N3OW/N3OW/events/activities/hunt_activity/mpo_hunt_events.txt
2025-12-05 22:36:07 +00:00

1641 lines
33 KiB
Text

namespace = mpo_hunt
# mpo_hunt.0001 - Teach your child how to hunt something small
# mpo_hunt.0010 - A bird of prey tries to attack someone you care about
# mpo_hunt.0020 - You try to keep a wolf cub pet
# mpo_hunt.0030 - You find some lost herd
#######################
# Teach your child how to hunt something small
#######################
scripted_trigger mpo_hunt_0001_child_trigger = {
is_child_of = root
age >= 6
age <= 16
}
mpo_hunt.0001 = {
type = activity_event
title = mpo_hunt.0001.t
desc = mpo_hunt.0001.desc
theme = hunt_activity
left_portrait = {
character = root
animation = anger
}
center_portrait = {
character = scope:child
triggered_animation = {
trigger = { has_trait = craven }
animation = worry
}
animation = hunting_shortbow_rest_arrow_default
camera = camera_event_left
}
cooldown = { years = 1 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
involved_activity = {
any_attending_character = {
mpo_hunt_0001_child_trigger = yes
}
}
}
immediate = {
involved_activity = { save_scope_as = activity }
involved_activity = {
random_attending_character = {
limit = {
mpo_hunt_0001_child_trigger = yes
}
weight = {
base = 1
modifier = {
add = 10
is_primary_heir_of = root
}
}
save_scope_as = child
}
}
}
option = { # Do it yourself
name = mpo_hunt.0001.a
trigger = {
prowess >= 15
}
add_prestige = medium_prestige_gain
stress_impact = {
brave = major_stress_impact_loss
craven = major_stress_impact_gain
lazy = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = brave
}
modifier = {
factor = 0
OR = {
has_trait = craven
has_trait = lazy
}
}
}
}
option = { # Encourage child
name = mpo_hunt.0001.b
duel = {
skill = diplomacy
value = medium_skill_rating
50 = { # Child feels confident
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
desc = mpo_hunt.0001.b.tt.success
send_interface_toast = {
title = mpo_hunt.0001.b.tt.success
left_icon = scope:child
scope:child = { add_prowess_skill = 1 }
}
}
50 = { # Child fails
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = mpo_hunt.0001.b.tt.failure
send_interface_toast = {
title = mpo_hunt.0001.b.tt.failure
left_icon = scope:child
add_stress = major_stress_gain # You're a failure as a parent
}
}
}
stress_impact = {
gregarious = medium_stress_impact_loss
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = gregarious
}
modifier = {
factor = 0
OR = {
has_trait = callous
has_trait = sadistic
}
}
}
}
option = { # Show child how to do it
name = mpo_hunt.0001.c
duel = {
skill = martial
value = high_skill_rating
10 = { # Child mega wins
desc = mpo_hunt.0001.c.tt.crit_success
send_interface_toast = {
title = mpo_hunt.0001.c.tt.crit_success
left_icon = scope:child
scope:child = { add_prowess_skill = 2 }
involved_activity = {
every_attending_character = {
limit = {
NOT = { this = scope:child }
NOT = { this = root }
}
add_opinion = {
modifier = respect_opinion
opinion = 10
target = scope:child
}
}
}
}
}
50 = { # Child feels confident
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
desc = mpo_hunt.0001.b.tt.success
send_interface_toast = {
title = mpo_hunt.0001.b.tt.success
left_icon = scope:child
scope:child = { add_prowess_skill = 1 }
}
}
50 = { # Child fails
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = mpo_hunt.0001.b.tt.failure
send_interface_toast = {
title = mpo_hunt.0001.b.tt.failure
left_icon = scope:child
add_prestige = minor_prestige_loss
}
}
}
stress_impact = {
calm = medium_stress_impact_gain
ambitious = medium_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = ambitious
}
modifier = {
factor = 0
has_trait = calm
}
}
}
option = { # Let's get out of here
name = mpo_hunt.0001.d
hunt_activity_success_change_effect = { CHANGE = increase_medium }
stress_impact = {
diligent = medium_stress_impact_loss
ambitious = medium_stress_impact_gain
brave = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = diligent
