1423 lines
32 KiB
Text
1423 lines
32 KiB
Text
namespace = fp1_major_decisions
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##################################################
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# #Standard Events
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# 0001 - 0010 Secure the High Kingdom of the North Sea - Bind England, Denmark, and Norway into one mighty de jure.
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# 0011 - 0020 Found the Capital of the Rus' - Semi-dynamic founding of Kiev.
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# 0021 - 0030 Elevate the Kingdom of the Isles - Make the Petty Kingdom of Mann & the Isles into the Perfectly Regular Kingdom of Mann & the Isles.
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# 0031 - 0040 Forge the Jomsvikings - Sponsor the creation of a conservative Asatru holy fighting force.
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#
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#
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# #Special Events
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# 1001 - 1010 Canute-'em-Up
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# 1011 - 1020 The True King of Norway - Harald Tanglehair earns his haircut.
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##################################################
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##################################################
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# Securing the High Kingdom of the North Sea
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# by Ewan Cowhig Croft
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# 0001-0010
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##################################################
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# Founder event
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fp1_major_decisions.0001 = {
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type = character_event
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title = fp1_major_decisions.0001.t
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desc = fp1_major_decisions.0001.desc
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theme = realm
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left_portrait = {
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character = scope:founder
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animation = personality_honorable
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}
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override_background = { reference = fp1_ocean_norse }
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immediate = {
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play_music_cue = "mx_cue_epic_sacral_moment"
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#Apply decision effects.
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secure_high_kingdom_north_sea_scripted_effect = yes
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legend_seed_new_title_effect = yes
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}
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#I'm the besterest!
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option = {
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name = fp1_major_decisions.0001.a
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add_prestige_experience = 1000
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ai_chance = {
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#Only option.
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base = 100
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}
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}
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}
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# Vassal notification event
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fp1_major_decisions.0002 = {
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type = character_event
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title = fp1_major_decisions.0002.t
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desc = fp1_major_decisions.0002.desc
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theme = realm
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left_portrait = {
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character = scope:founder
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animation = personality_honorable
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}
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override_background = { reference = fp1_ocean_norse }
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immediate = {
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play_music_cue = "mx_cue_epic_sacral_moment"
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show_as_tooltip = { secure_high_kingdom_north_sea_scripted_effect = yes }
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}
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#Huzzah!
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option = {
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name = fp1_major_decisions.0002.a
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ai_chance = {
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#Doesn't especially matter.
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base = 100
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}
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}
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#This bodes ill...
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option = {
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name = fp1_major_decisions.0002.b
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ai_chance = {
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#Doesn't especially matter.
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base = 100
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}
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}
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}
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# Distant players notification event
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fp1_major_decisions.0003 = {
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type = character_event
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title = fp1_major_decisions.0003.t
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desc = fp1_major_decisions.0003.desc
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theme = realm
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left_portrait = {
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character = scope:founder
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animation = personality_honorable
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}
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override_background = { reference = fp1_ocean_norse }
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immediate = {
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play_music_cue = "mx_cue_epic_sacral_moment"
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show_as_tooltip = { secure_high_kingdom_north_sea_scripted_effect = yes }
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}
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#We're the best!
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option = {
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name = fp1_major_decisions.0003.a
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trigger = { faith = scope:founder.faith }
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ai_chance = {
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#Doesn't especially matter.
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base = 100
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}
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}
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#Foul Heathens/Christmen!
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option = {
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name = fp1_major_decisions.0003.b
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trigger = {
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faith != scope:founder.faith
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}
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ai_chance = {
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#Doesn't especially matter.
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base = 100
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}
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}
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#Emperors get antsy.
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option = {
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name = fp1_major_decisions.0003.c
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trigger = { highest_held_title_tier >= tier_empire }
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ai_chance = {
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#Doesn't especially matter.
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base = 100
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}
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}
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}
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##################################################
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# Founding the Capital of the Rus'
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# by Ewan Cowhig Croft
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# 0011-0020
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##################################################
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# Founder event
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fp1_major_decisions.0011 = {
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type = character_event
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title = fp1_major_decisions.0011.t
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desc = fp1_major_decisions.0011.desc
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theme = realm
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left_portrait = {
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character = scope:founder
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animation = personality_honorable
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}
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override_background = { reference = fp1_runestone }
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immediate = {
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play_music_cue = "mx_cue_epic_sacral_moment"
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}
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#Kiev shall be my capital.
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option = {
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name = fp1_major_decisions.0011.a
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trigger = {
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#Must have title:c_kiev in order to make it your capital.
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any_sub_realm_county = { this = title:c_kiev }
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#And Kiev cannot be held by a player who has _only_ title:c_kiev, unless that player is you.
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title:c_kiev.holder = {
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OR = {
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is_ai = yes
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any_held_title = {
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count >= 1
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title_tier = county
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NOT = { this = title:c_kiev }
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}
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this = scope:founder
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}
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}
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}
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#Organise the usurpation/capital move of title:c_kiev if appropriate.
