N3OW/events/lifestyles/warfare_lifestyle/warhorse_events.txt
2026-01-06 14:25:21 +01:00

1578 lines
30 KiB
Text

namespace = warhorse
###########################################
# Name your warhorse
# by Linnéa Thimrén
# warhorse.0001 - Name your warhorse! Choose category
# warhorse.0002 - Historical name
# warhorse.0003 - Mythological name
# warhorse.0004 - Common name
#
# Other events for your warhorse
# by Linnéa Thimrén
# warhorse.1001 - Buy new gear for your horse
# warhorse.1101 - Stress reduction or prowess
# warhorse.1201 - Your horse is sick! Pay gold or risk its death
# warhorse.1301 - Another horse-enthusiast compliments your horse
# warhorse.1401 - Your horse is cursed
#
# Breed your warhorse
# by Linnéa Thimrén
# 8001 - You trusted steed is getting old, you should consider breeding! (25-30 years)
###########################################
###########################################
# Name your warhorse
# 0001-0999
###########################################
#Name your warhorse
warhorse.0001 = {
type = character_event
title = warhorse.0001.t
desc = warhorse.0001.desc
theme = martial_chivalry_focus
override_background = {
reference = courtyard
}
left_portrait = {
character = root
animation = standing_horse
camera = camera_event_standing_with_horse_left
}
option = { #Historical name
name = warhorse.0001.a
trigger_event = warhorse.0002
}
option = { #Mythological name
name = warhorse.0001.b
trigger_event = warhorse.0003
}
option = { #Common name
name = warhorse.0001.c
trigger_event = warhorse.0004
}
after = {
if = {
limit = {
scope:story = { exists = var:story_cycle_horse_name }
}
remove_character_flag = is_in_naming_event
}
}
}
scripted_trigger warhorse_0002_steppe_trigger = {
OR = {
culture = {
has_cultural_pillar = heritage_mongolic
}
culture = {
has_cultural_pillar = heritage_turkic
}
faith.religion = faith:tengri_pagan.religion
}
}
#Historical name
warhorse.0002 = {
type = character_event
title = warhorse.0001.t
desc = warhorse.0002.desc
theme = martial_chivalry_focus
override_background = {
reference = market
}
left_portrait = {
character = root
animation = jockey_wave
camera = camera_event_horse_left
}
option = {
name = warhorse.0002.a
trigger = {
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion }
OR = {
faith = faith:catholic
trigger_if = {
limit = { is_landed = yes }
capital_province = { geographical_region = world_europe }
}
culture = {
has_cultural_pillar = heritage_frankish
}
culture = {
has_cultural_pillar = heritage_central_germanic
}
}
}
hidden_effect = {
scope:story= {
set_variable = { #King Charlemagne's warhorse in The Song of Roland
name = story_cycle_horse_name
value = flag:tencendur
}
}
}
}
option = {
name = warhorse.0002.c
trigger = {
OR = {
faith.religion = religion:hellenism_religion
trigger_if = {
limit = { is_landed = yes }
capital_province = { geographical_region = world_europe_south }
}
trigger_if = {
limit = { is_landed = yes }
capital_province = { geographical_region = world_europe_west }
}
trigger_if = {
limit = { is_landed = yes }
capital_province = { geographical_region = world_middle_east_jerusalem }
}
trigger_if = {
limit = { is_landed = yes }
capital_province = { geographical_region = world_asia_minor }
}
culture = {
has_cultural_pillar = heritage_latin
}
culture = {
has_cultural_pillar = heritage_byzantine
}
}
}
hidden_effect = {
scope:story= {
set_variable = { #The cursed horse of Gnaeus Seius
name = story_cycle_horse_name
value = flag:seianian
}
}
}
}
option = {
name = warhorse.0002.d
trigger = {
faith.religion = religion:islam_religion
}
hidden_effect = {
scope:story= {
set_variable = { #The horse of Husayn ibn Ali
name = story_cycle_horse_name
value = flag:zuljanah
}
}
}
}
option = {
name = warhorse.0002.e
trigger = {
OR = {
culture = {
has_cultural_pillar = heritage_chinese
}
trigger_if = {
