N3OW/events/dlc/fp1/fp1_yearly_events_oltner.txt
2026-01-06 14:25:21 +01:00

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Text

namespace = fp1_yearly
##################################################
# #Standard Yearlies
# 2000 - 2004 A Child wants to run away to marry their beloved
# 2100 - 2101 Two lovers duel for your love
# 2200 - 2204 Berserker rampages though court
# 2300 - 2300 Convince a group of soldiers to join you
# 2400 - 2400 Invest in something that'll aid in your hunts
# 2500 - 2500 What's that deviant up to this time!?
# 2600 - 2601 Become a Berserker
##################################################
# A Child wants to run away to marry their beloved
scripted_trigger suitable_child_to_leave = {
is_physically_able_adult = yes
has_personality_introverted_trigger = no
is_courtier_of = root
age <= 40
is_concubine = no
NOR = {
has_trait = celibate
has_trait = chaste
has_sexuality = asexual
has_character_modifier = mellowed_spirit
root = {
has_strong_hook = prev
}
}
can_be_knight_trigger = {
ARMY_OWNER = root
}
}
scripted_trigger suitable_lover_for_child = {
is_physically_able_adult = yes
allowed_to_marry_character_gender_trigger = { CHARACTER = scope:child_to_leave }
scope:child_to_leave = { allowed_to_marry_character_gender_trigger = { CHARACTER = prev } }
is_physically_able_adult = yes
age <= 35
is_married = no
can_marry_trigger = yes
is_concubine = no
is_attracted_to_gender_of = scope:child_to_leave
OR = {
can_set_relation_lover_trigger = { CHARACTER = scope:child_to_leave }
has_relation_lover = scope:child_to_leave
}
}
scripted_effect child_leaves_effect = {
hidden_effect = {
if = {
limit = {
is_betrothed = yes
}
break_betrothal = betrothed
}
scope:lover_of_child = {
if = {
limit = {
is_betrothed = yes
}
break_betrothal = scope:lover_of_child.betrothed
}
}
}
if = {
limit = {
scope:lover_of_child = {
is_alive = yes
}
is_married = yes
exists = scope:child_to_leave.primary_spouse
NOT = {
is_spouse_of = scope:lover_of_child
}
}
scope:child_to_leave.primary_spouse = {
save_scope_as = child_to_leave_divorcee
}
less_verbose_divorce_effect = {
DIVORCER = scope:child_to_leave
DIVORCEE = scope:child_to_leave_divorcee
}
}
if = {
limit = {
scope:child_to_leave = {
is_alive = yes
}
scope:lover_of_child = {
is_alive = yes
is_married = yes
exists = scope:lover_of_child.primary_spouse
NOT = {
is_spouse_of = scope:child_to_leave
}
}
}
hidden_effect = {
scope:lover_of_child.primary_spouse = {
save_scope_as = lover_of_child_divorcee
}
scope:lover_of_child = {
less_verbose_divorce_effect = {
DIVORCER = scope:lover_of_child
DIVORCEE = scope:lover_of_child_divorcee
}
}
}
}
if = {
limit = {
is_female = yes
is_lowborn = no
scope:lover_of_child = {
is_lowborn = yes
}
}
marry_matrilineal = scope:lover_of_child
}
else_if = {
limit = {
is_male = yes
is_lowborn = yes
scope:lover_of_child = {
is_lowborn = no
}
}
marry_matrilineal = scope:lover_of_child
}
else = {
marry = scope:lover_of_child
}
move_to_pool_at = scope:somewhere_else
hidden_effect = {
scope:lover_of_child = {
move_to_pool_at = scope:somewhere_else
}
}
scope:parent = {
if = {
limit = {
has_hook = scope:child_to_leave
}
remove_hook = {
target = scope:child_to_leave
}
}
}
add_character_modifier = {
modifier = lust_for_adventure
years = 20
}
}
# A Child wants to run away to marry their beloved
fp1_yearly.2000 = {
type = character_event
title = fp1_yearly.2000.t
desc = fp1_yearly.2000.desc
theme = family
left_portrait = {
character = scope:child_to_leave
animation = personality_bold
}
right_portrait = {
character = scope:lover_of_child
animation = flirtation
}
override_background = { reference = market }
trigger = {
#DLC check.
has_fp1_dlc_trigger = yes
#Standard checks.