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if = {
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limit = {
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NOT = { title:c_kiev.holder = scope:founder }
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}
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create_title_and_vassal_change = {
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type = usurped
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save_scope_as = change
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add_claim_on_loss = yes
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}
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title:c_kiev = {
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change_title_holder = {
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holder = root
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change = scope:change
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}
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}
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resolve_title_and_vassal_change = scope:change
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}
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set_realm_capital = title:c_kiev
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#Otherwise, set title:c_kiev to be scope:new_rus_capital & go through with the effect.
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title:c_kiev = {
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save_scope_as = new_rus_capital
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found_capital_of_rus_scripted_effect = yes
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}
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ai_chance = {
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#AI should always take this option if it's available.
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base = 100
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}
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}
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#My current capital shall be my capital!
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option = {
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name = fp1_major_decisions.0011.b
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#Not generally necessary, but just to stop some weird loc eventualities.
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trigger = {
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NOT = { capital_county = title:c_kiev }
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}
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#We try to use the player's current capital, but if they've moved it outside of e_russia, then we go with the default set in the standard decision entry.
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if = {
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limit = { capital_county.empire = title:e_russia }
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#Formatted a little inefficiently for readability.
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capital_county = { save_scope_as = new_rus_capital }
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}
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#Then enact the actual effects.
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found_capital_of_rus_scripted_effect = yes
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ai_chance = {
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#AI will only take this option if they have no other choice (i.e., can't get Kiev).
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base = 0
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}
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}
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after = {
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#Take care of notification events.
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every_player = {
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limit = {
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capital_province = {
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OR = {
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geographical_region = world_europe_east
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geographical_region = world_europe_north
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}
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}
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#Obviously, we exempt scope:founder themselves.
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this != scope:founder
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}
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#Vassal players get a separate event.
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if = {
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limit = {
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any_liege_or_above = { this = scope:founder }
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}
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trigger_event = fp1_major_decisions.0012
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}
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#Everyone else within range gets a less personal version.
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else = { trigger_event = fp1_major_decisions.0013 }
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}
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}
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}
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# Vassal notification event
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fp1_major_decisions.0012 = {
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type = character_event
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title = fp1_major_decisions.0012.t
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desc = fp1_major_decisions.0012.desc
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theme = realm
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left_portrait = {
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character = scope:founder
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animation = personality_honorable
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}
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override_background = { reference = fp1_runestone }
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immediate = {
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play_music_cue = "mx_cue_epic_sacral_moment"
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show_as_tooltip = { found_capital_of_rus_scripted_effect = yes }
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}
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#A worthy capital!
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option = {
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name = fp1_major_decisions.0012.a
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ai_chance = {
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#Doesn't especially matter.
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base = 100
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}
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}
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#Bah, ain't no city of mine.
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option = {
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name = fp1_major_decisions.0012.b
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ai_chance = {
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#Doesn't especially matter.
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base = 100
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}
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}
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}
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# Distant players notification event
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fp1_major_decisions.0013 = {
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type = character_event
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title = fp1_major_decisions.0013.t
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desc = fp1_major_decisions.0013.desc
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theme = realm
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left_portrait = {
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character = scope:founder
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animation = personality_honorable
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}
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override_background = { reference = fp1_runestone }
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immediate = {
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play_music_cue = "mx_cue_epic_sacral_moment"
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show_as_tooltip = { found_capital_of_rus_scripted_effect = yes }
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}
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#This scope:new_rus_capital sounds intriguingly rich...
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option = {
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name = fp1_major_decisions.0013.a
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trigger = {
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OR = {
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culture = { has_cultural_pillar = heritage_north_germanic }
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culture = { has_cultural_pillar = heritage_east_slavic }
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}
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}
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ai_chance = {
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#Doesn't especially matter.
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base = 100
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}
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}
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#They're still just backwards foreigners.
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option = {
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name = fp1_major_decisions.0013.b
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trigger = {
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NOR = {
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culture = { has_cultural_pillar = heritage_north_germanic }
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culture = { has_cultural_pillar = heritage_east_slavic }
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}
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}
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ai_chance = {
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#Doesn't especially matter.
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base = 100
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}
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}
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#I don't really see how this concerns me?
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option = {
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name = fp1_major_decisions.0013.c
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ai_chance = {
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#Doesn't especially matter.
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base = 100
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}
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}
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}
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##################################################
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# Elevating the Kingdom of the Isles
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# by Ewan Cowhig Croft
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# 0021 - 0030
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##################################################
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# Founder event
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fp1_major_decisions.0021 = {
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type = character_event
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title = fp1_major_decisions.0021.t
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desc = fp1_major_decisions.0021.desc
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theme = war
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left_portrait = {
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character = root
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animation = personality_honorable
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}
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override_background = { reference = fp1_beached_longships }
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trigger = {
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# DLC check.
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has_fp1_dlc_trigger = yes
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}
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immediate = {
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play_music_cue = "mx_cue_war_declared"
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# Apply effects
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elevate_mann_and_the_isles_scripted_effect = yes
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legend_seed_new_title_effect = yes
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}
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# I am the Lady/Lord of Blood and Gold!
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option = {
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name = fp1_major_decisions.0021.a
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# Add a unique nickname.