limit = { is_landed = yes }
capital_province = { OR = {
geographical_region = world_tibet
geographical_region = world_asia_china
geographical_region = world_asia_korea
geographical_region = world_asia_southeast
}
}
}
}
}
hidden_effect = {
scope:story= {
set_variable = { #The warlord Lü Bu's horse
name = story_cycle_horse_name
value = flag:red_hare
}
}
}
}
option = {
trigger = {
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion }
OR = {
trigger_if = {
limit = { is_landed = yes }
capital_province = { geographical_region = world_europe_west }
}
culture = {
has_cultural_pillar = heritage_frankish
}
culture = {
has_cultural_pillar = heritage_central_germanic
}
culture = {
has_cultural_pillar = heritage_latin
}
culture = {
has_cultural_pillar = heritage_brythonic
}
culture = {
has_cultural_pillar = heritage_iberian
}
culture = {
has_cultural_pillar = heritage_west_germanic
}
}
}
name = warhorse.0002.f
hidden_effect = {
scope:story= {
set_variable = { # The horse of Roland, general under Charlemagne
name = story_cycle_horse_name
value = flag:veillantif
}
}
}
}
option = {
trigger = {
OR = {
faith.religion = religion:hellenism_religion
trigger_if = {
limit = { is_landed = yes }
capital_province = { geographical_region = world_europe_south }
}
trigger_if = {
limit = { is_landed = yes }
capital_province = { geographical_region = world_europe_west }
}
trigger_if = {
limit = { is_landed = yes }
capital_province = { geographical_region = world_middle_east_jerusalem }
}
trigger_if = {
limit = { is_landed = yes }
capital_province = { geographical_region = world_asia_minor }
}
culture = {
has_cultural_pillar = heritage_latin
}
culture = {
has_cultural_pillar = heritage_byzantine
}
}
}
name = warhorse.0002.g
hidden_effect = {
scope:story= {
set_variable = { # The favorite horse of Emperor Caligula
name = story_cycle_horse_name
value = flag:incitatus
}
}
}
}
#Moved to "historical" horses because close enough? And needs more steppe horses
option = {
name = warhorse.0003.aranjagaan
trigger = {
warhorse_0002_steppe_trigger = yes
}
hidden_effect = {
scope:story= {
set_variable = { #Jangar's mount in the Epic of Jangar
name = story_cycle_horse_name
value = flag:aranjagaan
}
}
}
}
option = {
name = warhorse.0003.aranzhale
trigger = {
warhorse_0002_steppe_trigger = yes
}
hidden_effect = {
scope:story= {
set_variable = { #Another of Jangar's horses in the Epic of Jangar
name = story_cycle_horse_name
value = flag:aranzhale
}
}
}
}
option = {
name = warhorse.0003.oyomaa
trigger = {
warhorse_0002_steppe_trigger = yes
}
hidden_effect = {
scope:story= {
set_variable = { #Mengen Shigshirge's mount in the Epic of Jangar
name = story_cycle_horse_name
value = flag:oyomaa
}
}
}
}
option = {
name = warhorse.0003.rakhsh
trigger = {
current_date > 1000
OR = {
culture = {
has_cultural_pillar = heritage_iranian
}
trigger_if = {
limit = { is_landed = yes }
capital_province = { geographical_region = world_middle_east_persia }
}
}
}
hidden_effect = {
scope:story= {
set_variable = { #From the Persian national epic Shahnameh
name = story_cycle_horse_name
value = flag:rakhsh
}
}
}
}
#Moved to end for use as fallback
option = {
trigger = {
warhorse_0002_steppe_trigger = no
}
name = warhorse.0002.b
hidden_effect = {
scope:story= {
set_variable = { #Alexander the Great's horse
name = story_cycle_horse_name
value = flag:bucephalus
}
}
}
}
option = {
name = warhorse.0002.go_back
trigger_event = warhorse.0001
}
after = {
if = {
limit = {
scope:story = { exists = var:story_cycle_horse_name }
}
remove_character_flag = is_in_naming_event
}
}
}
#Mythological
warhorse.0003 = {
type = character_event
title = warhorse.0001.t
desc = warhorse.0003.desc
theme = martial_chivalry_focus
override_background = {
reference = wilderness
}
left_portrait = {
character = root
animation = jockey_gallop
camera = camera_event_horse_very_left