is_available_at_peace_adult = yes
NOT = { has_character_flag = had_event_fp1_yearly_2000 }
is_landed_or_landless_administrative = yes
any_child = {
suitable_child_to_leave = yes
save_temporary_scope_as = child_to_leave
}
any_pool_character = {
province = root.capital_province
suitable_lover_for_child = yes
}
}
immediate = {
add_character_flag = {
flag = had_event_fp1_yearly_2000
days = 1825
}
random_child = {
limit = {
suitable_child_to_leave = yes
has_personality_dominant_trigger = yes
is_primary_heir_of = root
}
alternative_limit = {
suitable_child_to_leave = yes
has_personality_dominant_trigger = yes
}
alternative_limit = {
suitable_child_to_leave = yes
}
save_scope_as = child_to_leave
}
random_pool_character = {
province = root.capital_province
limit = {
suitable_lover_for_child = yes
}
if = {
limit = {
NOT = {
has_relation_lover = scope:child_to_leave
}
}
hidden_effect = {
set_random_lover_reason = { TARGET = scope:child_to_leave }
}
}
save_scope_as = lover_of_child
}
random_independent_ruler = {
limit = {
is_landed_or_landless_administrative = yes
in_diplomatic_range = root
}
capital_province = {
save_scope_as = somewhere_else
}
}
save_scope_as = parent
}
option = { # Fight them to make them stay
name = fp1_yearly.2000.a
trigger = {
can_start_single_combat_trigger = yes
scope:child_to_leave = {
can_start_single_combat_trigger = yes
}
}
custom_tooltip = fp1_yearly.2000.a.tt
configure_start_single_combat_effect = {
SC_INITIATOR = scope:parent
SC_ATTACKER = scope:parent
SC_DEFENDER = scope:child_to_leave
FATALITY = no
FIXED = no
LOCALE = terrain_scope
OUTPUT_EVENT = fp1_yearly.2001
INVALIDATION_EVENT = fp1_yearly.2002
}
stress_impact = {
craven = major_stress_impact_gain
forgiving = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
calm = medium_stress_impact_gain
temperate = minor_stress_impact_gain
generous = minor_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
prowess > scope:child_to_leave.prowess
}
modifier = {
factor = 0.1
ai_compassion >= medium_positive_ai_value
}
modifier = {
factor = 0
OR = {
has_trait = craven
has_trait = forgiving
has_trait = calm
}
}
}
}
option = { # Remind them of their duties
name = fp1_yearly.2000.b
stress_impact = {
impatient = major_stress_impact_gain
wrathful = major_stress_impact_gain
arrogant = medium_stress_impact_gain
fickle = medium_stress_impact_gain
vengeful = minor_stress_impact_gain
}
duel = {
skill = diplomacy
value = scope:child_to_leave.diplomacy
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = fp1_yearly.2000.b.success
send_interface_toast = {
title = fp1_yearly.2000.b.success
left_icon = scope:child_to_leave
add_prestige = medium_prestige_gain
scope:child_to_leave = {
custom_tooltip = fp1_yearly.2000.b.tt
add_character_modifier = {
modifier = mellowed_spirit
years = 20
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = fp1_yearly.2000.b.failure
send_interface_toast = {
title = fp1_yearly.2000.b.failure
left_icon = scope:child_to_leave
add_prestige = major_prestige_loss
scope:child_to_leave = {
child_leaves_effect = yes
}
}
}
}
ai_chance = {
base = 100
modifier = {
factor = 2
diplomacy > scope:child_to_leave.diplomacy
}
modifier = {
factor = 0
OR = {
has_trait = craven
has_trait = forgiving
has_trait = calm
}
}
}
}
option = { # Bribe them
name = fp1_yearly.2000.c
stress_impact = {
greedy = major_stress_impact_gain
wrathful = major_stress_impact_gain
arrogant = medium_stress_impact_gain
vengeful = minor_stress_impact_gain
}
custom_tooltip = fp1_yearly.2000.c.tt
pay_short_term_gold = {
target = scope:child_to_leave
gold = minor_gold_value
}
add_prestige = minor_prestige_loss
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = greedy
}
}
}
option = { # Let them go, the fool...
name = fp1_yearly.2000.d
stress_impact = {
arrogant = medium_stress_impact_gain
stubborn = major_stress_impact_gain
wrathful = major_stress_impact_gain
vengeful = medium_stress_impact_gain
ambitious = minor_stress_impact_gain
}
custom_tooltip = fp1_yearly.2000.d.tt
add_prestige = medium_prestige_loss
scope:child_to_leave = {
child_leaves_effect = yes
}
ai_chance = {
base = 100
modifier = {
factor = 2
ai_compassion >= medium_positive_ai_value
}
modifier = {
factor = 0
OR = {
has_trait = stubborn
has_trait = wrathful
}
}
}
}
}
fp1_yearly.2001 = {
hidden = yes
immediate = {
if = {
limit = {
scope:parent = scope:sc_victor
}
trigger_event = { id = fp1_yearly.2003 days = 1 }
}
else = {
trigger_event = { id = fp1_yearly.2004 days = 1 }
}
}
}
# Bout has invalidated, inform affected parties.
fp1_yearly.2002 = {
hidden = yes
immediate = {
# Inform both parties that the duel has invalidated.
scope:parent = {
send_interface_toast = {
title = fp1_yearly.2000.trigger_failure
left_icon = scope:child_to_leave
}
}
}
}
# Beat child in combat
fp1_yearly.2003 = {
type = character_event
title = fp1_yearly.2003.t
desc = fp1_yearly.2003.desc
theme = family
left_portrait = {
character = scope:child_to_leave
animation = pain
}
right_portrait = {
character = scope:lover_of_child
animation = disapproval
}
override_background = { reference = market_tribal }
trigger = {
}
immediate = {
}
option = { # Father/Mother knows best!
name = fp1_yearly.2003.a
add_prestige = medium_prestige_gain
scope:child_to_leave = {
add_character_modifier = {
modifier = mellowed_spirit
years = 20
}
}
ai_chance = {
base = 100
}
}
option = { # Break it off!
name = fp1_yearly.2003.b
add_prestige = medium_prestige_gain
scope:child_to_leave = {
add_character_modifier = {
modifier = mellowed_spirit
years = 20
}
remove_relation_lover = scope:lover_of_child
}
ai_chance = {
base = 100
}
}
}
# Beaten by child in combat
fp1_yearly.2004 = {
type = character_event
title = fp1_yearly.2004.t
desc = fp1_yearly.2004.desc
theme = family
left_portrait = {
character = scope:child_to_leave
animation = personality_honorable
}
right_portrait = {
character = scope:lover_of_child
animation = ecstasy
}
override_background = { reference = market_tribal }
trigger = {
}
immediate = {
}
option = { # Ouch...
name = fp1_yearly.2004.a
pay_short_term_gold = {
target = scope:child_to_leave
gold = minor_gold_value
}
add_prestige = medium_prestige_loss
scope:child_to_leave = {
child_leaves_effect = yes
}
ai_chance = {
base = 100
}
}
}
scripted_trigger fighting_lover_trigger = {
is_ai = yes
has_personality_introverted_trigger = no
is_physically_able_adult = yes
NOT = {
any_consort = {
is_ai = no
this != root
}
}
OR = {
is_ruler = no
top_liege = root.top_liege
}
}
# Two lovers duel for your love
fp1_yearly.2100 = {
type = character_event
title = fp1_yearly.2100.t
desc = fp1_yearly.2100.desc
theme = seduction
left_portrait = {
character = scope:lover_2
animation = aggressive_sword
}
right_portrait = {
character = scope:lover_1
animation = rage
}
override_background = { reference = market }
trigger = {
#DLC check.
has_fp1_dlc_trigger = yes
#Standard checks.
