2590 lines
52 KiB
Text
2590 lines
52 KiB
Text
#Events for authority lifestyle focus
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##################################################
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#AUTHORITY REGULAR EVENTS
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# 1031 - Mercenaries are being misbehaving at an inn, by Linnéa Thimrén
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# 2040-2042 - Fight between my soldiers (Diplomacy skill challenge), Sean Hughes
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# 2050-2057 - An Extra Hand: Find a right-hand (wo)man, Sean Hughes
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# 3000 - Displaying/Teaching Authority to Someone, by Milla Isaksson
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#AUTHORITY SPECIAL EVENTS
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# 1100-1104 - Soldier and Officer Fighting, by Mathilda Bjarnehed
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# 1501-1504 - Deal with Deserters, by Linnéa Thimrén
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##################################################
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#############################
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# AUTHORITY: REGULAR EVENTS #
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#############################
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namespace = martial_authority
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##################################################
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# Mercenaries are being misbehaving at an inn
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# by Linnéa Thimrén
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##################################################
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martial_authority.1031 = {
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type = character_event
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title = martial_authority.1031.t
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desc = martial_authority.1031.desc
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theme = martial_authority_focus
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override_background = {
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reference = tavern
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}
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left_portrait = {
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character = root
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animation = disapproval
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}
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right_portrait = {
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character = scope:scoped_mercenary
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animation = drink
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}
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trigger = {
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has_lifestyle = martial_lifestyle
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NOT = { has_character_flag = had_mercenary_disruption_event }
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is_ruler = yes
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is_landed = yes
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exists = capital_county
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any_independent_ruler = {
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government_has_flag = government_is_mercenary
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}
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}
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weight_multiplier = {
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base = 1
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upweight_for_focus_modifier = { FOCUS = martial_authority_focus }
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}
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immediate = {
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play_music_cue = "mx_cue_meadandwine"
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add_character_flag = {
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flag = had_mercenary_disruption_event
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days = 3650
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}
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capital_county = {
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save_scope_as = county_to_save
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}
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random_independent_ruler = {
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limit = {
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government_has_flag = government_is_mercenary
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culture = root.culture
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}
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alternative_limit = {
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government_has_flag = government_is_mercenary
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faith = root.faith
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}
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alternative_limit = {
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government_has_flag = government_is_mercenary
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}
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save_scope_as = scoped_mercenary
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}
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}
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option = {
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name = martial_authority.1031.a
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trigger = {
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OR = {
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is_ai = no
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short_term_gold >= major_gold_value_check
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}
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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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add = 20
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OR = {
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has_trait = generous
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has_trait = craven
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has_trait = shy
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}
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}
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}
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remove_short_term_gold = major_gold_value
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add_character_modifier = {
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modifier = generous_to_mercenaries
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}
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add_martial_lifestyle_xp = minor_lifestyle_xp
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stress_impact = {
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greedy = minor_stress_impact_gain
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}
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}
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option = {
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name = martial_authority.1031.b
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scope:county_to_save = {
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add_county_modifier = {
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modifier = warfare_expunged_bandits_modifier
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years = 10
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}
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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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add = 20
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OR = {
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has_trait = just
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has_trait = greedy
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}
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}
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}
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add_martial_lifestyle_xp = minor_lifestyle_xp
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stress_impact = {
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just = minor_stress_impact_gain
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}
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}
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option = {
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name = martial_authority.1031.c
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trigger = {
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prowess >= high_skill_rating
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}
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skill = prowess
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scope:county_to_save = {
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add_county_modifier = {
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modifier = warfare_expunged_bandits_modifier
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years = 10
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}
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}
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if = {
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limit = {
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OR = {
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has_trait = sadistic
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has_trait = wrathful
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}
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}
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add_dread = medium_dread_gain
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}
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else_if = {
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limit = {
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NOR = {
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has_trait = sadistic
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has_trait = wrathful
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}
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}
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add_character_modifier = {
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modifier = respected_by_mercenaries
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}
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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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add = 30
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OR = {
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has_trait = brave
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has_trait = wrathful
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has_trait = sadistic
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has_trait = vengeful
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}
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}
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}
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add_martial_lifestyle_xp = medium_lifestyle_xp
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stress_impact = {
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calm = minor_stress_impact_gain
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compassionate = minor_stress_impact_gain
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forgiving = minor_stress_impact_gain
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}
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}
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}
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##################################################
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# Internal Dispute (Diplomacy Skill Challenge)
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# by Sean Hughes
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# 2040-2042
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##################################################
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#Find a courtier who would fight in your army.
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scripted_trigger martial_authority_2040_first_trigger = {
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is_ai = yes
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is_available_healthy_adult = yes
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age <= 35
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can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
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save_temporary_scope_as = first
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root = {
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any_knight = {
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martial_authority_2040_second_trigger = yes
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}
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}
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}
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#Find another courtier who is disliked by the first one.
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scripted_trigger martial_authority_2040_second_trigger = {
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is_ai = yes
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is_available_healthy_adult = yes
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age <= 40
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this != scope:first
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reverse_opinion = {
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target = scope:first
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value <= neutral_opinion
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}
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}
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martial_authority.2040 = {
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type = character_event
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title = martial_authority.2040.t
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desc = martial_authority.2040.desc
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theme = martial_authority_focus
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override_background = {
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reference = army_camp
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}
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left_portrait = {
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character = scope:first
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animation = anger
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}
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right_portrait = {
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character = scope:second
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animation = rage
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}
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trigger = {
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NOT = { has_character_flag = had_event_martial_authority_2040 } #Can only happen once every 5 years.
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#Only trigger if we've been at war for at least a few days.
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days_of_continuous_war >= 5
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is_available_adult_or_is_commanding = yes
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any_knight = {
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martial_authority_2040_first_trigger = yes
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}
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any_knight = {
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martial_authority_2040_second_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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add = { #-1 at 5 diplomacy, 0 at 10 diplomacy, 1 at 15 diplomacy etc.
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value = diplomacy
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subtract = medium_skill_rating
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multiply = 0.2
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}
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}
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upweight_for_focus_modifier = { FOCUS = martial_authority_focus }
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}
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immediate = {
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add_character_flag = {
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flag = had_event_martial_authority_2040
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days = 1825
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}
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random_knight = {
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limit = {
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martial_authority_2040_first_trigger = yes
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}
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save_scope_as = first
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}
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random_knight = {
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limit = {
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martial_authority_2040_second_trigger = yes
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}
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if = {
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limit = { root = { is_ai = no } }
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assign_quirk_effect = yes
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}
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save_scope_as = second
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}
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}
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#Attempt to get the men to calm down and work together
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option = {
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name = martial_authority.2040.a
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duel = {
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skill = diplomacy
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value = 10
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 3.5
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min = -49
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}
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desc = martial_authority.2040.a.success
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trigger_event = martial_authority.2041 #The men calm down.
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show_as_tooltip = {
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add_prestige = medium_prestige_gain
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add_martial_lifestyle_xp = medium_lifestyle_xp
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reverse_add_opinion = {
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target = scope:first
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modifier = respect_opinion
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opinion = low_positive_opinion
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}
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reverse_add_opinion = {
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target = scope:second
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modifier = respect_opinion
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opinion = low_positive_opinion
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}
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}
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}
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = -3.5
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min = -49
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}
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desc = martial_authority.2040.a.failure
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trigger_event = martial_authority.2042 #A brawl breaks out!
