N3OW/events/dlc/fp2/fp2_el_cid_events.txt
2026-01-06 14:25:21 +01:00

552 lines
14 KiB
Text

namespace = fp2_struggle
######################################
# EL CID'S BIZARRE ADVENTURE SYSTEM
# By Hugo Cortell
######################################
fp2_struggle.2045 = {
hidden = yes
trigger = {
is_landless_adventurer = no
}
immediate = {
if = { # Startup changes (give the cid his full nickname when he starts adventuring)
limit = { NOT = { has_character_flag = has_already_begun_travelling } }
remove_nickname = yes
give_nickname = nick_the_cid_campeador
add_character_flag = has_already_begun_travelling # Prevents yearly pulse from stacking up requests
add_character_flag = blocked_from_leaving # Prevents el cid from vacationing in far away lands
}
if = {
limit = { NOT = { has_character_flag = finished_el_cids_travels } } # In case several requests for the event are stacked up
if = { # Being a guest is used as a boolean to check if the character is in an "evaluation" phase or already in a court. DO NOT USE THE GUEST SYSTEM FOR THIS.
limit = {
OR = {
is_pool_guest = yes
is_pool_character = yes
is_foreign_court_guest = yes
}
}
random_county_in_region = { # Naturally biased in favor of larger states
limit = { exists = holder.liege }
weight = {
base = 1
modifier = {
add = 10
holder.liege = { has_relation_friend = root }
}
modifier = {
add = 30
holder.liege = { has_relation_best_friend = root }
}
compare_modifier = {
value = holder.prestige_level
multiplier = 1.5
}
}
region = world_europe_west_iberia # Locks el cid's forced travels to iberia
holder.liege = { trigger_event = fp2_struggle.2051 }
}
}
else = {
if = {
limit = { exists = liege }
liege = { trigger_event = fp2_struggle.2050 } # This is you, you get the event, while el cid gets the "system event"
}
else = {
employer = { trigger_event = fp2_struggle.2050 } # ditto
}
}
}
}
}
#############################################################
# Unease About El Sidi
# By The Content Design Team (And scripted by Hugo Cortell)
#############################################################
scripted_trigger el_cid_too_important_trigger = {
OR = {
any_extended_family_member = { this = scope:fp2_2050_el_cid }
scope:fp2_2050_el_cid = { is_vassal_of = ROOT }
has_relation_best_friend = scope:fp2_2050_el_cid
is_spouse_of = scope:fp2_2050_el_cid
}
}
fp2_struggle.2050 = {
type = character_event
title = {
random_valid = {
triggered_desc = { # Muslim Titles
trigger = { religion = religion:islam_religion }
desc = {
random_valid = {
desc = fp2_struggle.2050.t_muslim_one
desc = fp2_struggle.2050.t_muslim_two
desc = fp2_struggle.2050.t_muslim_three
desc = fp2_struggle.2050.t_muslim_four
}
}
}
triggered_desc = { # Generic (Christian, nickname-like) Titles
trigger = { NOT = { religion = religion:islam_religion } }
desc = {
random_valid = {
desc = fp2_struggle.2050.t_generic_one
desc = fp2_struggle.2050.t_generic_two
desc = fp2_struggle.2050.t_generic_three
desc = fp2_struggle.2050.t_generic_four
}
}
}
}
}
desc = { # See immediate for flags
first_valid = {
triggered_desc = {
trigger = { scope:fp2_2050_reason_for_kicking_out_el_cid = flag:generic_court }
desc = fp2_struggle.2050.desc_court
}
triggered_desc = {
trigger = { scope:fp2_2050_reason_for_kicking_out_el_cid = flag:jelly_knights }
desc = fp2_struggle.2050.desc_knights
}
triggered_desc = {
trigger = { scope:fp2_2050_reason_for_kicking_out_el_cid = flag:upset_nobles }
desc = fp2_struggle.2050.desc_nobles
}
triggered_desc = {
trigger = { scope:fp2_2050_reason_for_kicking_out_el_cid = flag:faith_discomfort }
desc = fp2_struggle.2050.desc_faith
}
desc = board_games.0001.desc.i_am_winning.trait.rowdy # Theoretically impossible to trigger, but if something breaks, players will see this and report it for sure
}
}
theme = corruption
override_background = { reference = throne_room }
left_portrait = {
character = root
animation = personality_rational
}
right_portrait = {
character = scope:fp2_2050_el_cid
animation = throne_room_two_handed_passive_1
}
immediate = {