}
option = {
name = warhorse.0003.khiimori
trigger = {
warhorse_0002_steppe_trigger = yes
}
hidden_effect = {
scope:story= {
set_variable = { #The Wind Horse in Mongolic syncretic spirituality
name = story_cycle_horse_name
value = flag:khiimori
}
}
}
}
option = {
name = warhorse.0003.tulpar
trigger = {
warhorse_0002_steppe_trigger = yes
}
hidden_effect = {
scope:story= {
set_variable = { #A winged Turkic horse
name = story_cycle_horse_name
value = flag:tulpar
}
}
}
}
option = {
name = warhorse.0003.rlung_rta
trigger = {
OR = {
faith = faith:lamaism
culture = {
has_cultural_pillar = heritage_tibetan
}
}
}
hidden_effect = {
scope:story= {
set_variable = { #The Wind Horse in Tibetan Buddhism
name = story_cycle_horse_name
value = flag:rlung_rta
}
}
}
}
option = {
name = warhorse.0003.jonon_khar
trigger = {
warhorse_0002_steppe_trigger = yes
}
hidden_effect = {
scope:story= {
set_variable = { #The origin story of the horsehead fiddle, a flying horse
name = story_cycle_horse_name
value = flag:jonon_khar
}
}
}
}
option = {
name = warhorse.0003.llamrei
trigger = {
trigger_if = {
limit = { is_landed = yes }
capital_province = { geographical_region = world_europe }
}
trigger_else_if = {
limit = { exists = location }
location = { geographical_region = world_europe }
}
trigger_else = { always = yes }
}
hidden_effect = {
scope:story= {
set_variable = { #Horse of King Arthur
name = story_cycle_horse_name
value = flag:llamrei
}
}
}
}
option = {
name = warhorse.0003.sleipnir
trigger = {
faith = { religion_tag = germanic_religion }
}
hidden_effect = {
scope:story= {
set_variable = { #Horse of Oden
name = story_cycle_horse_name
value = flag:sleipnir
}
}
}
}
option = {
name = warhorse.0003.uchchaihshravas
trigger = {
faith = { religion_tag = hinduism_religion }
}
hidden_effect = {
scope:story= {
set_variable = { #Horse of Surya (and Bali)
name = story_cycle_horse_name
value = flag:uchchaihshravas
}
}
}
}
option = {
name = warhorse.0003.dadhi_kra
trigger = {
faith = { religion_tag = hinduism_religion }
}
hidden_effect = {
scope:story= {
set_variable = { #Personification of the morning Sun
name = story_cycle_horse_name
value = flag:dadhi_kra
}
}
}
}
option = {
name = warhorse.0003.devadatta
trigger = {
faith = { religion_tag = hinduism_religion }
}
hidden_effect = {
scope:story= {
set_variable = { #Horse of Kalki
name = story_cycle_horse_name
value = flag:devadatta
}
}
}
}
option = {
name = warhorse.0003.keshi
trigger = {
faith = { religion_tag = hinduism_religion }
}
hidden_effect = {
scope:story= {
set_variable = { #Horse of Kalki
name = story_cycle_horse_name
value = flag:keshi
}
}
}
}
option = {
name = warhorse.0003.kanthaka
trigger = {
faith = { religion_tag = buddhism_religion }
}
hidden_effect = {
scope:story= {
set_variable = { #Horse of Siddhartha
name = story_cycle_horse_name
value = flag:kanthaka
}
}
}
}
option = {
name = warhorse.0003.haizum
trigger = {
faith = { religion_tag = islam_religion }
}
hidden_effect = {
scope:story= {
set_variable = { #Horse of the archangel Gabriel (Jibril)
name = story_cycle_horse_name
value = flag:haizum
}
}
}
}
option = {
name = warhorse.0003.buraq
trigger = {
faith = { religion_tag = islam_religion }
}
hidden_effect = {
scope:story= {
set_variable = { #Horse of certain prophets
name = story_cycle_horse_name
value = flag:buraq
}
}
}
}
option = {
name = warhorse.0003.burko
trigger = {
culture = { has_cultural_pillar = heritage_east_slavic }
}
hidden_effect = {
scope:story= {
set_variable = { #Magical horse in Russian folklore
name = story_cycle_horse_name
value = flag:burko
}
}
}
}
option = {
trigger = {
warhorse_0002_steppe_trigger = no
}
name = warhorse.0003.balius
hidden_effect = {
scope:story= {
set_variable = { #Horse of Achilles
name = story_cycle_horse_name
value = flag:balius
}
}
}
}
option = {
trigger = {