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show_as_tooltip = {
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add_prestige = minor_prestige_loss
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}
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custom_tooltip = martial_authority.2040.a.failure.tt
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}
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}
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stress_impact = {
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shy = medium_stress_impact_gain
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callous = minor_stress_impact_gain
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sadistic = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_boldness = 100
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ai_compassion = 100
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}
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# Rational characters know when they have a good chance of winning the duel
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compare_modifier = {
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trigger = {
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ai_rationality >= 10
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}
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value = {
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value = diplomacy
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add = -10
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}
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multiplier = 1000 # -10,000 at 0 Stewardship, +0 at 10 Stewardship, +10,000 at 20 Stewardship
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}
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}
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}
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#Have the soldiers whipped
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option = {
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name = martial_authority.2040.b
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add_dread = medium_dread_gain
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scope:first = {
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increase_wounds_effect = { REASON = whipping }
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add_opinion = {
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target = root
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modifier = angry_opinion
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opinion = low_negative_opinion
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}
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}
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scope:second = {
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increase_wounds_effect = { REASON = whipping }
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add_opinion = {
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target = root
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modifier = angry_opinion
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opinion = low_negative_opinion
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}
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}
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add_martial_lifestyle_xp = minor_lifestyle_xp
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stress_impact = {
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compassionate = medium_stress_impact_gain
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calm = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_honor = -100
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ai_vengefulness = 100
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ai_compassion = -200
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}
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}
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}
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#Leave the men to their petty quarrel
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option = {
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name = {
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text = martial_authority.2040.c
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trigger = {
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NOR = {
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has_trait = hashishiyah
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has_trait = drunkard
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}
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}
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}
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name = {
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text = martial_authority.2040.c.hashishiyah
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trigger = { has_trait = hashishiyah }
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}
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name = {
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text = martial_authority.2040.c.drunkard
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trigger = { has_trait = drunkard }
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}
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add_prestige = miniscule_prestige_loss
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if = {
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limit = {
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OR = {
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has_trait = hashishiyah
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has_trait = drunkard
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}
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}
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add_stress = medium_stress_impact_loss
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}
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else = {
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stress_impact = {
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diligent = minor_stress_impact_gain
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just = minor_stress_impact_gain
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reclusive = minor_stress_impact_loss
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}
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_compassion = -100
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ai_energy = -100
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}
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}
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}
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}
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#Men calm down
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martial_authority.2041 = {
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type = character_event
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title = martial_authority.2041.t
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desc = martial_authority.2041.desc
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theme = martial_authority_focus
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override_background = {
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reference = army_camp
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}
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left_portrait = {
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character = scope:first
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animation = shame
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}
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right_portrait = {
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character = scope:second
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animation = worry
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}
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option = {
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name = martial_authority.2041.a
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add_prestige = medium_prestige_gain
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reverse_add_opinion = {
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target = scope:first
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modifier = respect_opinion
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opinion = low_positive_opinion
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}
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reverse_add_opinion = {
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target = scope:second
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modifier = respect_opinion
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opinion = low_positive_opinion
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}
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add_martial_lifestyle_xp = medium_lifestyle_xp
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}
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}
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#Brawl breaks out!
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martial_authority.2042 = {
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type = character_event
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title = martial_authority.2042.t
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desc = martial_authority.2042.desc
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theme = martial_authority_focus
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override_background = {
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reference = army_camp
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}
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left_portrait = {
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character = scope:first
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animation = anger
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}
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right_portrait = {
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character = scope:second
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animation = rage
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}
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immediate = {
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play_music_cue = "mx_cue_combat_3"
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}
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option = {
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name = martial_authority.2042.a
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duel = {
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skill = prowess
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value = 15
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 4
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min = -49
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}
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desc = martial_authority.2042.a.success
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send_interface_toast = {
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type = event_toast_effect_good
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title = martial_authority.2042.a.success
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left_icon = root
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add_prestige = medium_prestige_gain
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add_martial_lifestyle_xp = medium_lifestyle_xp
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}
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}
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = -4
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min = -49
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}
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desc = martial_authority.2042.a.failure
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send_interface_toast = {
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type = event_toast_effect_bad
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title = martial_authority.2042.a.failure
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left_icon = root
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increase_wounds_effect = { REASON = fight }
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add_martial_lifestyle_xp = miniscule_lifestyle_xp
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}
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}
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}
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stress_impact = {
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#Rare opportunity for certain character types to 'blow off some steam' and lose stress here, at risk of wounds.
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eccentric = medium_stress_loss
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wrathful = medium_stress_loss
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vengeful = medium_stress_loss
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sadistic = medium_stress_loss
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#Most characters won't want to do this, though.
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craven = major_stress_impact_gain
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calm = medium_stress_impact_gain
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patient = minor_stress_impact_gain
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forgiving = minor_stress_impact_gain
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compassionate = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_boldness = 100
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ai_vengefulness = 100
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ai_energy = 100
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ai_rationality = -100
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}
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# Rational characters know when they have a good chance of winning the duel
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compare_modifier = {
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trigger = {
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ai_rationality >= 10
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}
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value = {
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value = prowess
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add = -15
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}
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multiplier = 1500 # -22,500 at 0 Prowess, +0 at 15 Prowess, +7,500 at 20 Prowess
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}
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}
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}
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option = {
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name = martial_authority.2042.b
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add_prestige = minor_prestige_loss
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_compassion = 100
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ai_rationality = 100
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}
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}
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}
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}
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##################################################
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# An Extra Hand: Find a right-hand (wo)man
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# by Sean Hughes
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# 2050 - 2057
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##################################################
|
|
|
|
scripted_trigger martial_authority_2050_can_be_right_hand_person_trigger = {
|
|
is_available_ai_adult = yes
|
|
# Must not be the kind of person to ignore/defy your will.
|
|
NOT = {
|
|
has_trait = greedy
|
|
has_trait = ambitious
|
|
has_trait = lazy
|
|
has_trait = arbitrary
|
|
}
|
|
opinion = {
|
|
target = root
|
|
value >= -15
|
|
}
|
|
|
|
# Not a baron; they're too insignificant!
|
|
NOT = {
|
|
highest_held_title_tier = 1
|
|
}
|
|
|
|
# Not your marshal (since they appear elsewhere in the event).
|
|
NOR = {
|
|
is_councillor_of = root
|
|
has_council_position = councillor_marshal
|
|
}
|
|
|
|
# Not somebody else's right-hand person.
|
|
NOT = { has_variable = is_right_hand_person_of }
|
|
}
|
|
|
|
# Gain a Right-Hand Person
|
|
martial_authority.2050 = {
|
|
type = character_event
|
|
title = martial_authority.2050.t
|
|
desc = {
|
|
desc = martial_authority.2050.desc.opening
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = {
|
|
scope:right_hand_person = {
|
|
is_vassal_of = root
|
|
is_landed = yes
|
|
}
|
|
}
|
|
desc = martial_authority.2050.desc.vassal
|
|
}
|
|
triggered_desc = {
|
|
trigger = {
|
|
scope:right_hand_person = {
|
|
is_knight_of = root
|
|
}
|
|
}
|
|
desc = martial_authority.2050.desc.knight
|
|
}
|
|
desc = martial_authority.2050.desc.courtier
|
|
}
|
|
desc = martial_authority.2050.desc.ending
|
|
}
|
|
theme = martial_authority_focus
|
|
|
|
left_portrait = {
|
|
character = root
|
|
animation = interested_left
|
|
}
|
|
right_portrait = {
|
|
character = scope:right_hand_person
|
|
animation = personality_bold
|
|
}
|
|
lower_right_portrait = scope:marshal
|
|
|
|
trigger = {
|
|
# Restricted to Authority and Adventurer lifestyle, because it's not really sensible for Chivalry or Strategy
|
|
OR = {
|
|
has_focus = martial_authority_focus
|
|
has_focus = martial_adventurer_focus
|
|
}
|
|
NOT = { has_variable = right_hand_person } # Does not already have a right-hand person.
|
|
NOT = { has_character_flag = had_event_martial_authority_2050 } #Can only happen once every 5 years.