}
modifier = {
factor = 0
OR = {
has_trait = ambitious
has_trait = brave
}
}
}
}
}
#######################
# A bird of prey tries to attack someone you care about
#######################
scripted_trigger mpo_hunt_0010_target_trigger = {
is_adult = yes
NOR = {
this = root
has_relation_friend = root
has_relation_lover = root
}
}
scripted_effect mpo_hunt_0010_success_effect = {
if = {
limit = {
has_activity_intent = impose_obedience_intent
}
scope:target = {
add_opinion = {
target = root
modifier = obedience_opinion
}
}
complete_activity_intent = yes
}
else_if = {
limit = {
scope:target = {
is_attracted_to_gender_of = root
might_cheat_on_every_partner_trigger = yes
}
is_attracted_to_gender_of = scope:target
}
set_relation_lover = {
reason = lover_hunt_impressed
target = scope:target
}
}
else = {
set_relation_friend = {
reason = friend_hunt_impressed
target = scope:target
}
}
}
mpo_hunt.0010 = {
type = activity_event
title = mpo_hunt.0010.t
desc = mpo_hunt.0010.desc
theme = hunt_activity
left_portrait = {
character = root
animation = horse_archer_aggressive
camera = camera_event_horse_left
}
right_portrait = {
character = scope:target
animation = horse_exhausted
camera = camera_event_horse_right
}
cooldown = { years = 1 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
involved_activity ?= {
any_attending_character = {
mpo_hunt_0010_target_trigger = yes
}
}
}
weight_multiplier = {
base = 1
modifier = {
add = 5
OR = {
has_activity_intent = befriend_attendee_intent
has_activity_intent = woo_attendee_intent
has_activity_intent = impose_obedience_intent
}
}
}
immediate = {
involved_activity = { save_scope_as = activity }
if = {
limit = {
has_activity_intent = impose_obedience_intent
intent_target ?= {
is_alive = yes
NOT = { is_obedient_to = root }
}
}
intent_target = { save_scope_as = target }
}
else_if = {
limit = {
has_activity_intent = befriend_attendee_intent
intent_target ?= {
is_alive = yes
NOT = { has_relation_friend = root }
}
}
intent_target = { save_scope_as = target }
}
else_if = {
limit = {
has_activity_intent = woo_attendee_intent
intent_target ?= {
is_alive = yes
NOT = { has_relation_lover = root }
}
}
intent_target = { save_scope_as = target }
}
else = {
involved_activity = {
random_attending_character = {
limit = {
mpo_hunt_0010_target_trigger = yes
}
save_scope_as = target
}
}
}
}
option = { # You destroy this thing
name = mpo_hunt.0010.a
show_as_unavailable = { always = yes }
trigger = {
has_trait_xp = {
trait = lifestyle_hunter
track = falconer
value >= 25
}
}
add_prestige = medium_prestige_gain
add_trait_xp = {
trait = lifestyle_hunter
track = falconer
value = medium_trait_xp
}
stress_impact = {
arrogant = medium_stress_impact_loss
humble = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = humble
}
modifier = {
factor = 2
has_trait = arrogant
}
}
}
option = { # Fight the bird and take all credit
name = mpo_hunt.0010.b
duel = {
skill = prowess
value = medium_skill_rating
50 = { # You shoot it
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
desc = mpo_hunt.0010.b.tt.success
send_interface_toast = {
title = mpo_hunt.0010.b.tt.success
left_icon = root
add_prestige = minor_prestige_gain
}
}
50 = { # Fail
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = mpo_hunt.0010.b.tt.failure
send_interface_toast = {
title = mpo_hunt.0010.b.tt.failure
left_icon = root
add_prestige = medium_prestige_loss
}
}
10 = { # Fail a lot
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = mpo_hunt.0010.b.tt.crit_failure
send_interface_toast = {
title = mpo_hunt.0010.b.tt.crit_failure
left_icon = root
increase_wounds_no_death_effect = { REASON = wild_animal }
add_prestige = medium_prestige_loss
}
}
}
stress_impact = {
humble = medium_stress_impact_gain
arrogant = medium_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = arrogant
}
modifier = {
factor = 0
has_trait = humble
}
}
}
option = { # I will defend you!
