:target_7
}
}
## 06 targets.
else_if = {
limit = { exists = scope:target_6 }
start_war = {
casus_belli = claim_cb
target = scope:claimed_title.holder
claimant = root
target_title = scope:target_1
target_title = scope:target_2
target_title = scope:target_3
target_title = scope:target_4
target_title = scope:target_5
target_title = scope:target_6
}
}
## 05 targets.
else_if = {
limit = { exists = scope:target_5 }
start_war = {
casus_belli = claim_cb
target = scope:claimed_title.holder
claimant = root
target_title = scope:target_1
target_title = scope:target_2
target_title = scope:target_3
target_title = scope:target_4
target_title = scope:target_5
}
}
## 04 targets.
else_if = {
limit = { exists = scope:target_4 }
start_war = {
casus_belli = claim_cb
target = scope:claimed_title.holder
claimant = root
target_title = scope:target_1
target_title = scope:target_2
target_title = scope:target_3
target_title = scope:target_4
}
}
## 03 targets.
else_if = {
limit = { exists = scope:target_3 }
start_war = {
casus_belli = claim_cb
target = scope:claimed_title.holder
claimant = root
target_title = scope:target_1
target_title = scope:target_2
target_title = scope:target_3
}
}
## 02 targets.
else_if = {
limit = { exists = scope:target_2 }
start_war = {
casus_belli = claim_cb
target = scope:claimed_title.holder
claimant = root
target_title = scope:target_1
target_title = scope:target_2
}
}
## 01 targets.
else_if = {
limit = { exists = scope:target_1 }
start_war = {
casus_belli = claim_cb
target = scope:claimed_title.holder
claimant = root
target_title = scope:target_1
}
}
ai_chance = {
base = 100
}
trigger_event = {
id = ep3_laamps.8106
months = { 11 13 }
}
}
option = { #ask for a delay
name = ep3_laamps.8106.b
custom_tooltip = ep3_laamps.8106.b.desc
#diplo/martial duel - the time is not right for war you see
#trigger this event after next 2 years
#obligations increase if you don't succeed
duel = {
target = scope:petitioned_ruler
skill = martial
60 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
custom_tooltip = ep3_laamps.8106.b.success
send_interface_toast = {
title = ep3_laamps.8106.b.success
left_icon = scope:petitioned_ruler
}
}
40 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
custom_tooltip = ep3_laamps.8106.b.failure
send_interface_toast = {
title = ep3_laamps.8106.b.failure
left_icon = scope:petitioned_ruler
}
scope:petitioned_ruler = {
change_variable = {
name = legitimist_obligations_left
add = 1
}
}
trigger_event = {
id = ep3_laamps.8106
years = 2
}
}
}
}
option = { #actually, nvm, I have other plans now
name = ep3_laamps.8106.c
custom_tooltip = ep3_laamps.8106.c.desc
trigger_event = {
id = ep3_laamps.8107
months = { 1 2 }
}
}
}
#Invalidation upon changing the camp type or becoming landed
ep3_laamps.8107 = {
type = letter_event
opening = ep3_laamps.8107.t
desc = ep3_laamps.8107.desc
sender = scope:petitioned_ruler
option = { #well, fate had another things in mind
name = ep3_laamps.8107.a
add_prestige_level = -1
if = {
limit = {
NOT = {
has_relation_rival = scope:petitioned_ruler
}
}
set_relation_rival = {
target = scope:petitioned_ruler
reason = rival_nithing
}
}
scope:petitioned_ruler = {
remove_variable = legitimist_obligations_left
remove_character_flag = legitimist_supporter
}
add_to_variable_list = {
name = legitimist_payed_supporters
target = scope:petitioned_ruler
}
scope:petitioned_ruler = {
remove_hook = {
target = root
}
}
}
}
#Obligations payment
ep3_laamps.8108 = {
type = character_event
title = ep3_laamps.8108.t
desc = ep3_laamps.8108.desc
theme = stewardship
override_background = { reference = study }
left_portrait = {
character = root
animation = personality_rational
}
right_portrait = {
character = scope:petitioned_ruler
animation = personality_greedy
}
trigger = {
scope:petitioned_ruler = {
is_alive = yes
is_landed = yes
NOR = {
is_imprisoned_by = root
AND = {
is_at_war = yes