|
|
|
|
# A valid character to become our right-hand person must exist.
|
|
OR = {
|
|
any_vassal = {
|
|
martial_authority_2050_can_be_right_hand_person_trigger = yes
|
|
}
|
|
any_knight = {
|
|
martial_authority_2050_can_be_right_hand_person_trigger = yes
|
|
}
|
|
any_courtier = {
|
|
martial_authority_2050_can_be_right_hand_person_trigger = yes
|
|
}
|
|
}
|
|
}
|
|
|
|
weight_multiplier = {
|
|
base = 1
|
|
}
|
|
|
|
immediate = {
|
|
add_character_flag = {
|
|
flag = had_event_martial_authority_2050
|
|
years = 5
|
|
}
|
|
|
|
every_vassal = {
|
|
limit = {
|
|
martial_authority_2050_can_be_right_hand_person_trigger = yes
|
|
}
|
|
add_to_temporary_list = potential_right_hand_people
|
|
}
|
|
every_knight = {
|
|
limit = {
|
|
martial_authority_2050_can_be_right_hand_person_trigger = yes
|
|
}
|
|
add_to_temporary_list = potential_right_hand_people
|
|
}
|
|
every_courtier = {
|
|
limit = {
|
|
martial_authority_2050_can_be_right_hand_person_trigger = yes
|
|
}
|
|
add_to_temporary_list = potential_right_hand_people
|
|
}
|
|
|
|
ordered_in_list = {
|
|
list = potential_right_hand_people
|
|
|
|
order_by = {
|
|
value = {
|
|
|
|
add = 1
|
|
|
|
# More likely to pick somebody who has some amount of standing in your realm...
|
|
if = {
|
|
limit = {
|
|
is_vassal_of = root
|
|
}
|
|
add = 15
|
|
add = {
|
|
add = highest_held_title_tier
|
|
multiply = 2
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
is_knight_of = root
|
|
}
|
|
add = 10
|
|
}
|
|
|
|
# ...but less likely to pick somebody who is already very important.
|
|
if = {
|
|
limit = {
|
|
OR = {
|
|
is_councillor_of = root
|
|
is_consort_of = root
|
|
is_player_heir_of = root
|
|
}
|
|
}
|
|
add = -25
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
OR = {
|
|
is_powerful_vassal_of = root
|
|
is_player_heir_of = root
|
|
}
|
|
}
|
|
add = -10
|
|
}
|
|
|
|
# More likely to pick someone who has respect for the 'rule of law'
|
|
if = {
|
|
limit = { has_trait = just }
|
|
add = 10
|
|
}
|
|
if = {
|
|
limit = { has_trait = content }
|
|
add = 5
|
|
}
|
|
if = {
|
|
limit = { has_trait = diligent }
|
|
add = 5
|
|
}
|
|
if = {
|
|
limit = { has_trait = arrogant }
|
|
add = -5
|
|
}
|
|
if = {
|
|
limit = { has_trait = fickle }
|
|
add = -5
|
|
}
|
|
|
|
# More likely to pick someone who is friendly to you.
|
|
if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 10
|
|
}
|
|
}
|
|
add = 10
|
|
}
|
|
if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 25
|
|
}
|
|
}
|
|
add = 5
|
|
}
|
|
|
|
# But not too friendly, otherwise the event is kind of inconsequential.
|
|
if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 80
|
|
}
|
|
}
|
|
add = -10
|
|
}
|
|
|
|
# Trait compatibility has a large impact on who gets picked.
|
|
add = {
|
|
add = 0
|
|
if = {
|
|
limit = {
|
|
trait_compatibility = {
|
|
target = root
|
|
value >= high_positive_trait_compatibility
|
|
}
|
|
}
|
|
add = 50
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
trait_compatibility = {
|
|
target = root
|
|
value >= medium_positive_trait_compatibility
|
|
}
|
|
}
|
|
add = 35
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
trait_compatibility = {
|
|
target = root
|
|
value >= low_positive_trait_compatibility
|
|
}
|
|
}
|
|
add = 15
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
trait_compatibility = {
|
|
target = root
|
|
value >= low_negative_trait_compatibility
|
|
}
|
|
}
|
|
add = -10
|
|
}
|
|
else = {
|
|
add = -30
|
|
}
|
|
|
|
# Attraction Multiplier
|
|
if = {
|
|
limit = {
|
|
root = { is_attracted_to_gender_of = prev }
|
|
is_attracted_to_gender_of = root
|
|
}
|
|
multiply = 1.5
|
|
}
|
|
}
|
|
|
|
# Slightly more likely to pick someone close to you in age.
|
|
if = {
|
|
limit = {
|
|
age < age_compared_to_root_plus_ten
|
|
age > age_compared_to_root_minus_ten
|
|
}
|
|
add = 5
|
|
}
|
|
}
|
|
}
|
|
save_scope_as = right_hand_person
|
|
}
|
|
|
|
# Save variables (for localization and death events).
|
|
set_variable = {
|
|
name = right_hand_person
|
|
value = scope:right_hand_person
|
|
}
|
|
scope:right_hand_person = {
|
|
set_variable = {
|
|
name = is_right_hand_person_of
|
|
value = root
|
|
}
|
|
}
|
|
|
|
# Save other relevant scopes.
|
|
if = {
|
|
limit = {
|
|
exists = cp:councillor_marshal
|
|
}
|
|
cp:councillor_marshal = {
|
|
save_scope_as = marshal
|
|
}
|
|
}
|
|
}
|
|
|
|
option = {
|
|
name = martial_authority.2050.a
|
|
|
|
# Gain semi-permanent character modifier (until RHP is unable or unwilling to continue serving you).
|
|
send_interface_toast = {
|
|
title = martial_authority.2050.toast.title
|
|
left_icon = scope:right_hand_person
|
|
add_character_modifier = {
|
|
modifier = martial_authority_2050_right_hand_person_modifier
|
|
}
|
|
}
|
|
|
|
# Mutual Opinion Increase with RHM.
|
|
scope:right_hand_person = {
|
|
add_opinion = {
|
|
modifier = pleased_opinion
|
|
target = root
|
|
opinion = 10
|
|
}
|
|
}
|
|
hidden_effect = {
|
|
add_opinion = {
|
|
modifier = pleased_opinion
|
|
target = scope:right_hand_person
|
|
opinion = 10
|
|
}
|
|
if = {
|
|
limit = {
|
|
NOT = { has_relation_potential_friend = scope:right_hand_person}
|
|
}
|
|
set_relation_potential_friend = scope:right_hand_person
|
|
}
|
|
}
|
|
primary_title = { #Scope change here to avoid tooltip grouping.