name = mpo_hunt.0010.c
duel = {
skill = prowess
value = medium_skill_rating
50 = { # You win
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
desc = mpo_hunt.0010.c.tt.success
send_interface_toast = {
title = mpo_hunt.0010.c.tt.success
left_icon = scope:target
mpo_hunt_0010_success_effect = yes
}
}
50 = { # Fail
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = mpo_hunt.0010.b.tt.crit_failure
send_interface_toast = {
title = mpo_hunt.0010.b.tt.crit_failure
left_icon = scope:target
increase_wounds_no_death_effect = { REASON = wild_animal }
}
}
}
stress_impact = {
brave = major_stress_impact_loss
compassionate = medium_stress_impact_loss
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = brave
has_trait = compassionate
}
}
modifier = {
factor = 0
OR = {
has_trait = callous
has_trait = sadistic
}
}
}
}
option = { # Let's get out of here
name = mpo_hunt.0010.d
scope:target = {
increase_wounds_no_death_effect = { REASON = wild_animal }
}
stress_impact = {
sadistic = medium_stress_impact_loss
callous = medium_stress_impact_loss
compassionate = major_stress_impact_gain
gregarious = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = sadistic
has_trait = callous
}
}
modifier = {
factor = 0
OR = {
has_trait = compassionate
has_trait = calm
}
}
}
}
}
#######################
# You find a wolf cub
#######################
scripted_trigger mpo_hunt_0020_zud_season_trigger = {
situation:the_great_steppe = {
OR = {
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_white_zud_season
situation_sub_region_has_county = root.location.county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_cold_zud_season
situation_sub_region_has_county = root.location.county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_havsarsan_zud_season
situation_sub_region_has_county = root.location.county
}
}
}
}
mpo_hunt.0020 = {
type = activity_event
title = mpo_hunt.0020.t
desc = {
desc = mpo_hunt.0020.desc.intro
first_valid = {
triggered_desc = {
trigger = { mpo_hunt_0020_zud_season_trigger = yes }
desc = mpo_hunt.0020.desc.zud
}
desc = mpo_hunt.0020.desc.normal
}
}
theme = hunt_activity
left_portrait = {
character = root
animation = horse_surveying
camera = camera_event_horse_left
}
center_portrait = {
character = scope:companion
animation = horse_archer_idle
camera = camera_event_horse_left
}
cooldown = { years = 1 }
artifact = {
target = scope:newly_created_artifact
position = lower_right_portrait
trigger = { mpo_hunt_0020_zud_season_trigger = yes }
}
widget = {
is_shown = {
mpo_hunt_0020_zud_season_trigger = yes
}
gui = "event_window_widget_vfx_snowstorm"
container = "foreground_shader_vfx_container"
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
mpo_hunt_0020_zud_season_trigger = yes
}
}
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
involved_activity ?= {
any_attending_character = {
is_adult = yes
NOT = { this = root }
}
}
involved_activity.activity_host ?= this
}
immediate = {
involved_activity = {
save_scope_as = activity
random_attending_character = {
limit = {
is_adult = yes
NOT = { this = root }
}
save_scope_as = companion
get_quirk_character_effect = yes
}
}
if = {
limit = {
has_royal_court = yes
}
hidden_effect_new_object = {
create_artifact = {
name = artifact_wolf_pelt_name
creator = root
description = artifact_wolf_pelt_desc
visuals = large_animal_hide
type = animal_hide_big
modifier = artifact_dread_gain_mult_1_modifier
modifier = artifact_monthly_prestige_gain_per_dread_add_1_modifier
wealth = 25
quality = 50
save_scope_as = newly_created_artifact
}
}
}
else = {
hidden_effect_new_object = {
create_artifact = {
name = artifact_wolf_pelt_name
creator = root
description = artifact_wolf_pelt_desc
visuals = large_animal_hide
type = miscellaneous
modifier = artifact_dread_gain_mult_1_modifier
modifier = artifact_monthly_prestige_gain_per_dread_add_1_modifier
wealth = 25
quality = 50
save_scope_as = newly_created_artifact
}
}
}
}
option = { # If it's snowy you can just take it
name = mpo_hunt.0020.a
trigger = {
mpo_hunt_0020_zud_season_trigger = yes
}
add_internal_flag = special
show_as_tooltip = {
scope:newly_created_artifact = { set_owner = root }
}
stress_impact = {
brave = major_stress_impact_loss