is_available_at_peace_adult = yes
NOT = { has_character_flag = had_event_fp1_yearly_2100 }
is_playable_character = yes
# You need two lovers
any_relation = {
type = lover
fighting_lover_trigger = yes
count >= 2
}
# Only one needs to be of a fighty culture
any_relation = {
type = lover
fighting_lover_trigger = yes
basic_can_have_trial_by_combat_trigger = yes
}
}
immediate = {
add_character_flag = {
flag = had_event_fp1_yearly_2100
days = 1825
}
random_relation = {
type = lover
limit = {
fighting_lover_trigger = yes
}
save_scope_as = lover_2
set_signature_weapon_effect = yes
}
random_relation = {
type = lover
limit = {
fighting_lover_trigger = yes
this != scope:lover_2
}
save_scope_as = lover_1
set_signature_weapon_effect = yes
}
save_scope_as = lover_quarrel_target
hidden_effect = {
scope:lover_1 = {
if = {
limit = {
any_known_secret = {
secret_type = secret_lover
secret_target = scope:lover_quarrel_target
NOT = { is_known_by = scope:lover_2 }
}
}
random_known_secret = {
limit = {
secret_type = secret_lover
secret_target = scope:lover_quarrel_target
NOT = { is_known_by = scope:lover_2 }
}
save_scope_as = secret
reveal_to_without_events_effect = {
CHARACTER = scope:lover_2
}
}
}
}
scope:lover_2 = {
if = {
limit = {
any_known_secret = {
secret_type = secret_lover
secret_target = scope:lover_quarrel_target
NOT = { is_known_by = scope:lover_1 }
}
}
random_known_secret = {
limit = {
secret_type = secret_lover
secret_target = scope:lover_quarrel_target
NOT = { is_known_by = scope:lover_1 }
}
save_scope_as = secret
reveal_to_without_events_effect = {
CHARACTER = scope:lover_1
}
}
}
if = {
limit = {
has_relation_friend = scope:lover_1
}
remove_relation_friend = scope:lover_1
}
else_if = {
limit = {
has_relation_best_friend = scope:lover_1
}
remove_relation_best_friend = scope:lover_1
}
if = {
limit = {
NOR = {
has_relation_rival = scope:lover_1
has_relation_nemesis = scope:lover_1
}
}
if = {
limit = {
can_set_relation_nemesis_trigger = { CHARACTER = scope:lover_1 }
}
set_relation_nemesis = {
target = scope:lover_1
reason = rival_competing_lovers
}
}
else = {
set_relation_rival = {
target = scope:lover_1
reason = rival_competing_lovers
}
}
}
}
}
}
option = {
name = fp1_yearly.2100.a
custom_tooltip = fp1_yearly.2100.a.tt
configure_start_single_combat_effect = {
SC_INITIATOR = scope:lover_quarrel_target
SC_ATTACKER = scope:lover_1
SC_DEFENDER = scope:lover_2
FATALITY = always
FIXED = no
LOCALE = terrain_scope
INVALIDATION_EVENT = fp1_yearly.2002
OUTPUT_EVENT = fp1_yearly.2101
}
stress_impact = {
forgiving = medium_stress_impact_gain
compassionate = major_stress_impact_gain
calm = medium_stress_impact_gain
content = medium_stress_impact_gain
just = medium_stress_impact_gain
humble = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_honor = -1
}
}
}
option = {
name = fp1_yearly.2100.b
duel = {
skill = diplomacy
value = 12
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = fp1_yearly.2100.b.success
send_interface_toast = {
title = fp1_yearly.2100.b.success
left_icon = scope:child_to_leave
custom_tooltip = fp1_yearly.2100.b.tt
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = fp1_yearly.2100.b.failure
send_interface_toast = {
title = fp1_yearly.2100.b.failure
left_icon = scope:lover_1
right_icon = scope:lover_2
custom_tooltip = fp1_yearly.2100.a.tt
configure_start_single_combat_effect = {
SC_INITIATOR = scope:lover_quarrel_target
SC_ATTACKER = scope:lover_1
SC_DEFENDER = scope:lover_2
FATALITY = always
FIXED = no
LOCALE = terrain_scope
INVALIDATION_EVENT = fp1_yearly.2002
OUTPUT_EVENT = fp1_yearly.2101
}
}
}
}
stress_impact = {
arrogant = major_stress_impact_gain
sadistic = major_stress_impact_gain
callous = medium_stress_impact_gain
arbitrary = medium_stress_impact_gain
fickle = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
ai_rationality = 0.5
}
}
}
option = {
name = fp1_yearly.2100.c
duel = {
skill = prowess
value = {
add = scope:lover_1.prowess
add = scope:lover_2.prowess
divide = 2
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = fp1_yearly.2100.c.success
send_interface_toast = {
title = fp1_yearly.2100.c.success
left_icon = scope:child_to_leave
custom_tooltip = fp1_yearly.2100.c.tt
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = fp1_yearly.2100.c.failure
send_interface_toast = {
title = fp1_yearly.2100.c.failure
left_icon = scope:lover_1
right_icon = scope:lover_2
custom_tooltip = fp1_yearly.2100.a.tt
configure_start_single_combat_effect = {
SC_INITIATOR = scope:lover_quarrel_target
SC_ATTACKER = scope:lover_1
SC_DEFENDER = scope:lover_2
FATALITY = always
FIXED = no
LOCALE = terrain_scope
INVALIDATION_EVENT = fp1_yearly.2002
OUTPUT_EVENT = fp1_yearly.2101
}
}
}
}
stress_impact = {
craven = major_stress_impact_gain
arrogant = minor_stress_impact_gain
sadistic = major_stress_impact_gain
callous = medium_stress_impact_gain
arbitrary = medium_stress_impact_gain
fickle = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_rationality = 0.5
}
}
}
}
fp1_yearly.2101 = {
type = character_event
title = fp1_yearly.2101.t
desc = fp1_yearly.2101.desc
theme = seduction
left_portrait = {
character = scope:lover_1
triggered_animation = {
trigger = { is_alive = yes }
animation = flirtation
}
triggered_animation = {
trigger = { is_alive = no }
animation = shock
}
}
right_portrait = {