|
|
custom_tooltip = martial_authority.2050.a.tt
|
|
}
|
|
|
|
stress_impact = {
|
|
shy = medium_stress_gain
|
|
paranoid = medium_stress_gain
|
|
}
|
|
|
|
trigger_event = {
|
|
id = martial_authority.2051
|
|
years = { 2 3 }
|
|
}
|
|
}
|
|
|
|
option = {
|
|
name = martial_authority.2050.b
|
|
trigger = {
|
|
exists = scope:marshal
|
|
}
|
|
|
|
# Larger Mutual opinion increase with Marshal.
|
|
scope:marshal = {
|
|
add_opinion = {
|
|
modifier = trust_opinion
|
|
target = root
|
|
opinion = 20
|
|
}
|
|
}
|
|
hidden_effect = {
|
|
add_opinion = {
|
|
modifier = trust_opinion
|
|
target = scope:marshal
|
|
opinion = 20
|
|
}
|
|
}
|
|
|
|
# Remove unused event variables
|
|
remove_variable = right_hand_person
|
|
scope:right_hand_person = {
|
|
remove_variable = is_right_hand_person_of
|
|
}
|
|
}
|
|
|
|
option = {
|
|
name = martial_authority.2050.c
|
|
|
|
# Gain large amount of Prestige at the cost of Stress.
|
|
add_prestige = major_prestige_gain
|
|
stress_impact = {
|
|
base = medium_stress_gain
|
|
diligent = minor_stress_loss
|
|
lazy = major_stress_gain
|
|
humble = minor_stress_gain
|
|
}
|
|
|
|
# Remove unused event variables
|
|
remove_variable = right_hand_person
|
|
scope:right_hand_person = {
|
|
remove_variable = is_right_hand_person_of
|
|
}
|
|
}
|
|
}
|
|
|
|
# Become friends with your Right-Hand Person.
|
|
martial_authority.2051 = {
|
|
type = character_event
|
|
title = martial_authority.2051.t
|
|
desc = martial_authority.2051.desc
|
|
left_portrait = {
|
|
character = root
|
|
animation = happiness
|
|
}
|
|
right_portrait = {
|
|
character = scope:right_hand_person
|
|
animation = admiration
|
|
}
|
|
theme = martial_authority_focus
|
|
|
|
trigger = {
|
|
exists = var:right_hand_person
|
|
var:right_hand_person = {
|
|
is_alive = yes
|
|
is_imprisoned = no
|
|
opinion = {
|
|
target = root
|
|
value >= 15
|
|
}
|
|
}
|
|
can_set_relation_friend_trigger = { CHARACTER = var:right_hand_person }
|
|
NOR = {
|
|
has_relation_lover = var:right_hand_person
|
|
has_relation_soulmate = var:right_hand_person
|
|
}
|
|
}
|
|
|
|
weight_multiplier = {
|
|
base = 1
|
|
}
|
|
|
|
immediate = {
|
|
# Transition right-hand person variable into an event scope.
|
|
var:right_hand_person = {
|
|
save_scope_as = right_hand_person
|
|
}
|
|
}
|
|
|
|
option = {
|
|
name = martial_authority.2051.a
|
|
set_relation_friend = { reason = friend_right_hand_man target = scope:right_hand_person }
|
|
}
|
|
|
|
option = {
|
|
name = martial_authority.2051.b
|
|
trigger = {
|
|
can_set_relation_lover_trigger = { CHARACTER = var:right_hand_person }
|
|
}
|
|
|
|
set_relation_lover = { reason = lover_right_hand target = scope:right_hand_person }
|
|
}
|
|
|
|
option = {
|
|
name = martial_authority.2051.c
|
|
add_prestige = minor_prestige_gain
|
|
scope:right_hand_person = {
|
|
add_opinion = {
|
|
modifier = respect_opinion
|
|
target = root
|
|
opinion = 10
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
# Right-Hand Person Imprisoned (by you)
|
|
martial_authority.2052 = {
|
|
hidden = yes
|
|
|
|
trigger = {
|
|
exists = var:right_hand_person
|
|
var:right_hand_person = {
|
|
is_alive = yes
|
|
is_imprisoned = yes
|
|
exists = var:is_right_hand_person_of
|
|
}
|
|
scope:imprisoner = var:right_hand_person.var:is_right_hand_person_of
|
|
}
|
|
|
|
immediate = {
|
|
var:right_hand_person.var:is_right_hand_person_of = {
|
|
send_interface_message = {
|
|
type = event_prison_neutral
|
|
title = martial_authority.2052.message
|
|
left_icon = var:right_hand_person
|
|
remove_character_modifier = martial_authority_2050_right_hand_person_modifier
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Right-Hand Person Imprisoned (by someone else)
|
|
martial_authority.2053 = {
|
|
hidden = yes
|
|
|
|
trigger = {
|
|
exists = var:right_hand_person
|
|
var:right_hand_person = {
|
|
is_alive = yes
|
|
is_imprisoned = yes
|
|
exists = var:is_right_hand_person_of
|
|
var:is_right_hand_person_of = {
|
|
is_alive = yes
|
|
}
|
|
}
|
|
NOT = { scope:imprisoner = var:right_hand_person.var:is_right_hand_person_of }
|
|
}
|
|
|
|
immediate = {
|
|
var:right_hand_person.var:is_right_hand_person_of = {
|
|
send_interface_message = {
|
|
type = event_prison_neutral
|
|
title = martial_authority.2053.toast
|
|
left_icon = var:right_hand_person
|
|
remove_character_modifier = martial_authority_2050_right_hand_person_modifier
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Right-Hand Person Released from Prison
|
|
martial_authority.2054 = {
|
|
hidden = yes
|
|
|
|
trigger = {
|
|
exists = var:is_right_hand_person_of
|
|
var:is_right_hand_person_of = {
|
|
is_alive = yes
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
var:is_right_hand_person_of = {
|
|
var:right_hand_person = { save_scope_as = right_hand_person }
|
|
send_interface_message = {
|
|
type = event_prison_neutral
|
|
title = martial_authority.2054.toast
|
|
left_icon = scope:right_hand_person
|
|
add_character_modifier = {
|
|
modifier = martial_authority_2050_right_hand_person_modifier
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Right-Hand Person Dies
|
|
martial_authority.2055 = {
|
|
hidden = yes
|
|
trigger = {
|
|
exists = var:is_right_hand_person_of
|
|
}
|
|
|
|
immediate = {
|
|
var:is_right_hand_person_of = {
|
|
send_interface_message = {
|
|
type = event_generic_neutral
|
|
title = martial_authority.2056.message
|
|
left_icon = root
|
|
remove_character_modifier = martial_authority_2050_right_hand_person_modifier
|
|
}
|
|
|
|
hidden_effect = {
|
|
remove_variable = right_hand_person
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Right-Hand Person Leaves Service
|
|
martial_authority.2056 = {
|
|
hidden = yes
|
|
orphan = yes
|
|
trigger = {
|
|
exists = var:right_hand_person
|
|
var:right_hand_person = {
|
|
is_alive = yes
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
remove_character_modifier = martial_authority_2050_right_hand_person_modifier
|
|
|
|
scope:right_hand_person = {
|
|
remove_variable = is_right_hand_person_of
|
|
}
|
|
remove_variable = right_hand_person
|
|
}
|
|
}
|
|
|
|
# I Die (Cleans up variables on Right-Hand Person)
|
|
martial_authority.2057 = {
|
|
hidden = yes
|
|
trigger = {
|
|
exists = var:right_hand_person
|
|
}
|
|
immediate = {
|
|
var:right_hand_person = {
|
|
remove_variable = is_right_hand_person_of
|
|
}
|
|
}
|
|
}
|
|
|
|
################################################################################################################################
|
|
################################################################################################################################
|
|
|
|
#############################
|
|
# AUTHORITY: SPECIAL EVENTS #
|
|
#############################
|
|
|
|
namespace = martial_authority_special
|
|
|
|
##############################
|
|
# Soldier & Officer fighting # by Mathilda Bjarnehed
|
|
##############################
|
|
|
|
martial_authority_special.1100 = {
|
|
type = character_event
|
|
title = martial_authority_special.1100.t
|
|
desc = {
|
|
desc = martial_authority_special.1100.start.desc