craven = major_stress_impact_gain
lazy = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = brave
}
modifier = {
factor = 0
OR = {
has_trait = craven
has_trait = lazy
}
}
}
}
option = { # Kill the mama wolf
name = mpo_hunt.0020.b
trigger = {
mpo_hunt_0020_zud_season_trigger = no
}
duel = {
skill = prowess
value = high_skill_rating
50 = { # You kill her
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
desc = mpo_hunt.0020.b.tt.success
send_interface_toast = {
title = mpo_hunt.0020.b.tt.success
left_icon = root
add_prestige = medium_prestige_gain
if = {
limit = {
OR = {
has_any_nickname = no
has_bad_nickname = yes
}
}
if = {
limit = {
is_ai = yes
}
random = {
chance = 5
give_nickname = nick_wolf_slayer
}
}
else = {
give_nickname = nick_wolf_slayer
}
}
}
}
50 = { # Fail
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = mpo_hunt.0020.b.tt.failure
send_interface_toast = {
title = mpo_hunt.0020.b.tt.failure
left_icon = root
add_prestige = minor_prestige_gain # You still fought a wolf
increase_wounds_effect = { REASON = wolf }
}
}
}
stress_impact = {
gregarious = medium_stress_impact_loss
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = gregarious
}
modifier = {
factor = 0
OR = {
has_trait = callous
has_trait = sadistic
}
}
}
}
option = { # Try to steal the cub
name = mpo_hunt.0020.c
trigger = {
NOT = { has_character_modifier = exotic_pet_wolf }
mpo_hunt_0020_zud_season_trigger = no
}
duel = {
skill = intrigue
value = high_skill_rating
50 = { # You kill her
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
desc = mpo_hunt.0020.c.tt.success
send_interface_toast = {
title = mpo_hunt.0020.c.tt.success
left_icon = root
add_character_modifier = exotic_pet_wolf
}
}
50 = { # Fail
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = mpo_hunt.0020.b.tt.failure
send_interface_toast = {
title = mpo_hunt.0020.b.tt.failure
left_icon = root
increase_wounds_effect = { REASON = wolf }
}
}
}
stress_impact = {
calm = medium_stress_impact_gain
ambitious = medium_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = ambitious
}
modifier = {
factor = 0
has_trait = calm
}
}
}
option = { # I'm good
name = mpo_hunt.0020.d
hunt_activity_success_change_effect = { CHANGE = increase_minor }
hidden_effect = {
destroy_artifact = scope:newly_created_artifact
}
stress_impact = {
diligent = medium_stress_impact_loss
ambitious = medium_stress_impact_gain
brave = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = diligent
}
modifier = {
factor = 0
OR = {
has_trait = ambitious
has_trait = brave
}
}
}
}
}
#######################
# You find a banished warrior
#######################
scripted_trigger mpo_hunt_0030_warrior_trigger = {
is_adult = yes
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
}
mpo_hunt.0030 = {
type = activity_event
title = mpo_hunt.0030.t
desc = mpo_hunt.0030.desc
theme = hunt_activity
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = callous
has_trait = sadistic
}
}
animation = schadenfreude
}
triggered_animation = {
trigger = { has_trait = paranoid }
animation = paranoia
}
animation = thinking
}
right_portrait = {
character = scope:warrior
animation = severelywounded
}
lower_right_portrait = scope:other_ruler
cooldown = { years = 1 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
any_neighboring_and_across_water_top_liege_realm_owner = {
NOT = { this = root }
}
}
immediate = {
involved_activity = { save_scope_as = activity }
random_neighboring_and_across_water_top_liege_realm_owner = {
limit = {
NOT = { this = root }
}
save_scope_as = other_ruler
}
if = {
limit = {
any_pool_character = {
province = root.location
mpo_hunt_0030_warrior_trigger = yes
}
}
random_pool_character = {
province = root.location
limit = { mpo_hunt_0030_warrior_trigger = yes }
save_scope_as = warrior
}
}
else = {
create_character = {
template = knight
dynasty = none
location = root.location
culture = scope:other_ruler.capital_county.culture
faith = scope:other_ruler.capital_county.faith
gender_female_chance = root_soldier_female_chance
save_scope_as = warrior
}
}
}
option = { # There must be a reason why you got banished
name = mpo_hunt.0030.a
trigger = {
OR = {
has_trait = callous
has_trait = paranoid
has_trait = sadistic
}
}
add_dread = minor_dread_gain