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give_nickname = nick_the_great_and_terrible
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# No stress impact necessary.
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ai_chance = {
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# AI should always choose this option.
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base = 100
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}
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}
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# At last my dream is achieved...
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option = {
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name = fp1_major_decisions.0021.b
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# Minor stress loss for turning down the nickname.
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add_stress = minor_stress_loss
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# No stress impact necessary.
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ai_chance = {
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# AI should, if it somehow makes it here, never opt out of the nickname.
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base = 0
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}
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}
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}
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# Vassal notification event
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fp1_major_decisions.0022 = {
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type = character_event
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title = fp1_major_decisions.0022.t
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desc = fp1_major_decisions.0022.desc
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theme = war
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left_portrait = {
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character = scope:founder
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animation = personality_honorable
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}
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override_background = { reference = fp1_beached_longships }
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immediate = {
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play_music_cue = "mx_cue_war_declared"
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# Apply effects
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scope:founder = {
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show_as_tooltip = { elevate_mann_and_the_isles_scripted_effect = yes }
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}
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}
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# Just think of all the gold we're going to make!
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option = {
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name = fp1_major_decisions.0022.a
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ai_chance = {
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#Doesn't especially matter.
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base = 100
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}
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}
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# A _queen/king_? They're little better than a robber baron!
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option = {
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name = fp1_major_decisions.0022.b
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ai_chance = {
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#Doesn't especially matter.
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base = 100
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}
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}
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}
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# Distant players notification event
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fp1_major_decisions.0023 = {
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type = character_event
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title = fp1_major_decisions.0023.t
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desc = fp1_major_decisions.0023.desc
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theme = war
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left_portrait = {
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character = scope:founder
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animation = personality_honorable
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}
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override_background = { reference = fp1_beached_longships }
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immediate = {
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play_music_cue = "mx_cue_war_declared"
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# Apply effects
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scope:founder = {
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show_as_tooltip = { elevate_mann_and_the_isles_scripted_effect = yes }
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}
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}
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# They're not going to raid *us*, right?
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option = {
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name = fp1_major_decisions.0023.a
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ai_chance = {
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#Doesn't especially matter.
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base = 100
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}
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}
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# No more than a Queen/King of Thieves!
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option = {
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name = fp1_major_decisions.0023.b
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ai_chance = {
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#Doesn't especially matter.
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base = 100
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}
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}
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}
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##################################################
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# Forge the Jomsvikings
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# by Ewan Cowhig Croft
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# 0031-0041
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##################################################
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# Founder event
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fp1_major_decisions.0031 = {
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type = character_event
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title = fp1_major_decisions.0031.t
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desc = fp1_major_decisions.0031.desc
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theme = faith
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left_portrait = {
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character = scope:founder
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animation = personality_honorable
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}
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right_portrait = {
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character = scope:leader
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animation = personality_zealous
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}
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trigger = {
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# DLC check.
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has_fp1_dlc_trigger = yes
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}
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immediate = {
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play_music_cue = "mx_cue_crusade_starts"
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# Found the Jomsvikings.
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forge_the_jomsvikings_scripted_effect = yes
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#Notify other players.
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every_player = {
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limit = {
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OR = {
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religion = religion:germanic_religion
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save_temporary_scope_as = neighbouring_players
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scope:founder = {
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any_neighboring_and_across_water_top_liege_realm_owner = { this = scope:neighbouring_players }
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}
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}
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#Obviously, we exempt scope:founder themselves.
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this != scope:founder
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}
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#Vassal players get a separate event.
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if = {
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limit = {
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any_liege_or_above = { this = scope:founder }
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}
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trigger_event = fp1_major_decisions.0032
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}
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#Everyone else within range gets a less personal version.
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else = { trigger_event = fp1_major_decisions.0033 }
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}
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}
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# For our ancestors!
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option = {
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name = {
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trigger = { has_trait = cynical }
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text = fp1_major_decisions.0031.a.cynical
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}
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name = {
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trigger = {
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NOT = { has_trait = cynical }
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}
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text = fp1_major_decisions.0031.a.fallback
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}
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# Get your bonus troops.
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forge_the_jomsvikings_maa_reward_effect = yes
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stress_impact = {
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# Usually bad form to give stress impact on single event options, but if you're cynical and taking this option, you *know* you're doing it for purely cynical reasons.
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zealous = massive_stress_impact_loss