any_character_war = {
OR = {
primary_attacker = root
primary_defender = root
}
}
}
}
}
}
immediate = {
add_to_variable_list = { #error suppresion
name = legitimist_supporters
target = root
}
}
on_trigger_fail = {
trigger_event = {
id = ep3_laamps.8110
days = { 1 2 }
}
}
option = { #gimmie ur lunch monies, pacta sunt servanta
name = ep3_laamps.8108.a
if = {
limit = {
scope:petitioned_ruler.var:legitimist_obligations_left > 1
}
custom_tooltip = ep3_laamps.8108.payments_left
}
else = {
custom_tooltip = ep3_laamps.8108.no_payments_left
scope:petitioned_ruler = {
remove_variable = legitimist_obligations_left
remove_character_flag = legitimist_supporter
}
add_to_variable_list = {
name = legitimist_payed_supporters
target = scope:petitioned_ruler
}
scope:petitioned_ruler = {
remove_hook = {
target = root
}
}
}
if = {
limit = {
monthly_character_income <= 50
}
custom_tooltip = ep3_laamps.8108.legitimist_too_poor
}
pay_short_term_gold = {
target = scope:petitioned_ruler
gold = {
value = monthly_character_income
multiply = 6
min = 300
}
}
add_legitimacy = medium_legitimacy_gain
scope:petitioned_ruler = {
change_variable = {
name = legitimist_obligations_left
subtract = 1
}
}
if = {
limit = {
scope:petitioned_ruler.var:legitimist_obligations_left > 1
}
trigger_event = {
id = ep3_laamps.8111
months = { 18 20 }
}
}
ai_chance = {
base = 100
}
}
option = { #Alas, I cannot pay you now, but I will in the future
name = ep3_laamps.8108.b
custom_tooltip = ep3_laamps.8108.b.desc
duel = {
target = scope:petitioned_ruler
skill = stewardship
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = ep3_laamps.8108.b.success
send_interface_toast = {
title = ep3_laamps.8108.b.success
left_icon = scope:petitioned_ruler
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = ep3_laamps.8108.b.failure
send_interface_toast = {
title = ep3_laamps.8108.b.failure
left_icon = scope:petitioned_ruler
add_legitimacy = medium_legitimacy_loss
}
}
}
trigger_event = {
id = ep3_laamps.8111
months = { 6 7 }
}
if = {
limit = {
scope:petitioned_ruler.var:legitimist_obligations_left > 1
}
custom_tooltip = ep3_laamps.8108.payments_left
}
else = {
custom_tooltip = ep3_laamps.8108.no_payments_left
}
}
option = { #GET REKKED
name = ep3_laamps.8108.c
custom_tooltip = ep3_laamps.8108.c.desc
add_legitimacy = massive_legitimacy_loss
add_prestige_level = -1
trigger_event = {
id = ep3_laamps.8107
months = { 1 2 }
}
}
}
#you have died, but you still have obligations to pay - reminder - ???
ep3_laamps.8109 = {
type = letter_event
opening = ep3_laamps.8109.t
desc = ep3_laamps.8109.desc
sender = scope:petitioned_ruler
option = { #gulp
name = ep3_laamps.8109.a
custom_tooltip = ep3_laamps.8109.a.desc
trigger_event = {
id = ep3_laamps.8111
months = { 6 7 }
}
}
}
#something has happened to your benefactor, the debt has disappeared in the midst of time
ep3_laamps.8110 = {
type = character_event
title = ep3_laamps.8110.t
desc = {
desc = ep3_laamps.8110.desc_intro
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:petitioned_ruler = {
is_at_war = yes
any_character_war = {
OR = {
primary_attacker = root
primary_defender = root
}
}
}
}
desc = ep3_laamps.8110.desc_war
}
triggered_desc = {
trigger = { scope:petitioned_ruler = { is_imprisoned_by = root } }
desc = ep3_laamps.8110.desc_imprisoned
}
triggered_desc = {
trigger = {
scope:petitioned_ruler = {
is_alive = no
killer ?= root
}
}
desc = ep3_laamps.8110.desc_killer_root
}
triggered_desc = {
trigger = { scope:petitioned_ruler = { is_alive = no } }
desc = ep3_laamps.8110.desc_dead
}
triggered_desc = {
trigger = { scope:petitioned_ruler = { is_landed = no } }
desc = ep3_laamps.8110.desc_unlanded
}
}
}
desc = ep3_laamps.8110.desc_outro
}
theme = stewardship
override_background = { reference = study }
left_portrait = {
character = root
animation = manic
}
lower_right_portrait = {
character = scope:petitioned_ruler
}
option = { #huzzah!