|
|
random_valid = {
|
|
desc = martial_authority_special.1100.heavy_infantry.desc
|
|
desc = martial_authority_special.1100.cavalry.desc
|
|
desc = martial_authority_special.1100.archer.desc
|
|
desc = martial_authority_special.1100.skirmisher.desc
|
|
desc = martial_authority_special.1100.pikemen.desc
|
|
}
|
|
desc = martial_authority_special.1100.end.desc
|
|
}
|
|
|
|
theme = martial_authority_focus
|
|
override_background = {
|
|
reference = alley_night
|
|
}
|
|
|
|
left_portrait = {
|
|
character = root
|
|
animation = scheme
|
|
outfit_tags = { military_outfit }
|
|
}
|
|
right_portrait = {
|
|
character = scope:officer
|
|
animation = anger
|
|
outfit_tags = { military_outfit }
|
|
}
|
|
|
|
trigger = {
|
|
NOT = {
|
|
location = { geographical_region = world_asia_china }
|
|
}
|
|
OR = {
|
|
has_focus = martial_authority_focus
|
|
has_focus = martial_adventurer_focus
|
|
}
|
|
NOT = { has_character_flag = had_event_martial_authority_special_1100 }
|
|
num_of_relation_soldier_friend = 0
|
|
any_knight = {
|
|
basic_is_available_ai = yes
|
|
ai_compassion <= low_positive_ai_value
|
|
}
|
|
OR = {
|
|
exists = capital_province
|
|
exists = location
|
|
}
|
|
}
|
|
|
|
weight_multiplier = {
|
|
base = 1
|
|
}
|
|
|
|
immediate = {
|
|
hidden_effect = {
|
|
add_character_flag = {
|
|
flag = is_in_martial_special_event
|
|
days = 200
|
|
}
|
|
add_character_flag = had_event_martial_authority_special_1100
|
|
#Pick an officer
|
|
random_knight = {
|
|
limit = {
|
|
basic_is_available_ai = yes
|
|
ai_compassion <= low_positive_ai_value
|
|
}
|
|
weight = {
|
|
base = 1
|
|
modifier = {
|
|
add = {
|
|
value = ai_compassion
|
|
multiply = -2
|
|
if = {
|
|
limit = { ai_compassion <= medium_negative_ai_value }
|
|
multiply = 3
|
|
}
|
|
}
|
|
}
|
|
modifier = {
|
|
add = {
|
|
value = ai_boldness
|
|
multiply = 1
|
|
}
|
|
}
|
|
}
|
|
save_scope_as = officer
|
|
}
|
|
#Create a hidden soldier
|
|
if = {
|
|
limit = {
|
|
exists = root.capital_province
|
|
}
|
|
create_character = {
|
|
gender_female_chance = root_soldier_female_chance
|
|
location = root.capital_province
|
|
template = soldier_friend_character
|
|
save_scope_as = soldier_friend
|
|
dynasty = generate
|
|
}
|
|
}
|
|
else = {
|
|
create_character = {
|
|
gender_female_chance = root_soldier_female_chance
|
|
location = root.location
|
|
template = soldier_friend_character
|
|
save_scope_as = soldier_friend
|
|
dynasty = generate
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#Defend the soldier (fist fight)
|
|
option = {
|
|
name = martial_authority_special.1100.a
|
|
|
|
duel = {
|
|
skill = prowess
|
|
target = scope:officer
|
|
7 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 1
|
|
min = -14
|
|
}
|
|
desc = martial_authority_special.1100.a.success.tt
|
|
|
|
show_as_tooltip = {
|
|
add_martial_lifestyle_perk_points = 1
|
|
}
|
|
trigger_event = martial_authority_special.1101
|
|
}
|
|
10 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = -0.7
|
|
min = -9
|
|
}
|
|
desc = martial_authority_special.1100.a.failure.tt
|
|
trigger_event = martial_authority_special.1102
|
|
show_as_tooltip = {
|
|
martial_authority_special_1100_a_failure_effect = yes
|
|
}
|
|
}
|
|
}
|
|
|
|
stress_impact = {
|
|
lazy = minor_stress_impact_gain
|
|
craven = medium_stress_impact_gain
|
|
sadistic = minor_stress_impact_gain
|
|
}
|
|
|
|
ai_chance = {
|
|
base = 100
|
|
ai_boldness_target_modifier = { VALUE = 50 }
|
|
ai_compassion_target_modifier = { VALUE = 50 }
|
|
modifier = {
|
|
factor = 0
|
|
has_trait_rank = {
|
|
trait = wounded
|
|
rank >= 3
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#Inspiring speech
|
|
option = {
|
|
name = martial_authority_special.1100.b
|
|
trigger = { diplomacy >= high_skill_rating }
|
|
skill = diplomacy
|
|
show_as_tooltip = {
|
|
add_martial_lifestyle_perk_points = 1
|
|
}
|
|
reverse_add_opinion = {
|
|
target = scope:officer
|
|
modifier = respect_opinion
|
|
opinion = low_positive_opinion
|
|
}
|
|
|
|
trigger_event = martial_authority_special.1103
|
|
|
|
ai_chance = {
|
|
base = 100
|
|
ai_compassion_target_modifier = { VALUE = 50 }
|
|
}
|
|
|
|
stress_impact = {
|
|
shy = minor_stress_impact_gain
|
|
sadistic = minor_stress_impact_gain
|
|
}
|
|
}
|
|
|
|
#Punish them both
|
|
option = {
|
|
name = martial_authority_special.1100.c
|
|
|
|
add_dread = medium_dread_gain
|
|
|
|
scope:officer = {
|
|
increase_wounds_no_death_effect = { REASON = beaten }
|
|
|
|
add_opinion = {
|
|
target = root
|
|
modifier = cruelty_opinion
|
|
opinion = low_negative_opinion
|
|
}
|
|
}
|
|
|
|
hidden_effect = {
|
|
remove_character_flag = is_in_martial_special_event
|
|
}
|
|
|
|
scope:soldier_friend = {
|
|
silent_disappearance_ai_effect = yes
|
|
}
|
|
|
|
ai_chance = {
|
|
base = 50
|
|
ai_compassion_target_modifier = { VALUE = -100 }
|
|
}
|
|
|
|
stress_impact = {
|
|
compassionate = medium_stress_impact_gain
|
|
}
|
|
}
|
|
|
|
#Claim the idea as your own
|
|
option = {
|
|
name = martial_authority_special.1100.d
|
|
|
|
add_character_modifier = {
|
|
modifier = innovative_strategy_modifier
|
|
years = 15
|
|
}
|
|
|
|
hidden_effect = {
|
|
remove_character_flag = is_in_martial_special_event
|
|
}
|
|
|
|
scope:soldier_friend = {
|
|
silent_disappearance_ai_effect = yes
|
|
}
|
|
|
|
stress_impact = {
|
|
honest = medium_stress_impact_gain
|
|
compassionate = minor_stress_impact_gain
|
|
}
|
|
|
|
ai_chance = {
|
|
base = 50
|
|
ai_honor_target_modifier = { VALUE = -60 }
|
|
ai_compassion_target_modifier = { VALUE = -40 }
|
|
}
|
|
}
|
|
}
|
|
|
|
#You won the duel
|
|
martial_authority_special.1101 = {
|
|
type = character_event
|
|
title = martial_authority_special.1100.t
|
|
desc = {
|
|
desc = martial_authority_special.1101.desc
|
|
desc = martial_authority_special.1101.end.desc
|
|
}
|
|
|
|
theme = martial_authority_focus
|
|
override_background = {
|
|
reference = alley_night
|
|
}
|
|
|
|
left_portrait = {
|
|
character = root
|
|
animation = war_over_win
|
|
outfit_tags = { military_outfit }
|
|
}
|
|
right_portrait = {
|
|
character = scope:officer
|
|
animation = shame
|
|
outfit_tags = { military_outfit }
|
|
}
|
|
lower_left_portrait = {
|
|
character = scope:soldier_friend
|
|
outfit_tags = { military_outfit }
|
|
}
|
|
|
|
immediate = {
|
|
martial_authority_special_1100_soldier_friend_effects_effect = yes
|
|
}
|
|
|
|
#Use their strategy
|
|
option = {
|
|
name = martial_authority_special.1101.a
|
|
add_character_modifier = {
|
|
modifier = innovative_strategy_modifier
|
|
years = 15
|
|
}
|
|
add_martial_lifestyle_xp = medium_lifestyle_xp
|
|
}
|
|
|
|
#Talk it over
|
|
option = {
|
|
name = martial_authority_special.1101.b
|
|
add_martial_lifestyle_perk_points = 1
|
|
}
|
|
|
|
after = {
|
|
hidden_effect = {
|
|
remove_character_flag = is_in_martial_special_event
|
|
}
|
|
scope:soldier_friend = {
|
|
silent_disappearance_ai_effect = yes
|
|
}
|
|
}
|
|
}
|
|
|
|
#Duel lost
|
|
martial_authority_special.1102 = {
|
|
type = character_event
|
|
title = martial_authority_special.1100.t
|
|