warhorse_0002_steppe_trigger = no
}
name = warhorse.0003.xanthos
hidden_effect = {
scope:story= {
set_variable = { #Horse of Achilles
name = story_cycle_horse_name
value = flag:xanthos
}
}
}
}
option = {
trigger = {
warhorse_0002_steppe_trigger = no
}
name = warhorse.0003.boreas
hidden_effect = {
scope:story= {
set_variable = { #God of the north wind
name = story_cycle_horse_name
value = flag:boreas
}
}
}
}
option = {
name = warhorse.0002.go_back
trigger_event = warhorse.0001
}
after = {
if = {
limit = {
scope:story = { exists = var:story_cycle_horse_name }
}
remove_character_flag = is_in_naming_event
}
}
}
#Common
warhorse.0004 = {
type = character_event
title = warhorse.0001.t
desc = warhorse.0004.desc
theme = martial_chivalry_focus
override_background = {
reference = wilderness
}
left_portrait = {
character = root
animation = jockey_idle
camera = camera_event_horse_extreme_closeup_left
}
option = {
name = warhorse.0004.a
hidden_effect = {
scope:story= {
set_variable = {
name = story_cycle_horse_name
value = flag:charger
}
}
}
}
option = {
trigger = {
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion }
}
name = warhorse.0004.b
hidden_effect = {
scope:story= {
set_variable = {
name = story_cycle_horse_name
value = flag:abbot
}
}
}
}
option = {
name = warhorse.0004.c
hidden_effect = {
scope:story= {
set_variable = {
name = story_cycle_horse_name
value = flag:prancer
}
}
}
}
option = {
name = warhorse.0004.courser
hidden_effect = {
scope:story= {
set_variable = {
name = story_cycle_horse_name
value = flag:courser
}
}
}
}
option = {
name = warhorse.0004.d
trigger = {
has_trait = lunatic
}
hidden_effect = {
scope:story= {
set_variable = {
name = story_cycle_horse_name
value = flag:glitterhoof
}
}
}
}
option = {
name = warhorse.0002.go_back
trigger_event = warhorse.0001
}
after = {
if = {
limit = {
scope:story = { exists = var:story_cycle_horse_name }
}
remove_character_flag = is_in_naming_event
}
}
}
###########################################
# Other events for your warhorse
# 1001-1999
###########################################
#Pay gold to get a better modifier
#Buy new gear for your horse
warhorse.1001 = {
type = character_event
title = warhorse.1001.t
desc = warhorse.1001.desc
theme = martial_chivalry_focus
override_background = {
reference = courtyard
}
left_portrait = {
character = root
animation = standing_horse
camera = camera_event_standing_with_horse_left
}
trigger = {
NOT = {
has_character_flag = had_warhorse_1001_event
root.var:warhorse_modifier_level >= 2 #Update if we add more levels later
}
minor_gold_value_trigger = yes
any_owned_story = {
type = story_cycle_martial_lifestyle_warhorse
}
}
immediate = {
add_character_flag = {
flag = had_warhorse_1001_event
days = 1825
}
if = {
limit = {
has_royal_court = yes
employs_court_position = master_of_horse_court_position
any_court_position_holder = {
type = master_of_horse_court_position
is_available_ai_adult = yes
}
}
random_court_position_holder = {
type = master_of_horse_court_position
limit = { is_available_ai_adult = yes }
save_scope_as = m_horse
}
}
}
option = { #Strength
name = warhorse.1001.a
remove_short_term_gold = minor_gold_value
save_scope_value_as = {
name = horse_skill_to_level
value = flag:strength
}
trigger_event = {
id = warhorse.1002
days = { 7 9 }
}
ai_chance = {
base = 50
}
}
option = { #Agility
name = warhorse.1001.b
remove_short_term_gold = minor_gold_value
save_scope_value_as = {
name = horse_skill_to_level
value = flag:agility
}
trigger_event = {
id = warhorse.1002
days = { 7 9 }
}
ai_chance = {
base = 50
}
}
option = { #Endurance
name = warhorse.1001.c
remove_short_term_gold = minor_gold_value
save_scope_value_as = {
name = horse_skill_to_level
value = flag:endurance
}
trigger_event = {
id = warhorse.1002
days = { 7 9 }
}
ai_chance = {
base = 50
}
}
option = { #Fierceness