character = scope:lover_2
triggered_animation = {
trigger = { is_alive = yes }
animation = flirtation
}
triggered_animation = {
trigger = { is_alive = no }
animation = shock
}
}
override_background = { reference = market_tribal }
immediate = {
if = {
limit = {
scope:lover_1 = {
is_alive = yes
}
}
scope:lover_1 = {
save_scope_as = winning_lover
}
scope:lover_2 = {
save_scope_as = losing_lover
}
}
else = {
scope:lover_2 = {
save_scope_as = winning_lover
}
scope:lover_1 = {
save_scope_as = losing_lover
}
}
}
option = {
name = fp1_yearly.2101.a
if = {
limit = {
num_of_relation_soulmate <= 0
}
hidden_effect = {
scope:winning_lover = {
every_relation = {
type = soulmate
remove_relation_soulmate = scope:winning_lover
}
}
}
set_relation_soulmate = { reason = soulmate_won_love_in_duel_2 copy_reason = lover target = scope:winning_lover }
}
else = {
scope:winning_lover = {
add_opinion = {
target = scope:lover_quarrel_target
modifier = love_opinion
opinion = 30
}
}
}
had_sex_with_effect = {
CHARACTER = scope:winning_lover
PREGNANCY_CHANCE = pregnancy_chance
}
stress_impact = {
forgiving = major_stress_impact_gain
compassionate = major_stress_impact_gain
humble = major_stress_impact_gain
just = medium_stress_impact_gain
chaste = major_stress_impact_gain
}
ai_chance = {
base = 100
}
}
option = {
name = fp1_yearly.2101.b
remove_relation_lover = scope:winning_lover
scope:winning_lover = {
add_opinion = {
target = scope:lover_quarrel_target
modifier = lover_hurt_me_opinion
years = 30
}
}
add_opinion = {
target = scope:winning_lover
modifier = murdered_someone_close_to_me_crime
years = 30
}
stress_impact = {
forgiving = major_stress_impact_gain
vengeful = major_stress_impact_gain
arbitrary = medium_stress_impact_gain
trusting = medium_stress_impact_gain
lustful = major_stress_impact_gain
}
ai_chance = {
base = 100
}
}
option = {
name = fp1_yearly.2101.c
scope:winning_lover = {
add_opinion = {
target = scope:lover_quarrel_target
modifier = pleased_opinion
opinion = 10
}
}
stress_impact = {
forgiving = major_stress_impact_gain
compassionate = major_stress_impact_gain
humble = major_stress_impact_gain
just = medium_stress_impact_gain
chaste = major_stress_impact_gain
}
had_sex_with_effect = {
CHARACTER = scope:winning_lover
PREGNANCY_CHANCE = pregnancy_chance
}
ai_chance = {
base = 100
}
}
option = {
name = fp1_yearly.2101.d
scope:winning_lover = {
add_opinion = {
target = scope:lover_quarrel_target
modifier = lover_being_mean_opinion
years = 10
}
}
stress_impact = {
vengeful = major_stress_impact_gain
arbitrary = medium_stress_impact_gain
trusting = medium_stress_impact_gain
lustful = major_stress_impact_gain
}
ai_chance = {
base = 100
}
}
}
scripted_effect court_berserkergang_effect = {
custom_tooltip = fp1_yearly.2200.fail.tt
hidden_effect = {
scope:potential_victim = {
increase_wounds_effect = { REASON = duel }
}
}
add_opinion = {
target = scope:new_berserker
modifier = hurt_someone_close_to_me_crime
years = 30
}
}
# Berserker rampages though court
fp1_yearly.2200 = {
type = character_event
title = fp1_yearly.2200.t
desc = fp1_yearly.2200.desc
theme = battle
left_portrait = {
character = scope:new_berserker
animation = rage
}
override_background = { reference = market_tribal }
trigger = {
#DLC check.
has_fp1_dlc_trigger = yes
#Standard checks.
is_available_at_peace_adult = yes
NOT = { has_character_flag = had_event_fp1_yearly_2200 }
is_landed_or_landless_administrative = yes
faith = {
has_doctrine = tenet_warmonger
}
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
religion = religion:germanic_religion
}
OR = {
is_ai = no
number_of_knights < max_number_of_knights
}
any_courtier = {
is_of_major_interest_to_root_trigger = yes
age > 12
}
}
immediate = {
hidden_effect = {
add_character_flag = {
flag = had_event_fp1_yearly_2200
days = 1825
}
create_character = {
gender_female_chance = root_soldier_female_chance
template = new_berserker_character
faith = root.faith
culture = root.culture
dynasty = none
location = root.location
save_scope_as = new_berserker
}
scope:new_berserker = {
set_favorite_treat_effect = yes
random_list = {
10 = {
change_current_weight = 150
}
10 = {
change_current_weight = 100
}
10 = {
change_current_weight = 50
}
}
if = {
limit = {
has_sexuality = asexual
}
random_list = {
10 = {
set_sexuality = heterosexual
}
10 = {
set_sexuality = bisexual
}
10 = {
set_sexuality = homosexual
}
}
}
}
}
random_courtier = {
limit = {
is_of_major_interest_to_root_trigger = yes
age > 12
prowess < scope:new_berserker.prowess
}
alternative_limit = {
is_of_major_interest_to_root_trigger = yes
age > 12
}
save_scope_as = potential_victim
}
save_scope_as = potential_employer
}
option = {
name = fp1_yearly.2200.a
trigger = {
can_start_single_combat_trigger = yes
scope:new_berserker = {
can_start_single_combat_trigger = yes
}
}
custom_tooltip = fp1_yearly.2200.a.tt
configure_start_single_combat_effect = {
SC_INITIATOR = root
SC_ATTACKER = scope:new_berserker
SC_DEFENDER = root
FATALITY = no
FIXED = no
LOCALE = market
OUTPUT_EVENT = fp1_yearly.2201
INVALIDATION_EVENT = fp1_yearly.2202
}
stress_impact = {
forgiving = medium_stress_impact_gain
calm = medium_stress_impact_gain
patient = medium_stress_impact_gain
humble = minor_stress_impact_gain
shy = minor_stress_impact_gain