|
|
cynical = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
# Single option event doesn't need ai_chance sorted.
|
|
base = 100
|
|
}
|
|
}
|
|
}
|
|
|
|
# Vassal notification event
|
|
fp1_major_decisions.0032 = {
|
|
type = character_event
|
|
title = fp1_major_decisions.0032.t
|
|
desc = fp1_major_decisions.0032.desc
|
|
theme = faith
|
|
left_portrait = {
|
|
character = scope:founder
|
|
animation = personality_honorable
|
|
}
|
|
right_portrait = {
|
|
character = scope:leader
|
|
# Same-faith characters see them as zealous.
|
|
triggered_animation = {
|
|
trigger = { faith = scope:leader.faith }
|
|
animation = personality_zealous
|
|
}
|
|
# Everyone else sees them as pirates.
|
|
triggered_animation = {
|
|
trigger = {
|
|
faith != scope:leader.faith
|
|
}
|
|
animation = schadenfreude
|
|
}
|
|
}
|
|
|
|
trigger = {
|
|
# DLC check.
|
|
has_fp1_dlc_trigger = yes
|
|
}
|
|
|
|
immediate = {
|
|
play_music_cue = "mx_cue_crusade_starts"
|
|
# Jomsvikings founded.
|
|
scope:founder = {
|
|
show_as_tooltip = { forge_the_jomsvikings_scripted_effect = yes }
|
|
}
|
|
}
|
|
|
|
# Huzzah!
|
|
option = {
|
|
name = fp1_major_decisions.0032.a
|
|
trigger = { faith = scope:founder.faith }
|
|
|
|
# Scope:founder gets a boost.
|
|
scope:founder = {
|
|
show_as_tooltip = { forge_the_jomsvikings_maa_reward_effect = yes }
|
|
}
|
|
|
|
# No stress impact for notification event.
|
|
ai_chance = {
|
|
# Player-only, AI choice irrelevant.
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
# So, they're pirates?
|
|
option = {
|
|
name = fp1_major_decisions.0032.b
|
|
|
|
# Scope:founder gets a boost.
|
|
scope:founder = {
|
|
show_as_tooltip = { forge_the_jomsvikings_maa_reward_effect = yes }
|
|
}
|
|
|
|
# No stress impact for notification event.
|
|
ai_chance = {
|
|
# Player-only, AI choice irrelevant.
|
|
base = 100
|
|
}
|
|
}
|
|
}
|
|
|
|
# Distant players notification event
|
|
fp1_major_decisions.0033 = {
|
|
type = character_event
|
|
title = fp1_major_decisions.0033.t
|
|
desc = {
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = { exists = scope:jomsvikings_autofounded }
|
|
desc = fp1_major_decisions.0033.desc.autofounded
|
|
}
|
|
desc = fp1_major_decisions.0033.desc.decision_founded
|
|
}
|
|
desc = fp1_major_decisions.0033.desc.outro
|
|
}
|
|
theme = faith
|
|
left_portrait = {
|
|
character = scope:founder
|
|
animation = personality_bold
|
|
}
|
|
right_portrait = {
|
|
character = scope:leader
|
|
# Same-faith characters see them as zealous.
|
|
triggered_animation = {
|
|
trigger = { faith = scope:leader.faith }
|
|
animation = personality_zealous
|
|
}
|
|
# Everyone else sees them as pirates.
|
|
triggered_animation = {
|
|
trigger = {
|
|
faith != scope:leader.faith
|
|
}
|
|
animation = schadenfreude
|
|
}
|
|
}
|
|
lower_center_portrait = scope:victim
|
|
|
|
trigger = {
|
|
# DLC check.
|
|
has_fp1_dlc_trigger = yes
|
|
}
|
|
|
|
immediate = {
|
|
play_music_cue = "mx_cue_crusade_starts"
|
|
# Jomsvikings founded.
|
|
custom_tooltip = fp1_founder_founded_the_jomsviking_tt
|
|
show_as_tooltip = {
|
|
scope:founder.faith = {
|
|
change_fervor = {
|
|
value = 10
|
|
desc = fervor_gain_holy_order_founded
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Wonderous news!