character:107590 = { save_scope_as = fp2_2050_el_cid }
random_list = { # Spin the wheel to decide who and why wishes ill on el cid
10 = { # Generic "the court thinks he is bad"
save_scope_value_as = {
name = fp2_2050_reason_for_kicking_out_el_cid
value = flag:generic_court
}
}
10 = { # Your knights are all sore losers
modifier = {
add = 30
any_knight = {
OR = {
has_relation_rival = scope:fp2_2050_el_cid
has_relation_nemesis = scope:fp2_2050_el_cid
}
}
}
save_scope_value_as = {
name = fp2_2050_reason_for_kicking_out_el_cid
value = flag:jelly_knights
}
}
10 = { # Nobles dislike upstart poor people
modifier = {
add = 30
any_vassal = {
OR = {
has_relation_rival = scope:fp2_2050_el_cid
has_relation_nemesis = scope:fp2_2050_el_cid
}
}
}
save_scope_value_as = {
name = fp2_2050_reason_for_kicking_out_el_cid
value = flag:upset_nobles
}
}
10 = { # Generic faith concerns from your bishop
save_scope_value_as = {
name = fp2_2050_reason_for_kicking_out_el_cid
value = flag:faith_discomfort
}
}
}
}
option = { # Family, Friend or Vassal
name = fp2_struggle.2050.a
trigger = { el_cid_too_important_trigger = yes }
hidden_effect = {
scope:fp2_2050_el_cid = { add_character_flag = finished_el_cids_travels } # At this point we can imagine that this character has settled, this stops the cycle to prevent spam
}
custom_tooltip = fp2_struggle.2050.a.serve_tooltip
send_interface_toast = {
type = event_toast_effect_good
title = fp2_struggle.2050.a.notif.t
right_icon = scope:fp2_2050_el_cid
reverse_add_opinion = {
target = scope:fp2_2050_el_cid
modifier = stood_by_me_opinion
opinion = 10
years = 20
}
}
stress_impact = {
fickle = minor_stress_impact_gain
}
ai_chance = { base = 1000 }
}
option = { # No, I stand by my knight and he can stay!
name = fp2_struggle.2050.b
trigger = {
is_ai = no
NOT = { scope:fp2_2050_el_cid = { is_vassal_of = ROOT } }
}
custom_tooltip = fp2_struggle.2050.a.serve_tooltip
send_interface_toast = {
type = event_toast_effect_good
title = fp2_struggle.2050.a.notif.t
right_icon = scope:fp2_2050_el_cid
if = {
limit = { scope:fp2_2050_reason_for_kicking_out_el_cid = flag:generic_court }
add_character_modifier = {
modifier = fp2_kept_accused_traitor_in_court_modifier
years = 10
}
}
else_if = {
limit = { scope:fp2_2050_reason_for_kicking_out_el_cid = flag:jelly_knights }
add_character_modifier = {
modifier = fp2_kept_op_knight_in_court_modifier
years = 10
}
}
else_if = {
limit = { scope:fp2_2050_reason_for_kicking_out_el_cid = flag:upset_nobles }
add_character_modifier = {
modifier = fp2_kept_upstart_knight_in_court_modifier
years = 10
}
}
else_if = {
limit = { scope:fp2_2050_reason_for_kicking_out_el_cid = flag:faith_discomfort }
add_character_modifier = {
modifier = fp2_kept_godless_mercenary_in_court_modifier
years = 10
}
}
reverse_add_opinion = {
target = scope:fp2_2050_el_cid
modifier = stood_by_me_opinion
opinion = 10
years = 20
}
scope:fp2_2050_el_cid = {
trigger_event = {
id = fp2_struggle.2045
years = { 4 12 }
}
}
}
stress_impact = {
fickle = minor_stress_impact_gain
}
}
option = { # Okay, please do not give me malus
name = fp2_struggle.2050.c
trigger = {
NOT = { scope:fp2_2050_el_cid = { is_vassal_of = ROOT } }
}
send_interface_toast = {
type = event_toast_effect_bad
title = fp2_struggle.2051.t
right_icon = scope:fp2_2050_el_cid
scope:fp2_2050_el_cid = {
move_to_pool = yes
trigger_event = {
id = fp2_struggle.2045
days = { 1 4 }
}
}
}
stress_impact = {
generous = minor_stress_impact_gain
}
ai_chance = { base = 1 }
}
option = { # Vanish el cid, even though he is your vassal (suggested by Max)
name = fp2_struggle.2050.c
trigger = {
is_ai = no
scope:fp2_2050_el_cid = { is_vassal_of = ROOT }
}
# The only reason to ever select this option is to gain those "repossessed" lands, but it is very mean.
# It will give you tyranny, but it won't directly anger your vassals as they are *narratively* the reason why this is happening.
# The primary reason this exists is to prevent ludonarrative dissonance with the event's description. It is less resource intensive than making new loc.