craven = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_honor = 1
}
}
}
option = {
name = fp1_yearly.2200.b
stress_impact = {
brave = major_stress_impact_gain
arrogant = medium_stress_impact_gain
greedy = major_stress_impact_gain
gluttonous = minor_stress_impact_gain
}
pay_short_term_gold = {
target = scope:new_berserker
gold = minor_gold_value
}
add_courtier = scope:new_berserker
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_greed = -1
}
}
}
option = {
name = fp1_yearly.2200.c
duel = {
skill = diplomacy
value = 10
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = fp1_yearly.2200.c.success
send_interface_toast = {
title = fp1_yearly.2200.c.success
left_icon = scope:new_berserker
add_courtier = scope:new_berserker
add_prestige = minor_prestige_gain
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = fp1_yearly.2200.c.failure
send_interface_toast = {
title = fp1_yearly.2200.c.failure
left_icon = scope:new_berserker
right_icon = scope:potential_victim
court_berserkergang_effect = yes
}
}
}
stress_impact = {
brave = major_stress_impact_gain
wrathful = major_stress_impact_gain
impatient = major_stress_impact_gain
arbitrary = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_honor = 1
}
}
}
option = {
name = fp1_yearly.2200.d
duel = {
skill = martial
value = scope:new_berserker.martial
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = fp1_yearly.2200.d.success
send_interface_toast = {
title = fp1_yearly.2200.d.success
left_icon = scope:new_berserker
scope:new_berserker = {
death = { death_reason = death_attacked }
}
add_prestige = major_prestige_gain
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = fp1_yearly.2200.c.failure
send_interface_toast = {
title = fp1_yearly.2200.c.failure
left_icon = scope:new_berserker
right_icon = scope:potential_victim
court_berserkergang_effect = yes
}
}
}
stress_impact = {
brave = major_stress_impact_gain
trusting = medium_stress_impact_gain
patient = medium_stress_impact_gain
calm = medium_stress_impact_gain
}
ai_chance = {
base = 0
}
}
}
fp1_yearly.2201 = {
hidden = yes
immediate = {
if = {
limit = {
scope:potential_employer = scope:sc_victor
}
trigger_event = { id = fp1_yearly.2203 days = 1 }
}
else = {
trigger_event = { id = fp1_yearly.2204 days = 1 }
}
}
}
# Bout has invalidated, inform affected parties.
fp1_yearly.2202 = {
hidden = yes
immediate = {
# Inform both parties that the duel has invalidated.
scope:potential_employer = {
send_interface_toast = {
title = fp1_yearly.2200.trigger_failure
left_icon = scope:new_berserker
}
}
}
}
fp1_yearly.2203 = {
type = character_event
title = fp1_yearly.2203.t
desc = fp1_yearly.2203.desc
theme = battle
left_portrait = {
character = scope:new_berserker
animation = fear
}
override_background = { reference = market_tribal }
trigger = {
scope:new_berserker = {
is_alive = yes
}
}
option = {
name = fp1_yearly.2203.a
add_dread = major_dread_gain
add_prestige = medium_prestige_gain
add_prowess_skill = 2
scope:new_berserker = {
death = {
death_reason = death_duel
killer = scope:potential_employer
}
}
stress_impact = {
trusting = major_stress_impact_gain
forgiving = medium_stress_impact_gain
compassionate = major_stress_impact_gain
calm = medium_stress_impact_gain
content = medium_stress_impact_gain
just = medium_stress_impact_gain
humble = major_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_honor = -1
}
modifier = {
factor = 0
prowess < scope:new_berserker.prowess
}
}
}
option = {
name = fp1_yearly.2203.b
stress_impact = {
arrogant = major_stress_impact_gain
vengeful = major_stress_impact_gain
cynical = major_stress_impact_gain
}
add_prestige = medium_prestige_gain
add_prowess_skill = 2
add_courtier = scope:new_berserker
set_relation_potential_friend = scope:new_berserker
ai_chance = {
base = 100
}
}
option = {
name = fp1_yearly.2203.c
stress_impact = {
arrogant = major_stress_impact_gain
vengeful = major_stress_impact_gain
trusting = major_stress_impact_gain
}
add_prestige = medium_prestige_gain
add_prowess_skill = 2
ai_chance = {
base = 0
}
}
}
fp1_yearly.2204 = {
type = character_event
title = fp1_yearly.2204.t
desc = fp1_yearly.2204.desc
theme = battle
left_portrait = {
character = scope:new_berserker
animation = worry
}
override_background = { reference = market_tribal }
trigger = {
scope:new_berserker = {
is_alive = yes
}
}
option = {
name = fp1_yearly.2204.a
add_prestige = medium_prestige_loss
add_courtier = scope:new_berserker
set_relation_friend = { reason = friend_rousing_fight target = scope:new_berserker }
stress_impact = {
arrogant = major_stress_impact_gain
vengeful = major_stress_impact_gain
cynical = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_honor = 1
}
}
}
option = {
name = fp1_yearly.2204.b
stress_impact = {
trusting = major_stress_impact_gain
forgiving = major_stress_impact_gain
humble = major_stress_impact_gain
compassionate = medium_stress_impact_gain
}
add_prestige = medium_prestige_loss
ai_chance = {
base = 0
}
}
}
# Convince a group of soldiers to join you
fp1_yearly.2300 = {
type = character_event
title = fp1_yearly.2300.t
desc = fp1_yearly.2300.desc
theme = feast_activity
left_portrait = {
character = scope:recruiting_character
animation = personality_rational
}
override_background = { reference = tavern }
trigger = {
#DLC check.
has_fp1_dlc_trigger = yes
#Standard checks.