|
|
option = {
|
|
name = fp1_major_decisions.0033.a
|
|
trigger = { faith = scope:founder.faith }
|
|
|
|
# Scope:founder gets a boost.
|
|
scope:founder = {
|
|
show_as_tooltip = { forge_the_jomsvikings_maa_reward_effect = yes }
|
|
}
|
|
|
|
# No stress impact for notification event.
|
|
ai_chance = {
|
|
# Player-only, AI choice irrelevant.
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
# Just another band of raiders.
|
|
option = {
|
|
name = {
|
|
trigger = {
|
|
religion = { is_in_family = rf_pagan }
|
|
}
|
|
text = fp1_major_decisions.0033.b.competition
|
|
}
|
|
name = {
|
|
trigger = {
|
|
NOT = {
|
|
religion = { is_in_family = rf_pagan }
|
|
}
|
|
}
|
|
text = fp1_major_decisions.0033.b.heathens
|
|
}
|
|
|
|
# Scope:founder gets a boost.
|
|
scope:founder = {
|
|
show_as_tooltip = { forge_the_jomsvikings_maa_reward_effect = yes }
|
|
}
|
|
|
|
# No stress impact for notification event.
|
|
ai_chance = {
|
|
# Player-only, AI choice irrelevant.
|
|
base = 100
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
##################################################
|
|
# Canute-'em-Up
|
|
# by Ewan Cowhig Croft
|
|
# 1001-1010
|
|
##################################################
|
|
|
|
scripted_trigger fp1_major_decisions_1001_valid_sycophant_trigger = {
|
|
# Has to be around.
|
|
is_available_ai_adult = yes
|
|
# And have an outrageously positive opinion of root...
|
|
opinion = {
|
|
target = root
|
|
value >= very_high_positive_opinion
|
|
}
|
|
# _Without_ actually having any good reason to.
|
|
has_any_good_relationship_with_root_trigger = no
|
|
# Plus gotta filter out some general traits.
|
|
NOR = {
|
|
has_trait = honest
|
|
has_trait = brave
|
|
has_trait = shy
|
|
has_trait = content
|
|
has_trait = just
|
|
has_trait = zealous
|
|
has_trait = trusting
|
|
}
|
|
}
|
|
|
|
# So you think you're _truly_ the High King of the North Sea, eh?
|
|
## Ok, so this probably didn't *actually* happen, but we can't have a North Sea title without the myth, right?
|
|
fp1_major_decisions.1001 = {
|
|
type = character_event
|
|
title = fp1_major_decisions.1001.t
|
|
desc = {
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = { scope:type = flag:canute_dumb }
|
|
desc = fp1_major_decisions.1001.desc.dumb
|
|
}
|
|
desc = fp1_major_decisions.1001.desc.smart
|
|
}
|
|
}
|
|
theme = crown
|
|
left_portrait = {
|
|
character = root
|
|
# Smart Canute.
|
|
triggered_animation = {
|
|
trigger = { scope:type = flag:canute_smart }
|
|
animation = disapproval
|
|
}
|
|
# And, tragically, dumb-Canute.
|
|
triggered_animation = {
|
|
trigger = { scope:type = flag:canute_dumb }
|
|
animation = personality_bold
|
|
}
|
|
}
|
|
right_portrait = {
|
|
character = scope:sycophant
|
|
animation = admiration
|
|
}
|
|
|
|
trigger = {
|
|
# DLC check.
|
|
has_fp1_dlc_trigger = yes
|
|
# Since this is a once-only event for e_north_sea, we can early-out by checking if we're even looking at them.
|
|
has_title = title:e_north_sea
|
|
# And that this even has never happened before.
|
|
NOT = { exists = global_var:had_event_fp1_major_decisions_1001 }
|
|
# Then, that we're within -ish the legendary frame.
|
|
current_date <= 1050.1.1
|
|
# And might actually have a problem with all this deceit.
|
|
NOR = {
|
|
has_trait = arrogant
|
|
has_trait = trusting
|
|
has_trait = deceitful
|
|
}
|
|
# Finally (for once), standard checks.
|
|
is_available_at_peace_adult = yes
|
|
# And at least one sycophantic courtier.
|
|
any_courtier_or_guest = { fp1_major_decisions_1001_valid_sycophant_trigger = yes }
|
|
}
|
|
|
|
weight_multiplier = {
|
|
base = 1
|
|
}
|
|
|
|
immediate = {
|
|
set_global_variable = {
|
|
name = had_event_fp1_major_decisions_1001
|
|
value = yes
|
|
}
|
|
# Are we dealing with an idiotic Canute?
|
|
if = {
|
|
limit = {
|
|
OR = {
|
|
learning <= low_skill_rating
|
|
has_trait = intellect_bad
|
|
has_trait = dull
|
|
}
|
|
}
|
|
save_scope_value_as = {
|
|
name = type
|
|
value = flag:canute_dumb
|
|
}
|
|
}
|
|
# If not, assume they're smart.
|
|
else = {
|
|
save_scope_value_as = {
|
|
name = type
|
|
value = flag:canute_smart
|
|
}
|
|
}
|
|
# And grab a chief sycophant.
|
|
random_courtier_or_guest = {
|
|
limit = { fp1_major_decisions_1001_valid_sycophant_trigger = yes }
|
|
save_scope_as = sycophant
|
|
}
|
|
}
|
|
|
|
# To the beach!
|
|
option = {
|
|
name = fp1_major_decisions.1001.a
|
|
|
|
# Onwards!
|
|
custom_tooltip = fp1_major_decisions.1001.a.tt
|
|
trigger_event = fp1_major_decisions.1002
|
|
|
|
stress_impact = {
|
|
humble = major_stress_impact_loss
|
|
paranoid = major_stress_impact_loss
|
|
honest = major_stress_impact_loss
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
ai_value_modifier = {
|
|
ai_boldness = 0.5
|
|
ai_vengefulness = 0.25
|
|
}
|
|
modifier = { # Weight up for stress.
|
|
add = 30
|
|
has_trait = humble
|
|
}
|
|
modifier = { # Weight up for stress.
|
|
add = 30
|
|
has_trait = paranoid
|
|
}
|
|
modifier = { # Weight up for stress.
|
|
add = 30
|
|
has_trait = honest
|
|
}
|
|
}
|
|
}
|
|
|
|
# They're probably correct, right?
|
|
option = {
|
|
name = fp1_major_decisions.1001.b
|
|
|
|
# Gain some very minor stress loss for opting out.
|
|
## Stress loss handled in stress_impact.
|
|
|
|
stress_impact = {
|
|
base = minor_stress_loss
|
|
vengeful = minor_stress_impact_gain
|
|
impatient = minor_stress_impact_gain
|
|
humble = medium_stress_impact_gain
|
|
cynical = medium_stress_impact_gain
|
|
zealous = medium_stress_impact_gain
|
|
paranoid = major_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
ai_value_modifier = {
|
|
ai_vengefulness = -0.25
|
|
ai_boldness = -0.5
|
|
}
|
|
modifier = { # Weight down for stress.