name = ep3_laamps.8110.a
stress_impact = {
base = medium_stress_loss
greedy = massive_stress_loss
}
add_to_variable_list = {
name = legitimist_payed_supporters
target = scope:petitioned_ruler
}
}
}
ep3_laamps.8111 = {
hidden = yes
immediate = {
trigger_event = {
id = ep3_laamps.8108
months = 6
}
save_scope_value_as = {
name = incoming_payment_value
value = {
value = monthly_character_income
multiply = 6
min = 300
}
}
send_interface_toast = {
type = event_toast_effect_bad
title = ep3_laamps.8111.t
left_icon = scope:petitioned_ruler
custom_tooltip = ep3_laamps.8111.desc
}
}
}
#Interesting Personas LAAMP buildings assorted event
ep3_laamps.8200 = {
type = character_event
title = ep3_laamps.8200.t
desc = {
random_valid = {
triggered_desc = {
trigger = { scope:char_spawn_type = flag:porters } #porters - himbos
desc = ep3_laamps.8200.desc_1
}
triggered_desc = {
trigger = { scope:char_spawn_type = flag:fools } #capering fools - fools
desc = ep3_laamps.8200.desc_2
}
triggered_desc = {
trigger = { scope:char_spawn_type = flag:locals } #hangers on - local ethos people
desc = ep3_laamps.8200.desc_3
}
}
}
theme = laamp
left_portrait = {
character = root
triggered_animation = {
trigger = {
scope:char_spawn_type = flag:porters
}
animation = admiration
}
triggered_animation = {
trigger = {
scope:char_spawn_type = flag:fools
}
animation = laugh
}
triggered_animation = {
trigger = {
scope:char_spawn_type = flag:locals
}
animation = personality_rational
}
}
right_portrait = {
character = scope:new_person
triggered_animation = {
trigger = {
scope:char_spawn_type = flag:porters
}
animation = hero_flex
}
triggered_animation = {
trigger = {
scope:char_spawn_type = flag:fools
}
animation = dancing
}
triggered_animation = {
trigger = {
scope:char_spawn_type = flag:locals
}
animation = beg
}
triggered_outfit = {
trigger = { scope:char_spawn_type = flag:porters }
outfit_tags = { beggar_rags }
}
triggered_outfit = {
trigger = { scope:char_spawn_type = flag:fools }
outfit_tags = { jester_outfit }
}
}
override_background = {
reference = bp1_bonfire
}
trigger = {
NOT = {
has_character_flag = had_ep3_laamps_8200
}
has_government = landless_adventurer_government
is_available_adult = yes
domicile ?= {
OR = {
has_domicile_parameter = camp_recruit_porters_events
has_domicile_parameter = camp_recruit_fool_events
has_domicile_parameter = camp_recruit_locals_events
}
}
}
weight_multiplier = {
base = 1
modifier = {
add = 0.5
domicile ?= {
has_domicile_parameter = camp_recruit_porters_events
}
}
modifier = {
add = 0.5
domicile ?= {
has_domicile_parameter = camp_recruit_fool_events
}
}
modifier = {
add = 0.5
domicile ?= {
has_domicile_parameter = camp_recruit_locals_events
}
}
}
immediate = {
location = {
save_scope_as = location
}
location.county = {
save_scope_as = location_county
}
location.county.holder.top_liege = {
save_scope_as = location_top_liege
}
if = {
limit = {
domicile ?= {
has_domicile_parameter = camp_recruit_porters_events
}
}
save_scope_value_as = {
name = porters
value = flag:porters
}
scope:porters = {
add_to_temporary_list = spawn_type_selection
}
}
if = {
limit = {
domicile ?= {
