453 lines
No EOL
9.7 KiB
Text
453 lines
No EOL
9.7 KiB
Text
namespace = mpo_flavor_events_settled
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# mpo_flavor_events_settled.0001 - You hear of a Havsarsan Zud
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# mpo_flavor_events_settled.0010 - Horse Lord at your door
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#######################
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# You hear of a Havsarsan Zud
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#######################
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mpo_flavor_events_settled.0001 = {
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type = character_event
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title = mpo_flavor_events_settled.0001.t
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desc = mpo_flavor_events_settled.0001.desc
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theme = nomads
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override_background = { reference = ep3_city_gate }
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left_portrait = {
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character = root
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triggered_animation = {
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trigger = {
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OR = {
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has_trait = callous
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has_trait = sadistic
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}
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}
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animation = schadenfreude
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}
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triggered_animation = {
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trigger = {
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OR = {
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has_trait = brave
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has_trait = arrogant
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}
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}
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animation = dismissal
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}
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animation = worry
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}
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right_portrait = {
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character = scope:nomad
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animation = horse_exhausted
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camera = camera_event_horse_right
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}
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widget = {
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gui = "event_window_widget_vfx_snowstorm"
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container = "foreground_shader_vfx_container"
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}
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cooldown = { years = 10 }
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trigger = {
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has_mpo_dlc_trigger = yes
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NOT = { government_has_flag = government_is_nomadic }
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OR = {
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any_character_situation = { # You are a settled ruler in the Great Steppe
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any_participant_group = {
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participant_group_type = settled_rulers
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participant_group_has_character = root
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}
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any_situation_sub_region = {
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sub_region_current_phase = situation_steppe_havsarsan_zud_season
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}
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}
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any_sub_realm_county = { # You are neighbouring the Great Steppe
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any_neighboring_county = {
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holder != root
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any_county_situation = {
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situation:the_great_steppe ?= this
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any_situation_sub_region = {
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sub_region_current_phase = situation_steppe_havsarsan_zud_season
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}
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}
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}
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}
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}
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}
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immediate = {
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if = {
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limit = {
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any_neighboring_top_liege_realm_owner = {
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government_has_flag = government_is_nomadic
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}
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}
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random_neighboring_top_liege_realm_owner = {
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limit = { government_has_flag = government_is_nomadic }
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save_scope_as = nomad_lord
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}
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}
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else = {
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random_ruler = {
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limit = {
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in_diplomatic_range = root
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government_has_flag = government_is_nomadic
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}
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save_scope_as = nomad_lord
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}
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}
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create_character = {
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location = root.location
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template = nomadic_hunter_template
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faith = scope:nomad_lord.faith
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culture = scope:nomad_lord.culture
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save_scope_as = nomad
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}
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scope:nomad = { add_trait = nomadic_philosophy }
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}
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option = { # Get out
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name = mpo_flavor_events_settled.0001.aa
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reason = faith
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add_internal_flag = special
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trigger = {
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faith = {
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trait_is_virtue = callous
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}
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}
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add_piety = medium_piety_gain
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stress_impact = {
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callous = major_stress_impact_loss
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generous = medium_stress_impact_gain
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paranoid = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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factor = 2
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has_trait = callous
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}
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modifier = {
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factor = 0
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OR = {
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has_trait = generous
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has_trait = paranoid
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}
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}
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}
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}
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option = { # Let's prepare
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name = mpo_flavor_events_settled.0001.a
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remove_short_term_gold = medium_gold_value
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every_sub_realm_county = {
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limit = { holder = root }
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add_county_modifier = {
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modifier = mpo_settled_preparations_war_county_modifier
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years = 15
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}
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}
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stress_impact = {
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wrathful = medium_stress_impact_loss
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brave = medium_stress_impact_loss
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craven = medium_stress_impact_gain
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greedy = medium_stress_impact_gain
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avaricious = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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OR = {
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has_trait = wrathful
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has_trait = brave
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}
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factor = 0
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}
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modifier = {
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OR = {
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short_term_gold <= major_gold_value
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has_trait = greedy
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has_trait = avaricious
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has_trait = craven
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}
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factor = 0
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}
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}
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}
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option = { # We should focus on building
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name = mpo_flavor_events_settled.0001.b
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every_sub_realm_county = {
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limit = { holder = root }
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add_county_modifier = {
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modifier = mpo_settled_preparations_building_county_modifier
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years = 10
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}
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}
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stress_impact = {
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compassionate = major_stress_impact_loss
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greedy = medium_stress_impact_gain
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avaricious = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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}
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}
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option = { # Recruit this guy
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name = mpo_flavor_events_settled.0001.c
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trigger = {
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NOT = {
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faith = {
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trait_is_virtue = callous
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}
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}
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}
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add_courtier = scope:nomad
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if = {
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limit = {
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faith = { trait_is_virtue = compassionate }
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}
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add_piety = major_piety_gain
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}
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else = {
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add_piety = medium_piety_gain
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}
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stress_impact = {
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compassionate = major_stress_impact_loss
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callous = major_stress_impact_gain
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}
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ai_chance = {
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base = 100
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}
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}
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after = {
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custom_tooltip = mpo_flavor_events_settled.0001.tt
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if = {
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limit = { is_ai = yes }
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scope:nomad = { silent_disappearance_effect = yes }
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}
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}
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}
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#######################