# We set the tyranny and opinion loss based on how much was lost (Placed outside the toast to prevent clutter)
add_tyranny = {
value = medium_tyranny_gain
multiply = scope:fp2_2050_el_cid.primary_title.tier
}
if = {
limit = { can_set_relation_rival_trigger = { CHARACTER = scope:fp2_2050_el_cid } }
set_relation_rival = scope:fp2_2050_el_cid
}
if = { # This is not out of order, it is WAD. If can_set_relation_rival_trigger fails, you just lose a friend but not gain a rival.
limit = { has_relation_friend = scope:fp2_2050_el_cid }
remove_relation_friend = scope:fp2_2050_el_cid
}
if = {
limit = { scope:fp2_2050_el_cid.primary_title.tier < tier_kingdom }
scope:fp2_2050_el_cid = {
add_opinion = {
modifier = betrayed_me_opinion
target = root
opinion = -100
}
}
}
else = {
scope:fp2_2050_el_cid = {
add_opinion = {
modifier = betrayed_me_opinion
target = root
opinion = -200
}
}
}
create_title_and_vassal_change = { # This tells the engine to start paying closer attention to title changes (and not butt in)
type = revoked
save_scope_as = change
}
scope:fp2_2050_el_cid = {
every_held_title = {
change_title_holder = {
holder = root
change = scope:change
}
}
}
resolve_title_and_vassal_change = scope:change # Tells the engine that it is safe to go about its buisness with titles
show_as_tooltip = { scope:fp2_2050_el_cid = { move_to_pool = yes } } # Just jomini things~
hidden_effect = { # Prevents rendering of toast on option highlight
send_interface_toast = {
type = event_toast_effect_bad
title = fp2_struggle.2051.t
right_icon = scope:fp2_2050_el_cid
show_as_tooltip = { # Condensed version to fit into the toast
if = {
limit = { scope:fp2_2050_el_cid.primary_title.tier > tier_duchy }
scope:fp2_2050_el_cid = {
if = {
limit = { has_relation_nemesis = ROOT }
set_relation_nemesis = ROOT
}
add_opinion = {
modifier = betrayed_me_opinion
target = root
opinion = -200
}
}
}
else = {
if = {
limit = { has_relation_rival = ROOT }
set_relation_rival = ROOT
}
add_opinion = {
modifier = betrayed_me_opinion
target = root
opinion = -100
}
}
}
# Standard stuff
scope:fp2_2050_el_cid = {
move_to_pool = yes
trigger_event = {
id = fp2_struggle.2045
days = { 1 4 }
}
}
}
}
stress_impact = { # This kind of action comes with quite a bit of stress
generous = minor_stress_impact_gain
brave = medium_stress_impact_gain
forgiving = major_stress_impact_gain
gregarious = medium_stress_impact_gain
honest = minor_stress_impact_gain
humble = medium_stress_impact_gain
just = major_stress_impact_gain
trusting = medium_stress_impact_gain
compassionate = major_stress_impact_gain
august = minor_stress_impact_gain
gallant = medium_stress_impact_gain
}
}
}
############################################################
# El Cid Arrives At Your Court
# By The Content Design Team (And scripted by Hugo Cortell)
############################################################
fp2_struggle.2051 = {
type = character_event
title = fp2_struggle.2051.t
desc = fp2_struggle.2051.desc
theme = vassal
override_background = { reference = throne_room }
left_portrait = {
character = root
animation = personality_rational
}
right_portrait = {
character = scope:fp2_2050_el_cid
animation = throne_room_one_handed_passive_1
}
immediate = {
character:107590 = { save_scope_as = fp2_2050_el_cid }
add_visiting_courtier = scope:fp2_2050_el_cid
}
option = { # You will enjoy a high position at my court!
name = fp2_struggle.2051.a
send_interface_toast = {
type = event_toast_effect_good
title = fp2_struggle.2050.a.notif.t
right_icon = scope:fp2_2050_el_cid
pay_treasury_or_gold = {
target = scope:fp2_2050_el_cid
value = medium_treasury_or_gold_value
}
add_courtier = scope:fp2_2050_el_cid
}
if = {
limit = { exists = cp:councillor_marshal }
fire_councillor = cp:councillor_marshal
}
assign_councillor_type = {
type = councillor_marshal
target = scope:fp2_2050_el_cid
}
scope:fp2_2050_el_cid = {
add_opinion = {
target = root
modifier = hired_me_opinion
opinion = 20
}
add_opinion = {
target = root
modifier = given_luxuries_opinion
opinion = 10
}
trigger_event = {
id = fp2_struggle.2045
years = { 4 12 }
}
}
trigger = { is_ai = no }
}
option = { # Welcome or whatever
name = fp2_struggle.2051.b
send_interface_toast = {
type = event_toast_effect_good
title = fp2_struggle.2050.a.notif.t
right_icon = scope:fp2_2050_el_cid
pay_treasury_or_gold = {
target = scope:fp2_2050_el_cid
value = minor_treasury_or_gold_value
}
add_courtier = scope:fp2_2050_el_cid
}
scope:fp2_2050_el_cid = {
trigger_event = {
id = fp2_struggle.2045
years = { 4 10 }
}
}
ai_chance = { base = 65 }
}
option = { # Away with you vile beggar!
name = fp2_struggle.2051.c
send_interface_toast = {
type = event_toast_effect_bad
title = fp2_struggle.2051.t
right_icon = scope:fp2_2050_el_cid
custom_tooltip = fp2_struggle.2050.c.notif
scope:fp2_2050_el_cid = {
move_to_pool = yes
trigger_event = {
id = fp2_struggle.2045
days = { 1 4 }
}
}
}
ai_chance = { base = 45 }
}
}