rightfully_imprison_character_less_verbose_effect = {
TARGET = scope:warrior
IMPRISONER = root
}
stress_impact = {
callous = major_stress_impact_loss
sadistic = major_stress_impact_loss
paranoid = major_stress_impact_loss
compassionate = major_stress_impact_gain
just = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = callous
has_trait = sadistic
has_trait = paranoid
}
}
modifier = {
factor = 0
OR = {
has_trait = compassionate
has_trait = just
}
}
}
}
option = { # Recruit them
name = mpo_hunt.0030.b
add_courtier = scope:warrior
scope:warrior = { add_to_activity = scope:activity }
scope:other_ruler = {
add_opinion = {
target = root
modifier = annoyed_opinion
opinion = -10
}
}
stress_impact = {
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = callous
has_trait = sadistic
}
}
}
}
option = { # Give them some money
name = mpo_hunt.0030.c
pay_short_term_gold = {
target = scope:warrior
gold = tiny_gold_value
}
add_piety = minor_piety_gain
stress_impact = {
greedy = medium_stress_impact_gain
zealous = medium_stress_impact_loss
generous = medium_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = generous
has_trait = zealous
}
}
modifier = {
factor = 0
has_trait = greedy
}
}
}
option = { # Bye
name = mpo_hunt.0030.d
stress_impact = {
arrogant = medium_stress_impact_loss
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = arrogant
}
modifier = {
factor = 0
has_trait = compassionate
}
}
}
}
#Your horses are lean from the chase
mpo_hunt.0040 = {
type = activity_event
title = mpo_hunt.0040.t
desc = mpo_hunt.0040.desc
theme = hunt_activity
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = callous
has_trait = sadistic
}
}
animation = schadenfreude
}
triggered_animation = {
trigger = { has_trait = paranoid }
animation = paranoia
}
animation = standing_horse
camera = camera_event_standing_with_horse_left
}
right_portrait = {
character = scope:other_hunter
animation = horse_exhausted
camera = camera_event_horse_right
}
cooldown = { years = 1 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
}
immediate = {
involved_activity = { save_scope_as = activity }
location = {
save_scope_as = root_location
}
scope:activity = {
random_attending_character = {
limit = {
NOT = {
this = root
}
}
save_scope_as = other_hunter
}
}
}
#We can still stalk our prey
option = {
trigger = {
has_trait = lifestyle_hunter
}
name = mpo_hunt.0040.a
add_trait_xp = {
trait = lifestyle_hunter
track = hunter
value = 15
}
stress_impact = {
patient = miniscule_stress_impact_loss
lazy = minor_stress_impact_gain
impatient = minor_stress_impact_gain
arrogant = miniscule_stress_impact_gain
}
ai_chance = {
base = 150
ai_value_modifier = {
ai_rationality = 1
}
modifier = {
OR = {
has_trait = lazy
has_trait = impatient
has_trait = arrogant
}
factor = 0
}
}
}
#The locals will trade with us for more horses
option = {
name = mpo_hunt.0040.b
hunt_activity_success_change_effect = { CHANGE = increase_minor }
remove_short_term_gold = minor_gold_value
stress_impact = {
gregarious = miniscule_stress_impact_loss
paranoid = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
}
modifier = {
OR = {
has_trait = paranoid
gold < medium_gold_value
}
factor = 0
}
}
}
#They will be tired, but we will have our prize
option = {
name = mpo_hunt.0040.c
hunt_activity_success_change_effect = { CHANGE = increase_minor }
if = {
limit = {
NOT = {
has_character_modifier = mpo_lean_horses_hunt_modifier
}
}
add_character_modifier = {
modifier = mpo_lean_horses_hunt_modifier
years = 5
}
}
else = {
domicile = {
change_herd = minor_herd_loss
}
}
stress_impact = {
diligent = miniscule_stress_impact_loss
content = minor_stress_impact_gain
craven = miniscule_stress_impact_gain
compassionate = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_compassion = -1
}
modifier = {
OR = {
has_trait = content
has_trait = conqueror
has_trait = greatest_of_khans
}
factor = 0
}
}
}
#We don't need to tire the horses
option = {
name = mpo_hunt.0040.d
hunt_activity_success_change_effect = { CHANGE = decrease_minor }
stress_impact = {
content = miniscule_stress_impact_loss
ambitious = minor_stress_impact_gain
diligent = miniscule_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_energy = -1