name = warhorse.1001.d
remove_short_term_gold = minor_gold_value
save_scope_value_as = {
name = horse_skill_to_level
value = flag:fierceness
}
trigger_event = {
id = warhorse.1002
days = { 7 9 }
}
ai_chance = {
base = 50
}
}
option = { #Master of Horse
name = warhorse.1001.f
trigger = {
exists = scope:m_horse
}
custom_tooltip = warhorse.1001.f.tt
scope:m_horse = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 15
}
}
hidden_effect = {
random_list = {
50 = { # nothing happens
modifier = {
scope:m_horse.aptitude:master_of_horse_court_position = 4
factor = 0.1
}
modifier = {
scope:m_horse.aptitude:master_of_horse_court_position = 3
factor = 0.2
}
modifier = {
scope:m_horse.aptitude:master_of_horse_court_position = 2
factor = 0.3
}
modifier = {
scope:m_horse.aptitude:master_of_horse_court_position = 1
factor = 0.5
}
send_interface_toast = {
title = warhorse.1001.f.failure
left_icon = scope:m_horse
custom_tooltip = warhorse.1001.f.failure.tt
}
}
5 = { #Your master of the horse makes your horse better
save_scope_value_as = {
name = horse_skill_to_level
value = flag:strength
}
trigger_event = {
id = warhorse.1002
days = { 7 9 }
}
}
5 = { #Your master of the horse makes your horse better
save_scope_value_as = {
name = horse_skill_to_level
value = flag:agility
}
trigger_event = {
id = warhorse.1002
days = { 7 9 }
}
}
5 = { #Your master of the horse makes your horse better
save_scope_value_as = {
name = horse_skill_to_level
value = flag:endurance
}
trigger_event = {
id = warhorse.1002
days = { 7 9 }
}
}
5 = { #Your master of the horse makes your horse better
save_scope_value_as = {
name = horse_skill_to_level
value = flag:fierceness
}
trigger_event = {
id = warhorse.1002
days = { 7 9 }
}
}
}
}
ai_chance = {
base = 70
}
}
option = { #Nah
name = warhorse.1001.e
custom_tooltip = warhorse.1001.e.tt
ai_chance = {
base = 0
ai_value_modifier = {
ai_greed = 0.75
}
}
}
}
#My horse is cooler now!
warhorse.1002 = {
type = character_event
title = warhorse.1001.t
desc = warhorse.1002.desc
theme = martial_chivalry_focus
override_background = {
reference = terrain
}
left_portrait = {
character = root
animation = jockey_victory
camera = camera_event_horse_left
}
immediate = {
level_horse_modifier_effect = yes
}
option = {
name = warhorse.1002.a
}
}
#Stress reduction or prowess
warhorse.1101 = {
type = character_event
title = warhorse.1101.t
desc = warhorse.1101.desc
theme = martial_chivalry_focus
override_background = {
reference = courtyard
}
left_portrait = {
character = root
animation = standing_horse
camera = camera_event_standing_with_horse_left
}
trigger = {
NOT = { has_character_flag = had_warhorse_1101_event }
stress > medium_stress_gain
}
weight_multiplier = {
base = 1
modifier = {
add = 0.25
stress > 75
}
}
immediate = {
add_character_flag = {
flag = had_warhorse_1101_event
days = 1825
}
}
option = { #Practice cool battle stuff
name = warhorse.1101.a
add_character_modifier = {
modifier = horse_practice_modifier
years = 5
}
stress_impact = {
base = minor_stress_gain
diligent = medium_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = 0.5
}
}
}
option = { #Ride leisurely
name = warhorse.1101.b
stress_impact = {
base = medium_stress_loss
lazy = minor_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
}
#Your horse is sick! Pay gold or risk its death (end of story)
warhorse.1201 = {
type = character_event
title = warhorse.1201.t
desc = warhorse.1201.desc
theme = martial_chivalry_focus
override_background = {
reference = alley_night
}
left_portrait = {
character = root
animation = horse_exhausted
camera = camera_event_horse_very_left
}
override_effect_2d = {
reference = rain
}
trigger = {
NOT = { has_character_flag = had_warhorse_1201_event }
}
immediate = {
add_character_flag = {
flag = had_warhorse_1201_event
days = 1825
}
}
option = { #I'll pay whatever!