desc = martial_authority_special.1102.desc
|
|
|
|
theme = martial_authority_focus
|
|
override_background = {
|
|
reference = alley_night
|
|
}
|
|
|
|
left_portrait = {
|
|
character = root
|
|
animation = shame
|
|
}
|
|
right_portrait = {
|
|
character = scope:officer
|
|
animation = dismissal
|
|
outfit_tags = { military_outfit }
|
|
}
|
|
|
|
immediate = {
|
|
martial_authority_special_1100_a_failure_effect = yes
|
|
}
|
|
|
|
option = {
|
|
name = martial_authority_special.1102.a
|
|
add_character_modifier = {
|
|
modifier = fought_a_seasoned_warrior
|
|
days = 1825
|
|
}
|
|
add_martial_lifestyle_xp = minor_lifestyle_xp
|
|
}
|
|
|
|
after = {
|
|
hidden_effect = {
|
|
remove_character_flag = is_in_martial_special_event
|
|
}
|
|
scope:soldier_friend = {
|
|
silent_disappearance_ai_effect = yes
|
|
}
|
|
}
|
|
}
|
|
|
|
#Your speech worked
|
|
martial_authority_special.1103 = {
|
|
type = character_event
|
|
title = martial_authority_special.1100.t
|
|
desc = {
|
|
desc = martial_authority_special.1103.desc
|
|
desc = martial_authority_special.1101.end.desc
|
|
}
|
|
theme = martial_authority_focus
|
|
override_background = {
|
|
reference = alley_night
|
|
}
|
|
|
|
left_portrait = {
|
|
character = root
|
|
animation = toast
|
|
}
|
|
right_portrait = {
|
|
character = scope:soldier_friend
|
|
animation = happiness
|
|
outfit_tags = { military_outfit }
|
|
}
|
|
lower_right_portrait = {
|
|
character = scope:officer
|
|
outfit_tags = { military_outfit }
|
|
}
|
|
|
|
immediate = {
|
|
martial_authority_special_1100_soldier_friend_effects_effect = yes
|
|
}
|
|
|
|
#Use their strategy
|
|
option = {
|
|
name = martial_authority_special.1101.a
|
|
add_character_modifier = {
|
|
modifier = innovative_strategy_modifier
|
|
years = 15
|
|
}
|
|
add_martial_lifestyle_xp = medium_lifestyle_xp
|
|
}
|
|
|
|
#Talk it over
|
|
option = {
|
|
name = martial_authority_special.1101.b
|
|
add_martial_lifestyle_perk_points = 1
|
|
}
|
|
|
|
after = {
|
|
hidden_effect = {
|
|
remove_character_flag = is_in_martial_special_event
|
|
}
|
|
scope:soldier_friend = {
|
|
silent_disappearance_ai_effect = yes
|
|
}
|
|
}
|
|
}
|
|
|
|
######################
|
|
# Deserting Soldier # by Linnéa Thimrén, rewritten by Arkadiusz Majewski
|
|
######################
|
|
|
|
#Your knight wants to desert because of a PTSD
|
|
martial_authority_special.1501 = {
|
|
type = character_event
|
|
title = martial_authority_special.1501.t
|
|
desc = {
|
|
desc = martial_authority_special.1501.desc
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = { scope:desertion_reason = flag:raid }
|
|
desc = martial_authority_special.1501.desc_raid
|
|
}
|
|
desc = martial_authority_special.1501.desc_battle
|
|
}
|
|
desc = martial_authority_special.1501.desc_outro
|
|
}
|
|
|
|
theme = martial_authority_focus
|
|
override_background = {
|
|
reference = ce1_funeral_pyre
|
|
}
|
|
|
|
cooldown = { years = 10 }
|
|
|
|
left_portrait = {
|
|
character = root
|
|
animation = worry
|
|
outfit_tags = { military_outfit }
|
|
}
|
|
right_portrait = {
|
|
character = scope:deserting_soldier
|
|
animation = delirium
|
|
outfit_tags = { military_outfit }
|
|
}
|
|
|
|
trigger = {
|
|
NOT = { has_character_flag = is_in_martial_special_event }
|
|
OR = {
|
|
has_focus = martial_authority_focus
|
|
has_focus = martial_adventurer_focus
|
|
}
|
|
OR = {
|
|
any_relation = {
|
|
type = soldier_friend
|
|
save_temporary_scope_as = deserting_soldier_temp
|
|
}
|
|
any_courtier_or_guest = {
|
|
NOT = { this = root }
|
|
is_ai = yes
|
|
is_adult = yes
|
|
is_knight_of = root
|
|
save_temporary_scope_as = deserting_soldier_temp
|
|
}
|
|
}
|
|
OR = {
|
|
location = {
|
|
has_province_modifier = recently_looted_modifier
|
|
}
|
|
any_memory = {
|
|
has_memory_type = battle_lost_memory
|
|
var:battle_location = root.location
|
|
memory_age_years < 1
|
|
}
|
|
scope:deserting_soldier_temp = {
|
|
any_memory = {
|
|
has_memory_type = battle_lost_memory
|
|
var:battle_location = root.location
|
|
memory_age_years < 1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
location = {
|
|
save_scope_as = ravaged_place
|
|
}
|
|
if = {
|
|
limit = {
|
|
location = {
|
|
has_province_modifier = recently_looted_modifier
|
|
}
|
|
}
|
|
save_scope_value_as = {
|
|
name = desertion_reason
|
|
value = flag:raid
|
|
}
|
|
}
|
|
else = {
|
|
save_scope_value_as = {
|
|
name = desertion_reason
|
|
value = flag:battle
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
any_relation = {
|
|
type = soldier_friend
|
|
is_councillor = no
|
|
}
|
|
}
|
|
hidden_effect = {
|
|
random = {
|
|
chance = 25
|
|
random_relation = {
|
|
type = soldier_friend
|
|
save_scope_as = deserting_soldier # Oh no, your soldier_friend is among the deserters!
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
NOT = { exists = scope:deserting_soldier }
|
|
}
|
|
ordered_courtier_or_guest = {
|
|
order_by = ai_honor
|
|
limit = {
|
|
trigger_if = {
|
|
limit = {
|
|
scope:desertion_reason = flag:battle
|
|
}
|
|
any_memory = {
|
|
has_memory_type = battle_lost_memory
|
|
var:battle_location = location
|
|
memory_age_years < 1
|
|
}
|
|
}
|
|
this != root
|
|
is_ai = yes
|
|
is_adult = yes
|
|
is_knight_of = root
|
|
}
|
|
save_scope_as = deserting_soldier
|
|
}
|
|
}
|
|
}
|
|
|
|
option = {
|
|
name = martial_authority_special.1501.a
|
|
flavor = martial_authority_special.1501.a_tt
|
|
duel = {
|
|
skill = martial
|
|
target = scope:deserting_soldier
|
|
20 = {
|
|
desc = martial_authority_special.1501.a.success
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 1
|
|
min = 1
|
|
}
|
|
send_interface_toast = {
|
|
type = event_toast_effect_bad
|
|
title = martial_authority_special.1501.a.success
|
|
left_icon = scope:deserting_soldier
|
|
right_icon = root
|
|
add_martial_lifestyle_perk_points = 1
|
|
scope:deserting_soldier = {
|
|
add_opinion = {
|
|
modifier = comforted_opinion
|
|
opinion = 15
|
|
target = root
|
|
years = 5
|
|
}
|
|
}
|
|
}
|
|
}
|
|
20 = {
|
|
desc = martial_authority_special.1501.a.failure
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = -0.25
|
|
min = -4
|
|
}
|
|
send_interface_toast = {
|
|
type = event_toast_effect_bad
|
|
title = martial_authority_special.1501.a.failure
|
|
left_icon = scope:deserting_soldier
|
|
right_icon = root
|
|
add_character_modifier = {
|
|
modifier = decreased_levies_modifier
|
|
days = 1825
|
|
}
|
|
scope:deserting_soldier = {
|
|
add_opinion = {
|
|
modifier = doubted_me
|
|
opinion = -30
|
|
target = root
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
stress_impact = {
|
|
compassionate = minor_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
#I allievate you from responsibilites
|
|
option = {
|
|
name = martial_authority_special.1501.b
|
|
scope:deserting_soldier = {
|
|
set_knight_status = forbid
|
|
add_opinion = {
|
|
modifier = helped_me_in_time_of_need
|
|
opinion = 30
|
|
target = root
|
|
years = 5
|
|
}
|
|
hidden_effect = { # removes soldier_friend and adds them as a friend so that they will not be used in future warfare events
|
|
remove_relation_soldier_friend = root
|
|