|
|
add = -10
|
|
has_trait = vengeful
|
|
}
|
|
modifier = { # Weight down for stress.
|
|
add = -10
|
|
has_trait = impatient
|
|
}
|
|
modifier = { # Weight down for stress.
|
|
add = -20
|
|
has_trait = humble
|
|
}
|
|
modifier = { # Weight down for stress.
|
|
add = -20
|
|
has_trait = cynical
|
|
}
|
|
modifier = { # Weight down for stress.
|
|
add = -20
|
|
has_trait = zealous
|
|
}
|
|
modifier = { # Weight down for stress.
|
|
add = -30
|
|
has_trait = paranoid
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
scripted_effect fp1_major_decisions_1002_courtiers_terrified_effect = {
|
|
every_courtier_or_guest = {
|
|
custom = custom.every_courtier_and_guest
|
|
add_opinion = {
|
|
target = root
|
|
modifier = respect_opinion
|
|
opinion = -30
|
|
}
|
|
}
|
|
}
|
|
|
|
fp1_major_decisions.1002 = {
|
|
type = character_event
|
|
title = fp1_major_decisions.1002.t
|
|
desc = {
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = { scope:type = flag:canute_dumb }
|
|
desc = fp1_major_decisions.1002.desc.dumb
|
|
}
|
|
desc = fp1_major_decisions.1002.desc.smart
|
|
}
|
|
}
|
|
theme = crown
|
|
left_portrait = {
|
|
character = root
|
|
# Smart Canute.
|
|
triggered_animation = {
|
|
trigger = { scope:type = flag:canute_smart }
|
|
animation = disapproval
|
|
}
|
|
# And, tragically, dumb-Canute.
|
|
triggered_animation = {
|
|
trigger = { scope:type = flag:canute_dumb }
|
|
animation = shock
|
|
}
|
|
}
|
|
right_portrait = {
|
|
character = scope:sycophant
|
|
# Reacting to smart Canute.
|
|
triggered_animation = {
|
|
trigger = { scope:type = flag:canute_smart }
|
|
animation = shame
|
|
}
|
|
# And, tragically, reacting to dumb-Canute.
|
|
triggered_animation = {
|
|
trigger = { scope:type = flag:canute_dumb }
|
|
animation = fear
|
|
}
|
|
}
|
|
override_background = { reference = docks }
|
|
|
|
# Smart: shame the simpering courtiers.
|
|
option = {
|
|
name = fp1_major_decisions.1002.a
|
|
trigger = { scope:type = flag:canute_smart }
|
|
|
|
# Gain a colossal amount of opinion with your court.
|
|
every_courtier_or_guest = {
|
|
custom = custom.every_courtier_and_guest
|
|
add_opinion = {
|
|
target = root
|
|
modifier = respect_opinion
|
|
opinion = 75
|
|
}
|
|
}
|
|
|
|
stress_impact = {
|
|
cynical = medium_stress_impact_loss
|
|
humble = major_stress_impact_loss
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
ai_value_modifier = {
|
|
ai_rationality = 0.5
|
|
ai_sociability = 0.5
|
|
}
|
|
modifier = { # Weight up for stress.
|
|
add = 20
|
|
has_trait = cynical
|
|
}
|
|
modifier = { # Weight up for stress.
|
|
add = 30
|
|
has_trait = humble
|
|
}
|
|
}
|
|
}
|
|
|
|
# Smart: abase yourself before HighGod.
|
|
option = {
|
|
name = fp1_major_decisions.1002.b
|
|
trigger = { scope:type = flag:canute_smart }
|
|
|
|
# Gain a modifier trading piety for prestige.
|
|
add_character_modifier = { modifier = fp1_abased_before_highgod_modifier }
|
|
# And also a fairly-substantial amount of opinion with your court.
|
|
every_courtier_or_guest = {
|
|
custom = custom.every_courtier_and_guest
|
|
add_opinion = {
|
|
target = root
|
|
modifier = respect_opinion
|
|
opinion = 50
|
|
}
|
|
}
|
|
|
|
stress_impact = {
|
|
humble = major_stress_impact_loss
|
|
zealous = massive_stress_impact_loss
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
ai_value_modifier = {
|
|
ai_rationality = 0.5
|
|
ai_sociability = 0.5
|
|
}
|
|
modifier = { # Weight up for stress.
|
|
add = 30
|
|
has_trait = humble
|
|
}
|
|
modifier = { # Weight up for stress.