name = warhorse.1201.a
remove_short_term_gold = minor_gold_value
stress_impact = {
greedy = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 0.75
}
}
}
option = { #no
name = warhorse.1201.b
random_list = {
50 = {
desc = warhorse.1201.b_good
show_chance = no
custom_tooltip = warhorse.1201.b.tt
send_interface_toast = {
title = warhorse.1201.b_good
}
}
50 = {
desc = warhorse.1201.b_bad
show_chance = no
send_interface_toast = {
title = warhorse.1201.b_bad
show_as_tooltip = { remove_horse_story_modifiers_effect = yes }
}
scope:story = {
hidden_effect = { end_story = yes }
}
}
}
stress_impact = {
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_rationality = 0.25
ai_greed = 0.25
}
}
}
}
#Another horse-enthusiast compliments your horse
warhorse.1301 = {
type = character_event
title = warhorse.1301.t
desc = warhorse.1301.desc
theme = martial_chivalry_focus
override_background = {
reference = garden
}
left_portrait = {
character = root
animation = standing_horse
camera = camera_event_standing_with_horse_left
}
right_portrait = {
character = scope:horse_vassal
animation = admiration
camera = camera_event_very_right
}
trigger = {
NOT = { has_character_flag = had_warhorse_1301_event }
any_vassal = {
is_available_healthy_ai_adult = yes
OR = {
any_owned_story = {
type = story_cycle_martial_lifestyle_warhorse
}
has_lifestyle = martial_lifestyle
has_court_position = master_of_horse_court_position
}
}
}
immediate = {
add_character_flag = {
flag = had_warhorse_1301_event
days = 1825
}
random_vassal = {
limit = {
is_available_healthy_ai_adult = yes
is_powerful_vassal = yes
any_owned_story = {
type = story_cycle_martial_lifestyle_warhorse
}
}
alternative_limit = {
is_available_healthy_ai_adult = yes
has_court_position = master_of_horse_court_position
}
alternative_limit = {
is_available_healthy_ai_adult = yes
is_powerful_vassal = yes
has_lifestyle = martial_lifestyle
}
alternative_limit = {
is_available_healthy_ai_adult = yes
any_owned_story = {
type = story_cycle_martial_lifestyle_warhorse
}
}
alternative_limit = {
is_available_healthy_ai_adult = yes
has_lifestyle = martial_lifestyle
}
save_scope_as = horse_vassal
}
}
option = { #Let them ride
name = warhorse.1301.a
reverse_add_opinion = {
target = scope:horse_vassal
modifier = friendliness_opinion
opinion = 20
}
if = {
limit = { #They can't handle the horse
has_character_modifier = horse_fierceness_modifier
scope:horse_vassal = {
prowess < medium_skill_rating
}
}
random = {
chance = 50
scope:horse_vassal = {
increase_wounds_effect = { REASON = horse_riding_accident }
}
}
custom_tooltip = warhorse.1301.a.tt
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 0.5
}
}
}
option = { #Don't let them ride
name = warhorse.1301.b
add_prestige = medium_prestige_gain
ai_chance = {
base = 50
ai_value_modifier = {
ai_vengefulness = 0.25
ai_greed = 0.25
}
}
}
}
################
#Your horse is cursed
################
#They give you the chills
warhorse.1401 = {
type = character_event
title = warhorse.1401.t
desc = warhorse.1401.desc
theme = martial_chivalry_focus
override_background = {
reference = bp1_bonfire
}
left_portrait = {
character = root
animation = jockey_idle
camera = camera_event_horse_extreme_closeup_left
}
trigger = {
NOT = { has_character_flag = had_warhorse_1401_event }
scope:story = {
exists = var:story_cycle_horse_name
var:story_cycle_horse_name = flag:seianian
}
}
weight_multiplier = {
base = 1
}
immediate = {
add_character_flag = {
flag = had_warhorse_1401_event
days = 1825
}
}
option = {
name = warhorse.1401.a
custom_tooltip = warhorse.1401.a.tt
trigger_event = {
id = warhorse.1402
days = { 30 60 }
}
}
option = {
name = warhorse.1401.b
show_as_tooltip = {
remove_horse_story_modifiers_effect = yes
}
scope:story = {
hidden_effect = { end_story = yes }
}
stress_impact = {
base = minor_stress_loss
}
}
}
#The horse has injured you
warhorse.1402 = {
type = character_event
title = warhorse.1401.t
desc = warhorse.1402.desc
theme = martial_chivalry_focus
override_background = {
reference = army_camp
}
left_portrait = {
character = root
animation = horse_exhausted
camera = camera_event_horse_left_forward
}
immediate = {
add_character_modifier = {
modifier = cursed_horse_modifier
years = 5
}
}
option = {
name = warhorse.1402.a
random = {
chance = 25
show_as_tooltip = {
death = {
death_reason = death_horse_riding_accident
}
}
trigger_event = {
id = warhorse.1499
days = { 30 60 }
}
}
}
option = {
name = warhorse.1402.b
show_as_tooltip = {
remove_horse_story_modifiers_effect = yes
}
scope:story = {
hidden_effect = { end_story = yes }
}
}
}
#The horse kills you...