has_domicile_parameter = camp_recruit_fool_events
}
}
save_scope_value_as = {
name = fools
value = flag:fools
}
scope:fools = {
add_to_temporary_list = spawn_type_selection
}
}
if = {
limit = {
domicile ?= {
has_domicile_parameter = camp_recruit_locals_events
}
}
save_scope_value_as = {
name = locals
value = flag:locals
}
scope:locals = {
add_to_temporary_list = spawn_type_selection
}
}
random_in_list = {
list = spawn_type_selection
save_scope_as = char_spawn_type
}
if = {
limit = {
scope:char_spawn_type = flag:porters
}
#create a porter himbo
create_character = {
location = scope:location
age = { 18 28 }
random_traits_list = {
count = 1
education_martial_prowess_2 = {}
education_martial_prowess_3 = {}
}
random_traits_list = {
count = 1
brave = {}
diligent = {}
humble = {}
}
random_traits_list = {
honest = {}
gregarious = {}
trusting = {}
compassionate = {}
generous = {}
calm = {}
}
random_traits_list = {
count = 1
lustful = {}
chaste = {}
wrathful = {}
arrogant = {}
impatient = {}
patient = {}
impatient = {}
ambitious = {}
cynical = {}
zealous = {}
stubborn = {}
}
random_traits = no
martial = {
min_template_low_skill
max_template_low_skill
}
prowess = {
min_template_high_skill
max_template_high_skill
}
faith = location.faith
culture = location.culture
gender_female_chance = {
add = 25
}
save_scope_as = new_person
}
hidden_effect = {
scope:new_person = {
random_list = {
2 = {
add_trait = intellect_bad_2
add_trait = physique_good_1
add_trait = strong
}
2 = {
add_trait = strong
}
2 = {
add_trait = strong
add_trait = giant
}
2 = {
add_trait = intellect_bad_1
add_trait = giant
}
1 = {
add_trait = giant
add_trait = physique_good_2
add_trait = strong
}
}
}
}
}
else_if = {
limit = {
scope:char_spawn_type = flag:fools
}
create_character = {
template = poet_template
location = root.location
save_scope_as = new_person
}
hidden_effect = {
scope:new_person = {
add_trait = fecund
add_trait = lifestyle_traveler
add_trait = loyal
}
}
}
else_if = {
limit = {
scope:char_spawn_type = flag:locals
}
create_character = {
template = merchant_template
location = root.location
save_scope_as = new_person
}
hidden_effect = {
scope:new_person = {
random_list = {
8 = {
add_trait = shrewd
}
1 = {
add_trait = intellect_good_1
}
1 = {
add_trait = intellect_good_2
}
}
}
}
}
add_character_flag = {
flag = had_ep3_laamps_8200
years = 4
}
}
option = { #welcome, weary traveler
name = ep3_laamps.8200.a
add_courtier = scope:new_person
add_character_flag = {
flag = had_ep3_laamps_8200
years = 4
}
ai_chance = 100
stress_impact = {
compassionate = minor_stress_loss
}
}
option = { #please go away
name = ep3_laamps.8200.b
add_character_flag = {
flag = had_ep3_laamps_8200
years = 2
}
scope:new_person = {
silent_disappearance_effect = yes
}
stress_impact = {
paranoid = medium_stress_loss
shy = medium_stress_loss
}
}
option = { #don't bother me again for the next 20 years!
name = ep3_laamps.8200.c
add_character_flag = {
flag = had_ep3_laamps_8200
years = 20
}
scope:new_person = {
silent_disappearance_effect = yes
}
stress_impact = {
wrathful = medium_stress_loss
paranoid = major_stress_loss
shy = major_stress_loss
}
}
}