if = {
|
|
limit = {
|
|
can_set_relation_friend_trigger = { CHARACTER = root }
|
|
}
|
|
set_relation_friend = { reason = friend_spared target = root }
|
|
}
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
can_add_hook = {
|
|
type = obligation_hook
|
|
target = scope:deserting_soldier
|
|
}
|
|
}
|
|
add_hook = {
|
|
type = obligation_hook
|
|
target = scope:deserting_soldier
|
|
}
|
|
add_stress = minor_stress_loss
|
|
}
|
|
else = {
|
|
add_stress = medium_stress_loss
|
|
}
|
|
stress_impact = {
|
|
compassionate = minor_stress_impact_loss
|
|
}
|
|
ai_chance = {
|
|
base = 10
|
|
modifier = {
|
|
add = 100
|
|
has_trait = compassionate
|
|
}
|
|
}
|
|
}
|
|
|
|
#snap out of it
|
|
option = {
|
|
name = martial_authority_special.1501.c
|
|
add_martial_lifestyle_xp = minor_lifestyle_xp
|
|
scope:deserting_soldier = {
|
|
add_opinion = {
|
|
modifier = let_me_down_opinion
|
|
opinion = -15
|
|
target = root
|
|
}
|
|
hidden_effect = { # removes soldier_friend and adds them as a friend so that they will not be used in future warfare events
|
|
remove_relation_soldier_friend = root
|
|
if = {
|
|
limit = {
|
|
can_set_relation_friend_trigger = { CHARACTER = root }
|
|
}
|
|
set_relation_friend = { reason = friend_spared target = root }
|
|
}
|
|
}
|
|
}
|
|
ai_chance = {
|
|
base = 10
|
|
}
|
|
}
|
|
}
|
|
|
|
##########################################################################
|
|
# Displaying/Teaching Authority to Someone (Find a way to impress someone)
|
|
##########################################################################
|
|
# by Milla Isaksson
|
|
#####################
|
|
|
|
scripted_trigger martial_authority_special_friend_trigger = {
|
|
OR = {
|
|
AND = {
|
|
OR = {
|
|
has_trait = overseer
|
|
AND = {
|
|
exists = root.var:right_hand_person
|
|
this = root.var:right_hand_person
|
|
}
|
|
}
|
|
is_available_ai_adult = yes
|
|
}
|
|
AND = {
|
|
is_child_of = root
|
|
age >= 10
|
|
is_available_ai = yes
|
|
}
|
|
}
|
|
}
|
|
|
|
martial_authority_special.3000 = {
|
|
type = character_event
|
|
title = martial_authority_special.3000.t
|
|
desc = martial_authority_special.3000.desc
|
|
|
|
left_portrait = {
|
|
character = root
|
|
animation = interested_left
|
|
}
|
|
right_portrait = {
|
|
character = scope:martial_authority_friend
|
|
animation = inspect_weapon
|
|
}
|
|
theme = martial_authority_focus
|
|
|
|
trigger = {
|
|
NOT = { has_character_flag = had_event_martial_authority_3000 } #Can only happen once every 5 years
|
|
OR = {
|
|
any_vassal = {
|
|
martial_authority_special_friend_trigger = yes
|
|
}
|
|
any_knight = {
|
|
martial_authority_special_friend_trigger = yes
|
|
}
|
|
any_courtier_or_guest = {
|
|
martial_authority_special_friend_trigger = yes
|
|
}
|
|
}
|
|
|
|
exists = capital_province
|
|
}
|
|
|
|
immediate = {
|
|
add_character_flag = {
|
|
flag = had_event_martial_authority_3000
|
|
days = 1825
|
|
}
|
|
|
|
if = {
|
|
limit = {
|
|
NOT = {
|
|
any_relation = {
|
|
type = friend
|
|
is_available = yes
|
|
lifestyle_friend_trigger = { CHARACTER = root FOCUS = martial_authority_focus }
|
|
}
|
|
}
|
|
}
|
|
potential_lifestyle_friend_saving_effect = { FOCUS = martial_authority_focus SCOPE_NAME = martial_authority_friend }
|
|
|
|
}
|
|
else = {
|
|
random_relation = {
|
|
type = friend
|
|
limit = {
|
|
is_available = yes
|
|
lifestyle_friend_trigger = { CHARACTER = root FOCUS = martial_authority_focus }
|
|
exists = root.var:right_hand_person
|
|
this = root.var:right_hand_person
|
|
}
|
|
alternative_limit = {
|
|
is_available = yes
|
|
lifestyle_friend_trigger = { CHARACTER = root FOCUS = martial_authority_focus }
|
|
}
|
|
save_scope_as = martial_authority_friend
|
|
}
|
|
}
|
|
}
|
|
|
|
option = { # Talk about the importance of communication
|
|
name = martial_authority_special.3000.a
|
|
|
|
add_martial_lifestyle_xp = minor_lifestyle_xp
|
|
|
|
reverse_add_opinion = {
|
|
target = scope:martial_authority_friend
|
|
modifier = respect_opinion
|
|
opinion = low_positive_opinion
|
|
}
|
|
|
|
ai_chance = {
|
|
base = 100
|
|
ai_value_modifier = {
|
|
ai_honor = 0.5
|
|
}
|
|
modifier = {
|
|
factor = 1.5
|
|
has_trait_extroverted_trigger = yes
|
|
}
|
|
}
|
|
}
|
|
|
|
option = { # Take a walk among your soldiers
|
|
name = martial_authority_special.3000.b
|
|
|
|
add_martial_lifestyle_xp = minor_lifestyle_xp
|
|
|
|
if = {
|
|
limit = {
|
|
has_government = landless_adventurer_government
|
|
}
|
|
add_character_modifier = {
|
|
modifier = ep3_loyal_troops_raid_modifier
|
|
years = 2
|
|
}
|
|
}
|
|
else = {
|
|
capital_province = {
|
|
add_province_modifier = { modifier = respected_figurehead years = 2 }
|
|
}
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
factor = 1.5
|
|
has_trait_benevolent_trigger = yes
|
|
}
|
|
}
|
|
}
|
|
|
|
after = {
|
|
scope:martial_authority_friend = {
|
|
silent_disappearance_ai_if_created_effect = yes
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
### Innovate with weaponry ###
|
|
### martial_authority 4000 - 4005 ###
|
|
### by Nick Meredith ###
|
|
|
|
#Find a tool in an armoury
|
|
martial_authority.4000 = {
|
|
type = character_event
|
|
title = martial_authority.4000.t
|
|
desc = martial_authority.4000.desc
|
|
theme = martial_authority_focus
|
|
|
|
cooldown = { years = 10 }
|
|
|
|
override_background = {
|
|
reference = armory
|
|
}
|
|
|
|
left_portrait = {
|
|
character = root
|
|
animation = boredom
|
|
}
|
|
|
|
trigger = {
|
|
has_lifestyle = martial_lifestyle
|
|
is_ruler = yes
|
|
is_landed = yes
|
|
has_dlc_feature = royal_court
|
|
any_held_title = {
|
|
title_tier = county
|
|
title_province = {
|
|
OR = {
|
|
terrain = farmlands
|
|
terrain = plains
|
|
terrain = floodplains
|
|
terrain = oasis
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
weight_multiplier = {
|
|
base = 1
|
|
upweight_for_focus_modifier = { FOCUS = martial_authority_focus }
|
|
}
|
|
|
|
#Take a look at the weapon
|
|
option = {
|
|
name = martial_authority.4000.a
|
|
|
|
custom_tooltip = {
|
|
text = martial_authority.4000.a.tt
|
|
}
|
|
|
|
trigger_event = {
|
|
id = martial_authority.4001
|
|
days = { 3 10 }
|
|
}
|
|
}
|
|
|
|
#Discard option
|
|
option = {
|
|
name = martial_authority.4000.b
|
|
|
|
custom_tooltip = {
|
|
text = martial_authority.4000.b.tt
|
|
}
|
|
|
|
stress_impact = {
|
|
lazy = miniscule_stress_impact_loss
|
|
diligent = minor_stress_impact_gain
|
|
}
|
|
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#Choose what you want to turn the tool into
|
|
martial_authority.4001 = {
|
|
type = character_event
|
|
title = martial_authority.4001.t
|
|
desc = martial_authority.4001.desc
|
|
theme = martial_authority_focus
|
|
override_background = {
|
|
reference = armory
|
|
}
|
|
|
|
left_portrait = {
|
|
character = root
|
|
animation = personality_honorable
|
|
}
|
|
|
|
immediate = { #Make a blacksmith for the next event in the chain
|
|
create_character = {
|
|
gender_female_chance = root_faith_dominant_gender_female_chance
|
|
culture = root.culture
|
|
faith = root.faith
|
|
trait = diligent #it has a blacksmith's hammer!