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# Horse Lord at your door
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#######################
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scripted_trigger mpo_flavor_events_settled_0010_valid_nomad_lord_trigger = {
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government_has_flag = government_is_nomadic
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NOR = {
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is_close_family_of = root
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is_vassal_of = root
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is_tributary_of = root
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this = root.liege
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this = root.suzerain
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}
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any_character_situation = {
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situation:the_great_steppe ?= this
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}
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}
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mpo_flavor_events_settled.0010 = {
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type = character_event
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title = mpo_flavor_events_settled.0010.t
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desc = mpo_flavor_events_settled.0010.desc
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theme = nomads
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override_background = { reference = ep3_city_gate }
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left_portrait = {
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character = root
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animation = anger
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}
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right_portrait = {
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character = scope:nomad
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animation = horse_conversing_left
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camera = camera_event_horse_right
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}
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lower_right_portrait = scope:nomad_lord
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cooldown = { years = 10 }
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trigger = {
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has_mpo_dlc_trigger = yes
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NOT = { government_has_flag = government_is_nomadic }
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any_neighboring_top_liege_realm_owner = {
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mpo_flavor_events_settled_0010_valid_nomad_lord_trigger = yes
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}
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}
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weight_multiplier = {
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base = 1
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modifier = {
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any_neighboring_top_liege_realm_owner = {
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government_has_flag = government_is_nomadic
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highest_held_title_tier >= tier_kingdom
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}
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factor = 2
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}
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}
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immediate = {
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random_neighboring_top_liege_realm_owner = {
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limit = { mpo_flavor_events_settled_0010_valid_nomad_lord_trigger = yes }
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weight = {
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base = 1
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modifier = {
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highest_held_title_tier >= tier_kingdom
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add = 5
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}
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}
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save_scope_as = nomad_lord
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}
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create_character = {
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location = root.location
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template = nomadic_commander_template
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faith = scope:nomad_lord.faith
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culture = scope:nomad_lord.culture
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save_scope_as = nomad
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}
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hidden_effect = {
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scope:nomad = { add_trait = nomadic_philosophy }
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scope:nomad_lord = { add_courtier = scope:nomad }
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}
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}
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option = { # Pay tribute
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name = mpo_flavor_events_settled.0010.a
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trigger = {
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OR = {
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scope:nomad_lord.primary_title.tier > root.primary_title.tier
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scope:nomad_lord.current_military_strength > root.current_military_strength
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}
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}
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start_tributary_interaction_effect = {
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TRIBUTARY = root
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SUZERAIN = scope:nomad_lord
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}
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scope:nomad_lord = {
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add_opinion = {
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target = root
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modifier = pleased_opinion
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opinion = 25
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}
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}
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add_prestige = medium_prestige_gain
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stress_impact = {
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vengeful = major_stress_impact_loss
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compassionate = medium_stress_impact_gain
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}
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ai_chance = {
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base = 0
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}
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}
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option = { # Pay to get truce
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name = mpo_flavor_events_settled.0010.b
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trigger = {
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NOR = {
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scope:nomad_lord.primary_title.tier > root.primary_title.tier
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scope:nomad_lord.current_military_strength > root.current_military_strength
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}
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}
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if = {
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limit = {
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has_perk = defensive_measures_perk
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}
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custom_tooltip = mpo_flavor_events_settled.0010.b_perk_tt
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pay_short_term_gold = {
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target = scope:nomad_lord
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gold = root.purchase_truce_interaction_small_sum
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}
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add_truce_both_ways = {
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character = scope:nomad_lord
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days = purchase_truce_interaction_truce_days_medium_value
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name = TRUCE_PURCHASED
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}
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}
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else = {
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pay_short_term_gold = {
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target = scope:nomad_lord
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gold = root.purchase_truce_interaction_medium_sum
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}
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add_truce_both_ways = {
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character = scope:nomad_lord
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days = purchase_truce_interaction_truce_days_medium_value
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name = TRUCE_PURCHASED
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}
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}
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stress_impact = {
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brave = medium_stress_impact_gain
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ambitious = medium_stress_impact_gain
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arrogant = medium_stress_impact_gain
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}
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ai_chance = {
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base = 50
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modifier = {
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OR = {
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has_trait = content
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has_trait = craven
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}
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factor = 2
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}
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modifier = {
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OR = {
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has_trait = brave
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has_trait = ambitious
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has_trait = arrogant
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has_trait = greedy
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gold <= root.purchase_truce_interaction_major_sum
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}
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factor = 0
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}
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}
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}
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option = { # Offend them
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name = mpo_flavor_events_settled.0010.c
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add_dread = medium_dread_value
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scope:nomad_lord = {
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progress_towards_rival_effect = {
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CHARACTER = root
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OPINION = -40
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REASON = rival_disrespected_envoy
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}
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}
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stress_impact = {
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callous = major_stress_impact_loss
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craven = major_stress_impact_gain
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vengeful = major_stress_impact_gain
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}
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ai_chance = {
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base = 0
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modifier = {
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add = 150
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has_trait = callous
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current_military_strength > scope:nomad_lord.current_military_strength
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}
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}
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}
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option = { # Let's just be friends
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name = mpo_flavor_events_settled.0010.d
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add_diplomacy_lifestyle_xp = minor_lifestyle_xp
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scope:nomad_lord = {
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add_opinion = {
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target = root
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modifier = pleased_opinion
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opinion = 5
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}
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}
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stress_impact = {
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gregarious = medium_stress_impact_loss
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}
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ai_chance = {
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base = 200
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}
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}
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after = {
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if = {
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limit = { is_ai = yes }
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scope:nomad = { silent_disappearance_effect = yes }
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}
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}
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} |