|
|
add = 40
|
|
has_trait = zealous
|
|
}
|
|
}
|
|
}
|
|
|
|
# Dumb: develop crippling thalassaphobia.
|
|
option = {
|
|
name = fp1_major_decisions.1002.c
|
|
trigger = { scope:type = flag:canute_dumb }
|
|
|
|
# Gain stress.
|
|
## More stress if you have neither modifier to lose.
|
|
if = {
|
|
limit = {
|
|
NOR = {
|
|
has_character_modifier = high_king_of_the_seas_fp1_modifier
|
|
has_character_modifier = high_queen_of_the_seas_fp1_modifier
|
|
}
|
|
}
|
|
stress_impact = {
|
|
base = massive_stress_gain
|
|
paranoid = major_stress_impact_loss
|
|
honest = major_stress_impact_gain
|
|
}
|
|
}
|
|
## Ordinary stress otherwise.
|
|
else = {
|
|
stress_impact = {
|
|
paranoid = major_stress_impact_loss
|
|
honest = major_stress_impact_gain
|
|
}
|
|
}
|
|
# If you've got one, lose your beneficial modifier.
|
|
if = {
|
|
limit = {
|
|
OR = {
|
|
has_character_modifier = high_king_of_the_seas_fp1_modifier
|
|
has_character_modifier = high_queen_of_the_seas_fp1_modifier
|
|
}
|
|
}
|
|
remove_character_modifier = high_king_of_the_seas_fp1_modifier
|
|
remove_character_modifier = high_queen_of_the_seas_fp1_modifier
|
|
}
|
|
# The court is confused and afraid.
|
|
fp1_major_decisions_1002_courtiers_terrified_effect = yes
|
|
|
|
# Stress impact handled above due to variability.
|
|
ai_chance = {
|
|
base = 100
|
|
ai_value_modifier = {
|
|
ai_boldness = -0.25
|
|
ai_rationality = -0.75
|
|
}
|
|
modifier = { # Weight up for stress.
|
|
add = 30
|
|
has_trait = paranoid
|
|
}
|
|
modifier = { # Weight down for stress.
|
|
add = -30
|
|
has_trait = honest
|
|
}
|
|
}
|
|
}
|
|
|
|
# Dumb: have the ocean whipped. No shade, Xerxes.
|
|
option = {
|
|
name = fp1_major_decisions.1002.d
|
|
trigger = {
|
|
scope:type = flag:canute_dumb
|
|
NOT = { has_trait = lunatic }
|
|
}
|
|
|
|
# Welp, you're having a bit of a time.
|
|
custom_tooltip = fp1_major_decisions.1002.d.tt
|
|
add_trait = lunatic_1
|
|
# The court is confused and afraid.
|
|
fp1_major_decisions_1002_courtiers_terrified_effect = yes
|
|
|
|
stress_impact = {
|
|
vengeful = major_stress_impact_loss
|
|
forgiving = minor_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
ai_value_modifier = {
|
|
ai_boldness = 0.5
|
|
ai_rationality = -0.75
|
|
}
|
|
modifier = { # Weight up for stress.
|
|
add = 30
|
|
has_trait = vengeful
|
|
}
|
|
modifier = { # Weight down for stress.
|
|
add = -10
|
|
has_trait = forgiving
|
|
}
|
|
}
|
|
}
|
|
|
|
# Dumb: dedicate yourself to learning spellcraft.
|
|
option = {
|
|
name = fp1_major_decisions.1002.e
|
|
trigger = {
|
|
scope:type = flag:canute_dumb
|
|
is_witch_trigger = no
|
|
}
|
|
|
|
# Become a witch.
|
|
give_witch_secret_or_trait_effect = yes
|
|
# The court is confused and afraid.
|
|
fp1_major_decisions_1002_courtiers_terrified_effect = yes
|
|
|
|
stress_impact = {
|
|
cynical = medium_stress_impact_loss
|
|
craven = medium_stress_impact_gain
|
|
zealous = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
ai_value_modifier = {
|
|
ai_rationality = 0.25
|
|
ai_sociability = -0.5
|
|
}
|
|
modifier = { # Weight up for stress.
|
|
add = 20
|
|
has_trait = cynical
|
|
}
|
|
modifier = { # Weight down for stress.
|
|
add = -20
|
|
has_trait = craven
|
|
}
|
|
modifier = { # Weight down for stress.