ai_greed = -1
}
modifier = {
has_trait = ambitious
factor = 0
}
}
}
}
# Local hunters seek to aid you
mpo_hunt.0050 = {
type = activity_event
title = mpo_hunt.0050.t
desc = mpo_hunt.0050.desc
theme = hunt_activity
left_portrait = {
character = root
animation = horse_archer_aggressive
camera = camera_event_horse_left
}
right_portrait = {
character = scope:hunter
animation = jockey_wave
camera = camera_event_horse_right
}
cooldown = { years = 1 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
location = {
OR = {
terrain = desert_mountains
terrain = mountains
terrain = hills
terrain = forest
terrain = taiga
terrain = desert
terrain = wetlands
terrain = jungle
}
}
}
immediate = {
involved_activity = { save_scope_as = activity }
location = {
save_scope_as = root_location
}
hidden_effect = {
create_character = {
template = hunter_template
location = root.location
culture = root.location.culture
faith = root.location.faith
save_scope_as = hunter
}
scope:hunter = {
if = {
limit = {
has_dlc_feature = tours_and_tournaments
}
add_trait = tourney_participant
add_trait_xp = {
trait = tourney_participant
track = horse
value = 30
}
add_trait_xp = {
trait = tourney_participant
track = bow
value = 30
}
}
}
}
}
#Pack up your families, you belong to my tribe now
option = {
trigger = {
has_education_diplomacy_trigger = yes
}
name = mpo_hunt.0050.a
hunt_activity_success_change_effect = { CHANGE = increase_minor }
#Add characters
add_courtier = scope:hunter
pay_short_term_gold = {
target = scope:hunter
gold = miniscule_gold_value
}
add_hook = {
target = scope:hunter
type = obligation_hook
}
custom_tooltip = obligation_hook_tt
stress_impact = {
generous = miniscule_stress_impact_loss
}
}
#We'll give you horses if you help us
option = {
name = mpo_hunt.0050.b
hunt_activity_success_change_effect = { CHANGE = increase_minor }
domicile = {
change_herd = miniscule_herd_loss
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
stubborn = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.5
}
modifier = {
factor = 0
domicile = {
herd <= minor_herd_value
}
}
}
}
#Rob them
option = {
name = mpo_hunt.0050.c
flavor = mpo_hunt.0050.c.flavor
duel = {
skill = prowess
target = scope:hunter
# Kick his poor ass
55 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
# Always give _some_ chance.
min = -54
}
modifier = {
add = 10
scope:activity = {
has_activity_option = {
category = hunt_option_party_size
option = hunt_party_size_normal
}
}
}
modifier = {
add = 20
scope:activity = {
has_activity_option = {
category = hunt_option_party_size
option = hunt_party_size_many
}
}
}
desc = mpo_hunt.0050.c.tt.success
send_interface_toast = {
type = event_toast_effect_good
title = mpo_hunt.0050.c.tt.success
left_icon = root
scope:hunter = {
death = {
death_reason = death_fight
killer = root
}
}
add_treasury_or_gold = minor_treasury_or_gold_value
if = {
limit = {
has_trait = tourney_participant
}
add_trait_xp = {
trait = tourney_participant
track = horse
value = 10
}
add_trait_xp = {
trait = tourney_participant
track = bow
value = 10
}
}
else_if = {
limit = {
has_dlc_feature = tours_and_tournaments
}
add_trait = tourney_participant
add_trait_xp = {