warhorse.1499 = {
type = character_event
title = warhorse.1401.t
desc = warhorse.1499.desc
theme = martial_chivalry_focus
override_effect_2d = {
reference = rain
trigger = {
location = {
has_winter_trigger = no
graphical_wilderness_desert_trigger = no
}
}
}
override_background = {
reference = wilderness
}
left_portrait = {
character = root
animation = throne_room_kneel_1
}
option = {
name = warhorse.1499.a
death = {
death_reason = death_horse_riding_accident
}
}
}
###########################################
# Breed your warhorse
# 8001-8999
###########################################
#You trusted steed is getting old, you should consider breeding! (25-30 years)
warhorse.8001 = {
type = character_event
title = warhorse.8001.t
desc = warhorse.8001.desc
theme = martial_chivalry_focus
override_background = {
reference = garden
}
left_portrait = {
character = root
animation = standing_horse
camera = camera_event_standing_with_horse_left
}
immediate = {
}
option = { #Strength
name = warhorse.8001.a
remove_short_term_gold = minor_gold_value
save_scope_value_as = {
name = horse_skill_to_level
value = flag:strength
}
trigger_event = { #A new horse is born!
id = warhorse.8002
days = { 30 60 }
}
ai_chance = {
base = 10
}
}
option = { #Agility
name = warhorse.8001.b
remove_short_term_gold = minor_gold_value
save_scope_value_as = {
name = horse_skill_to_level
value = flag:agility
}
trigger_event = { #A new horse is born!
id = warhorse.8002
days = { 30 60 }
}
ai_chance = {
base = 10
}
}
option = { #Endurance
name = warhorse.8001.c
remove_short_term_gold = minor_gold_value
save_scope_value_as = {
name = horse_skill_to_level
value = flag:endurance
}
trigger_event = { #A new horse is born!
id = warhorse.8002
days = { 30 60 }
}
ai_chance = {
base = 10
}
}
option = { #Fierceness
name = warhorse.8001.d
remove_short_term_gold = minor_gold_value
save_scope_value_as = {
name = horse_skill_to_level
value = flag:fierceness
}
trigger_event = { #A new horse is born!
id = warhorse.8002
days = { 30 60 }
}
ai_chance = {
base = 10
}
}
option = { #Nah
name = warhorse.8001.e
trigger_event = { #Horse dies
id = warhorse.8003
days = { 30 60 }
}
ai_chance = {
base = 0
}
}
}
#A new horse is born!
warhorse.8002 = {
type = character_event
title = warhorse.8002.t
desc = warhorse.8002.desc
theme = martial_chivalry_focus
override_background = {
reference = courtyard
}
left_portrait = {
character = root
animation = personality_compassionate
}
immediate = {
level_horse_modifier_effect = yes
}
option = {
name = warhorse.8002.a
}
after = {
scope:story = { #To start over with the new horse
remove_variable = story_cycle_horse_name
remove_variable = horse_gender
assign_horse_gender_effect = { GENDER = random }
}
}
}
#Horse dies
warhorse.8003 = {
type = character_event
title = warhorse.8001.t
desc = warhorse.8003.desc
theme = martial_chivalry_focus
override_background = {
reference = garden
}
left_portrait = {
character = root
animation = sadness
}
immediate = {
}
option = {
name = warhorse.8003.a
show_as_tooltip = {
remove_horse_story_modifiers_effect = yes
}
scope:story = {
hidden_effect = { end_story = yes }
}
}
}