|
|
add = -20
|
|
has_trait = zealous
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
##################################################
|
|
# The True King of Norway
|
|
# by Ewan Cowhig Croft
|
|
# 1011-1020
|
|
##################################################
|
|
|
|
scripted_effect fp1_1011_gib_pretty_hair_effect = {
|
|
# Gain the famous nickname.
|
|
give_nickname = nick_fairhair
|
|
# And a bit of diplomacy for your long vow.
|
|
add_diplomacy_skill = 2
|
|
# Plus that haircut.
|
|
remove_character_modifier = harald_tanglehairs_vow_modifier
|
|
}
|
|
|
|
# Tanglehair becomes Fairhair.
|
|
fp1_major_decisions.1011 = {
|
|
type = character_event
|
|
title = fp1_major_decisions.1011.t
|
|
desc = {
|
|
desc = fp1_major_decisions.1011.desc.intro
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = { exists = scope:gyda }
|
|
desc = fp1_major_decisions.1011.desc.gyda
|
|
}
|
|
desc = fp1_major_decisions.1011.desc.oath
|
|
}
|
|
desc = fp1_major_decisions.1011.desc.outro
|
|
}
|
|
theme = crown
|
|
left_portrait = {
|
|
character = root
|
|
animation = personality_honorable
|
|
}
|
|
right_portrait = {
|
|
character = scope:gyda
|
|
animation = admiration
|
|
}
|
|
override_background = { reference = fp1_ocean_norse }
|
|
|
|
trigger = {
|
|
# This character is Harald Fairhair.
|
|
exists = character:144000
|
|
this = character:144000
|
|
# The title they've acquired is Norway.
|
|
scope:title = title:k_norway
|
|
# Norway has been created by them.
|
|
scope:transfer_type = flag:created
|
|
# Norway has not been created previously.
|
|
NOT = { exists = global_var:norway_created }
|
|
}
|
|
|
|
immediate = {
|
|
play_music_cue = "mx_cue_succession"
|
|
# Check to see if Gyda is still around and kicking, and if so, treat this as a romance.
|
|
character:166044 = {
|
|
if = {
|
|
limit = {
|
|
is_alive = yes
|
|
can_marry_character_trigger = { CHARACTER = root }
|
|
has_any_bad_relationship_with_root_trigger = no
|
|
is_ai = yes
|
|
}
|
|
save_scope_as = gyda
|
|
}
|
|
}
|
|
}
|
|
|
|
# My vow fulfilled!
|
|
option = {
|
|
name = fp1_major_decisions.1011.a
|
|
|
|
# Apply standard haircut effects.
|
|
fp1_1011_gib_pretty_hair_effect = yes
|
|
|
|
ai_chance = {
|
|
# AI should only default to this if Gyda is unavailable.
|
|
base = 0
|
|
}
|
|
}
|
|
|
|
# Gyda, my love!
|
|
option = {
|
|
name = fp1_major_decisions.1011.b
|
|
trigger = {
|
|
# Gyda must have been valid.
|
|
exists = scope:gyda
|
|
# And, for MP, remain valid.
|
|
can_marry_character_trigger = { CHARACTER = scope:gyda }
|
|
}
|
|
|
|
# Apply standard haircut effects.
|
|
fp1_1011_gib_pretty_hair_effect = yes
|
|
# Harald & Gyda are wed.
|
|
if = {
|
|
limit = {
|
|
has_ep2_dlc_trigger = yes
|
|
}
|
|
create_grand_wedding_betrothal = {
|
|
SPOUSE_1 = root
|
|
SPOUSE_2 = scope:gyda
|
|
HOST = root
|
|
PROMISEE = scope:gyda
|
|
}
|
|
}
|
|
else = { marry = scope:gyda }
|
|
# And rather happy about it.
|
|
add_opinion = {
|
|
target = scope:gyda
|
|
modifier = love_opinion
|
|
opinion = 50
|
|
}
|
|
reverse_add_opinion = {
|
|
target = scope:gyda
|
|
modifier = love_opinion
|
|
opinion = 50
|
|
}
|
|
|
|
ai_chance = {
|
|
# AI should always select this option if it's present.
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
# Leave it; it is a mark of the struggles I have been through.
|
|
option = {
|
|
name = fp1_major_decisions.1011.c
|
|
trigger = { is_ai = no }
|
|
|
|
# Harald Tanglehair keeps his wild locks.
|
|
custom_tooltip = fp1_major_decisions.1011.c.tt
|
|
## We swap the modifiers out so the copy responds correctly.
|
|
hidden_effect = {
|
|
remove_character_modifier = harald_tanglehairs_vow_modifier
|
|
add_character_modifier = harald_tanglehairs_reminder_modifier
|
|
}
|
|
# And a bit of learning for the lessons you've endured.
|
|
add_learning_skill = 2
|
|
|
|
ai_chance = {
|
|
# Option here for player choice.
|
|
base = 0
|
|
}
|
|
}
|
|
}
|
|
|
|
# Check Norway's creation status.
|
|
fp1_major_decisions.1012 = {
|
|
hidden = yes
|
|
|
|
# If Norway has just been created for the first time...
|
|
trigger = {
|
|
scope:title = title:k_norway
|
|
scope:transfer_type = flag:created
|
|
NOT = { exists = global_var:norway_created }
|
|
}
|
|
|
|
# ... flag that.
|
|
immediate = {
|
|
set_global_variable = {
|
|
name = norway_created
|
|
value = yes
|
|
}
|
|
# And if it's not Harald Fairhair who did it, shame him.
|
|
if = {
|
|
limit = {
|
|
exists = character:144000
|
|
NOT = { this = character:144000 }
|
|
character:144000 = { is_alive = yes }
|
|
}
|
|
hidden_effect = {
|
|
# Save the current King of Norway.
|
|
save_scope_as = king_of_norway
|
|
# And message Harald with the bad news.
|
|
character:144000 = {
|
|
send_interface_toast = {
|
|
title = fp1_major_decisions.1012.t
|
|
left_icon = scope:king_of_norway
|
|
hidden_effect = { remove_character_modifier = harald_tanglehairs_vow_modifier }
|
|
add_character_modifier = harald_tanglehairs_vow_broken_modifier
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|