trait = tourney_participant
track = horse
value = 5
}
add_trait_xp = {
trait = tourney_participant
track = bow
value = 5
}
}
else = {
add_martial_lifestyle_xp = miniscule_lifestyle_xp
}
}
}
# Wow this boyo ain't soft
45 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -44
}
desc = mpo_hunt.0050.c.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_hunt.0050.c.tt.failure
left_icon = root
increase_wounds_effect = {
REASON = fight
}
}
}
}
stress_impact = {
greedy = miniscule_stress_impact_loss
craven = minor_stress_impact_gain
generous = miniscule_stress_impact_gain
compassionate = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_compassion = -1
}
modifier = {
factor = 2
prowess >= extremely_high_skill_rating
}
modifier = {
factor = 0.5
OR = {
prowess < decent_skill_rating
highest_held_title_tier >= tier_kingdom
}
}
modifier = {
factor = 0
OR = {
has_trait = craven
prowess < average_skill_rating
}
}
}
}
#Piss off, we don't need you
option = {
name = mpo_hunt.0050.d
add_prestige = miniscule_prestige_gain
stress_impact = {
arrogant = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 0.5
ai_greed = -0.5
}
}
}
after = {
if = {
limit = {
scope:hunter = {
NOT = {
is_courtier_of = root
}
}
}
scope:hunter = {
silent_disappearance_effect = yes
}
}
}
}
# MARMOTS EVERYWHERE
mpo_hunt.0060 = {
type = activity_event
title = mpo_hunt.0060.t
desc = mpo_hunt.0060.desc
theme = hunt_activity
left_portrait = {
character = root
animation = hunting_knife_start
camera = camera_event_left_forward
}
right_portrait = {
character = scope:other_hunter
animation = horse_archer_aggressive
camera = camera_event_horse_right_facing_left
}
cooldown = { years = 1 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
location = {
OR = {
geographical_region = world_steppe_west
geographical_region = world_steppe_central
geographical_region = world_steppe_east
geographical_region = world_siberia
}
NOR = {
terrain = desert
terrain = oasis
}
}
}
immediate = {
involved_activity = { save_scope_as = activity }
location = {
save_scope_as = root_location
}
scope:activity = {
ordered_attending_character = {
order_by = prowess
limit = {
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
NOT = {
this = root
}
}
save_scope_as = other_hunter
}
}
}
#I know just who can move all this fur...
option = {
trigger = {
stewardship >= high_skill_rating
has_lifestyle = stewardship_lifestyle
}
name = mpo_hunt.0060.a
add_treasury_or_gold = major_treasury_or_gold_value
add_stewardship_lifestyle_xp = minor_lifestyle_xp
stress_impact = {
greedy = miniscule_stress_impact_loss
impatient = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
}
}
}
#PYay! Kill them all!
option = {
name = mpo_hunt.0060.b
add_treasury_or_gold = medium_treasury_or_gold_value
stress_impact = {
greedy = miniscule_stress_impact_loss
diligent = miniscule_stress_impact_gain
impatient = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
}
}
}
#Ignore them and focus on the quarry
option = {
name = mpo_hunt.0060.c
hunt_activity_success_change_effect = { CHANGE = increase_minor }
stress_impact = {
impatient = miniscule_stress_impact_loss
greedy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
}
}
}
}