is_available_at_peace_adult = yes
NOT = { has_character_flag = had_event_fp1_yearly_2300 }
is_landed_or_landless_administrative = yes
any_sub_realm_barony = {
title_province = {
is_coastal = yes
}
}
}
weight_multiplier = {
base = 1
modifier = {
add = 0.5
prestige_level > 2
}
modifier = {
add = 0.5
prestige_level > 4
}
modifier = {
add = -1
prestige_level < 0
}
}
immediate = {
hidden_effect = {
add_character_flag = {
flag = had_event_fp1_yearly_2300
days = 1825
}
}
random_sub_realm_barony = {
limit = {
title_province = {
is_coastal = yes
}
}
save_scope_as = tavern_location
}
save_scope_as = recruiting_character
}
option = {
name = fp1_yearly.2300.a
flavor = huscarls_tt
remove_short_term_gold = huscarls_gold_value
spawn_army = {
levies = 25
men_at_arms = {
type = huscarl
men = number_of_huscarls
}
location = scope:recruiting_character.capital_province
inheritable = no
name = grizzled_veterans
}
custom_tooltip = MILITARY_VIEW_EVENT_TROOPS_NOT_INHERITABLE
stress_impact = {
humble = minor_stress_impact_gain
shy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
option = {
name = fp1_yearly.2300.b
flavor = bondi_tt
remove_short_term_gold = bondi_gold_value
spawn_army = {
levies = 50
men_at_arms = {
type = bondi
men = number_of_bondi
}
location = scope:recruiting_character.capital_province
inheritable = no
name = glory_seekers
}
custom_tooltip = MILITARY_VIEW_EVENT_TROOPS_NOT_INHERITABLE
stress_impact = {
humble = minor_stress_impact_gain
shy = minor_stress_impact_gain
}
ai_chance = {
base = 100
}
}
option = {
name = fp1_yearly.2300.c
add_gold = medium_gold_value
stress_impact = {
generous = major_stress_impact_gain
ambitious = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
option = {
name = fp1_yearly.2300.d
trigger = {
has_trait = viking
}
trait = viking
spawn_army = {
levies = 25
men_at_arms = {
type = huscarl
men = number_of_huscarls
}
location = scope:recruiting_character.capital_province
inheritable = no
name = grizzled_veterans
}
spawn_army = {
levies = 50
men_at_arms = {
type = bondi
men = number_of_bondi
}
location = scope:recruiting_character.capital_province
inheritable = no
name = glory_seekers
}
custom_tooltip = MILITARY_VIEW_EVENT_TROOPS_NOT_INHERITABLE
stress_impact = {
greedy = medium_stress_impact_gain
}
ai_chance = {
base = 100
}
}
}
# Invest in something that'll aid in your hunts
fp1_yearly.2400 = {
type = character_event
title = fp1_yearly.2400.t
desc = fp1_yearly.2400.desc
theme = hunt_activity
left_portrait = {
character = root
animation = personality_rational
}
override_background = { reference = fp1_runestone }
trigger = {
#DLC check.
has_fp1_dlc_trigger = yes
#Standard checks.
is_available_at_peace_adult = yes
NOT = { has_character_flag = had_event_fp1_yearly_2400 }
is_landed_or_landless_administrative = yes
NOR = {
has_trait = lazy
}
}
immediate = {
hidden_effect = {
add_character_flag = {
flag = had_event_fp1_yearly_2400
days = 1825
}
}
select_local_animal_effect = { TYPE = any } # Save scope to limit possible animals: any/big/small/dangerous/harmless/prowling
capital_province = {
save_scope_as = hunting_province
}
}
option = {
name = fp1_yearly.2400.a
trigger = {
NOT = { location = { geographical_region = world_steppe } }
NOT = {
any_owned_story = {
story_type = story_cycle_pet_dog
}
}
}
start_dog_story_cycle_effect = yes
remove_short_term_gold = minor_gold_value
stress_impact = {
greedy = major_stress_impact_gain
shy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
}
}
}
option = {
name = fp1_yearly.2400.eagle
trigger = {
location = { geographical_region = world_steppe }
NOT = {
any_owned_story = {
story_type = story_cycle_pet_eagle
}
}
}
start_eagle_story_cycle_effect = yes
remove_short_term_gold = minor_gold_value
stress_impact = {
greedy = major_stress_impact_gain
shy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
}
}
}
option = {
name = fp1_yearly.2400.b
add_character_modifier = {
modifier = brand_new_hunting_tools
years = 25
}
remove_short_term_gold = minor_gold_value
stress_impact = {
greedy = major_stress_impact_gain
temperate = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
}
}
}
option = {
name = fp1_yearly.2400.c
custom_tooltip = fp1_yearly.2400.free_hunt
hidden_effect = {
add_character_flag = {
flag = free_hunt
}
}
stress_impact = {
impatient = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
after = { remove_variable = animal_type }
}
scripted_trigger fp1_yearly_2500_guest_trigger = {
is_available_ai_adult = yes
is_pool_guest = yes
NOR = {
has_trait = deviant
any_secret = {
type = secret_deviant
is_known_by = root
}
}
save_temporary_scope_as = deviant_guest
trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = scope:deviant_guest.faith GENDER_CHARACTER = scope:deviant_guest }
}
scripted_trigger fp1_yearly_2500_court_target_trigger = {
exists = capital_province
OR = {
any_targeting_scheme = {
OR = {
scheme_type = murder
scheme_type = abduct
}
scheme_owner = root
}
has_relation_rival = root
}
}
# What's that deviant up to this time!?
fp1_yearly.2500 = {
type = character_event
title = fp1_yearly.2500.t
desc = fp1_yearly.2500.desc
theme = seduction
left_portrait = {
character = scope:deviant_guest
animation = shock
}
override_background = { reference = fp1_runestone }
trigger = {
#DLC check.
has_fp1_dlc_trigger = yes
#Standard checks.