|
|
random_traits = yes
|
|
dynasty = none
|
|
employer = root
|
|
save_scope_as = blacksmith
|
|
}
|
|
}
|
|
|
|
#Repurpose into a dagger
|
|
option = {
|
|
name = martial_authority.4001.a
|
|
flavor = martial_authority.4001.a.tt
|
|
|
|
random_list = {
|
|
75 = {
|
|
trigger_event = {
|
|
id = martial_authority.4002
|
|
days = { 7 21 }
|
|
}
|
|
|
|
modifier = {
|
|
add = -2
|
|
has_trait = lazy
|
|
}
|
|
|
|
modifier = {
|
|
add = 2
|
|
has_trait = diligent
|
|
}
|
|
|
|
modifier = {
|
|
add = 5
|
|
learning > 10
|
|
}
|
|
|
|
modifier = {
|
|
add = 5
|
|
martial > 10
|
|
}
|
|
|
|
modifier = {
|
|
add = 10
|
|
has_trait = intellect_good
|
|
}
|
|
|
|
modifier = {
|
|
add = 30
|
|
prowess > 15
|
|
}
|
|
|
|
modifier = {
|
|
add = 50
|
|
has_trait = lifestyle_blademaster
|
|
}
|
|
|
|
custom_tooltip = {
|
|
text = martial_authority_4001.dagger.tt
|
|
}
|
|
}
|
|
|
|
25 = {
|
|
send_interface_toast = {
|
|
title = martial_authority.4001.b.failure
|
|
left_icon = root
|
|
}
|
|
|
|
custom_tooltip = {
|
|
text = martial_authority_4001.fail.tt
|
|
}
|
|
}
|
|
}
|
|
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
#Repurpose into a halberd
|
|
option = {
|
|
name = martial_authority.4001.b
|
|
flavor = martial_authority.4001.b.tt
|
|
|
|
random_list = {
|
|
50 = {
|
|
trigger_event = {
|
|
id = martial_authority.4003
|
|
days = { 7 21 }
|
|
}
|
|
|
|
modifier = {
|
|
add = -2
|
|
has_trait = lazy
|
|
}
|
|
|
|
modifier = {
|
|
add = 2
|
|
has_trait = diligent
|
|
}
|
|
|
|
modifier = {
|
|
add = 2
|
|
learning > 10
|
|
}
|
|
|
|
modifier = {
|
|
add = 2
|
|
martial > 10
|
|
}
|
|
|
|
modifier = {
|
|
add = 5
|
|
has_trait = intellect_good
|
|
}
|
|
|
|
modifier = {
|
|
add = 20
|
|
prowess > 15
|
|
}
|
|
|
|
modifier = {
|
|
add = 40
|
|
has_trait = lifestyle_blademaster
|
|
}
|
|
|
|
custom_tooltip = martial_authority_4001.halberd.tt
|
|
}
|
|
|
|
50 = {
|
|
send_interface_toast = {
|
|
title = martial_authority.4001.b.failure
|
|
left_icon = root
|
|
custom_tooltip = martial_authority_4001.fail.tt
|
|
}
|
|
}
|
|
}
|
|
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
#Keep it as-is
|
|
option = {
|
|
name = martial_authority.4001.c
|
|
flavor = martial_authority.4001.c.tt
|
|
|
|
custom_tooltip = martial_authority_4001.billhook.tt
|
|
|
|
trigger_event = {
|
|
id = martial_authority.4004
|
|
days = { 7 21 }
|
|
}
|
|
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
}
|
|
|
|
#You've made an improvised dagger!
|
|
martial_authority.4002 = {
|
|
type = character_event
|
|
title = martial_authority.4002.t
|
|
desc = martial_authority.4002.desc
|
|
theme = martial_authority_focus
|
|
override_background = {
|
|
reference = armory
|
|
}
|
|
|
|
left_portrait = {
|
|
character = root
|
|
animation = personality_honorable
|
|
}
|
|
|
|
right_portrait = {
|
|
character = scope:blacksmith
|
|
animation = personality_content
|
|
}
|
|
|
|
#Collect artifact
|
|
option = {
|
|
name = martial_authority.4002.a
|
|
|
|
trigger = {
|
|
NOT = {
|
|
has_character_flag = improvised_dagger
|
|
}
|
|
}
|
|
|
|
create_artifact = {
|
|
name = improvised_dagger
|
|
description = improvised_dagger_desc
|
|
type = dagger
|
|
visuals = dagger
|
|
modifier = artifact_prowess_1_modifier
|
|
save_scope_as = improvised_dagger
|
|
}
|
|
|
|
add_martial_lifestyle_xp = medium_lifestyle_xp
|
|
|
|
hidden_effect = {
|
|
scope:improvised_dagger = {
|
|
set_max_durability = 25
|
|
set_artifact_rarity_common = yes
|
|
flag_as_trash_artifact = yes
|
|
}
|
|
}
|
|
|
|
add_character_flag = {
|
|
flag = improvised_dagger
|
|
years = 5
|
|
}
|
|
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
#Second option if you've already had this event
|
|
option = {
|
|
name = martial_authority.4002.b
|
|
|
|
add_martial_lifestyle_xp = medium_lifestyle_xp
|
|
|
|
add_character_modifier = {
|
|
modifier = repurposed_billhook_dagger
|
|
years = 5
|
|
}
|
|
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
after = {
|
|
scope:blacksmith = {
|
|
silent_disappearance_effect = yes
|
|
}
|
|
}
|
|
}
|
|
|
|
#You've made an improvised halberd!
|
|
martial_authority.4003 = {
|
|
type = character_event
|
|
title = martial_authority.4003.t
|
|
desc = martial_authority.4003.desc
|
|
theme = martial_authority_focus
|
|
override_background = {
|
|
reference = armory
|
|
}
|
|
|
|
left_portrait = {
|
|
character = root
|
|
animation = personality_honorable
|
|
}
|
|
|
|
right_portrait = {
|
|
character = scope:blacksmith
|
|
animation = personality_content
|
|
}
|
|
|
|
#Collect rewards
|
|
option = {
|
|
name = martial_authority.4003.a
|
|
|
|
trigger = {
|
|
NOT = {
|
|
has_character_flag = improvised_halberd
|
|
}
|
|
}
|
|
|
|
create_artifact = {
|
|
name = improvised_halberd
|
|
description = improvised_halberd_desc
|
|
type = spear
|
|
visuals = spear
|
|
modifier = artifact_prowess_1_modifier
|
|
save_scope_as = improvised_halberd
|
|
}
|
|
|
|
add_martial_lifestyle_xp = medium_lifestyle_xp
|
|
|
|
hidden_effect = {
|
|
scope:improvised_halberd = {
|
|
set_max_durability = 25
|
|
set_artifact_rarity_common = yes
|
|
flag_as_trash_artifact = yes
|
|
}
|
|
}
|
|
|
|
add_character_flag = {
|
|
flag = improvised_halberd
|
|
years = 5
|
|
}
|
|
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
#Second option if you've already had this event
|
|
option = {
|
|
name = martial_authority.4003.b
|
|
|
|
add_martial_lifestyle_xp = medium_lifestyle_xp
|
|
|
|
add_character_modifier = {
|
|
modifier = repurposed_billhook_halberd
|
|
years = 5
|
|
}
|
|
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
after = {
|
|
scope:blacksmith = {
|
|
silent_disappearance_effect = yes
|
|
}
|
|
}
|
|
}
|
|
|
|
#You've 'made' a billhook!
|
|
martial_authority.4004 = {
|
|
type = character_event
|
|
title = martial_authority.4004.t
|
|
desc = martial_authority.4004.desc
|
|
theme = martial_authority_focus
|
|
override_background = {
|
|
reference = armory
|
|
}
|
|
|
|
left_portrait = {
|
|
character = root
|
|
animation = personality_honorable
|
|
}
|
|
|
|
right_portrait = {
|
|
character = scope:blacksmith
|
|
animation = personality_content
|
|
}
|
|
|
|
#Collect rewards
|
|
option = {
|
|
name = martial_authority.4004.a
|
|
|
|
trigger = {
|
|
NOT = {
|
|
has_character_flag = improvised_billhook
|
|
}
|
|
}
|
|
|
|
add_martial_lifestyle_xp = medium_lifestyle_xp
|
|
|
|
create_artifact = {
|
|
name = improvised_billhook
|
|
description = improvised_billhook_desc
|
|
type = dagger
|
|
visuals = dagger
|
|
modifier = artifact_prowess_1_modifier
|
|
modifier = artifact_levy_reinforcement_rate_1_modifier
|
|
modifier = artifact_monthly_prestige_penalty_modifier
|
|
save_scope_as = improvised_billhook
|
|
}
|
|
|
|
hidden_effect = {
|
|
scope:improvised_billhook = {
|
|
set_max_durability = 25
|
|
set_artifact_rarity_common = yes
|
|
flag_as_trash_artifact = yes
|
|
}
|
|
}
|
|
|
|
add_character_flag = {
|
|
flag = improvised_billhook
|
|
years = 5
|
|
}
|
|
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
#Second option if you've already had this event
|
|
option = {
|
|
name = martial_authority.4004.b
|
|
|
|
add_martial_lifestyle_xp = medium_lifestyle_xp
|
|
|
|
add_character_modifier = {
|
|
modifier = repurposed_billhook_billhook
|
|
years = 5
|
|
}
|
|
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
after = {
|
|
scope:blacksmith = {
|
|
silent_disappearance_effect = yes
|
|
}
|
|
}
|
|
}
|