is_landed = yes
is_available_at_peace_adult = yes
NOT = { has_character_flag = had_event_fp1_yearly_2500 }
is_capable_adult = yes
any_courtier_or_guest = {
fp1_yearly_2500_guest_trigger = yes
}
trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = root.faith GENDER_CHARACTER = scope:deviant_guest }
any_held_title = {
title_tier = county
OR = {
has_county_modifier = fp1_stele_ancestors_strong
has_county_modifier = fp1_stele_ancestors_weak
has_county_modifier = fp1_stele_conquest_strong
has_county_modifier = fp1_stele_conquest_weak
has_county_modifier = fp1_stele_promotion_strong
has_county_modifier = fp1_stele_promotion_weak
}
}
}
weight_multiplier = {
base = 1
}
immediate = {
add_character_flag = {
flag = had_event_fp1_yearly_2500
}
random_held_title = {
title_tier = county
limit = {
OR = {
has_county_modifier = fp1_stele_ancestors_strong
has_county_modifier = fp1_stele_ancestors_weak
has_county_modifier = fp1_stele_conquest_strong
has_county_modifier = fp1_stele_conquest_weak
has_county_modifier = fp1_stele_promotion_strong
has_county_modifier = fp1_stele_promotion_weak
}
}
save_scope_as = runestone_location
}
hidden_effect = {
random_courtier_or_guest = {
limit = {
fp1_yearly_2500_guest_trigger = yes
}
if = {
limit = {
NOT = {
any_secret = {
type = secret_deviant
}
}
}
give_deviant_secret_or_trait_effect = yes
}
save_scope_as = deviant_guest
random_secret = {
type = secret_deviant
limit = {
NOT = { is_known_by = root }
}
save_scope_as = deviant_guest_secret
}
if = {
limit = {
root = { is_ai = no }
}
add_character_flag = is_naked
}
}
}
if = {
limit = {
is_ai = no
}
if = {
limit = {
any_ruler = {
fp1_yearly_2500_court_target_trigger = yes
}
}
random_ruler = {
limit = {
fp1_yearly_2500_court_target_trigger = yes
}
save_scope_as = appropriate_court_target_owner
}
}
}
create_character_memory = {
type = deviant_defiled_my_object
participants = { deviant = scope:deviant_guest }
}
}
option = { # Learn of the secret and force them to leave
name = {
trigger = { NOT = { exists = scope:appropriate_court_target_owner } }
text = yearly.8400.a
}
name = {
trigger = { exists = scope:appropriate_court_target_owner }
text = yearly.8400.special
}
scope:deviant_guest_secret = {
reveal_to = root
}
scope:deviant_guest = {
if = {
limit = {
exists = scope:appropriate_court_target_owner
}
hidden_effect = {
visit_court_of = scope:appropriate_court_target_owner
}
custom_tooltip = yearly.8400.a.tt
}
else = {
select_and_move_to_pool_effect = yes
}
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = compassionate
has_trait = just
}
}
}
stress_impact = {
forgiving = medium_stress_impact_gain
compassionate = minor_stress_impact_gain
just = medium_stress_impact_gain
}
}
option = { # Expose and throw them in jail
name = yearly.8400.b
add_piety = major_piety_gain
scope:deviant_guest_secret = {
expose_secret = root
}
rightfully_imprison_character_effect = {
TARGET = scope:deviant_guest
IMPRISONER = root
}
ai_chance = {
base = 25
modifier = {
factor = 0
ai_zeal < 0
}
modifier = {
factor = 0
has_trait = forgiving
}
modifier = {
factor = 5
ai_zeal >= medium_positive_ai_value
}
}
stress_impact = {
forgiving = major_stress_impact_gain
deviant = massive_stress_impact_gain
}
}
option = { # Learn of the secret and let them stay
name = yearly.8400.c
scope:deviant_guest_secret = {
reveal_to = root
}
scope:deviant_guest = {
add_opinion = {
modifier = kindness_opinion
target = root
opinion = 25
}
}
ai_chance = {
base = 100
}
stress_impact = {
zealous = major_stress_impact_gain
just = medium_stress_impact_gain
}
}
option = { # Learn of the secret, and... join in on the fun
name = yearly.8400.d
scope:deviant_guest_secret = {
reveal_to = root
}
give_deviant_secret_or_trait_effect = yes
if = {
limit = {
stress > 0
}
add_stress = monumental_stress_loss
}
if = {
limit = {
can_set_relation_friend_trigger = { CHARACTER = scope:deviant_guest }
}
set_relation_friend = { reason = friend_deviant_fun target = scope:deviant_guest }
}
ai_chance = {
base = 5
modifier = {
add = 995
has_trait = lustful
}
}
stress_impact = {
chaste = major_stress_impact_gain
temperate = major_stress_impact_gain
}
}
after = {
scope:deviant_guest = {
if = {
limit = { has_character_flag = is_naked }
remove_character_flag = is_naked
}
}
}
}
# Become a Berserker
fp1_yearly.2600 = {
type = character_event
title = fp1_yearly.2600.t
desc = fp1_yearly.2600.desc
theme = war
left_portrait = {
character = scope:berserker_teacher
animation = marshal
}
override_background = { reference = fp1_tribal_temple }
trigger = {
#DLC check.
has_fp1_dlc_trigger = yes
#Standard checks.
is_available_at_peace_adult = yes
NOT = { has_character_flag = had_event_fp1_yearly_2600 }
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
religion = religion:germanic_religion
}
faith = {
has_doctrine = tenet_warmonger
}
NOR = {
has_trait = craven
has_trait = berserker
}
prowess >= 8
any_knight = {
is_ai = yes
is_physically_able_adult = yes
has_trait = berserker
NOT = {
has_relation_rival = root
}
}
}
weight_multiplier = {
base = 1
modifier = {
add = 0.5
has_trait = impatient
}
modifier = {
add = 0.5
has_trait = wrathful
}
modifier = {
add = 0.5
prowess >= 12
}
}
immediate = {
hidden_effect = {
add_character_flag = {
flag = had_event_fp1_yearly_2600
days = 1825
}
}
random_knight = {
limit = {
is_ai = yes
is_physically_able_adult = yes
has_trait = berserker
NOT = {
has_relation_rival = root
}
}
save_scope_as = berserker_teacher
}
}
option = {
name = fp1_yearly.2600.a
custom_tooltip = fp1_yearly.2600.a.tt
hidden_effect = {
random_list = {
10 = { # Succeed, no one harmed
set_variable = {
name = success_no_one_harmed
value = yes
}
}
5 = { # Succeed, harm someone close to you
trigger = {
any_courtier = {
is_of_major_interest_to_root_trigger = yes
is_ai = yes
age > 12
this != scope:berserker_teacher
}
}
set_variable = {
name = success_harm_close_one
value = yes
}
}
3 = { # Succeed, kill the berserker who taught you
set_variable = {
name = success_kill_berserker
value = yes
}
}
1 = { # Succeed, kill everyone at court
trigger = {
is_ai = no
any_courtier = {
is_of_major_interest_to_root_trigger = yes
is_ai = yes
age > 12
}
}
set_variable = {
name = success_kill_everyone
value = yes
}
}
3 = { # Fail, fall asleep
set_variable = {
name = fail_fall_asleep
value = yes
}
modifier = {
add = 10
has_trait = lazy
}
}
}
trigger_event = fp1_yearly.2601
}
stress_impact = {
calm = massive_stress_impact_gain
lazy = massive_stress_impact_gain
patient = major_stress_impact_gain
temperate = major_stress_impact_gain
}
ai_chance = {
base = 90
modifier = {
factor = 0
OR = {
has_trait = calm
has_trait = patient
has_trait = lazy
}
}
}
}
option = {
name = fp1_yearly.2600.b
custom_tooltip = fp1_yearly.2600.b.tt
stress_impact = {
impatient = massive_stress_impact_gain
wrathful = massive_stress_impact_gain
sadistic = medium_stress_impact_gain
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 10
}
}
}
scripted_effect berserker_killing_spree_effect = {
random_list = {
10 = {
death = {
death_reason = death_head_ripped_off
killer = root
}
}
10 = {
death = {
death_reason = death_cloven_in_half
killer = root
}
}
10 = {
death = {
death_reason = death_viciously_dismembered
killer = root
}
}
10 = {
death = {
death_reason = death_ripped_apart_limb_by_limb
killer = root
}
}
10 = {
death = {
death_reason = death_chopped_to_pieces
killer = root
}
}
10 = {
death = {
death_reason = death_heart_ripped_out
killer = root
}
}
1 = {
trigger = {
NOT = {
has_trait = brave
}
}
death = {
death_reason = death_fear
killer = root
}
}
10 = {
death = {
death_reason = death_skull_cracked_open
killer = root
}
}
10 = {
death = {
death_reason = death_strangled_with_own_intestines
killer = root
}
}
}
}
fp1_yearly.2601 = {
type = character_event
title = fp1_yearly.2600.t
desc = {
desc = fp1_yearly.2601.desc
first_valid = {
triggered_desc = {
trigger = {
exists = var:success_no_one_harmed
}
desc = fp1_yearly.2601.success_no_one_harmed
}
triggered_desc = {
trigger = {
exists = var:success_harm_close_one
}
desc = fp1_yearly.2601.success_harm_close_one
}
triggered_desc = {
trigger = {
exists = var:success_kill_berserker
}
desc = fp1_yearly.2601.success_kill_berserker
}
triggered_desc = {
trigger = {
exists = var:success_kill_everyone
}
desc = fp1_yearly.2601.success_kill_everyone
}
triggered_desc = {
trigger = {
exists = var:fail_fall_asleep
}
desc = fp1_yearly.2601.fail_fall_asleep
}
}
}
theme = war
left_portrait = {
character = root
triggered_animation = {
trigger = {
exists = var:success_no_one_harmed
}
animation = rage
}
triggered_animation = {
trigger = {
OR = {
exists = var:success_harm_close_one
exists = var:success_kill_berserker
exists = var:success_kill_everyone
}
}
animation = shock
}
triggered_animation = {
trigger = {
exists = var:fail_fall_asleep
}
animation = personality_irrational
}
}
right_portrait = {
character = scope:harmed_victim
triggered_animation = {
trigger = {
root = {
exists = var:success_no_one_harmed
}
}
animation = happiness
}
triggered_animation = {
trigger = {
root = {
OR = {
exists = var:success_harm_close_one
exists = var:success_kill_berserker
exists = var:success_kill_everyone
}
}
}
animation = fear
}
triggered_animation = {
trigger = {
root = {
exists = var:fail_fall_asleep
}
}
animation = disapproval
}
}
override_background = { reference = fp1_tribal_temple }
trigger = {
}
immediate = {
scope:berserker_teacher = {
save_scope_as = harmed_victim
}
if = {
limit = {
exists = var:success_no_one_harmed
}
add_trait = berserker
}
else_if = {
limit = {
exists = var:success_harm_close_one
}
random_courtier = {
limit = {
is_of_major_interest_to_root_trigger = yes
is_ai = yes
age > 12
this != scope:berserker_teacher
}
increase_wounds_effect = { REASON = duel }
add_opinion = {
modifier = cruelty_opinion
target = root
opinion = -20
}
save_scope_as = harmed_victim
}
add_trait = berserker
add_dread = minor_dread_gain
create_character_memory = {
type = hurt_someone_close_to_me
participants = { close_relation = scope:harmed_victim }
}
}
else_if = {
limit = {
exists = var:success_kill_berserker
}
scope:berserker_teacher = {
berserker_killing_spree_effect = yes
}
add_trait = berserker
add_dread = minor_dread_gain
create_character_memory = {
type = hurt_someone_close_to_me
participants = { close_relation = scope:berserker_teacher }
}
}
else_if = {
limit = {
exists = var:success_kill_everyone
}
every_courtier = {
limit = {
is_ai = yes
}
berserker_killing_spree_effect = yes
}
add_trait = berserker
add_dread = 100
create_character_memory = {
type = killed_everyone
}
}
}
option = {
name = fp1_yearly.2601.a
trigger = {
exists = var:success_no_one_harmed
}
ai_chance = {
base = 100
}
}
option = {
name = fp1_yearly.2601.b
trigger = {
OR = {
exists = var:success_harm_close_one
exists = var:success_kill_berserker
exists = var:success_kill_everyone
}
}
if = {
limit = {
NOT = {
has_trait = sadistic
}
}
add_stress = massive_stress_impact_gain
}
ai_chance = {
base = 100
}
}
option = {
name = fp1_yearly.2601.c
trigger = {
exists = var:fail_fall_asleep
}
add_prestige = minor_prestige_loss
add_stress = minor_stress_loss
ai_chance = {
base = 100
}
}
after = {
remove_variable = success_no_one_harmed
remove_variable = success_harm_close_one
remove_variable = success_kill_berserker
remove_variable = success_kill_everyone
remove_variable = fail_fall_asleep
}
}